7 g_basic
, e_graphics
, g_phys
, g_textures
,
8 g_saveload
, BinEditor
, g_panel
;
32 TMonster
= Class (TObject
)
36 FDirection
: TDirection
;
37 FStartDirection
: TDirection
;
38 FStartX
, FStartY
: Integer;
44 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
52 FWaitAttackAnim
: Boolean;
65 FDieTriggers
: Array of Integer;
66 FSpawnTrigger
: Integer;
69 function findNewPrey(): Boolean;
70 procedure ActivateTriggers();
75 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
76 destructor Destroy(); override;
77 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
78 function Collide(Panel
: TPanel
): Boolean; overload
;
79 function Collide(X
, Y
: Integer): Boolean; overload
;
80 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
81 function Live(): Boolean;
82 procedure SetHealth(aH
: Integer);
83 procedure Push(vx
, vy
: Integer);
84 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
85 function Heal(Value
: Word): Boolean;
88 procedure ClientUpdate();
89 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
90 procedure SetDeadAnim
;
93 procedure WakeUpSound();
95 procedure PainSound();
96 procedure ActionSound();
97 procedure AddTrigger(t
: Integer);
98 procedure ClearTriggers();
100 procedure SaveState(var Mem
: TBinMemoryWriter
);
101 procedure LoadState(var Mem
: TBinMemoryReader
);
102 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
103 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
104 procedure MakeBloodSimple(Count
: Word);
105 procedure RevertAnim(R
: Boolean = True);
106 function AnimIsReverse
: Boolean;
107 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
108 function kick(o
: PObj
): Boolean;
110 property MonsterType
: Byte read FMonsterType
;
111 property MonsterHealth
: Integer read FHealth write FHealth
;
112 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
113 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
114 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
115 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
116 property MonsterSleep
: Integer read FSleep write FSleep
;
117 property MonsterState
: Byte read FState write FState
;
118 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
119 property MonsterPain
: Integer read FPain write FPain
;
120 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
122 property Obj
: TObj read FObj
;
123 property UID
: Word read FUID write FUID
;
124 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
126 property GameX
: Integer read FObj
.X write FObj
.X
;
127 property GameY
: Integer read FObj
.Y write FObj
.Y
;
128 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
129 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
130 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
131 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
132 property GameDirection
: TDirection read FDirection write FDirection
;
134 property StartID
: Integer read FStartID
;
137 procedure g_Monsters_LoadData();
138 procedure g_Monsters_FreeData();
139 procedure g_Monsters_Init();
140 procedure g_Monsters_Free();
141 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
142 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
143 procedure g_Monsters_Update();
144 procedure g_Monsters_Draw();
145 procedure g_Monsters_DrawHealth();
146 function g_Monsters_Get(UID
: Word): TMonster
;
147 procedure g_Monsters_killedp();
148 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
149 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
150 function g_Monsters_GetIDByName(name
: String): Integer;
151 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
152 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
155 gMonsters
: array of TMonster
;
160 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
161 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
162 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
163 g_language
, g_netmsg
;
187 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
189 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
190 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
194 end = ((name
: 'SLEEP'; loop
: True),
195 (name
: 'GO'; loop
: True),
196 (name
: 'DIE'; loop
: False),
197 (name
: 'MESS'; loop
: False),
198 (name
: 'ATTACK'; loop
: False),
199 (name
: 'ATTACK2'; loop
: False),
200 (name
: 'PAIN'; loop
: False));
202 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
203 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
213 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
214 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
216 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
217 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
219 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
220 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
222 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
223 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
225 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
226 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
228 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
229 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
231 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
232 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
234 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
235 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
237 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
238 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
240 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
241 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
243 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
244 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
246 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
247 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
249 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
250 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
252 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
253 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
255 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
256 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
258 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
259 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
261 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
262 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
264 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
265 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
267 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
268 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
270 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
271 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
273 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
274 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
277 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
278 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
279 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
280 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
281 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
282 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
283 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));
284 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))),
286 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
287 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));
288 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))),
290 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
291 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));
292 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))),
294 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
295 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));
296 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))),
298 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 0, 3); //CYBER
299 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));
300 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))),
302 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
303 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));
304 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))),
306 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
307 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));
308 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))),
310 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
311 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));
312 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))),
314 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
315 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));
316 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))),
318 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
319 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));
320 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))),
322 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
323 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));
324 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))),
326 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
327 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));
328 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))),
330 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
331 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));
332 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))),
334 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
335 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));
336 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))),
338 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
339 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));
340 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))),
342 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
343 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));
344 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))),
346 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
347 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));
348 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 ))),
350 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
351 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));
352 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))),
354 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
355 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));
356 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))),
358 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
359 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));
360 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))) );
362 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
363 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
370 soulcount
: Integer = 0;
372 function FindMonster(): DWORD
;
376 if gMonsters
<> nil then
377 for i
:= 0 to High(gMonsters
) do
378 if gMonsters
[i
] = nil then
384 if gMonsters
= nil then
386 SetLength(gMonsters
, 32);
391 Result
:= High(gMonsters
) + 1;
392 SetLength(gMonsters
, Length(gMonsters
) + 32);
396 function IsFriend(a
, b
: Byte): Boolean;
400 // Áî÷êà - âñåì äðóã:
401 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
404 // Ìîíñòðû îäíîãî âèäà:
407 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
408 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
409 Exit
; // Ýòè íå áüþò ñâîèõ
412 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
413 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
415 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
416 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
419 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
423 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
426 UIDType
, MonsterType
: Byte;
431 UIDType
:= g_GetUIDType(SpawnerUID
);
432 if UIDType
= UID_MONSTER
then
434 m
:= g_Monsters_Get(SpawnerUID
);
435 if m
= nil then Exit
;
436 MonsterType
:= m
.FMonsterType
;
440 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
441 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
443 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
444 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
445 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
447 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
448 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
452 function canShoot(m
: Byte): Boolean;
457 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
