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/>.
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
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;
81 FDieTriggers
: Array of Integer;
82 FSpawnTrigger
: Integer;
85 function findNewPrey(): Boolean;
86 procedure ActivateTriggers();
91 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
92 destructor Destroy(); override;
93 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
94 function Collide(Panel
: TPanel
): Boolean; overload
;
95 function Collide(X
, Y
: Integer): Boolean; overload
;
96 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
97 function Live(): Boolean;
98 procedure SetHealth(aH
: Integer);
99 procedure Push(vx
, vy
: Integer);
100 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
101 function Heal(Value
: Word): Boolean;
104 procedure ClientUpdate();
105 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
106 procedure SetDeadAnim
;
109 procedure WakeUpSound();
110 procedure DieSound();
111 procedure PainSound();
112 procedure ActionSound();
113 procedure AddTrigger(t
: Integer);
114 procedure ClearTriggers();
116 procedure SaveState(var Mem
: TBinMemoryWriter
);
117 procedure LoadState(var Mem
: TBinMemoryReader
);
118 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
119 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
120 procedure MakeBloodSimple(Count
: Word);
121 procedure RevertAnim(R
: Boolean = True);
122 function AnimIsReverse
: Boolean;
123 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
124 function kick(o
: PObj
): Boolean;
126 property MonsterType
: Byte read FMonsterType
;
127 property MonsterHealth
: Integer read FHealth write FHealth
;
128 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
129 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
130 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
131 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
132 property MonsterSleep
: Integer read FSleep write FSleep
;
133 property MonsterState
: Byte read FState write FState
;
134 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
135 property MonsterPain
: Integer read FPain write FPain
;
136 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
138 property Obj
: TObj read FObj
;
139 property UID
: Word read FUID write FUID
;
140 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
142 property GameX
: Integer read FObj
.X write FObj
.X
;
143 property GameY
: Integer read FObj
.Y write FObj
.Y
;
144 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
145 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
146 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
147 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
148 property GameDirection
: TDirection read FDirection write FDirection
;
150 property StartID
: Integer read FStartID
;
153 procedure g_Monsters_LoadData();
154 procedure g_Monsters_FreeData();
155 procedure g_Monsters_Init();
156 procedure g_Monsters_Free();
157 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
158 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
159 procedure g_Monsters_Update();
160 procedure g_Monsters_Draw();
161 procedure g_Monsters_DrawHealth();
162 function g_Monsters_Get(UID
: Word): TMonster
;
163 procedure g_Monsters_killedp();
164 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
165 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
166 function g_Monsters_GetIDByName(name
: String): Integer;
167 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
168 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
171 gMonsters
: array of TMonster
;
176 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
177 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
178 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
179 g_language
, g_netmsg
;
203 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
205 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
206 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
210 end = ((name
: 'SLEEP'; loop
: True),
211 (name
: 'GO'; loop
: True),
212 (name
: 'DIE'; loop
: False),
213 (name
: 'MESS'; loop
: False),
214 (name
: 'ATTACK'; loop
: False),
215 (name
: 'ATTACK2'; loop
: False),
216 (name
: 'PAIN'; loop
: False));
218 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
219 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
229 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
230 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
232 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
233 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
235 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
236 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
238 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
239 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
241 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
242 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
244 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
245 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
247 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
248 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
250 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
251 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
253 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
254 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
256 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
257 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
259 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
260 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
262 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
263 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
265 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
266 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
268 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
269 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
271 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
272 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
274 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
275 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
277 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
278 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
280 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
281 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
283 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
284 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
286 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
287 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
289 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
290 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
293 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
294 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
295 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
296 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
297 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
298 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
299 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));
300 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))),
302 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
303 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));
304 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))),
306 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
307 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));
308 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))),
310 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
311 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));
312 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))),
314 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
315 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));
316 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))),
318 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
319 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));
320 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))),
322 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
323 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));
324 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))),
326 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
327 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));
328 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))),
330 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
331 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));
332 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))),
334 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
335 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));
336 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))),
338 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
339 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));
340 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))),
342 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
343 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));
344 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))),
346 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
347 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));
348 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))),
350 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
351 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));
352 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))),
354 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
355 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));
356 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))),
358 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
359 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));
360 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))),
362 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
363 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));
364 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 ))),
366 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
367 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));
368 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))),
370 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
371 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));
372 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))),
374 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
375 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));
376 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))) );
378 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
379 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
386 soulcount
: Integer = 0;
388 function FindMonster(): DWORD
;
392 if gMonsters
<> nil then
393 for i
:= 0 to High(gMonsters
) do
394 if gMonsters
[i
] = nil then
400 if gMonsters
= nil then
402 SetLength(gMonsters
, 32);
407 Result
:= High(gMonsters
) + 1;
408 SetLength(gMonsters
, Length(gMonsters
) + 32);
412 function IsFriend(a
, b
: Byte): Boolean;
416 // Áî÷êà - âñåì äðóã:
417 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
420 // Ìîíñòðû îäíîãî âèäà:
423 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
424 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
425 Exit
; // Ýòè íå áüþò ñâîèõ
428 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
429 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
431 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
432 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
435 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
439 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
442 UIDType
, MonsterType
: Byte;
447 UIDType
:= g_GetUIDType(SpawnerUID
);
448 if UIDType
= UID_MONSTER
then
450 m
:= g_Monsters_Get(SpawnerUID
);
451 if m
= nil then Exit
;
452 MonsterType
:= m
.FMonsterType
;
456 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
457 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
459 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
460 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
461 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
463 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
464 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
468 function canShoot(m
: Byte): Boolean;
473 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
480 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
486 // Åñëè íóæíà âåðîÿòíîñòü:
487 if not immediately
then
488 if Random(8) <> 0 then
491 if gMonsters
= nil then
494 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
495 for a
:= 0 to High(gMonsters
) do
496 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
497 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
498 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
