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
;
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();
97 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
98 destructor Destroy(); override;
99 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
100 function Collide(Panel
: TPanel
): Boolean; overload
;
101 function Collide(X
, Y
: Integer): Boolean; overload
;
102 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
103 function Live(): Boolean;
104 procedure SetHealth(aH
: Integer);
105 procedure Push(vx
, vy
: Integer);
106 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
107 function Heal(Value
: Word): Boolean;
110 procedure ClientUpdate();
111 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
112 procedure SetDeadAnim
;
115 procedure WakeUpSound();
116 procedure DieSound();
117 procedure PainSound();
118 procedure ActionSound();
119 procedure AddTrigger(t
: Integer);
120 procedure ClearTriggers();
122 procedure SaveState(var Mem
: TBinMemoryWriter
);
123 procedure LoadState(var Mem
: TBinMemoryReader
);
124 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
125 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
126 procedure MakeBloodSimple(Count
: Word);
127 procedure RevertAnim(R
: Boolean = True);
128 function AnimIsReverse
: Boolean;
129 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
130 function kick(o
: PObj
): Boolean;
131 procedure CatchFire(Attacker
: Word);
132 procedure OnFireFlame(Times
: DWORD
= 1);
134 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
136 property MonsterType
: Byte read FMonsterType
;
137 property MonsterHealth
: Integer read FHealth write FHealth
;
138 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
139 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
140 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
141 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
142 property MonsterSleep
: Integer read FSleep write FSleep
;
143 property MonsterState
: Byte read FState write FState
;
144 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
145 property MonsterPain
: Integer read FPain write FPain
;
146 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
148 property Obj
: TObj read FObj
;
149 property UID
: Word read FUID write FUID
;
150 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
152 property GameX
: Integer read FObj
.X write FObj
.X
;
153 property GameY
: Integer read FObj
.Y write FObj
.Y
;
154 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
155 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
156 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
157 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
158 property GameDirection
: TDirection read FDirection write FDirection
;
160 property StartID
: Integer read FStartID
;
163 procedure g_Monsters_LoadData();
164 procedure g_Monsters_FreeData();
165 procedure g_Monsters_Init();
166 procedure g_Monsters_Free();
167 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
168 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
169 procedure g_Monsters_Update();
170 procedure g_Monsters_Draw();
171 procedure g_Monsters_DrawHealth();
172 function g_Monsters_Get(UID
: Word): TMonster
;
173 procedure g_Monsters_killedp();
174 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
175 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
176 function g_Monsters_GetIDByName(name
: String): Integer;
177 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
178 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
182 TEachMonsterCB
= function (monidx
: Integer; mon
: TMonster
): Boolean is nested
; // return `true` to stop
184 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
186 // throws on invalid uid
187 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
190 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
192 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
194 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
195 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
199 gmon_debug_use_sqaccel
: Boolean = true;
205 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
206 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
207 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
208 g_language
, g_netmsg
, z_aabbtree
;
211 // ////////////////////////////////////////////////////////////////////////// //
213 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
215 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
216 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
219 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
222 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
223 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
224 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
);
225 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
231 monsTree
: TDynAABBTreeMons
= nil;
234 //WARNING! call this after monster position was changed, or coldet will not work right!
235 procedure TMonster
.positionChanged ();
239 {$IF DEFINED(D2F_DEBUG)}
240 //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);
242 if (treeNode
= -1) then
244 treeNode
:= monsTree
.insertObject(self
, 0);
245 {$IF DEFINED(D2F_DEBUG)}
246 monsTree
.getNodeXY(treeNode
, x
, y
);
247 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
252 monsTree
.getNodeXY(treeNode
, x
, y
);
253 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
254 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
257 monsTree
.updateObject(treeNode
);
259 monsTree
.removeObject(treeNode
);
260 treeNode
:= monsTree
.insertObject(self
);
263 {$IF DEFINED(D2F_DEBUG)}
264 monsTree
.getNodeXY(treeNode
, x
, y
);
265 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
271 // ////////////////////////////////////////////////////////////////////////// //
294 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
296 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
297 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
301 end = ((name
: 'SLEEP'; loop
: True),
302 (name
: 'GO'; loop
: True),
303 (name
: 'DIE'; loop
: False),
304 (name
: 'MESS'; loop
: False),
305 (name
: 'ATTACK'; loop
: False),
306 (name
: 'ATTACK2'; loop
: False),
307 (name
: 'PAIN'; loop
: False));
309 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
310 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
320 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
321 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
323 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
324 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
326 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
327 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
329 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
330 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
332 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
333 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
335 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
336 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
338 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
339 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
341 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
342 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
344 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
345 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
347 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
348 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
350 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
351 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
353 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
354 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
356 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
357 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
359 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
360 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
362 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
363 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
365 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
366 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
368 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
369 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
371 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
372 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
374 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
375 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
377 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
378 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
380 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
381 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
384 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
385 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
386 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
387 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
388 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
389 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
390 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));
391 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))),
393 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
394 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));
395 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))),
397 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
398 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));
399 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))),
401 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
402 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));
403 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))),
405 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
406 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));
407 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))),
409 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
410 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));
411 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))),
413 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
414 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));
415 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))),
417 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
418 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));
419 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))),
421 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
422 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));
423 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))),
425 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
426 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));
427 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))),
429 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
430 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));
431 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))),
433 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
434 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));
435 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))),
437 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
438 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));
439 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))),
441 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
442 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));
443 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))),
445 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
446 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));
447 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))),
449 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
450 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));
451 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))),
453 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
454 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));
455 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 ))),
457 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
458 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));
459 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))),
461 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
462 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));
463 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))),
465 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
466 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));
467 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))) );
469 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
470 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
474 gMonsters
: array of TMonster
;
481 soulcount
: Integer = 0;
484 function allocMonster(): DWORD
;
488 for i
:= 0 to High(gMonsters
) do
490 if (gMonsters
[i
] = nil) then
497 olen
:= Length(gMonsters
);
500 SetLength(gMonsters
, 64);
506 SetLength(gMonsters
, Length(gMonsters
)+32);
511 function IsFriend(a
, b
: Byte): Boolean;
515 // Áî÷êà - âñåì äðóã:
516 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
519 // Ìîíñòðû îäíîãî âèäà:
522 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
523 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
524 Exit
; // Ýòè íå áüþò ñâîèõ
527 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
528 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
530 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
531 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
534 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
538 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
541 UIDType
, MonsterType
: Byte;
546 UIDType
:= g_GetUIDType(SpawnerUID
);
547 if UIDType
= UID_MONSTER
then
549 m
:= g_Monsters_Get(SpawnerUID
);
550 if m
= nil then Exit
;
551 MonsterType
:= m
.FMonsterType
;
555 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
556 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
558 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
559 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
560 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
562 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
563 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
567 function canShoot(m
: Byte): Boolean;
572 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
579 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
581 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
583 result
:= false; // don't stop
584 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
586 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
587 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
588 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
590 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
601 // Åñëè íóæíà âåðîÿòíîñòü