464 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
470 // Åñëè íóæíà âåðîÿòíîñòü:
471 if not immediately
then
472 if Random(8) <> 0 then
475 if gMonsters
= nil then
478 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
479 for a
:= 0 to High(gMonsters
) do
480 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
481 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
482 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
483 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
484 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
485 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
493 procedure g_Monsters_LoadData();
495 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
497 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
503 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
504 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
510 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
511 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
518 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
525 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
532 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
539 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
546 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
553 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
560 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
567 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
574 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
581 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
588 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
595 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
602 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
609 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
616 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
623 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
630 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
637 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
648 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
650 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
653 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
658 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
661 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
662 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
666 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
673 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
677 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
678 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
679 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
682 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
687 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
693 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
704 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
711 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
721 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
725 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
727 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
730 procedure g_Monsters_FreeData();
732 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
736 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
742 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
748 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
754 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
764 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
770 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
775 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
780 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
791 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
807 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
823 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
828 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
853 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
862 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
864 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
866 g_Sound_Delete('SOUND_MONSTER_PAIN');
867 g_Sound_Delete('SOUND_MONSTER_PAIN2');
868 g_Sound_Delete('SOUND_MONSTER_ACTION');
869 g_Sound_Delete('SOUND_MONSTER_ACTION2');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
872 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
873 g_Sound_Delete('SOUND_MONSTER_DIE_1');
874 g_Sound_Delete('SOUND_MONSTER_DIE_2');
875 g_Sound_Delete('SOUND_MONSTER_DIE_3');
876 g_Sound_Delete('SOUND_MONSTER_SLOP');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
880 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
883 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
885 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
887 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
889 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
890 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
891 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
892 g_Sound_Delete('SOUND_MONSTER_HAHA');
893 g_Sound_Delete('SOUND_MONSTER_TRUP');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
896 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
898 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
899 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
900 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
901 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
903 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
904 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
905 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
907 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
913 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
918 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
922 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
924 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
928 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
935 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
941 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
944 procedure g_Monsters_Init();
949 procedure g_Monsters_Free();
953 if gMonsters
<> nil then
954 for a
:= 0 to High(gMonsters
) do
960 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
961 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
967 // Íåò òàêîãî ìîíñòðà:
968 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
971 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
972 if MonsterType
= MONSTER_SOUL
then
973 if soulcount
> MAX_SOUL
then
976 soulcount
:= soulcount
+ 1;
978 find_id
:= FindMonster();
980 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
982 // Íàñòðàèâàåì ïîëîæåíèå:
983 with gMonsters
[find_id
] do
987 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
988 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
992 FObj
.X
:= X
-FObj
.Rect
.X
;
993 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
996 FDirection
:= Direction
;
997 FStartDirection
:= Direction
;
1005 procedure g_Monsters_killedp();
1009 if gMonsters
= nil then
1012 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1013 h
:= High(gMonsters
);
1015 if (gMonsters
[a
] <> nil) then
1016 with gMonsters
[a
] do
1017 if (FMonsterType
= MONSTER_MAN
) and
1018 (FState
<> STATE_DEAD
) and
1019 (FState
<> STATE_SLEEP
) and
1020 (FState
<> STATE_DIE
) then
1022 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1027 procedure g_Monsters_Update();
1032 if gTime
mod (GAME_TICK
*2) = 0 then
1036 if Abs(pt_x
) > 246 then
1038 if Abs(pt_y
) > 100 then
1042 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1044 if gMonsters
<> nil then
1045 for a
:= 0 to High(gMonsters
) do
1046 if (gMonsters
[a
] <> nil) then
1047 if not gMonsters
[a
].FRemoved
then
1049 if g_Game_IsClient
then
1050 gMonsters
[a
].ClientUpdate()
1052 gMonsters
[a
].Update();
1056 gMonsters
[a
].Free();
1057 gMonsters
[a
] := nil;
1063 procedure g_Monsters_Draw();
1067 if gMonsters
<> nil then
1068 for a
:= 0 to High(gMonsters
) do
1069 if gMonsters
[a
] <> nil then
1070 gMonsters
[a
].Draw();
1073 procedure g_Monsters_DrawHealth();
1078 if gMonsters
= nil then Exit
;
1079 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1081 for a
:= 0 to High(gMonsters
) do
1082 if gMonsters
[a
] <> nil then
1084 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1085 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1086 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1090 function g_Monsters_Get(UID
: Word): TMonster
;
1096 if gMonsters
<> nil then
1097 for a
:= 0 to High(gMonsters
) do
1098 if (gMonsters
[a
] <> nil) and
1099 (gMonsters
[a
].FUID
= UID
) then
1101 Result
:= gMonsters
[a
];
1106 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1111 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1113 if gMonsters
<> nil then
1114 for i
:= 0 to High(gMonsters
) do
1115 if gMonsters
[i
] <> nil then
1116 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1119 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1121 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1123 Mem
.WriteInt(pt_xs
);
1125 Mem
.WriteInt(pt_ys
);
1127 // Êîëè÷åñòâî ìîíñòðîâ:
1128 Mem
.WriteInt(count
);
1133 // Ñîõðàíÿåì ìîíñòðîâ:
1134 for i
:= 0 to High(gMonsters
) do
1135 if gMonsters
[i
] <> nil then
1136 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1139 b
:= gMonsters
[i
].MonsterType
;
1141 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1142 gMonsters
[i
].SaveState(Mem
);
1146 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1148 count
, i
, a
: Integer;
1156 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1162 // Êîëè÷åñòâî ìîíñòðîâ:
1168 // Çàãðóæàåì ìîíñòðîâ:
1169 for a
:= 0 to count
-1 do
1174 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1177 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1179 // Çàãðóæàåì äàííûå ìîíñòðà:
1180 gMonsters
[i
].LoadState(Mem
);
1184 function g_Monsters_GetIDByName(name
: String): Integer;
1188 name
:= UpperCase(name
);
1190 while (i
<= MONSTER_MAN
) do
1192 if name
= MONSTERTABLE
[i
].Name
then
1203 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1205 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1206 Result
:= MONSTERTABLE
[MonsterType
].Name
1211 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1213 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1214 Result
:= KilledByMonster
[MonsterType
]
1219 { T M o n s t e r : }
1221 procedure TMonster
.ActionSound();
1223 case FMonsterType
of
1225 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1226 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1228 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1229 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1230 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1232 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1234 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1236 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1238 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1242 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1246 procedure TMonster
.PainSound();
1253 case FMonsterType
of
1254 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1255 MONSTER_SKEL
, MONSTER_CGUN
:
1256 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1257 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1258 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1260 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1262 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1264 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1266 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1268 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1272 procedure TMonster
.DieSound();
1274 case FMonsterType
of
1277 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1278 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1280 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1282 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1283 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1284 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1287 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1289 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1291 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1293 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1295 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1297 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1299 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1301 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1303 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1305 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1307 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1309 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1311 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1313 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1317 procedure TMonster
