1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_basic
, e_graphics
, g_phys
, g_textures
,
23 g_saveload
, BinEditor
, g_panel
, z_aabbtree
;
47 TMonster
= Class (TObject
)
51 FDirection
: TDirection
;
52 FStartDirection
: TDirection
;
53 FStartX
, FStartY
: Integer;
59 FAnim
: Array of Array [D_LEFT
..D_RIGHT
] of TAnimation
;
68 FWaitAttackAnim
: Boolean;
79 FFirePainTime
: Integer;
83 treeNode
: Integer; // node in dyntree or -1
84 arrIdx
: Integer; // in gMonsters
86 FDieTriggers
: Array of Integer;
87 FSpawnTrigger
: Integer;
90 function findNewPrey(): Boolean;
91 procedure ActivateTriggers();
93 function getMapAABB (): AABB2D
; inline;
98 trapCheckFrameId
: DWord
; // for `g_weapons.CheckTrap()`
100 constructor Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
101 destructor Destroy(); override;
102 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
103 function Collide(Panel
: TPanel
): Boolean; overload
;
104 function Collide(X
, Y
: Integer): Boolean; overload
;
105 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
106 function Live(): Boolean;
107 procedure SetHealth(aH
: Integer);
108 procedure Push(vx
, vy
: Integer);
109 function Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
110 function Heal(Value
: Word): Boolean;
113 procedure ClientUpdate();
114 procedure ClientAttack(wx
, wy
, atx
, aty
: Integer);
115 procedure SetDeadAnim
;
118 procedure WakeUpSound();
119 procedure DieSound();
120 procedure PainSound();
121 procedure ActionSound();
122 procedure AddTrigger(t
: Integer);
123 procedure ClearTriggers();
125 procedure SaveState(var Mem
: TBinMemoryWriter
);
126 procedure LoadState(var Mem
: TBinMemoryReader
);
127 procedure SetState(State
: Byte; ForceAnim
: Byte = 255);
128 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
129 procedure MakeBloodSimple(Count
: Word);
130 procedure RevertAnim(R
: Boolean = True);
131 function AnimIsReverse
: Boolean;
132 function shoot(o
: PObj
; immediately
: Boolean): Boolean;
133 function kick(o
: PObj
): Boolean;
134 procedure CatchFire(Attacker
: Word);
135 procedure OnFireFlame(Times
: DWORD
= 1);
137 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
139 property MonsterType
: Byte read FMonsterType
;
140 property MonsterHealth
: Integer read FHealth write FHealth
;
141 property MonsterAmmo
: Integer read FAmmo write FAmmo
;
142 property MonsterTargetUID
: Word read FTargetUID write FTargetUID
;
143 property MonsterTargetTime
: Integer read FTargetTime write FTargetTime
;
144 property MonsterBehaviour
: Byte read FBehaviour write FBehaviour
;
145 property MonsterSleep
: Integer read FSleep write FSleep
;
146 property MonsterState
: Byte read FState write FState
;
147 property MonsterRemoved
: Boolean read FRemoved write FRemoved
;
148 property MonsterPain
: Integer read FPain write FPain
;
149 property MonsterAnim
: Byte read FCurAnim write FCurAnim
;
151 property Obj
: TObj read FObj
;
152 property UID
: Word read FUID write FUID
;
153 property SpawnTrigger
: Integer read FSpawnTrigger write FSpawnTrigger
;
155 property GameX
: Integer read FObj
.X write FObj
.X
;
156 property GameY
: Integer read FObj
.Y write FObj
.Y
;
157 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
158 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
159 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
160 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
161 property GameDirection
: TDirection read FDirection write FDirection
;
163 property mapAABB
: AABB2D read getMapAABB
;
165 property StartID
: Integer read FStartID
;
169 procedure g_Monsters_LoadData ();
170 procedure g_Monsters_FreeData ();
171 procedure g_Monsters_Init ();
172 procedure g_Monsters_Free ();
173 function g_Monsters_Create (MonsterType
: Byte; X
, Y
: Integer; Direction
: TDirection
;
174 AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
175 procedure g_Monsters_Update ();
176 procedure g_Monsters_Draw ();
177 procedure g_Monsters_DrawHealth ();
178 function g_Monsters_ByUID (UID
: Word): TMonster
;
179 procedure g_Monsters_killedp ();
180 procedure g_Monsters_SaveState (var Mem
: TBinMemoryWriter
);
181 procedure g_Monsters_LoadState (var Mem
: TBinMemoryReader
);
182 function g_Monsters_GetIDByName (name
: String): Integer;
183 function g_Monsters_GetNameByID (MonsterType
: Byte): String;
184 function g_Monsters_GetKilledBy (MonsterType
: Byte): String;
188 TEachMonsterCB
= function (mon
: TMonster
): Boolean is nested
; // return `true` to stop
190 // throws on invalid uid
191 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
194 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
196 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
198 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
199 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
201 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
202 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
204 function g_Mons_getNewTrapFrameId (): DWord
;
208 gmon_debug_use_sqaccel
: Boolean = true;
214 e_log
, g_main
, g_sound
, g_gfx
, g_player
, g_game
,
215 g_weapons
, g_triggers
, MAPDEF
, g_items
, g_options
,
216 g_console
, g_map
, Math
, SysUtils
, g_menu
, wadreader
,
217 g_language
, g_netmsg
;
220 // ////////////////////////////////////////////////////////////////////////// //
222 monCheckTrapLastFrameId
: DWord
;
225 function TMonster
.getMapAABB (): AABB2D
; inline;
227 result
:= AABB2D
.CreateWH(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
);
231 // ////////////////////////////////////////////////////////////////////////// //
233 TDynAABBTreeMonsBase
= specialize TDynAABBTreeBase
<TMonster
>;
235 TDynAABBTreeMons
= class(TDynAABBTreeMonsBase
)
236 function getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean; override;
239 function TDynAABBTreeMons
.getFleshAABB (out aabb
: AABB2D
; flesh
: TMonster
; tag
: Integer): Boolean;
242 if (flesh
= nil) then raise Exception
.Create('DynTree: trying to get dimensions of inexistant monsters');
243 if (flesh
.Obj
.Rect
.Width
< 1) or (flesh
.Obj
.Rect
.Height
< 1) then raise Exception
.Create('DynTree: monster without size, wtf?!');
244 //aabb := AABB2D.CreateWH(flesh.Obj.X+flesh.Obj.Rect.X, flesh.Obj.Y+flesh.Obj.Rect.Y, flesh.Obj.Rect.Width, flesh.Obj.Rect.Height);
245 aabb
:= flesh
.getMapAABB();
246 if not aabb
.valid
then raise Exception
.Create('wutafuuuuuuu?!');
252 monsTree
: TDynAABBTreeMons
= nil;
255 //WARNING! call this after monster position was changed, or coldet will not work right!