602 if not immediately
and (Random(8) <> 0) then exit
;
604 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
605 if gmon_debug_use_sqaccel
then
607 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
608 if (mon
<> nil) then result
:= mon
.arrIdx
;
612 for a
:= 0 to High(gMonsters
) do
614 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
616 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
617 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
618 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
619 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
630 procedure g_Monsters_LoadData();
632 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
634 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
641 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
648 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
655 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
662 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
669 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
675 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
676 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
683 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
690 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
693 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
697 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
700 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
704 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
707 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
711 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
714 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
718 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
721 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
725 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
728 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
732 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
735 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
739 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
742 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
746 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
749 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
753 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
756 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
760 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
763 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
767 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
770 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
774 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
777 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
784 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
787 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
789 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
791 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
792 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
793 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
794 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
795 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
796 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
797 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
798 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
799 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
800 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
801 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
803 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
804 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
805 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
807 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
808 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
809 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
810 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
811 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
812 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
814 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
815 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
816 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
817 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
818 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
820 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
821 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
823 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
824 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
825 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
826 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
828 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
829 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
830 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
831 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
832 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
834 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
835 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
836 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
837 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
838 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
840 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
841 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
842 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
843 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
845 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
846 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
847 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
849 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
850 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
852 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
853 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
855 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
856 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
859 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
860 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
862 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
863 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
864 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
868 monsTree
:= TDynAABBTreeMons
.Create();
871 procedure g_Monsters_FreeData();
873 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
875 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
876 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
877 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
878 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
879 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
880 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
881 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
882 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
883 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
884 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
885 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
886 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
887 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
888 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
889 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
890 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
891 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
892 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
893 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
894 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
895 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
896 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
897 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
898 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
899 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
900 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
901 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
902 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
903 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
904 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
905 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
906 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
907 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
908 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
909 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
910 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
911 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
912 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
913 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
914 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
915 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
916 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
917 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
918 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
919 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
920 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
921 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
922 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
923 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
924 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
925 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
926 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
927 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
928 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
929 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
930 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
931 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
932 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
933 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
934 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
935 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
936 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
937 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
938 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
939 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
940 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
941 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
942 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
944 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
945 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
946 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
947 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
948 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
949 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
950 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
951 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
952 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
953 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
954 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
955 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
956 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
957 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
958 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
959 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
960 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
961 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
962 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
963 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
964 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
965 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
966 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
967 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
968 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
969 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
970 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
976 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
977 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
978 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
979 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
980 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
981 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
982 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
983 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
985 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
987 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
988 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
989 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
990 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
991 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
992 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
993 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
994 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
998 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
999 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1007 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1009 g_Sound_Delete('SOUND_MONSTER_PAIN');
1010 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1011 g_Sound_Delete('SOUND_MONSTER_ACTION');
1012 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1013 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1014 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1015 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1016 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1017 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1018 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1019 g_Sound_Delete('SOUND_MONSTER_SLOP');
1021 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1022 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1023 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1025 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1026 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1027 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1028 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1029 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1030 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1032 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1033 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1034 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1035 g_Sound_Delete('SOUND_MONSTER_HAHA');
1036 g_Sound_Delete('SOUND_MONSTER_TRUP');
