1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
67 FWaitAttackAnim
: Boolean;
80 FDieTriggers
: Array of Integer;
81 FSpawnTrigger
: Integer;
84 function findNewPrey(): Boolean;
85 procedure ActivateTriggers();
90 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
91 destructor Destroy(); override;
92 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
93 function Collide(Panel
: TPanel
): Boolean; overload
;
94 function Collide(X
, Y
: Integer): Boolean; overload
;
95 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
96 function Live(): Boolean;
97 procedure SetHealth(aH
: Integer);
98 procedure Push(vx
, vy
: Integer);
99 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
100 function Heal(Value
: Word): Boolean;
103 procedure ClientUpdate();
104 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
105 procedure SetDeadAnim
;
108 procedure WakeUpSound();
109 procedure DieSound();
110 procedure PainSound();
111 procedure ActionSound();
112 procedure AddTrigger(t
: Integer);
113 procedure ClearTriggers();
115 procedure SaveState(var Mem
: TBinMemoryWriter
);
116 procedure LoadState(var Mem
: TBinMemoryReader
);
117 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
118 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
119 procedure MakeBloodSimple(Count
: Word);
120 procedure RevertAnim(R
: Boolean = True);
121 function AnimIsReverse
: Boolean;
122 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
123 function kick(o
: PObj
): Boolean;
125 property MonsterType
: Byte read FMonsterType
;
126 property MonsterHealth
: Integer read FHealth write FHealth
;
127 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
128 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
129 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
130 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
131 property MonsterSleep
: Integer read FSleep write FSleep
;
132 property MonsterState
: Byte read FState write FState
;
133 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
134 property MonsterPain
: Integer read FPain write FPain
;
135 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
137 property Obj
: TObj read FObj
;
138 property UID
: Word read FUID write FUID
;
139 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
141 property GameX
: Integer read FObj
.X write FObj
.X
;
142 property GameY
: Integer read FObj
.Y write FObj
.Y
;
143 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
144 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
145 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
146 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
147 property GameDirection
: TDirection read FDirection write FDirection
;
149 property StartID
: Integer read FStartID
;
152 procedure g_Monsters_LoadData();
153 procedure g_Monsters_FreeData();
154 procedure g_Monsters_Init();
155 procedure g_Monsters_Free();
156 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
157 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
158 procedure g_Monsters_Update();
159 procedure g_Monsters_Draw();
160 procedure g_Monsters_DrawHealth();
161 function g_Monsters_Get(UID
: Word): TMonster
;
162 procedure g_Monsters_killedp();
163 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
164 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
165 function g_Monsters_GetIDByName(name
: String): Integer;
166 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
167 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
170 gMonsters
: array of TMonster
;
175 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
176 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
177 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
178 g_language
, g_netmsg
;
202 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
204 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
205 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
209 end = ((name
: 'SLEEP'; loop
: True),
210 (name
: 'GO'; loop
: True),
211 (name
: 'DIE'; loop
: False),
212 (name
: 'MESS'; loop
: False),
213 (name
: 'ATTACK'; loop
: False),
214 (name
: 'ATTACK2'; loop
: False),
215 (name
: 'PAIN'; loop
: False));
217 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
218 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
228 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
229 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
231 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
232 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
234 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
235 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
237 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
238 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
240 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
241 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
243 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
244 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
246 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
247 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
249 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
250 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
252 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
253 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
255 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
256 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
258 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
259 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
261 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
262 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
264 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
265 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
267 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
268 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
270 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
271 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
273 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
274 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
276 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
277 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
279 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
280 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
282 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
283 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
285 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
286 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
288 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
289 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
292 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
293 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
294 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
295 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
296 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
297 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
298 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));
299 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))),
301 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
302 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));
303 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))),
305 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
306 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));
307 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))),
309 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
310 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));
311 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))),
313 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 0, 3); //CYBER
314 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 25; Y
: -6), (X
: -2; Y
: -6));
315 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-26; Y
: -3), (X
: 1; Y
: -3))),
317 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
318 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));
319 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))),
321 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
322 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));
323 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))),
325 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
326 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));
327 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))),
329 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
330 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));
331 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))),
333 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
334 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));
335 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))),
337 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
338 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));
339 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))),
341 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
342 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));
343 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))),
345 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
346 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));
347 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))),
349 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
350 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));
351 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))),
353 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
354 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));
355 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))),
357 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
358 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));
359 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))),
361 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
362 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));
363 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 ))),
365 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
366 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));
367 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))),
369 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
370 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));
371 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))),
373 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
374 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));
375 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))) );
377 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
378 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
385 soulcount
: Integer = 0;
387 function FindMonster(): DWORD
;
391 if gMonsters
<> nil then
392 for i
:= 0 to High(gMonsters
) do
393 if gMonsters
[i
] = nil then
399 if gMonsters
= nil then
401 SetLength(gMonsters
, 32);
406 Result
:= High(gMonsters
) + 1;
407 SetLength(gMonsters
, Length(gMonsters
) + 32);
411 function IsFriend(a
, b
: Byte): Boolean;
415 // Áî÷êà - âñåì äðóã:
416 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
419 // Ìîíñòðû îäíîãî âèäà:
422 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
423 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
424 Exit
; // Ýòè íå áüþò ñâîèõ
427 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
428 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
430 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
431 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
434 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
438 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
441 UIDType
, MonsterType
: Byte;
446 UIDType
:= g_GetUIDType(SpawnerUID
);
447 if UIDType
= UID_MONSTER
then
449 m
:= g_Monsters_Get(SpawnerUID
);
450 if m
= nil then Exit
;
451 MonsterType
:= m
.FMonsterType
;
455 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
456 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
458 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
459 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
460 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
462 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
463 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
467 function canShoot(m
: Byte): Boolean;
472 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
479 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
485 // Åñëè íóæíà âåðîÿòíîñòü:
486 if not immediately
then
487 if Random(8) <> 0 then
490 if gMonsters
= nil then
493 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
494 for a
:= 0 to High(gMonsters
) do
495 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
496 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
497 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
498 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
