6 g_basic
, e_graphics
, g_phys
, g_textures
,
7 g_saveload
, BinEditor
, g_panel
;
31 TMonster
= Class (TObject
)
35 FDirection
: TDirection
;
36 FStartDirection
: TDirection
;
37 FStartX
, FStartY
: Integer;
43 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
51 FWaitAttackAnim
: Boolean;
64 FDieTriggers
: Array of Integer;
65 FSpawnTrigger
: Integer;
68 function findNewPrey(): Boolean;
69 procedure ActivateTriggers();
74 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
75 destructor Destroy(); override;
76 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
77 function Collide(Panel
: TPanel
): Boolean; overload
;
78 function Collide(X
, Y
: Integer): Boolean; overload
;
79 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
80 function Live(): Boolean;
81 procedure SetHealth(aH
: Integer);
82 procedure Push(vx
, vy
: Integer);
83 function Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
84 function Heal(Value
: Word): Boolean;
87 procedure ClientUpdate();
88 procedure ClientAttack(wx
, wy
, tx
, ty
: Integer);
89 procedure SetDeadAnim
;
92 procedure WakeUpSound();
94 procedure PainSound();
95 procedure ActionSound();
96 procedure AddTrigger(t
: Integer);
97 procedure ClearTriggers();
99 procedure SaveState(var Mem
: TBinMemoryWriter
);
100 procedure LoadState(var Mem
: TBinMemoryReader
);
101 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
102 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
103 procedure MakeBloodSimple(Count
: Word);
104 procedure RevertAnim(R
: Boolean = True);
105 function AnimIsReverse
: Boolean;
106 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
107 function kick(o
: PObj
): Boolean;
109 property MonsterType
: Byte read FMonsterType
;
110 property MonsterHealth
: Integer read FHealth write FHealth
;
111 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
112 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
113 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
114 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
115 property MonsterSleep
: Integer read FSleep write FSleep
;
116 property MonsterState
: Byte read FState write FState
;
117 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
118 property MonsterPain
: Integer read FPain write FPain
;
119 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
121 property Obj
: TObj read FObj
;
122 property UID
: Word read FUID write FUID
;
123 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
125 property GameX
: Integer read FObj
.X write FObj
.X
;
126 property GameY
: Integer read FObj
.Y write FObj
.Y
;
127 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
128 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
129 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
130 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
131 property GameDirection
: TDirection read FDirection write FDirection
;
133 property StartID
: Integer read FStartID
;
136 procedure g_Monsters_LoadData();
137 procedure g_Monsters_FreeData();
138 procedure g_Monsters_Init();
139 procedure g_Monsters_Free();
140 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
141 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
142 procedure g_Monsters_Update();
143 procedure g_Monsters_Draw();
144 procedure g_Monsters_DrawHealth();
145 function g_Monsters_Get(UID
: Word): TMonster
;
146 procedure g_Monsters_killedp();
147 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
148 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
149 function g_Monsters_GetIDByName(name
: String): Integer;
150 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
151 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
154 gMonsters
: array of TMonster
;
159 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
160 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
161 g_console
, g_map
, Math
, SysUtils
, g_menu
, WADEDITOR
,
162 g_language
, g_netmsg
;
186 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
188 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
189 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
193 end = ((name
: 'SLEEP'; loop
: True),
194 (name
: 'GO'; loop
: True),
195 (name
: 'DIE'; loop
: False),
196 (name
: 'MESS'; loop
: False),
197 (name
: 'ATTACK'; loop
: False),
198 (name
: 'ATTACK2'; loop
: False),
199 (name
: 'PAIN'; loop
: False));
201 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
202 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
212 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
213 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
215 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
216 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
218 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
219 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
221 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
222 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
224 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
225 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
227 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
228 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
230 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
231 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
233 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
234 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
236 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
237 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
239 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
240 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
242 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
243 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
245 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
246 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
248 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
249 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
251 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
252 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
254 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
255 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
257 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
258 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
260 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
261 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
263 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
264 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
266 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
267 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
269 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
270 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
272 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
273 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
276 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
277 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
278 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
279 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
280 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
281 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
282 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));
283 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))),
285 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
286 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));
287 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))),
289 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
290 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));
291 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))),
293 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
294 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));
295 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))),
297 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 0, 3); //CYBER
298 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));
299 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))),
301 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
302 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));
303 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))),
305 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
306 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));
307 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))),
309 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
310 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));
311 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))),
313 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
314 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));
315 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))),
317 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
318 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));
319 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))),
321 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
322 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));
323 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))),
325 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
326 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));
327 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))),
329 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
330 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));
331 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))),
333 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
334 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));
335 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))),
337 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
338 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));
339 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))),
341 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
342 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));
343 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))),
345 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
346 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));
347 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 ))),
349 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
350 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));
351 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))),
353 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
354 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));
355 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))),
357 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
358 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));
359 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))) );
361 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
362 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
369 soulcount
: Integer = 0;
371 function FindMonster(): DWORD
;
375 if gMonsters
<> nil then
376 for i
:= 0 to High(gMonsters
) do
377 if gMonsters
[i
] = nil then
383 if gMonsters
= nil then
385 SetLength(gMonsters
, 32);
390 Result
:= High(gMonsters
) + 1;
391 SetLength(gMonsters
, Length(gMonsters
) + 32);
395 function IsFriend(a
, b
: Byte): Boolean;
399 // Áî÷êà - âñåì äðóã:
400 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
403 // Ìîíñòðû îäíîãî âèäà:
406 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
407 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
408 Exit
; // Ýòè íå áüþò ñâîèõ
411 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
412 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
414 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
415 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
418 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
422 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
425 UIDType
, MonsterType
: Byte;
430 UIDType
:= g_GetUIDType(SpawnerUID
);
431 if UIDType
= UID_MONSTER
then
433 m
:= g_Monsters_Get(SpawnerUID
);
434 if m
= nil then Exit
;
435 MonsterType
:= m
.FMonsterType
;
439 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
440 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
442 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
443 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
444 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
446 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
447 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
451 function canShoot(m
: Byte): Boolean;
456 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
463 function isCorpse(o
: PObj
; immediately
: Boolean): Integer;
469 // Åñëè íóæíà âåðîÿòíîñòü:
470 if not immediately
then
471 if Random(8) <> 0 then
474 if gMonsters
= nil then
477 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
478 for a
:= 0 to High(gMonsters
) do
479 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) then
480 if g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
481 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
482 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
483 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
484 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
492 procedure g_Monsters_LoadData();
494 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
496 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
497 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
503 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
504 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
510 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