1038 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1039 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1041 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1042 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1043 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1044 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1046 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1047 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1048 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1049 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1050 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1052 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1053 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1054 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1055 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1056 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1058 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1059 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1060 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1061 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1063 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1064 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1065 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1067 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1068 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1070 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1071 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1073 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1074 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1075 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1077 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1078 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1080 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1081 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1082 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1084 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1089 procedure g_Monsters_Init();
1094 procedure g_Monsters_Free();
1098 if gMonsters
<> nil then
1099 for a
:= 0 to High(gMonsters
) do
1100 gMonsters
[a
].Free();
1106 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1107 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1114 // Íåò òàêîãî ìîíñòðà
1115 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1117 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1118 if MonsterType
= MONSTER_SOUL
then
1120 if soulcount
> MAX_SOUL
then exit
;
1121 soulcount
:= soulcount
+ 1;
1124 find_id
:= allocMonster();
1126 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1127 gMonsters
[find_id
] := mon
;
1128 mon
.arrIdx
:= find_id
;
1131 // Íàñòðàèâàåì ïîëîæåíèå
1136 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1137 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1141 FObj
.X
:= X
-FObj
.Rect
.X
;
1142 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1145 FDirection
:= Direction
;
1146 FStartDirection
:= Direction
;
1151 mon
.positionChanged();
1156 procedure g_Monsters_killedp();
1160 if gMonsters
= nil then
1163 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1164 h
:= High(gMonsters
);
1166 if (gMonsters
[a
] <> nil) then
1167 with gMonsters
[a
] do
1168 if (FMonsterType
= MONSTER_MAN
) and
1169 (FState
<> STATE_DEAD
) and
1170 (FState
<> STATE_SLEEP
) and
1171 (FState
<> STATE_DIE
) then
1173 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1178 procedure g_Monsters_Update();
1183 if gTime
mod (GAME_TICK
*2) = 0 then
1187 if Abs(pt_x
) > 246 then
1189 if Abs(pt_y
) > 100 then
1193 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1195 if gMonsters
<> nil then
1196 for a
:= 0 to High(gMonsters
) do
1197 if (gMonsters
[a
] <> nil) then
1198 if not gMonsters
[a
].FRemoved
then
1200 if g_Game_IsClient
then
1201 gMonsters
[a
].ClientUpdate()
1203 gMonsters
[a
].Update();
1207 gMonsters
[a
].Free();
1208 gMonsters
[a
] := nil;
1214 procedure g_Monsters_Draw();
1218 if gMonsters
<> nil then
1219 for a
:= 0 to High(gMonsters
) do
1220 if gMonsters
[a
] <> nil then
1221 gMonsters
[a
].Draw();
1224 procedure g_Monsters_DrawHealth();
1229 if gMonsters
= nil then Exit
;
1230 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1232 for a
:= 0 to High(gMonsters
) do
1233 if gMonsters
[a
] <> nil then
1235 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1236 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1237 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1241 function g_Monsters_Get(UID
: Word): TMonster
;
1247 if gMonsters
<> nil then
1248 for a
:= 0 to High(gMonsters
) do
1249 if (gMonsters
[a
] <> nil) and
1250 (gMonsters
[a
].FUID
= UID
) then
1252 Result
:= gMonsters
[a
];
1257 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1262 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1264 if gMonsters
<> nil then
1265 for i
:= 0 to High(gMonsters
) do
1266 if gMonsters
[i
] <> nil then
1267 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1270 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1272 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1274 Mem
.WriteInt(pt_xs
);
1276 Mem
.WriteInt(pt_ys
);
1278 // Êîëè÷åñòâî ìîíñòðîâ:
1279 Mem
.WriteInt(count
);
1284 // Ñîõðàíÿåì ìîíñòðîâ:
1285 for i
:= 0 to High(gMonsters
) do
1286 if gMonsters
[i
] <> nil then
1287 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1290 b
:= gMonsters
[i
].MonsterType
;
1292 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1293 gMonsters
[i
].SaveState(Mem
);
1297 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1303 if Mem
= nil then exit
;
1307 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1313 // Êîëè÷åñòâî ìîíñòðîâ
1316 if count
= 0 then exit
;
1318 // Çàãðóæàåì ìîíñòðîâ
1319 for a
:= 0 to count
-1 do
1324 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1325 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1326 // Çàãðóæàåì äàííûå ìîíñòðà
1331 function g_Monsters_GetIDByName(name
: String): Integer;
1335 name
:= UpperCase(name
);
1337 while (i
<= MONSTER_MAN
) do
1339 if name
= MONSTERTABLE
[i
].Name
then
1350 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1352 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1353 Result
:= MONSTERTABLE
[MonsterType
].Name
1358 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1360 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1361 Result
:= KilledByMonster
[MonsterType
]
1366 { T M o n s t e r : }
1368 procedure TMonster
.ActionSound();
1370 case FMonsterType
of
1372 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1373 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1375 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1376 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1377 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1379 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1381 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1383 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1385 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1389 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1393 procedure TMonster
.PainSound();
1401 case FMonsterType
of
1402 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1403 MONSTER_SKEL
, MONSTER_CGUN
:
1404 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1405 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1406 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1407 MONSTER_BSP
, MONSTER_CYBER
:
1408 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1410 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1412 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1414 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1416 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1420 procedure TMonster
.DieSound();
1422 case FMonsterType
of
1425 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1426 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1428 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1430 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1431 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1432 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1435 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1437 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1439 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1441 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1443 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1445 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1447 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1449 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1451 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1453 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1455 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1457 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1459 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1461 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1465 procedure TMonster
.WakeUpSound();
1467 case FMonsterType
of
1470 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1471 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1473 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1475 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1476 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1477 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1480 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1482 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1484 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1486 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1488 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1490 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1492 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1494 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1496 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1498 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1500 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1502 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1508 procedure TMonster
.BFGHit();
1510 if FMonsterType
= MONSTER_FISH
then
1513 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1514 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1515 {if g_Game_IsServer and g_Game_IsNet then
1516 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1517 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1521 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1523 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1531 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1533 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1538 Panel
.Width
, Panel
.Height
);
1541 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1543 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1544 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1545 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1546 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1549 procedure TMonster
.Respawn
;
1555 FDirection
:= FStartDirection
;
1558 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1559 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1564 FDieTriggers
:= nil;
1565 FWaitAttackAnim
:= False;
1566 FChainFire
:= False;
1569 FState
:= STATE_SLEEP
;
1570 FCurAnim
:= ANIM_SLEEP
;
1572 positionChanged(); // this updates spatial accelerators
1574 if g_Game_IsNet
and g_Game_IsServer
then
1576 MH_SEND_MonsterPos(FUID
);
1577 MH_SEND_MonsterState(FUID
);
1581 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1588 if ForcedUID
< 0 then
1589 FUID
:= g_CreateUID(UID_MONSTER
)
1593 FMonsterType
:= MonsterType
;
1597 FState
:= STATE_SLEEP
;
1598 FCurAnim
:= ANIM_SLEEP
;
1599 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1600 FMaxHealth
:= FHealth
;
1601 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1602 FDieTriggers
:= nil;
1603 FSpawnTrigger
:= -1;
1604 FWaitAttackAnim
:= False;
1605 FChainFire
:= False;
1607 FNoRespawn
:= False;
1609 FBehaviour
:= BH_NORMAL
;
1617 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1618 FBloodKind
:= BLOOD_SPARKS
1620 FBloodKind
:= BLOOD_NORMAL
;
1621 if FMonsterType
= MONSTER_CACO
then
1627 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1640 SetLength(FAnim
, Length(ANIMTABLE
));
1642 for a
:= 0 to High(FAnim
) do
1644 FAnim
[a
, D_LEFT
] := nil;
1645 FAnim
[a
, D_RIGHT
] := nil;
1648 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1649 if (ANIMTABLE
[a
].name
<> '') and
1650 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1652 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1653 '_'+ANIMTABLE
[a
].name
;
1655 res
:= g_Frames_Exists(s
);
1658 res
:= g_Frames_Get(FramesID
, s
);
1660 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1663 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1664 if a
<> ANIM_MESS
then
1667 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1668 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1670 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1671 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1672 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1673 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1678 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1679 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1681 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1682 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1684 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1685 '_'+ANIMTABLE
[a
].name
+'_L';
1686 if g_Frames_Exists(s
) then
1687 g_Frames_Get(FramesID
, s
);
1690 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1691 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1694 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1695 if MonsterType
= MONSTER_VILE
then
1697 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1698 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1704 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1711 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1712 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1715 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1716 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1719 if Random(2) = 0 then
1720 FDirection
:= D_RIGHT
1722 FDirection
:= D_LEFT
;
1724 SetState(STATE_RUN
);
1728 // Ëîâóøêà óáèâàåò ñðàçó:
1729 if t
= HIT_TRAP
then
1732 // Ðîáîòó óðîíà íåò:
1733 if FMonsterType
= MONSTER_ROBO
then
1737 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1739 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1742 FPain
:= FPain
+aDamage
;
1744 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1745 if FState
<> STATE_PAIN
then
1746 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1747 (FMonsterType
<> MONSTER_BARREL
) then
1748 SetState(STATE_PAIN
);
1750 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1751 if (gBloodCount
> 0) then
1753 c
:= Min(aDamage
, 200);
1754 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1756 if (VelX
= 0) and (VelY
= 0) then
1760 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1761 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1765 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1766 if (SpawnerUID
<> FUID
) and
1767 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1769 FTargetUID