499 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
500 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
508 procedure g_Monsters_LoadData();
510 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
512 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
519 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
526 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
533 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
540 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
547 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
554 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
561 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
568 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
575 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
582 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
589 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
596 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
603 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
610 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
617 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
624 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
631 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
638 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
645 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
652 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
663 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
665 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
668 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
670 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
674 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
675 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
677 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
679 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
680 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
684 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
685 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
690 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
691 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
693 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
694 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
699 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
700 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
704 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
705 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
710 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
711 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
712 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
717 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
718 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
721 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
722 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
725 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
728 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
729 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
735 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
742 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
745 procedure g_Monsters_FreeData();
747 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
749 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
750 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
751 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
752 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
753 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
754 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
758 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
759 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
760 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
764 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
772 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
786 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
787 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
788 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
791 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
796 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
797 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
813 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
814 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
815 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
818 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
819 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
820 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
825 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
831 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
832 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
844 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
845 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
866 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
869 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
870 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
879 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
881 g_Sound_Delete('SOUND_MONSTER_PAIN');
882 g_Sound_Delete('SOUND_MONSTER_PAIN2');
883 g_Sound_Delete('SOUND_MONSTER_ACTION');
884 g_Sound_Delete('SOUND_MONSTER_ACTION2');
885 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
886 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
887 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
888 g_Sound_Delete('SOUND_MONSTER_DIE_1');
889 g_Sound_Delete('SOUND_MONSTER_DIE_2');
890 g_Sound_Delete('SOUND_MONSTER_DIE_3');
891 g_Sound_Delete('SOUND_MONSTER_SLOP');
893 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
894 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
895 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
897 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
898 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
899 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
900 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
901 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
904 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
905 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
907 g_Sound_Delete('SOUND_MONSTER_HAHA');
908 g_Sound_Delete('SOUND_MONSTER_TRUP');
910 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
911 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
913 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
914 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
915 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
916 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
918 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
919 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
921 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
922 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
924 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
925 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
926 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
928 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
930 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
931 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
932 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
933 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
935 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
936 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
937 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
940 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
942 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
943 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
945 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
946 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
947 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
949 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
950 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
953 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
956 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
959 procedure g_Monsters_Init();
964 procedure g_Monsters_Free();
968 if gMonsters
<> nil then
969 for a
:= 0 to High(gMonsters
) do
975 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
976 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
982 // Íåò òàêîãî ìîíñòðà:
983 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
986 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
987 if MonsterType
= MONSTER_SOUL
then
988 if soulcount
> MAX_SOUL
then
991 soulcount
:= soulcount
+ 1;
993 find_id
:= FindMonster();
995 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
997 // Íàñòðàèâàåì ïîëîæåíèå:
998 with gMonsters
[find_id
] do
1002 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1003 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1007 FObj
.X
:= X
-FObj
.Rect
.X
;
1008 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1011 FDirection
:= Direction
;
1012 FStartDirection
:= Direction
;
1020 procedure g_Monsters_killedp();
1024 if gMonsters
= nil then
1027 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1028 h
:= High(gMonsters
);
1030 if (gMonsters
[a
] <> nil) then
1031 with gMonsters
[a
] do
1032 if (FMonsterType
= MONSTER_MAN
) and
1033 (FState
<> STATE_DEAD
) and
1034 (FState
<> STATE_SLEEP
) and
1035 (FState
<> STATE_DIE
) then
1037 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1042 procedure g_Monsters_Update();
1047 if gTime
mod (GAME_TICK
*2) = 0 then
1051 if Abs(pt_x
) > 246 then
1053 if Abs(pt_y
) > 100 then
1057 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1059 if gMonsters
<> nil then
1060 for a
:= 0 to High(gMonsters
) do
1061 if (gMonsters
[a
] <> nil) then
1062 if not gMonsters
[a
].FRemoved
then
1064 if g_Game_IsClient
then
1065 gMonsters
[a
].ClientUpdate()
1067 gMonsters
[a
].Update();
1071 gMonsters
[a
].Free();
1072 gMonsters
[a
] := nil;
1078 procedure g_Monsters_Draw();
1082 if gMonsters
<> nil then
1083 for a
:= 0 to High(gMonsters
) do
1084 if gMonsters
[a
] <> nil then
1085 gMonsters
[a
].Draw();
1088 procedure g_Monsters_DrawHealth();
1093 if gMonsters
= nil then Exit
;
1094 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1096 for a
:= 0 to High(gMonsters
) do
1097 if gMonsters
[a
] <> nil then
1099 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1100 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1101 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1105 function g_Monsters_Get(UID
: Word): TMonster
;
1111 if gMonsters
<> nil then
1112 for a
:= 0 to High(gMonsters
) do
1113 if (gMonsters
[a
] <> nil) and
1114 (gMonsters
[a
].FUID
= UID
) then
1116 Result
:= gMonsters
[a
];
1121 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1126 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1128 if gMonsters
<> nil then
1129 for i
:= 0 to High(gMonsters
) do
1130 if gMonsters
[i
] <> nil then
1131 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1134 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1136 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1138 Mem
.WriteInt(pt_xs
);
1140 Mem
.WriteInt(pt_ys
);
1142 // Êîëè÷åñòâî ìîíñòðîâ:
1143 Mem
.WriteInt(count
);
1148 // Ñîõðàíÿåì ìîíñòðîâ:
1149 for i
:= 0 to High(gMonsters
) do
1150 if gMonsters
[i
] <> nil then
1151 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1154 b
:= gMonsters
[i
].MonsterType
;
1156 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1157 gMonsters
[i
].SaveState(Mem
);
1161 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1163 count
, i
, a
: Integer;
1171 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1177 // Êîëè÷åñòâî ìîíñòðîâ:
1183 // Çàãðóæàåì ìîíñòðîâ:
1184 for a
:= 0 to count
-1 do
1189 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1192 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1194 // Çàãðóæàåì äàííûå ìîíñòðà:
1195 gMonsters
[i
].LoadState(Mem
);
1199 function g_Monsters_GetIDByName(name
: String): Integer;
1203 name
:= UpperCase(name
);
1205 while (i
<= MONSTER_MAN
) do
1207 if name
= MONSTERTABLE
[i
].Name
then
1218 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1220 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1221 Result
:= MONSTERTABLE
[MonsterType
].Name
1226 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1228 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1229 Result
:= KilledByMonster
[MonsterType
]
1234 { T M o n s t e r : }
1236 procedure TMonster
.ActionSound();
1238 case FMonsterType
of
1240 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1241 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1243 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1244 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1245 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1247 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1249 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1251 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1253 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1257 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1261 procedure TMonster