511 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
517 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
524 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
531 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
538 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
545 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
552 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
559 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
566 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
573 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
580 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
587 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
594 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
601 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
608 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
622 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
629 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
636 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
647 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
649 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
651 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
653 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
658 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
661 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
663 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
674 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
678 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
694 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
719 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
726 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
729 procedure g_Monsters_FreeData();
731 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
733 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
736 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
742 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
748 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
764 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
775 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
802 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
853 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
863 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
865 g_Sound_Delete('SOUND_MONSTER_PAIN');
866 g_Sound_Delete('SOUND_MONSTER_PAIN2');
867 g_Sound_Delete('SOUND_MONSTER_ACTION');
868 g_Sound_Delete('SOUND_MONSTER_ACTION2');
869 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
872 g_Sound_Delete('SOUND_MONSTER_DIE_1');
873 g_Sound_Delete('SOUND_MONSTER_DIE_2');
874 g_Sound_Delete('SOUND_MONSTER_DIE_3');
875 g_Sound_Delete('SOUND_MONSTER_SLOP');
877 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
881 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
883 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
885 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
888 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
889 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
890 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
891 g_Sound_Delete('SOUND_MONSTER_HAHA');
892 g_Sound_Delete('SOUND_MONSTER_TRUP');
894 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
897 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
898 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
899 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
902 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
903 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
904 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
905 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
914 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
919 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
923 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
927 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
929 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
933 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
940 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
943 procedure g_Monsters_Init();
948 procedure g_Monsters_Free();
952 if gMonsters
<> nil then
953 for a
:= 0 to High(gMonsters
) do
959 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
960 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): Integer;
966 // Íåò òàêîãî ìîíñòðà:
967 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then
970 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
971 if MonsterType
= MONSTER_SOUL
then
972 if soulcount
> MAX_SOUL
then
975 soulcount
:= soulcount
+ 1;
977 find_id
:= FindMonster();
979 gMonsters
[find_id
] := TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
981 // Íàñòðàèâàåì ïîëîæåíèå:
982 with gMonsters
[find_id
] do
986 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
987 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
991 FObj
.X
:= X
-FObj
.Rect
.X
;
992 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
995 FDirection
:= Direction
;
996 FStartDirection
:= Direction
;
1004 procedure g_Monsters_killedp();
1008 if gMonsters
= nil then
1011 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1012 h
:= High(gMonsters
);
1014 if (gMonsters
[a
] <> nil) then
1015 with gMonsters
[a
] do
1016 if (FMonsterType
= MONSTER_MAN
) and
1017 (FState
<> STATE_DEAD
) and
1018 (FState
<> STATE_SLEEP
) and
1019 (FState
<> STATE_DIE
) then
1021 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1026 procedure g_Monsters_Update();
1031 if gTime
mod (GAME_TICK
*2) = 0 then
1035 if Abs(pt_x
) > 246 then
1037 if Abs(pt_y
) > 100 then
1041 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1043 if gMonsters
<> nil then
1044 for a
:= 0 to High(gMonsters
) do
1045 if (gMonsters
[a
] <> nil) then
1046 if not gMonsters
[a
].FRemoved
then
1048 if g_Game_IsClient
then
1049 gMonsters
[a
].ClientUpdate()
1051 gMonsters
[a
].Update();
1055 gMonsters
[a
].Free();
1056 gMonsters
[a
] := nil;
1062 procedure g_Monsters_Draw();
1066 if gMonsters
<> nil then
1067 for a
:= 0 to High(gMonsters
) do
1068 if gMonsters
[a
] <> nil then
1069 gMonsters
[a
].Draw();
1072 procedure g_Monsters_DrawHealth();
1077 if gMonsters
= nil then Exit
;
1078 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1080 for a
:= 0 to High(gMonsters
) do
1081 if gMonsters
[a
] <> nil then
1083 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1084 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1085 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1089 function g_Monsters_Get(UID
: Word): TMonster
;
1095 if gMonsters
<> nil then
1096 for a
:= 0 to High(gMonsters
) do
1097 if (gMonsters
[a
] <> nil) and
1098 (gMonsters
[a
].FUID
= UID
) then
1100 Result
:= gMonsters
[a
];
1105 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1110 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1112 if gMonsters
<> nil then
1113 for i
:= 0 to High(gMonsters
) do
1114 if gMonsters
[i
] <> nil then
1115 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1118 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1120 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1122 Mem
.WriteInt(pt_xs
);
1124 Mem
.WriteInt(pt_ys
);
1126 // Êîëè÷åñòâî ìîíñòðîâ:
1127 Mem
.WriteInt(count
);
1132 // Ñîõðàíÿåì ìîíñòðîâ:
1133 for i
:= 0 to High(gMonsters
) do
1134 if gMonsters
[i
] <> nil then
1135 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1138 b
:= gMonsters
[i
].MonsterType
;
1140 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1141 gMonsters
[i
].SaveState(Mem
);
1145 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1147 count
, i
, a
: Integer;
1155 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1161 // Êîëè÷åñòâî ìîíñòðîâ:
1167 // Çàãðóæàåì ìîíñòðîâ:
1168 for a
:= 0 to count
-1 do
1173 i
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1176 raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1178 // Çàãðóæàåì äàííûå ìîíñòðà:
1179 gMonsters
[i
].LoadState(Mem
);
1183 function g_Monsters_GetIDByName(name
: String): Integer;
1187 name
:= UpperCase(name
);
1189 while (i
<= MONSTER_MAN
) do
1191 if name
= MONSTERTABLE
[i
].Name
then
1202 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1204 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1205 Result
:= MONSTERTABLE
[MonsterType
].Name
1210 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1212 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1213 Result
:= KilledByMonster
[MonsterType
]
1218 { T M o n s t e r : }
1220 procedure TMonster
.ActionSound();
1222 case FMonsterType
of
1224 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1225 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1227 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1228 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1229 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1231 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1233 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1235 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1237 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1241 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1245 procedure TMonster
.PainSound();
1252 case FMonsterType
of
1253 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1254 MONSTER_SKEL
, MONSTER_CGUN
:
1255 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1256 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1257 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1259 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1261 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1263 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1265 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1267 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1271 procedure TMonster
.DieSound();
1273 case FMonsterType
of
1276 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1277 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1279 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1281 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1282 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1283 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1286 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1288 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1290 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1292 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1294 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1296 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1298 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1300 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1302 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1304 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1306 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1308 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1310 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1312 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1316 procedure TMonster
.WakeUpSound();
1318 case FMonsterType
of
1321 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1322 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1324 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1326 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1327 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1328 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1331 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1333 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1335 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1337 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1339 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1341 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1343 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1345 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1347 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1349 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1351 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1353 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1359 procedure TMonster
.BFGHit();
1361 if FMonsterType
= MONSTER_FISH
then
1364 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1365 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1366 {if g_Game_IsServer and g_Game_IsNet then
1367 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1368 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1372 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1374 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1382 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1384 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1389 Panel
.Width
, Panel
.Height
);
1392 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1394 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1395 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1396 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1397 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1400 procedure TMonster
.Respawn
;
1406 FDirection
:= FStartDirection
;
1409 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1410 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1415 FDieTriggers
:= nil;
1416 FWaitAttackAnim
:= False;
1417 FChainFire
:= False;
1420 FState
:= STATE_SLEEP
;
1421 FCurAnim
:= ANIM_SLEEP
;
1423 if g_Game_IsNet
and g_Game_IsServer
then
1425 MH_SEND_MonsterPos(FUID
);
1426 MH_SEND_MonsterState(FUID
);
1430 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1437 if ForcedUID
< 0 then
1438 FUID
:= g_CreateUID(UID_MONSTER
)
1442 FMonsterType
