1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
, z_aabbtree
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D
; inline;
98 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
103 function Collide(Panel
: TPanel
): Boolean; overload
;
104 function Collide(X
, Y
: Integer): Boolean; overload
;
105 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH
: Integer);
108 procedure Push(vx
, vy
: Integer);
109 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
110 function Heal(Value
: Word): Boolean;
113 procedure ClientUpdate();
114 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
115 procedure SetDeadAnim
;
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t
: Integer);
123 procedure ClearTriggers();
125 procedure SaveState(var Mem
: TBinMemoryWriter
);
126 procedure LoadState(var Mem
: TBinMemoryReader
);
127 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
128 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
129 procedure MakeBloodSimple(Count
: Word);
130 procedure RevertAnim(R
: Boolean = True);
131 function AnimIsReverse
: Boolean;
132 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
133 function kick(o
: PObj
): Boolean;
134 procedure CatchFire(Attacker
: Word);
135 procedure OnFireFlame(Times
: DWORD
= 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType
: Byte read FMonsterType
;
140 property MonsterHealth
: Integer read FHealth write FHealth
;
141 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
142 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
143 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
144 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
145 property MonsterSleep
: Integer read FSleep write FSleep
;
146 property MonsterState
: Byte read FState write FState
;
147 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
148 property MonsterPain
: Integer read FPain write FPain
;
149 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
151 property Obj
: TObj read FObj
;
152 property UID
: Word read FUID write FUID
;
153 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
155 property GameX
: Integer read FObj
.X write FObj
.X
;
156 property GameY
: Integer read FObj
.Y write FObj
.Y
;
157 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
158 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
159 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
160 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
161 property GameDirection
: TDirection read FDirection write FDirection
;
163 property mapAABB
: AABB2D read getMapAABB
;
165 property StartID
: Integer read FStartID
;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
174 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID
: Word): TMonster
;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
181 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
182 function g_Monsters_GetIDByName (name
: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
188 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
194 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
196 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
198 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
199 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
201 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
202 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord
;
208 TMonsAlongLineCB
= function (mon
: TMonster
; dist
: Single): Boolean is nested
;
210 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
214 gmon_debug_use_sqaccel
: Boolean = true;
220 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
221 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
222 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
223 g_language
, g_netmsg
;
226 // ////////////////////////////////////////////////////////////////////////// //
228 monCheckTrapLastFrameId
: DWord
;
231 function TMonster
.getMapAABB (): AABB2D
; inline;
233 result
:= AABB2D
.CreateWH(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
237 // ////////////////////////////////////////////////////////////////////////// //
239 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
241 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
242 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
245 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
248 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
249 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
250 //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
251 aabb
:= flesh
.getMapAABB();
252 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
258 monsTree
: TDynAABBTreeMons
= nil;
261 function g_Mons_alongLine (x0
, y0
, x1
, y1
: Integer; cb
: TMonsAlongLineCB
): TMonster
;
263 function sqchecker (mon
: TMonster
; var ray
: Ray2D
): Single;
268 result
:= -666.0; // invalid
270 if not aabb
.valid
then exit
;
271 if aabb
.intersects(ray
, @tmin
) then
273 if (tmin
<= 0.0) then tmin
:= 0.0;
275 if cb(mon
, tmin
) then result
:= 0.0; // instant stop
280 qr
: TDynAABBTreeMons
.TSegmentQueryResult
;
283 if not assigned(cb
) then exit
;
284 if monsTree
.segmentQuery(qr
, x0
, y0
, x1
, y1
, sqchecker
) then
286 if (qr
.flesh
<> nil) then result
:= qr
.flesh
;
291 //WARNING! call this after monster position was changed, or coldet will not work right!
292 procedure TMonster
.positionChanged ();
296 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
297 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
299 if (treeNode
= -1) then
301 treeNode
:= monsTree
.insertObject(self
, 0);
302 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
303 monsTree
.getNodeXY(treeNode
, x
, y
);
304 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
309 monsTree
.getNodeXY(treeNode
, x
, y
);
310 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
311 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
314 monsTree
.updateObject(treeNode
);
316 monsTree
.removeObject(treeNode
);
317 treeNode
:= monsTree
.insertObject(self
);
320 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
321 monsTree
.getNodeXY(treeNode
, x
, y
);
322 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
328 // ////////////////////////////////////////////////////////////////////////// //
351 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
353 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
354 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
358 end = ((name
: 'SLEEP'; loop
: True),
359 (name
: 'GO'; loop
: True),
360 (name
: 'DIE'; loop
: False),
361 (name
: 'MESS'; loop
: False),
362 (name
: 'ATTACK'; loop
: False),
363 (name
: 'ATTACK2'; loop
: False),
364 (name
: 'PAIN'; loop
: False));
366 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
367 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
377 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
378 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
380 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
381 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
383 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
384 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
386 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
387 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
389 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
390 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
392 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
393 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
395 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
396 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
398 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
399 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
401 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
402 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
404 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
405 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
407 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
408 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
410 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
411 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
413 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
414 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
416 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
417 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
419 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
420 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
422 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
423 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
425 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
426 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
428 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
429 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
431 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
432 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
434 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
435 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
437 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
438 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
441 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
442 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
443 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
444 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
445 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
446 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
447 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));
448 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))),
450 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
451 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));
452 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))),
454 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
455 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));
456 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))),
458 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
459 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));
460 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))),
462 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
463 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));
464 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))),
466 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
467 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));
468 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))),
470 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
471 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));
472 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))),
474 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
475 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));
476 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))),
478 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
479 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));
480 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))),
482 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
483 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));
484 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))),
486 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
487 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));
488 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))),
490 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
491 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));
492 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))),
494 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
495 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));
496 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))),
498 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
499 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));
500 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))),
502 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
503 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));
504 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))),
506 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
507 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));
508 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))),
510 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
511 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));
512 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 ))),
514 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
515 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));
516 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))),
518 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
519 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));
520 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))),
522 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
523 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));
524 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))) );
526 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
527 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
531 gMonsters
: array of TMonster
;
532 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
535 procedure clearUidMap ();
539 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
543 function g_Mons_getNewTrapFrameId (): DWord
;
547 Inc(monCheckTrapLastFrameId
);
548 if monCheckTrapLastFrameId
= 0 then
551 monCheckTrapLastFrameId
:= 1;
552 for f
:= 0 to High(gMonsters
) do
554 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
557 result
:= monCheckTrapLastFrameId
;
566 soulcount
: Integer = 0;
569 function allocMonster(): DWORD
;
573 for i
:= 0 to High(gMonsters
) do
575 if (gMonsters
[i
] = nil) then
582 olen
:= Length(gMonsters
);
585 SetLength(gMonsters
, 64);
591 SetLength(gMonsters
, Length(gMonsters
)+32);
596 function IsFriend(a
, b
: Byte): Boolean;
600 // Áî÷êà - âñåì äðóã:
601 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
604 // Ìîíñòðû îäíîãî âèäà:
607 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
608 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
609 Exit
; // Ýòè íå áüþò ñâîèõ
612 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
613 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
615 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
616 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
619 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
624 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
627 UIDType
, MonsterType
: Byte;
632 UIDType
:= g_GetUIDType(SpawnerUID
);
633 if UIDType
= UID_MONSTER
then
635 m
:= g_Monsters_ByUID(SpawnerUID
);
636 if m
= nil then Exit
;
637 MonsterType
:= m
.FMonsterType
;