.WakeUpSound();
1319 case FMonsterType
of
1322 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1323 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1325 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1327 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1328 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1329 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1332 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1334 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1336 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1338 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1340 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1342 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1344 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1346 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1348 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1350 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1352 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1354 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1360 procedure TMonster
.BFGHit();
1362 if FMonsterType
= MONSTER_FISH
then
1365 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1366 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1367 {if g_Game_IsServer and g_Game_IsNet then
1368 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1369 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1373 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1375 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1383 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1385 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1390 Panel
.Width
, Panel
.Height
);
1393 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1395 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1396 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1397 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1398 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1401 procedure TMonster
.Respawn
;
1407 FDirection
:= FStartDirection
;
1410 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1411 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1416 FDieTriggers
:= nil;
1417 FWaitAttackAnim
:= False;
1418 FChainFire
:= False;
1421 FState
:= STATE_SLEEP
;
1422 FCurAnim
:= ANIM_SLEEP
;
1424 if g_Game_IsNet
and g_Game_IsServer
then
1426 MH_SEND_MonsterPos(FUID
);
1427 MH_SEND_MonsterState(FUID
);
1431 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1438 if ForcedUID
< 0 then
1439 FUID
:= g_CreateUID(UID_MONSTER
)
1443 FMonsterType
:= MonsterType
;
1447 FState
:= STATE_SLEEP
;
1448 FCurAnim
:= ANIM_SLEEP
;
1449 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1450 FMaxHealth
:= FHealth
;
1451 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1452 FDieTriggers
:= nil;
1453 FSpawnTrigger
:= -1;
1454 FWaitAttackAnim
:= False;
1455 FChainFire
:= False;
1457 FNoRespawn
:= False;
1459 FBehaviour
:= BH_NORMAL
;
1461 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1462 FBloodKind
:= BLOOD_SPARKS
1464 FBloodKind
:= BLOOD_NORMAL
;
1465 if FMonsterType
= MONSTER_CACO
then
1471 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1484 SetLength(FAnim
, Length(ANIMTABLE
));
1486 for a
:= 0 to High(FAnim
) do
1488 FAnim
[a
, D_LEFT
] := nil;
1489 FAnim
[a
, D_RIGHT
] := nil;
1492 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1493 if (ANIMTABLE
[a
].name
<> '') and
1494 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1496 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1497 '_'+ANIMTABLE
[a
].name
;
1499 res
:= g_Frames_Exists(s
);
1502 res
:= g_Frames_Get(FramesID
, s
);
1504 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1507 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1508 if a
<> ANIM_MESS
then
1511 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1512 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1514 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1515 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1516 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1517 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1522 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1523 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1525 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1526 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1528 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1529 '_'+ANIMTABLE
[a
].name
+'_L';
1530 if g_Frames_Exists(s
) then
1531 g_Frames_Get(FramesID
, s
);
1534 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1535 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1538 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1539 if MonsterType
= MONSTER_VILE
then
1541 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1542 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1548 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1555 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1556 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1559 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1560 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1563 if Random(2) = 0 then
1564 FDirection
:= D_RIGHT
1566 FDirection
:= D_LEFT
;
1568 SetState(STATE_RUN
);
1572 // Ëîâóøêà óáèâàåò ñðàçó:
1573 if t
= HIT_TRAP
then
1576 // Ðîáîòó óðîíà íåò:
1577 if FMonsterType
= MONSTER_ROBO
then
1581 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1583 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1586 FPain
:= FPain
+Damage
;
1588 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1589 if FState
<> STATE_PAIN
then
1590 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1591 (FMonsterType
<> MONSTER_BARREL
) then
1592 SetState(STATE_PAIN
);
1594 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1595 if (gBloodCount
> 0) then
1597 c
:= Min(Damage
, 200);
1598 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1600 if (VelX
= 0) and (VelY
= 0) then
1604 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1605 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1609 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1610 if (SpawnerUID
<> FUID
) and
1611 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1613 FTargetUID
:= SpawnerUID
;
1617 // Çäîðîâüå çàêîí÷èëîñü:
1618 if FHealth
<= 0 then
1620 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1621 if (FMonsterType
<> MONSTER_BARREL
) then
1623 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1625 p
:= g_Player_Get(SpawnerUID
);
1626 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1628 p
.MonsterKills
:= p
.MonsterKills
+1;
1629 if gGameSettings
.GameMode
= GM_COOP
then
1630 p
.Frags
:= p
.Frags
+ 1;
1631 // Uncomment this if you want to double-kill monsters
1635 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1637 Inc(gCoopMonstersKilled
);
1638 if g_Game_IsNet
then
1644 case FMonsterType
of
1645 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1646 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1647 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1648 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1655 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1656 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1658 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1659 (FObj
.Vel
.Y
div 2)-Random(4));
1660 if g_Game_IsServer
and g_Game_IsNet
then
1661 MH_SEND_ItemSpawn(True, it
);
1664 // Òðóï äàëüøå íå èäåò:
1667 // Ó òðóïà ðàçìåðû ìåíüøå:
1668 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1670 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1671 FObj
.Rect
.Height
:= 12;
1674 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1675 if (FHealth
<= -30) and
1676 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1677 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1678 (FMonsterType
= MONSTER_MAN
)) then
1680 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1681 SetState(STATE_DIE
, ANIM_MESS
);
1686 SetState(STATE_DIE
);
1689 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1690 if g_Game_IsServer
then ActivateTriggers();
1695 if FState
= STATE_SLEEP
then
1696 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1697 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1701 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1705 function TMonster
.Heal(Value
: Word): Boolean;
1708 if g_Game_IsClient
then
1713 if FHealth
< FMaxHealth
then
1715 IncMax(FHealth
, Value
, FMaxHealth
);
1716 if g_Game_IsServer
and g_Game_IsNet
then
1717 MH_SEND_MonsterState(FUID
);
1722 destructor TMonster
.Destroy();
1726 for a
:= 0 to High(FAnim
) do
1728 FAnim
[a
, D_LEFT
].Free();
1729 FAnim
[a
, D_RIGHT
].Free();
1734 inherited Destroy();
1737 procedure TMonster
.Draw();
1743 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1744 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1746 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1747 if FMonsterType
= MONSTER_VILE
then
1748 if FState
= STATE_SHOOT
then
1749 if GetPos(FTargetUID
, @o
) then
1750 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1751 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1753 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1754 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1755 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1758 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1759 if FState
= STATE_DEAD
then
1760 case FMonsterType
of
1761 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1764 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1765 if FAnim
[FCurAnim
, FDirection
] <> nil then
1767 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1768 if (FDirection
= D_LEFT
) and
1769 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1770 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1771 (FMonsterType
<> MONSTER_BARREL
) then
1776 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1777 if (FDirection
= D_LEFT
) and
1778 (FMonsterType
<> MONSTER_BARREL
) then
1780 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1781 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1783 if m
= M_HORIZONTAL
then
1784 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1785 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1786 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1787 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1788 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1789 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1791 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1794 else // Ïðàâàÿ àíèìàöèÿ
1796 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1797 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1801 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1804 if g_debug_Frames
then
1806 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1808 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1809 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1814 procedure TMonster
.MakeBloodSimple(Count
: Word);
1816 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1817 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1818 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1819 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1820 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1821 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1822 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1823 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1826 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1828 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1829 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1830 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1831 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1834 procedure TMonster
.Push(vx
, vy
: Integer);
1836 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1837 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1838 if g_Game_IsServer
and g_Game_IsNet
then
1839 MH_SEND_MonsterPos(FUID
);
1842 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1846 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1847 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1848 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1849 soulcount