:= SpawnerUID
;
1773 // Çäîðîâüå çàêîí÷èëîñü:
1774 if FHealth
<= 0 then
1776 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1777 if (FMonsterType
<> MONSTER_BARREL
) then
1779 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1781 p
:= g_Player_Get(SpawnerUID
);
1782 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1784 p
.MonsterKills
:= p
.MonsterKills
+1;
1785 if gGameSettings
.GameMode
= GM_COOP
then
1786 p
.Frags
:= p
.Frags
+ 1;
1787 // Uncomment this if you want to double-kill monsters
1791 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1793 Inc(gCoopMonstersKilled
);
1794 if g_Game_IsNet
then
1800 case FMonsterType
of
1801 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1802 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1803 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1804 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1811 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1812 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1814 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1815 (FObj
.Vel
.Y
div 2)-Random(4));
1816 positionChanged(); // this updates spatial accelerators
1817 if g_Game_IsServer
and g_Game_IsNet
then
1818 MH_SEND_ItemSpawn(True, it
);
1821 // Òðóï äàëüøå íå èäåò:
1824 // Ó òðóïà ðàçìåðû ìåíüøå:
1825 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1827 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1828 FObj
.Rect
.Height
:= 12;
1831 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1832 if (FHealth
<= -30) and
1833 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1834 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1835 (FMonsterType
= MONSTER_MAN
)) then
1837 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1838 SetState(STATE_DIE
, ANIM_MESS
);
1843 SetState(STATE_DIE
);
1846 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1847 if g_Game_IsServer
then ActivateTriggers();
1852 if FState
= STATE_SLEEP
then
1853 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1854 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1858 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1862 function TMonster
.Heal(Value
: Word): Boolean;
1865 if g_Game_IsClient
then
1870 if FHealth
< FMaxHealth
then
1872 IncMax(FHealth
, Value
, FMaxHealth
);
1873 if g_Game_IsServer
and g_Game_IsNet
then
1874 MH_SEND_MonsterState(FUID
);
1879 destructor TMonster
.Destroy();
1883 for a
:= 0 to High(FAnim
) do
1885 FAnim
[a
, D_LEFT
].Free();
1886 FAnim
[a
, D_RIGHT
].Free();
1891 if (treeNode
<> -1) then
1893 {$IF DEFINED(D2F_DEBUG)}
1894 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1896 monsTree
.removeObject(treeNode
);
1899 inherited Destroy();
1902 procedure TMonster
.Draw();
1908 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1909 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1911 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1912 if FMonsterType
= MONSTER_VILE
then
1913 if FState
= STATE_SHOOT
then
1914 if GetPos(FTargetUID
, @o
) then
1915 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1916 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1918 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1919 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1920 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1923 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1924 if FState
= STATE_DEAD
then
1925 case FMonsterType
of
1926 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1929 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1930 if FAnim
[FCurAnim
, FDirection
] <> nil then
1932 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1933 if (FDirection
= D_LEFT
) and
1934 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1935 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1936 (FMonsterType
<> MONSTER_BARREL
) then
1941 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1942 if (FDirection
= D_LEFT
) and
1943 (FMonsterType
<> MONSTER_BARREL
) then
1945 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1946 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1948 if m
= M_HORIZONTAL
then
1949 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1950 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1951 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1952 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1953 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1954 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1956 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1959 else // Ïðàâàÿ àíèìàöèÿ
1961 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1962 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1966 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1969 if g_debug_Frames
then
1971 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1973 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1974 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1979 procedure TMonster
.MakeBloodSimple(Count
: Word);
1981 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1982 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1983 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1984 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1985 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1986 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1987 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1988 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1991 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1993 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1994 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1995 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1996 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1999 procedure TMonster
.Push(vx
, vy
: Integer);
2001 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2002 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2003 if g_Game_IsServer
and g_Game_IsNet
then
2004 MH_SEND_MonsterPos(FUID
);
2007 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2011 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2012 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2013 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2014 soulcount
:= soulcount
-1;
2016 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2018 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2019 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2020 (State
<> STATE_GO
) then
2027 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2029 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2031 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2032 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2033 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2034 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2035 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2036 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2037 STATE_DIE
: Anim
:= ANIM_DIE
;
2039 begin // íà÷àëè âîñðåøàòüñÿ
2041 FAnim
[Anim
, FDirection
].Revert(True);
2043 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2044 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2051 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2052 if ForceAnim
<> 255 then
2055 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2056 if FCurAnim
<> Anim
then
2057 if FAnim
[Anim
, FDirection
] <> nil then
2059 FAnim
[Anim
, FDirection
].Reset();
2064 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2071 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2072 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2074 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2075 if g_Game_IsServer
and g_Game_IsNet
then
2076 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2082 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2085 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2086 TA
:= TAnimation
.Create(FramesID
, False, 6);
2087 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2088 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2089 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2091 if g_Game_IsServer
and g_Game_IsNet
then
2092 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2093 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2097 FObj
.X
:= X
- FObj
.Rect
.X
;
2098 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2102 FDirection
:= D_LEFT
2105 FDirection
:= D_RIGHT
2109 if FDirection
= D_RIGHT
then
2110 FDirection
:= D_LEFT
2112 FDirection
:= D_RIGHT
;
2115 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2116 if not silent
and (TA
<> nil) then
2118 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2119 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2122 if g_Game_IsServer
and g_Game_IsNet
then
2123 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2124 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2128 if g_Game_IsServer
and g_Game_IsNet
then
2129 MH_SEND_MonsterPos(FUID
);
2133 procedure TMonster
.Update();
2135 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2145 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2146 if FMonsterType
= MONSTER_FISH
then
2147 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2148 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2151 // Ëåòàþùèå ìîíòñðû:
2152 if ((FMonsterType
= MONSTER_SOUL
) or
2153 (FMonsterType
= MONSTER_PAIN
) or
2154 (FMonsterType
= MONSTER_CACO
)) and
2155 (FState
<> STATE_DIE
) and
2156 (FState
<> STATE_DEAD
) then
2159 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2160 if gTime
mod (GAME_TICK
*2) <> 0 then
2162 g_Obj_Move(@FObj
, fall
, True, True);
2163 positionChanged(); // this updates spatial accelerators
2167 if FPainTicks
> 0 then
2170 FPainSound
:= False;
2173 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2174 positionChanged(); // this updates spatial accelerators
2176 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2177 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2178 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2181 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2183 Inc(gCoopMonstersKilled
);
2184 if g_Game_IsNet
then
2191 oldvelx
:= FObj
.Vel
.X
;
2193 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2194 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2195 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2197 if FFireTime
> 0 then
2199 if WordBool(st
and MOVE_INWATER
) then
2204 FFireTime
:= FFireTime
- 1;
2205 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2206 if FFirePainTime
= 0 then
2208 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2209 FFirePainTime
:= 18;
2212 FFirePainTime
:= FFirePainTime
- 1;
2216 // Ìåðòâûé íè÷åãî íå äåëàåò:
2217 if (FState
= STATE_DEAD
) then
2220 // AI ìîíñòðîâ âûêëþ÷åí:
2221 if g_debug_MonsterOff
then
2224 if FState
<> STATE_SLEEP
then
2225 SetState(STATE_SLEEP
);
2228 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2229 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2230 case FMonsterType
of
2232 if Random(4) = 0 then
2233 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2234 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2235 MONSTER_ROBO
, MONSTER_BARREL
:
2236 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2237 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2239 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2240 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2241 if Random(2) = 0 then
2242 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2244 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2248 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2249 if FMonsterType
= MONSTER_BARREL
then
2251 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2252 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2253 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2254 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2258 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2259 if FMonsterType
= MONSTER_SOUL
then
2260 if WordBool(st
and MOVE_HITAIR
) then
2261 g_Obj_SetSpeed(@FObj
, 16);
2266 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2267 if FObj
.Vel
.Y
< 0 then
2268 if WordBool(st
and MOVE_INWATER
) then
2271 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2272 FTargetTime
:= FTargetTime
+ 1;
2275 if FShellTimer
> -1 then
2276 if FShellTimer
= 0 then
2278 if FShellType
= SHELL_SHELL
then
2279 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2280 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2281 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2282 else if FShellType
= SHELL_DBLSHELL
then
2284 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2285 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2286 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2287 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2288 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2289 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2292 end else Dec(FShellTimer
);
2294 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2296 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2297 STATE_ATTACK
, STATE_SHOOT
]) then
2298 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2299 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2300 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2301 (FObj
.Accel
.Y
= 0) then
2302 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2305 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2307 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2308 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2310 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2311 if gSoundEffectsDF
then PainSound();
2313 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2316 // Ñíèæàåì áîëü ñî âðåìåíåì:
2319 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2320 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2328 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2331 FSleep
:= FSleep
+ 1;
2333 // Ïðîñïàëè äîñòàòî÷íî:
2334 if FSleep
>= 18 then
2339 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2340 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2341 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2342 if (gPlayers
<> nil) then
2343 for a
:= 0 to High(gPlayers
) do
2344 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2345 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2347 if g_Look(@FObj
, @Obj
, FDirection
) then
2349 FTargetUID
:= gPlayers
[a
].UID
;
2356 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2357 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2358 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2359 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2360 if gMonsters
<> nil then
2361 for a
:= 0 to High(gMonsters
) do
2362 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2363 (gMonsters
[a
].FUID
<> FUID
) then
2365 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2366 if (FBehaviour