.PainSound();
1268 case FMonsterType
of
1269 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1270 MONSTER_SKEL
, MONSTER_CGUN
:
1271 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1272 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1273 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1275 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1277 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1279 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1283 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1287 procedure TMonster
.DieSound();
1289 case FMonsterType
of
1292 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1293 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1295 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1297 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1298 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1299 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1302 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1304 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1306 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1308 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1310 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1312 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1314 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1316 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1318 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1320 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1322 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1324 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1326 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1328 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1332 procedure TMonster
.WakeUpSound();
1334 case FMonsterType
of
1337 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1338 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1340 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1342 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1343 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1344 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1347 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1349 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1351 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1353 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1355 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1357 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1359 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1361 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1363 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1365 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1367 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1369 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1375 procedure TMonster
.BFGHit();
1377 if FMonsterType
= MONSTER_FISH
then
1380 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1381 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1382 {if g_Game_IsServer and g_Game_IsNet then
1383 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1384 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1388 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1390 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1398 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1400 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1405 Panel
.Width
, Panel
.Height
);
1408 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1410 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1411 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1412 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1413 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1416 procedure TMonster
.Respawn
;
1422 FDirection
:= FStartDirection
;
1425 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1426 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1431 FDieTriggers
:= nil;
1432 FWaitAttackAnim
:= False;
1433 FChainFire
:= False;
1436 FState
:= STATE_SLEEP
;
1437 FCurAnim
:= ANIM_SLEEP
;
1439 if g_Game_IsNet
and g_Game_IsServer
then
1441 MH_SEND_MonsterPos(FUID
);
1442 MH_SEND_MonsterState(FUID
);
1446 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1453 if ForcedUID
< 0 then
1454 FUID
:= g_CreateUID(UID_MONSTER
)
1458 FMonsterType
:= MonsterType
;
1462 FState
:= STATE_SLEEP
;
1463 FCurAnim
:= ANIM_SLEEP
;
1464 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1465 FMaxHealth
:= FHealth
;
1466 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1467 FDieTriggers
:= nil;
1468 FSpawnTrigger
:= -1;
1469 FWaitAttackAnim
:= False;
1470 FChainFire
:= False;
1472 FNoRespawn
:= False;
1474 FBehaviour
:= BH_NORMAL
;
1476 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1477 FBloodKind
:= BLOOD_SPARKS
1479 FBloodKind
:= BLOOD_NORMAL
;
1480 if FMonsterType
= MONSTER_CACO
then
1486 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1499 SetLength(FAnim
, Length(ANIMTABLE
));
1501 for a
:= 0 to High(FAnim
) do
1503 FAnim
[a
, D_LEFT
] := nil;
1504 FAnim
[a
, D_RIGHT
] := nil;
1507 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1508 if (ANIMTABLE
[a
].name
<> '') and
1509 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1511 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1512 '_'+ANIMTABLE
[a
].name
;
1514 res
:= g_Frames_Exists(s
);
1517 res
:= g_Frames_Get(FramesID
, s
);
1519 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1522 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1523 if a
<> ANIM_MESS
then
1526 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1527 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1529 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1530 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1531 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1532 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1537 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1538 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1540 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1541 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1543 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1544 '_'+ANIMTABLE
[a
].name
+'_L';
1545 if g_Frames_Exists(s
) then
1546 g_Frames_Get(FramesID
, s
);
1549 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1550 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1553 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1554 if MonsterType
= MONSTER_VILE
then
1556 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1557 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1563 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1570 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1571 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1574 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1575 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1578 if Random(2) = 0 then
1579 FDirection
:= D_RIGHT
1581 FDirection
:= D_LEFT
;
1583 SetState(STATE_RUN
);
1587 // Ëîâóøêà óáèâàåò ñðàçó:
1588 if t
= HIT_TRAP
then
1591 // Ðîáîòó óðîíà íåò:
1592 if FMonsterType
= MONSTER_ROBO
then
1596 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1598 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1601 FPain
:= FPain
+Damage
;
1603 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1604 if FState
<> STATE_PAIN
then
1605 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1606 (FMonsterType
<> MONSTER_BARREL
) then
1607 SetState(STATE_PAIN
);
1609 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1610 if (gBloodCount
> 0) then
1612 c
:= Min(Damage
, 200);
1613 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1615 if (VelX
= 0) and (VelY
= 0) then
1619 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1620 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1624 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1625 if (SpawnerUID
<> FUID
) and
1626 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1628 FTargetUID
:= SpawnerUID
;
1632 // Çäîðîâüå çàêîí÷èëîñü:
1633 if FHealth
<= 0 then
1635 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1636 if (FMonsterType
<> MONSTER_BARREL
) then
1638 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1640 p
:= g_Player_Get(SpawnerUID
);
1641 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1643 p
.MonsterKills
:= p
.MonsterKills
+1;
1644 if gGameSettings
.GameMode
= GM_COOP
then
1645 p
.Frags
:= p
.Frags
+ 1;
1646 // Uncomment this if you want to double-kill monsters
1650 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1652 Inc(gCoopMonstersKilled
);
1653 if g_Game_IsNet
then
1659 case FMonsterType
of
1660 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1661 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1662 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1663 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1670 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1671 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1673 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1674 (FObj
.Vel
.Y
div 2)-Random(4));
1675 if g_Game_IsServer
and g_Game_IsNet
then
1676 MH_SEND_ItemSpawn(True, it
);
1679 // Òðóï äàëüøå íå èäåò:
1682 // Ó òðóïà ðàçìåðû ìåíüøå:
1683 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1685 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1686 FObj
.Rect
.Height
:= 12;
1689 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1690 if (FHealth
<= -30) and
1691 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1692 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1693 (FMonsterType
= MONSTER_MAN
)) then
1695 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1696 SetState(STATE_DIE
, ANIM_MESS
);
1701 SetState(STATE_DIE
);
1704 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1705 if g_Game_IsServer
then ActivateTriggers();
1710 if FState
= STATE_SLEEP
then
1711 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1712 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1716 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1720 function TMonster
.Heal(Value
: Word): Boolean;
1723 if g_Game_IsClient
then
1728 if FHealth
< FMaxHealth
then
1730 IncMax(FHealth
, Value
, FMaxHealth
);
1731 if g_Game_IsServer
and g_Game_IsNet
then
1732 MH_SEND_MonsterState(FUID
);
1737 destructor TMonster
.Destroy();
1741 for a
:= 0 to High(FAnim
) do
1743 FAnim
[a
, D_LEFT
].Free();
1744 FAnim
[a
, D_RIGHT
].Free();
1749 inherited Destroy();
1752 procedure TMonster
.Draw();
1758 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1759 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1761 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1762 if FMonsterType
= MONSTER_VILE
then
1763 if FState
= STATE_SHOOT
then
1764 if GetPos(FTargetUID
, @o
) then
1765 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1766 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1768 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1769 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1770 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1773 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1774 if FState
= STATE_DEAD
then
1775 case FMonsterType
of
1776 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1779 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1780 if FAnim
[FCurAnim
, FDirection
] <> nil then
1782 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1783 if (FDirection
= D_LEFT
) and
1784 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1785 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1786 (FMonsterType
<> MONSTER_BARREL
) then
1791 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1792 if (FDirection
= D_LEFT
) and
1793 (FMonsterType
<> MONSTER_BARREL
) then
1795 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1796 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1798 if m
= M_HORIZONTAL
then
1799 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1800 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1801 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1802 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1803 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1804 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1806 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1809 else // Ïðàâàÿ àíèìàöèÿ
1811 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1812 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1816 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1819 if g_debug_Frames
then
1821 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1823 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1824 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1829 procedure TMonster
