1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
, z_aabbtree
, xprofiler
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D
; inline;
98 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
103 function Collide(Panel
: TPanel
): Boolean; overload
;
104 function Collide(X
, Y
: Integer): Boolean; overload
;
105 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH
: Integer);
108 procedure Push(vx
, vy
: Integer);
109 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
110 function Heal(Value
: Word): Boolean;
113 procedure ClientUpdate();
114 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
115 procedure SetDeadAnim
;
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t
: Integer);
123 procedure ClearTriggers();
125 procedure SaveState(var Mem
: TBinMemoryWriter
);
126 procedure LoadState(var Mem
: TBinMemoryReader
);
127 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
128 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
129 procedure MakeBloodSimple(Count
: Word);
130 procedure RevertAnim(R
: Boolean = True);
131 function AnimIsReverse
: Boolean;
132 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
133 function kick(o
: PObj
): Boolean;
134 procedure CatchFire(Attacker
: Word);
135 procedure OnFireFlame(Times
: DWORD
= 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType
: Byte read FMonsterType
;
140 property MonsterHealth
: Integer read FHealth write FHealth
;
141 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
142 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
143 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
144 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
145 property MonsterSleep
: Integer read FSleep write FSleep
;
146 property MonsterState
: Byte read FState write FState
;
147 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
148 property MonsterPain
: Integer read FPain write FPain
;
149 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
151 property Obj
: TObj read FObj
;
152 property UID
: Word read FUID write FUID
;
153 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
155 property GameX
: Integer read FObj
.X write FObj
.X
;
156 property GameY
: Integer read FObj
.Y write FObj
.Y
;
157 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
158 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
159 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
160 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
161 property GameDirection
: TDirection read FDirection write FDirection
;
163 property mapAABB
: AABB2D read getMapAABB
;
165 property StartID
: Integer read FStartID
;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
174 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID
: Word): TMonster
;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
181 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
182 function g_Monsters_GetIDByName (name
: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
188 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
194 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
196 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
198 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
199 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
201 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
202 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord
;
208 TMonsAlongLineCB
= function (mon
: TMonster
; dist
: Single): Boolean is nested
;
210 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
214 gmon_debug_use_sqaccel
: Boolean = true;
218 procedure g_Mons_ProfilersBegin ();
219 procedure g_Mons_ProfilersEnd ();
221 procedure g_Mons_LOS_Start (); inline;
222 procedure g_Mons_LOS_End (); inline;
225 profMonsLOS
: TProfiler
= nil; //WARNING: FOR DEBUGGING ONLY!
231 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
232 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
233 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
234 g_language
, g_netmsg
;
237 // ////////////////////////////////////////////////////////////////////////// //
238 procedure g_Mons_ProfilersBegin ();
240 if (profMonsLOS
= nil) then profMonsLOS
:= TProfiler
.Create('LOS CALC', g_profile_history_size
);
241 profMonsLOS
.mainBegin(g_profile_los
);
242 if g_profile_los
then
244 profMonsLOS
.sectionBegin('loscalc');
245 profMonsLOS
.sectionEnd();
249 procedure g_Mons_ProfilersEnd ();
251 if (profMonsLOS
<> nil) and (g_profile_los
) then profMapCollision
.mainEnd();
254 procedure g_Mons_LOS_Start (); inline;
256 profMonsLOS
.sectionBeginAccum('loscalc');
259 procedure g_Mons_LOS_End (); inline;
261 profMonsLOS
.sectionEnd();
265 // ////////////////////////////////////////////////////////////////////////// //
267 monCheckTrapLastFrameId
: DWord
;
270 function TMonster
.getMapAABB (): AABB2D
; inline;
272 result
:= AABB2D
.CreateWH(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
276 // ////////////////////////////////////////////////////////////////////////// //
278 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
280 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
281 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
284 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
287 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
288 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
289 //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
290 aabb
:= flesh
.getMapAABB();
291 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
297 monsTree
: TDynAABBTreeMons
= nil;
300 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
302 function sqchecker (mon
: TMonster
; var ray
: Ray2D
): Single;
307 result
:= -666.0; // invalid
309 if not aabb
.valid
then exit
;
310 if aabb
.intersects(ray
, @tmin
) then
312 if (tmin
<= 0.0) then tmin
:= 0.0;
314 if cb(mon
, tmin
) then result
:= 0.0; // instant stop
319 qr
: TDynAABBTreeMons
.TSegmentQueryResult
;
322 if not assigned(cb
) then exit
;
323 if monsTree
.segmentQuery(qr
, x0
, y0
, x1
, y1
, sqchecker
) then
325 if (qr
.flesh
<> nil) then result
:= qr
.flesh
;
330 //WARNING! call this after monster position was changed, or coldet will not work right!
331 procedure TMonster
.positionChanged ();
335 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
336 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
338 if (treeNode
= -1) then
340 treeNode
:= monsTree
.insertObject(self
, 0);
341 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
342 monsTree
.getNodeXY(treeNode
, x
, y
);
343 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
348 monsTree
.getNodeXY(treeNode
, x
, y
);
349 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
350 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
353 monsTree
.updateObject(treeNode
);
355 monsTree
.removeObject(treeNode
);
356 treeNode
:= monsTree
.insertObject(self
);
359 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
360 monsTree
.getNodeXY(treeNode
, x
, y
);
361 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
367 // ////////////////////////////////////////////////////////////////////////// //
390 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
392 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
393 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
397 end = ((name
: 'SLEEP'; loop
: True),
398 (name
: 'GO'; loop
: True),
399 (name
: 'DIE'; loop
: False),
400 (name
: 'MESS'; loop
: False),
401 (name
: 'ATTACK'; loop
: False),
402 (name
: 'ATTACK2'; loop
: False),
403 (name
: 'PAIN'; loop
: False));
405 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
406 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
416 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
417 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
419 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
420 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
422 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
423 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
425 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
426 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
428 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
429 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
431 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
432 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
434 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
435 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
437 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
438 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
440 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
441 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
443 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
444 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
446 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
447 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
449 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
450 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
452 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
453 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
455 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
456 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
458 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
459 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
461 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
462 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
464 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
465 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
467 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
468 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
470 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
471 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
473 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
474 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
476 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
477 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
480 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
481 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
482 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
483 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
484 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
485 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
486 AnimDeltaRight
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5));
487 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: 1; Y
: 4), (X
: 0; Y
: 4), (X
: 0; Y
: 4), (X
: 2; Y
: 6), (X
: 2; Y
: 6), (X
: 2; Y
: 5))),
489 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
490 AnimDeltaRight
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4));
491 AnimDeltaLeft
: ((X
: 8; Y
: -4), (X
: 8; Y
: -4), (X
: -2; Y
: -1), (X
: 3; Y
: -2), (X
: 14; Y
: -4), (X
: 14; Y
: -4), (X
: -5; Y
: -4))),
493 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
494 AnimDeltaRight
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4));
495 AnimDeltaLeft
: ((X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 3; Y
: -1), (X
: 2; Y
: -1), (X
: 2; Y
: -4), (X
: 2; Y
: -4), (X
: 1; Y
: -4))),
497 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
498 AnimDeltaRight
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: -3; Y
: -1), (X
: -4; Y
: -1), (X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 0; Y
: -4));
499 AnimDeltaLeft
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: -3; Y
: -1), (X
: -4; Y
: -1), (X
: 1; Y
: -4), (X
: 1; Y
: -4), (X
: 0; Y
: -4))),
501 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
502 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: -6));
503 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-1; Y
: -3), (X
: 1; Y
: -3))),
505 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
506 AnimDeltaRight
: ((X
: -1; Y
: -2), (X
: -1; Y
: -2), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 0; Y
: -3), (X
: 0; Y
: -3), (X
: -1; Y
: -2));
507 AnimDeltaLeft
: ((X
: -1; Y
: -2), (X
: -1; Y
: -2), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: -1; Y
: -4), (X
: -1; Y
: -4), (X
: 2; Y
: -4))),
509 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
510 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
511 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
513 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
514 AnimDeltaRight
: ((X
: 4; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: 1; Y
: 0), (X
: 1; Y
: 0), (X
: -1; Y
: 0));
515 AnimDeltaLeft
: ((X
: 0; Y
: 0), (X
: 2; Y
: 0), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -2; Y
: 0), (X
: -2; Y
: 0), (X
: 1; Y
: 0))),
517 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
518 AnimDeltaRight
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4));
519 AnimDeltaLeft
: ((X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -5), (X
: 0; Y
: -5), (X
: 0; Y
: -4), (X
: 0; Y
: -4), (X
: 0; Y
: -4))),
521 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
522 AnimDeltaRight
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7));
523 AnimDeltaLeft
: ((X
: 1; Y
:-10), (X
: 1; Y
:-10), (X
:-33; Y
:-34), (X
:-33; Y
:-34), (X
:-16; Y
:-10), (X
:-16; Y
:-10), (X
: -1; Y
: -7))),
525 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
526 AnimDeltaRight
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4));
527 AnimDeltaLeft
: ((X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -3; Y
: 0), (X
: -3; Y
: 0), (X
: -1; Y
: -3), (X
: -1; Y
: -3), (X
: -1; Y
: -4))),
529 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
530 AnimDeltaRight
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: -3; Y
: -4));
531 AnimDeltaLeft
: ((X
: -4; Y
: -4), (X
: -4; Y
: -4), (X
: -2; Y
: 8), (X
: -2; Y
: 8), (X
: -3; Y
: -3), (X
: -3; Y
: -3), (X
: 18; Y
: -5))),
533 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
534 AnimDeltaRight
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 1; Y
: -3));
535 AnimDeltaLeft
: ((X
: 0; Y
: -1), (X
: 0; Y
: -1), (X
: -3; Y
: 5), (X
: -3; Y
: 5), (X
: 7; Y
: -1), (X
: 7; Y
: -1), (X
: 6; Y
: -3))),
537 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
538 AnimDeltaRight
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7));
539 AnimDeltaLeft
: ((X
: -2; Y
: -7), (X
: -2; Y
: -7), (X
: -4; Y
: -2), (X
: -4; Y
: -2), (X
: -4; Y
: -7), (X
: -4; Y
: -7), (X
:-14; Y
: -7))),
541 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
542 AnimDeltaRight
: ((X
: -1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -1; Y
: 4), (X
: 6; Y
: 2), (X
:-24; Y
: 4));
543 AnimDeltaLeft
: ((X
: 1; Y
: 4), (X
: -1; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 4), (X
: -2; Y
: 2), (X
: -5; Y
: 4), (X
: 26; Y
: 4))),
545 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
546 AnimDeltaRight
: ((X
: 5; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
: 8; Y
:-23), (X
: -1; Y
:-23), (X
: 4; Y
:-20));
547 AnimDeltaLeft
: ((X
: -8; Y
:-21), (X
: 5; Y
:-21), (X
: 1; Y
:-21), (X
: 1; Y
:-21), (X
:-10; Y
:-24), (X
: 3; Y
:-23), (X
: -4; Y
:-22))),
549 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