256 procedure TMonster
.positionChanged ();
260 {$IF DEFINED(D2F_DEBUG)}
261 //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [arrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY);
263 if (treeNode
= -1) then
265 treeNode
:= monsTree
.insertObject(self
, 0);
266 {$IF DEFINED(D2F_DEBUG)}
267 monsTree
.getNodeXY(treeNode
, x
, y
);
268 e_WriteLog(Format('monster #%d(%u): inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
273 monsTree
.getNodeXY(treeNode
, x
, y
);
274 if (FObj
.X
+FObj
.Rect
.X
= x
) and (FObj
.Y
+FObj
.Rect
.Y
= y
) then exit
; // nothing to do
275 {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('monster #%d(%u): updating tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);{$ENDIF}
278 monsTree
.updateObject(treeNode
);
280 monsTree
.removeObject(treeNode
);
281 treeNode
:= monsTree
.insertObject(self
);
284 {$IF DEFINED(D2F_DEBUG)}
285 monsTree
.getNodeXY(treeNode
, x
, y
);
286 e_WriteLog(Format('monster #%d(%u): updated tree; nodeid=%d; x=%d; y=%d', [arrIdx
, UID
, treeNode
, x
, y
]), MSG_NOTIFY
);
292 // ////////////////////////////////////////////////////////////////////////// //
315 MONSTER_SIGNATURE
= $534E4F4D; // 'MONS'
317 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
318 ANIMTABLE
: Array [ANIM_SLEEP
..ANIM_PAIN
] of
322 end = ((name
: 'SLEEP'; loop
: True),
323 (name
: 'GO'; loop
: True),
324 (name
: 'DIE'; loop
: False),
325 (name
: 'MESS'; loop
: False),
326 (name
: 'ATTACK'; loop
: False),
327 (name
: 'ATTACK2'; loop
: False),
328 (name
: 'PAIN'; loop
: False));
330 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
331 MONSTERTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
341 ((Name
:'DEMON'; Rect
:(X
:7; Y
:8; Width
:50; Height
:52); Health
:60;
342 RunVel
: 7; MinPain
: 10; Pain
: 20; Jump
: 10),
344 (Name
:'IMP'; Rect
:(X
:15; Y
:10; Width
:34; Height
:50); Health
:25;
345 RunVel
: 3; MinPain
: 0; Pain
: 15; Jump
: 10),
347 (Name
:'ZOMBY'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:15;
348 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
350 (Name
:'SERG'; Rect
:(X
:15; Y
:8; Width
:34; Height
:52); Health
:20;
351 RunVel
: 3; MinPain
: 0; Pain
: 10; Jump
: 10),
353 (Name
:'CYBER'; Rect
:(X
:24; Y
:9; Width
:80; Height
:110); Health
:500;
354 RunVel
: 5; MinPain
: 50; Pain
: 70; Jump
: 10),
356 (Name
:'CGUN'; Rect
:(X
:15; Y
:4; Width
:34; Height
:56); Health
:60;
357 RunVel
: 3; MinPain
: 10; Pain
: 20; Jump
: 10),
359 (Name
:'BARON'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:150;
360 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
362 (Name
:'KNIGHT'; Rect
:(X
:39; Y
:32; Width
:50; Height
:64); Health
:75;
363 RunVel
: 3; MinPain
: 30; Pain
: 40; Jump
: 10),
365 (Name
:'CACO'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
366 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
368 (Name
:'SOUL'; Rect
:(X
:16; Y
:14; Width
:32; Height
:36); Health
:60;
369 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
371 (Name
:'PAIN'; Rect
:(X
:34; Y
:36; Width
:60; Height
:56); Health
:100;
372 RunVel
: 4; MinPain
: 0; Pain
: 10; Jump
: 4),
374 (Name
:'SPIDER'; Rect
:(X
:23; Y
:14; Width
:210; Height
:100); Health
:500;
375 RunVel
: 4; MinPain
: 50; Pain
: 70; Jump
: 10),
377 (Name
:'BSP'; Rect
:(X
:14; Y
:17; Width
:100; Height
:42); Health
:150;
378 RunVel
: 4; MinPain
: 0; Pain
: 20; Jump
: 10),
380 (Name
:'MANCUB'; Rect
:(X
:28; Y
:34; Width
:72; Height
:60); Health
:200;
381 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 7),
383 (Name
:'SKEL'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:200;
384 RunVel
: 6; MinPain
: 20; Pain
: 40; Jump
: 11),
386 (Name
:'VILE'; Rect
:(X
:30; Y
:28; Width
:68; Height
:72); Health
:150;
387 RunVel
: 7; MinPain
: 10; Pain
: 30; Jump
: 12),
389 (Name
:'FISH'; Rect
:(X
:6; Y
:11; Width
:20; Height
:10); Health
:35;
390 RunVel
: 14; MinPain
: 10; Pain
: 20; Jump
: 6),
392 (Name
:'BARREL'; Rect
:(X
:20; Y
:13; Width
:24; Height
:36); Health
:20;
393 RunVel
: 0; MinPain
: 0; Pain
: 0; Jump
: 0),
395 (Name
:'ROBO'; Rect
:(X
:30; Y
:26; Width
:68; Height
:76); Health
:20;
396 RunVel
: 3; MinPain
: 20; Pain
: 40; Jump
: 6),
398 (Name
:'MAN'; Rect
:(X
:15; Y
:6; Width
:34; Height
:52); Health
:400;
399 RunVel
: 8; MinPain
: 50; Pain
: 70; Jump
: 10));
401 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
402 MONSTER_ANIMTABLE
: Array [MONSTER_DEMON
..MONSTER_MAN
] of
405 wX
, wY
: Integer; // Îòêóäà âûëåòèò ïóëÿ
406 AnimSpeed
: Array [ANIM_SLEEP
..ANIM_PAIN
] of Byte;
407 AnimDeltaRight
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
408 AnimDeltaLeft
: Array [ANIM_SLEEP
..ANIM_PAIN
] of TPoint
;
409 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
410 ((LeftAnim
: False; wX
: 54; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //DEMON
411 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));
412 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))),
414 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //IMP
415 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));
416 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))),
418 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
419 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));
420 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))),
422 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 2, 3, 0, 4); //SERG
423 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));
424 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))),
426 (LeftAnim
: True; wX
: 70; wY
: 73; AnimSpeed
:(3, 3, 3, 3, 3, 4, 3); //CYBER
427 AnimDeltaRight
: ((X
: 2; Y
: -6), (X
: 2; Y
: -6), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
: 25; Y
: -6), (X
: 0; Y
: -6), (X
: -2; Y
: -6));
428 AnimDeltaLeft
: ((X
: 3; Y
: -3), (X
: 3; Y
: -3), (X
: -3; Y
: -4), (X
: -3; Y
: -4), (X
:-26; Y
: -3), (X
:-1; Y
: -3), (X
: 1; Y
: -3))),
430 (LeftAnim
: True; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 1, 0, 4); //CGUN
431 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));
432 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))),
434 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //BARON
435 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));
436 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))),
438 (LeftAnim
: True; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
439 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));
440 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))),
442 (LeftAnim
: False; wX
: 88; wY
: 69; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //CACO
443 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));
444 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))),
446 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //SOUL
447 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));
448 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))),
450 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 3, 4, 2, 0, 4); //PAIN
451 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));
452 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))),
454 (LeftAnim
: True; wX
: 128; wY
: 64; AnimSpeed
:(3, 2, 4, 4, 1, 0, 4); //SPIDER
455 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));
456 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))),
458 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 2, 3, 4, 1, 0, 4); //BSP
459 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));
460 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))),
462 (LeftAnim
: False; wX
: 64; wY
: 64; AnimSpeed
:(3, 2, 2, 4, 2, 0, 4); //MANCUB