.MakeBloodSimple(Count
: Word);
1831 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1832 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1833 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1834 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1835 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1836 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1837 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1838 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1841 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1843 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1844 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1845 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1846 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1849 procedure TMonster
.Push(vx
, vy
: Integer);
1851 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1852 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1853 if g_Game_IsServer
and g_Game_IsNet
then
1854 MH_SEND_MonsterPos(FUID
);
1857 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1861 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1862 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1863 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1864 soulcount
:= soulcount
-1;
1866 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1868 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1869 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1870 (State
<> STATE_GO
) then
1877 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1879 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1881 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1882 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1883 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1884 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1885 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1886 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1887 STATE_DIE
: Anim
:= ANIM_DIE
;
1889 begin // íà÷àëè âîñðåøàòüñÿ
1891 FAnim
[Anim
, FDirection
].Revert(True);
1893 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1894 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1901 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1902 if ForceAnim
<> 255 then
1905 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1906 if FCurAnim
<> Anim
then
1907 if FAnim
[Anim
, FDirection
] <> nil then
1909 FAnim
[Anim
, FDirection
].Reset();
1914 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1921 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1922 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1924 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1925 if g_Game_IsServer
and g_Game_IsNet
then
1926 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1932 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1935 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1936 TA
:= TAnimation
.Create(FramesID
, False, 6);
1937 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1938 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1939 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1941 if g_Game_IsServer
and g_Game_IsNet
then
1942 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1943 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1947 FObj
.X
:= X
- FObj
.Rect
.X
;
1948 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1951 FDirection
:= D_LEFT
1954 FDirection
:= D_RIGHT
1958 if FDirection
= D_RIGHT
then
1959 FDirection
:= D_LEFT
1961 FDirection
:= D_RIGHT
;
1964 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1965 if not silent
and (TA
<> nil) then
1967 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1968 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1971 if g_Game_IsServer
and g_Game_IsNet
then
1972 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1973 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1977 if g_Game_IsServer
and g_Game_IsNet
then
1978 MH_SEND_MonsterPos(FUID
);
1982 procedure TMonster
.Update();
1984 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1993 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1994 if FMonsterType
= MONSTER_FISH
then
1995 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
1996 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
1999 // Ëåòàþùèå ìîíòñðû:
2000 if ((FMonsterType
= MONSTER_SOUL
) or
2001 (FMonsterType
= MONSTER_PAIN
) or
2002 (FMonsterType
= MONSTER_CACO
)) and
2003 (FState
<> STATE_DIE
) and
2004 (FState
<> STATE_DEAD
) then
2007 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2008 if gTime
mod (GAME_TICK
*2) <> 0 then
2010 g_Obj_Move(@FObj
, fall
, True, True);
2014 FPainSound
:= False;
2017 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2019 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2020 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2021 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2024 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2026 Inc(gCoopMonstersKilled
);
2027 if g_Game_IsNet
then
2034 oldvelx
:= FObj
.Vel
.X
;
2036 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2037 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2038 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2040 // Ìåðòâûé íè÷åãî íå äåëàåò:
2041 if (FState
= STATE_DEAD
) then
2044 // AI ìîíñòðîâ âûêëþ÷åí:
2045 if g_debug_MonsterOff
then
2048 if FState
<> STATE_SLEEP
then
2049 SetState(STATE_SLEEP
);
2052 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2053 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2054 case FMonsterType
of
2056 if Random(4) = 0 then
2057 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2058 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2059 MONSTER_ROBO
, MONSTER_BARREL
:
2060 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2061 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2063 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2064 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2065 if Random(2) = 0 then
2066 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2068 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2072 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2073 if FMonsterType
= MONSTER_BARREL
then
2075 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2076 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2077 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2078 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2082 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2083 if FMonsterType
= MONSTER_SOUL
then
2084 if WordBool(st
and MOVE_HITAIR
) then
2085 g_Obj_SetSpeed(@FObj
, 16);
2090 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2091 if FObj
.Vel
.Y
< 0 then
2092 if WordBool(st
and MOVE_INWATER
) then
2095 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2096 FTargetTime
:= FTargetTime
+ 1;
2099 if FShellTimer
> -1 then
2100 if FShellTimer
= 0 then
2102 if FShellType
= SHELL_SHELL
then
2103 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2104 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2105 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2106 else if FShellType
= SHELL_DBLSHELL
then
2108 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2109 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2110 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2111 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2112 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2113 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2116 end else Dec(FShellTimer
);
2118 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2120 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2121 STATE_ATTACK
, STATE_SHOOT
]) then
2122 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2123 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2124 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2125 (FObj
.Accel
.Y
= 0) then
2126 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2129 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2131 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2132 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2134 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2135 if gSoundEffectsDF
then PainSound();
2138 // Ñíèæàåì áîëü ñî âðåìåíåì:
2141 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2142 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2150 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2153 FSleep
:= FSleep
+ 1;
2155 // Ïðîñïàëè äîñòàòî÷íî:
2156 if FSleep
>= 18 then
2161 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2162 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2163 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2164 if (gPlayers
<> nil) then
2165 for a
:= 0 to High(gPlayers
) do
2166 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2167 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2169 if g_Look(@FObj
, @Obj
, FDirection
) then
2171 FTargetUID
:= gPlayers
[a
].UID
;
2178 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2179 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2180 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2181 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2182 if gMonsters
<> nil then
2183 for a
:= 0 to High(gMonsters
) do
2184 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2185 (gMonsters
[a
].FUID
<> FUID
) then
2187 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2188 if (FBehaviour
= BH_MANIAC
) and
2189 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2191 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2192 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2193 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2195 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2196 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2198 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2200 FTargetUID
:= gMonsters
[a
].UID
;
2209 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2212 FSleep
:= FSleep
- 1;
2214 // Âûæäàëè äîñòàòî÷íî - èäåì:
2219 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2221 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2222 if WordBool(st
and MOVE_BLOCK
) then
2226 SetState(STATE_RUNOUT
);
2231 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2232 if (FMonsterType
= MONSTER_VILE
) then
2233 if isCorpse(@FObj
, False) <> -1 then
2236 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2241 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2242 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2243 if not findNewPrey() then
2244 begin // Íîâûõ öåëåé íåò
2252 o
.Rect
:= _Rect(0, 0, 0, 1);
2254 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2255 GetPos(FTargetUID
, @o
);
2257 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2258 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2265 // Ðàññòîÿíèå äî öåëè:
2266 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2267 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2269 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2271 FDirection
:= D_RIGHT
2273 FDirection
:= D_LEFT
;
2275 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2276 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2277 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2278 if shoot(@o
, False) then
2281 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2282 if Abs(sx
) < 40 then
2283 if FMonsterType
<> MONSTER_FISH
then
2286 SetState(STATE_RUN
);
2287 if Random(2) = 0 then
2288 FDirection
:= D_LEFT
2290 FDirection
:= D_RIGHT
;
2295 // Óïåðëèñü â ñòåíó:
2296 if WordBool(st
and MOVE_HITWALL
) then
2298 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2299 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2300 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2302 SetState(STATE_WAIT
);
2307 case FMonsterType
of
2308 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2310 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2311 (FObj
.Accel
.Y
= 0) then
2312 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2313 // Ïðûæîê ÷åðåç ñòåíó:
2314 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2315 SetState(STATE_CLIMB
);
2322 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2323 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2324 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2326 if FMonsterType
= MONSTER_FISH
then
2328 if not WordBool(st
and MOVE_INWATER
) then
2329 begin // Ðûáà âíå âîäû:
2330 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2331 begin // "Ñòîèò" òâåðäî
2332 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2333 if FObj
.Accel
.Y
= 0 then
2335 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2339 SetState(STATE_PAIN
);
2340 FPain
:= FPain
+ 50;
2344 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2346 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2350 // Ðûáà ïëûâåò ââåðõ:
2351 if FObj
.Vel
.Y
< 0 then