641 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
642 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
644 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
645 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
646 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
648 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
649 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
654 function canShoot(m
: Byte): Boolean;
659 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
667 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
669 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
671 result
:= false; // don't stop
672 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
674 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
675 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
676 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
678 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
689 // Åñëè íóæíà âåðîÿòíîñòü
690 if not immediately
and (Random(8) <> 0) then exit
;
692 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
693 if gmon_debug_use_sqaccel
then
695 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
696 if (mon
<> nil) then result
:= mon
.arrIdx
;
700 for a
:= 0 to High(gMonsters
) do
702 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
704 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
705 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
706 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
707 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
718 procedure g_Monsters_LoadData();
720 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
722 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
729 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
736 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
743 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
750 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
757 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
764 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
771 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
778 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
785 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
791 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
792 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
798 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
799 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
805 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
806 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
812 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
813 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
819 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
820 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
826 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
827 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
834 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
838 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
839 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
840 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
841 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
842 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
843 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
844 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
845 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
846 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
847 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
848 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
849 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
850 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
851 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
852 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
853 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
854 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
855 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
856 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
857 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
858 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
859 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
860 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
861 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
862 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
863 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
864 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
865 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
866 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
867 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
868 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
869 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
870 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
871 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
872 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
873 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
875 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
877 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
879 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
880 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
881 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
882 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
883 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
884 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
885 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
886 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
887 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
888 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
889 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
891 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
892 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
893 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
895 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
896 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
897 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
898 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
899 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
900 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
902 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
903 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
904 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
905 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
906 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
908 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
909 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
911 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
912 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
913 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
914 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
916 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
917 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
918 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
919 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
920 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
922 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
923 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
924 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
925 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
926 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
928 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
929 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
930 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
931 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
933 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
934 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
935 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
937 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
938 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
940 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
941 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
943 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
944 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
945 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
947 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
948 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
950 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
951 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
952 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
954 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
956 monsTree
:= TDynAABBTreeMons
.Create();
958 monCheckTrapLastFrameId
:= 0;
961 procedure g_Monsters_FreeData();
963 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
965 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
967 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
968 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
969 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
970 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
971 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
972 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
973 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
976 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
977 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
980 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
981 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
982 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
983 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
984 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
985 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
986 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
987 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
988 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
990 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
991 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
992 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
996 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
997 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
998 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
999 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1060 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1061 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1062 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1063 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1064 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1065 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1066 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1067 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1068 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1069 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1070 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1071 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1072 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1073 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1074 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1075 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1076 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1077 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1078 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1079 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1080 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1081 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1082 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1083 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1084 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1085 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1086 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1087 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1088 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1089 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1090 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1091 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1092 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1093 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1094 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1095 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1099 g_Sound_Delete('SOUND_MONSTER_PAIN');
1100 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1101 g_Sound_Delete('SOUND_MONSTER_ACTION');
1102 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1103 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1104 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1105 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1106 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1107 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1108 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1109 g_Sound_Delete('SOUND_MONSTER_SLOP');
1111 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1112 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1113 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1115 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1116 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1117 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1118 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1119 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1120 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1122 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1123 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1124 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1125 g_Sound_Delete('SOUND_MONSTER_HAHA');
1126 g_Sound_Delete('SOUND_MONSTER_TRUP');