550 AnimDeltaRight
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1));
551 AnimDeltaLeft
: ((X
: -1; Y
: 0), (X
: -1; Y
: 0), (X
: -2; Y
: -1), (X
: -2; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1), (X
: -1; Y
: -1 ))),
553 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
554 AnimDeltaRight
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15));
555 AnimDeltaLeft
: ((X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: -1; Y
:-15), (X
: -1; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15), (X
: 0; Y
:-15))),
557 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
558 AnimDeltaRight
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26));
559 AnimDeltaLeft
: ((X
: -2; Y
:-26), (X
: -2; Y
:-26), (X
: 0; Y
:-26), (X
: 0; Y
:-26), (X
: 2; Y
:-26), (X
: 15; Y
:-26), (X
: -2; Y
:-26))),
561 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
562 AnimDeltaRight
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6));
563 AnimDeltaLeft
: ((X
: 0; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: 0), (X
: 2; Y
: 0), (X
: 1; Y
: -6), (X
: 1; Y
: -6), (X
: 0; Y
: -6))) );
565 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
566 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
570 gMonsters
: array of TMonster
;
571 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
574 procedure clearUidMap ();
578 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
582 function g_Mons_getNewTrapFrameId (): DWord
;
586 Inc(monCheckTrapLastFrameId
);
587 if monCheckTrapLastFrameId
= 0 then
590 monCheckTrapLastFrameId
:= 1;
591 for f
:= 0 to High(gMonsters
) do
593 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
596 result
:= monCheckTrapLastFrameId
;
605 soulcount
: Integer = 0;
608 function allocMonster(): DWORD
;
612 for i
:= 0 to High(gMonsters
) do
614 if (gMonsters
[i
] = nil) then
621 olen
:= Length(gMonsters
);
624 SetLength(gMonsters
, 64);
630 SetLength(gMonsters
, Length(gMonsters
)+32);
635 function IsFriend(a
, b
: Byte): Boolean;
639 // Áî÷êà - âñåì äðóã:
640 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
643 // Ìîíñòðû îäíîãî âèäà:
646 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
647 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
648 Exit
; // Ýòè íå áüþò ñâîèõ
651 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
652 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
654 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
655 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
658 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
663 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
666 UIDType
, MonsterType
: Byte;
671 UIDType
:= g_GetUIDType(SpawnerUID
);
672 if UIDType
= UID_MONSTER
then
674 m
:= g_Monsters_ByUID(SpawnerUID
);
675 if m
= nil then Exit
;
676 MonsterType
:= m
.FMonsterType
;
680 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
681 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
683 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
684 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
685 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
687 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
688 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
693 function canShoot(m
: Byte): Boolean;
698 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
706 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
708 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
710 result
:= false; // don't stop
711 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
713 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
714 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
715 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
717 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
728 // Åñëè íóæíà âåðîÿòíîñòü
729 if not immediately
and (Random(8) <> 0) then exit
;
731 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
732 if gmon_debug_use_sqaccel
then
734 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
735 if (mon
<> nil) then result
:= mon
.arrIdx
;
739 for a
:= 0 to High(gMonsters
) do
741 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
743 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
744 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
745 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
746 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
757 procedure g_Monsters_LoadData();
759 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
761 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
768 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
775 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
782 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
789 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
796 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
803 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
810 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
817 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
824 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
831 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
838 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
841 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
845 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
848 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
852 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
855 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
859 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
862 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
866 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
873 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
874 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
875 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
876 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
877 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
878 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
879 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
880 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
881 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
882 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
883 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
884 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
885 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
886 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
887 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
888 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
889 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
890 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
891 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
892 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
893 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
894 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
895 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
896 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
897 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
898 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
899 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
900 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
901 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
902 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
903 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
904 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
905 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
906 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
907 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
908 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
909 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
910 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
911 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
912 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
914 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
916 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
918 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
919 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
920 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
921 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
922 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
923 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
924 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
925 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
926 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
927 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
928 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
930 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
931 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
932 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
934 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
935 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
936 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
937 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
938 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
939 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
941 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
942 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
943 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
944 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
945 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
947 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
948 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
950 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
951 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
952 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
953 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
955 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
956 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
957 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
958 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
959 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
961 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
962 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
963 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
964 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
965 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
967 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
968 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
969 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
970 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
972 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
973 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
974 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
976 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
977 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
979 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
980 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
982 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
983 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
984 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
986 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
987 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
989 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
990 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
991 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
993 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
995 monsTree
:= TDynAABBTreeMons
.Create();
997 monCheckTrapLastFrameId
:= 0;
1000 procedure g_Monsters_FreeData();
1002 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
1004 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1096 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1097 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1098 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1099 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1100 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1101 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1102 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1103 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1104 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1105 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1106 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1107 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1108 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1109 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1110 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1111 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1112 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1113 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1114 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1115 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1116 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1117 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1118 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1119 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1120 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1121 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1122 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1123 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1124 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1125 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1126 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1127 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1128 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1129 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1130 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1131 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1132 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1133 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1134 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1136 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1138 g_Sound_Delete('SOUND_MONSTER_PAIN');
1139 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1140 g_Sound_Delete('SOUND_MONSTER_ACTION');
1141 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1142 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1143 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1144 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1145 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1146 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1147 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1148 g_Sound_Delete('SOUND_MONSTER_SLOP');
1150 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1151 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1152 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1154 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1155 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1156 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1157 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1158 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1159 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1161 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1162 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1163 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_HAHA');