:= soulcount
-1;
1851 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1853 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1854 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1855 (State
<> STATE_GO
) then
1862 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1864 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1866 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1867 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1868 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1869 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1870 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1871 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1872 STATE_DIE
: Anim
:= ANIM_DIE
;
1874 begin // íà÷àëè âîñðåøàòüñÿ
1876 FAnim
[Anim
, FDirection
].Revert(True);
1878 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1879 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1886 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1887 if ForceAnim
<> 255 then
1890 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1891 if FCurAnim
<> Anim
then
1892 if FAnim
[Anim
, FDirection
] <> nil then
1894 FAnim
[Anim
, FDirection
].Reset();
1899 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1906 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1907 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1909 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1910 if g_Game_IsServer
and g_Game_IsNet
then
1911 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1917 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1920 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1921 TA
:= TAnimation
.Create(FramesID
, False, 6);
1922 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1923 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1924 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1926 if g_Game_IsServer
and g_Game_IsNet
then
1927 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1928 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1932 FObj
.X
:= X
- FObj
.Rect
.X
;
1933 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1936 FDirection
:= D_LEFT
1939 FDirection
:= D_RIGHT
1943 if FDirection
= D_RIGHT
then
1944 FDirection
:= D_LEFT
1946 FDirection
:= D_RIGHT
;
1949 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1950 if not silent
and (TA
<> nil) then
1952 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1953 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1956 if g_Game_IsServer
and g_Game_IsNet
then
1957 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1958 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1962 if g_Game_IsServer
and g_Game_IsNet
then
1963 MH_SEND_MonsterPos(FUID
);
1967 procedure TMonster
.Update();
1969 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1978 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1979 if FMonsterType
= MONSTER_FISH
then
1980 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
1981 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
1984 // Ëåòàþùèå ìîíòñðû:
1985 if ((FMonsterType
= MONSTER_SOUL
) or
1986 (FMonsterType
= MONSTER_PAIN
) or
1987 (FMonsterType
= MONSTER_CACO
)) and
1988 (FState
<> STATE_DIE
) and
1989 (FState
<> STATE_DEAD
) then
1992 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1993 if gTime
mod (GAME_TICK
*2) <> 0 then
1995 g_Obj_Move(@FObj
, fall
, True, True);
1999 FPainSound
:= False;
2002 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2004 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2005 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2006 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2009 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2011 Inc(gCoopMonstersKilled
);
2012 if g_Game_IsNet
then
2019 oldvelx
:= FObj
.Vel
.X
;
2021 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2022 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2023 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2025 // Ìåðòâûé íè÷åãî íå äåëàåò:
2026 if (FState
= STATE_DEAD
) then
2029 // AI ìîíñòðîâ âûêëþ÷åí:
2030 if g_debug_MonsterOff
then
2033 if FState
<> STATE_SLEEP
then
2034 SetState(STATE_SLEEP
);
2037 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2038 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2039 case FMonsterType
of
2041 if Random(4) = 0 then
2042 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2043 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2044 MONSTER_ROBO
, MONSTER_BARREL
:
2045 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2046 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2048 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2049 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2050 if Random(2) = 0 then
2051 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2053 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2057 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2058 if FMonsterType
= MONSTER_BARREL
then
2060 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2061 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2062 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2063 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2067 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2068 if FMonsterType
= MONSTER_SOUL
then
2069 if WordBool(st
and MOVE_HITAIR
) then
2070 g_Obj_SetSpeed(@FObj
, 16);
2075 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2076 if FObj
.Vel
.Y
< 0 then
2077 if WordBool(st
and MOVE_INWATER
) then
2080 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2081 FTargetTime
:= FTargetTime
+ 1;
2084 if FShellTimer
> -1 then
2085 if FShellTimer
= 0 then
2087 if FShellType
= SHELL_SHELL
then
2088 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2089 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2090 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2091 else if FShellType
= SHELL_DBLSHELL
then
2093 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2094 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2095 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2096 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2097 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2098 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2101 end else Dec(FShellTimer
);
2103 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2105 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2106 STATE_ATTACK
, STATE_SHOOT
]) then
2107 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2108 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2109 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2110 (FObj
.Accel
.Y
= 0) then
2111 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2114 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2116 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2117 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2119 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2120 if gSoundEffectsDF
then PainSound();
2123 // Ñíèæàåì áîëü ñî âðåìåíåì:
2126 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2127 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2135 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2138 FSleep
:= FSleep
+ 1;
2140 // Ïðîñïàëè äîñòàòî÷íî:
2141 if FSleep
>= 18 then
2146 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2147 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2148 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2149 if (gPlayers
<> nil) then
2150 for a
:= 0 to High(gPlayers
) do
2151 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2152 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2154 if g_Look(@FObj
, @Obj
, FDirection
) then
2156 FTargetUID
:= gPlayers
[a
].UID
;
2163 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2164 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2165 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2166 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2167 if gMonsters
<> nil then
2168 for a
:= 0 to High(gMonsters
) do
2169 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2170 (gMonsters
[a
].FUID
<> FUID
) then
2172 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2173 if (FBehaviour
= BH_MANIAC
) and
2174 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2176 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2177 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2178 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2180 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2181 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2183 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2185 FTargetUID
:= gMonsters
[a
].UID
;
2194 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2197 FSleep
:= FSleep
- 1;
2199 // Âûæäàëè äîñòàòî÷íî - èäåì:
2204 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2206 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2207 if WordBool(st
and MOVE_BLOCK
) then
2211 SetState(STATE_RUNOUT
);
2216 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2217 if (FMonsterType
= MONSTER_VILE
) then
2218 if isCorpse(@FObj
, False) <> -1 then
2221 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2226 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2227 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2228 if not findNewPrey() then
2229 begin // Íîâûõ öåëåé íåò
2237 o
.Rect
:= _Rect(0, 0, 0, 1);
2239 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2240 GetPos(FTargetUID
, @o
);
2242 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2243 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2250 // Ðàññòîÿíèå äî öåëè:
2251 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2252 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2254 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2256 FDirection
:= D_RIGHT
2258 FDirection
:= D_LEFT
;
2260 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2261 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2262 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2263 if shoot(@o
, False) then
2266 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2267 if Abs(sx
) < 40 then
2268 if FMonsterType
<> MONSTER_FISH
then
2271 SetState(STATE_RUN
);
2272 if Random(2) = 0 then
2273 FDirection
:= D_LEFT
2275 FDirection
:= D_RIGHT
;
2280 // Óïåðëèñü â ñòåíó:
2281 if WordBool(st
and MOVE_HITWALL
) then
2283 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2284 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2285 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2287 SetState(STATE_WAIT
);
2292 case FMonsterType
of
2293 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2295 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2296 (FObj
.Accel
.Y
= 0) then
2297 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2298 // Ïðûæîê ÷åðåç ñòåíó:
2299 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2300 SetState(STATE_CLIMB
);
2307 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2308 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2309 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2311 if FMonsterType
= MONSTER_FISH
then
2313 if not WordBool(st
and MOVE_INWATER
) then
2314 begin // Ðûáà âíå âîäû:
2315 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2316 begin // "Ñòîèò" òâåðäî
2317 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2318 if FObj
.Accel
.Y
= 0 then
2320 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2324 SetState(STATE_PAIN
);
2325 FPain
:= FPain
+ 50;
2329 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2331 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2335 // Ðûáà ïëûâåò ââåðõ:
2336 if FObj
.Vel
.Y
< 0 then
2337 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2339 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2341 // Ïëàâàåì òóäà-ñþäà:
2342 if Random(2) = 0 then
2343 FDirection
:= D_LEFT
2345 FDirection
:= D_RIGHT
;
2347 SetState(STATE_RUN
);
2351 else // Ëåòàþùèå ìîíñòðû
2353 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2355 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2360 else // "Íàçåìíûå" ìîíñòðû
2362 // Âîçìîæíî, ïèíàåì êóñêè:
2363 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2365 b
:= Abs(FObj
.Vel
.X
);
2366 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2367 for a
:= 0 to High(gGibs
) do
2368 if gGibs
[a
].Live
and
2369 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2370 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2372 if FObj
.Vel
.X
< 0 then