463 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));
464 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))),
466 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //SKEL
467 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));
468 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))),
470 (LeftAnim
: True; wX
: 64; wY
: 32; AnimSpeed
:(3, 3, 3, 3, 3, 3, 3); //VILE
471 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));
472 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))),
474 (LeftAnim
: False; wX
: 8; wY
: 8; AnimSpeed
:(2, 2, 2, 2, 3, 0, 1); //FISH
475 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));
476 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 ))),
478 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 0, 3, 0, 0, 0, 5); //BARREL
479 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));
480 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))),
482 (LeftAnim
: False; wX
: 95; wY
: 57; AnimSpeed
:(1, 2, 1, 0, 1, 1, 0); //ROBO
483 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));
484 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))),
486 (LeftAnim
: False; wX
: 32; wY
: 32; AnimSpeed
:(3, 2, 2, 2, 2, 0, 5); //MAN
487 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));
488 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))) );
490 MAX_ATM
= 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
491 MAX_SOUL
= 512; // Îãðàíè÷åíèå Lost_Soul'îâ
495 gMonsters
: array of TMonster
;
496 uidMap
: array [0..65535] of TMonster
; // monster knows it's index
499 procedure clearUidMap ();
503 for idx
:= 0 to High(uidMap
) do uidMap
[idx
] := nil;
507 function g_Mons_getNewTrapFrameId (): DWord
;
511 Inc(monCheckTrapLastFrameId
);
512 if monCheckTrapLastFrameId
= 0 then
515 monCheckTrapLastFrameId
:= 1;
516 for f
:= 0 to High(gMonsters
) do
518 if (gMonsters
[f
] <> nil) then gMonsters
[f
].trapCheckFrameId
:= 0;
521 result
:= monCheckTrapLastFrameId
;
530 soulcount
: Integer = 0;
533 function allocMonster(): DWORD
;
537 for i
:= 0 to High(gMonsters
) do
539 if (gMonsters
[i
] = nil) then
546 olen
:= Length(gMonsters
);
549 SetLength(gMonsters
, 64);
555 SetLength(gMonsters
, Length(gMonsters
)+32);
560 function IsFriend(a
, b
: Byte): Boolean;
564 // Áî÷êà - âñåì äðóã:
565 if (a
= MONSTER_BARREL
) or (b
= MONSTER_BARREL
) then
568 // Ìîíñòðû îäíîãî âèäà:
571 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
572 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
573 Exit
; // Ýòè íå áüþò ñâîèõ
576 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
577 if (a
= MONSTER_SOUL
) and (b
= MONSTER_PAIN
) then
579 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
580 if (b
= MONSTER_SOUL
) and (a
= MONSTER_PAIN
) then
583 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
588 function BehaviourDamage(SpawnerUID
: Word; BH
, SelfType
: Byte): Boolean;
591 UIDType
, MonsterType
: Byte;
596 UIDType
:= g_GetUIDType(SpawnerUID
);
597 if UIDType
= UID_MONSTER
then
599 m
:= g_Monsters_ByUID(SpawnerUID
);
600 if m
= nil then Exit
;
601 MonsterType
:= m
.FMonsterType
;
605 BH_NORMAL
: Result
:= (UIDType
= UID_PLAYER
) or
606 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
608 BH_KILLER
: Result
:= UIDType
= UID_PLAYER
;
609 BH_MANIAC
: Result
:= (UIDType
= UID_PLAYER
) or
610 ((UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
)));
612 BH_INSANE
: Result
:= (UIDType
= UID_MONSTER
) and (not IsFriend(MonsterType
, SelfType
));
613 BH_CANNIBAL
: Result
:= (UIDType
= UID_MONSTER
) and (MonsterType
= SelfType
);
618 function canShoot(m
: Byte): Boolean;
623 MONSTER_DEMON
, MONSTER_FISH
, MONSTER_BARREL
:
631 function isCorpse (o
: PObj
; immediately
: Boolean): Integer;
633 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
635 result
:= false; // don't stop
636 if (mon
.FState
= STATE_DEAD
) and g_Obj_Collide(o
, @mon
.FObj
) then
638 case mon
.FMonsterType
of // Íå âîñêðåñèòü:
639 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
640 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: exit
;
642 // Îñòàëüíûõ ìîæíî âîñêðåñèòü
653 // Åñëè íóæíà âåðîÿòíîñòü
654 if not immediately
and (Random(8) <> 0) then exit
;
656 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè
657 if gmon_debug_use_sqaccel
then
659 mon
:= monsTree
.aabbQuery(o
.X
+o
.Rect
.X
, o
.Y
+o
.Rect
.Y
, o
.Rect
.Width
, o
.Rect
.Height
, monsCollCheck
);
660 if (mon
<> nil) then result
:= mon
.arrIdx
;
664 for a
:= 0 to High(gMonsters
) do
666 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].FState
= STATE_DEAD
) and g_Obj_Collide(o
, @gMonsters
[a
].FObj
) then
668 case gMonsters
[a
].FMonsterType
of // Íå âîñêðåñèòü:
669 MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_CYBER
, MONSTER_SPIDER
,
670 MONSTER_VILE
, MONSTER_BARREL
, MONSTER_ROBO
: Continue
;
671 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
682 procedure g_Monsters_LoadData();
684 e_WriteLog('Loading monsters data...', MSG_NOTIFY
);
686 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 0%', 0, False);
687 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD
+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
688 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD
+':MTEXTURES\BARREL_DIE', 64, 64, 4);
689 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD
+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
690 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD
+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
691 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD
+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
692 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD
+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
693 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 5%', 0, True);
694 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD
+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
695 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD
+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
696 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD
+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
697 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD
+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
698 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD
+':MTEXTURES\SERG_GO', 64, 64, 4);
699 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD
+':MTEXTURES\SERG_DIE', 64, 64, 5);
700 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 10%', 0, True);
701 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD
+':MTEXTURES\SERG_MESS', 64, 64, 9);
702 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD
+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
703 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD
+':MTEXTURES\SERG_PAIN', 64, 64, 1);
704 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD
+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
705 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD
+':MTEXTURES\MAN_GO', 64, 64, 4);
706 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD
+':MTEXTURES\MAN_DIE', 64, 64, 7);
707 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 15%', 0, True);
708 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD
+':MTEXTURES\MAN_MESS', 64, 64, 9);
709 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD
+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
710 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD
+':MTEXTURES\MAN_PAIN', 64, 64, 1);
711 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD
+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