1128 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1129 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1131 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1132 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1133 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1134 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1136 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1137 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1138 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1139 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1140 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1142 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1143 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1144 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1145 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1146 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1148 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1149 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1150 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1151 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1153 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1154 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1155 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1157 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1158 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1160 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1161 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1163 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1164 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1165 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1167 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1168 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1170 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1171 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1172 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1174 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1179 procedure g_Monsters_Init();
1184 procedure g_Monsters_Free();
1189 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1192 monCheckTrapLastFrameId
:= 0;
1195 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1196 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1203 // Íåò òàêîãî ìîíñòðà
1204 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1206 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1207 if MonsterType
= MONSTER_SOUL
then
1209 if soulcount
> MAX_SOUL
then exit
;
1210 soulcount
:= soulcount
+ 1;
1213 find_id
:= allocMonster();
1215 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1216 gMonsters
[find_id
] := mon
;
1217 mon
.arrIdx
:= find_id
;
1220 uidMap
[mon
.FUID
] := mon
;
1222 // Íàñòðàèâàåì ïîëîæåíèå
1227 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1228 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1232 FObj
.X
:= X
-FObj
.Rect
.X
;
1233 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1236 FDirection
:= Direction
;
1237 FStartDirection
:= Direction
;
1242 mon
.positionChanged();
1247 procedure g_Monsters_killedp();
1251 if gMonsters
= nil then
1254 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1255 h
:= High(gMonsters
);
1257 if (gMonsters
[a
] <> nil) then
1258 with gMonsters
[a
] do
1259 if (FMonsterType
= MONSTER_MAN
) and
1260 (FState
<> STATE_DEAD
) and
1261 (FState
<> STATE_SLEEP
) and
1262 (FState
<> STATE_DIE
) then
1264 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1269 procedure g_Monsters_Update();
1274 if gTime
mod (GAME_TICK
*2) = 0 then
1278 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1279 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1282 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1284 for a
:= 0 to High(gMonsters
) do
1286 if (gMonsters
[a
] = nil) then continue
;
1287 if not gMonsters
[a
].FRemoved
then
1289 if g_Game_IsClient
then
1290 gMonsters
[a
].ClientUpdate()
1292 gMonsters
[a
].Update();
1296 gMonsters
[a
].Free();
1297 gMonsters
[a
] := nil;
1304 procedure g_Monsters_Draw();
1308 if gMonsters
<> nil then
1309 for a
:= 0 to High(gMonsters
) do
1310 if gMonsters
[a
] <> nil then
1311 gMonsters
[a
].Draw();
1314 procedure g_Monsters_DrawHealth();
1319 if gMonsters
= nil then Exit
;
1320 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1322 for a
:= 0 to High(gMonsters
) do
1323 if gMonsters
[a
] <> nil then
1325 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1326 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1327 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1331 function g_Monsters_ByUID (UID
: Word): TMonster
;
1334 result
:= uidMap
[UID
];
1337 if gMonsters <> nil then
1338 for a := 0 to High(gMonsters) do
1339 if (gMonsters[a] <> nil) and
1340 (gMonsters[a].FUID = UID) then
1342 Result := gMonsters[a];
1348 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1353 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1355 if gMonsters
<> nil then
1356 for i
:= 0 to High(gMonsters
) do
1357 if gMonsters
[i
] <> nil then
1358 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1361 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1363 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1365 Mem
.WriteInt(pt_xs
);
1367 Mem
.WriteInt(pt_ys
);
1369 // Êîëè÷åñòâî ìîíñòðîâ:
1370 Mem
.WriteInt(count
);
1375 // Ñîõðàíÿåì ìîíñòðîâ:
1376 for i
:= 0 to High(gMonsters
) do
1377 if gMonsters
[i
] <> nil then
1378 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1381 b
:= gMonsters
[i
].MonsterType
;
1383 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1384 gMonsters
[i
].SaveState(Mem
);
1388 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1394 if Mem
= nil then exit
;
1398 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1404 // Êîëè÷åñòâî ìîíñòðîâ
1407 if count
= 0 then exit
;
1409 // Çàãðóæàåì ìîíñòðîâ
1410 for a
:= 0 to count
-1 do
1415 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1416 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1417 // Çàãðóæàåì äàííûå ìîíñòðà
1422 function g_Monsters_GetIDByName(name
: String): Integer;
1426 name
:= UpperCase(name
);
1428 while (i
<= MONSTER_MAN
) do
1430 if name
= MONSTERTABLE
[i
].Name
then
1441 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1443 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1444 Result
:= MONSTERTABLE
[MonsterType
].Name
1449 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1451 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1452 Result
:= KilledByMonster
[MonsterType
]
1457 { T M o n s t e r : }
1459 procedure TMonster
.ActionSound();
1461 case FMonsterType
of
1463 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1464 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1466 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1467 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1468 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1470 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1472 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1474 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1476 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1480 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1484 procedure TMonster
.PainSound();
1492 case FMonsterType
of
1493 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1494 MONSTER_SKEL
, MONSTER_CGUN
:
1495 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1496 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1497 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1498 MONSTER_BSP
, MONSTER_CYBER
:
1499 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1501 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1503 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1505 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1507 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1511 procedure TMonster
.DieSound();
1513 case FMonsterType
of
1516 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1517 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1519 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1521 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1522 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1523 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1526 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1528 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1530 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1532 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1534 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1536 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1538 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1540 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1542 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1544 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1546 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1548 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1550 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1552 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1556 procedure TMonster
.WakeUpSound();
1558 case FMonsterType
of
1561 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1562 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1564 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1566 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1567 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1568 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1571 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1573 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1575 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1577 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1579 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1581 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1583 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1585 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1587 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1589 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1591 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1593 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1599 procedure TMonster
.BFGHit();
1601 if FMonsterType
= MONSTER_FISH
then
1604 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1605 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1606 {if g_Game_IsServer and g_Game_IsNet then
1607 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1608 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1612 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1614 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1622 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1624 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1629 Panel
.Width
, Panel
.Height
);
1632 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1634 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1635 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1636 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1637 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1640 procedure TMonster
.Respawn
;
1646 FDirection
:= FStartDirection
;
1649 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1650 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1655 FDieTriggers
:= nil;
1656 FWaitAttackAnim
:= False;
1657 FChainFire
:= False;
1660 FState
:= STATE_SLEEP
;
1661 FCurAnim
:= ANIM_SLEEP
;
1663 positionChanged(); // this updates spatial accelerators
1665 if g_Game_IsNet
and g_Game_IsServer
then
1667 MH_SEND_MonsterPos(FUID
);
1668 MH_SEND_MonsterState(FUID
);
1672 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1679 if ForcedUID
< 0 then
1680 FUID
:= g_CreateUID(UID_MONSTER
)
1684 FMonsterType
:= MonsterType
;
1688 FState
:= STATE_SLEEP
;
1689 FCurAnim
:= ANIM_SLEEP
;
1690 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1691 FMaxHealth
:= FHealth
;
1692 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1693 FDieTriggers
:= nil;
1694 FSpawnTrigger
:= -1;
1695 FWaitAttackAnim
:= False;
1696 FChainFire
:= False;
1698 FNoRespawn
:= False;
1700 FBehaviour
:= BH_NORMAL
;
1707 trapCheckFrameId
:= 0;
1709 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1710 FBloodKind
:= BLOOD_SPARKS
1712 FBloodKind
:= BLOOD_NORMAL
;
1713 if FMonsterType
= MONSTER_CACO
then
1719 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1732 SetLength(FAnim
, Length(ANIMTABLE
));
1734 for a
:= 0 to High(FAnim
) do
1736 FAnim
[a
, D_LEFT
] := nil;
1737 FAnim
[a
, D_RIGHT
] := nil;
1740 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1741 if (ANIMTABLE
[a
].name
<> '') and
1742 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1744 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1745 '_'+ANIMTABLE
[a
].name
;
1747 res
:= g_Frames_Exists(s
);
1750 res
:= g_Frames_Get(FramesID
, s
);
1752 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1755 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1756 if a
<> ANIM_MESS
then
1759 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1760 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1762 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1763 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1764 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1765 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1770 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1771 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1773 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1774 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1776 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1777 '_'+ANIMTABLE
[a
].name
+'_L';
1778 if g_Frames_Exists(s
) then
1779 g_Frames_Get(FramesID
, s
);
1782 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1783 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1786 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1787 if MonsterType
= MONSTER_VILE
then
1789 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1790 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1796 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1803 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1804 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1807 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1808 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1811 if Random(2) = 0 then
1812 FDirection
:= D_RIGHT
1814 FDirection
:= D_LEFT
;
1816 SetState(STATE_RUN
);
1820 // Ëîâóøêà óáèâàåò ñðàçó:
1821 if t
= HIT_TRAP
then
1824 // Ðîáîòó óðîíà íåò:
1825 if FMonsterType
= MONSTER_ROBO
then
1829 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1831 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1834 FPain
:= FPain
+aDamage
;
1836 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1837 if FState
<> STATE_PAIN
then
1838 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1839 (FMonsterType
<> MONSTER_BARREL
) then
1840 SetState(STATE_PAIN
);
1842 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1843 if (gBloodCount
> 0) then
1845 c
:= Min(aDamage
, 200);
1846 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1848 if (VelX
= 0) and (VelY
= 0) then
1852 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1853 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1857 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1858 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1860 FTargetUID
:= SpawnerUID
;
1864 // Çäîðîâüå çàêîí÷èëîñü:
1865 if FHealth
<= 0 then
1867 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1868 if (FMonsterType
<> MONSTER_BARREL
) then
1870 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1872 p
:= g_Player_Get(SpawnerUID
);
1873 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1875 p
.MonsterKills