2352 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2354 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2356 // Ïëàâàåì òóäà-ñþäà:
2357 if Random(2) = 0 then
2358 FDirection
:= D_LEFT
2360 FDirection
:= D_RIGHT
;
2362 SetState(STATE_RUN
);
2366 else // Ëåòàþùèå ìîíñòðû
2368 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2370 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2375 else // "Íàçåìíûå" ìîíñòðû
2377 // Âîçìîæíî, ïèíàåì êóñêè:
2378 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2380 b
:= Abs(FObj
.Vel
.X
);
2381 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2382 for a
:= 0 to High(gGibs
) do
2383 if gGibs
[a
].Live
and
2384 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2385 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2387 if FObj
.Vel
.X
< 0 then
2388 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2390 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2392 // Áîññû ìîãóò ïèíàòü òðóïû:
2393 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2394 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2396 b
:= Abs(FObj
.Vel
.X
);
2397 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2398 for a
:= 0 to High(gCorpses
) do
2399 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2401 co
:= gCorpses
[a
].Obj
;
2402 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2403 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2405 if FObj
.Vel
.X
< 0 then
2406 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2408 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2411 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2413 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2415 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2416 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2419 FSleep
:= FSleep
+ 1;
2425 if Random(8) = 0 then
2429 // Áåæèì â âûáðàííóþ ñòîðîíó:
2430 if FDirection
= D_RIGHT
then
2431 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2433 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2435 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2436 if WordBool(st
and MOVE_INWATER
) then
2437 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2438 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2439 if FMonsterType
= MONSTER_FISH
then
2443 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2445 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2446 if WordBool(st
and MOVE_BLOCK
) then
2450 SetState(STATE_RUNOUT
);
2455 FSleep
:= FSleep
- 1;
2457 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2458 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2462 // Ñòåíà - èäåì îáðàòíî:
2463 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2466 if Random(8) = 0 then
2470 // Áåæèì â âûáðàííóþ ñòîðîíó:
2471 if FDirection
= D_RIGHT
then
2472 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2474 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2476 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2477 if WordBool(st
and MOVE_INWATER
) then
2478 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2479 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2480 if FMonsterType
= MONSTER_FISH
then
2484 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2486 // Âûøëè èç ÁëîêÌîíà:
2487 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2490 FSleep
:= FSleep
- 1;
2492 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2493 if FSleep
<= -18 then
2497 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2498 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2501 if Random(8) = 0 then
2505 // Áåæèì â âûáðàííóþ ñòîðîíó:
2506 if FDirection
= D_RIGHT
then
2507 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2509 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2511 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2512 if WordBool(st
and MOVE_INWATER
) then
2513 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2514 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2515 if FMonsterType
= MONSTER_FISH
then
2519 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2521 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2522 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2523 (not WordBool(st
and MOVE_HITWALL
)) then
2528 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2529 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2533 SetState(STATE_RUN
);
2537 // Áåæèì â âûáðàííóþ ñòîðîíó:
2538 if FDirection
= D_RIGHT
then
2539 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2541 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2543 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2544 if WordBool(st
and MOVE_INWATER
) then
2545 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2546 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2547 if FMonsterType
= MONSTER_FISH
then
2551 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2552 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2554 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2555 if FMonsterType
= MONSTER_SOUL
then
2557 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2563 // Çàìåäëÿåìñÿ ïðè àòàêå:
2564 if FMonsterType
<> MONSTER_FISH
then
2565 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2567 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2568 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2570 // Öåëü ïîãèáëà => èäåì äàëüøå:
2571 if not GetPos(FTargetUID
, @o
) then
2578 // Öåëü íå âèäíî => èäåì äàëüøå:
2579 if not g_Look(@FObj
, @o
, FDirection
) then
2586 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2587 if g_Obj_CollideWater(@o
, 0, 0) then
2595 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2596 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2597 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2600 end; // case FState of ...
2604 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2605 if FState
= STATE_REVIVE
then
2606 if FAnim
[FCurAnim
, FDirection
].Played
then
2607 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2608 FAnim
[FCurAnim
, FDirection
].Revert(False);
2612 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2613 if vilefire
<> nil then
2616 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2617 if (FState
= STATE_DIE
) and
2618 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2619 (FAnim
[FCurAnim
, FDirection
].Played
) then
2622 SetState(STATE_DEAD
);
2624 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2625 if (FMonsterType
= MONSTER_PAIN
) then
2627 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2628 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2631 gMonsters
[sx
].SetState(STATE_GO
);
2632 gMonsters
[sx
].FNoRespawn
:= True;
2633 Inc(gTotalMonsters
);
2634 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2637 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2638 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2641 gMonsters
[sx
].SetState(STATE_GO
);
2642 gMonsters
[sx
].FNoRespawn
:= True;
2643 Inc(gTotalMonsters
);
2644 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2647 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2648 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2651 gMonsters
[sx
].SetState(STATE_GO
);
2652 gMonsters
[sx
].FNoRespawn
:= True;
2653 Inc(gTotalMonsters
);
2654 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2656 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2659 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2660 if (FMonsterType
= MONSTER_PAIN
) or
2661 (FMonsterType
= MONSTER_SOUL
) or
2662 (FMonsterType
= MONSTER_BARREL
) then
2666 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2667 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2668 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2669 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2670 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2671 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2672 if FState
= STATE_ATTACK
then
2673 begin // Ñîñòîÿíèå - Àòàêà
2674 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2675 if FMonsterType
<> MONSTER_SOUL
then
2678 else // Ñîñòîÿíèå - Ñòðåëüáà
2680 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2681 if not FChainFire
then
2684 begin // Íàäî ñòðåëÿòü åùå
2685 FChainFire
:= False;
2686 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2687 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2688 FAnim
[FCurAnim
, FDirection
].Reset();
2692 FWaitAttackAnim
:= False;
2695 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2696 if (FMonsterType
= MONSTER_SOUL
) or
2697 ( (not FWaitAttackAnim
) and
2698 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2699 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2701 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2702 if FState
= STATE_ATTACK
then
2703 begin // Ñîñòîÿíèå - Àòàêà
2704 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2705 if FMonsterType
= MONSTER_SOUL
then
2706 FAnim
[FCurAnim
, FDirection
].Reset();
2708 case FMonsterType
of
2709 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2710 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2711 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2712 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2713 if FMonsterType
= MONSTER_SOUL
then
2717 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2718 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2719 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2721 MONSTER_SKEL
, MONSTER_ROBO
:
2722 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2723 if FCurAnim
= ANIM_ATTACK2
then
2726 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
2727 if g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
) <> 0 then
2728 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2732 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2733 if FCurAnim
= ANIM_ATTACK2
then
2735 sx
:= isCorpse(@FObj
, True);
2737 begin // Íàøëè, êîãî âîñêðåñèòü
2738 gMonsters
[sx
].SetState(STATE_REVIVE
);
2739 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2740 // Âîñêðåøàòü - ñåáå âðåäèòü:
2741 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2747 else // Ñîñòîÿíèå - Ñòðåëüáà
2749 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2750 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2752 if FDirection
= D_LEFT
then
2754 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2755 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2756 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2759 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2761 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2762 case FMonsterType
of
2764 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2767 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2768 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2769 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2773 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2774 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2776 FShellType
:= SHELL_SHELL
;
2780 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2782 FShellType
:= SHELL_DBLSHELL
;
2787 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2788 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2791 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2794 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2795 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2796 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2800 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2801 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2802 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2805 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2807 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2809 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2810 MONSTER_BARON
, MONSTER_KNIGHT
:
2811 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2813 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2815 begin // Ñîçäàåì Lost_Soul:
2816 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2817 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2820 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2821 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2822 GetPos(FTargetUID
, @o
);
2823 gMonsters
[sx
].FTargetTime
:= 0;
2824 gMonsters
[sx
].FNoRespawn
:= True;
2825 gMonsters
[sx
].SetState(STATE_GO
);
2826 gMonsters
[sx
].shoot(@o
, True);
2827 Inc(gTotalMonsters
);
2829 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2834 if FMonsterType
<> MONSTER_PAIN
then
2835 if g_Game_IsNet
then
2836 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2838 // Ñêîðîñòðåëüíûå ìîíñòðû:
2839 if (FMonsterType
= MONSTER_CGUN
) or
2840 (FMonsterType
= MONSTER_SPIDER
) or
2841 (FMonsterType
= MONSTER_BSP
) or
2842 (FMonsterType
= MONSTER_MANCUB
) or
2843 (FMonsterType
= MONSTER_ROBO
) then
2844 if not GetPos(FTargetUID
, @o
) then
2845 // Öåëü ìåðòâà - èùåì íîâóþ:
2847 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2848 if shoot(@o
, False) then