:= MonsterType
;
1446 FState
:= STATE_SLEEP
;
1447 FCurAnim
:= ANIM_SLEEP
;
1448 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1449 FMaxHealth
:= FHealth
;
1450 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1451 FDieTriggers
:= nil;
1452 FSpawnTrigger
:= -1;
1453 FWaitAttackAnim
:= False;
1454 FChainFire
:= False;
1456 FNoRespawn
:= False;
1458 FBehaviour
:= BH_NORMAL
;
1460 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1461 FBloodKind
:= BLOOD_SPARKS
1463 FBloodKind
:= BLOOD_NORMAL
;
1464 if FMonsterType
= MONSTER_CACO
then
1470 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1483 SetLength(FAnim
, Length(ANIMTABLE
));
1485 for a
:= 0 to High(FAnim
) do
1487 FAnim
[a
, D_LEFT
] := nil;
1488 FAnim
[a
, D_RIGHT
] := nil;
1491 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1492 if (ANIMTABLE
[a
].name
<> '') and
1493 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1495 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1496 '_'+ANIMTABLE
[a
].name
;
1498 res
:= g_Frames_Exists(s
);
1501 res
:= g_Frames_Get(FramesID
, s
);
1503 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1506 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1507 if a
<> ANIM_MESS
then
1510 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1511 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1513 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1514 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1515 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1516 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1521 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1522 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1524 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1525 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1527 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1528 '_'+ANIMTABLE
[a
].name
+'_L';
1529 if g_Frames_Exists(s
) then
1530 g_Frames_Get(FramesID
, s
);
1533 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1534 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1537 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1538 if MonsterType
= MONSTER_VILE
then
1540 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1541 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1547 function TMonster
.Damage(Damage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1554 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1555 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1558 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1559 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1562 if Random(2) = 0 then
1563 FDirection
:= D_RIGHT
1565 FDirection
:= D_LEFT
;
1567 SetState(STATE_RUN
);
1571 // Ëîâóøêà óáèâàåò ñðàçó:
1572 if t
= HIT_TRAP
then
1575 // Ðîáîòó óðîíà íåò:
1576 if FMonsterType
= MONSTER_ROBO
then
1580 if g_Game_IsServer
then Dec(FHealth
, Damage
);
1582 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1585 FPain
:= FPain
+Damage
;
1587 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1588 if FState
<> STATE_PAIN
then
1589 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1590 (FMonsterType
<> MONSTER_BARREL
) then
1591 SetState(STATE_PAIN
);
1593 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1594 if (gBloodCount
> 0) then
1596 c
:= Min(Damage
, 200);
1597 c
:= c
*gBloodCount
- (Damage
div 4) + Random(c
div 2);
1599 if (VelX
= 0) and (VelY
= 0) then
1603 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1604 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1608 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1609 if (SpawnerUID
<> FUID
) and
1610 (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1612 FTargetUID
:= SpawnerUID
;
1616 // Çäîðîâüå çàêîí÷èëîñü:
1617 if FHealth
<= 0 then
1619 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1620 if (FMonsterType
<> MONSTER_BARREL
) then
1622 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1624 p
:= g_Player_Get(SpawnerUID
);
1625 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1627 p
.MonsterKills
:= p
.MonsterKills
+1;
1628 if gGameSettings
.GameMode
= GM_COOP
then
1629 p
.Frags
:= p
.Frags
+ 1;
1630 // Uncomment this if you want to double-kill monsters
1634 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1636 Inc(gCoopMonstersKilled
);
1637 if g_Game_IsNet
then
1643 case FMonsterType
of
1644 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1645 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1646 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1647 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1654 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1655 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1657 g_Obj_Push(@gItems
[it
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
1658 (FObj
.Vel
.Y
div 2)-Random(4));
1659 if g_Game_IsServer
and g_Game_IsNet
then
1660 MH_SEND_ItemSpawn(True, it
);
1663 // Òðóï äàëüøå íå èäåò:
1666 // Ó òðóïà ðàçìåðû ìåíüøå:
1667 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1669 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1670 FObj
.Rect
.Height
:= 12;
1673 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1674 if (FHealth
<= -30) and
1675 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1676 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1677 (FMonsterType
= MONSTER_MAN
)) then
1679 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1680 SetState(STATE_DIE
, ANIM_MESS
);
1685 SetState(STATE_DIE
);
1688 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1689 if g_Game_IsServer
then ActivateTriggers();
1694 if FState
= STATE_SLEEP
then
1695 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1696 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1700 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1704 function TMonster
.Heal(Value
: Word): Boolean;
1707 if g_Game_IsClient
then
1712 if FHealth
< FMaxHealth
then
1714 IncMax(FHealth
, Value
, FMaxHealth
);
1715 if g_Game_IsServer
and g_Game_IsNet
then
1716 MH_SEND_MonsterState(FUID
);
1721 destructor TMonster
.Destroy();
1725 for a
:= 0 to High(FAnim
) do
1727 FAnim
[a
, D_LEFT
].Free();
1728 FAnim
[a
, D_RIGHT
].Free();
1733 inherited Destroy();
1736 procedure TMonster
.Draw();
1742 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1743 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1745 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1746 if FMonsterType
= MONSTER_VILE
then
1747 if FState
= STATE_SHOOT
then
1748 if GetPos(FTargetUID
, @o
) then
1749 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1750 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1752 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1753 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1754 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1757 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1758 if FState
= STATE_DEAD
then
1759 case FMonsterType
of
1760 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1763 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1764 if FAnim
[FCurAnim
, FDirection
] <> nil then
1766 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1767 if (FDirection
= D_LEFT
) and
1768 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1769 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
1770 (FMonsterType
<> MONSTER_BARREL
) then
1775 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1776 if (FDirection
= D_LEFT
) and
1777 (FMonsterType
<> MONSTER_BARREL
) then
1779 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
1780 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
1782 if m
= M_HORIZONTAL
then
1783 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1784 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1785 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
1786 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1787 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
1788 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1790 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1793 else // Ïðàâàÿ àíèìàöèÿ
1795 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
1796 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
1800 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
1803 if g_debug_Frames
then
1805 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
1807 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
1808 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
1813 procedure TMonster
.MakeBloodSimple(Count
: Word);
1815 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
1816 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1817 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
1818 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1819 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
1820 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1821 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
1822 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1825 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
1827 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1828 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1829 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
1830 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
1833 procedure TMonster
.Push(vx
, vy
: Integer);
1835 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
1836 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
1837 if g_Game_IsServer
and g_Game_IsNet
then
1838 MH_SEND_MonsterPos(FUID
);
1841 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
1845 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1846 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1847 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
1848 soulcount
:= soulcount
-1;
1850 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1852 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
1853 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
1854 (State
<> STATE_GO
) then
1861 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
1863 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1865 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
1866 STATE_PAIN
: Anim
:= ANIM_PAIN
;
1867 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
1868 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
1869 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
1870 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
1871 STATE_DIE
: Anim
:= ANIM_DIE
;
1873 begin // íà÷àëè âîñðåøàòüñÿ
1875 FAnim
[Anim
, FDirection
].Revert(True);
1877 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1878 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1885 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1886 if ForceAnim
<> 255 then
1889 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1890 if FCurAnim
<> Anim
then
1891 if FAnim
[Anim
, FDirection
] <> nil then
1893 FAnim
[Anim
, FDirection
].Reset();
1898 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
1905 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1906 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
1908 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
1909 if g_Game_IsServer
and g_Game_IsNet
then
1910 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
1916 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1919 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
1920 TA
:= TAnimation
.Create(FramesID
, False, 6);
1921 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
1922 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1923 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1925 if g_Game_IsServer
and g_Game_IsNet
then
1926 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1927 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
1931 FObj
.X
:= X
- FObj
.Rect
.X
;
1932 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
1935 FDirection
:= D_LEFT
1938 FDirection
:= D_RIGHT
1942 if FDirection
= D_RIGHT
then
1943 FDirection
:= D_LEFT
1945 FDirection
:= D_RIGHT
;
1948 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1949 if not silent
and (TA
<> nil) then
1951 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1952 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
1955 if g_Game_IsServer
and g_Game_IsNet
then
1956 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
1957 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
1961 if g_Game_IsServer
and g_Game_IsNet
then
1962 MH_SEND_MonsterPos(FUID
);
1966 procedure TMonster
.Update();
1968 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
1977 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1978 if FMonsterType
= MONSTER_FISH
then
1979 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
1980 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
1983 // Ëåòàþùèå ìîíòñðû:
1984 if ((FMonsterType
= MONSTER_SOUL
) or
1985 (FMonsterType
= MONSTER_PAIN
) or
1986 (FMonsterType
= MONSTER_CACO
)) and
1987 (FState
<> STATE_DIE
) and
1988 (FState
<> STATE_DEAD
) then
1991 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1992 if gTime
mod (GAME_TICK
*2) <> 0 then
1994 g_Obj_Move(@FObj
, fall
, True, True);
1998 FPainSound
:= False;
2001 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2003 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2004 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2005 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2008 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2010 Inc(gCoopMonstersKilled
);
2011 if g_Game_IsNet
then
2018 oldvelx
:= FObj
.Vel
.X
;