712 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD
+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
713 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD
+':MTEXTURES\CGUN_GO', 64, 64, 4);
714 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 20%', 0, True);
715 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD
+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
716 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD
+':MTEXTURES\CGUN_DIE', 64, 64, 7);
717 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD
+':MTEXTURES\CGUN_MESS', 64, 64, 6);
718 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD
+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
719 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD
+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
720 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD
+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
721 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 25%', 0, True);
722 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD
+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
723 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD
+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
724 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD
+':MTEXTURES\IMP_GO', 64, 64, 4);
725 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD
+':MTEXTURES\IMP_DIE', 64, 64, 5);
726 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD
+':MTEXTURES\IMP_MESS', 64, 64, 8);
727 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD
+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
728 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 30%', 0, True);
729 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD
+':MTEXTURES\IMP_PAIN', 64, 64, 1);
730 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD
+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
731 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD
+':MTEXTURES\DEMON_GO', 64, 64, 4);
732 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD
+':MTEXTURES\DEMON_DIE', 64, 64, 6);
733 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD
+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
734 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD
+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
735 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 35%', 0, True);
736 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD
+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
737 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD
+':MTEXTURES\SOUL_GO', 64, 64, 2);
738 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD
+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
739 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD
+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
740 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD
+':MTEXTURES\SOUL_DIE', 128, 128, 7);
741 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD
+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
742 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 40%', 0, True);
743 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD
+':MTEXTURES\FISH_GO', 32, 32, 4);
744 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD
+':MTEXTURES\FISH_PAIN', 32, 32, 3);
745 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD
+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
746 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD
+':MTEXTURES\FISH_DIE', 32, 32, 1);
747 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD
+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
748 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD
+':MTEXTURES\SPIDER_GO', 256, 128, 6);
749 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 45%', 0, True);
750 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD
+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
751 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD
+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
752 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD
+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
753 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD
+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
754 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD
+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
755 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD
+':MTEXTURES\BSP_GO', 128, 64, 6);
756 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 50%', 0, True);
757 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD
+':MTEXTURES\BSP_PAIN', 128, 64, 1);
758 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD
+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
759 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD
+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
760 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD
+':MTEXTURES\BSP_DIE', 128, 64, 7);
761 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD
+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
762 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD
+':MTEXTURES\CACO_GO', 128, 128, 1);
763 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 55%', 0, True);
764 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD
+':MTEXTURES\CACO_PAIN', 128, 128, 1);
765 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD
+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
766 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD
+':MTEXTURES\CACO_DIE', 128, 128, 7);
767 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD
+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
768 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD
+':MTEXTURES\PAIN_GO', 128, 128, 4);
769 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD
+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
770 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 60%', 0, True);
771 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD
+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
772 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD
+':MTEXTURES\PAIN_DIE', 128, 128, 7);
773 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD
+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
774 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD
+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
775 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD
+':MTEXTURES\BARON_GO', 128, 128, 4);
776 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD
+':MTEXTURES\BARON_PAIN', 128, 128, 1);
777 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 65%', 0, True);
778 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD
+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
779 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD
+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
780 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD
+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
781 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD
+':MTEXTURES\BARON_DIE', 128, 128, 7);
782 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD
+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
783 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD
+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
784 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 70%', 0, True);
785 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD
+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
786 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD
+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