2852 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2853 FWaitAttackAnim
:= True;
2856 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2857 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2859 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2860 // Çâóêè ïðè ïåðåäâèæåíèè:
2861 case FMonsterType
of
2863 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2864 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2865 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2867 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2868 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2869 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2871 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2872 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2873 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2875 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2876 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2877 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2881 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2882 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2883 FObj
.Vel
.X
:= oldvelx
;
2885 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2886 if FAnim
[FCurAnim
, FDirection
] <> nil then
2887 FAnim
[FCurAnim
, FDirection
].Update();
2890 procedure TMonster
.SetDeadAnim
;
2892 if FAnim
<> nil then
2893 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2896 procedure TMonster
.RevertAnim(R
: Boolean = True);
2898 if FAnim
<> nil then
2899 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2900 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2903 function TMonster
.AnimIsReverse
: Boolean;
2905 if FAnim
<> nil then
2906 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2911 procedure TMonster
.ClientUpdate();
2913 a
, b
, sx
, sy
, oldvelx
: Integer;
2920 sx
:= 0; // SHUT UP COMPILER
2923 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2924 if FMonsterType
= MONSTER_FISH
then
2925 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2926 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2929 // Ëåòàþùèå ìîíòñðû:
2930 if ((FMonsterType
= MONSTER_SOUL
) or
2931 (FMonsterType
= MONSTER_PAIN
) or
2932 (FMonsterType
= MONSTER_CACO
)) and
2933 (FState
<> STATE_DIE
) and
2934 (FState
<> STATE_DEAD
) then
2937 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2938 if gTime
mod (GAME_TICK
*2) <> 0 then
2940 g_Obj_Move(@FObj
, fall
, True, True);
2944 FPainSound
:= False;
2947 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2949 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2950 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2951 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2957 oldvelx
:= FObj
.Vel
.X
;
2959 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2960 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2961 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2963 // Ìåðòâûé íè÷åãî íå äåëàåò:
2964 if (FState
= STATE_DEAD
) then
2967 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2968 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2969 case FMonsterType
of
2971 if Random(4) = 0 then
2972 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2973 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2974 MONSTER_ROBO
, MONSTER_BARREL
:
2975 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2976 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2978 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2979 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2980 if Random(2) = 0 then
2981 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2983 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2987 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2988 if FMonsterType
= MONSTER_BARREL
then
2990 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2991 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2992 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2993 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2997 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2998 if FMonsterType
= MONSTER_SOUL
then
2999 if WordBool(st
and MOVE_HITAIR
) then
3000 g_Obj_SetSpeed(@FObj
, 16);
3005 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3006 if FObj
.Vel
.Y
< 0 then
3007 if WordBool(st
and MOVE_INWATER
) then
3010 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3011 FTargetTime
:= FTargetTime
+ 1;
3013 if FShellTimer
> -1 then
3014 if FShellTimer
= 0 then
3016 if FShellType
= SHELL_SHELL
then
3017 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3018 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3019 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3020 else if FShellType
= SHELL_DBLSHELL
then
3022 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3023 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3024 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3025 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3026 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3027 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3030 end else Dec(FShellTimer
);
3032 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3034 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3035 STATE_ATTACK
, STATE_SHOOT
]) then
3036 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3037 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3038 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3039 (FObj
.Accel
.Y
= 0) then
3040 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3043 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3045 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3046 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3048 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3052 // Ñíèæàåì áîëü ñî âðåìåíåì:
3055 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3056 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3063 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3066 FSleep
:= FSleep
+ 1;
3068 // Ïðîñïàëè äîñòàòî÷íî:
3069 if FSleep
>= 18 then
3075 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3078 FSleep
:= FSleep
- 1;
3081 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3083 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3084 if WordBool(st
and MOVE_BLOCK
) then
3088 SetState(STATE_RUNOUT
);
3093 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3094 if (FMonsterType
= MONSTER_VILE
) then
3095 if isCorpse(@FObj
, False) <> -1 then
3097 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3103 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3104 if Abs(sx
) < 40 then
3105 if FMonsterType
<> MONSTER_FISH
then
3107 SetState(STATE_RUN
);
3113 // Óïåðëèñü â ñòåíó:
3114 if WordBool(st
and MOVE_HITWALL
) then
3116 case FMonsterType
of
3117 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3119 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3120 (FObj
.Accel
.Y
= 0) then
3121 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3122 // Ïðûæîê ÷åðåç ñòåíó:
3123 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3124 SetState(STATE_CLIMB
);
3131 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3132 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3133 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3135 if FMonsterType
= MONSTER_FISH
then
3137 if not WordBool(st
and MOVE_INWATER
) then
3138 begin // Ðûáà âíå âîäû:
3139 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3140 begin // "Ñòîèò" òâåðäî
3141 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3142 if FObj
.Accel
.Y
= 0 then
3144 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3148 SetState(STATE_PAIN
);
3149 FPain
:= FPain
+ 50;
3153 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3155 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3159 // Ðûáà ïëûâåò ââåðõ:
3160 if FObj
.Vel
.Y
< 0 then
3161 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3163 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3165 // Ïëàâàåì òóäà-ñþäà:
3166 SetState(STATE_RUN
);
3171 else // Ëåòàþùèå ìîíñòðû
3173 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3175 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3180 else // "Íàçåìíûå" ìîíñòðû
3182 // Âîçìîæíî, ïèíàåì êóñêè:
3183 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3185 b
:= Abs(FObj
.Vel
.X
);
3186 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3187 for a
:= 0 to High(gGibs
) do
3188 if gGibs
[a
].Live
and
3189 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3190 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3192 if FObj
.Vel
.X
< 0 then
3193 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3195 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3197 // Áîññû ìîãóò ïèíàòü òðóïû:
3198 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3199 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3201 b
:= Abs(FObj
.Vel
.X
);
3202 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3203 for a
:= 0 to High(gCorpses
) do
3204 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3206 co
:= gCorpses
[a
].Obj
;
3207 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3208 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3210 if FObj
.Vel
.X
< 0 then
3211 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3213 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3218 FSleep
:= FSleep
+ 1;
3224 if Random(8) = 0 then
3228 // Áåæèì â âûáðàííóþ ñòîðîíó:
3229 if FDirection
= D_RIGHT
then
3230 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3232 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3234 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3235 if WordBool(st
and MOVE_INWATER
) then
3236 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3237 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3238 if FMonsterType
= MONSTER_FISH
then
3242 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3244 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3245 if WordBool(st
and MOVE_BLOCK
) then
3247 SetState(STATE_RUNOUT
);
3253 FSleep
:= FSleep
- 1;
3255 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3256 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3262 if Random(8) = 0 then
3266 // Áåæèì â âûáðàííóþ ñòîðîíó:
3267 if FDirection
= D_RIGHT
then
3268 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3270 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3272 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3273 if WordBool(st
and MOVE_INWATER
) then
3274 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3275 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3276 if FMonsterType
= MONSTER_FISH
then
3280 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3282 // Âûøëè èç ÁëîêÌîíà:
3283 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3286 FSleep
:= FSleep
- 1;
3288 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3289 if FSleep
<= -18 then
3295 if Random(8) = 0 then
3299 // Áåæèì â âûáðàííóþ ñòîðîíó:
3300 if FDirection
= D_RIGHT
then
3301 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3303 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3305 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3306 if WordBool(st
and MOVE_INWATER
) then
3307 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3308 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3309 if FMonsterType
= MONSTER_FISH
then
3313 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3315 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3316 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3317 (not WordBool(st
and MOVE_HITWALL
)) then
3322 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3323 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3325 SetState(STATE_RUN
);
3330 // Áåæèì â âûáðàííóþ ñòîðîíó:
3331 if FDirection
= D_RIGHT
then
3332 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3334 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3336 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3337 if WordBool(st
and MOVE_INWATER
) then
3338 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3339 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3340 if FMonsterType
= MONSTER_FISH
then
3344 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3345 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3347 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3348 if FMonsterType
= MONSTER_SOUL
then
3350 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3356 // Çàìåäëÿåìñÿ ïðè àòàêå:
3357 if FMonsterType
<> MONSTER_FISH
then
3358 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3360 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3361 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3363 // Öåëü ïîãèáëà => èäåì äàëüøå:
3364 if not GetPos(FTargetUID
, @o
) then
3371 // Öåëü íå âèäíî => èäåì äàëüøå:
3372 if not g_Look(@FObj
, @o
, FDirection
) then
3379 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3380 if g_Obj_CollideWater(@o
, 0, 0) then
3388 end; // case FState of ...