= BH_MANIAC
) and
2367 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2369 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2370 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2371 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2373 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2374 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2376 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2378 FTargetUID
:= gMonsters
[a
].UID
;
2387 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2390 FSleep
:= FSleep
- 1;
2392 // Âûæäàëè äîñòàòî÷íî - èäåì:
2397 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2399 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2400 if WordBool(st
and MOVE_BLOCK
) then
2404 SetState(STATE_RUNOUT
);
2409 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2410 if (FMonsterType
= MONSTER_VILE
) then
2411 if isCorpse(@FObj
, False) <> -1 then
2414 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2419 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2420 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2421 if not findNewPrey() then
2422 begin // Íîâûõ öåëåé íåò
2430 o
.Rect
:= _Rect(0, 0, 0, 1);
2432 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2433 GetPos(FTargetUID
, @o
);
2435 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2436 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2439 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2446 // Ðàññòîÿíèå äî öåëè:
2447 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2448 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2450 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2452 FDirection
:= D_RIGHT
2454 FDirection
:= D_LEFT
;
2456 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2457 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2458 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2459 if shoot(@o
, False) then
2462 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2463 if Abs(sx
) < 40 then
2464 if FMonsterType
<> MONSTER_FISH
then
2467 SetState(STATE_RUN
);
2468 if Random(2) = 0 then
2469 FDirection
:= D_LEFT
2471 FDirection
:= D_RIGHT
;
2476 // Óïåðëèñü â ñòåíó:
2477 if WordBool(st
and MOVE_HITWALL
) then
2479 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2480 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2481 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2483 SetState(STATE_WAIT
);
2488 case FMonsterType
of
2489 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2491 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2492 (FObj
.Accel
.Y
= 0) then
2493 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2494 // Ïðûæîê ÷åðåç ñòåíó:
2495 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2496 SetState(STATE_CLIMB
);
2503 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2504 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2505 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2507 if FMonsterType
= MONSTER_FISH
then
2509 if not WordBool(st
and MOVE_INWATER
) then
2510 begin // Ðûáà âíå âîäû:
2511 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2512 begin // "Ñòîèò" òâåðäî
2513 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2514 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2515 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2519 SetState(STATE_PAIN
);
2520 FPain
:= FPain
+ 50;
2524 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2526 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2530 // Ðûáà ïëûâåò ââåðõ:
2531 if FObj
.Vel
.Y
< 0 then
2532 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2534 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2536 // Ïëàâàåì òóäà-ñþäà:
2537 if Random(2) = 0 then
2538 FDirection
:= D_LEFT
2540 FDirection
:= D_RIGHT
;
2542 SetState(STATE_RUN
);
2546 else // Ëåòàþùèå ìîíñòðû
2548 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2550 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2555 else // "Íàçåìíûå" ìîíñòðû
2557 // Âîçìîæíî, ïèíàåì êóñêè:
2558 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2560 b
:= Abs(FObj
.Vel
.X
);
2561 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2562 for a
:= 0 to High(gGibs
) do
2564 if gGibs
[a
].Live
and
2565 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2566 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2569 if FObj
.Vel
.X
< 0 then
2571 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2575 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2580 // Áîññû ìîãóò ïèíàòü òðóïû:
2581 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2582 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2584 b
:= Abs(FObj
.Vel
.X
);
2585 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2586 for a
:= 0 to High(gCorpses
) do
2587 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2589 co
:= gCorpses
[a
].Obj
;
2590 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2591 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2593 if FObj
.Vel
.X
< 0 then
2594 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2596 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2599 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2601 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2603 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2604 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2607 FSleep
:= FSleep
+ 1;
2613 if Random(8) = 0 then
2617 // Áåæèì â âûáðàííóþ ñòîðîíó:
2618 if FDirection
= D_RIGHT
then
2619 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2621 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2623 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2624 if WordBool(st
and MOVE_INWATER
) then
2625 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2626 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2627 if FMonsterType
= MONSTER_FISH
then
2631 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2633 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2634 if WordBool(st
and MOVE_BLOCK
) then
2638 SetState(STATE_RUNOUT
);
2643 FSleep
:= FSleep
- 1;
2645 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2646 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2650 // Ñòåíà - èäåì îáðàòíî:
2651 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2654 if Random(8) = 0 then
2658 // Áåæèì â âûáðàííóþ ñòîðîíó:
2659 if FDirection
= D_RIGHT
then
2660 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2662 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2664 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2665 if WordBool(st
and MOVE_INWATER
) then
2666 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2667 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2668 if FMonsterType
= MONSTER_FISH
then
2672 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2674 // Âûøëè èç ÁëîêÌîíà:
2675 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2678 FSleep
:= FSleep
- 1;
2680 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2681 if FSleep
<= -18 then
2685 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2686 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2689 if Random(8) = 0 then
2693 // Áåæèì â âûáðàííóþ ñòîðîíó:
2694 if FDirection
= D_RIGHT
then
2695 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2697 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2699 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2700 if WordBool(st
and MOVE_INWATER
) then
2701 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2702 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2703 if FMonsterType
= MONSTER_FISH
then
2707 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2709 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2710 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2711 (not WordBool(st
and MOVE_HITWALL
)) then
2716 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2717 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2721 SetState(STATE_RUN
);
2725 // Áåæèì â âûáðàííóþ ñòîðîíó:
2726 if FDirection
= D_RIGHT
then
2727 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2729 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2731 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2732 if WordBool(st
and MOVE_INWATER
) then
2733 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2734 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2735 if FMonsterType
= MONSTER_FISH
then
2739 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2740 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2742 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2743 if FMonsterType
= MONSTER_SOUL
then
2745 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2751 // Çàìåäëÿåìñÿ ïðè àòàêå:
2752 if FMonsterType
<> MONSTER_FISH
then
2753 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2755 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2756 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2758 // Öåëü ïîãèáëà => èäåì äàëüøå:
2759 if not GetPos(FTargetUID
, @o
) then
2766 // Öåëü íå âèäíî => èäåì äàëüøå:
2767 if not g_Look(@FObj
, @o
, FDirection
) then
2774 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2775 if g_Obj_CollideWater(@o
, 0, 0) then
2783 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2784 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2785 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2788 end; // case FState of ...
2792 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2793 if FState
= STATE_REVIVE
then
2794 if FAnim
[FCurAnim
, FDirection
].Played
then
2795 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2796 FAnim
[FCurAnim
, FDirection
].Revert(False);
2800 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2801 if vilefire
<> nil then
2804 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2805 if (FState
= STATE_DIE
) and
2806 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2807 (FAnim
[FCurAnim
, FDirection
].Played
) then
2810 SetState(STATE_DEAD
);
2812 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2813 if (FMonsterType
= MONSTER_PAIN
) then
2815 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2816 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2819 mon
.SetState(STATE_GO
);
2820 mon
.FNoRespawn
:= True;
2821 Inc(gTotalMonsters
);
2822 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2825 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2826 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2829 mon
.SetState(STATE_GO
);
2830 mon
.FNoRespawn
:= True;
2831 Inc(gTotalMonsters
);
2832 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2835 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2836 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2839 mon
.SetState(STATE_GO
);
2840 mon
.FNoRespawn
:= True;
2841 Inc(gTotalMonsters
);
2842 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2844 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2847 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2848 if (FMonsterType
= MONSTER_PAIN
) or
2849 (FMonsterType
= MONSTER_SOUL
) or
2850 (FMonsterType
= MONSTER_BARREL
) then
2854 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2855 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2856 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2857 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2858 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2859 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2860 if FState
= STATE_ATTACK
then
2861 begin // Ñîñòîÿíèå - Àòàêà
2862 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2863 if FMonsterType
<> MONSTER_SOUL
then
2866 else // Ñîñòîÿíèå - Ñòðåëüáà
2868 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2869 if not FChainFire
then
2872 begin // Íàäî ñòðåëÿòü åùå
2873 FChainFire
:= False;
2874 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2875 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2876 FAnim
[FCurAnim
, FDirection
].Reset();
2880 FWaitAttackAnim
:= False;
2883 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2884 if (FMonsterType
= MONSTER_SOUL
) or
2885 ( (not FWaitAttackAnim
) and
2886 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2887 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2889 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2890 if FState
= STATE_ATTACK
then
2891 begin // Ñîñòîÿíèå - Àòàêà
2892 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2893 if FMonsterType
= MONSTER_SOUL
then
2894 FAnim
[FCurAnim
, FDirection
].Reset();
2896 case FMonsterType
of
2897 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2898 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2899 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2900 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2901 if FMonsterType
= MONSTER_SOUL
then
2905 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2906 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2907 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2909 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2910 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2911 if FCurAnim
= ANIM_ATTACK2
then
2914 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2915 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2916 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2920 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2921 if FCurAnim
= ANIM_ATTACK2
then
2923 sx
:= isCorpse(@FObj
, True);
2925 begin // Íàøëè, êîãî âîñêðåñèòü
2926 gMonsters
[sx
].SetState(STATE_REVIVE
);
2927 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2928 // Âîñêðåøàòü - ñåáå âðåäèòü:
2929 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2935 else // Ñîñòîÿíèå - Ñòðåëüáà
2937 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2938 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2940 if FDirection
= D_LEFT
then
2942 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2943 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2944 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2947 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2949 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2950 case FMonsterType
of
2952 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2955 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2956 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2957 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2961 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2962 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2964 FShellType
:= SHELL_SHELL
;
2968 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2970 FShellType
:= SHELL_DBLSHELL
;