2020 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2021 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2022 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2024 // Ìåðòâûé íè÷åãî íå äåëàåò:
2025 if (FState
= STATE_DEAD
) then
2028 // AI ìîíñòðîâ âûêëþ÷åí:
2029 if g_debug_MonsterOff
then
2032 if FState
<> STATE_SLEEP
then
2033 SetState(STATE_SLEEP
);
2036 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2037 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2038 case FMonsterType
of
2040 if Random(4) = 0 then
2041 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2042 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2043 MONSTER_ROBO
, MONSTER_BARREL
:
2044 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2045 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2047 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2048 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2049 if Random(2) = 0 then
2050 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2052 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2056 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2057 if FMonsterType
= MONSTER_BARREL
then
2059 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2060 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2061 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2062 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2066 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2067 if FMonsterType
= MONSTER_SOUL
then
2068 if WordBool(st
and MOVE_HITAIR
) then
2069 g_Obj_SetSpeed(@FObj
, 16);
2074 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2075 if FObj
.Vel
.Y
< 0 then
2076 if WordBool(st
and MOVE_INWATER
) then
2079 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2080 FTargetTime
:= FTargetTime
+ 1;
2083 if FShellTimer
> -1 then
2084 if FShellTimer
= 0 then
2086 if FShellType
= SHELL_SHELL
then
2087 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2088 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2089 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2090 else if FShellType
= SHELL_DBLSHELL
then
2092 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2093 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2094 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2095 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2096 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2097 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2100 end else Dec(FShellTimer
);
2102 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2104 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2105 STATE_ATTACK
, STATE_SHOOT
]) then
2106 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2107 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2108 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2109 (FObj
.Accel
.Y
= 0) then
2110 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2113 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2115 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2116 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2118 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2119 if gSoundEffectsDF
then PainSound();
2122 // Ñíèæàåì áîëü ñî âðåìåíåì:
2125 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2126 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2134 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2137 FSleep
:= FSleep
+ 1;
2139 // Ïðîñïàëè äîñòàòî÷íî:
2140 if FSleep
>= 18 then
2145 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2146 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2147 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2148 if (gPlayers
<> nil) then
2149 for a
:= 0 to High(gPlayers
) do
2150 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2151 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2153 if g_Look(@FObj
, @Obj
, FDirection
) then
2155 FTargetUID
:= gPlayers
[a
].UID
;
2162 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2163 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2164 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2165 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2166 if gMonsters
<> nil then
2167 for a
:= 0 to High(gMonsters
) do
2168 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2169 (gMonsters
[a
].FUID
<> FUID
) then
2171 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2172 if (FBehaviour
= BH_MANIAC
) and
2173 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2175 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2176 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2177 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2179 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2180 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2182 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2184 FTargetUID
:= gMonsters
[a
].UID
;
2193 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2196 FSleep
:= FSleep
- 1;
2198 // Âûæäàëè äîñòàòî÷íî - èäåì:
2203 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2205 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2206 if WordBool(st
and MOVE_BLOCK
) then
2210 SetState(STATE_RUNOUT
);
2215 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2216 if (FMonsterType
= MONSTER_VILE
) then
2217 if isCorpse(@FObj
, False) <> -1 then
2220 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2225 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2226 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2227 if not findNewPrey() then
2228 begin // Íîâûõ öåëåé íåò
2236 o
.Rect
:= _Rect(0, 0, 0, 1);
2238 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2239 GetPos(FTargetUID
, @o
);
2241 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2242 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2249 // Ðàññòîÿíèå äî öåëè:
2250 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2251 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2253 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2255 FDirection
:= D_RIGHT
2257 FDirection
:= D_LEFT
;
2259 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2260 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2261 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2262 if shoot(@o
, False) then
2265 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2266 if Abs(sx
) < 40 then
2267 if FMonsterType
<> MONSTER_FISH
then
2270 SetState(STATE_RUN
);
2271 if Random(2) = 0 then
2272 FDirection
:= D_LEFT
2274 FDirection
:= D_RIGHT
;
2279 // Óïåðëèñü â ñòåíó:
2280 if WordBool(st
and MOVE_HITWALL
) then
2282 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2283 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2284 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2286 SetState(STATE_WAIT
);
2291 case FMonsterType
of
2292 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2294 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2295 (FObj
.Accel
.Y
= 0) then
2296 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2297 // Ïðûæîê ÷åðåç ñòåíó:
2298 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2299 SetState(STATE_CLIMB
);
2306 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2307 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2308 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2310 if FMonsterType
= MONSTER_FISH
then
2312 if not WordBool(st
and MOVE_INWATER
) then
2313 begin // Ðûáà âíå âîäû:
2314 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2315 begin // "Ñòîèò" òâåðäî
2316 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2317 if FObj
.Accel
.Y
= 0 then
2319 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2323 SetState(STATE_PAIN
);
2324 FPain
:= FPain
+ 50;
2328 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2330 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2334 // Ðûáà ïëûâåò ââåðõ:
2335 if FObj
.Vel
.Y
< 0 then
2336 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2338 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2340 // Ïëàâàåì òóäà-ñþäà:
2341 if Random(2) = 0 then
2342 FDirection
:= D_LEFT
2344 FDirection
:= D_RIGHT
;
2346 SetState(STATE_RUN
);
2350 else // Ëåòàþùèå ìîíñòðû
2352 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2354 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2359 else // "Íàçåìíûå" ìîíñòðû
2361 // Âîçìîæíî, ïèíàåì êóñêè:
2362 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2364 b
:= Abs(FObj
.Vel
.X
);
2365 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2366 for a
:= 0 to High(gGibs
) do
2367 if gGibs
[a
].Live
and
2368 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2369 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2371 if FObj
.Vel
.X
< 0 then
2372 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
2374 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2376 // Áîññû ìîãóò ïèíàòü òðóïû:
2377 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2378 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2380 b
:= Abs(FObj
.Vel
.X
);
2381 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2382 for a
:= 0 to High(gCorpses
) do
2383 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2385 co
:= gCorpses
[a
].Obj
;
2386 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2387 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2389 if FObj
.Vel
.X
< 0 then
2390 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2392 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2395 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2397 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2399 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2400 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2403 FSleep
:= FSleep
+ 1;
2409 if Random(8) = 0 then
2413 // Áåæèì â âûáðàííóþ ñòîðîíó:
2414 if FDirection
= D_RIGHT
then
2415 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2417 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2419 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2420 if WordBool(st
and MOVE_INWATER
) then
2421 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2422 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2423 if FMonsterType
= MONSTER_FISH
then
2427 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2429 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2430 if WordBool(st
and MOVE_BLOCK
) then
2434 SetState(STATE_RUNOUT
);
2439 FSleep
:= FSleep
- 1;
2441 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2442 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2446 // Ñòåíà - èäåì îáðàòíî:
2447 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2450 if Random(8) = 0 then
2454 // Áåæèì â âûáðàííóþ ñòîðîíó:
2455 if FDirection
= D_RIGHT
then
2456 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2458 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2460 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2461 if WordBool(st
and MOVE_INWATER
) then
2462 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2463 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2464 if FMonsterType
= MONSTER_FISH
then
2468 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2470 // Âûøëè èç ÁëîêÌîíà:
2471 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2474 FSleep
:= FSleep
- 1;
2476 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2477 if FSleep
<= -18 then
2481 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2482 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2485 if Random(8) = 0 then
2489 // Áåæèì â âûáðàííóþ ñòîðîíó:
2490 if FDirection
= D_RIGHT
then
2491 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2493 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2495 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2496 if WordBool(st
and MOVE_INWATER
) then
2497 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2498 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2499 if FMonsterType
= MONSTER_FISH
then
2503 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2505 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2506 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2507 (not WordBool(st
and MOVE_HITWALL
)) then
2512 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2513 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2517 SetState(STATE_RUN
);
2521 // Áåæèì â âûáðàííóþ ñòîðîíó:
2522 if FDirection
= D_RIGHT
then
2523 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2525 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2527 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2528 if WordBool(st
and MOVE_INWATER
) then
2529 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2530 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2531 if FMonsterType
= MONSTER_FISH
then
2535 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2536 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2538 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2539 if FMonsterType
= MONSTER_SOUL
then
2541 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2547 // Çàìåäëÿåìñÿ ïðè àòàêå:
2548 if FMonsterType
<> MONSTER_FISH
then
2549 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2551 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2552 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2554 // Öåëü ïîãèáëà => èäåì äàëüøå:
2555 if not GetPos(FTargetUID
, @o
) then
2562 // Öåëü íå âèäíî => èäåì äàëüøå:
2563 if not g_Look(@FObj
, @o
, FDirection
) then
2570 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2571 if g_Obj_CollideWater(@o
, 0, 0) then
2579 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2580 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2581 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2584 end; // case FState of ...