499 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
500 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
501 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
509 procedure g_Monsters_LoadData();
511 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
513 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
520 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
527 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
534 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
541 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
548 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
555 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
562 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
569 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
576 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
583 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
590 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
597 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
604 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
611 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
618 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
625 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
632 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
639 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
646 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
653 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
666 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
668 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
670 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
671 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
674 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
675 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
677 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
678 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
689 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
693 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
694 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
695 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
697 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
700 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
703 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
704 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
705 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
709 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
711 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
715 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
717 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
720 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
721 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
724 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
725 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
728 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
729 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
734 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
738 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
742 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
743 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
745 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
748 procedure g_Monsters_FreeData();
750 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
752 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
753 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
758 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
764 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
770 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
791 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
793 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
796 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
797 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
798 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
801 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
802 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
803 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
807 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
844 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
845 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
846 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
869 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
870 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
871 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
884 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
886 g_Sound_Delete('SOUND_MONSTER_PAIN');
887 g_Sound_Delete('SOUND_MONSTER_PAIN2');
888 g_Sound_Delete('SOUND_MONSTER_ACTION');
889 g_Sound_Delete('SOUND_MONSTER_ACTION2');
890 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
891 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
892 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
893 g_Sound_Delete('SOUND_MONSTER_DIE_1');
894 g_Sound_Delete('SOUND_MONSTER_DIE_2');
895 g_Sound_Delete('SOUND_MONSTER_DIE_3');
896 g_Sound_Delete('SOUND_MONSTER_SLOP');
898 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
899 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
903 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
904 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
905 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
909 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
910 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
912 g_Sound_Delete('SOUND_MONSTER_HAHA');
913 g_Sound_Delete('SOUND_MONSTER_TRUP');
915 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
916 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
918 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
919 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
920 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
921 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
923 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
924 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
925 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
926 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
929 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
930 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
931 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
933 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
935 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
936 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
937 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
940 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
941 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
942 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
944 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
945 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
947 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
948 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
950 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
951 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
954 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
955 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
958 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
959 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
961 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
964 procedure g_Monsters_Init();
969 procedure g_Monsters_Free();
973 if gMonsters
<> nil then
974 for a
:= 0 to High(gMonsters
) do
980 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
981 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
987 // Íåò òàêîãî ìîíñòðà:
988 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
991 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
992 if MonsterType
= MONSTER_SOUL
then
993 if soulcount
> MAX_SOUL
then
996 soulcount
:= soulcount
+ 1;
998 find_id
:= FindMonster();
1000 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1002 // Íàñòðàèâàåì ïîëîæåíèå:
1003 with gMonsters
[find_id
] do
1007 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1008 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1012 FObj
.X
:= X
-FObj
.Rect
.X
;
1013 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1016 FDirection
:= Direction
;
1017 FStartDirection
:= Direction
;
1025 procedure g_Monsters_killedp();
1029 if gMonsters
= nil then
1032 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1033 h
:= High(gMonsters
);
1035 if (gMonsters
[a
] <> nil) then
1036 with gMonsters
[a
] do
1037 if (FMonsterType
= MONSTER_MAN
) and
1038 (FState
<> STATE_DEAD
) and
1039 (FState
<> STATE_SLEEP
) and
1040 (FState
<> STATE_DIE
) then
1042 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1047 procedure g_Monsters_Update();
1052 if gTime
mod (GAME_TICK
*2) = 0 then
1056 if Abs(pt_x
) > 246 then
1058 if Abs(pt_y
) > 100 then
1062 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1064 if gMonsters
<> nil then
1065 for a
:= 0 to High(gMonsters
) do
1066 if (gMonsters
[a
] <> nil) then
1067 if not gMonsters
[a
].FRemoved
then
1069 if g_Game_IsClient
then
1070 gMonsters
[a
].ClientUpdate()
1072 gMonsters
[a
].Update();
1076 gMonsters
[a
].Free();
1077 gMonsters
[a
] := nil;
1083 procedure g_Monsters_Draw();
1087 if gMonsters
<> nil then
1088 for a
:= 0 to High(gMonsters
) do
1089 if gMonsters
[a
] <> nil then
1090 gMonsters
[a
].Draw();
1093 procedure g_Monsters_DrawHealth();
1098 if gMonsters
= nil then Exit
;
1099 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1101 for a
:= 0 to High(gMonsters
) do
1102 if gMonsters
[a
] <> nil then
1104 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1105 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1106 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1110 function g_Monsters_Get(UID
: Word): TMonster
;
1116 if gMonsters
<> nil then
1117 for a
:= 0 to High(gMonsters
) do
1118 if (gMonsters
[a
] <> nil) and
1119 (gMonsters
[a
].FUID
= UID
) then
1121 Result
:= gMonsters
[a
];
1126 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1131 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1133 if gMonsters
<> nil then
1134 for i
:= 0 to High(gMonsters
) do
1135 if gMonsters
[i
] <> nil then
1136 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1139 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1141 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1143 Mem
.WriteInt(pt_xs
);
1145 Mem
.WriteInt(pt_ys
);
1147 // Êîëè÷åñòâî ìîíñòðîâ:
1148 Mem
.WriteInt(count
);
1153 // Ñîõðàíÿåì ìîíñòðîâ:
1154 for i
:= 0 to High(gMonsters
) do
1155 if gMonsters
[i
] <> nil then
1156 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1159 b
:= gMonsters
[i
].MonsterType
;
1161 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1162 gMonsters
[i
].SaveState(Mem
);
1166 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1168 count
, i
, a
: Integer;
1176 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1182 // Êîëè÷åñòâî ìîíñòðîâ:
1188 // Çàãðóæàåì ìîíñòðîâ:
1189 for a
:= 0 to count
-1 do
1194 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1197 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1199 // Çàãðóæàåì äàííûå ìîíñòðà:
1200 gMonsters
[i
].LoadState(Mem
);
1204 function g_Monsters_GetIDByName(name
: String): Integer;
1208 name
:= UpperCase(name
);
1210 while (i
<= MONSTER_MAN
) do
1212 if name
= MONSTERTABLE
[i
].Name
then
1223 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1225 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1226 Result
:= MONSTERTABLE
[MonsterType
].Name
1231 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1233 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1234 Result
:= KilledByMonster
[MonsterType
]
1239 { T M o n s t e r : }
1241 procedure TMonster
.ActionSound();
1243 case FMonsterType
of
1245 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1246 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1248 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1249 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1250 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1252 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1254 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1256 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1258 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1262 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1266 procedure TMonster
.PainSound();
1274 case FMonsterType
of
1275 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1276 MONSTER_SKEL
, MONSTER_CGUN
:
1277 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1278 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1279 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1280 MONSTER_BSP
, MONSTER_CYBER
:
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1283 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1285 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1287 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1289 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1293 procedure TMonster
.DieSound();
1295 case FMonsterType
of
1298 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1299 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1301 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1303 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1304 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1305 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1308 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1310 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1312 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1314 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1316 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1318 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1320 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1322 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1324 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1326 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1328 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1330 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1332 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1334 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1338 procedure TMonster
.WakeUpSound();
1340 case FMonsterType
of
1343 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1344 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1346 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1348 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1349 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1350 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1353 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1355 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1357 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1359 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1361 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1363 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1365 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1367 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1369 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1371 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1373 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1375 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1381 procedure TMonster
.BFGHit();
1383 if FMonsterType
= MONSTER_FISH
then
1386 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1387 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1388 {if g_Game_IsServer and g_Game_IsNet then
1389 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1390 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1394 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1396 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1404 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1406 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1411 Panel
.Width
, Panel
.Height
);
1414 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1416 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1417 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1418 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1419 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1422 procedure TMonster
.Respawn
;
1428 FDirection
:= FStartDirection
;
1431 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1432 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1437 FDieTriggers
:= nil;
1438 FWaitAttackAnim
:= False;
1439 FChainFire
:= False;
1442 FState
:= STATE_SLEEP
;
1443 FCurAnim
:= ANIM_SLEEP
;
1445 if g_Game_IsNet
and g_Game_IsServer
then
1447 MH_SEND_MonsterPos(FUID
);
1448 MH_SEND_MonsterState(FUID
);
1452 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1459 if ForcedUID
< 0 then
1460 FUID
:= g_CreateUID(UID_MONSTER
)
1464 FMonsterType
:= MonsterType
;
1468 FState
:= STATE_SLEEP
;
1469 FCurAnim
:= ANIM_SLEEP
;
1470 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1471 FMaxHealth
:= FHealth
;
1472 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1473 FDieTriggers
:= nil;
1474 FSpawnTrigger
:= -1;
1475 FWaitAttackAnim
:= False;
1476 FChainFire
:= False;
1478 FNoRespawn
:= False;
1480 FBehaviour
:= BH_NORMAL
;
1482 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1483 FBloodKind
:= BLOOD_SPARKS
1485 FBloodKind
:= BLOOD_NORMAL
;
1486 if FMonsterType
= MONSTER_CACO
then
1492 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1505 SetLength(FAnim
, Length(ANIMTABLE
));
1507 for a
:= 0 to High(FAnim
) do
1509 FAnim
[a
, D_LEFT
] := nil;
1510 FAnim
[a
, D_RIGHT
] := nil;
1513 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1514 if (ANIMTABLE
[a
].name
<> '') and
1515 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1517 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1518 '_'+ANIMTABLE
[a
].name
;
1520 res
:= g_Frames_Exists(s
);
1523 res
:= g_Frames_Get(FramesID
, s
);
1525 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1528 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1529 if a
<> ANIM_MESS
then
1532 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1533 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1535 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1536 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1537 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1538 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1543 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1544 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1546 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1547 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1549 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1550 '_'+ANIMTABLE
[a
].name
+'_L';
1551 if g_Frames_Exists(s
) then
1552 g_Frames_Get(FramesID
, s
);
1555 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1556 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1559 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1560 if MonsterType
= MONSTER_VILE
then
1562 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1563 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1569 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1576 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1577 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1580 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1581 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1584 if Random(2) = 0 then
1585 FDirection
:= D_RIGHT
1587 FDirection
:= D_LEFT
;
1589 SetState(STATE_RUN
);
1593 // Ëîâóøêà óáèâàåò ñðàçó:
1594 if t
= HIT_TRAP
then
1597 // Ðîáîòó óðîíà íåò:
1598 if FMonsterType
= MONSTER_ROBO
then
1602 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1604 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1607 FPain
:= FPain
+Damage
;
1609 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1610 if FState
<> STATE_PAIN
then
1611 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1612 (FMonsterType
<> MONSTER_BARREL
) then
1613 SetState(STATE_PAIN
);
1615 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1616 if (gBloodCount
> 0) then
1618 c
:= Min(Damage
, 200);
1619 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1621 if (VelX
= 0) and (VelY
= 0) then
1625 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1626 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1630 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1631 if (SpawnerUID
<> FUID
) and
1632 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1634 FTargetUID
:= SpawnerUID
;
1638 // Çäîðîâüå çàêîí÷èëîñü:
1639 if FHealth
<= 0 then
1641 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1642 if (FMonsterType
<> MONSTER_BARREL
) then
1644 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1646 p
:= g_Player_Get(SpawnerUID
);
1647 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1649 p
.MonsterKills
:= p
.MonsterKills
+1;
1650 if gGameSettings
.GameMode
= GM_COOP
then
1651 p
.Frags
:= p
.Frags
+ 1;
1652 // Uncomment this if you want to double-kill monsters
1656 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1658 Inc(gCoopMonstersKilled
);
1659 if g_Game_IsNet
then
1665 case FMonsterType
of
1666 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1667 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1668 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1669 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1676 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1677 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1679 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1680 (FObj
.Vel
.Y
div 2)-Random(4));
1681 if g_Game_IsServer
and g_Game_IsNet
then
1682 MH_SEND_ItemSpawn(True, it
);
1685 // Òðóï äàëüøå íå èäåò:
1688 // Ó òðóïà ðàçìåðû ìåíüøå:
1689 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1691 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1692 FObj
.Rect
.Height
:= 12;
1695 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1696 if (FHealth
<= -30) and
1697 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1698 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1699 (FMonsterType
= MONSTER_MAN
)) then
1701 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1702 SetState(STATE_DIE
, ANIM_MESS
);
1707 SetState(STATE_DIE
);
1710 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1711 if g_Game_IsServer
then ActivateTriggers();
1716 if FState
= STATE_SLEEP
then
1717 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1718 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1722 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1726 function TMonster
.Heal(Value
: Word): Boolean;
1729 if g_Game_IsClient
then
1734 if FHealth
< FMaxHealth
then
1736 IncMax(FHealth
, Value
, FMaxHealth
);
1737 if g_Game_IsServer
and g_Game_IsNet
then
1738 MH_SEND_MonsterState(FUID
);
1743 destructor TMonster
.Destroy();
1747 for a
:= 0 to High(FAnim
) do
1749 FAnim
[a
, D_LEFT
].Free();
1750 FAnim
[a
, D_RIGHT
].Free();
1755 inherited Destroy();
1758 procedure TMonster
.Draw();
1764 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1765 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1767 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1768 if FMonsterType
= MONSTER_VILE
then
1769 if FState
= STATE_SHOOT
then
1770 if GetPos(FTargetUID
, @o
) then
1771 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1772 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1774 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1775 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1776 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1779 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1780 if FState
= STATE_DEAD
then
1781 case FMonsterType
of
1782 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1785 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1786 if FAnim
[FCurAnim
, FDirection
] <> nil then
1788 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1789 if (FDirection
= D_LEFT
) and
1790 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1791 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1792 (FMonsterType
<> MONSTER_BARREL
) then
1797 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1798 if (FDirection
= D_LEFT
) and
1799 (FMonsterType
<> MONSTER_BARREL
) then
1801 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1802 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1804 if m
= M_HORIZONTAL
then
1805 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1806 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1807 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1808 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1809 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1810 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1812 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1815 else // Ïðàâàÿ àíèìàöèÿ
1817 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1818 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1822 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1825 if g_debug_Frames
then
1827 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1829 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1830 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1835 procedure TMonster
.MakeBloodSimple(Count
: Word);
1837 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1838 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1839 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1840 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1841 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1842 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1843 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1844 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1847 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1849 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1850 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1851 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1852 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1855 procedure TMonster