3392 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3393 if FState
= STATE_REVIVE
then
3394 if FAnim
[FCurAnim
, FDirection
].Played
then
3395 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3396 FAnim
[FCurAnim
, FDirection
].Revert(False);
3400 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3401 if vilefire
<> nil then
3404 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3405 if (FState
= STATE_DIE
) and
3406 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3407 (FAnim
[FCurAnim
, FDirection
].Played
) then
3410 SetState(STATE_DEAD
);
3412 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3413 if (FMonsterType
= MONSTER_PAIN
) or
3414 (FMonsterType
= MONSTER_SOUL
) or
3415 (FMonsterType
= MONSTER_BARREL
) then
3418 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3421 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3422 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3423 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3424 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3425 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3426 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3427 if FState
= STATE_ATTACK
then
3428 begin // Ñîñòîÿíèå - Àòàêà
3429 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3430 if FMonsterType
<> MONSTER_SOUL
then
3433 else // Ñîñòîÿíèå - Ñòðåëüáà
3435 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3436 if not FChainFire
then
3439 begin // Íàäî ñòðåëÿòü åùå
3440 FChainFire
:= False;
3441 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3442 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3443 FAnim
[FCurAnim
, FDirection
].Reset();
3447 FWaitAttackAnim
:= False;
3450 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3451 if (FMonsterType
= MONSTER_SOUL
) or
3452 ( (not FWaitAttackAnim
) and
3453 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3454 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3456 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3457 if FState
= STATE_ATTACK
then
3458 begin // Ñîñòîÿíèå - Àòàêà
3459 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3460 if FMonsterType
= MONSTER_SOUL
then
3461 FAnim
[FCurAnim
, FDirection
].Reset();
3463 case FMonsterType
of
3464 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3465 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3466 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3467 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3468 if FMonsterType
= MONSTER_SOUL
then
3472 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3474 MONSTER_SKEL
, MONSTER_ROBO
:
3475 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3476 if FCurAnim
= ANIM_ATTACK2
then
3479 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
3480 g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
);
3484 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3485 if FCurAnim
= ANIM_ATTACK2
then
3487 sx
:= isCorpse(@FObj
, True);
3489 begin // Íàøëè, êîãî âîñêðåñèòü
3490 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3491 // Âîñêðåøàòü - ñåáå âðåäèòü:
3492 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3498 else // Ñîñòîÿíèå - Ñòðåëüáà
3500 // Ñêîðîñòðåëüíûå ìîíñòðû:
3501 if (FMonsterType
= MONSTER_CGUN
) or
3502 (FMonsterType
= MONSTER_SPIDER
) or
3503 (FMonsterType
= MONSTER_BSP
) or
3504 (FMonsterType
= MONSTER_MANCUB
) or
3505 (FMonsterType
= MONSTER_ROBO
) then
3506 if not GetPos(FTargetUID
, @o
) then
3507 // Öåëü ìåðòâà - èùåì íîâóþ:
3509 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3510 if shoot(@o
, False) then
3514 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3515 FWaitAttackAnim
:= True;
3518 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3519 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3521 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3522 // Çâóêè ïðè ïåðåäâèæåíèè:
3523 case FMonsterType
of
3525 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3526 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3527 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3529 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3530 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3531 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3533 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3534 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3535 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3537 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3538 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3539 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3543 // Êîñòûëü äëÿ ïîòîêîâ
3544 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3545 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3546 FObj
.Vel
.X
:= oldvelx
;
3548 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3549 if FAnim
[FCurAnim
, FDirection
] <> nil then
3550 FAnim
[FCurAnim
, FDirection
].Update();
3553 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3555 case FMonsterType
of
3558 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3559 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3563 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3565 FShellType
:= SHELL_SHELL
;
3569 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3571 FShellType
:= SHELL_DBLSHELL
;
3573 MONSTER_CGUN
, MONSTER_SPIDER
:
3575 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3576 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3579 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3581 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3583 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3585 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3587 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3589 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3590 MONSTER_BARON
, MONSTER_KNIGHT
:
3591 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3593 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3597 procedure TMonster
.Turn();
3600 if FDirection
= D_LEFT
then
3601 FDirection
:= D_RIGHT
3603 FDirection
:= D_LEFT
;
3605 // Áåæèì â âûáðàííóþ ñòîðîíó:
3606 if FDirection
= D_RIGHT
then
3607 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3609 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3612 function TMonster
.findNewPrey(): Boolean;
3616 PlayersSee
, MonstersSee
: Array of DWORD
;
3617 PlayerNear
, MonsterNear
: Integer;
3620 SetLength(MonstersSee
, 0);
3621 SetLength(PlayersSee
, 0);
3628 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3629 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3630 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3631 for a
:= 0 to High(gPlayers
) do
3632 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3633 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3635 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3637 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3638 PlayersSee
[High(PlayersSee
)] := a
;
3640 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3641 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3645 PlayerNear
:= Integer(a
);
3649 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3650 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3651 for a
:= 0 to High(gMonsters
) do
3652 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3653 (gMonsters
[a
].FUID
<> FUID
) then
3655 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3656 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3657 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3658 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3659 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3660 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3661 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3662 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3664 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3666 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3667 MonstersSee
[High(MonstersSee
)] := a
;
3669 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3670 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3674 MonsterNear
:= Integer(a
);
3679 BH_NORMAL
, BH_KILLER
:
3681 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3682 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3684 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3685 FTargetUID
:= gPlayers
[a
].UID
;
3688 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3691 FTargetUID
:= gPlayers
[a
].UID
;
3693 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3694 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3696 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3697 FTargetUID
:= gMonsters
[a
].UID
;
3700 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3703 FTargetUID
:= gMonsters
[a
].UID
;