2588 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2589 if FState
= STATE_REVIVE
then
2590 if FAnim
[FCurAnim
, FDirection
].Played
then
2591 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2592 FAnim
[FCurAnim
, FDirection
].Revert(False);
2596 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2597 if vilefire
<> nil then
2600 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2601 if (FState
= STATE_DIE
) and
2602 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2603 (FAnim
[FCurAnim
, FDirection
].Played
) then
2606 SetState(STATE_DEAD
);
2608 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2609 if (FMonsterType
= MONSTER_PAIN
) then
2611 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2612 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2615 gMonsters
[sx
].SetState(STATE_GO
);
2616 gMonsters
[sx
].FNoRespawn
:= True;
2617 Inc(gTotalMonsters
);
2618 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2621 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2622 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2625 gMonsters
[sx
].SetState(STATE_GO
);
2626 gMonsters
[sx
].FNoRespawn
:= True;
2627 Inc(gTotalMonsters
);
2628 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2631 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2632 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2635 gMonsters
[sx
].SetState(STATE_GO
);
2636 gMonsters
[sx
].FNoRespawn
:= True;
2637 Inc(gTotalMonsters
);
2638 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2640 if g_Game_IsNet
then MH_SEND_CoopStats(gMonsters
[sx
].UID
);
2643 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2644 if (FMonsterType
= MONSTER_PAIN
) or
2645 (FMonsterType
= MONSTER_SOUL
) or
2646 (FMonsterType
= MONSTER_BARREL
) then
2650 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2651 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2652 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2653 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2654 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2655 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2656 if FState
= STATE_ATTACK
then
2657 begin // Ñîñòîÿíèå - Àòàêà
2658 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2659 if FMonsterType
<> MONSTER_SOUL
then
2662 else // Ñîñòîÿíèå - Ñòðåëüáà
2664 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2665 if not FChainFire
then
2668 begin // Íàäî ñòðåëÿòü åùå
2669 FChainFire
:= False;
2670 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2671 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2672 FAnim
[FCurAnim
, FDirection
].Reset();
2676 FWaitAttackAnim
:= False;
2679 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2680 if (FMonsterType
= MONSTER_SOUL
) or
2681 ( (not FWaitAttackAnim
) and
2682 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2683 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2685 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2686 if FState
= STATE_ATTACK
then
2687 begin // Ñîñòîÿíèå - Àòàêà
2688 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2689 if FMonsterType
= MONSTER_SOUL
then
2690 FAnim
[FCurAnim
, FDirection
].Reset();
2692 case FMonsterType
of
2693 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2694 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2695 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2696 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2697 if FMonsterType
= MONSTER_SOUL
then
2701 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2702 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2703 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2705 MONSTER_SKEL
, MONSTER_ROBO
:
2706 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2707 if FCurAnim
= ANIM_ATTACK2
then
2710 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
2711 if g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
) <> 0 then
2712 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2716 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2717 if FCurAnim
= ANIM_ATTACK2
then
2719 sx
:= isCorpse(@FObj
, True);
2721 begin // Íàøëè, êîãî âîñêðåñèòü
2722 gMonsters
[sx
].SetState(STATE_REVIVE
);
2723 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2724 // Âîñêðåøàòü - ñåáå âðåäèòü:
2725 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2731 else // Ñîñòîÿíèå - Ñòðåëüáà
2733 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2734 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
2736 if FDirection
= D_LEFT
then
2738 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
2739 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
2740 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2743 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
2745 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2746 case FMonsterType
of
2748 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
2751 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2752 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
2753 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2757 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
2758 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2760 FShellType
:= SHELL_SHELL
;
2764 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
2766 FShellType
:= SHELL_DBLSHELL
;
2771 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
2772 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2775 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
2778 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2779 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2780 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
2784 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
2785 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2786 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
2789 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
2791 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
2793 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
2794 MONSTER_BARON
, MONSTER_KNIGHT
:
2795 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
2797 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
2799 begin // Ñîçäàåì Lost_Soul:
2800 sx
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
2801 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
2804 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2805 gMonsters
[sx
].FTargetUID
:= FTargetUID
;
2806 GetPos(FTargetUID
, @o
);
2807 gMonsters
[sx
].FTargetTime
:= 0;
2808 gMonsters
[sx
].FNoRespawn
:= True;
2809 gMonsters
[sx
].SetState(STATE_GO
);
2810 gMonsters
[sx
].shoot(@o
, True);
2811 Inc(gTotalMonsters
);
2813 if g_Game_IsNet
then MH_SEND_MonsterSpawn(gMonsters
[sx
].UID
);
2818 if FMonsterType
<> MONSTER_PAIN
then
2819 if g_Game_IsNet
then
2820 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
2822 // Ñêîðîñòðåëüíûå ìîíñòðû:
2823 if (FMonsterType
= MONSTER_CGUN
) or
2824 (FMonsterType
= MONSTER_SPIDER
) or
2825 (FMonsterType
= MONSTER_BSP
) or
2826 (FMonsterType
= MONSTER_MANCUB
) or
2827 (FMonsterType
= MONSTER_ROBO
) then
2828 if not GetPos(FTargetUID
, @o
) then
2829 // Öåëü ìåðòâà - èùåì íîâóþ:
2831 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2832 if shoot(@o
, False) then
2836 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2837 FWaitAttackAnim
:= True;
2840 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2841 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
2843 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
2844 // Çâóêè ïðè ïåðåäâèæåíèè:
2845 case FMonsterType
of
2847 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2848 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2849 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
2851 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2852 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2853 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
2855 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2856 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
2857 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2859 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
2860 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
2861 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
2865 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
2866 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
2867 FObj
.Vel
.X
:= oldvelx
;
2869 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2870 if FAnim
[FCurAnim
, FDirection
] <> nil then
2871 FAnim
[FCurAnim
, FDirection
].Update();
2874 procedure TMonster
.SetDeadAnim
;
2876 if FAnim
<> nil then
2877 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
2880 procedure TMonster
.RevertAnim(R
: Boolean = True);
2882 if FAnim
<> nil then
2883 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
2884 FAnim
[FCurAnim
, FDirection
].Revert(R
);
2887 function TMonster
.AnimIsReverse
: Boolean;
2889 if FAnim
<> nil then
2890 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
2895 procedure TMonster
.ClientUpdate();
2897 a
, b
, sx
, sy
, oldvelx
: Integer;
2904 sx
:= 0; // SHUT UP COMPILER
2907 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2908 if FMonsterType
= MONSTER_FISH
then
2909 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2910 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2913 // Ëåòàþùèå ìîíòñðû:
2914 if ((FMonsterType
= MONSTER_SOUL
) or
2915 (FMonsterType
= MONSTER_PAIN
) or
2916 (FMonsterType
= MONSTER_CACO
)) and
2917 (FState
<> STATE_DIE
) and
2918 (FState
<> STATE_DEAD
) then
2921 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2922 if gTime
mod (GAME_TICK
*2) <> 0 then
2924 g_Obj_Move(@FObj
, fall
, True, True);
2928 FPainSound
:= False;
2931 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2933 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2934 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2935 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2941 oldvelx
:= FObj
.Vel
.X
;
2943 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2944 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2945 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2947 // Ìåðòâûé íè÷åãî íå äåëàåò:
2948 if (FState
= STATE_DEAD
) then
2951 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2952 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2953 case FMonsterType
of
2955 if Random(4) = 0 then
2956 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2957 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2958 MONSTER_ROBO
, MONSTER_BARREL
:
2959 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2960 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2962 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2963 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2964 if Random(2) = 0 then
2965 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2967 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2971 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2972 if FMonsterType
= MONSTER_BARREL
then
2974 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2975 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2976 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2977 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2981 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2982 if FMonsterType
= MONSTER_SOUL
then
2983 if WordBool(st
and MOVE_HITAIR
) then
2984 g_Obj_SetSpeed(@FObj
, 16);
2989 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2990 if FObj
.Vel
.Y
< 0 then
2991 if WordBool(st
and MOVE_INWATER
) then
2994 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2995 FTargetTime
:= FTargetTime
+ 1;
2997 if FShellTimer
> -1 then
2998 if FShellTimer
= 0 then
3000 if FShellType
= SHELL_SHELL
then
3001 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3002 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3003 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3004 else if FShellType
= SHELL_DBLSHELL
then
3006 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3007 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3008 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3009 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3010 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3011 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3014 end else Dec(FShellTimer
);
3016 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3018 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3019 STATE_ATTACK
, STATE_SHOOT
]) then
3020 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3021 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3022 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3023 (FObj
.Accel
.Y
= 0) then
3024 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3027 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3029 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3030 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3032 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3036 // Ñíèæàåì áîëü ñî âðåìåíåì:
3039 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3040 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3047 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3050 FSleep
:= FSleep
+ 1;
3052 // Ïðîñïàëè äîñòàòî÷íî:
3053 if FSleep
>= 18 then
3059 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3062 FSleep
:= FSleep
- 1;
3065 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3067 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3068 if WordBool(st
and MOVE_BLOCK
) then
3072 SetState(STATE_RUNOUT
);
3077 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3078 if (FMonsterType
= MONSTER_VILE
) then
3079 if isCorpse(@FObj
, False) <> -1 then
3081 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3087 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3088 if Abs(sx
) < 40 then
3089 if FMonsterType
<> MONSTER_FISH
then
3091 SetState(STATE_RUN
);
3097 // Óïåðëèñü â ñòåíó:
3098 if WordBool(st
and MOVE_HITWALL
) then
3100 case FMonsterType
of
3101 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3103 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3104 (FObj
.Accel
.Y
= 0) then
3105 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3106 // Ïðûæîê ÷åðåç ñòåíó:
3107 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3108 SetState(STATE_CLIMB
);
3115 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3116 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3117 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3119 if FMonsterType
= MONSTER_FISH
then
3121 if not WordBool(st
and MOVE_INWATER
) then
3122 begin // Ðûáà âíå âîäû:
3123 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3124 begin // "Ñòîèò" òâåðäî
3125 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3126 if FObj
.Accel
.Y
= 0 then
3128 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3132 SetState(STATE_PAIN
);
3133 FPain
:= FPain
+ 50;
3137 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3139 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3143 // Ðûáà ïëûâåò ââåðõ:
3144 if FObj
.Vel
.Y
< 0 then
3145 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3147 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3149 // Ïëàâàåì òóäà-ñþäà:
3150 SetState(STATE_RUN
);
3155 else // Ëåòàþùèå ìîíñòðû
3157 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3159 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3164 else // "Íàçåìíûå" ìîíñòðû
3166 // Âîçìîæíî, ïèíàåì êóñêè:
3167 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3169 b
:= Abs(FObj
.Vel
.X
);
3170 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3171 for a
:= 0 to High(gGibs
) do
3172 if gGibs
[a
].Live
and
3173 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3174 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3176 if FObj
.Vel
.X
< 0 then
3177 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
3179 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3181 // Áîññû ìîãóò ïèíàòü òðóïû:
3182 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3183 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3185 b
:= Abs(FObj
.Vel
.X
);
3186 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3187 for a
:= 0 to High(gCorpses
) do
3188 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3190 co
:= gCorpses
[a
].Obj
;
3191 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3192 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3194 if FObj
.Vel
.X
< 0 then
3195 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3197 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3202 FSleep
:= FSleep
+ 1;
3208 if Random(8) = 0 then
3212 // Áåæèì â âûáðàííóþ ñòîðîíó:
3213 if FDirection
= D_RIGHT
then
3214 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3216 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3218 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3219 if WordBool(st
and MOVE_INWATER
) then
3220 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3221 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3222 if FMonsterType
= MONSTER_FISH
then
3226 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3228 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3229 if WordBool(st
and MOVE_BLOCK
) then
3231 SetState(STATE_RUNOUT
);
3237 FSleep
:= FSleep
- 1;
3239 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3240 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3246 if Random(8) = 0 then
3250 // Áåæèì â âûáðàííóþ ñòîðîíó:
3251 if FDirection
= D_RIGHT
then
3252 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3254 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3256 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3257 if WordBool(st
and MOVE_INWATER
) then
3258 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3259 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3260 if FMonsterType
= MONSTER_FISH
then
3264 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3266 // Âûøëè èç ÁëîêÌîíà:
3267 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3270 FSleep
:= FSleep
- 1;
3272 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3273 if FSleep
<= -18 then
3279 if Random(8) = 0 then
3283 // Áåæèì â âûáðàííóþ ñòîðîíó:
3284 if FDirection
= D_RIGHT
then
3285 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3287 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3289 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3290 if WordBool(st
and MOVE_INWATER
) then
3291 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3292 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3293 if FMonsterType
= MONSTER_FISH
then
3297 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3299 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3300 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3301 (not WordBool(st
and MOVE_HITWALL
)) then
3306 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3307 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3309 SetState(STATE_RUN
);
3314 // Áåæèì â âûáðàííóþ ñòîðîíó:
3315 if FDirection
= D_RIGHT
then
3316 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3318 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3320 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3321 if WordBool(st
and MOVE_INWATER
) then
3322 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3323 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3324 if FMonsterType
= MONSTER_FISH
then
3328 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3329 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3331 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3332 if FMonsterType
= MONSTER_SOUL
then
3334 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3340 // Çàìåäëÿåìñÿ ïðè àòàêå:
3341 if FMonsterType
<> MONSTER_FISH
then
3342 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3344 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3345 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3347 // Öåëü ïîãèáëà => èäåì äàëüøå:
3348 if not GetPos(FTargetUID
, @o
) then
3355 // Öåëü íå âèäíî => èäåì äàëüøå:
3356 if not g_Look(@FObj
, @o
, FDirection
) then
3363 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3364 if g_Obj_CollideWater(@o
, 0, 0) then
3372 end; // case FState of ...