.Push(vx
, vy
: Integer);
1857 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1858 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1859 if g_Game_IsServer
and g_Game_IsNet
then
1860 MH_SEND_MonsterPos(FUID
);
1863 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1867 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1868 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1869 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1870 soulcount
:= soulcount
-1;
1872 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1874 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1875 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1876 (State
<> STATE_GO
) then
1883 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1885 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1887 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1888 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1889 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1890 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1891 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1892 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1893 STATE_DIE
: Anim
:= ANIM_DIE
;
1895 begin // íà÷àëè âîñðåøàòüñÿ
1897 FAnim
[Anim
, FDirection
].Revert(True);
1899 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1900 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1907 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1908 if ForceAnim
<> 255 then
1911 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1912 if FCurAnim
<> Anim
then
1913 if FAnim
[Anim
, FDirection
] <> nil then
1915 FAnim
[Anim
, FDirection
].Reset();
1920 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1927 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1928 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1930 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1931 if g_Game_IsServer
and g_Game_IsNet
then
1932 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1938 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1941 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1942 TA
:= TAnimation
.Create(FramesID
, False, 6);
1943 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1944 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1945 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1947 if g_Game_IsServer
and g_Game_IsNet
then
1948 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1949 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1953 FObj
.X
:= X
- FObj
.Rect
.X
;
1954 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1957 FDirection
:= D_LEFT
1960 FDirection
:= D_RIGHT
1964 if FDirection
= D_RIGHT
then
1965 FDirection
:= D_LEFT
1967 FDirection
:= D_RIGHT
;
1970 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1971 if not silent
and (TA
<> nil) then
1973 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1974 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1977 if g_Game_IsServer
and g_Game_IsNet
then
1978 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1979 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1983 if g_Game_IsServer
and g_Game_IsNet
then
1984 MH_SEND_MonsterPos(FUID
);
1988 procedure TMonster
.Update();
1990 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1999 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2000 if FMonsterType
= MONSTER_FISH
then
2001 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2002 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2005 // Ëåòàþùèå ìîíòñðû:
2006 if ((FMonsterType
= MONSTER_SOUL
) or
2007 (FMonsterType
= MONSTER_PAIN
) or
2008 (FMonsterType
= MONSTER_CACO
)) and
2009 (FState
<> STATE_DIE
) and
2010 (FState
<> STATE_DEAD
) then
2013 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2014 if gTime
mod (GAME_TICK
*2) <> 0 then
2016 g_Obj_Move(@FObj
, fall
, True, True);
2020 if FPainTicks
> 0 then
2023 FPainSound
:= False;
2026 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2028 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2029 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2030 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2033 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2035 Inc(gCoopMonstersKilled
);
2036 if g_Game_IsNet
then
2043 oldvelx
:= FObj
.Vel
.X
;
2045 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2046 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2047 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2049 // Ìåðòâûé íè÷åãî íå äåëàåò:
2050 if (FState
= STATE_DEAD
) then
2053 // AI ìîíñòðîâ âûêëþ÷åí:
2054 if g_debug_MonsterOff
then
2057 if FState
<> STATE_SLEEP
then
2058 SetState(STATE_SLEEP
);
2061 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2062 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2063 case FMonsterType
of
2065 if Random(4) = 0 then
2066 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2067 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2068 MONSTER_ROBO
, MONSTER_BARREL
:
2069 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2070 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2072 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2073 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2074 if Random(2) = 0 then
2075 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2077 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2081 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2082 if FMonsterType
= MONSTER_BARREL
then
2084 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2085 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2086 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2087 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2091 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2092 if FMonsterType
= MONSTER_SOUL
then
2093 if WordBool(st
and MOVE_HITAIR
) then
2094 g_Obj_SetSpeed(@FObj
, 16);
2099 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2100 if FObj
.Vel
.Y
< 0 then
2101 if WordBool(st
and MOVE_INWATER
) then
2104 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2105 FTargetTime
:= FTargetTime
+ 1;
2108 if FShellTimer
> -1 then
2109 if FShellTimer
= 0 then
2111 if FShellType
= SHELL_SHELL
then
2112 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2113 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2114 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2115 else if FShellType
= SHELL_DBLSHELL
then
2117 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2118 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2119 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2120 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2121 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2122 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2125 end else Dec(FShellTimer
);
2127 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2129 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2130 STATE_ATTACK
, STATE_SHOOT
]) then
2131 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2132 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2133 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2134 (FObj
.Accel
.Y
= 0) then
2135 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2138 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2140 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2141 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2143 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2144 if gSoundEffectsDF
then PainSound();
2146 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2149 // Ñíèæàåì áîëü ñî âðåìåíåì:
2152 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2153 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2161 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2164 FSleep
:= FSleep
+ 1;
2166 // Ïðîñïàëè äîñòàòî÷íî:
2167 if FSleep
>= 18 then
2172 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2173 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2174 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2175 if (gPlayers
<> nil) then
2176 for a
:= 0 to High(gPlayers
) do
2177 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2178 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2180 if g_Look(@FObj
, @Obj
, FDirection
) then
2182 FTargetUID
:= gPlayers
[a
].UID
;
2189 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2190 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2191 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2192 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2193 if gMonsters
<> nil then
2194 for a
:= 0 to High(gMonsters
) do
2195 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2196 (gMonsters
[a
].FUID
<> FUID
) then
2198 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2199 if (FBehaviour
= BH_MANIAC
) and
2200 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2202 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2203 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2204 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2206 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2207 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2209 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2211 FTargetUID
:= gMonsters
[a
].UID
;
2220 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2223 FSleep
:= FSleep
- 1;
2225 // Âûæäàëè äîñòàòî÷íî - èäåì:
2230 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2232 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2233 if WordBool(st
and MOVE_BLOCK
) then
2237 SetState(STATE_RUNOUT
);
2242 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2243 if (FMonsterType
= MONSTER_VILE
) then
2244 if isCorpse(@FObj
, False) <> -1 then
2247 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2252 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2253 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2254 if not findNewPrey() then
2255 begin // Íîâûõ öåëåé íåò
2263 o
.Rect
:= _Rect(0, 0, 0, 1);
2265 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2266 GetPos(FTargetUID
, @o
);
2268 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2269 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2272 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2279 // Ðàññòîÿíèå äî öåëè:
2280 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2281 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2283 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2285 FDirection
:= D_RIGHT
2287 FDirection
:= D_LEFT
;
2289 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2290 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2291 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2292 if shoot(@o
, False) then
2295 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2296 if Abs(sx
) < 40 then
2297 if FMonsterType
<> MONSTER_FISH
then
2300 SetState(STATE_RUN
);
2301 if Random(2) = 0 then
2302 FDirection
:= D_LEFT
2304 FDirection
:= D_RIGHT
;
2309 // Óïåðëèñü â ñòåíó:
2310 if WordBool(st
and MOVE_HITWALL
) then
2312 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2313 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2314 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2316 SetState(STATE_WAIT
);
2321 case FMonsterType
of
2322 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2324 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2325 (FObj
.Accel
.Y
= 0) then
2326 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2327 // Ïðûæîê ÷åðåç ñòåíó:
2328 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2329 SetState(STATE_CLIMB
);
2336 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2337 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2338 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2340 if FMonsterType
= MONSTER_FISH
then
2342 if not WordBool(st
and MOVE_INWATER
) then
2343 begin // Ðûáà âíå âîäû:
2344 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2345 begin // "Ñòîèò" òâåðäî
2346 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2347 if FObj
.Accel
.Y
= 0 then
2349 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2353 SetState(STATE_PAIN
);
2354 FPain
:= FPain
+ 50;
2358 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2360 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2364 // Ðûáà ïëûâåò ââåðõ:
2365 if FObj
.Vel
.Y
< 0 then
2366 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2368 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2370 // Ïëàâàåì òóäà-ñþäà:
2371 if Random(2) = 0 then
2372 FDirection
:= D_LEFT
2374 FDirection
:= D_RIGHT
;
2376 SetState(STATE_RUN
);
2380 else // Ëåòàþùèå ìîíñòðû