3706 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3708 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3709 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3711 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3712 FTargetUID
:= gPlayers
[a
].UID
;
3714 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3716 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3717 FTargetUID
:= gMonsters
[a
].UID
;
3719 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3720 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3723 FTargetUID
:= gPlayers
[a
].UID
;
3725 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3728 FTargetUID
:= gMonsters
[a
].UID
;
3733 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3734 if FTargetUID
= 0 then
3736 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3737 if FBehaviour
= BH_INSANE
then
3740 FTargetTime
:= MAX_ATM
;
3749 function TMonster
.kick(o
: PObj
): Boolean;
3753 case FMonsterType
of
3756 SetState(STATE_ATTACK
);
3761 SetState(STATE_ATTACK
);
3762 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3767 SetState(STATE_ATTACK
);
3768 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3773 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3774 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3779 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3780 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3783 MONSTER_BARON
, MONSTER_KNIGHT
,
3784 MONSTER_CACO
, MONSTER_MANCUB
:
3785 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3786 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3790 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3800 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3801 if not immediately
then
3802 case FMonsterType
of
3803 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3804 Exit
; // íå ñòðåëÿþò
3805 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3808 // Âðåìÿ âûñòðåëà óïóùåíî:
3810 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3816 // Âðåìÿ âûñòðåëà óïóùåíî:
3823 // Âðåìÿ âûñòðåëà óïóùåíî:
3824 if FAmmo
>= 100 then
3829 // Ñòðåëÿåò íå âñåãäà:
3830 if Random(2) = 0 then
3833 // Âðåìÿ âûñòðåëà óïóùåíî:
3837 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3838 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3839 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3840 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3841 else if Random(16) <> 0 then Exit
;
3845 if not g_Look(@FObj
, o
, FDirection
) then
3850 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3851 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3853 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3854 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3855 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3856 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3859 case FMonsterType
of
3860 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3862 SetState(STATE_SHOOT
);
3867 SetState(STATE_SHOOT
);
3871 begin // Çàæèãàåì îãîíü
3872 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3873 ty
:= o
^.Y
+o
^.Rect
.Y
;
3874 SetState(STATE_SHOOT
);
3878 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3879 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3882 begin // Ëåòèò â ñòîðîíó öåëè:
3883 SetState(STATE_ATTACK
);
3884 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3886 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3887 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3888 m
:= Max(Abs(xd
), Abs(yd
));
3892 FObj
.Vel
.X
:= (xd
*16) div m
;
3893 FObj
.Vel
.Y
:= (yd
*16) div m
;
3895 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3896 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3898 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3899 if FMonsterType
= MONSTER_MANCUB
then
3901 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3903 SetState(STATE_SHOOT
);
3911 function TMonster
.Live(): Boolean;
3913 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3916 procedure TMonster
.SetHealth(aH
: Integer);
3918 if (aH
> 0) and (aH
< 1000000) then
3921 if FHealth
> FMaxHealth
then
3922 FMaxHealth
:= FHealth
;
3926 procedure TMonster
.WakeUp();
3928 if g_Game_IsClient
then Exit
;
3930 FTargetTime
:= MAX_ATM
;
3934 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3944 // Ñèãíàòóðà ìîíñòðà:
3945 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3946 Mem
.WriteDWORD(sig
);
3948 Mem
.WriteWord(FUID
);
3950 if FDirection
= D_LEFT
then
3955 // Íàäî ëè óäàëèòü åãî:
3956 Mem
.WriteBoolean(FRemoved
);
3957 // Îñòàëîñü çäîðîâüÿ:
3958 Mem
.WriteInt(FHealth
);
3960 Mem
.WriteByte(FState
);
3961 // Òåêóùàÿ àíèìàöèÿ:
3962 Mem
.WriteByte(FCurAnim
);
3964 Mem
.WriteWord(FTargetUID
);
3965 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3966 Mem
.WriteInt(FTargetTime
);
3967 // Ïîâåäåíèå ìîíñòðà:
3968 Mem
.WriteByte(FBehaviour
);
3969 // Ãîòîâíîñòü ê âûñòðåëó:
3970 Mem
.WriteInt(FAmmo
);
3972 Mem
.WriteInt(FPain
);
3974 Mem
.WriteInt(FSleep
);
3975 // Îçâó÷èâàòü ëè áîëü:
3976 Mem
.WriteBoolean(FPainSound
);
3977 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3978 Mem
.WriteBoolean(FWaitAttackAnim
);
3979 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3980 Mem
.WriteBoolean(FChainFire
);
3981 // Ïîäëåæèò ëè ðåñïàâíó:
3982 Mem
.WriteBoolean(FNoRespawn
);
3986 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3987 Mem
.WriteInt(FStartID
);
3988 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3989 Mem
.WriteInt(FSpawnTrigger
);
3991 Obj_SaveState(@FObj
, Mem
);
3992 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3993 anim
:= vilefire
<> nil;
3994 Mem
.WriteBoolean(anim
);
3995 // Åñëè åñòü - ñîõðàíÿåì:
3997 vilefire
.SaveState(Mem
);
3999 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4001 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4002 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4003 Mem
.WriteBoolean(anim
);
4004 // Åñëè åñòü - ñîõðàíÿåì:
4006 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4007 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4008 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4009 Mem
.WriteBoolean(anim
);
4010 // Åñëè åñòü - ñîõðàíÿåì:
4012 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4016 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4026 // Ñèãíàòóðà ìîíñòðà:
4028 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4030 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4037 FDirection
:= D_LEFT
4039 FDirection
:= D_RIGHT
;
4040 // Íàäî ëè óäàëèòü åãî:
4041 Mem
.ReadBoolean(FRemoved
);
4042 // Îñòàëîñü çäîðîâüÿ:
4043 Mem
.ReadInt(FHealth
);
4045 Mem
.ReadByte(FState
);
4046 // Òåêóùàÿ àíèìàöèÿ:
4047 Mem
.ReadByte(FCurAnim
);
4049 Mem
.ReadWord(FTargetUID
);
4050 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4051 Mem
.ReadInt(FTargetTime
);
4052 // Ïîâåäåíèå ìîíñòðà:
4053 Mem
.ReadByte(FBehaviour
);
4054 // Ãîòîâíîñòü ê âûñòðåëó:
4059 Mem
.ReadInt(FSleep
);
4060 // Îçâó÷èâàòü ëè áîëü:
4061 Mem
.ReadBoolean(FPainSound
);
4062 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4063 Mem
.ReadBoolean(FWaitAttackAnim
);
4064 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4065 Mem
.ReadBoolean(FChainFire
);
4066 // Ïîäëåæèò ëè ðåñïàâíó
4067 Mem
.ReadBoolean(FNoRespawn
);
4071 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4072 Mem
.ReadInt(FStartID
);
4073 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4074 Mem
.ReadInt(FSpawnTrigger
);
4076 Obj_LoadState(@FObj
, Mem
);
4077 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4078 Mem
.ReadBoolean(anim
);
4079 // Åñëè åñòü - çàãðóæàåì:
4082 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4083 vilefire
.LoadState(Mem
);
4086 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4088 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4089 Mem
.ReadBoolean(anim
);
4090 // Åñëè åñòü - çàãðóæàåì:
4093 Assert(FAnim
[i
, D_LEFT
] <> nil,
4094 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4095 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4097 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4098 Mem
.ReadBoolean(anim
);
4099 // Åñëè åñòü - çàãðóæàåì:
4102 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4103 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4104 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4109 procedure TMonster
.ActivateTriggers();
4113 if FDieTriggers
<> nil then
4114 for a
:= 0 to High(FDieTriggers
) do
4115 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4116 if FSpawnTrigger
> -1 then
4118 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4119 FSpawnTrigger
:= -1;
4123 procedure TMonster
.AddTrigger(t
: Integer);
4125 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4126 FDieTriggers
[High(FDieTriggers
)] := t
;
4129 procedure TMonster
.ClearTriggers();
4131 SetLength(FDieTriggers
, 0);