3376 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3377 if FState
= STATE_REVIVE
then
3378 if FAnim
[FCurAnim
, FDirection
].Played
then
3379 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3380 FAnim
[FCurAnim
, FDirection
].Revert(False);
3384 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3385 if vilefire
<> nil then
3388 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3389 if (FState
= STATE_DIE
) and
3390 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3391 (FAnim
[FCurAnim
, FDirection
].Played
) then
3394 SetState(STATE_DEAD
);
3396 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3397 if (FMonsterType
= MONSTER_PAIN
) or
3398 (FMonsterType
= MONSTER_SOUL
) or
3399 (FMonsterType
= MONSTER_BARREL
) then
3402 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3405 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3406 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3407 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3408 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3409 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3410 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3411 if FState
= STATE_ATTACK
then
3412 begin // Ñîñòîÿíèå - Àòàêà
3413 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3414 if FMonsterType
<> MONSTER_SOUL
then
3417 else // Ñîñòîÿíèå - Ñòðåëüáà
3419 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3420 if not FChainFire
then
3423 begin // Íàäî ñòðåëÿòü åùå
3424 FChainFire
:= False;
3425 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3426 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3427 FAnim
[FCurAnim
, FDirection
].Reset();
3431 FWaitAttackAnim
:= False;
3434 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3435 if (FMonsterType
= MONSTER_SOUL
) or
3436 ( (not FWaitAttackAnim
) and
3437 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3438 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3440 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3441 if FState
= STATE_ATTACK
then
3442 begin // Ñîñòîÿíèå - Àòàêà
3443 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3444 if FMonsterType
= MONSTER_SOUL
then
3445 FAnim
[FCurAnim
, FDirection
].Reset();
3447 case FMonsterType
of
3448 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3449 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3450 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3451 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3452 if FMonsterType
= MONSTER_SOUL
then
3456 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3458 MONSTER_SKEL
, MONSTER_ROBO
:
3459 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3460 if FCurAnim
= ANIM_ATTACK2
then
3463 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*50;
3464 g_Weapon_Hit(@o
, 50, FUID
, HIT_SOME
);
3468 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3469 if FCurAnim
= ANIM_ATTACK2
then
3471 sx
:= isCorpse(@FObj
, True);
3473 begin // Íàøëè, êîãî âîñêðåñèòü
3474 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3475 // Âîñêðåøàòü - ñåáå âðåäèòü:
3476 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3482 else // Ñîñòîÿíèå - Ñòðåëüáà
3484 // Ñêîðîñòðåëüíûå ìîíñòðû:
3485 if (FMonsterType
= MONSTER_CGUN
) or
3486 (FMonsterType
= MONSTER_SPIDER
) or
3487 (FMonsterType
= MONSTER_BSP
) or
3488 (FMonsterType
= MONSTER_MANCUB
) or
3489 (FMonsterType
= MONSTER_ROBO
) then
3490 if not GetPos(FTargetUID
, @o
) then
3491 // Öåëü ìåðòâà - èùåì íîâóþ:
3493 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3494 if shoot(@o
, False) then
3498 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3499 FWaitAttackAnim
:= True;
3502 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3503 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3505 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3506 // Çâóêè ïðè ïåðåäâèæåíèè:
3507 case FMonsterType
of
3509 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3510 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3511 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3513 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3514 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3515 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3517 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3518 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3519 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3521 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3522 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3523 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3527 // Êîñòûëü äëÿ ïîòîêîâ
3528 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3529 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3530 FObj
.Vel
.X
:= oldvelx
;
3532 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3533 if FAnim
[FCurAnim
, FDirection
] <> nil then
3534 FAnim
[FCurAnim
, FDirection
].Update();
3537 procedure TMonster
.ClientAttack(wx
, wy
, tx
, ty
: Integer);
3539 case FMonsterType
of
3542 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3543 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3547 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3549 FShellType
:= SHELL_SHELL
;
3553 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3555 FShellType
:= SHELL_DBLSHELL
;
3557 MONSTER_CGUN
, MONSTER_SPIDER
:
3559 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3560 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3563 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3565 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3567 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3569 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3571 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3573 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3574 MONSTER_BARON
, MONSTER_KNIGHT
:
3575 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3577 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3581 procedure TMonster
.Turn();
3584 if FDirection
= D_LEFT
then
3585 FDirection
:= D_RIGHT
3587 FDirection
:= D_LEFT
;
3589 // Áåæèì â âûáðàííóþ ñòîðîíó:
3590 if FDirection
= D_RIGHT
then
3591 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3593 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3596 function TMonster
.findNewPrey(): Boolean;
3600 PlayersSee
, MonstersSee
: Array of DWORD
;
3601 PlayerNear
, MonsterNear
: Integer;
3604 SetLength(MonstersSee
, 0);
3605 SetLength(PlayersSee
, 0);
3612 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3613 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3614 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3615 for a
:= 0 to High(gPlayers
) do
3616 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3617 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3619 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3621 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3622 PlayersSee
[High(PlayersSee
)] := a
;
3624 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3625 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3629 PlayerNear
:= Integer(a
);
3633 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3634 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3635 for a
:= 0 to High(gMonsters
) do
3636 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3637 (gMonsters
[a
].FUID
<> FUID
) then
3639 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3640 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3641 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3642 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3643 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3644 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3645 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3646 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3648 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3650 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3651 MonstersSee
[High(MonstersSee
)] := a
;
3653 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3654 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3658 MonsterNear
:= Integer(a
);
3663 BH_NORMAL
, BH_KILLER
:
3665 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3666 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3668 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3669 FTargetUID
:= gPlayers
[a
].UID
;
3672 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3675 FTargetUID
:= gPlayers
[a
].UID
;
3677 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3678 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3680 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3681 FTargetUID
:= gMonsters
[a
].UID
;
3684 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3687 FTargetUID
:= gMonsters
[a
].UID
;