2373 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2375 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2377 // Áîññû ìîãóò ïèíàòü òðóïû:
2378 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2379 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2381 b
:= Abs(FObj
.Vel
.X
);
2382 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2383 for a
:= 0 to High(gCorpses
) do
2384 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2386 co
:= gCorpses
[a
].Obj
;
2387 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2388 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2390 if FObj
.Vel
.X
< 0 then
2391 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2393 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2396 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2398 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2400 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2401 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2404 FSleep
:= FSleep
+ 1;
2410 if Random(8) = 0 then
2414 // Áåæèì â âûáðàííóþ ñòîðîíó:
2415 if FDirection
= D_RIGHT
then
2416 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2418 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2420 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2421 if WordBool(st
and MOVE_INWATER
) then
2422 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2423 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2424 if FMonsterType
= MONSTER_FISH
then
2428 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2430 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2431 if WordBool(st
and MOVE_BLOCK
) then
2435 SetState(STATE_RUNOUT
);
2440 FSleep
:= FSleep
- 1;
2442 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2443 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2447 // Ñòåíà - èäåì îáðàòíî:
2448 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2451 if Random(8) = 0 then
2455 // Áåæèì â âûáðàííóþ ñòîðîíó:
2456 if FDirection
= D_RIGHT
then
2457 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2459 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2461 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2462 if WordBool(st
and MOVE_INWATER
) then
2463 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2464 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2465 if FMonsterType
= MONSTER_FISH
then
2469 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2471 // Âûøëè èç ÁëîêÌîíà:
2472 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2475 FSleep
:= FSleep
- 1;
2477 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2478 if FSleep
<= -18 then
2482 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2483 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2486 if Random(8) = 0 then
2490 // Áåæèì â âûáðàííóþ ñòîðîíó:
2491 if FDirection
= D_RIGHT
then
2492 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2494 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2496 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2497 if WordBool(st
and MOVE_INWATER
) then
2498 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2499 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2500 if FMonsterType
= MONSTER_FISH
then
2504 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2506 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2507 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2508 (not WordBool(st
and MOVE_HITWALL
)) then
2513 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2514 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2518 SetState(STATE_RUN
);
2522 // Áåæèì â âûáðàííóþ ñòîðîíó:
2523 if FDirection
= D_RIGHT
then
2524 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2526 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2528 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2529 if WordBool(st
and MOVE_INWATER
) then
2530 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2531 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2532 if FMonsterType
= MONSTER_FISH
then
2536 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2537 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2539 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2540 if FMonsterType
= MONSTER_SOUL
then
2542 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2548 // Çàìåäëÿåìñÿ ïðè àòàêå:
2549 if FMonsterType
<> MONSTER_FISH
then
2550 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2552 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2553 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2555 // Öåëü ïîãèáëà => èäåì äàëüøå:
2556 if not GetPos(FTargetUID
, @o
) then
2563 // Öåëü íå âèäíî => èäåì äàëüøå:
2564 if not g_Look(@FObj
, @o
, FDirection
) then
2571 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2572 if g_Obj_CollideWater(@o
, 0, 0) then
2580 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2581 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2582 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2585 end; // case FState of ...
2589 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2590 if FState
= STATE_REVIVE
then
2591 if FAnim
[FCurAnim
, FDirection
].Played
then
2592 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2593 FAnim
[FCurAnim
, FDirection
].Revert(False);
2597 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2598 if vilefire
<> nil then
2601 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2602 if (FState
= STATE_DIE
) and
2603 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2604 (FAnim
[FCurAnim
, FDirection
].Played
) then
2607 SetState(STATE_DEAD
);
2609 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2610 if (FMonsterType
= MONSTER_PAIN
) then
2612 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2613 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2616 gMonsters
[sx
].SetState(STATE_GO
);
2617 gMonsters
[sx
].FNoRespawn
:= True;
2618 Inc(gTotalMonsters
);
2619 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2622 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2623 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2626 gMonsters
[sx
].SetState(STATE_GO
);
2627 gMonsters
[sx
].FNoRespawn
:= True;
2628 Inc(gTotalMonsters
);
2629 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2632 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2633 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2636 gMonsters
[sx
].SetState(STATE_GO
);
2637 gMonsters
[sx
].FNoRespawn
:= True;
2638 Inc(gTotalMonsters
);
2639 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2641 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2644 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2645 if (FMonsterType
= MONSTER_PAIN
) or
2646 (FMonsterType
= MONSTER_SOUL
) or
2647 (FMonsterType
= MONSTER_BARREL
) then
2651 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2652 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2653 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2654 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2655 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2656 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2657 if FState
= STATE_ATTACK
then
2658 begin // Ñîñòîÿíèå - Àòàêà
2659 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2660 if FMonsterType
<> MONSTER_SOUL
then
2663 else // Ñîñòîÿíèå - Ñòðåëüáà
2665 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2666 if not FChainFire
then
2669 begin // Íàäî ñòðåëÿòü åùå
2670 FChainFire
:= False;
2671 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2672 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2673 FAnim
[FCurAnim
, FDirection
].Reset();
2677 FWaitAttackAnim
:= False;
2680 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2681 if (FMonsterType
= MONSTER_SOUL
) or
2682 ( (not FWaitAttackAnim
) and
2683 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2684 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2686 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2687 if FState
= STATE_ATTACK
then
2688 begin // Ñîñòîÿíèå - Àòàêà
2689 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2690 if FMonsterType
= MONSTER_SOUL
then
2691 FAnim
[FCurAnim
, FDirection
].Reset();
2693 case FMonsterType
of
2694 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2695 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2696 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2697 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2698 if FMonsterType
= MONSTER_SOUL
then
2702 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2703 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2704 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2706 MONSTER_SKEL
, MONSTER_ROBO
:
2707 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2708 if FCurAnim
= ANIM_ATTACK2
then
2711 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
2712 if g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
) <> 0 then
2713 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2717 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2718 if FCurAnim
= ANIM_ATTACK2
then
2720 sx
:= isCorpse(@FObj
, True);
2722 begin // Íàøëè, êîãî âîñêðåñèòü
2723 gMonsters
[sx
].SetState(STATE_REVIVE
);
2724 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2725 // Âîñêðåøàòü - ñåáå âðåäèòü:
2726 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2732 else // Ñîñòîÿíèå - Ñòðåëüáà
2734 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2735 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2737 if FDirection
= D_LEFT
then
2739 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2740 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2741 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2744 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2746 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2747 case FMonsterType
of
2749 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2752 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2753 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2754 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2758 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2759 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2761 FShellType
:= SHELL_SHELL
;
2765 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2767 FShellType
:= SHELL_DBLSHELL
;
2772 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2773 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2776 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2779 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2780 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2781 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2785 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2786 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2787 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2790 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2792 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2794 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2795 MONSTER_BARON
, MONSTER_KNIGHT
:
2796 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2798 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2800 begin // Ñîçäàåì Lost_Soul:
2801 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2802 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2805 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2806 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2807 GetPos(FTargetUID
, @o
);
2808 gMonsters
[sx
].FTargetTime
:= 0;
2809 gMonsters
[sx
].FNoRespawn
:= True;
2810 gMonsters
[sx
].SetState(STATE_GO
);
2811 gMonsters
[sx
].shoot(@o
, True);
2812 Inc(gTotalMonsters
);
2814 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2819 if FMonsterType
<> MONSTER_PAIN
then
2820 if g_Game_IsNet
then
2821 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2823 // Ñêîðîñòðåëüíûå ìîíñòðû:
2824 if (FMonsterType
= MONSTER_CGUN
) or
2825 (FMonsterType
= MONSTER_SPIDER
) or
2826 (FMonsterType
= MONSTER_BSP
) or
2827 (FMonsterType
= MONSTER_MANCUB
) or
2828 (FMonsterType
= MONSTER_ROBO
) then
2829 if not GetPos(FTargetUID
, @o
) then
2830 // Öåëü ìåðòâà - èùåì íîâóþ:
2832 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2833 if shoot(@o
, False) then
2837 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2838 FWaitAttackAnim
:= True;
2841 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2842 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2844 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2845 // Çâóêè ïðè ïåðåäâèæåíèè:
2846 case FMonsterType
of