1165 g_Sound_Delete('SOUND_MONSTER_TRUP');
1167 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1168 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1170 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1171 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1172 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1173 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1175 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1176 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1177 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1178 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1179 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1181 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1182 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1183 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1184 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1185 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1187 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1188 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1189 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1190 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1192 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1193 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1194 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1196 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1197 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1199 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1200 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1202 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1203 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1204 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1206 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1207 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1209 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1210 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1211 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1213 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1218 procedure g_Monsters_Init();
1223 procedure g_Monsters_Free();
1228 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1231 monCheckTrapLastFrameId
:= 0;
1234 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1235 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1242 // Íåò òàêîãî ìîíñòðà
1243 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1245 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1246 if MonsterType
= MONSTER_SOUL
then
1248 if soulcount
> MAX_SOUL
then exit
;
1249 soulcount
:= soulcount
+ 1;
1252 find_id
:= allocMonster();
1254 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1255 gMonsters
[find_id
] := mon
;
1256 mon
.arrIdx
:= find_id
;
1259 uidMap
[mon
.FUID
] := mon
;
1261 // Íàñòðàèâàåì ïîëîæåíèå
1266 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1267 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1271 FObj
.X
:= X
-FObj
.Rect
.X
;
1272 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1275 FDirection
:= Direction
;
1276 FStartDirection
:= Direction
;
1281 mon
.positionChanged();
1286 procedure g_Monsters_killedp();
1290 if gMonsters
= nil then
1293 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1294 h
:= High(gMonsters
);
1296 if (gMonsters
[a
] <> nil) then
1297 with gMonsters
[a
] do
1298 if (FMonsterType
= MONSTER_MAN
) and
1299 (FState
<> STATE_DEAD
) and
1300 (FState
<> STATE_SLEEP
) and
1301 (FState
<> STATE_DIE
) then
1303 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1308 procedure g_Monsters_Update();
1313 if gTime
mod (GAME_TICK
*2) = 0 then
1317 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1318 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1321 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1323 for a
:= 0 to High(gMonsters
) do
1325 if (gMonsters
[a
] = nil) then continue
;
1326 if not gMonsters
[a
].FRemoved
then
1328 if g_Game_IsClient
then
1329 gMonsters
[a
].ClientUpdate()
1331 gMonsters
[a
].Update();
1335 gMonsters
[a
].Free();
1336 gMonsters
[a
] := nil;
1343 procedure g_Monsters_Draw();
1347 if gMonsters
<> nil then
1348 for a
:= 0 to High(gMonsters
) do
1349 if gMonsters
[a
] <> nil then
1350 gMonsters
[a
].Draw();
1353 procedure g_Monsters_DrawHealth();
1358 if gMonsters
= nil then Exit
;
1359 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1361 for a
:= 0 to High(gMonsters
) do
1362 if gMonsters
[a
] <> nil then
1364 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1365 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1366 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1370 function g_Monsters_ByUID (UID
: Word): TMonster
;
1373 result
:= uidMap
[UID
];
1376 if gMonsters <> nil then
1377 for a := 0 to High(gMonsters) do
1378 if (gMonsters[a] <> nil) and
1379 (gMonsters[a].FUID = UID) then
1381 Result := gMonsters[a];
1387 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1392 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1394 if gMonsters
<> nil then
1395 for i
:= 0 to High(gMonsters
) do
1396 if gMonsters
[i
] <> nil then
1397 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1400 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1402 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1404 Mem
.WriteInt(pt_xs
);
1406 Mem
.WriteInt(pt_ys
);
1408 // Êîëè÷åñòâî ìîíñòðîâ:
1409 Mem
.WriteInt(count
);
1414 // Ñîõðàíÿåì ìîíñòðîâ:
1415 for i
:= 0 to High(gMonsters
) do
1416 if gMonsters
[i
] <> nil then
1417 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1420 b
:= gMonsters
[i
].MonsterType
;
1422 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1423 gMonsters
[i
].SaveState(Mem
);
1427 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1433 if Mem
= nil then exit
;
1437 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1443 // Êîëè÷åñòâî ìîíñòðîâ
1446 if count
= 0 then exit
;
1448 // Çàãðóæàåì ìîíñòðîâ
1449 for a
:= 0 to count
-1 do
1454 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1455 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1456 // Çàãðóæàåì äàííûå ìîíñòðà
1461 function g_Monsters_GetIDByName(name
: String): Integer;
1465 name
:= UpperCase(name
);
1467 while (i
<= MONSTER_MAN
) do
1469 if name
= MONSTERTABLE
[i
].Name
then
1480 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1482 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1483 Result
:= MONSTERTABLE
[MonsterType
].Name
1488 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1490 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1491 Result
:= KilledByMonster
[MonsterType
]
1496 { T M o n s t e r : }
1498 procedure TMonster
.ActionSound();
1500 case FMonsterType
of
1502 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1503 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1505 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1506 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1507 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1509 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1511 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1513 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1515 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1519 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1523 procedure TMonster
.PainSound();
1531 case FMonsterType
of
1532 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1533 MONSTER_SKEL
, MONSTER_CGUN
:
1534 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1535 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1536 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1537 MONSTER_BSP
, MONSTER_CYBER
:
1538 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1544 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1546 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1550 procedure TMonster
.DieSound();
1552 case FMonsterType
of
1555 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1556 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1558 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1560 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1561 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1562 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1565 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1567 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1569 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1571 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1573 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1575 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1577 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1579 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1581 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1583 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1585 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1587 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1589 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1591 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1595 procedure TMonster
.WakeUpSound();
1597 case FMonsterType
of
1600 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1601 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1603 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1605 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1606 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1607 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1610 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1612 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1614 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1616 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1618 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1620 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1622 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1624 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1626 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1628 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1630 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1632 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1638 procedure TMonster
.BFGHit();
1640 if FMonsterType
= MONSTER_FISH
then
1643 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1644 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1645 {if g_Game_IsServer and g_Game_IsNet then
1646 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1647 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1651 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1653 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1661 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1663 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1668 Panel
.Width
, Panel
.Height
);
1671 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1673 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1674 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1675 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1676 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1679 procedure TMonster
.Respawn
;
1685 FDirection
:= FStartDirection
;
1688 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1689 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1694 FDieTriggers
:= nil;
1695 FWaitAttackAnim
:= False;
1696 FChainFire
:= False;
1699 FState
:= STATE_SLEEP
;
1700 FCurAnim
:= ANIM_SLEEP
;
1702 positionChanged(); // this updates spatial accelerators
1704 if g_Game_IsNet
and g_Game_IsServer
then
1706 MH_SEND_MonsterPos(FUID
);
1707 MH_SEND_MonsterState(FUID
);
1711 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1718 if ForcedUID
< 0 then
1719 FUID
:= g_CreateUID(UID_MONSTER
)
1723 FMonsterType
:= MonsterType
;
1727 FState
:= STATE_SLEEP
;
1728 FCurAnim
:= ANIM_SLEEP
;
1729 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1730 FMaxHealth
:= FHealth
;
1731 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1732 FDieTriggers
:= nil;
1733 FSpawnTrigger
:= -1;
1734 FWaitAttackAnim
:= False;
1735 FChainFire
:= False;
1737 FNoRespawn
:= False;
1739 FBehaviour
:= BH_NORMAL
;
1746 trapCheckFrameId
:= 0;
1748 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1749 FBloodKind
:= BLOOD_SPARKS
1751 FBloodKind
:= BLOOD_NORMAL
;
1752 if FMonsterType
= MONSTER_CACO
then
1758 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1771 SetLength(FAnim
, Length(ANIMTABLE
));
1773 for a
:= 0 to High(FAnim
) do
1775 FAnim
[a
, D_LEFT
] := nil;
1776 FAnim
[a
, D_RIGHT
] := nil;
1779 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1780 if (ANIMTABLE
[a
].name
<> '') and
1781 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1783 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1784 '_'+ANIMTABLE
[a
].name
;
1786 res
:= g_Frames_Exists(s
);
1789 res
:= g_Frames_Get(FramesID
, s
);
1791 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1794 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1795 if a
<> ANIM_MESS
then
1798 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1799 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1801 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1802 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1803 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1804 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1809 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1810 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1812 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1813 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1815 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1816 '_'+ANIMTABLE
[a
].name
+'_L';
1817 if g_Frames_Exists(s
) then
1818 g_Frames_Get(FramesID
, s
);
1821 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1822 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1825 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1826 if MonsterType
= MONSTER_VILE
then
1828 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1829 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1835 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1842 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1843 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1846 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1847 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1850 if Random(2) = 0 then
1851 FDirection
:= D_RIGHT
1853 FDirection
:= D_LEFT
;
1855 SetState(STATE_RUN
);
1859 // Ëîâóøêà óáèâàåò ñðàçó:
1860 if t
= HIT_TRAP
then
1863 // Ðîáîòó óðîíà íåò:
1864 if FMonsterType
= MONSTER_ROBO
then
1868 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1870 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1873 FPain
:= FPain
+aDamage
;
1875 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1876 if FState
<> STATE_PAIN
then