2382 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2384 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2389 else // "Íàçåìíûå" ìîíñòðû
2391 // Âîçìîæíî, ïèíàåì êóñêè:
2392 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2394 b
:= Abs(FObj
.Vel
.X
);
2395 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2396 for a
:= 0 to High(gGibs
) do
2397 if gGibs
[a
].Live
and
2398 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2399 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2401 if FObj
.Vel
.X
< 0 then
2402 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2404 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2406 // Áîññû ìîãóò ïèíàòü òðóïû:
2407 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2408 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2410 b
:= Abs(FObj
.Vel
.X
);
2411 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2412 for a
:= 0 to High(gCorpses
) do
2413 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2415 co
:= gCorpses
[a
].Obj
;
2416 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2417 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2419 if FObj
.Vel
.X
< 0 then
2420 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2422 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2425 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2427 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2429 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2430 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2433 FSleep
:= FSleep
+ 1;
2439 if Random(8) = 0 then
2443 // Áåæèì â âûáðàííóþ ñòîðîíó:
2444 if FDirection
= D_RIGHT
then
2445 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2447 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2449 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2450 if WordBool(st
and MOVE_INWATER
) then
2451 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2452 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2453 if FMonsterType
= MONSTER_FISH
then
2457 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2459 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2460 if WordBool(st
and MOVE_BLOCK
) then
2464 SetState(STATE_RUNOUT
);
2469 FSleep
:= FSleep
- 1;
2471 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2472 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2476 // Ñòåíà - èäåì îáðàòíî:
2477 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2480 if Random(8) = 0 then
2484 // Áåæèì â âûáðàííóþ ñòîðîíó:
2485 if FDirection
= D_RIGHT
then
2486 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2488 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2490 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2491 if WordBool(st
and MOVE_INWATER
) then
2492 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2493 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2494 if FMonsterType
= MONSTER_FISH
then
2498 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2500 // Âûøëè èç ÁëîêÌîíà:
2501 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2504 FSleep
:= FSleep
- 1;
2506 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2507 if FSleep
<= -18 then
2511 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2512 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2515 if Random(8) = 0 then
2519 // Áåæèì â âûáðàííóþ ñòîðîíó:
2520 if FDirection
= D_RIGHT
then
2521 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2523 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2525 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2526 if WordBool(st
and MOVE_INWATER
) then
2527 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2528 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2529 if FMonsterType
= MONSTER_FISH
then
2533 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2535 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2536 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2537 (not WordBool(st
and MOVE_HITWALL
)) then
2542 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2543 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2547 SetState(STATE_RUN
);
2551 // Áåæèì â âûáðàííóþ ñòîðîíó:
2552 if FDirection
= D_RIGHT
then
2553 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2555 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2557 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2558 if WordBool(st
and MOVE_INWATER
) then
2559 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2560 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2561 if FMonsterType
= MONSTER_FISH
then
2565 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2566 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2568 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2569 if FMonsterType
= MONSTER_SOUL
then
2571 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2577 // Çàìåäëÿåìñÿ ïðè àòàêå:
2578 if FMonsterType
<> MONSTER_FISH
then
2579 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2581 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2582 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2584 // Öåëü ïîãèáëà => èäåì äàëüøå:
2585 if not GetPos(FTargetUID
, @o
) then
2592 // Öåëü íå âèäíî => èäåì äàëüøå:
2593 if not g_Look(@FObj
, @o
, FDirection
) then
2600 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2601 if g_Obj_CollideWater(@o
, 0, 0) then
2609 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2610 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2611 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2614 end; // case FState of ...
2618 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2619 if FState
= STATE_REVIVE
then
2620 if FAnim
[FCurAnim
, FDirection
].Played
then
2621 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2622 FAnim
[FCurAnim
, FDirection
].Revert(False);
2626 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2627 if vilefire
<> nil then
2630 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2631 if (FState
= STATE_DIE
) and
2632 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2633 (FAnim
[FCurAnim
, FDirection
].Played
) then
2636 SetState(STATE_DEAD
);
2638 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2639 if (FMonsterType
= MONSTER_PAIN
) then
2641 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2642 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2645 gMonsters
[sx
].SetState(STATE_GO
);
2646 gMonsters
[sx
].FNoRespawn
:= True;
2647 Inc(gTotalMonsters
);
2648 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2651 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2652 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2655 gMonsters
[sx
].SetState(STATE_GO
);
2656 gMonsters
[sx
].FNoRespawn
:= True;
2657 Inc(gTotalMonsters
);
2658 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2661 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2662 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2665 gMonsters
[sx
].SetState(STATE_GO
);
2666 gMonsters
[sx
].FNoRespawn
:= True;
2667 Inc(gTotalMonsters
);
2668 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2670 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2673 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2674 if (FMonsterType
= MONSTER_PAIN
) or
2675 (FMonsterType
= MONSTER_SOUL
) or
2676 (FMonsterType
= MONSTER_BARREL
) then
2680 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2681 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2682 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2683 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2684 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2685 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2686 if FState
= STATE_ATTACK
then
2687 begin // Ñîñòîÿíèå - Àòàêà
2688 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2689 if FMonsterType
<> MONSTER_SOUL
then
2692 else // Ñîñòîÿíèå - Ñòðåëüáà
2694 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2695 if not FChainFire
then
2698 begin // Íàäî ñòðåëÿòü åùå
2699 FChainFire
:= False;
2700 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2701 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2702 FAnim
[FCurAnim
, FDirection
].Reset();
2706 FWaitAttackAnim
:= False;
2709 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2710 if (FMonsterType
= MONSTER_SOUL
) or
2711 ( (not FWaitAttackAnim
) and
2712 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2713 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2715 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2716 if FState
= STATE_ATTACK
then
2717 begin // Ñîñòîÿíèå - Àòàêà
2718 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2719 if FMonsterType
= MONSTER_SOUL
then
2720 FAnim
[FCurAnim
, FDirection
].Reset();
2722 case FMonsterType
of
2723 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2724 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2725 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2726 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2727 if FMonsterType
= MONSTER_SOUL
then
2731 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2732 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2733 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2735 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2736 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2737 if FCurAnim
= ANIM_ATTACK2
then
2740 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2741 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2742 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2746 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2747 if FCurAnim
= ANIM_ATTACK2
then
2749 sx
:= isCorpse(@FObj
, True);
2751 begin // Íàøëè, êîãî âîñêðåñèòü
2752 gMonsters
[sx
].SetState(STATE_REVIVE
);
2753 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2754 // Âîñêðåøàòü - ñåáå âðåäèòü:
2755 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2761 else // Ñîñòîÿíèå - Ñòðåëüáà
2763 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2764 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2766 if FDirection
= D_LEFT
then
2768 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2769 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2770 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2773 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2775 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2776 case FMonsterType
of
2778 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2781 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2782 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2783 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2787 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2788 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2790 FShellType
:= SHELL_SHELL
;
2794 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2796 FShellType
:= SHELL_DBLSHELL
;
2801 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2802 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2805 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2808 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2809 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2810 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2814 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2815 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2816 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2819 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2821 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2823 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2824 MONSTER_BARON
, MONSTER_KNIGHT
:
2825 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2827 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2829 begin // Ñîçäàåì Lost_Soul:
2830 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2831 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2834 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2835 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2836 GetPos(FTargetUID
, @o
);
2837 gMonsters
[sx
].FTargetTime
:= 0;
2838 gMonsters
[sx
].FNoRespawn
:= True;
2839 gMonsters
[sx
].SetState(STATE_GO
);
2840 gMonsters
[sx
].shoot(@o
, True);
2841 Inc(gTotalMonsters
);
2843 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2848 if FMonsterType
<> MONSTER_PAIN
then
2849 if g_Game_IsNet
then
2850 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2852 // Ñêîðîñòðåëüíûå ìîíñòðû:
2853 if (FMonsterType
= MONSTER_CGUN
) or
2854 (FMonsterType
= MONSTER_SPIDER
) or
2855 (FMonsterType
= MONSTER_BSP
) or
2856 (FMonsterType
= MONSTER_MANCUB
) or
2857 (FMonsterType
= MONSTER_ROBO
) then
2858 if not GetPos(FTargetUID
, @o
) then
2859 // Öåëü ìåðòâà - èùåì íîâóþ:
2861 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2862 if shoot(@o
, False) then
2866 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2867 FWaitAttackAnim
:= True;
2870 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2871 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2873 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2874 // Çâóêè ïðè ïåðåäâèæåíèè:
2875 case FMonsterType
of
2877 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2878 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2879 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2881 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2882 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2883 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2885 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2886 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2887 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2889 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2890 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2891 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2895 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2896 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2897 FObj
.Vel
.X
:= oldvelx
;
2899 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2900 if FAnim
[FCurAnim
, FDirection
] <> nil then
2901 FAnim
[FCurAnim
, FDirection
].Update();
2904 procedure TMonster
.SetDeadAnim
;
2906 if FAnim
<> nil then
2907 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2910 procedure TMonster
.RevertAnim(R
: Boolean = True);
2912 if FAnim
<> nil then
2913 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2914 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2917 function TMonster
.AnimIsReverse
: Boolean;
2919 if FAnim
<> nil then
2920 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2925 procedure TMonster
.ClientUpdate();
2927 a
, b
, sx
, sy
, oldvelx
: Integer;
2934 sx
:= 0; // SHUT UP COMPILER
2937 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2938 if FMonsterType
= MONSTER_FISH
then
2939 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2940 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2943 // Ëåòàþùèå ìîíòñðû:
2944 if ((FMonsterType
= MONSTER_SOUL
) or
2945 (FMonsterType
= MONSTER_PAIN
) or
2946 (FMonsterType
= MONSTER_CACO
)) and
2947 (FState
<> STATE_DIE
) and
2948 (FState
<> STATE_DEAD
) then
2951 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2952 if gTime
mod (GAME_TICK
*2) <> 0 then
2954 g_Obj_Move(@FObj
, fall
, True, True);
2958 if FPainTicks
> 0 then
2961 FPainSound
:= False;
2964 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2966 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2967 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2968 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2974 oldvelx
:= FObj
.Vel
.X
;
2976 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2977 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2978 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2980 // Ìåðòâûé íè÷åãî íå äåëàåò:
2981 if (FState
= STATE_DEAD
) then
2984 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2985 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2986 case FMonsterType
of
2988 if Random(4) = 0 then
2989 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2990 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2991 MONSTER_ROBO
, MONSTER_BARREL
:
2992 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2993 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2995 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2996 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2997 if Random(2) = 0 then
2998 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3000 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3004 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3005 if FMonsterType
= MONSTER_BARREL
then
3007 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3008 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3009 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3010 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3014 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3015 if FMonsterType
= MONSTER_SOUL
then
3016 if WordBool(st
and MOVE_HITAIR
) then
3017 g_Obj_SetSpeed(@FObj
, 16);
3022 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3023 if FObj
.Vel
.Y
< 0 then
3024 if WordBool(st
and MOVE_INWATER
) then
3027 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3028 FTargetTime
:= FTargetTime
+ 1;
3030 if FShellTimer
> -1 then
3031 if FShellTimer
= 0 then
3033 if FShellType
= SHELL_SHELL
then
3034 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3035 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3036 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3037 else if FShellType
= SHELL_DBLSHELL
then
3039 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3040 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3041 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3042 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3043 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3044 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3047 end else Dec(FShellTimer
);
3049 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3051 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3052 STATE_ATTACK
, STATE_SHOOT
]) then
3053 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3054 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3055 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3056 (FObj
.Accel
.Y
= 0) then
3057 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3060 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3062 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3063 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3065 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3066 if gSoundEffectsDF
then PainSound();
3068 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3071 // Ñíèæàåì áîëü ñî âðåìåíåì:
3074 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3075 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3082 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3085 FSleep
:= FSleep
+ 1;
3087 // Ïðîñïàëè äîñòàòî÷íî:
3088 if FSleep
>= 18 then
3094 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3097 FSleep
:= FSleep
- 1;
3100 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3102 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3103 if WordBool(st
and MOVE_BLOCK
) then
3107 SetState(STATE_RUNOUT
);
3112 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3113 if (FMonsterType
= MONSTER_VILE
) then
3114 if isCorpse(@FObj
, False) <> -1 then
3116 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3122 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3123 if Abs(sx
) < 40 then
3124 if FMonsterType
<> MONSTER_FISH
then
3126 SetState(STATE_RUN
);
3132 // Óïåðëèñü â ñòåíó:
3133 if WordBool(st
and MOVE_HITWALL
) then
3135 case FMonsterType
of
3136 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3138 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3139 (FObj
.Accel
.Y
= 0) then
3140 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3141 // Ïðûæîê ÷åðåç ñòåíó:
3142 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3143 SetState(STATE_CLIMB
);
3150 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3151 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3152 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3154 if FMonsterType
= MONSTER_FISH
then
3156 if not WordBool(st
and MOVE_INWATER
) then
3157 begin // Ðûáà âíå âîäû:
3158 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3159 begin // "Ñòîèò" òâåðäî
3160 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3161 if FObj
.Accel
.Y
= 0 then
3163 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3167 SetState(STATE_PAIN
);
3168 FPain
:= FPain
+ 50;
3172 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3174 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3178 // Ðûáà ïëûâåò ââåðõ:
3179 if FObj
.Vel
.Y
< 0 then
3180 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3182 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3184 // Ïëàâàåì òóäà-ñþäà:
3185 SetState(STATE_RUN
);
3190 else // Ëåòàþùèå ìîíñòðû
3192 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3194 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3199 else // "Íàçåìíûå" ìîíñòðû
3201 // Âîçìîæíî, ïèíàåì êóñêè:
3202 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3204 b
:= Abs(FObj
.Vel
.X
);
3205 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3206 for a
:= 0 to High(gGibs
) do
3207 if gGibs
[a
].Live
and
3208 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3209 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3211 if FObj
.Vel
.X
< 0 then
3212 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3214 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3216 // Áîññû ìîãóò ïèíàòü òðóïû:
3217 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3218 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3220 b
:= Abs(FObj
.Vel
.X
);
3221 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3222 for a
:= 0 to High(gCorpses
) do
3223 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3225 co
:= gCorpses
[a
].Obj
;
3226 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3227 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3229 if FObj
.Vel
.X
< 0 then
3230 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3232 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3237 FSleep
:= FSleep
+ 1;
3243 if Random(8) = 0 then
3247 // Áåæèì â âûáðàííóþ ñòîðîíó:
3248 if FDirection
= D_RIGHT
then
3249 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3251 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3253 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3254 if WordBool(st
and MOVE_INWATER
) then
3255 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3256 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3257 if FMonsterType
= MONSTER_FISH
then
3261 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3263 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3264 if WordBool(st
and MOVE_BLOCK
) then
3266 SetState(STATE_RUNOUT
);
3272 FSleep
:= FSleep
- 1;
3274 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3275 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3281 if Random(8) = 0 then
3285 // Áåæèì â âûáðàííóþ ñòîðîíó:
3286 if FDirection
= D_RIGHT
then
3287 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3289 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3291 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3292 if WordBool(st
and MOVE_INWATER
) then
3293 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3294 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3295 if FMonsterType
= MONSTER_FISH
then
3299 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3301 // Âûøëè èç ÁëîêÌîíà:
3302 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3305 FSleep
:= FSleep
- 1;
3307 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3308 if FSleep
<= -18 then
3314 if Random(8) = 0 then
3318 // Áåæèì â âûáðàííóþ ñòîðîíó:
3319 if FDirection
= D_RIGHT
then
3320 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3322 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3324 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3325 if WordBool(st
and MOVE_INWATER
) then
3326 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3327 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3328 if FMonsterType
= MONSTER_FISH
then
3332 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3334 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3335 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3336 (not WordBool(st
and MOVE_HITWALL
)) then
3341 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3342 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3344 SetState(STATE_RUN
);
3349 // Áåæèì â âûáðàííóþ ñòîðîíó:
3350 if FDirection
= D_RIGHT
then
3351 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3353 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3355 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3356 if WordBool(st
and MOVE_INWATER
) then
3357 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3358 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3359 if FMonsterType
= MONSTER_FISH
then
3363 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3364 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3366 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3367 if FMonsterType
= MONSTER_SOUL
then
3369 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3375 // Çàìåäëÿåìñÿ ïðè àòàêå:
3376 if FMonsterType
<> MONSTER_FISH
then
3377 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3379 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3380 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3382 // Öåëü ïîãèáëà => èäåì äàëüøå:
3383 if not GetPos(FTargetUID
, @o
) then
3390 // Öåëü íå âèäíî => èäåì äàëüøå:
3391 if not g_Look(@FObj
, @o
, FDirection
) then
3398 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3399 if g_Obj_CollideWater(@o
, 0, 0) then
3407 end; // case FState of ...