:= p
.MonsterKills
+1;
1876 if gGameSettings
.GameMode
= GM_COOP
then
1877 p
.Frags
:= p
.Frags
+ 1;
1878 // Uncomment this if you want to double-kill monsters
1882 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1884 Inc(gCoopMonstersKilled
);
1885 if g_Game_IsNet
then
1891 case FMonsterType
of
1892 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1893 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1894 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1895 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1902 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1903 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1905 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1906 (FObj
.Vel
.Y
div 2)-Random(4));
1907 positionChanged(); // this updates spatial accelerators
1908 if g_Game_IsServer
and g_Game_IsNet
then
1909 MH_SEND_ItemSpawn(True, it
);
1912 // Òðóï äàëüøå íå èäåò:
1915 // Ó òðóïà ðàçìåðû ìåíüøå:
1916 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1918 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1919 FObj
.Rect
.Height
:= 12;
1922 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1923 if (FHealth
<= -30) and
1924 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1925 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1926 (FMonsterType
= MONSTER_MAN
)) then
1928 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1929 SetState(STATE_DIE
, ANIM_MESS
);
1934 SetState(STATE_DIE
);
1937 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1938 if g_Game_IsServer
then ActivateTriggers();
1943 if FState
= STATE_SLEEP
then
1944 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1945 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1949 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1953 function TMonster
.Heal(Value
: Word): Boolean;
1956 if g_Game_IsClient
then
1961 if FHealth
< FMaxHealth
then
1963 IncMax(FHealth
, Value
, FMaxHealth
);
1964 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1969 destructor TMonster
.Destroy();
1973 for a
:= 0 to High(FAnim
) do
1975 FAnim
[a
, D_LEFT
].Free();
1976 FAnim
[a
, D_RIGHT
].Free();
1981 if (treeNode
<> -1) then
1983 if monsTree
.isValidId(treeNode
) then
1985 {$IF DEFINED(D2F_DEBUG_MONS_MOVE)}
1986 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1988 monsTree
.removeObject(treeNode
);
1992 if (arrIdx
<> -1) then
1994 gMonsters
[arrIdx
] := nil;
1997 uidMap
[FUID
] := nil;
1999 inherited Destroy();
2002 procedure TMonster
.Draw();
2008 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
2009 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
2011 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
2012 if FMonsterType
= MONSTER_VILE
then
2013 if FState
= STATE_SHOOT
then
2014 if GetPos(FTargetUID
, @o
) then
2015 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
2016 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
2018 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
2019 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
2020 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
2023 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
2024 if FState
= STATE_DEAD
then
2025 case FMonsterType
of
2026 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
2029 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
2030 if FAnim
[FCurAnim
, FDirection
] <> nil then
2032 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
2033 if (FDirection
= D_LEFT
) and
2034 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
2035 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
2036 (FMonsterType
<> MONSTER_BARREL
) then
2041 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2042 if (FDirection
= D_LEFT
) and
2043 (FMonsterType
<> MONSTER_BARREL
) then
2045 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
2046 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
2048 if m
= M_HORIZONTAL
then
2049 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2050 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2051 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2052 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2053 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2054 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2056 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2059 else // Ïðàâàÿ àíèìàöèÿ
2061 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2062 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2066 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2069 if g_debug_Frames
then
2071 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2073 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2074 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2079 procedure TMonster
.MakeBloodSimple(Count
: Word);
2081 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2082 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2083 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2084 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2085 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2086 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2087 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2088 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2091 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2093 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2094 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2095 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2096 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2099 procedure TMonster
.Push(vx
, vy
: Integer);
2101 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2102 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2103 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2106 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2110 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2111 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2112 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2113 soulcount
:= soulcount
-1;
2115 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2117 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2118 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2119 (State
<> STATE_GO
) then
2126 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2128 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2130 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2131 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2132 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2133 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2134 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2135 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2136 STATE_DIE
: Anim
:= ANIM_DIE
;
2138 begin // íà÷àëè âîñðåøàòüñÿ
2140 FAnim
[Anim
, FDirection
].Revert(True);
2142 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2143 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2150 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2151 if ForceAnim
<> 255 then
2154 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2155 if FCurAnim
<> Anim
then
2156 if FAnim
[Anim
, FDirection
] <> nil then
2158 FAnim
[Anim
, FDirection
].Reset();
2163 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2170 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2171 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2173 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2174 if g_Game_IsServer
and g_Game_IsNet
then
2175 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2181 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2184 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2185 TA
:= TAnimation
.Create(FramesID
, False, 6);
2186 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2187 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2188 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2190 if g_Game_IsServer
and g_Game_IsNet
then
2191 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2192 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2196 FObj
.X
:= X
- FObj
.Rect
.X
;
2197 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2201 FDirection
:= D_LEFT
2204 FDirection
:= D_RIGHT
2208 if FDirection
= D_RIGHT
then
2209 FDirection
:= D_LEFT
2211 FDirection
:= D_RIGHT
;
2214 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2215 if not silent
and (TA
<> nil) then
2217 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2218 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2221 if g_Game_IsServer
and g_Game_IsNet
then
2222 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2223 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2227 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2231 procedure TMonster
.Update();
2233 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2243 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2244 if FMonsterType
= MONSTER_FISH
then
2245 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2246 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2249 // Ëåòàþùèå ìîíòñðû:
2250 if ((FMonsterType
= MONSTER_SOUL
) or
2251 (FMonsterType
= MONSTER_PAIN
) or
2252 (FMonsterType
= MONSTER_CACO
)) and
2253 (FState
<> STATE_DIE
) and
2254 (FState
<> STATE_DEAD
) then
2257 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2258 if gTime
mod (GAME_TICK
*2) <> 0 then
2260 g_Obj_Move(@FObj
, fall
, True, True);
2261 positionChanged(); // this updates spatial accelerators
2265 if FPainTicks
> 0 then
2268 FPainSound
:= False;
2271 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2272 positionChanged(); // this updates spatial accelerators
2274 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2275 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2276 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2279 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2281 Inc(gCoopMonstersKilled
);
2282 if g_Game_IsNet
then
2289 oldvelx
:= FObj
.Vel
.X
;
2291 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2292 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2293 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2295 if FFireTime
> 0 then
2297 if WordBool(st
and MOVE_INWATER
) then
2302 FFireTime
:= FFireTime
- 1;
2303 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2304 if FFirePainTime
= 0 then
2306 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2307 FFirePainTime
:= 18;
2310 FFirePainTime
:= FFirePainTime
- 1;
2314 // Ìåðòâûé íè÷åãî íå äåëàåò:
2315 if (FState
= STATE_DEAD
) then
2318 // AI ìîíñòðîâ âûêëþ÷åí:
2319 if g_debug_MonsterOff
then
2322 if FState
<> STATE_SLEEP
then
2323 SetState(STATE_SLEEP
);
2326 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2327 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2328 case FMonsterType
of
2330 if Random(4) = 0 then
2331 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2332 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2333 MONSTER_ROBO
, MONSTER_BARREL
:
2334 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2335 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2337 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2338 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2339 if Random(2) = 0 then
2340 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2342 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2346 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2347 if FMonsterType
= MONSTER_BARREL
then
2349 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2350 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2351 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2352 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2356 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2357 if FMonsterType
= MONSTER_SOUL
then
2358 if WordBool(st
and MOVE_HITAIR
) then
2359 g_Obj_SetSpeed(@FObj
, 16);
2364 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2365 if FObj
.Vel
.Y
< 0 then
2366 if WordBool(st
and MOVE_INWATER
) then
2369 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2370 FTargetTime
:= FTargetTime
+ 1;
2373 if FShellTimer
> -1 then
2374 if FShellTimer
= 0 then
2376 if FShellType
= SHELL_SHELL
then
2377 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2378 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2379 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2380 else if FShellType
= SHELL_DBLSHELL
then
2382 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2383 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2384 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2385 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2386 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2387 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2390 end else Dec(FShellTimer
);
2392 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2394 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2395 STATE_ATTACK
, STATE_SHOOT
]) then
2396 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2397 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2398 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2399 (FObj
.Accel
.Y
= 0) then
2400 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2403 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2405 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2406 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2408 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2409 if gSoundEffectsDF
then PainSound();
2411 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2414 // Ñíèæàåì áîëü ñî âðåìåíåì:
2417 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2418 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2426 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2429 FSleep
:= FSleep
+ 1;
2431 // Ïðîñïàëè äîñòàòî÷íî:
2432 if FSleep
>= 18 then
2437 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2438 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2439 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2440 if (gPlayers
<> nil) then
2441 for a
:= 0 to High(gPlayers
) do
2442 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2443 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2445 if g_Look(@FObj
, @Obj
, FDirection
) then
2447 FTargetUID
:= gPlayers
[a
].UID
;
2454 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2455 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2456 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2457 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2458 if gMonsters
<> nil then
2459 for a
:= 0 to High(gMonsters
) do
2460 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2461 (gMonsters
[a
].FUID
<> FUID
) then
2463 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2464 if (FBehaviour
= BH_MANIAC
) and