1877 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1878 (FMonsterType
<> MONSTER_BARREL
) then
1879 SetState(STATE_PAIN
);
1881 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1882 if (gBloodCount
> 0) then
1884 c
:= Min(aDamage
, 200);
1885 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1887 if (VelX
= 0) and (VelY
= 0) then
1891 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1892 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1896 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1897 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1899 FTargetUID
:= SpawnerUID
;
1903 // Çäîðîâüå çàêîí÷èëîñü:
1904 if FHealth
<= 0 then
1906 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1907 if (FMonsterType
<> MONSTER_BARREL
) then
1909 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1911 p
:= g_Player_Get(SpawnerUID
);
1912 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1914 p
.MonsterKills
:= p
.MonsterKills
+1;
1915 if gGameSettings
.GameMode
= GM_COOP
then
1916 p
.Frags
:= p
.Frags
+ 1;
1917 // Uncomment this if you want to double-kill monsters
1921 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1923 Inc(gCoopMonstersKilled
);
1924 if g_Game_IsNet
then
1930 case FMonsterType
of
1931 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1932 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1933 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1934 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1941 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1942 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1944 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1945 (FObj
.Vel
.Y
div 2)-Random(4));
1946 positionChanged(); // this updates spatial accelerators
1947 if g_Game_IsServer
and g_Game_IsNet
then
1948 MH_SEND_ItemSpawn(True, it
);
1951 // Òðóï äàëüøå íå èäåò:
1954 // Ó òðóïà ðàçìåðû ìåíüøå:
1955 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1957 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1958 FObj
.Rect
.Height
:= 12;
1961 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1962 if (FHealth
<= -30) and
1963 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1964 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1965 (FMonsterType
= MONSTER_MAN
)) then
1967 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1968 SetState(STATE_DIE
, ANIM_MESS
);
1973 SetState(STATE_DIE
);
1976 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1977 if g_Game_IsServer
then ActivateTriggers();
1982 if FState
= STATE_SLEEP
then
1983 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1984 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1988 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1992 function TMonster
.Heal(Value
: Word): Boolean;
1995 if g_Game_IsClient
then
2000 if FHealth
< FMaxHealth
then
2002 IncMax(FHealth
, Value
, FMaxHealth
);
2003 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
2008 destructor TMonster
.Destroy();
2012 for a
:= 0 to High(FAnim
) do
2014 FAnim
[a
, D_LEFT
].Free();
2015 FAnim
[a
, D_RIGHT
].Free();
2020 if (treeNode
<> -1) then
2022 if monsTree
.isValidId(treeNode
) then
2024 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
2025 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
2027 monsTree
.removeObject(treeNode
);
2031 if (arrIdx
<> -1) then
2033 gMonsters
[arrIdx
] := nil;
2036 uidMap
[FUID
] := nil;
2038 inherited Destroy();
2041 procedure TMonster
.Draw();
2047 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2048 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2050 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2051 if FMonsterType
= MONSTER_VILE
then
2052 if FState
= STATE_SHOOT
then
2053 if GetPos(FTargetUID
, @o
) then
2054 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
2055 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
2057 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2058 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
2059 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
2062 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2063 if FState
= STATE_DEAD
then
2064 case FMonsterType
of
2065 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
2068 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2069 if FAnim
[FCurAnim
, FDirection
] <> nil then
2071 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2072 if (FDirection
= D_LEFT
) and
2073 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
2074 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
2075 (FMonsterType
<> MONSTER_BARREL
) then
2080 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2081 if (FDirection
= D_LEFT
) and
2082 (FMonsterType
<> MONSTER_BARREL
) then
2084 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
2085 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
2087 if m
= M_HORIZONTAL
then
2088 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2089 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2090 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2091 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2092 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2093 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2095 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2098 else // Ïðàâàÿ àíèìàöèÿ
2100 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2101 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2105 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2108 if g_debug_Frames
then
2110 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2112 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2113 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2118 procedure TMonster
.MakeBloodSimple(Count
: Word);
2120 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2121 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2122 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2123 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2124 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2125 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2126 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2127 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2130 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2132 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2133 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2134 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2135 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2138 procedure TMonster
.Push(vx
, vy
: Integer);
2140 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2141 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2142 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2145 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2149 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2150 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2151 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2152 soulcount
:= soulcount
-1;
2154 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2156 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2157 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2158 (State
<> STATE_GO
) then
2165 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2167 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2169 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2170 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2171 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2172 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2173 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2174 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2175 STATE_DIE
: Anim
:= ANIM_DIE
;
2177 begin // íà÷àëè âîñðåøàòüñÿ
2179 FAnim
[Anim
, FDirection
].Revert(True);
2181 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2182 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2189 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2190 if ForceAnim
<> 255 then
2193 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2194 if FCurAnim
<> Anim
then
2195 if FAnim
[Anim
, FDirection
] <> nil then
2197 FAnim
[Anim
, FDirection
].Reset();
2202 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2209 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2210 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2212 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2213 if g_Game_IsServer
and g_Game_IsNet
then
2214 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2220 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2223 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2224 TA
:= TAnimation
.Create(FramesID
, False, 6);
2225 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2226 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2227 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2229 if g_Game_IsServer
and g_Game_IsNet
then
2230 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2231 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2235 FObj
.X
:= X
- FObj
.Rect
.X
;
2236 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2240 FDirection
:= D_LEFT
2243 FDirection
:= D_RIGHT
2247 if FDirection
= D_RIGHT
then
2248 FDirection
:= D_LEFT
2250 FDirection
:= D_RIGHT
;
2253 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2254 if not silent
and (TA
<> nil) then
2256 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2257 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2260 if g_Game_IsServer
and g_Game_IsNet
then
2261 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2262 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2266 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2270 procedure TMonster
.Update();
2272 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2282 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2283 if FMonsterType
= MONSTER_FISH
then
2284 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2285 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2288 // Ëåòàþùèå ìîíòñðû:
2289 if ((FMonsterType
= MONSTER_SOUL
) or
2290 (FMonsterType
= MONSTER_PAIN
) or
2291 (FMonsterType
= MONSTER_CACO
)) and
2292 (FState
<> STATE_DIE
) and
2293 (FState
<> STATE_DEAD
) then
2296 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2297 if gTime
mod (GAME_TICK
*2) <> 0 then
2299 g_Obj_Move(@FObj
, fall
, True, True);
2300 positionChanged(); // this updates spatial accelerators
2304 if FPainTicks
> 0 then
2307 FPainSound
:= False;
2310 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2311 positionChanged(); // this updates spatial accelerators
2313 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2314 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2315 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2318 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2320 Inc(gCoopMonstersKilled
);
2321 if g_Game_IsNet
then
2328 oldvelx
:= FObj
.Vel
.X
;
2330 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2331 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2332 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2334 if FFireTime
> 0 then
2336 if WordBool(st
and MOVE_INWATER
) then
2341 FFireTime
:= FFireTime
- 1;
2342 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2343 if FFirePainTime
= 0 then
2345 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2346 FFirePainTime
:= 18;
2349 FFirePainTime
:= FFirePainTime
- 1;
2353 // Ìåðòâûé íè÷åãî íå äåëàåò:
2354 if (FState
= STATE_DEAD
) then
2357 // AI ìîíñòðîâ âûêëþ÷åí:
2358 if g_debug_MonsterOff
then
2361 if FState
<> STATE_SLEEP
then
2362 SetState(STATE_SLEEP
);
2365 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2366 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2367 case FMonsterType
of
2369 if Random(4) = 0 then
2370 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2371 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2372 MONSTER_ROBO
, MONSTER_BARREL
:
2373 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2374 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2376 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2377 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2378 if Random(2) = 0 then
2379 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2381 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2385 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2386 if FMonsterType
= MONSTER_BARREL
then
2388 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2389 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2390 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2391 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2395 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2396 if FMonsterType
= MONSTER_SOUL
then
2397 if WordBool(st
and MOVE_HITAIR
) then
2398 g_Obj_SetSpeed(@FObj
, 16);
2403 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2404 if FObj
.Vel
.Y
< 0 then
2405 if WordBool(st
and MOVE_INWATER
) then
2408 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2409 FTargetTime
:= FTargetTime
+ 1;
2412 if FShellTimer
> -1 then
2413 if FShellTimer
= 0 then
2415 if FShellType
= SHELL_SHELL
then
2416 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2417 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2418 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2419 else if FShellType
= SHELL_DBLSHELL
then
2421 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2422 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2423 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2424 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2425 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2426 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2429 end else Dec(FShellTimer
);
2431 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2433 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2434 STATE_ATTACK
, STATE_SHOOT
]) then
2435 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2436 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2437 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2438 (FObj
.Accel
.Y
= 0) then
2439 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2442 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2444 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2445 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2447 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2448 if gSoundEffectsDF
then PainSound();
2450 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2453 // Ñíèæàåì áîëü ñî âðåìåíåì:
2456 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2457 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2465 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2468 FSleep
:= FSleep
+ 1;
2470 // Ïðîñïàëè äîñòàòî÷íî:
2471 if FSleep
>= 18 then
2476 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2477 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2478 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2479 if (gPlayers
<> nil) then
2480 for a
:= 0 to High(gPlayers
) do
2481 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2482 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2484 if g_Look(@FObj
, @Obj
, FDirection
) then
2486 FTargetUID
:= gPlayers
[a
].UID
;