787 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD
+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
788 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD
+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
789 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD
+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
790 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD
+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
791 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 75%', 0, True);
792 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD
+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
793 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD
+':MTEXTURES\MANCUB_GO', 128, 128, 6);
794 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD
+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
795 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD
+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
796 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD
+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
797 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD
+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
798 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 80%', 0, True);
799 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD
+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
800 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD
+':MTEXTURES\SKEL_GO', 128, 128, 6);
801 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD
+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
802 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD
+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
803 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD
+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
804 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD
+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
805 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 85%', 0, True);
806 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD
+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
807 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD
+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
808 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD
+':MTEXTURES\SKEL_DIE', 128, 128, 5);
809 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD
+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
810 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD
+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
811 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD
+':MTEXTURES\VILE_GO', 128, 128, 6);
812 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 90%', 0, True);
813 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD
+':MTEXTURES\VILE_PAIN', 128, 128, 1);
814 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD
+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
815 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD
+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
816 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD
+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
817 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD
+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
818 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD
+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
819 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 95%', 0, True);
820 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD
+':MTEXTURES\VILE_DIE', 128, 128, 9);
821 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD
+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
822 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD
+':MTEXTURES\ROBO_GO', 128, 128, 12);
823 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD
+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
824 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD
+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
825 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD
+':MTEXTURES\ROBO_DIE', 128, 128, 1);
826 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_TEXTURES
]+' 100%', 0, True);
827 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD
+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
828 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD
+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
829 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD
+':MTEXTURES\CYBER_GO', 128, 128, 4);
830 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD
+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
831 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD
+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
832 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD
+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
833 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD
+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
834 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD
+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
835 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD
+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
836 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD
+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
837 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD
+':MTEXTURES\CYBER_DIE', 128, 128, 9);
839 g_Game_SetLoadingText(_lc
[I_LOAD_MONSTER_SOUNDS
], 0, False);
841 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD
+':MSOUNDS\BARREL_DIE');
843 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD
+':MSOUNDS\PAIN');
844 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD
+':MSOUNDS\PAIN2');
845 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD
+':MSOUNDS\ACTION');
846 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD
+':MSOUNDS\ACTION2');
847 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD
+':MSOUNDS\ALERT_1');
848 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD
+':MSOUNDS\ALERT_2');
849 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD
+':MSOUNDS\ALERT_3');
850 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD
+':MSOUNDS\DIE_1');
851 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD
+':MSOUNDS\DIE_2');
852 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD
+':MSOUNDS\DIE_3');
853 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD
+':MSOUNDS\SLOP');
855 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD
+':MSOUNDS\DEMON_ATTACK');
856 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD
+':MSOUNDS\DEMON_ALERT');
857 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD
+':MSOUNDS\DEMON_DIE');
859 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD
+':MSOUNDS\IMP_ALERT_1');
860 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD
+':MSOUNDS\IMP_ALERT_2');
861 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD
+':MSOUNDS\IMP_DIE_1');
862 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD
+':MSOUNDS\IMP_DIE_2');
863 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD
+':MSOUNDS\IMP_ACTION');
864 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD
+':MSOUNDS\IMP_ATTACK');
866 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD
+':MSOUNDS\MAN_PAIN');
867 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD
+':MSOUNDS\MAN_ALERT');
868 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD
+':MSOUNDS\MAN_DIE');
869 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD
+':MSOUNDS\HAHA');
870 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD
+':MSOUNDS\TRUP');
872 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD
+':MSOUNDS\SOUL_ATTACK');
873 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD
+':MSOUNDS\SOUL_DIE');
875 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD
+':MSOUNDS\BSP_ACTION');
876 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD
+':MSOUNDS\BSP_DIE');
877 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD
+':MSOUNDS\BSP_ALERT');
878 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD
+':MSOUNDS\BSP_WALK');
880 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD
+':MSOUNDS\VILE_ACTION');
881 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD
+':MSOUNDS\VILE_PAIN');
882 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD
+':MSOUNDS\VILE_DIE');
883 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD
+':MSOUNDS\VILE_ALERT');
884 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD
+':MSOUNDS\VILE_ATTACK');
886 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD
+':MSOUNDS\SKEL_ACTION');
887 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD
+':MSOUNDS\SKEL_DIE');
888 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD
+':MSOUNDS\SKEL_ALERT');
889 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD
+':MSOUNDS\SKEL_ATTACK');
890 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD
+':MSOUNDS\SKEL_HIT');
892 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD
+':MSOUNDS\MANCUB_PAIN');
893 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD
+':MSOUNDS\MANCUB_DIE');
894 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD
+':MSOUNDS\MANCUB_ALERT');
895 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD
+':MSOUNDS\MANCUB_ATTACK');
897 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD
+':MSOUNDS\PAIN_PAIN');
898 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD
+':MSOUNDS\PAIN_DIE');
899 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD
+':MSOUNDS\PAIN_ALERT');
901 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD
+':MSOUNDS\BARON_DIE');
902 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD
+':MSOUNDS\BARON_ALERT');
904 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD
+':MSOUNDS\CACO_DIE');
905 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD
+':MSOUNDS\CACO_ALERT');
907 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD
+':MSOUNDS\CYBER_DIE');
908 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD
+':MSOUNDS\CYBER_ALERT');
909 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD
+':MSOUNDS\CYBER_WALK');
911 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD
+':MSOUNDS\KNIGHT_DIE');
912 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD
+':MSOUNDS\KNIGHT_ALERT');
914 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD
+':MSOUNDS\SPIDER_DIE');
915 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD
+':MSOUNDS\SPIDER_ALERT');
916 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD
+':MSOUNDS\SPIDER_WALK');
918 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD
+':MSOUNDS\FISH_ATTACK');
920 monsTree
:= TDynAABBTreeMons
.Create();
922 monCheckTrapLastFrameId
:= 0;
925 procedure g_Monsters_FreeData();
927 e_WriteLog('Releasing monsters data...', MSG_NOTIFY
);
929 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
930 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
931 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
932 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
933 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
934 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
935 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
936 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
937 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
938 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
939 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
940 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
941 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
942 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
943 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
944 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
945 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
946 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
947 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
948 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
949 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
950 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
951 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
952 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
953 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
954 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
955 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
956 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
957 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
958 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
959 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
960 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
961 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
962 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
963 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
964 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
965 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
966 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
967 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
968 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
969 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
970 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
971 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
972 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
973 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
974 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
975 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
976 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
977 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
978 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
979 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
980 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
981 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
982 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
983 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
984 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
985 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
986 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
987 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
988 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
989 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
990 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
991 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
992 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
993 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
994 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
995 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
996 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
997 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
998 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
999 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
1000 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
1001 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
1002 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
1003 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
1004 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