2465 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2467 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2468 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2469 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2471 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2472 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2474 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2476 FTargetUID
:= gMonsters
[a
].UID
;
2485 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2488 FSleep
:= FSleep
- 1;
2490 // Âûæäàëè äîñòàòî÷íî - èäåì:
2495 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2497 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2498 if WordBool(st
and MOVE_BLOCK
) then
2502 SetState(STATE_RUNOUT
);
2507 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2508 if (FMonsterType
= MONSTER_VILE
) then
2509 if isCorpse(@FObj
, False) <> -1 then
2512 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2517 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2518 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2519 if not findNewPrey() then
2520 begin // Íîâûõ öåëåé íåò
2528 o
.Rect
:= _Rect(0, 0, 0, 1);
2530 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2531 GetPos(FTargetUID
, @o
);
2533 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2534 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2537 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2544 // Ðàññòîÿíèå äî öåëè:
2545 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2546 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2548 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2550 FDirection
:= D_RIGHT
2552 FDirection
:= D_LEFT
;
2554 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2555 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2556 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2557 if shoot(@o
, False) then
2560 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2561 if Abs(sx
) < 40 then
2562 if FMonsterType
<> MONSTER_FISH
then
2565 SetState(STATE_RUN
);
2566 if Random(2) = 0 then
2567 FDirection
:= D_LEFT
2569 FDirection
:= D_RIGHT
;
2574 // Óïåðëèñü â ñòåíó:
2575 if WordBool(st
and MOVE_HITWALL
) then
2577 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2578 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2579 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2581 SetState(STATE_WAIT
);
2586 case FMonsterType
of
2587 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2589 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2590 (FObj
.Accel
.Y
= 0) then
2591 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2592 // Ïðûæîê ÷åðåç ñòåíó:
2593 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2594 SetState(STATE_CLIMB
);
2601 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2602 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2603 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2605 if FMonsterType
= MONSTER_FISH
then
2607 if not WordBool(st
and MOVE_INWATER
) then
2608 begin // Ðûáà âíå âîäû:
2609 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2610 begin // "Ñòîèò" òâåðäî
2611 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2612 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2613 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2617 SetState(STATE_PAIN
);
2618 FPain
:= FPain
+ 50;
2622 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2624 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2628 // Ðûáà ïëûâåò ââåðõ:
2629 if FObj
.Vel
.Y
< 0 then
2630 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2632 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2634 // Ïëàâàåì òóäà-ñþäà:
2635 if Random(2) = 0 then
2636 FDirection
:= D_LEFT
2638 FDirection
:= D_RIGHT
;
2640 SetState(STATE_RUN
);
2644 else // Ëåòàþùèå ìîíñòðû
2646 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2648 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2653 else // "Íàçåìíûå" ìîíñòðû
2655 // Âîçìîæíî, ïèíàåì êóñêè:
2656 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2658 b
:= Abs(FObj
.Vel
.X
);
2659 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2660 for a
:= 0 to High(gGibs
) do
2662 if gGibs
[a
].Live
and
2663 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2664 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2667 if FObj
.Vel
.X
< 0 then
2669 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2673 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2678 // Áîññû ìîãóò ïèíàòü òðóïû:
2679 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2680 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2682 b
:= Abs(FObj
.Vel
.X
);
2683 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2684 for a
:= 0 to High(gCorpses
) do
2685 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2687 co
:= gCorpses
[a
].Obj
;
2688 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2689 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2691 if FObj
.Vel
.X
< 0 then
2692 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2694 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2697 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2699 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2701 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2702 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2705 FSleep
:= FSleep
+ 1;
2711 if Random(8) = 0 then
2715 // Áåæèì â âûáðàííóþ ñòîðîíó:
2716 if FDirection
= D_RIGHT
then
2717 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2719 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2721 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2722 if WordBool(st
and MOVE_INWATER
) then
2723 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2724 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2725 if FMonsterType
= MONSTER_FISH
then
2729 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2731 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2732 if WordBool(st
and MOVE_BLOCK
) then
2736 SetState(STATE_RUNOUT
);
2741 FSleep
:= FSleep
- 1;
2743 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2744 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2748 // Ñòåíà - èäåì îáðàòíî:
2749 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2752 if Random(8) = 0 then
2756 // Áåæèì â âûáðàííóþ ñòîðîíó:
2757 if FDirection
= D_RIGHT
then
2758 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2760 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2762 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2763 if WordBool(st
and MOVE_INWATER
) then
2764 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2765 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2766 if FMonsterType
= MONSTER_FISH
then
2770 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2772 // Âûøëè èç ÁëîêÌîíà:
2773 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2776 FSleep
:= FSleep
- 1;
2778 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2779 if FSleep
<= -18 then
2783 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2784 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2787 if Random(8) = 0 then
2791 // Áåæèì â âûáðàííóþ ñòîðîíó:
2792 if FDirection
= D_RIGHT
then
2793 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2795 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2797 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2798 if WordBool(st
and MOVE_INWATER
) then
2799 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2800 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2801 if FMonsterType
= MONSTER_FISH
then
2805 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2807 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2808 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2809 (not WordBool(st
and MOVE_HITWALL
)) then
2814 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2815 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2819 SetState(STATE_RUN
);
2823 // Áåæèì â âûáðàííóþ ñòîðîíó:
2824 if FDirection
= D_RIGHT
then
2825 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2827 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2829 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2830 if WordBool(st
and MOVE_INWATER
) then
2831 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2832 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2833 if FMonsterType
= MONSTER_FISH
then
2837 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2838 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2840 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2841 if FMonsterType
= MONSTER_SOUL
then
2843 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2849 // Çàìåäëÿåìñÿ ïðè àòàêå:
2850 if FMonsterType
<> MONSTER_FISH
then
2851 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2853 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2854 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2856 // Öåëü ïîãèáëà => èäåì äàëüøå:
2857 if not GetPos(FTargetUID
, @o
) then
2864 // Öåëü íå âèäíî => èäåì äàëüøå:
2865 if not g_Look(@FObj
, @o
, FDirection
) then
2872 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2873 if g_Obj_CollideWater(@o
, 0, 0) then
2881 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2882 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2883 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2886 end; // case FState of ...
2890 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2891 if FState
= STATE_REVIVE
then
2892 if FAnim
[FCurAnim
, FDirection
].Played
then
2893 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2894 FAnim
[FCurAnim
, FDirection
].Revert(False);
2898 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2899 if vilefire
<> nil then
2902 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2903 if (FState
= STATE_DIE
) and
2904 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2905 (FAnim
[FCurAnim
, FDirection
].Played
) then
2908 SetState(STATE_DEAD
);
2910 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2911 if (FMonsterType
= MONSTER_PAIN
) then
2913 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2914 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2917 mon
.SetState(STATE_GO
);
2918 mon
.FNoRespawn
:= True;
2919 Inc(gTotalMonsters
);
2920 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2923 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2924 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2927 mon
.SetState(STATE_GO
);
2928 mon
.FNoRespawn
:= True;
2929 Inc(gTotalMonsters
);
2930 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2933 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2934 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2937 mon
.SetState(STATE_GO
);
2938 mon
.FNoRespawn
:= True;
2939 Inc(gTotalMonsters
);
2940 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2943 if g_Game_IsNet
then MH_SEND_CoopStats();
2946 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2947 if (FMonsterType
= MONSTER_PAIN
) or
2948 (FMonsterType
= MONSTER_SOUL
) or
2949 (FMonsterType
= MONSTER_BARREL
) then
2953 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2954 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2955 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2956 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2957 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2958 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2959 if FState
= STATE_ATTACK
then
2960 begin // Ñîñòîÿíèå - Àòàêà
2961 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2962 if FMonsterType
<> MONSTER_SOUL
then
2965 else // Ñîñòîÿíèå - Ñòðåëüáà
2967 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2968 if not FChainFire
then
2971 begin // Íàäî ñòðåëÿòü åùå
2972 FChainFire
:= False;
2973 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2974 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2975 FAnim
[FCurAnim
, FDirection
].Reset();
2979 FWaitAttackAnim
:= False;
2982 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2983 if (FMonsterType
= MONSTER_SOUL
) or
2984 ( (not FWaitAttackAnim
) and
2985 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2986 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2988 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2989 if FState
= STATE_ATTACK
then
2990 begin // Ñîñòîÿíèå - Àòàêà
2991 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2992 if FMonsterType
= MONSTER_SOUL
then
2993 FAnim
[FCurAnim
, FDirection
].Reset();
2995 case FMonsterType
of
2996 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2997 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2998 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2999 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3000 if FMonsterType
= MONSTER_SOUL
then
3004 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
3005 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
3006 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
3008 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3009 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3010 if FCurAnim
= ANIM_ATTACK2
then
3013 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3014 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
3015 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
3019 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3020 if FCurAnim
= ANIM_ATTACK2
then
3022 sx
:= isCorpse(@FObj
, True);
3024 begin // Íàøëè, êîãî âîñêðåñèòü
3025 gMonsters
[sx
].SetState(STATE_REVIVE
);
3026 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3027 // Âîñêðåøàòü - ñåáå âðåäèòü:
3028 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3034 else // Ñîñòîÿíèå - Ñòðåëüáà
3036 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3037 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3039 if FDirection
= D_LEFT
then
3041 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3042 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3043 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3046 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3048 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3049 case FMonsterType
of
3051 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3054 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3055 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3056 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3060 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3061 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3063 FShellType
:= SHELL_SHELL
;
3067 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3069 FShellType
:= SHELL_DBLSHELL
;
3074 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3075 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3078 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3081 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3082 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3083 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3087 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3088 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3089 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3092 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3094 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3096 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3097 MONSTER_BARON