2975 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2976 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2979 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2982 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2983 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2984 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2988 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2989 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2990 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2993 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2995 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2997 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2998 MONSTER_BARON
, MONSTER_KNIGHT
:
2999 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3001 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3003 begin // Ñîçäàåì Lost_Soul:
3004 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3005 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3008 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3009 mon
.FTargetUID
:= FTargetUID
;
3010 GetPos(FTargetUID
, @o
);
3011 mon
.FTargetTime
:= 0;
3012 mon
.FNoRespawn
:= True;
3013 mon
.SetState(STATE_GO
);
3014 mon
.shoot(@o
, True);
3015 Inc(gTotalMonsters
);
3017 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
3022 if FMonsterType
<> MONSTER_PAIN
then
3023 if g_Game_IsNet
then
3024 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3026 // Ñêîðîñòðåëüíûå ìîíñòðû:
3027 if (FMonsterType
= MONSTER_CGUN
) or
3028 (FMonsterType
= MONSTER_SPIDER
) or
3029 (FMonsterType
= MONSTER_BSP
) or
3030 (FMonsterType
= MONSTER_MANCUB
) or
3031 (FMonsterType
= MONSTER_ROBO
) then
3032 if not GetPos(FTargetUID
, @o
) then
3033 // Öåëü ìåðòâà - èùåì íîâóþ:
3035 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3036 if shoot(@o
, False) then
3040 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3041 FWaitAttackAnim
:= True;
3044 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3045 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3047 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3048 // Çâóêè ïðè ïåðåäâèæåíèè:
3049 case FMonsterType
of
3051 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3052 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3053 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3055 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3056 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3057 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3059 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3060 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3061 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3063 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3064 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3065 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3069 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3070 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3071 FObj
.Vel
.X
:= oldvelx
;
3073 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3074 if FAnim
[FCurAnim
, FDirection
] <> nil then
3075 FAnim
[FCurAnim
, FDirection
].Update();
3078 procedure TMonster
.SetDeadAnim
;
3080 if FAnim
<> nil then
3081 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3084 procedure TMonster
.RevertAnim(R
: Boolean = True);
3086 if FAnim
<> nil then
3087 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3088 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3091 function TMonster
.AnimIsReverse
: Boolean;
3093 if FAnim
<> nil then
3094 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3099 procedure TMonster
.ClientUpdate();
3101 a
, b
, sx
, sy
, oldvelx
: Integer;
3108 sx
:= 0; // SHUT UP COMPILER
3111 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3112 if FMonsterType
= MONSTER_FISH
then
3113 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3114 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3117 // Ëåòàþùèå ìîíòñðû:
3118 if ((FMonsterType
= MONSTER_SOUL
) or
3119 (FMonsterType
= MONSTER_PAIN
) or
3120 (FMonsterType
= MONSTER_CACO
)) and
3121 (FState
<> STATE_DIE
) and
3122 (FState
<> STATE_DEAD
) then
3125 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3126 if gTime
mod (GAME_TICK
*2) <> 0 then
3128 g_Obj_Move(@FObj
, fall
, True, True);
3129 positionChanged(); // this updates spatial accelerators
3133 if FPainTicks
> 0 then
3136 FPainSound
:= False;
3139 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3140 positionChanged(); // this updates spatial accelerators
3142 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3143 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3144 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3150 oldvelx
:= FObj
.Vel
.X
;
3152 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3153 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3154 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3156 if FFireTime
> 0 then
3158 if WordBool(st
and MOVE_INWATER
) then
3163 FFireTime
:= FFireTime
- 1;
3167 // Ìåðòâûé íè÷åãî íå äåëàåò:
3168 if (FState
= STATE_DEAD
) then
3171 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3172 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3173 case FMonsterType
of
3175 if Random(4) = 0 then
3176 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3177 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3178 MONSTER_ROBO
, MONSTER_BARREL
:
3179 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3180 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3182 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3183 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3184 if Random(2) = 0 then
3185 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3187 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3191 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3192 if FMonsterType
= MONSTER_BARREL
then
3194 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3195 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3196 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3197 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3201 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3202 if FMonsterType
= MONSTER_SOUL
then
3203 if WordBool(st
and MOVE_HITAIR
) then
3204 g_Obj_SetSpeed(@FObj
, 16);
3209 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3210 if FObj
.Vel
.Y
< 0 then
3211 if WordBool(st
and MOVE_INWATER
) then
3214 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3215 FTargetTime
:= FTargetTime
+ 1;
3217 if FShellTimer
> -1 then
3218 if FShellTimer
= 0 then
3220 if FShellType
= SHELL_SHELL
then
3221 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3222 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3223 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3224 else if FShellType
= SHELL_DBLSHELL
then
3226 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3227 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3228 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3229 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3230 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3231 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3234 end else Dec(FShellTimer
);
3236 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3238 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3239 STATE_ATTACK
, STATE_SHOOT
]) then
3240 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3241 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3242 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3243 (FObj
.Accel
.Y
= 0) then
3244 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3247 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3249 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3250 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3252 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3253 if gSoundEffectsDF
then PainSound();
3255 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3258 // Ñíèæàåì áîëü ñî âðåìåíåì:
3261 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3262 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3269 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3272 FSleep
:= FSleep
+ 1;
3274 // Ïðîñïàëè äîñòàòî÷íî:
3275 if FSleep
>= 18 then
3281 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3284 FSleep
:= FSleep
- 1;
3287 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3289 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3290 if WordBool(st
and MOVE_BLOCK
) then
3294 SetState(STATE_RUNOUT
);
3299 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3300 if (FMonsterType
= MONSTER_VILE
) then
3301 if isCorpse(@FObj
, False) <> -1 then
3303 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3309 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3310 if Abs(sx
) < 40 then
3311 if FMonsterType
<> MONSTER_FISH
then
3313 SetState(STATE_RUN
);
3319 // Óïåðëèñü â ñòåíó:
3320 if WordBool(st
and MOVE_HITWALL
) then
3322 case FMonsterType
of
3323 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3325 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3326 (FObj
.Accel
.Y
= 0) then
3327 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3328 // Ïðûæîê ÷åðåç ñòåíó:
3329 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3330 SetState(STATE_CLIMB
);
3337 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3338 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3339 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3341 if FMonsterType
= MONSTER_FISH
then
3343 if not WordBool(st
and MOVE_INWATER
) then
3344 begin // Ðûáà âíå âîäû:
3345 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3346 begin // "Ñòîèò" òâåðäî
3347 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3348 if FObj
.Accel
.Y
= 0 then
3350 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3354 SetState(STATE_PAIN
);
3355 FPain
:= FPain
+ 50;
3359 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3361 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3365 // Ðûáà ïëûâåò ââåðõ:
3366 if FObj
.Vel
.Y
< 0 then
3367 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3369 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3371 // Ïëàâàåì òóäà-ñþäà:
3372 SetState(STATE_RUN
);
3377 else // Ëåòàþùèå ìîíñòðû
3379 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3381 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3386 else // "Íàçåìíûå" ìîíñòðû
3388 // Âîçìîæíî, ïèíàåì êóñêè:
3389 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3391 b
:= Abs(FObj
.Vel
.X
);
3392 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3393 for a
:= 0 to High(gGibs
) do
3395 if gGibs
[a
].Live
and
3396 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3397 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3400 if FObj
.Vel
.X
< 0 then
3402 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3406 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3408 positionChanged(); // this updates spatial accelerators
3412 // Áîññû ìîãóò ïèíàòü òðóïû:
3413 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3414 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3416 b
:= Abs(FObj
.Vel
.X
);
3417 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3418 for a
:= 0 to High(gCorpses
) do
3419 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3421 co
:= gCorpses
[a
].Obj
;
3422 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3423 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3425 if FObj
.Vel
.X
< 0 then
3426 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3428 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3433 FSleep
:= FSleep
+ 1;
3439 if Random(8) = 0 then
3443 // Áåæèì â âûáðàííóþ ñòîðîíó:
3444 if FDirection
= D_RIGHT
then
3445 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3447 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3449 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3450 if WordBool(st
and MOVE_INWATER
) then
3451 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3452 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3453 if FMonsterType
= MONSTER_FISH
then
3457 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3459 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3460 if WordBool(st
and MOVE_BLOCK
) then
3462 SetState(STATE_RUNOUT
);
3468 FSleep
:= FSleep
- 1;
3470 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3471 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3477 if Random(8) = 0 then
3481 // Áåæèì â âûáðàííóþ ñòîðîíó:
3482 if FDirection
= D_RIGHT
then
3483 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3485 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3487 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3488 if WordBool(st
and MOVE_INWATER
) then
3489 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3490 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3491 if FMonsterType
= MONSTER_FISH
then
3495 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3497 // Âûøëè èç ÁëîêÌîíà:
3498 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3501 FSleep
:= FSleep
- 1;
3503 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3504 if FSleep
<= -18 then
3510 if Random(8) = 0 then
3514 // Áåæèì â âûáðàííóþ ñòîðîíó:
3515 if FDirection
= D_RIGHT
then
3516 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3518 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3520 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3521 if WordBool(st
and MOVE_INWATER
) then
3522 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3523 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3524 if FMonsterType
= MONSTER_FISH
then
3528 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3530 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3531 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3532 (not WordBool(st
and MOVE_HITWALL
)) then
3537 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3538 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3540 SetState(STATE_RUN
);
3545 // Áåæèì â âûáðàííóþ ñòîðîíó:
3546 if FDirection
= D_RIGHT
then
3547 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3549 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3551 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3552 if WordBool(st
and MOVE_INWATER
) then
3553 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3554 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3555 if FMonsterType
= MONSTER_FISH
then
3559 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3560 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3562 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3563 if FMonsterType
= MONSTER_SOUL
then
3565 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3571 // Çàìåäëÿåìñÿ ïðè àòàêå:
3572 if FMonsterType
<> MONSTER_FISH
then
3573 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3575 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3576 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3578 // Öåëü ïîãèáëà => èäåì äàëüøå:
3579 if not GetPos(FTargetUID
, @o
) then
3586 // Öåëü íå âèäíî => èäåì äàëüøå:
3587 if not g_Look(@FObj
, @o
, FDirection
) then
3594 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3595 if g_Obj_CollideWater(@o
, 0, 0) then
3603 end; // case FState of ...