2493 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2494 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2495 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2496 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2497 if gMonsters
<> nil then
2498 for a
:= 0 to High(gMonsters
) do
2499 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2500 (gMonsters
[a
].FUID
<> FUID
) then
2502 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2503 if (FBehaviour
= BH_MANIAC
) and
2504 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2506 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2507 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2508 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2510 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2511 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2513 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2515 FTargetUID
:= gMonsters
[a
].UID
;
2524 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2527 FSleep
:= FSleep
- 1;
2529 // Âûæäàëè äîñòàòî÷íî - èäåì:
2534 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2536 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2537 if WordBool(st
and MOVE_BLOCK
) then
2541 SetState(STATE_RUNOUT
);
2546 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2547 if (FMonsterType
= MONSTER_VILE
) then
2548 if isCorpse(@FObj
, False) <> -1 then
2551 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2556 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2557 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2558 if not findNewPrey() then
2559 begin // Íîâûõ öåëåé íåò
2567 o
.Rect
:= _Rect(0, 0, 0, 1);
2569 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2570 GetPos(FTargetUID
, @o
);
2572 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2573 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2576 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2583 // Ðàññòîÿíèå äî öåëè:
2584 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2585 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2587 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2589 FDirection
:= D_RIGHT
2591 FDirection
:= D_LEFT
;
2593 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2594 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2595 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2596 if shoot(@o
, False) then
2599 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2600 if Abs(sx
) < 40 then
2601 if FMonsterType
<> MONSTER_FISH
then
2604 SetState(STATE_RUN
);
2605 if Random(2) = 0 then
2606 FDirection
:= D_LEFT
2608 FDirection
:= D_RIGHT
;
2613 // Óïåðëèñü â ñòåíó:
2614 if WordBool(st
and MOVE_HITWALL
) then
2616 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2617 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2618 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2620 SetState(STATE_WAIT
);
2625 case FMonsterType
of
2626 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2628 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2629 (FObj
.Accel
.Y
= 0) then
2630 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2631 // Ïðûæîê ÷åðåç ñòåíó:
2632 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2633 SetState(STATE_CLIMB
);
2640 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2641 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2642 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2644 if FMonsterType
= MONSTER_FISH
then
2646 if not WordBool(st
and MOVE_INWATER
) then
2647 begin // Ðûáà âíå âîäû:
2648 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2649 begin // "Ñòîèò" òâåðäî
2650 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2651 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2652 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2656 SetState(STATE_PAIN
);
2657 FPain
:= FPain
+ 50;
2661 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2663 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2667 // Ðûáà ïëûâåò ââåðõ:
2668 if FObj
.Vel
.Y
< 0 then
2669 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2671 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2673 // Ïëàâàåì òóäà-ñþäà:
2674 if Random(2) = 0 then
2675 FDirection
:= D_LEFT
2677 FDirection
:= D_RIGHT
;
2679 SetState(STATE_RUN
);
2683 else // Ëåòàþùèå ìîíñòðû
2685 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2687 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2692 else // "Íàçåìíûå" ìîíñòðû
2694 // Âîçìîæíî, ïèíàåì êóñêè:
2695 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2697 b
:= Abs(FObj
.Vel
.X
);
2698 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2699 for a
:= 0 to High(gGibs
) do
2701 if gGibs
[a
].Live
and
2702 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2703 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2706 if FObj
.Vel
.X
< 0 then
2708 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2712 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2717 // Áîññû ìîãóò ïèíàòü òðóïû:
2718 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2719 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2721 b
:= Abs(FObj
.Vel
.X
);
2722 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2723 for a
:= 0 to High(gCorpses
) do
2724 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2726 co
:= gCorpses
[a
].Obj
;
2727 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2728 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2730 if FObj
.Vel
.X
< 0 then
2731 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2733 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2736 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2738 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2740 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2741 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2744 FSleep
:= FSleep
+ 1;
2750 if Random(8) = 0 then
2754 // Áåæèì â âûáðàííóþ ñòîðîíó:
2755 if FDirection
= D_RIGHT
then
2756 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2758 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2760 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2761 if WordBool(st
and MOVE_INWATER
) then
2762 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2763 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2764 if FMonsterType
= MONSTER_FISH
then
2768 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2770 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2771 if WordBool(st
and MOVE_BLOCK
) then
2775 SetState(STATE_RUNOUT
);
2780 FSleep
:= FSleep
- 1;
2782 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2783 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2787 // Ñòåíà - èäåì îáðàòíî:
2788 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2791 if Random(8) = 0 then
2795 // Áåæèì â âûáðàííóþ ñòîðîíó:
2796 if FDirection
= D_RIGHT
then
2797 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2799 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2801 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2802 if WordBool(st
and MOVE_INWATER
) then
2803 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2804 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2805 if FMonsterType
= MONSTER_FISH
then
2809 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2811 // Âûøëè èç ÁëîêÌîíà:
2812 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2815 FSleep
:= FSleep
- 1;
2817 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2818 if FSleep
<= -18 then
2822 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2823 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2826 if Random(8) = 0 then
2830 // Áåæèì â âûáðàííóþ ñòîðîíó:
2831 if FDirection
= D_RIGHT
then
2832 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2834 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2836 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2837 if WordBool(st
and MOVE_INWATER
) then
2838 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2839 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2840 if FMonsterType
= MONSTER_FISH
then
2844 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2846 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2847 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2848 (not WordBool(st
and MOVE_HITWALL
)) then
2853 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2854 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2858 SetState(STATE_RUN
);
2862 // Áåæèì â âûáðàííóþ ñòîðîíó:
2863 if FDirection
= D_RIGHT
then
2864 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2866 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2868 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2869 if WordBool(st
and MOVE_INWATER
) then
2870 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2871 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2872 if FMonsterType
= MONSTER_FISH
then
2876 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2877 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2879 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2880 if FMonsterType
= MONSTER_SOUL
then
2882 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2888 // Çàìåäëÿåìñÿ ïðè àòàêå:
2889 if FMonsterType
<> MONSTER_FISH
then
2890 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2892 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2893 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2895 // Öåëü ïîãèáëà => èäåì äàëüøå:
2896 if not GetPos(FTargetUID
, @o
) then
2903 // Öåëü íå âèäíî => èäåì äàëüøå:
2904 if not g_Look(@FObj
, @o
, FDirection
) then
2911 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2912 if g_Obj_CollideWater(@o
, 0, 0) then
2920 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2921 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2922 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2925 end; // case FState of ...
2929 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2930 if FState
= STATE_REVIVE
then
2931 if FAnim
[FCurAnim
, FDirection
].Played
then
2932 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2933 FAnim
[FCurAnim
, FDirection
].Revert(False);
2937 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2938 if vilefire
<> nil then
2941 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2942 if (FState
= STATE_DIE
) and
2943 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2944 (FAnim
[FCurAnim
, FDirection
].Played
) then
2947 SetState(STATE_DEAD
);
2949 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2950 if (FMonsterType
= MONSTER_PAIN
) then
2952 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2953 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2956 mon
.SetState(STATE_GO
);
2957 mon
.FNoRespawn
:= True;
2958 Inc(gTotalMonsters
);
2959 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2962 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2963 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2966 mon
.SetState(STATE_GO
);
2967 mon
.FNoRespawn
:= True;
2968 Inc(gTotalMonsters
);
2969 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2972 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2973 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2976 mon
.SetState(STATE_GO
);
2977 mon
.FNoRespawn
:= True;
2978 Inc(gTotalMonsters
);
2979 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2982 if g_Game_IsNet
then MH_SEND_CoopStats();
2985 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2986 if (FMonsterType
= MONSTER_PAIN
) or
2987 (FMonsterType
= MONSTER_SOUL
) or
2988 (FMonsterType
= MONSTER_BARREL
) then
2992 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2993 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2994 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2995 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2996 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2997 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2998 if FState
= STATE_ATTACK
then
2999 begin // Ñîñòîÿíèå - Àòàêà
3000 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3001 if FMonsterType
<> MONSTER_SOUL
then
3004 else // Ñîñòîÿíèå - Ñòðåëüáà
3006 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3007 if not FChainFire
then
3010 begin // Íàäî ñòðåëÿòü åùå
3011 FChainFire
:= False;
3012 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3013 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3014 FAnim
[FCurAnim
, FDirection
].Reset();
3018 FWaitAttackAnim
:= False;
3021 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3022 if (FMonsterType
= MONSTER_SOUL
) or
3023 ( (not FWaitAttackAnim
) and
3024 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3025 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3027 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3028 if FState
= STATE_ATTACK
then
3029 begin // Ñîñòîÿíèå - Àòàêà
3030 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3031 if FMonsterType
= MONSTER_SOUL
then
3032 FAnim
[FCurAnim
, FDirection
].Reset();
3034 case FMonsterType
of
3035 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3036 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3037 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3038 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3039 if FMonsterType
= MONSTER_SOUL
then
3043 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3044 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
3045 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
3047 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3048 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3049 if FCurAnim
= ANIM_ATTACK2
then
3052 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3053 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
3054 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
3058 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3059 if FCurAnim
= ANIM_ATTACK2
then
3061 sx
:= isCorpse(@FObj
, True);
3063 begin // Íàøëè, êîãî âîñêðåñèòü
3064 gMonsters
[sx
].SetState(STATE_REVIVE
);
3065 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3066 // Âîñêðåøàòü - ñåáå âðåäèòü:
3067 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3073 else // Ñîñòîÿíèå - Ñòðåëüáà
3075 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3076 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3078 if FDirection
= D_LEFT
then
3080 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3081 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3082 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3085 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3087 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3088 case FMonsterType
of
3090 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3093 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3094 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3095 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3099 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3100 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3102 FShellType
:= SHELL_SHELL
;
3106 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3108 FShellType
:= SHELL_DBLSHELL
;