, MONSTER_KNIGHT
:
3098 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3100 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3102 begin // Ñîçäàåì Lost_Soul:
3103 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3104 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3107 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3108 mon
.FTargetUID
:= FTargetUID
;
3109 GetPos(FTargetUID
, @o
);
3110 mon
.FTargetTime
:= 0;
3111 mon
.FNoRespawn
:= True;
3112 mon
.SetState(STATE_GO
);
3113 mon
.shoot(@o
, True);
3114 Inc(gTotalMonsters
);
3116 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3121 if FMonsterType
<> MONSTER_PAIN
then
3122 if g_Game_IsNet
then
3123 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3125 // Ñêîðîñòðåëüíûå ìîíñòðû:
3126 if (FMonsterType
= MONSTER_CGUN
) or
3127 (FMonsterType
= MONSTER_SPIDER
) or
3128 (FMonsterType
= MONSTER_BSP
) or
3129 (FMonsterType
= MONSTER_MANCUB
) or
3130 (FMonsterType
= MONSTER_ROBO
) then
3131 if not GetPos(FTargetUID
, @o
) then
3132 // Öåëü ìåðòâà - èùåì íîâóþ:
3134 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3135 if shoot(@o
, False) then
3139 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3140 FWaitAttackAnim
:= True;
3143 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3144 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3146 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3147 // Çâóêè ïðè ïåðåäâèæåíèè:
3148 case FMonsterType
of
3150 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3151 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3152 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3154 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3155 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3156 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3158 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3159 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3160 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3162 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3163 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3164 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3168 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3169 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3170 FObj
.Vel
.X
:= oldvelx
;
3172 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3173 if FAnim
[FCurAnim
, FDirection
] <> nil then
3174 FAnim
[FCurAnim
, FDirection
].Update();
3177 procedure TMonster
.SetDeadAnim
;
3179 if FAnim
<> nil then
3180 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3183 procedure TMonster
.RevertAnim(R
: Boolean = True);
3185 if FAnim
<> nil then
3186 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3187 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3190 function TMonster
.AnimIsReverse
: Boolean;
3192 if FAnim
<> nil then
3193 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3198 procedure TMonster
.ClientUpdate();
3200 a
, b
, sx
, sy
, oldvelx
: Integer;
3207 sx
:= 0; // SHUT UP COMPILER
3210 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3211 if FMonsterType
= MONSTER_FISH
then
3212 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3213 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3216 // Ëåòàþùèå ìîíòñðû:
3217 if ((FMonsterType
= MONSTER_SOUL
) or
3218 (FMonsterType
= MONSTER_PAIN
) or
3219 (FMonsterType
= MONSTER_CACO
)) and
3220 (FState
<> STATE_DIE
) and
3221 (FState
<> STATE_DEAD
) then
3224 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3225 if gTime
mod (GAME_TICK
*2) <> 0 then
3227 g_Obj_Move(@FObj
, fall
, True, True);
3228 positionChanged(); // this updates spatial accelerators
3232 if FPainTicks
> 0 then
3235 FPainSound
:= False;
3238 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3239 positionChanged(); // this updates spatial accelerators
3241 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3242 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3243 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3249 oldvelx
:= FObj
.Vel
.X
;
3251 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3252 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3253 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3255 if FFireTime
> 0 then
3257 if WordBool(st
and MOVE_INWATER
) then
3262 FFireTime
:= FFireTime
- 1;
3266 // Ìåðòâûé íè÷åãî íå äåëàåò:
3267 if (FState
= STATE_DEAD
) then
3270 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3271 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3272 case FMonsterType
of
3274 if Random(4) = 0 then
3275 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3276 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3277 MONSTER_ROBO
, MONSTER_BARREL
:
3278 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3279 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3281 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3282 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3283 if Random(2) = 0 then
3284 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3286 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3290 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3291 if FMonsterType
= MONSTER_BARREL
then
3293 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3294 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3295 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3296 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3300 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3301 if FMonsterType
= MONSTER_SOUL
then
3302 if WordBool(st
and MOVE_HITAIR
) then
3303 g_Obj_SetSpeed(@FObj
, 16);
3308 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3309 if FObj
.Vel
.Y
< 0 then
3310 if WordBool(st
and MOVE_INWATER
) then
3313 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3314 FTargetTime
:= FTargetTime
+ 1;
3316 if FShellTimer
> -1 then
3317 if FShellTimer
= 0 then
3319 if FShellType
= SHELL_SHELL
then
3320 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3321 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3322 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3323 else if FShellType
= SHELL_DBLSHELL
then
3325 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3326 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3327 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3328 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3329 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3330 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3333 end else Dec(FShellTimer
);
3335 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3337 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3338 STATE_ATTACK
, STATE_SHOOT
]) then
3339 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3340 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3341 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3342 (FObj
.Accel
.Y
= 0) then
3343 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3346 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3348 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3349 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3351 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3352 if gSoundEffectsDF
then PainSound();
3354 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3357 // Ñíèæàåì áîëü ñî âðåìåíåì:
3360 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3361 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3368 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3371 FSleep
:= FSleep
+ 1;
3373 // Ïðîñïàëè äîñòàòî÷íî:
3374 if FSleep
>= 18 then
3380 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3383 FSleep
:= FSleep
- 1;
3386 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3388 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3389 if WordBool(st
and MOVE_BLOCK
) then
3393 SetState(STATE_RUNOUT
);
3398 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3399 if (FMonsterType
= MONSTER_VILE
) then
3400 if isCorpse(@FObj
, False) <> -1 then
3402 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3408 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3409 if Abs(sx
) < 40 then
3410 if FMonsterType
<> MONSTER_FISH
then
3412 SetState(STATE_RUN
);
3418 // Óïåðëèñü â ñòåíó:
3419 if WordBool(st
and MOVE_HITWALL
) then
3421 case FMonsterType
of
3422 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3424 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3425 (FObj
.Accel
.Y
= 0) then
3426 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3427 // Ïðûæîê ÷åðåç ñòåíó:
3428 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3429 SetState(STATE_CLIMB
);
3436 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3437 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3438 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3440 if FMonsterType
= MONSTER_FISH
then
3442 if not WordBool(st
and MOVE_INWATER
) then
3443 begin // Ðûáà âíå âîäû:
3444 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3445 begin // "Ñòîèò" òâåðäî
3446 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3447 if FObj
.Accel
.Y
= 0 then
3449 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3453 SetState(STATE_PAIN
);
3454 FPain
:= FPain
+ 50;
3458 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3460 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3464 // Ðûáà ïëûâåò ââåðõ:
3465 if FObj
.Vel
.Y
< 0 then
3466 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3468 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3470 // Ïëàâàåì òóäà-ñþäà:
3471 SetState(STATE_RUN
);
3476 else // Ëåòàþùèå ìîíñòðû
3478 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3480 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3485 else // "Íàçåìíûå" ìîíñòðû
3487 // Âîçìîæíî, ïèíàåì êóñêè:
3488 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3490 b
:= Abs(FObj
.Vel
.X
);
3491 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3492 for a
:= 0 to High(gGibs
) do
3494 if gGibs
[a
].Live
and
3495 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3496 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3499 if FObj
.Vel
.X
< 0 then
3501 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3505 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3507 positionChanged(); // this updates spatial accelerators
3511 // Áîññû ìîãóò ïèíàòü òðóïû:
3512 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3513 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3515 b
:= Abs(FObj
.Vel
.X
);
3516 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3517 for a
:= 0 to High(gCorpses
) do
3518 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3520 co
:= gCorpses
[a
].Obj
;
3521 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3522 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3524 if FObj
.Vel
.X
< 0 then
3525 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3527 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3532 FSleep
:= FSleep
+ 1;
3538 if Random(8) = 0 then
3542 // Áåæèì â âûáðàííóþ ñòîðîíó:
3543 if FDirection
= D_RIGHT
then
3544 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3546 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3548 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3549 if WordBool(st
and MOVE_INWATER
) then
3550 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3551 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3552 if FMonsterType
= MONSTER_FISH
then
3556 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3558 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3559 if WordBool(st
and MOVE_BLOCK
) then
3561 SetState(STATE_RUNOUT
);
3567 FSleep
:= FSleep
- 1;
3569 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3570 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3576 if Random(8) = 0 then
3580 // Áåæèì â âûáðàííóþ ñòîðîíó:
3581 if FDirection
= D_RIGHT
then
3582 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3584 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3586 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3587 if WordBool(st
and MOVE_INWATER
) then
3588 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3589 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3590 if FMonsterType
= MONSTER_FISH
then
3594 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3596 // Âûøëè èç ÁëîêÌîíà:
3597 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3600 FSleep
:= FSleep
- 1;
3602 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3603 if FSleep
<= -18 then
3609 if Random(8) = 0 then
3613 // Áåæèì â âûáðàííóþ ñòîðîíó:
3614 if FDirection
= D_RIGHT
then
3615 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3617 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3619 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3620 if WordBool(st
and MOVE_INWATER
) then
3621 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3622 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3623 if FMonsterType
= MONSTER_FISH
then
3627 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3629 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3630 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3631 (not WordBool(st
and MOVE_HITWALL
)) then
3636 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3637 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3639 SetState(STATE_RUN
);
3644 // Áåæèì â âûáðàííóþ ñòîðîíó:
3645 if FDirection
= D_RIGHT
then
3646 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3648 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3650 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3651 if WordBool(st
and MOVE_INWATER
) then
3652 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3653 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3654 if FMonsterType
= MONSTER_FISH
then
3658 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3659 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3661 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3662 if FMonsterType
= MONSTER_SOUL
then
3664 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3670 // Çàìåäëÿåìñÿ ïðè àòàêå:
3671 if FMonsterType
<> MONSTER_FISH
then
3672 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3674 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3675 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3677 // Öåëü ïîãèáëà => èäåì äàëüøå:
3678 if not GetPos(FTargetUID
, @o
) then
3685 // Öåëü íå âèäíî => èäåì äàëüøå:
3686 if not g_Look(@FObj
, @o
, FDirection
) then
3693 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3694 if g_Obj_CollideWater(@o
, 0, 0) then
3702 end; // case FState of ...