2848 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2849 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2850 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2852 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2853 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2854 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2856 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2857 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2858 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2860 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2861 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2862 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2866 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2867 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2868 FObj
.Vel
.X
:= oldvelx
;
2870 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2871 if FAnim
[FCurAnim
, FDirection
] <> nil then
2872 FAnim
[FCurAnim
, FDirection
].Update();
2875 procedure TMonster
.SetDeadAnim
;
2877 if FAnim
<> nil then
2878 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2881 procedure TMonster
.RevertAnim(R
: Boolean = True);
2883 if FAnim
<> nil then
2884 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2885 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2888 function TMonster
.AnimIsReverse
: Boolean;
2890 if FAnim
<> nil then
2891 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2896 procedure TMonster
.ClientUpdate();
2898 a
, b
, sx
, sy
, oldvelx
: Integer;
2905 sx
:= 0; // SHUT UP COMPILER
2908 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2909 if FMonsterType
= MONSTER_FISH
then
2910 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2911 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2914 // Ëåòàþùèå ìîíòñðû:
2915 if ((FMonsterType
= MONSTER_SOUL
) or
2916 (FMonsterType
= MONSTER_PAIN
) or
2917 (FMonsterType
= MONSTER_CACO
)) and
2918 (FState
<> STATE_DIE
) and
2919 (FState
<> STATE_DEAD
) then
2922 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2923 if gTime
mod (GAME_TICK
*2) <> 0 then
2925 g_Obj_Move(@FObj
, fall
, True, True);
2929 FPainSound
:= False;
2932 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2934 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2935 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2936 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2942 oldvelx
:= FObj
.Vel
.X
;
2944 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2945 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2946 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2948 // Ìåðòâûé íè÷åãî íå äåëàåò:
2949 if (FState
= STATE_DEAD
) then
2952 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2953 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2954 case FMonsterType
of
2956 if Random(4) = 0 then
2957 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2958 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2959 MONSTER_ROBO
, MONSTER_BARREL
:
2960 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2961 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2963 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2964 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2965 if Random(2) = 0 then
2966 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2968 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2972 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2973 if FMonsterType
= MONSTER_BARREL
then
2975 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2976 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2977 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2978 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2982 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2983 if FMonsterType
= MONSTER_SOUL
then
2984 if WordBool(st
and MOVE_HITAIR
) then
2985 g_Obj_SetSpeed(@FObj
, 16);
2990 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2991 if FObj
.Vel
.Y
< 0 then
2992 if WordBool(st
and MOVE_INWATER
) then
2995 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2996 FTargetTime
:= FTargetTime
+ 1;
2998 if FShellTimer
> -1 then
2999 if FShellTimer
= 0 then
3001 if FShellType
= SHELL_SHELL
then
3002 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3003 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3004 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3005 else if FShellType
= SHELL_DBLSHELL
then
3007 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3008 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3009 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3010 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3011 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3012 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3015 end else Dec(FShellTimer
);
3017 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3019 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3020 STATE_ATTACK
, STATE_SHOOT
]) then
3021 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3022 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3023 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3024 (FObj
.Accel
.Y
= 0) then
3025 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3028 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3030 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3031 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3033 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3037 // Ñíèæàåì áîëü ñî âðåìåíåì:
3040 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3041 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3048 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3051 FSleep
:= FSleep
+ 1;
3053 // Ïðîñïàëè äîñòàòî÷íî:
3054 if FSleep
>= 18 then
3060 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3063 FSleep
:= FSleep
- 1;
3066 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3068 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3069 if WordBool(st
and MOVE_BLOCK
) then
3073 SetState(STATE_RUNOUT
);
3078 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3079 if (FMonsterType
= MONSTER_VILE
) then
3080 if isCorpse(@FObj
, False) <> -1 then
3082 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3088 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3089 if Abs(sx
) < 40 then
3090 if FMonsterType
<> MONSTER_FISH
then
3092 SetState(STATE_RUN
);
3098 // Óïåðëèñü â ñòåíó:
3099 if WordBool(st
and MOVE_HITWALL
) then
3101 case FMonsterType
of
3102 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3104 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3105 (FObj
.Accel
.Y
= 0) then
3106 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3107 // Ïðûæîê ÷åðåç ñòåíó:
3108 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3109 SetState(STATE_CLIMB
);
3116 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3117 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3118 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3120 if FMonsterType
= MONSTER_FISH
then
3122 if not WordBool(st
and MOVE_INWATER
) then
3123 begin // Ðûáà âíå âîäû:
3124 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3125 begin // "Ñòîèò" òâåðäî
3126 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3127 if FObj
.Accel
.Y
= 0 then
3129 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3133 SetState(STATE_PAIN
);
3134 FPain
:= FPain
+ 50;
3138 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3140 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3144 // Ðûáà ïëûâåò ââåðõ:
3145 if FObj
.Vel
.Y
< 0 then
3146 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3148 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3150 // Ïëàâàåì òóäà-ñþäà:
3151 SetState(STATE_RUN
);
3156 else // Ëåòàþùèå ìîíñòðû
3158 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3160 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3165 else // "Íàçåìíûå" ìîíñòðû
3167 // Âîçìîæíî, ïèíàåì êóñêè:
3168 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3170 b
:= Abs(FObj
.Vel
.X
);
3171 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3172 for a
:= 0 to High(gGibs
) do
3173 if gGibs
[a
].Live
and
3174 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3175 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3177 if FObj
.Vel
.X
< 0 then
3178 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3180 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3182 // Áîññû ìîãóò ïèíàòü òðóïû:
3183 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3184 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3186 b
:= Abs(FObj
.Vel
.X
);
3187 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3188 for a
:= 0 to High(gCorpses
) do
3189 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3191 co
:= gCorpses
[a
].Obj
;
3192 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3193 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3195 if FObj
.Vel
.X
< 0 then
3196 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3198 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3203 FSleep
:= FSleep
+ 1;
3209 if Random(8) = 0 then
3213 // Áåæèì â âûáðàííóþ ñòîðîíó:
3214 if FDirection
= D_RIGHT
then
3215 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3217 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3219 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3220 if WordBool(st
and MOVE_INWATER
) then
3221 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3222 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3223 if FMonsterType
= MONSTER_FISH
then
3227 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3229 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3230 if WordBool(st
and MOVE_BLOCK
) then
3232 SetState(STATE_RUNOUT
);
3238 FSleep
:= FSleep
- 1;
3240 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3241 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3247 if Random(8) = 0 then
3251 // Áåæèì â âûáðàííóþ ñòîðîíó:
3252 if FDirection
= D_RIGHT
then
3253 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3255 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3257 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3258 if WordBool(st
and MOVE_INWATER
) then
3259 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3260 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3261 if FMonsterType
= MONSTER_FISH
then
3265 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3267 // Âûøëè èç ÁëîêÌîíà:
3268 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3271 FSleep
:= FSleep
- 1;
3273 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3274 if FSleep
<= -18 then
3280 if Random(8) = 0 then
3284 // Áåæèì â âûáðàííóþ ñòîðîíó:
3285 if FDirection
= D_RIGHT
then
3286 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3288 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3290 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3291 if WordBool(st
and MOVE_INWATER
) then
3292 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3293 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3294 if FMonsterType
= MONSTER_FISH
then
3298 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3300 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3301 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3302 (not WordBool(st
and MOVE_HITWALL
)) then
3307 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3308 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3310 SetState(STATE_RUN
);
3315 // Áåæèì â âûáðàííóþ ñòîðîíó:
3316 if FDirection
= D_RIGHT
then
3317 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3319 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3321 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3322 if WordBool(st
and MOVE_INWATER
) then
3323 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3324 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3325 if FMonsterType
= MONSTER_FISH
then
3329 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3330 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3332 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3333 if FMonsterType
= MONSTER_SOUL
then
3335 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3341 // Çàìåäëÿåìñÿ ïðè àòàêå:
3342 if FMonsterType
<> MONSTER_FISH
then
3343 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3345 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3346 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3348 // Öåëü ïîãèáëà => èäåì äàëüøå:
3349 if not GetPos(FTargetUID
, @o
) then
3356 // Öåëü íå âèäíî => èäåì äàëüøå:
3357 if not g_Look(@FObj
, @o
, FDirection
) then
3364 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3365 if g_Obj_CollideWater(@o
, 0, 0) then
3373 end; // case FState of ...