3411 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3412 if FState
= STATE_REVIVE
then
3413 if FAnim
[FCurAnim
, FDirection
].Played
then
3414 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3415 FAnim
[FCurAnim
, FDirection
].Revert(False);
3419 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3420 if vilefire
<> nil then
3423 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3424 if (FState
= STATE_DIE
) and
3425 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3426 (FAnim
[FCurAnim
, FDirection
].Played
) then
3429 SetState(STATE_DEAD
);
3431 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3432 if (FMonsterType
= MONSTER_PAIN
) or
3433 (FMonsterType
= MONSTER_SOUL
) or
3434 (FMonsterType
= MONSTER_BARREL
) then
3437 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3440 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3441 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3442 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3443 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3444 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3445 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3446 if FState
= STATE_ATTACK
then
3447 begin // Ñîñòîÿíèå - Àòàêà
3448 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3449 if FMonsterType
<> MONSTER_SOUL
then
3452 else // Ñîñòîÿíèå - Ñòðåëüáà
3454 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3455 if not FChainFire
then
3458 begin // Íàäî ñòðåëÿòü åùå
3459 FChainFire
:= False;
3460 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3461 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3462 FAnim
[FCurAnim
, FDirection
].Reset();
3466 FWaitAttackAnim
:= False;
3469 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3470 if (FMonsterType
= MONSTER_SOUL
) or
3471 ( (not FWaitAttackAnim
) and
3472 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3473 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3475 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3476 if FState
= STATE_ATTACK
then
3477 begin // Ñîñòîÿíèå - Àòàêà
3478 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3479 if FMonsterType
= MONSTER_SOUL
then
3480 FAnim
[FCurAnim
, FDirection
].Reset();
3482 case FMonsterType
of
3483 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3484 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3485 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3486 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3487 if FMonsterType
= MONSTER_SOUL
then
3491 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3493 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3494 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3495 if FCurAnim
= ANIM_ATTACK2
then
3498 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3499 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3503 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3504 if FCurAnim
= ANIM_ATTACK2
then
3506 sx
:= isCorpse(@FObj
, True);
3508 begin // Íàøëè, êîãî âîñêðåñèòü
3509 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3510 // Âîñêðåøàòü - ñåáå âðåäèòü:
3511 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3517 else // Ñîñòîÿíèå - Ñòðåëüáà
3519 // Ñêîðîñòðåëüíûå ìîíñòðû:
3520 if (FMonsterType
= MONSTER_CGUN
) or
3521 (FMonsterType
= MONSTER_SPIDER
) or
3522 (FMonsterType
= MONSTER_BSP
) or
3523 (FMonsterType
= MONSTER_MANCUB
) or
3524 (FMonsterType
= MONSTER_ROBO
) then
3525 if not GetPos(FTargetUID
, @o
) then
3526 // Öåëü ìåðòâà - èùåì íîâóþ:
3528 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3529 if shoot(@o
, False) then
3533 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3534 FWaitAttackAnim
:= True;
3537 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3538 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3540 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3541 // Çâóêè ïðè ïåðåäâèæåíèè:
3542 case FMonsterType
of
3544 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3545 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3546 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3548 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3549 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3550 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3552 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3553 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3554 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3556 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3557 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3558 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3562 // Êîñòûëü äëÿ ïîòîêîâ
3563 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3564 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3565 FObj
.Vel
.X
:= oldvelx
;
3567 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3568 if FAnim
[FCurAnim
, FDirection
] <> nil then
3569 FAnim
[FCurAnim
, FDirection
].Update();
3572 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3574 case FMonsterType
of
3577 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3578 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3582 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3584 FShellType
:= SHELL_SHELL
;
3588 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3590 FShellType
:= SHELL_DBLSHELL
;
3592 MONSTER_CGUN
, MONSTER_SPIDER
:
3594 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3595 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3598 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3600 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3602 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3604 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3606 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3608 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3609 MONSTER_BARON
, MONSTER_KNIGHT
:
3610 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3612 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3616 procedure TMonster
.Turn();
3619 if FDirection
= D_LEFT
then
3620 FDirection
:= D_RIGHT
3622 FDirection
:= D_LEFT
;
3624 // Áåæèì â âûáðàííóþ ñòîðîíó:
3625 if FDirection
= D_RIGHT
then
3626 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3628 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3631 function TMonster
.findNewPrey(): Boolean;
3635 PlayersSee
, MonstersSee
: Array of DWORD
;
3636 PlayerNear
, MonsterNear
: Integer;
3639 SetLength(MonstersSee
, 0);
3640 SetLength(PlayersSee
, 0);
3647 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3648 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3649 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3650 for a
:= 0 to High(gPlayers
) do
3651 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3652 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3654 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3656 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3657 PlayersSee
[High(PlayersSee
)] := a
;
3659 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3660 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3664 PlayerNear
:= Integer(a
);
3668 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3669 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3670 for a
:= 0 to High(gMonsters
) do
3671 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3672 (gMonsters
[a
].FUID
<> FUID
) then
3674 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3675 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3676 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3677 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3678 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3679 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3680 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3681 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3683 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3685 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3686 MonstersSee
[High(MonstersSee
)] := a
;
3688 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3689 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3693 MonsterNear
:= Integer(a
);
3698 BH_NORMAL
, BH_KILLER
:
3700 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3701 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3703 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3704 FTargetUID
:= gPlayers
[a
].UID
;
3707 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3710 FTargetUID
:= gPlayers
[a
].UID
;
3712 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3713 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3715 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3716 FTargetUID
:= gMonsters
[a
].UID
;
3719 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3722 FTargetUID
:= gMonsters
[a
].UID
;