3706 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3707 if FState
= STATE_REVIVE
then
3708 if FAnim
[FCurAnim
, FDirection
].Played
then
3709 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3710 FAnim
[FCurAnim
, FDirection
].Revert(False);
3714 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3715 if vilefire
<> nil then
3718 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3719 if (FState
= STATE_DIE
) and
3720 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3721 (FAnim
[FCurAnim
, FDirection
].Played
) then
3724 SetState(STATE_DEAD
);
3726 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3727 if (FMonsterType
= MONSTER_PAIN
) or
3728 (FMonsterType
= MONSTER_SOUL
) or
3729 (FMonsterType
= MONSTER_BARREL
) then
3732 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3735 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3736 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3737 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3738 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3739 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3740 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3741 if FState
= STATE_ATTACK
then
3742 begin // Ñîñòîÿíèå - Àòàêà
3743 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3744 if FMonsterType
<> MONSTER_SOUL
then
3747 else // Ñîñòîÿíèå - Ñòðåëüáà
3749 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3750 if not FChainFire
then
3753 begin // Íàäî ñòðåëÿòü åùå
3754 FChainFire
:= False;
3755 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3756 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3757 FAnim
[FCurAnim
, FDirection
].Reset();
3761 FWaitAttackAnim
:= False;
3764 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3765 if (FMonsterType
= MONSTER_SOUL
) or
3766 ( (not FWaitAttackAnim
) and
3767 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3768 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3770 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3771 if FState
= STATE_ATTACK
then
3772 begin // Ñîñòîÿíèå - Àòàêà
3773 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3774 if FMonsterType
= MONSTER_SOUL
then
3775 FAnim
[FCurAnim
, FDirection
].Reset();
3777 case FMonsterType
of
3778 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3779 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3780 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3781 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3782 if FMonsterType
= MONSTER_SOUL
then
3786 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3788 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3789 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3790 if FCurAnim
= ANIM_ATTACK2
then
3793 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3794 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3798 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3799 if FCurAnim
= ANIM_ATTACK2
then
3801 sx
:= isCorpse(@FObj
, True);
3803 begin // Íàøëè, êîãî âîñêðåñèòü
3804 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3805 // Âîñêðåøàòü - ñåáå âðåäèòü:
3806 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3812 else // Ñîñòîÿíèå - Ñòðåëüáà
3814 // Ñêîðîñòðåëüíûå ìîíñòðû:
3815 if (FMonsterType
= MONSTER_CGUN
) or
3816 (FMonsterType
= MONSTER_SPIDER
) or
3817 (FMonsterType
= MONSTER_BSP
) or
3818 (FMonsterType
= MONSTER_MANCUB
) or
3819 (FMonsterType
= MONSTER_ROBO
) then
3820 if not GetPos(FTargetUID
, @o
) then
3821 // Öåëü ìåðòâà - èùåì íîâóþ:
3823 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3824 if shoot(@o
, False) then
3828 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3829 FWaitAttackAnim
:= True;
3832 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3833 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3835 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3836 // Çâóêè ïðè ïåðåäâèæåíèè:
3837 case FMonsterType
of
3839 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3840 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3841 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3843 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3844 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3845 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3847 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3848 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3849 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3851 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3852 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3853 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3857 // Êîñòûëü äëÿ ïîòîêîâ
3858 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3859 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3860 FObj
.Vel
.X
:= oldvelx
;
3862 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3863 if FAnim
[FCurAnim
, FDirection
] <> nil then
3864 FAnim
[FCurAnim
, FDirection
].Update();
3867 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3869 case FMonsterType
of
3872 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3873 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3877 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3879 FShellType
:= SHELL_SHELL
;
3883 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3885 FShellType
:= SHELL_DBLSHELL
;
3887 MONSTER_CGUN
, MONSTER_SPIDER
:
3889 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3890 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3893 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3895 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3897 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3899 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3901 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3903 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3904 MONSTER_BARON
, MONSTER_KNIGHT
:
3905 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3907 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3911 procedure TMonster
.Turn();
3914 if FDirection
= D_LEFT
then
3915 FDirection
:= D_RIGHT
3917 FDirection
:= D_LEFT
;
3919 // Áåæèì â âûáðàííóþ ñòîðîíó:
3920 if FDirection
= D_RIGHT
then
3921 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3923 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3926 function TMonster
.findNewPrey(): Boolean;
3930 PlayersSee
, MonstersSee
: Array of DWORD
;
3931 PlayerNear
, MonsterNear
: Integer;
3934 SetLength(MonstersSee
, 0);
3935 SetLength(PlayersSee
, 0);
3942 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3943 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3944 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3945 for a
:= 0 to High(gPlayers
) do
3946 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3947 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3949 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3951 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3952 PlayersSee
[High(PlayersSee
)] := a
;
3954 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3955 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3959 PlayerNear
:= Integer(a
);
3963 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3964 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3965 for a
:= 0 to High(gMonsters
) do
3966 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3967 (gMonsters
[a
].FUID
<> FUID
) then
3969 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3970 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3971 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3972 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3973 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3974 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3975 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3976 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3978 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3980 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3981 MonstersSee
[High(MonstersSee
)] := a
;
3983 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3984 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3988 MonsterNear
:= Integer(a
);
3993 BH_NORMAL
, BH_KILLER
:
3995 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3996 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3998 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3999 FTargetUID
:= gPlayers
[a
].UID
;
4002 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4005 FTargetUID
:= gPlayers
[a
].UID
;
4007 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
4008 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4010 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4011 FTargetUID
:= gMonsters
[a
].UID
;
4014 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4017 FTargetUID
:= gMonsters
[a
].UID
;
4020 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
4022 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
4023 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
4025 a
:= PlayersSee
[Random(Length(PlayersSee
))];
4026 FTargetUID
:= gPlayers
[a
].UID
;
4028 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
4030 a
:= MonstersSee
[Random(Length(MonstersSee
))];
4031 FTargetUID
:= gMonsters
[a
].UID
;
4033 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
4034 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4037 FTargetUID
:= gPlayers
[a
].UID
;
4039 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4042 FTargetUID
:= gMonsters
[a
].UID
;
4047 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4048 if FTargetUID
= 0 then
4050 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4051 if FBehaviour
= BH_INSANE
then
4054 FTargetTime
:= MAX_ATM
;
4063 function TMonster
.kick(o
: PObj
): Boolean;
4067 case FMonsterType
of
4070 SetState(STATE_ATTACK
);
4075 SetState(STATE_ATTACK
);
4076 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4081 SetState(STATE_ATTACK
);
4082 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4085 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4087 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4088 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4091 MONSTER_BARON
, MONSTER_KNIGHT
,
4092 MONSTER_CACO
, MONSTER_MANCUB
:
4093 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4094 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4098 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4108 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4109 if not immediately
then
4110 case FMonsterType
of
4111 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4112 Exit
; // íå ñòðåëÿþò
4113 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4116 // Âðåìÿ âûñòðåëà óïóùåíî:
4118 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4124 // Âðåìÿ âûñòðåëà óïóùåíî:
4131 // Âðåìÿ âûñòðåëà óïóùåíî:
4132 if FAmmo
>= 100 then
4137 // Ñòðåëÿåò íå âñåãäà:
4138 if Random(2) = 0 then
4141 // Âðåìÿ âûñòðåëà óïóùåíî:
4145 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4146 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4147 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4148 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4149 else if Random(16) <> 0 then Exit
;
4153 if not g_Look(@FObj
, o
, FDirection
) then
4158 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4159 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4161 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4162 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4163 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4164 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4167 case FMonsterType
of
4168 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4170 SetState(STATE_SHOOT
);
4175 SetState(STATE_SHOOT
);
4179 begin // Çàæèãàåì îãîíü
4180 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4181 ty
:= o
^.Y
+o
^.Rect
.Y
;
4182 SetState(STATE_SHOOT
);
4186 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4187 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4190 begin // Ëåòèò â ñòîðîíó öåëè:
4191 SetState(STATE_ATTACK
);
4192 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4194 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4195 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4196 m
:= Max(Abs(xd
), Abs(yd
));
4200 FObj
.Vel
.X
:= (xd
*16) div m
;
4201 FObj
.Vel
.Y
:= (yd
*16) div m
;
4203 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4204 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4206 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4207 if FMonsterType
= MONSTER_MANCUB
then
4209 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4211 SetState(STATE_SHOOT
);
4219 function TMonster
.Live(): Boolean;
4221 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4224 procedure TMonster
.SetHealth(aH
: Integer);
4226 if (aH
> 0) and (aH
< 1000000) then
4229 if FHealth
> FMaxHealth
then
4230 FMaxHealth
:= FHealth
;
4234 procedure TMonster
.WakeUp();
4236 if g_Game_IsClient
then Exit
;
4238 FTargetTime
:= MAX_ATM
;
4242 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4252 // Ñèãíàòóðà ìîíñòðà:
4253 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4254 Mem
.WriteDWORD(sig
);
4256 Mem
.WriteWord(FUID
);
4258 if FDirection
= D_LEFT
then
4263 // Íàäî ëè óäàëèòü åãî:
4264 Mem
.WriteBoolean(FRemoved
);
4265 // Îñòàëîñü çäîðîâüÿ:
4266 Mem
.WriteInt(FHealth
);
4268 Mem
.WriteByte(FState
);
4269 // Òåêóùàÿ àíèìàöèÿ:
4270 Mem
.WriteByte(FCurAnim
);
4272 Mem
.WriteWord(FTargetUID
);
4273 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4274 Mem
.WriteInt(FTargetTime
);
4275 // Ïîâåäåíèå ìîíñòðà:
4276 Mem
.WriteByte(FBehaviour
);
4277 // Ãîòîâíîñòü ê âûñòðåëó:
4278 Mem
.WriteInt(FAmmo
);
4280 Mem
.WriteInt(FPain
);
4282 Mem
.WriteInt(FSleep
);
4283 // Îçâó÷èâàòü ëè áîëü:
4284 Mem
.WriteBoolean(FPainSound
);
4285 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4286 Mem
.WriteBoolean(FWaitAttackAnim
);
4287 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4288 Mem
.WriteBoolean(FChainFire
);
4289 // Ïîäëåæèò ëè ðåñïàâíó:
4290 Mem
.WriteBoolean(FNoRespawn
);
4294 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4295 Mem
.WriteInt(FStartID
);
4296 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4297 Mem
.WriteInt(FSpawnTrigger
);
4299 Obj_SaveState(@FObj
, Mem
);
4300 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4301 anim
:= vilefire
<> nil;
4302 Mem
.WriteBoolean(anim
);
4303 // Åñëè åñòü - ñîõðàíÿåì:
4305 vilefire
.SaveState(Mem
);
4307 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4309 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4310 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4311 Mem
.WriteBoolean(anim
);
4312 // Åñëè åñòü - ñîõðàíÿåì:
4314 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4315 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4316 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4317 Mem
.WriteBoolean(anim
);
4318 // Åñëè åñòü - ñîõðàíÿåì:
4320 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4324 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4334 // Ñèãíàòóðà ìîíñòðà:
4336 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4338 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4345 FDirection
:= D_LEFT
4347 FDirection
:= D_RIGHT
;
4348 // Íàäî ëè óäàëèòü åãî:
4349 Mem
.ReadBoolean(FRemoved
);
4350 // Îñòàëîñü çäîðîâüÿ:
4351 Mem
.ReadInt(FHealth
);
4353 Mem
.ReadByte(FState
);
4354 // Òåêóùàÿ àíèìàöèÿ:
4355 Mem
.ReadByte(FCurAnim
);
4357 Mem
.ReadWord(FTargetUID
);
4358 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4359 Mem
.ReadInt(FTargetTime
);
4360 // Ïîâåäåíèå ìîíñòðà:
4361 Mem
.ReadByte(FBehaviour
);
4362 // Ãîòîâíîñòü ê âûñòðåëó:
4367 Mem
.ReadInt(FSleep
);
4368 // Îçâó÷èâàòü ëè áîëü:
4369 Mem
.ReadBoolean(FPainSound
);
4370 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4371 Mem
.ReadBoolean(FWaitAttackAnim
);
4372 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4373 Mem
.ReadBoolean(FChainFire
);
4374 // Ïîäëåæèò ëè ðåñïàâíó
4375 Mem
.ReadBoolean(FNoRespawn
);
4379 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4380 Mem
.ReadInt(FStartID
);
4381 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4382 Mem
.ReadInt(FSpawnTrigger
);
4384 Obj_LoadState(@FObj
, Mem
);
4385 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4386 Mem
.ReadBoolean(anim
);
4387 // Åñëè åñòü - çàãðóæàåì:
4390 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4391 vilefire
.LoadState(Mem
);
4394 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4396 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4397 Mem
.ReadBoolean(anim
);
4398 // Åñëè åñòü - çàãðóæàåì:
4401 Assert(FAnim
[i
, D_LEFT
] <> nil,
4402 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4403 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4405 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4406 Mem
.ReadBoolean(anim
);
4407 // Åñëè åñòü - çàãðóæàåì:
4410 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4411 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4412 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4417 procedure TMonster
.ActivateTriggers();
4421 if FDieTriggers
<> nil then
4422 for a
:= 0 to High(FDieTriggers
) do
4423 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4424 if FSpawnTrigger
> -1 then
4426 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4427 FSpawnTrigger
:= -1;
4431 procedure TMonster
.AddTrigger(t
: Integer);
4433 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4434 FDieTriggers
[High(FDieTriggers
)] := t
;
4437 procedure TMonster
.ClearTriggers();
4439 SetLength(FDieTriggers
, 0);
4442 procedure TMonster
.CatchFire(Attacker
: Word);
4445 FFireAttacker
:= Attacker
;
4446 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4449 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4454 if (Random(10) = 1) and (Times
= 1) then
4457 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4459 for i
:= 1 to Times
do
4461 Anim
:= TAnimation
.Create(id
, False, 3);
4463 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4464 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4471 // ////////////////////////////////////////////////////////////////////////// //
4472 // throws on invalid uid
4473 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4475 result
:= g_Mons_ByIdx_NC(uid
);
4476 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4481 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4483 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4484 result
:= gMonsters
[uid
];
4488 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4494 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4495 for idx
:= 0 to High(gMonsters
) do
4497 mon
:= gMonsters
[idx
];
4498 if (mon
<> nil) then
4501 if result
then exit
;
4507 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4513 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4514 for idx
:= 0 to High(gMonsters
) do
4516 mon
:= gMonsters
[idx
];
4517 if (mon
<> nil) and mon
.Live
then
4520 if result
then exit
;
4526 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4528 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4530 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4538 if (width
< 1) or (height
< 1) then exit
;
4539 if gmon_debug_use_sqaccel
then
4541 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4545 for idx
:= 0 to High(gMonsters
) do
4547 mon
:= gMonsters
[idx
];
4548 if (mon
<> nil) and mon
.Live
then
4550 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4561 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4563 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4566 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4574 if (width
< 1) or (height
< 1) then exit
;
4575 if gmon_debug_use_sqaccel
then
4577 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4581 for idx
:= 0 to High(gMonsters
) do
4583 mon
:= gMonsters
[idx
];
4584 if (mon
<> nil) and mon
.Live
then
4586 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4589 if result
then exit
;
4597 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4599 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4602 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4610 if (width
< 1) or (height
< 1) then exit
;
4611 if gmon_debug_use_sqaccel
then
4613 if (width
= 1) and (height
= 1) then
4615 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4619 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4624 for idx
:= 0 to High(gMonsters
) do
4626 mon
:= gMonsters
[idx
];
4627 if (mon
<> nil) and mon
.Live
then
4629 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4632 if result
then exit
;