3377 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3378 if FState
= STATE_REVIVE
then
3379 if FAnim
[FCurAnim
, FDirection
].Played
then
3380 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3381 FAnim
[FCurAnim
, FDirection
].Revert(False);
3385 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3386 if vilefire
<> nil then
3389 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3390 if (FState
= STATE_DIE
) and
3391 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3392 (FAnim
[FCurAnim
, FDirection
].Played
) then
3395 SetState(STATE_DEAD
);
3397 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3398 if (FMonsterType
= MONSTER_PAIN
) or
3399 (FMonsterType
= MONSTER_SOUL
) or
3400 (FMonsterType
= MONSTER_BARREL
) then
3403 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3406 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3407 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3408 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3409 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3410 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3411 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3412 if FState
= STATE_ATTACK
then
3413 begin // Ñîñòîÿíèå - Àòàêà
3414 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3415 if FMonsterType
<> MONSTER_SOUL
then
3418 else // Ñîñòîÿíèå - Ñòðåëüáà
3420 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3421 if not FChainFire
then
3424 begin // Íàäî ñòðåëÿòü åùå
3425 FChainFire
:= False;
3426 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3427 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3428 FAnim
[FCurAnim
, FDirection
].Reset();
3432 FWaitAttackAnim
:= False;
3435 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3436 if (FMonsterType
= MONSTER_SOUL
) or
3437 ( (not FWaitAttackAnim
) and
3438 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3439 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3441 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3442 if FState
= STATE_ATTACK
then
3443 begin // Ñîñòîÿíèå - Àòàêà
3444 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3445 if FMonsterType
= MONSTER_SOUL
then
3446 FAnim
[FCurAnim
, FDirection
].Reset();
3448 case FMonsterType
of
3449 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3450 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3451 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3452 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3453 if FMonsterType
= MONSTER_SOUL
then
3457 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3459 MONSTER_SKEL
, MONSTER_ROBO
:
3460 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3461 if FCurAnim
= ANIM_ATTACK2
then
3464 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
3465 g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
);
3469 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3470 if FCurAnim
= ANIM_ATTACK2
then
3472 sx
:= isCorpse(@FObj
, True);
3474 begin // Íàøëè, êîãî âîñêðåñèòü
3475 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3476 // Âîñêðåøàòü - ñåáå âðåäèòü:
3477 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3483 else // Ñîñòîÿíèå - Ñòðåëüáà
3485 // Ñêîðîñòðåëüíûå ìîíñòðû:
3486 if (FMonsterType
= MONSTER_CGUN
) or
3487 (FMonsterType
= MONSTER_SPIDER
) or
3488 (FMonsterType
= MONSTER_BSP
) or
3489 (FMonsterType
= MONSTER_MANCUB
) or
3490 (FMonsterType
= MONSTER_ROBO
) then
3491 if not GetPos(FTargetUID
, @o
) then
3492 // Öåëü ìåðòâà - èùåì íîâóþ:
3494 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3495 if shoot(@o
, False) then
3499 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3500 FWaitAttackAnim
:= True;
3503 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3504 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3506 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3507 // Çâóêè ïðè ïåðåäâèæåíèè:
3508 case FMonsterType
of
3510 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3511 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3512 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3514 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3515 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3516 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3518 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3519 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3520 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3522 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3523 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3524 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3528 // Êîñòûëü äëÿ ïîòîêîâ
3529 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3530 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3531 FObj
.Vel
.X
:= oldvelx
;
3533 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3534 if FAnim
[FCurAnim
, FDirection
] <> nil then
3535 FAnim
[FCurAnim
, FDirection
].Update();
3538 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3540 case FMonsterType
of
3543 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3544 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3548 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3550 FShellType
:= SHELL_SHELL
;
3554 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3556 FShellType
:= SHELL_DBLSHELL
;
3558 MONSTER_CGUN
, MONSTER_SPIDER
:
3560 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3561 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3564 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3566 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3568 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3570 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3572 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3574 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3575 MONSTER_BARON
, MONSTER_KNIGHT
:
3576 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3578 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3582 procedure TMonster
.Turn();
3585 if FDirection
= D_LEFT
then
3586 FDirection
:= D_RIGHT
3588 FDirection
:= D_LEFT
;
3590 // Áåæèì â âûáðàííóþ ñòîðîíó:
3591 if FDirection
= D_RIGHT
then
3592 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3594 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3597 function TMonster
.findNewPrey(): Boolean;
3601 PlayersSee
, MonstersSee
: Array of DWORD
;
3602 PlayerNear
, MonsterNear
: Integer;
3605 SetLength(MonstersSee
, 0);
3606 SetLength(PlayersSee
, 0);
3613 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3614 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3615 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3616 for a
:= 0 to High(gPlayers
) do
3617 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3618 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3620 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3622 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3623 PlayersSee
[High(PlayersSee
)] := a
;
3625 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3626 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3630 PlayerNear
:= Integer(a
);
3634 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3635 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3636 for a
:= 0 to High(gMonsters
) do
3637 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3638 (gMonsters
[a
].FUID
<> FUID
) then
3640 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3641 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3642 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3643 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3644 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3645 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3646 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3647 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3649 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3651 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3652 MonstersSee
[High(MonstersSee
)] := a
;
3654 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3655 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3659 MonsterNear
:= Integer(a
);
3664 BH_NORMAL
, BH_KILLER
:
3666 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3667 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3669 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3670 FTargetUID
:= gPlayers
[a
].UID
;
3673 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3676 FTargetUID
:= gPlayers
[a
].UID
;
3678 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3679 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3681 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3682 FTargetUID
:= gMonsters
[a
].UID
;
3685 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3688 FTargetUID
:= gMonsters
[a
].UID
;