3607 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3608 if FState
= STATE_REVIVE
then
3609 if FAnim
[FCurAnim
, FDirection
].Played
then
3610 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3611 FAnim
[FCurAnim
, FDirection
].Revert(False);
3615 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3616 if vilefire
<> nil then
3619 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3620 if (FState
= STATE_DIE
) and
3621 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3622 (FAnim
[FCurAnim
, FDirection
].Played
) then
3625 SetState(STATE_DEAD
);
3627 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3628 if (FMonsterType
= MONSTER_PAIN
) or
3629 (FMonsterType
= MONSTER_SOUL
) or
3630 (FMonsterType
= MONSTER_BARREL
) then
3633 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3636 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3637 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3638 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3639 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3640 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3641 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3642 if FState
= STATE_ATTACK
then
3643 begin // Ñîñòîÿíèå - Àòàêà
3644 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3645 if FMonsterType
<> MONSTER_SOUL
then
3648 else // Ñîñòîÿíèå - Ñòðåëüáà
3650 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3651 if not FChainFire
then
3654 begin // Íàäî ñòðåëÿòü åùå
3655 FChainFire
:= False;
3656 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3657 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3658 FAnim
[FCurAnim
, FDirection
].Reset();
3662 FWaitAttackAnim
:= False;
3665 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3666 if (FMonsterType
= MONSTER_SOUL
) or
3667 ( (not FWaitAttackAnim
) and
3668 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3669 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3671 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3672 if FState
= STATE_ATTACK
then
3673 begin // Ñîñòîÿíèå - Àòàêà
3674 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3675 if FMonsterType
= MONSTER_SOUL
then
3676 FAnim
[FCurAnim
, FDirection
].Reset();
3678 case FMonsterType
of
3679 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3680 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3681 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3682 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3683 if FMonsterType
= MONSTER_SOUL
then
3687 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3689 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3690 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3691 if FCurAnim
= ANIM_ATTACK2
then
3694 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3695 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3699 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3700 if FCurAnim
= ANIM_ATTACK2
then
3702 sx
:= isCorpse(@FObj
, True);
3704 begin // Íàøëè, êîãî âîñêðåñèòü
3705 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3706 // Âîñêðåøàòü - ñåáå âðåäèòü:
3707 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3713 else // Ñîñòîÿíèå - Ñòðåëüáà
3715 // Ñêîðîñòðåëüíûå ìîíñòðû:
3716 if (FMonsterType
= MONSTER_CGUN
) or
3717 (FMonsterType
= MONSTER_SPIDER
) or
3718 (FMonsterType
= MONSTER_BSP
) or
3719 (FMonsterType
= MONSTER_MANCUB
) or
3720 (FMonsterType
= MONSTER_ROBO
) then
3721 if not GetPos(FTargetUID
, @o
) then
3722 // Öåëü ìåðòâà - èùåì íîâóþ:
3724 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3725 if shoot(@o
, False) then
3729 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3730 FWaitAttackAnim
:= True;
3733 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3734 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3736 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3737 // Çâóêè ïðè ïåðåäâèæåíèè:
3738 case FMonsterType
of
3740 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3741 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3742 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3744 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3745 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3746 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3748 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3749 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3750 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3752 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3753 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3754 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3758 // Êîñòûëü äëÿ ïîòîêîâ
3759 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3760 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3761 FObj
.Vel
.X
:= oldvelx
;
3763 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3764 if FAnim
[FCurAnim
, FDirection
] <> nil then
3765 FAnim
[FCurAnim
, FDirection
].Update();
3768 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3770 case FMonsterType
of
3773 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3774 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3778 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3780 FShellType
:= SHELL_SHELL
;
3784 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3786 FShellType
:= SHELL_DBLSHELL
;
3788 MONSTER_CGUN
, MONSTER_SPIDER
:
3790 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3791 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3794 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3796 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3798 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3800 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3802 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3804 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3805 MONSTER_BARON
, MONSTER_KNIGHT
:
3806 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3808 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3812 procedure TMonster
.Turn();
3815 if FDirection
= D_LEFT
then
3816 FDirection
:= D_RIGHT
3818 FDirection
:= D_LEFT
;
3820 // Áåæèì â âûáðàííóþ ñòîðîíó:
3821 if FDirection
= D_RIGHT
then
3822 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3824 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3827 function TMonster
.findNewPrey(): Boolean;
3831 PlayersSee
, MonstersSee
: Array of DWORD
;
3832 PlayerNear
, MonsterNear
: Integer;
3835 SetLength(MonstersSee
, 0);
3836 SetLength(PlayersSee
, 0);
3843 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3844 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3845 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3846 for a
:= 0 to High(gPlayers
) do
3847 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3848 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3850 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3852 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3853 PlayersSee
[High(PlayersSee
)] := a
;
3855 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3856 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3860 PlayerNear
:= Integer(a
);
3864 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3865 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3866 for a
:= 0 to High(gMonsters
) do
3867 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3868 (gMonsters
[a
].FUID
<> FUID
) then
3870 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3871 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3872 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3873 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3874 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3875 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3876 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3877 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3879 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3881 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3882 MonstersSee
[High(MonstersSee
)] := a
;
3884 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3885 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3889 MonsterNear
:= Integer(a
);
3894 BH_NORMAL
, BH_KILLER
:
3896 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3897 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3899 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3900 FTargetUID
:= gPlayers
[a
].UID
;
3903 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3906 FTargetUID
:= gPlayers
[a
].UID
;
3908 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3909 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3911 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3912 FTargetUID
:= gMonsters
[a
].UID
;
3915 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3918 FTargetUID
:= gMonsters
[a
].UID
;
3921 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3923 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3924 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3926 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3927 FTargetUID
:= gPlayers
[a
].UID
;
3929 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3931 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3932 FTargetUID
:= gMonsters
[a
].UID
;
3934 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3935 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3938 FTargetUID
:= gPlayers
[a
].UID
;
3940 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3943 FTargetUID
:= gMonsters
[a
].UID
;
3948 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3949 if FTargetUID
= 0 then
3951 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3952 if FBehaviour
= BH_INSANE
then
3955 FTargetTime
:= MAX_ATM
;
3964 function TMonster
.kick(o
: PObj
): Boolean;
3968 case FMonsterType
of
3971 SetState(STATE_ATTACK
);
3976 SetState(STATE_ATTACK
);
3977 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3982 SetState(STATE_ATTACK
);
3983 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3986 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3988 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3989 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3992 MONSTER_BARON
, MONSTER_KNIGHT
,
3993 MONSTER_CACO
, MONSTER_MANCUB
:
3994 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3995 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3999 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4009 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4010 if not immediately
then
4011 case FMonsterType
of
4012 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4013 Exit
; // íå ñòðåëÿþò
4014 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4017 // Âðåìÿ âûñòðåëà óïóùåíî:
4019 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4025 // Âðåìÿ âûñòðåëà óïóùåíî:
4032 // Âðåìÿ âûñòðåëà óïóùåíî:
4033 if FAmmo
>= 100 then
4038 // Ñòðåëÿåò íå âñåãäà:
4039 if Random(2) = 0 then
4042 // Âðåìÿ âûñòðåëà óïóùåíî:
4046 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4047 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4048 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4049 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4050 else if Random(16) <> 0 then Exit
;
4054 if not g_Look(@FObj
, o
, FDirection
) then
4059 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4060 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4062 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4063 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4064 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4065 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4068 case FMonsterType
of
4069 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4071 SetState(STATE_SHOOT
);
4076 SetState(STATE_SHOOT
);
4080 begin // Çàæèãàåì îãîíü
4081 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4082 ty
:= o
^.Y
+o
^.Rect
.Y
;
4083 SetState(STATE_SHOOT
);
4087 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4088 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4091 begin // Ëåòèò â ñòîðîíó öåëè:
4092 SetState(STATE_ATTACK
);
4093 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4095 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4096 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4097 m
:= Max(Abs(xd
), Abs(yd
));
4101 FObj
.Vel
.X
:= (xd
*16) div m
;
4102 FObj
.Vel
.Y
:= (yd
*16) div m
;
4104 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4105 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4107 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4108 if FMonsterType
= MONSTER_MANCUB
then
4110 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4112 SetState(STATE_SHOOT
);
4120 function TMonster
.Live(): Boolean;
4122 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4125 procedure TMonster
.SetHealth(aH
: Integer);
4127 if (aH
> 0) and (aH
< 1000000) then
4130 if FHealth
> FMaxHealth
then
4131 FMaxHealth
:= FHealth
;
4135 procedure TMonster
.WakeUp();
4137 if g_Game_IsClient
then Exit
;
4139 FTargetTime
:= MAX_ATM
;
4143 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4153 // Ñèãíàòóðà ìîíñòðà:
4154 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4155 Mem
.WriteDWORD(sig
);
4157 Mem
.WriteWord(FUID
);
4159 if FDirection
= D_LEFT
then
4164 // Íàäî ëè óäàëèòü åãî:
4165 Mem
.WriteBoolean(FRemoved
);
4166 // Îñòàëîñü çäîðîâüÿ:
4167 Mem
.WriteInt(FHealth
);
4169 Mem
.WriteByte(FState
);
4170 // Òåêóùàÿ àíèìàöèÿ:
4171 Mem
.WriteByte(FCurAnim
);
4173 Mem
.WriteWord(FTargetUID
);
4174 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4175 Mem
.WriteInt(FTargetTime
);
4176 // Ïîâåäåíèå ìîíñòðà:
4177 Mem
.WriteByte(FBehaviour
);
4178 // Ãîòîâíîñòü ê âûñòðåëó:
4179 Mem
.WriteInt(FAmmo
);
4181 Mem
.WriteInt(FPain
);
4183 Mem
.WriteInt(FSleep
);
4184 // Îçâó÷èâàòü ëè áîëü:
4185 Mem
.WriteBoolean(FPainSound
);
4186 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4187 Mem
.WriteBoolean(FWaitAttackAnim
);
4188 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4189 Mem
.WriteBoolean(FChainFire
);
4190 // Ïîäëåæèò ëè ðåñïàâíó:
4191 Mem
.WriteBoolean(FNoRespawn
);
4195 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4196 Mem
.WriteInt(FStartID
);
4197 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4198 Mem
.WriteInt(FSpawnTrigger
);
4200 Obj_SaveState(@FObj
, Mem
);
4201 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4202 anim
:= vilefire
<> nil;
4203 Mem
.WriteBoolean(anim
);
4204 // Åñëè åñòü - ñîõðàíÿåì:
4206 vilefire
.SaveState(Mem
);
4208 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4210 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4211 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4212 Mem
.WriteBoolean(anim
);
4213 // Åñëè åñòü - ñîõðàíÿåì:
4215 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4216 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4217 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4218 Mem
.WriteBoolean(anim
);
4219 // Åñëè åñòü - ñîõðàíÿåì:
4221 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4225 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4235 // Ñèãíàòóðà ìîíñòðà:
4237 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4239 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4246 FDirection
:= D_LEFT
4248 FDirection
:= D_RIGHT
;
4249 // Íàäî ëè óäàëèòü åãî:
4250 Mem
.ReadBoolean(FRemoved
);
4251 // Îñòàëîñü çäîðîâüÿ:
4252 Mem
.ReadInt(FHealth
);
4254 Mem
.ReadByte(FState
);
4255 // Òåêóùàÿ àíèìàöèÿ:
4256 Mem
.ReadByte(FCurAnim
);
4258 Mem
.ReadWord(FTargetUID
);
4259 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4260 Mem
.ReadInt(FTargetTime
);
4261 // Ïîâåäåíèå ìîíñòðà:
4262 Mem
.ReadByte(FBehaviour
);
4263 // Ãîòîâíîñòü ê âûñòðåëó:
4268 Mem
.ReadInt(FSleep
);
4269 // Îçâó÷èâàòü ëè áîëü:
4270 Mem
.ReadBoolean(FPainSound
);
4271 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4272 Mem
.ReadBoolean(FWaitAttackAnim
);
4273 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4274 Mem
.ReadBoolean(FChainFire
);
4275 // Ïîäëåæèò ëè ðåñïàâíó
4276 Mem
.ReadBoolean(FNoRespawn
);
4280 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4281 Mem
.ReadInt(FStartID
);
4282 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4283 Mem
.ReadInt(FSpawnTrigger
);
4285 Obj_LoadState(@FObj
, Mem
);
4286 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4287 Mem
.ReadBoolean(anim
);
4288 // Åñëè åñòü - çàãðóæàåì:
4291 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4292 vilefire
.LoadState(Mem
);
4295 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4297 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4298 Mem
.ReadBoolean(anim
);
4299 // Åñëè åñòü - çàãðóæàåì:
4302 Assert(FAnim
[i
, D_LEFT
] <> nil,
4303 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4304 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4306 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4307 Mem
.ReadBoolean(anim
);
4308 // Åñëè åñòü - çàãðóæàåì:
4311 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4312 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4313 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4318 procedure TMonster
.ActivateTriggers();
4322 if FDieTriggers
<> nil then
4323 for a
:= 0 to High(FDieTriggers
) do
4324 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4325 if FSpawnTrigger
> -1 then
4327 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4328 FSpawnTrigger
:= -1;
4332 procedure TMonster
.AddTrigger(t
: Integer);
4334 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4335 FDieTriggers
[High(FDieTriggers
)] := t
;
4338 procedure TMonster
.ClearTriggers();
4340 SetLength(FDieTriggers
, 0);
4343 procedure TMonster
.CatchFire(Attacker
: Word);
4346 FFireAttacker
:= Attacker
;
4347 if g_Game_IsNet
and g_Game_IsServer
then
4348 MH_SEND_MonsterState(FUID
);
4351 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4356 if (Random(10) = 1) and (Times
= 1) then
4359 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4361 for i
:= 1 to Times
do
4363 Anim
:= TAnimation
.Create(id
, False, 3);
4365 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4366 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4373 // ////////////////////////////////////////////////////////////////////////// //
4374 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4379 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4380 for idx
:= 0 to High(gMonsters
) do
4382 if (gMonsters
[idx
] <> nil) then
4384 result
:= cb(idx
, gMonsters
[idx
]);
4385 if result
then exit
;
4391 // throws on invalid uid
4392 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4394 result
:= g_Mons_ByIdx_NC(uid
);
4395 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4400 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4402 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4403 result
:= gMonsters
[uid
];
4407 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4409 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4411 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4418 if (width
< 1) or (height
< 1) then exit
;
4420 if gmon_debug_use_sqaccel
then
4422 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4426 for idx
:= 0 to High(gMonsters
) do
4428 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4430 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4441 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4443 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4446 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4453 if (width
< 1) or (height
< 1) then exit
;
4455 if gmon_debug_use_sqaccel
then
4457 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4461 for idx
:= 0 to High(gMonsters
) do
4463 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4465 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4467 result
:= cb(idx
, gMonsters
[idx
]);
4468 if result
then exit
;
4476 function g_Mons_ForEachAtAlive (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4478 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4481 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
.arrIdx
, mon
);
4488 if (width
< 1) or (height
< 1) then exit
;
4490 if gmon_debug_use_sqaccel
then
4492 if (width
= 1) and (height
= 1) then
4494 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4498 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4503 for idx
:= 0 to High(gMonsters
) do
4505 if (gMonsters
[idx
] <> nil) and gMonsters
[idx
].Live
then
4507 if g_Obj_Collide(x
, y
, width
, height
, @gMonsters
[idx
].Obj
) then
4509 result
:= cb(idx
, gMonsters
[idx
]);
4510 if result
then exit
;