1005 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
1006 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
1007 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
1008 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
1009 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
1010 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
1011 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
1012 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
1013 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
1014 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
1015 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
1016 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
1017 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
1018 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
1019 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
1020 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
1021 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
1022 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
1023 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
1024 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
1025 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
1026 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
1027 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
1028 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
1029 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
1030 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
1031 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
1032 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
1033 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
1034 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
1035 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
1036 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
1037 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
1038 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
1039 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
1040 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
1041 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
1042 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
1043 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
1044 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
1045 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
1046 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
1047 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
1048 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
1049 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
1050 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
1051 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
1052 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
1053 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
1054 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
1055 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
1056 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
1057 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
1058 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
1059 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
1061 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
1063 g_Sound_Delete('SOUND_MONSTER_PAIN');
1064 g_Sound_Delete('SOUND_MONSTER_PAIN2');
1065 g_Sound_Delete('SOUND_MONSTER_ACTION');
1066 g_Sound_Delete('SOUND_MONSTER_ACTION2');
1067 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
1068 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
1069 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
1070 g_Sound_Delete('SOUND_MONSTER_DIE_1');
1071 g_Sound_Delete('SOUND_MONSTER_DIE_2');
1072 g_Sound_Delete('SOUND_MONSTER_DIE_3');
1073 g_Sound_Delete('SOUND_MONSTER_SLOP');
1075 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
1076 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
1077 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
1079 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
1080 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
1081 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
1082 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
1083 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
1084 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
1086 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
1087 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
1088 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
1089 g_Sound_Delete('SOUND_MONSTER_HAHA');
1090 g_Sound_Delete('SOUND_MONSTER_TRUP');
1092 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
1093 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
1095 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
1096 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
1097 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
1098 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
1100 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
1101 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
1102 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
1103 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
1104 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
1106 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
1107 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
1108 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
1109 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
1110 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
1112 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
1113 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
1114 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
1115 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
1117 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
1118 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
1119 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
1121 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
1122 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
1124 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
1125 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
1127 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
1128 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
1129 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
1131 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
1132 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
1134 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
1135 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
1136 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
1138 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
1143 procedure g_Monsters_Init();
1148 procedure g_Monsters_Free();
1153 for a
:= 0 to High(gMonsters
) do gMonsters
[a
].Free();
1156 monCheckTrapLastFrameId
:= 0;
1159 function g_Monsters_Create(MonsterType
: Byte; X
, Y
: Integer;
1160 Direction
: TDirection
; AdjCoord
: Boolean = False; ForcedUID
: Integer = -1): TMonster
;
1167 // Íåò òàêîãî ìîíñòðà
1168 if (MonsterType
> MONSTER_MAN
) or (MonsterType
= 0) then exit
;
1170 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1171 if MonsterType
= MONSTER_SOUL
then
1173 if soulcount
> MAX_SOUL
then exit
;
1174 soulcount
:= soulcount
+ 1;
1177 find_id
:= allocMonster();
1179 mon
:= TMonster
.Create(MonsterType
, find_id
, ForcedUID
);
1180 gMonsters
[find_id
] := mon
;
1181 mon
.arrIdx
:= find_id
;
1184 uidMap
[mon
.FUID
] := mon
;
1186 // Íàñòðàèâàåì ïîëîæåíèå