3725 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3727 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3728 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3730 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3731 FTargetUID
:= gPlayers
[a
].UID
;
3733 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3735 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3736 FTargetUID
:= gMonsters
[a
].UID
;
3738 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3739 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3742 FTargetUID
:= gPlayers
[a
].UID
;
3744 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3747 FTargetUID
:= gMonsters
[a
].UID
;
3752 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3753 if FTargetUID
= 0 then
3755 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3756 if FBehaviour
= BH_INSANE
then
3759 FTargetTime
:= MAX_ATM
;
3768 function TMonster
.kick(o
: PObj
): Boolean;
3772 case FMonsterType
of
3775 SetState(STATE_ATTACK
);
3780 SetState(STATE_ATTACK
);
3781 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3786 SetState(STATE_ATTACK
);
3787 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3790 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3792 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3793 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3796 MONSTER_BARON
, MONSTER_KNIGHT
,
3797 MONSTER_CACO
, MONSTER_MANCUB
:
3798 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3799 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3803 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3813 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3814 if not immediately
then
3815 case FMonsterType
of
3816 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3817 Exit
; // íå ñòðåëÿþò
3818 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3821 // Âðåìÿ âûñòðåëà óïóùåíî:
3823 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3829 // Âðåìÿ âûñòðåëà óïóùåíî:
3836 // Âðåìÿ âûñòðåëà óïóùåíî:
3837 if FAmmo
>= 100 then
3842 // Ñòðåëÿåò íå âñåãäà:
3843 if Random(2) = 0 then
3846 // Âðåìÿ âûñòðåëà óïóùåíî:
3850 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3851 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3852 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3853 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3854 else if Random(16) <> 0 then Exit
;
3858 if not g_Look(@FObj
, o
, FDirection
) then
3863 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3864 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3866 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3867 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3868 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3869 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3872 case FMonsterType
of
3873 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3875 SetState(STATE_SHOOT
);
3880 SetState(STATE_SHOOT
);
3884 begin // Çàæèãàåì îãîíü
3885 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3886 ty
:= o
^.Y
+o
^.Rect
.Y
;
3887 SetState(STATE_SHOOT
);
3891 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3892 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3895 begin // Ëåòèò â ñòîðîíó öåëè:
3896 SetState(STATE_ATTACK
);
3897 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3899 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3900 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3901 m
:= Max(Abs(xd
), Abs(yd
));
3905 FObj
.Vel
.X
:= (xd
*16) div m
;
3906 FObj
.Vel
.Y
:= (yd
*16) div m
;
3908 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3909 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3911 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3912 if FMonsterType
= MONSTER_MANCUB
then
3914 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3916 SetState(STATE_SHOOT
);
3924 function TMonster
.Live(): Boolean;
3926 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3929 procedure TMonster
.SetHealth(aH
: Integer);
3931 if (aH
> 0) and (aH
< 1000000) then
3934 if FHealth
> FMaxHealth
then
3935 FMaxHealth
:= FHealth
;
3939 procedure TMonster
.WakeUp();
3941 if g_Game_IsClient
then Exit
;
3943 FTargetTime
:= MAX_ATM
;
3947 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3957 // Ñèãíàòóðà ìîíñòðà:
3958 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3959 Mem
.WriteDWORD(sig
);
3961 Mem
.WriteWord(FUID
);
3963 if FDirection
= D_LEFT
then
3968 // Íàäî ëè óäàëèòü åãî:
3969 Mem
.WriteBoolean(FRemoved
);
3970 // Îñòàëîñü çäîðîâüÿ:
3971 Mem
.WriteInt(FHealth
);
3973 Mem
.WriteByte(FState
);
3974 // Òåêóùàÿ àíèìàöèÿ:
3975 Mem
.WriteByte(FCurAnim
);
3977 Mem
.WriteWord(FTargetUID
);
3978 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3979 Mem
.WriteInt(FTargetTime
);
3980 // Ïîâåäåíèå ìîíñòðà:
3981 Mem
.WriteByte(FBehaviour
);
3982 // Ãîòîâíîñòü ê âûñòðåëó:
3983 Mem
.WriteInt(FAmmo
);
3985 Mem
.WriteInt(FPain
);
3987 Mem
.WriteInt(FSleep
);
3988 // Îçâó÷èâàòü ëè áîëü:
3989 Mem
.WriteBoolean(FPainSound
);
3990 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3991 Mem
.WriteBoolean(FWaitAttackAnim
);
3992 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3993 Mem
.WriteBoolean(FChainFire
);
3994 // Ïîäëåæèò ëè ðåñïàâíó:
3995 Mem
.WriteBoolean(FNoRespawn
);
3999 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4000 Mem
.WriteInt(FStartID
);
4001 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4002 Mem
.WriteInt(FSpawnTrigger
);
4004 Obj_SaveState(@FObj
, Mem
);
4005 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4006 anim
:= vilefire
<> nil;
4007 Mem
.WriteBoolean(anim
);
4008 // Åñëè åñòü - ñîõðàíÿåì:
4010 vilefire
.SaveState(Mem
);
4012 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4014 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4015 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4016 Mem
.WriteBoolean(anim
);
4017 // Åñëè åñòü - ñîõðàíÿåì:
4019 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4020 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4021 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4022 Mem
.WriteBoolean(anim
);
4023 // Åñëè åñòü - ñîõðàíÿåì:
4025 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4029 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4039 // Ñèãíàòóðà ìîíñòðà:
4041 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4043 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4050 FDirection
:= D_LEFT
4052 FDirection
:= D_RIGHT
;
4053 // Íàäî ëè óäàëèòü åãî:
4054 Mem
.ReadBoolean(FRemoved
);
4055 // Îñòàëîñü çäîðîâüÿ:
4056 Mem
.ReadInt(FHealth
);
4058 Mem
.ReadByte(FState
);
4059 // Òåêóùàÿ àíèìàöèÿ:
4060 Mem
.ReadByte(FCurAnim
);
4062 Mem
.ReadWord(FTargetUID
);
4063 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4064 Mem
.ReadInt(FTargetTime
);
4065 // Ïîâåäåíèå ìîíñòðà:
4066 Mem
.ReadByte(FBehaviour
);
4067 // Ãîòîâíîñòü ê âûñòðåëó:
4072 Mem
.ReadInt(FSleep
);
4073 // Îçâó÷èâàòü ëè áîëü:
4074 Mem
.ReadBoolean(FPainSound
);
4075 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4076 Mem
.ReadBoolean(FWaitAttackAnim
);
4077 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4078 Mem
.ReadBoolean(FChainFire
);
4079 // Ïîäëåæèò ëè ðåñïàâíó
4080 Mem
.ReadBoolean(FNoRespawn
);
4084 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4085 Mem
.ReadInt(FStartID
);
4086 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4087 Mem
.ReadInt(FSpawnTrigger
);
4089 Obj_LoadState(@FObj
, Mem
);
4090 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4091 Mem
.ReadBoolean(anim
);
4092 // Åñëè åñòü - çàãðóæàåì:
4095 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4096 vilefire
.LoadState(Mem
);
4099 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4101 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4102 Mem
.ReadBoolean(anim
);
4103 // Åñëè åñòü - çàãðóæàåì:
4106 Assert(FAnim
[i
, D_LEFT
] <> nil,
4107 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4108 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4110 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4111 Mem
.ReadBoolean(anim
);
4112 // Åñëè åñòü - çàãðóæàåì:
4115 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4116 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4117 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4122 procedure TMonster
.ActivateTriggers();
4126 if FDieTriggers
<> nil then
4127 for a
:= 0 to High(FDieTriggers
) do
4128 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4129 if FSpawnTrigger
> -1 then
4131 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4132 FSpawnTrigger
:= -1;
4136 procedure TMonster
.AddTrigger(t
: Integer);
4138 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4139 FDieTriggers
[High(FDieTriggers
)] := t
;
4142 procedure TMonster
.ClearTriggers();
4144 SetLength(FDieTriggers
, 0);