3113 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3114 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3117 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3120 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3121 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3122 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3126 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3127 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3128 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3131 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3133 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3135 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3136 MONSTER_BARON
, MONSTER_KNIGHT
:
3137 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3139 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3141 begin // Ñîçäàåì Lost_Soul:
3142 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3143 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3146 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3147 mon
.FTargetUID
:= FTargetUID
;
3148 GetPos(FTargetUID
, @o
);
3149 mon
.FTargetTime
:= 0;
3150 mon
.FNoRespawn
:= True;
3151 mon
.SetState(STATE_GO
);
3152 mon
.shoot(@o
, True);
3153 Inc(gTotalMonsters
);
3155 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3160 if FMonsterType
<> MONSTER_PAIN
then
3161 if g_Game_IsNet
then
3162 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3164 // Ñêîðîñòðåëüíûå ìîíñòðû:
3165 if (FMonsterType
= MONSTER_CGUN
) or
3166 (FMonsterType
= MONSTER_SPIDER
) or
3167 (FMonsterType
= MONSTER_BSP
) or
3168 (FMonsterType
= MONSTER_MANCUB
) or
3169 (FMonsterType
= MONSTER_ROBO
) then
3170 if not GetPos(FTargetUID
, @o
) then
3171 // Öåëü ìåðòâà - èùåì íîâóþ:
3173 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3174 if shoot(@o
, False) then
3178 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3179 FWaitAttackAnim
:= True;
3182 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3183 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3185 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3186 // Çâóêè ïðè ïåðåäâèæåíèè:
3187 case FMonsterType
of
3189 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3190 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3191 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3193 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3194 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3195 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3197 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3198 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3199 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3201 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3202 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3203 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3207 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3208 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3209 FObj
.Vel
.X
:= oldvelx
;
3211 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3212 if FAnim
[FCurAnim
, FDirection
] <> nil then
3213 FAnim
[FCurAnim
, FDirection
].Update();
3216 procedure TMonster
.SetDeadAnim
;
3218 if FAnim
<> nil then
3219 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3222 procedure TMonster
.RevertAnim(R
: Boolean = True);
3224 if FAnim
<> nil then
3225 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3226 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3229 function TMonster
.AnimIsReverse
: Boolean;
3231 if FAnim
<> nil then
3232 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3237 procedure TMonster
.ClientUpdate();
3239 a
, b
, sx
, sy
, oldvelx
: Integer;
3246 sx
:= 0; // SHUT UP COMPILER
3249 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3250 if FMonsterType
= MONSTER_FISH
then
3251 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3252 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3255 // Ëåòàþùèå ìîíòñðû:
3256 if ((FMonsterType
= MONSTER_SOUL
) or
3257 (FMonsterType
= MONSTER_PAIN
) or
3258 (FMonsterType
= MONSTER_CACO
)) and
3259 (FState
<> STATE_DIE
) and
3260 (FState
<> STATE_DEAD
) then
3263 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3264 if gTime
mod (GAME_TICK
*2) <> 0 then
3266 g_Obj_Move(@FObj
, fall
, True, True);
3267 positionChanged(); // this updates spatial accelerators
3271 if FPainTicks
> 0 then
3274 FPainSound
:= False;
3277 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3278 positionChanged(); // this updates spatial accelerators
3280 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3281 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3282 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3288 oldvelx
:= FObj
.Vel
.X
;
3290 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3291 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3292 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3294 if FFireTime
> 0 then
3296 if WordBool(st
and MOVE_INWATER
) then
3301 FFireTime
:= FFireTime
- 1;
3305 // Ìåðòâûé íè÷åãî íå äåëàåò:
3306 if (FState
= STATE_DEAD
) then
3309 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3310 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3311 case FMonsterType
of
3313 if Random(4) = 0 then
3314 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3315 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3316 MONSTER_ROBO
, MONSTER_BARREL
:
3317 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3318 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3320 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3321 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3322 if Random(2) = 0 then
3323 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3325 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3329 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3330 if FMonsterType
= MONSTER_BARREL
then
3332 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3333 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3334 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3335 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3339 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3340 if FMonsterType
= MONSTER_SOUL
then
3341 if WordBool(st
and MOVE_HITAIR
) then
3342 g_Obj_SetSpeed(@FObj
, 16);
3347 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3348 if FObj
.Vel
.Y
< 0 then
3349 if WordBool(st
and MOVE_INWATER
) then
3352 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3353 FTargetTime
:= FTargetTime
+ 1;
3355 if FShellTimer
> -1 then
3356 if FShellTimer
= 0 then
3358 if FShellType
= SHELL_SHELL
then
3359 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3360 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3361 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3362 else if FShellType
= SHELL_DBLSHELL
then
3364 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3365 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3366 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3367 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3368 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3369 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3372 end else Dec(FShellTimer
);
3374 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3376 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3377 STATE_ATTACK
, STATE_SHOOT
]) then
3378 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3379 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3380 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3381 (FObj
.Accel
.Y
= 0) then
3382 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3385 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3387 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3388 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3390 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3391 if gSoundEffectsDF
then PainSound();
3393 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3396 // Ñíèæàåì áîëü ñî âðåìåíåì:
3399 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3400 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3407 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3410 FSleep
:= FSleep
+ 1;
3412 // Ïðîñïàëè äîñòàòî÷íî:
3413 if FSleep
>= 18 then
3419 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3422 FSleep
:= FSleep
- 1;
3425 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3427 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3428 if WordBool(st
and MOVE_BLOCK
) then
3432 SetState(STATE_RUNOUT
);
3437 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3438 if (FMonsterType
= MONSTER_VILE
) then
3439 if isCorpse(@FObj
, False) <> -1 then
3441 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3447 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3448 if Abs(sx
) < 40 then
3449 if FMonsterType
<> MONSTER_FISH
then
3451 SetState(STATE_RUN
);
3457 // Óïåðëèñü â ñòåíó:
3458 if WordBool(st
and MOVE_HITWALL
) then
3460 case FMonsterType
of
3461 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3463 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3464 (FObj
.Accel
.Y
= 0) then
3465 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3466 // Ïðûæîê ÷åðåç ñòåíó:
3467 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3468 SetState(STATE_CLIMB
);
3475 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3476 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3477 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3479 if FMonsterType
= MONSTER_FISH
then
3481 if not WordBool(st
and MOVE_INWATER
) then
3482 begin // Ðûáà âíå âîäû:
3483 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3484 begin // "Ñòîèò" òâåðäî
3485 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3486 if FObj
.Accel
.Y
= 0 then
3488 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3492 SetState(STATE_PAIN
);
3493 FPain
:= FPain
+ 50;
3497 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3499 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3503 // Ðûáà ïëûâåò ââåðõ:
3504 if FObj
.Vel
.Y
< 0 then
3505 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3507 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3509 // Ïëàâàåì òóäà-ñþäà:
3510 SetState(STATE_RUN
);
3515 else // Ëåòàþùèå ìîíñòðû
3517 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3519 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3524 else // "Íàçåìíûå" ìîíñòðû
3526 // Âîçìîæíî, ïèíàåì êóñêè:
3527 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3529 b
:= Abs(FObj
.Vel
.X
);
3530 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3531 for a
:= 0 to High(gGibs
) do
3533 if gGibs
[a
].Live
and
3534 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3535 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3538 if FObj
.Vel
.X
< 0 then
3540 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3544 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3546 positionChanged(); // this updates spatial accelerators
3550 // Áîññû ìîãóò ïèíàòü òðóïû:
3551 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3552 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3554 b
:= Abs(FObj
.Vel
.X
);
3555 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3556 for a
:= 0 to High(gCorpses
) do
3557 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3559 co
:= gCorpses
[a
].Obj
;
3560 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3561 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3563 if FObj
.Vel
.X
< 0 then
3564 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3566 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3571 FSleep
:= FSleep
+ 1;
3577 if Random(8) = 0 then
3581 // Áåæèì â âûáðàííóþ ñòîðîíó:
3582 if FDirection
= D_RIGHT
then
3583 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3585 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3587 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3588 if WordBool(st
and MOVE_INWATER
) then
3589 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3590 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3591 if FMonsterType
= MONSTER_FISH
then
3595 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3597 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3598 if WordBool(st
and MOVE_BLOCK
) then
3600 SetState(STATE_RUNOUT
);
3606 FSleep
:= FSleep
- 1;
3608 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3609 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3615 if Random(8) = 0 then
3619 // Áåæèì â âûáðàííóþ ñòîðîíó:
3620 if FDirection
= D_RIGHT
then
3621 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3623 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3625 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3626 if WordBool(st
and MOVE_INWATER
) then
3627 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3628 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3629 if FMonsterType
= MONSTER_FISH
then
3633 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3635 // Âûøëè èç ÁëîêÌîíà:
3636 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3639 FSleep
:= FSleep
- 1;
3641 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3642 if FSleep
<= -18 then
3648 if Random(8) = 0 then
3652 // Áåæèì â âûáðàííóþ ñòîðîíó:
3653 if FDirection
= D_RIGHT
then
3654 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3656 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3658 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3659 if WordBool(st
and MOVE_INWATER
) then
3660 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3661 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3662 if FMonsterType
= MONSTER_FISH
then
3666 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3668 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3669 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3670 (not WordBool(st
and MOVE_HITWALL
)) then
3675 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3676 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3678 SetState(STATE_RUN
);
3683 // Áåæèì â âûáðàííóþ ñòîðîíó:
3684 if FDirection
= D_RIGHT
then
3685 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3687 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3689 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3690 if WordBool(st
and MOVE_INWATER
) then
3691 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3692 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3693 if FMonsterType
= MONSTER_FISH
then
3697 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3698 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3700 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3701 if FMonsterType
= MONSTER_SOUL
then
3703 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3709 // Çàìåäëÿåìñÿ ïðè àòàêå:
3710 if FMonsterType
<> MONSTER_FISH
then
3711 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3713 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3714 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3716 // Öåëü ïîãèáëà => èäåì äàëüøå:
3717 if not GetPos(FTargetUID
, @o
) then
3724 // Öåëü íå âèäíî => èäåì äàëüøå:
3725 if not g_Look(@FObj
, @o
, FDirection
) then
3732 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3733 if g_Obj_CollideWater(@o
, 0, 0) then
3741 end; // case FState of ...