3691 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3693 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3694 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3696 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3697 FTargetUID
:= gPlayers
[a
].UID
;
3699 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3701 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3702 FTargetUID
:= gMonsters
[a
].UID
;
3704 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3705 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3708 FTargetUID
:= gPlayers
[a
].UID
;
3710 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3713 FTargetUID
:= gMonsters
[a
].UID
;
3718 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3719 if FTargetUID
= 0 then
3721 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3722 if FBehaviour
= BH_INSANE
then
3725 FTargetTime
:= MAX_ATM
;
3734 function TMonster
.kick(o
: PObj
): Boolean;
3738 case FMonsterType
of
3741 SetState(STATE_ATTACK
);
3746 SetState(STATE_ATTACK
);
3747 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3752 SetState(STATE_ATTACK
);
3753 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3758 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3759 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3764 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3765 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3768 MONSTER_BARON
, MONSTER_KNIGHT
,
3769 MONSTER_CACO
, MONSTER_MANCUB
:
3770 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3771 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3775 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3785 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3786 if not immediately
then
3787 case FMonsterType
of
3788 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3789 Exit
; // íå ñòðåëÿþò
3790 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3793 // Âðåìÿ âûñòðåëà óïóùåíî:
3795 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3801 // Âðåìÿ âûñòðåëà óïóùåíî:
3808 // Âðåìÿ âûñòðåëà óïóùåíî:
3809 if FAmmo
>= 100 then
3814 // Ñòðåëÿåò íå âñåãäà:
3815 if Random(2) = 0 then
3818 // Âðåìÿ âûñòðåëà óïóùåíî:
3822 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3823 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3824 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3825 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3826 else if Random(16) <> 0 then Exit
;
3830 if not g_Look(@FObj
, o
, FDirection
) then
3835 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3836 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3838 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3839 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3840 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3841 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3844 case FMonsterType
of
3845 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3847 SetState(STATE_SHOOT
);
3852 SetState(STATE_SHOOT
);
3856 begin // Çàæèãàåì îãîíü
3857 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3858 ty
:= o
^.Y
+o
^.Rect
.Y
;
3859 SetState(STATE_SHOOT
);
3863 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3864 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3867 begin // Ëåòèò â ñòîðîíó öåëè:
3868 SetState(STATE_ATTACK
);
3869 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3871 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3872 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3873 m
:= Max(Abs(xd
), Abs(yd
));
3877 FObj
.Vel
.X
:= (xd
*16) div m
;
3878 FObj
.Vel
.Y
:= (yd
*16) div m
;
3880 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3881 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3883 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3884 if FMonsterType
= MONSTER_MANCUB
then
3886 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3888 SetState(STATE_SHOOT
);
3896 function TMonster
.Live(): Boolean;
3898 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3901 procedure TMonster
.SetHealth(aH
: Integer);
3903 if (aH
> 0) and (aH
< 1000000) then
3906 if FHealth
> FMaxHealth
then
3907 FMaxHealth
:= FHealth
;
3911 procedure TMonster
.WakeUp();
3913 if g_Game_IsClient
then Exit
;
3915 FTargetTime
:= MAX_ATM
;
3919 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3929 // Ñèãíàòóðà ìîíñòðà:
3930 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3931 Mem
.WriteDWORD(sig
);
3933 Mem
.WriteWord(FUID
);
3935 if FDirection
= D_LEFT
then
3940 // Íàäî ëè óäàëèòü åãî:
3941 Mem
.WriteBoolean(FRemoved
);
3942 // Îñòàëîñü çäîðîâüÿ:
3943 Mem
.WriteInt(FHealth
);
3945 Mem
.WriteByte(FState
);
3946 // Òåêóùàÿ àíèìàöèÿ:
3947 Mem
.WriteByte(FCurAnim
);
3949 Mem
.WriteWord(FTargetUID
);
3950 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3951 Mem
.WriteInt(FTargetTime
);
3952 // Ïîâåäåíèå ìîíñòðà:
3953 Mem
.WriteByte(FBehaviour
);
3954 // Ãîòîâíîñòü ê âûñòðåëó:
3955 Mem
.WriteInt(FAmmo
);
3957 Mem
.WriteInt(FPain
);
3959 Mem
.WriteInt(FSleep
);
3960 // Îçâó÷èâàòü ëè áîëü:
3961 Mem
.WriteBoolean(FPainSound
);
3962 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3963 Mem
.WriteBoolean(FWaitAttackAnim
);
3964 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3965 Mem
.WriteBoolean(FChainFire
);
3966 // Ïîäëåæèò ëè ðåñïàâíó:
3967 Mem
.WriteBoolean(FNoRespawn
);
3971 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3972 Mem
.WriteInt(FStartID
);
3973 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3974 Mem
.WriteInt(FSpawnTrigger
);
3976 Obj_SaveState(@FObj
, Mem
);
3977 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3978 anim
:= vilefire
<> nil;
3979 Mem
.WriteBoolean(anim
);
3980 // Åñëè åñòü - ñîõðàíÿåì:
3982 vilefire
.SaveState(Mem
);
3984 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
3986 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3987 anim
:= FAnim
[i
, D_LEFT
] <> nil;
3988 Mem
.WriteBoolean(anim
);
3989 // Åñëè åñòü - ñîõðàíÿåì:
3991 FAnim
[i
, D_LEFT
].SaveState(Mem
);
3992 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3993 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
3994 Mem
.WriteBoolean(anim
);
3995 // Åñëè åñòü - ñîõðàíÿåì:
3997 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4001 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4011 // Ñèãíàòóðà ìîíñòðà:
4013 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4015 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4022 FDirection
:= D_LEFT
4024 FDirection
:= D_RIGHT
;
4025 // Íàäî ëè óäàëèòü åãî:
4026 Mem
.ReadBoolean(FRemoved
);
4027 // Îñòàëîñü çäîðîâüÿ:
4028 Mem
.ReadInt(FHealth
);
4030 Mem
.ReadByte(FState
);
4031 // Òåêóùàÿ àíèìàöèÿ:
4032 Mem
.ReadByte(FCurAnim
);
4034 Mem
.ReadWord(FTargetUID
);
4035 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4036 Mem
.ReadInt(FTargetTime
);
4037 // Ïîâåäåíèå ìîíñòðà:
4038 Mem
.ReadByte(FBehaviour
);
4039 // Ãîòîâíîñòü ê âûñòðåëó:
4044 Mem
.ReadInt(FSleep
);
4045 // Îçâó÷èâàòü ëè áîëü:
4046 Mem
.ReadBoolean(FPainSound
);
4047 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4048 Mem
.ReadBoolean(FWaitAttackAnim
);
4049 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4050 Mem
.ReadBoolean(FChainFire
);
4051 // Ïîäëåæèò ëè ðåñïàâíó
4052 Mem
.ReadBoolean(FNoRespawn
);
4056 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4057 Mem
.ReadInt(FStartID
);
4058 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4059 Mem
.ReadInt(FSpawnTrigger
);
4061 Obj_LoadState(@FObj
, Mem
);
4062 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4063 Mem
.ReadBoolean(anim
);
4064 // Åñëè åñòü - çàãðóæàåì:
4067 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4068 vilefire
.LoadState(Mem
);
4071 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4073 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4074 Mem
.ReadBoolean(anim
);
4075 // Åñëè åñòü - çàãðóæàåì:
4078 Assert(FAnim
[i
, D_LEFT
] <> nil,
4079 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4080 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4082 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4083 Mem
.ReadBoolean(anim
);
4084 // Åñëè åñòü - çàãðóæàåì:
4087 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4088 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4089 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4094 procedure TMonster
.ActivateTriggers();
4098 if FDieTriggers
<> nil then
4099 for a
:= 0 to High(FDieTriggers
) do
4100 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4101 if FSpawnTrigger
> -1 then
4103 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4104 FSpawnTrigger
:= -1;
4108 procedure TMonster
.AddTrigger(t
: Integer);
4110 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4111 FDieTriggers
[High(FDieTriggers
)] := t
;
4114 procedure TMonster
.ClearTriggers();
4116 SetLength(FDieTriggers
, 0);