3690 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3692 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3693 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3695 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3696 FTargetUID
:= gPlayers
[a
].UID
;
3698 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3700 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3701 FTargetUID
:= gMonsters
[a
].UID
;
3703 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3704 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3707 FTargetUID
:= gPlayers
[a
].UID
;
3709 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3712 FTargetUID
:= gMonsters
[a
].UID
;
3717 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3718 if FTargetUID
= 0 then
3720 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3721 if FBehaviour
= BH_INSANE
then
3724 FTargetTime
:= MAX_ATM
;
3733 function TMonster
.kick(o
: PObj
): Boolean;
3737 case FMonsterType
of
3740 SetState(STATE_ATTACK
);
3745 SetState(STATE_ATTACK
);
3746 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
3751 SetState(STATE_ATTACK
);
3752 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
3757 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3758 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3763 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3764 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
3767 MONSTER_BARON
, MONSTER_KNIGHT
,
3768 MONSTER_CACO
, MONSTER_MANCUB
:
3769 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3770 if not g_Game_IsClient
then Result
:= shoot(o
, True);
3774 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
3784 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3785 if not immediately
then
3786 case FMonsterType
of
3787 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
3788 Exit
; // íå ñòðåëÿþò
3789 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
3792 // Âðåìÿ âûñòðåëà óïóùåíî:
3794 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
3800 // Âðåìÿ âûñòðåëà óïóùåíî:
3807 // Âðåìÿ âûñòðåëà óïóùåíî:
3808 if FAmmo
>= 100 then
3813 // Ñòðåëÿåò íå âñåãäà:
3814 if Random(2) = 0 then
3817 // Âðåìÿ âûñòðåëà óïóùåíî:
3821 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
3822 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
3823 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
3824 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
3825 else if Random(16) <> 0 then Exit
;
3829 if not g_Look(@FObj
, o
, FDirection
) then
3834 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
3835 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
3837 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3838 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3839 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
3840 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
3843 case FMonsterType
of
3844 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
3846 SetState(STATE_SHOOT
);
3851 SetState(STATE_SHOOT
);
3855 begin // Çàæèãàåì îãîíü
3856 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
3857 ty
:= o
^.Y
+o
^.Rect
.Y
;
3858 SetState(STATE_SHOOT
);
3862 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
3863 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
3866 begin // Ëåòèò â ñòîðîíó öåëè:
3867 SetState(STATE_ATTACK
);
3868 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
3870 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
3871 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
3872 m
:= Max(Abs(xd
), Abs(yd
));
3876 FObj
.Vel
.X
:= (xd
*16) div m
;
3877 FObj
.Vel
.Y
:= (yd
*16) div m
;
3879 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
3880 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
3882 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3883 if FMonsterType
= MONSTER_MANCUB
then
3885 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
3887 SetState(STATE_SHOOT
);
3895 function TMonster
.Live(): Boolean;
3897 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
3900 procedure TMonster
.SetHealth(aH
: Integer);
3902 if (aH
> 0) and (aH
< 1000000) then
3905 if FHealth
> FMaxHealth
then
3906 FMaxHealth
:= FHealth
;
3910 procedure TMonster
.WakeUp();
3912 if g_Game_IsClient
then Exit
;
3914 FTargetTime
:= MAX_ATM
;
3918 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
3928 // Ñèãíàòóðà ìîíñòðà:
3929 sig
:= MONSTER_SIGNATURE
; // 'MONS'
3930 Mem
.WriteDWORD(sig
);
3932 Mem
.WriteWord(FUID
);
3934 if FDirection
= D_LEFT
then
3939 // Íàäî ëè óäàëèòü åãî:
3940 Mem
.WriteBoolean(FRemoved
);
3941 // Îñòàëîñü çäîðîâüÿ:
3942 Mem
.WriteInt(FHealth
);
3944 Mem
.WriteByte(FState
);
3945 // Òåêóùàÿ àíèìàöèÿ:
3946 Mem
.WriteByte(FCurAnim
);
3948 Mem
.WriteWord(FTargetUID
);
3949 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3950 Mem
.WriteInt(FTargetTime
);
3951 // Ïîâåäåíèå ìîíñòðà:
3952 Mem
.WriteByte(FBehaviour
);
3953 // Ãîòîâíîñòü ê âûñòðåëó:
3954 Mem
.WriteInt(FAmmo
);
3956 Mem
.WriteInt(FPain
);
3958 Mem
.WriteInt(FSleep
);
3959 // Îçâó÷èâàòü ëè áîëü:
3960 Mem
.WriteBoolean(FPainSound
);
3961 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3962 Mem
.WriteBoolean(FWaitAttackAnim
);
3963 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3964 Mem
.WriteBoolean(FChainFire
);
3965 // Ïîäëåæèò ëè ðåñïàâíó:
3966 Mem
.WriteBoolean(FNoRespawn
);
3970 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3971 Mem
.WriteInt(FStartID
);
3972 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3973 Mem
.WriteInt(FSpawnTrigger
);
3975 Obj_SaveState(@FObj
, Mem
);
3976 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3977 anim
:= vilefire
<> nil;
3978 Mem
.WriteBoolean(anim
);
3979 // Åñëè åñòü - ñîõðàíÿåì:
3981 vilefire
.SaveState(Mem
);
3983 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
3985 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3986 anim
:= FAnim
[i
, D_LEFT
] <> nil;
3987 Mem
.WriteBoolean(anim
);
3988 // Åñëè åñòü - ñîõðàíÿåì:
3990 FAnim
[i
, D_LEFT
].SaveState(Mem
);
3991 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3992 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
3993 Mem
.WriteBoolean(anim
);
3994 // Åñëè åñòü - ñîõðàíÿåì:
3996 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4000 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4010 // Ñèãíàòóðà ìîíñòðà:
4012 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4014 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4021 FDirection
:= D_LEFT
4023 FDirection
:= D_RIGHT
;
4024 // Íàäî ëè óäàëèòü åãî:
4025 Mem
.ReadBoolean(FRemoved
);
4026 // Îñòàëîñü çäîðîâüÿ:
4027 Mem
.ReadInt(FHealth
);
4029 Mem
.ReadByte(FState
);
4030 // Òåêóùàÿ àíèìàöèÿ:
4031 Mem
.ReadByte(FCurAnim
);
4033 Mem
.ReadWord(FTargetUID
);
4034 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4035 Mem
.ReadInt(FTargetTime
);
4036 // Ïîâåäåíèå ìîíñòðà:
4037 Mem
.ReadByte(FBehaviour
);
4038 // Ãîòîâíîñòü ê âûñòðåëó:
4043 Mem
.ReadInt(FSleep
);
4044 // Îçâó÷èâàòü ëè áîëü:
4045 Mem
.ReadBoolean(FPainSound
);
4046 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4047 Mem
.ReadBoolean(FWaitAttackAnim
);
4048 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4049 Mem
.ReadBoolean(FChainFire
);
4050 // Ïîäëåæèò ëè ðåñïàâíó
4051 Mem
.ReadBoolean(FNoRespawn
);
4055 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4056 Mem
.ReadInt(FStartID
);
4057 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4058 Mem
.ReadInt(FSpawnTrigger
);
4060 Obj_LoadState(@FObj
, Mem
);
4061 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4062 Mem
.ReadBoolean(anim
);
4063 // Åñëè åñòü - çàãðóæàåì:
4066 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4067 vilefire
.LoadState(Mem
);
4070 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4072 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4073 Mem
.ReadBoolean(anim
);
4074 // Åñëè åñòü - çàãðóæàåì:
4077 Assert(FAnim
[i
, D_LEFT
] <> nil,
4078 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4079 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4081 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4082 Mem
.ReadBoolean(anim
);
4083 // Åñëè åñòü - çàãðóæàåì:
4086 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4087 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4088 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4093 procedure TMonster
.ActivateTriggers();
4097 if FDieTriggers
<> nil then
4098 for a
:= 0 to High(FDieTriggers
) do
4099 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4100 if FSpawnTrigger
> -1 then
4102 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4103 FSpawnTrigger
:= -1;
4107 procedure TMonster
.AddTrigger(t
: Integer);
4109 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4110 FDieTriggers
[High(FDieTriggers
)] := t
;
4113 procedure TMonster
.ClearTriggers();
4115 SetLength(FDieTriggers
, 0);