3745 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3746 if FState
= STATE_REVIVE
then
3747 if FAnim
[FCurAnim
, FDirection
].Played
then
3748 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3749 FAnim
[FCurAnim
, FDirection
].Revert(False);
3753 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3754 if vilefire
<> nil then
3757 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3758 if (FState
= STATE_DIE
) and
3759 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3760 (FAnim
[FCurAnim
, FDirection
].Played
) then
3763 SetState(STATE_DEAD
);
3765 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3766 if (FMonsterType
= MONSTER_PAIN
) or
3767 (FMonsterType
= MONSTER_SOUL
) or
3768 (FMonsterType
= MONSTER_BARREL
) then
3771 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3774 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3775 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3776 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3777 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3778 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3779 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3780 if FState
= STATE_ATTACK
then
3781 begin // Ñîñòîÿíèå - Àòàêà
3782 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3783 if FMonsterType
<> MONSTER_SOUL
then
3786 else // Ñîñòîÿíèå - Ñòðåëüáà
3788 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3789 if not FChainFire
then
3792 begin // Íàäî ñòðåëÿòü åùå
3793 FChainFire
:= False;
3794 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3795 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3796 FAnim
[FCurAnim
, FDirection
].Reset();
3800 FWaitAttackAnim
:= False;
3803 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3804 if (FMonsterType
= MONSTER_SOUL
) or
3805 ( (not FWaitAttackAnim
) and
3806 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3807 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3809 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3810 if FState
= STATE_ATTACK
then
3811 begin // Ñîñòîÿíèå - Àòàêà
3812 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3813 if FMonsterType
= MONSTER_SOUL
then
3814 FAnim
[FCurAnim
, FDirection
].Reset();
3816 case FMonsterType
of
3817 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3818 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3819 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3820 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3821 if FMonsterType
= MONSTER_SOUL
then
3825 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3827 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3828 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3829 if FCurAnim
= ANIM_ATTACK2
then
3832 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3833 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3837 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3838 if FCurAnim
= ANIM_ATTACK2
then
3840 sx
:= isCorpse(@FObj
, True);
3842 begin // Íàøëè, êîãî âîñêðåñèòü
3843 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3844 // Âîñêðåøàòü - ñåáå âðåäèòü:
3845 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3851 else // Ñîñòîÿíèå - Ñòðåëüáà
3853 // Ñêîðîñòðåëüíûå ìîíñòðû:
3854 if (FMonsterType
= MONSTER_CGUN
) or
3855 (FMonsterType
= MONSTER_SPIDER
) or
3856 (FMonsterType
= MONSTER_BSP
) or
3857 (FMonsterType
= MONSTER_MANCUB
) or
3858 (FMonsterType
= MONSTER_ROBO
) then
3859 if not GetPos(FTargetUID
, @o
) then
3860 // Öåëü ìåðòâà - èùåì íîâóþ:
3862 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3863 if shoot(@o
, False) then
3867 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3868 FWaitAttackAnim
:= True;
3871 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3872 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3874 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3875 // Çâóêè ïðè ïåðåäâèæåíèè:
3876 case FMonsterType
of
3878 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3879 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3880 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3882 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3883 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3884 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3886 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3887 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3888 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3890 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3891 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3892 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3896 // Êîñòûëü äëÿ ïîòîêîâ
3897 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3898 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3899 FObj
.Vel
.X
:= oldvelx
;
3901 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3902 if FAnim
[FCurAnim
, FDirection
] <> nil then
3903 FAnim
[FCurAnim
, FDirection
].Update();
3906 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3908 case FMonsterType
of
3911 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3912 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3916 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3918 FShellType
:= SHELL_SHELL
;
3922 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3924 FShellType
:= SHELL_DBLSHELL
;
3926 MONSTER_CGUN
, MONSTER_SPIDER
:
3928 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3929 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3932 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3934 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3936 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3938 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3940 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3942 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3943 MONSTER_BARON
, MONSTER_KNIGHT
:
3944 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3946 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3950 procedure TMonster
.Turn();
3953 if FDirection
= D_LEFT
then
3954 FDirection
:= D_RIGHT
3956 FDirection
:= D_LEFT
;
3958 // Áåæèì â âûáðàííóþ ñòîðîíó:
3959 if FDirection
= D_RIGHT
then
3960 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3962 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3965 function TMonster
.findNewPrey(): Boolean;
3969 PlayersSee
, MonstersSee
: Array of DWORD
;
3970 PlayerNear
, MonsterNear
: Integer;
3973 SetLength(MonstersSee
, 0);
3974 SetLength(PlayersSee
, 0);
3981 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3982 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3983 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3984 for a
:= 0 to High(gPlayers
) do
3985 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3986 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3988 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3990 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3991 PlayersSee
[High(PlayersSee
)] := a
;
3993 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3994 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3998 PlayerNear
:= Integer(a
);
4002 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
4003 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
4004 for a
:= 0 to High(gMonsters
) do
4005 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
4006 (gMonsters
[a
].FUID
<> FUID
) then
4008 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
4009 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
4010 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
4011 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4012 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
4013 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
4014 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
4015 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
4017 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
4019 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
4020 MonstersSee
[High(MonstersSee
)] := a
;
4022 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
4023 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
4027 MonsterNear
:= Integer(a
);
4032 BH_NORMAL
, BH_KILLER
:
4034 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
4035 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4037 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4038 FTargetUID
:= gPlayers
[a
].UID
;
4041 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4044 FTargetUID
:= gPlayers
[a
].UID
;
4046 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4047 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4049 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4050 FTargetUID
:= gMonsters
[a
].UID
;
4053 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4056 FTargetUID
:= gMonsters
[a
].UID
;
4059 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
4061 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4062 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4064 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4065 FTargetUID
:= gPlayers
[a
].UID
;
4067 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4069 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4070 FTargetUID
:= gMonsters
[a
].UID
;
4072 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4073 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4076 FTargetUID
:= gPlayers
[a
].UID
;
4078 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4081 FTargetUID
:= gMonsters
[a
].UID
;
4086 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4087 if FTargetUID
= 0 then
4089 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4090 if FBehaviour
= BH_INSANE
then
4093 FTargetTime
:= MAX_ATM
;
4102 function TMonster
.kick(o
: PObj
): Boolean;
4106 case FMonsterType
of
4109 SetState(STATE_ATTACK
);
4114 SetState(STATE_ATTACK
);
4115 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4120 SetState(STATE_ATTACK
);
4121 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4124 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4126 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4127 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4130 MONSTER_BARON
, MONSTER_KNIGHT
,
4131 MONSTER_CACO
, MONSTER_MANCUB
:
4132 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4133 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4137 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4147 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4148 if not immediately
then
4149 case FMonsterType
of
4150 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4151 Exit
; // íå ñòðåëÿþò
4152 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4155 // Âðåìÿ âûñòðåëà óïóùåíî:
4157 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4163 // Âðåìÿ âûñòðåëà óïóùåíî:
4170 // Âðåìÿ âûñòðåëà óïóùåíî:
4171 if FAmmo
>= 100 then
4176 // Ñòðåëÿåò íå âñåãäà:
4177 if Random(2) = 0 then
4180 // Âðåìÿ âûñòðåëà óïóùåíî:
4184 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4185 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4186 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4187 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4188 else if Random(16) <> 0 then Exit
;
4192 if not g_Look(@FObj
, o
, FDirection
) then
4197 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4198 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4200 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4201 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4202 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4203 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4206 case FMonsterType
of
4207 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4209 SetState(STATE_SHOOT
);
4214 SetState(STATE_SHOOT
);
4218 begin // Çàæèãàåì îãîíü
4219 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4220 ty
:= o
^.Y
+o
^.Rect
.Y
;
4221 SetState(STATE_SHOOT
);
4225 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4226 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4229 begin // Ëåòèò â ñòîðîíó öåëè:
4230 SetState(STATE_ATTACK
);
4231 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4233 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4234 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4235 m
:= Max(Abs(xd
), Abs(yd
));
4239 FObj
.Vel
.X
:= (xd
*16) div m
;
4240 FObj
.Vel
.Y
:= (yd
*16) div m
;
4242 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4243 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4245 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4246 if FMonsterType
= MONSTER_MANCUB
then
4248 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4250 SetState(STATE_SHOOT
);
4258 function TMonster
.Live(): Boolean;
4260 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4263 procedure TMonster
.SetHealth(aH
: Integer);
4265 if (aH
> 0) and (aH
< 1000000) then
4268 if FHealth
> FMaxHealth
then
4269 FMaxHealth
:= FHealth
;
4273 procedure TMonster
.WakeUp();
4275 if g_Game_IsClient
then Exit
;
4277 FTargetTime
:= MAX_ATM
;
4281 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4291 // Ñèãíàòóðà ìîíñòðà:
4292 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4293 Mem
.WriteDWORD(sig
);
4295 Mem
.WriteWord(FUID
);
4297 if FDirection
= D_LEFT
then
4302 // Íàäî ëè óäàëèòü åãî:
4303 Mem
.WriteBoolean(FRemoved
);
4304 // Îñòàëîñü çäîðîâüÿ:
4305 Mem
.WriteInt(FHealth
);
4307 Mem
.WriteByte(FState
);
4308 // Òåêóùàÿ àíèìàöèÿ:
4309 Mem
.WriteByte(FCurAnim
);
4311 Mem
.WriteWord(FTargetUID
);
4312 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4313 Mem
.WriteInt(FTargetTime
);
4314 // Ïîâåäåíèå ìîíñòðà:
4315 Mem
.WriteByte(FBehaviour
);
4316 // Ãîòîâíîñòü ê âûñòðåëó:
4317 Mem
.WriteInt(FAmmo
);
4319 Mem
.WriteInt(FPain
);
4321 Mem
.WriteInt(FSleep
);
4322 // Îçâó÷èâàòü ëè áîëü:
4323 Mem
.WriteBoolean(FPainSound
);
4324 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4325 Mem
.WriteBoolean(FWaitAttackAnim
);
4326 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4327 Mem
.WriteBoolean(FChainFire
);
4328 // Ïîäëåæèò ëè ðåñïàâíó:
4329 Mem
.WriteBoolean(FNoRespawn
);
4333 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4334 Mem
.WriteInt(FStartID
);
4335 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4336 Mem
.WriteInt(FSpawnTrigger
);
4338 Obj_SaveState(@FObj
, Mem
);
4339 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4340 anim
:= vilefire
<> nil;
4341 Mem
.WriteBoolean(anim
);
4342 // Åñëè åñòü - ñîõðàíÿåì:
4344 vilefire
.SaveState(Mem
);
4346 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4348 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4349 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4350 Mem
.WriteBoolean(anim
);
4351 // Åñëè åñòü - ñîõðàíÿåì:
4353 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4354 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4355 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4356 Mem
.WriteBoolean(anim
);
4357 // Åñëè åñòü - ñîõðàíÿåì:
4359 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4363 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4373 // Ñèãíàòóðà ìîíñòðà:
4375 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4377 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4384 FDirection
:= D_LEFT
4386 FDirection
:= D_RIGHT
;
4387 // Íàäî ëè óäàëèòü åãî:
4388 Mem
.ReadBoolean(FRemoved
);
4389 // Îñòàëîñü çäîðîâüÿ:
4390 Mem
.ReadInt(FHealth
);
4392 Mem
.ReadByte(FState
);
4393 // Òåêóùàÿ àíèìàöèÿ:
4394 Mem
.ReadByte(FCurAnim
);
4396 Mem
.ReadWord(FTargetUID
);
4397 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4398 Mem
.ReadInt(FTargetTime
);
4399 // Ïîâåäåíèå ìîíñòðà:
4400 Mem
.ReadByte(FBehaviour
);
4401 // Ãîòîâíîñòü ê âûñòðåëó:
4406 Mem
.ReadInt(FSleep
);
4407 // Îçâó÷èâàòü ëè áîëü:
4408 Mem
.ReadBoolean(FPainSound
);
4409 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4410 Mem
.ReadBoolean(FWaitAttackAnim
);
4411 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4412 Mem
.ReadBoolean(FChainFire
);
4413 // Ïîäëåæèò ëè ðåñïàâíó
4414 Mem
.ReadBoolean(FNoRespawn
);
4418 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4419 Mem
.ReadInt(FStartID
);
4420 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4421 Mem
.ReadInt(FSpawnTrigger
);
4423 Obj_LoadState(@FObj
, Mem
);
4424 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4425 Mem
.ReadBoolean(anim
);
4426 // Åñëè åñòü - çàãðóæàåì:
4429 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4430 vilefire
.LoadState(Mem
);
4433 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4435 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4436 Mem
.ReadBoolean(anim
);
4437 // Åñëè åñòü - çàãðóæàåì:
4440 Assert(FAnim
[i
, D_LEFT
] <> nil,
4441 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4442 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4444 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4445 Mem
.ReadBoolean(anim
);
4446 // Åñëè åñòü - çàãðóæàåì:
4449 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4450 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4451 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4456 procedure TMonster
.ActivateTriggers();
4460 if FDieTriggers
<> nil then
4461 for a
:= 0 to High(FDieTriggers
) do
4462 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4463 if FSpawnTrigger
> -1 then
4465 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4466 FSpawnTrigger
:= -1;
4470 procedure TMonster
.AddTrigger(t
: Integer);
4472 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4473 FDieTriggers
[High(FDieTriggers
)] := t
;
4476 procedure TMonster
.ClearTriggers();
4478 SetLength(FDieTriggers
, 0);
4481 procedure TMonster
.CatchFire(Attacker
: Word);
4484 FFireAttacker
:= Attacker
;
4485 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4488 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4493 if (Random(10) = 1) and (Times
= 1) then
4496 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4498 for i
:= 1 to Times
do
4500 Anim
:= TAnimation
.Create(id
, False, 3);
4502 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4503 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4510 // ////////////////////////////////////////////////////////////////////////// //
4511 // throws on invalid uid
4512 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4514 result
:= g_Mons_ByIdx_NC(uid
);
4515 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4520 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4522 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4523 result
:= gMonsters
[uid
];
4527 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4533 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4534 for idx
:= 0 to High(gMonsters
) do
4536 mon
:= gMonsters
[idx
];
4537 if (mon
<> nil) then
4540 if result
then exit
;
4546 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4552 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4553 for idx
:= 0 to High(gMonsters
) do
4555 mon
:= gMonsters
[idx
];
4556 if (mon
<> nil) and mon
.Live
then
4559 if result
then exit
;
4565 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4567 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4569 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4577 if (width
< 1) or (height
< 1) then exit
;
4578 if gmon_debug_use_sqaccel
then
4580 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4584 for idx
:= 0 to High(gMonsters
) do
4586 mon
:= gMonsters
[idx
];
4587 if (mon
<> nil) and mon
.Live
then
4589 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4600 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4602 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4605 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4613 if (width
< 1) or (height
< 1) then exit
;
4614 if gmon_debug_use_sqaccel
then
4616 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4620 for idx
:= 0 to High(gMonsters
) do
4622 mon
:= gMonsters
[idx
];
4623 if (mon
<> nil) and mon
.Live
then
4625 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4628 if result
then exit
;
4636 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4638 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4641 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4649 if (width
< 1) or (height
< 1) then exit
;
4650 if gmon_debug_use_sqaccel
then
4652 if (width
= 1) and (height
= 1) then
4654 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4658 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4663 for idx
:= 0 to High(gMonsters
) do
4665 mon
:= gMonsters
[idx
];
4666 if (mon
<> nil) and mon
.Live
then
4668 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4671 if result
then exit
;