1191 FObj
.X
:= X
-FObj
.Rect
.X
- (FObj
.Rect
.Width
div 2);
1192 FObj
.Y
:= Y
-FObj
.Rect
.Y
- FObj
.Rect
.Height
;
1196 FObj
.X
:= X
-FObj
.Rect
.X
;
1197 FObj
.Y
:= Y
-FObj
.Rect
.Y
;
1200 FDirection
:= Direction
;
1201 FStartDirection
:= Direction
;
1206 mon
.positionChanged();
1211 procedure g_Monsters_killedp();
1215 if gMonsters
= nil then
1218 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1219 h
:= High(gMonsters
);
1221 if (gMonsters
[a
] <> nil) then
1222 with gMonsters
[a
] do
1223 if (FMonsterType
= MONSTER_MAN
) and
1224 (FState
<> STATE_DEAD
) and
1225 (FState
<> STATE_SLEEP
) and
1226 (FState
<> STATE_DIE
) then
1228 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj
.X
, FObj
.Y
);
1233 procedure g_Monsters_Update();
1238 if gTime
mod (GAME_TICK
*2) = 0 then
1242 if abs(pt_x
) > 246 then pt_xs
:= -pt_xs
;
1243 if abs(pt_y
) > 100 then pt_ys
:= -pt_ys
;
1246 gMon
:= True; // Äëÿ ðàáîòû BlockMon'à
1248 for a
:= 0 to High(gMonsters
) do
1250 if (gMonsters
[a
] = nil) then continue
;
1251 if not gMonsters
[a
].FRemoved
then
1253 if g_Game_IsClient
then
1254 gMonsters
[a
].ClientUpdate()
1256 gMonsters
[a
].Update();
1260 gMonsters
[a
].Free();
1261 gMonsters
[a
] := nil;
1268 procedure g_Monsters_Draw();
1272 if gMonsters
<> nil then
1273 for a
:= 0 to High(gMonsters
) do
1274 if gMonsters
[a
] <> nil then
1275 gMonsters
[a
].Draw();
1278 procedure g_Monsters_DrawHealth();
1283 if gMonsters
= nil then Exit
;
1284 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1286 for a
:= 0 to High(gMonsters
) do
1287 if gMonsters
[a
] <> nil then
1289 e_TextureFontPrint(gMonsters
[a
].FObj
.X
+ gMonsters
[a
].FObj
.Rect
.X
,
1290 gMonsters
[a
].FObj
.Y
+ gMonsters
[a
].FObj
.Rect
.Y
+ gMonsters
[a
].FObj
.Rect
.Height
- fH
,
1291 IntToStr(gMonsters
[a
].FHealth
), gStdFont
);
1295 function g_Monsters_ByUID (UID
: Word): TMonster
;
1298 result
:= uidMap
[UID
];
1301 if gMonsters <> nil then
1302 for a := 0 to High(gMonsters) do
1303 if (gMonsters[a] <> nil) and
1304 (gMonsters[a].FUID = UID) then
1306 Result := gMonsters[a];
1312 procedure g_Monsters_SaveState(var Mem
: TBinMemoryWriter
);
1317 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1319 if gMonsters
<> nil then
1320 for i
:= 0 to High(gMonsters
) do
1321 if gMonsters
[i
] <> nil then
1322 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1325 Mem
:= TBinMemoryWriter
.Create((count
+1) * 350);
1327 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1329 Mem
.WriteInt(pt_xs
);
1331 Mem
.WriteInt(pt_ys
);
1333 // Êîëè÷åñòâî ìîíñòðîâ:
1334 Mem
.WriteInt(count
);
1339 // Ñîõðàíÿåì ìîíñòðîâ:
1340 for i
:= 0 to High(gMonsters
) do
1341 if gMonsters
[i
] <> nil then
1342 if gMonsters
[i
].FMonsterType
<> MONSTER_NONE
then
1345 b
:= gMonsters
[i
].MonsterType
;
1347 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1348 gMonsters
[i
].SaveState(Mem
);
1352 procedure g_Monsters_LoadState(var Mem
: TBinMemoryReader
);
1358 if Mem
= nil then exit
;
1362 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1368 // Êîëè÷åñòâî ìîíñòðîâ
1371 if count
= 0 then exit
;
1373 // Çàãðóæàåì ìîíñòðîâ
1374 for a
:= 0 to count
-1 do
1379 mon
:= g_Monsters_Create(b
, 0, 0, D_LEFT
);
1380 if mon
= nil then raise EBinSizeError
.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1381 // Çàãðóæàåì äàííûå ìîíñòðà
1386 function g_Monsters_GetIDByName(name
: String): Integer;
1390 name
:= UpperCase(name
);
1392 while (i
<= MONSTER_MAN
) do
1394 if name
= MONSTERTABLE
[i
].Name
then
1405 function g_Monsters_GetNameByID(MonsterType
: Byte): String;
1407 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1408 Result
:= MONSTERTABLE
[MonsterType
].Name
1413 function g_Monsters_GetKilledBy(MonsterType
: Byte): String;
1415 if MonsterType
in [MONSTER_DEMON
..MONSTER_MAN
] then
1416 Result
:= KilledByMonster
[MonsterType
]
1421 { T M o n s t e r : }
1423 procedure TMonster
.ActionSound();
1425 case FMonsterType
of
1427 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj
.X
, FObj
.Y
);
1428 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
,
1430 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj
.X
, FObj
.Y
);
1431 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1432 MONSTER_KNIGHT
, MONSTER_PAIN
, MONSTER_DEMON
,
1434 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj
.X
, FObj
.Y
);
1436 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj
.X
, FObj
.Y
);
1438 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj
.X
, FObj
.Y
);
1440 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj
.X
, FObj
.Y
);
1444 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj
.X
, FObj
.Y
);
1448 procedure TMonster
.PainSound();
1456 case FMonsterType
of
1457 MONSTER_IMP
, MONSTER_ZOMBY
, MONSTER_SERG
,
1458 MONSTER_SKEL
, MONSTER_CGUN
:
1459 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj
.X
, FObj
.Y
);
1460 MONSTER_SOUL
, MONSTER_BARON
, MONSTER_CACO
,
1461 MONSTER_KNIGHT
, MONSTER_DEMON
, MONSTER_SPIDER
,
1462 MONSTER_BSP
, MONSTER_CYBER
:
1463 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj
.X
, FObj
.Y
);
1465 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj
.X
, FObj
.Y
);
1467 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj
.X
, FObj
.Y
);
1469 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj
.X
, FObj
.Y
);
1471 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj
.X
, FObj
.Y
);
1475 procedure TMonster
.DieSound();
1477 case FMonsterType
of
1480 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj
.X
, FObj
.Y
);
1481 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj
.X
, FObj
.Y
);
1483 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1485 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj
.X
, FObj
.Y
);
1486 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj
.X
, FObj
.Y
);
1487 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj
.X
, FObj
.Y
);
1490 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj
.X
, FObj
.Y
);
1492 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj
.X
, FObj
.Y
);
1494 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj
.X
, FObj
.Y
);
1496 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj
.X
, FObj
.Y
);
1498 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj
.X
, FObj
.Y
);
1500 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj
.X
, FObj
.Y
);
1502 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj
.X
, FObj
.Y
);
1504 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj
.X
, FObj
.Y
);
1506 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj
.X
, FObj
.Y
);
1508 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj
.X
, FObj
.Y
);
1510 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj
.X
, FObj
.Y
);
1512 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj
.X
, FObj
.Y
);
1514 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj
.X
, FObj
.Y
);
1516 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj
.X
, FObj
.Y
);
1520 procedure TMonster
.WakeUpSound();
1522 case FMonsterType
of
1525 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj
.X
, FObj
.Y
);
1526 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj
.X
, FObj
.Y
);
1528 MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_CGUN
:
1530 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj
.X
, FObj
.Y
);
1531 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj
.X
, FObj
.Y
);
1532 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj
.X
, FObj
.Y
);
1535 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj
.X
, FObj
.Y
);
1537 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj
.X
, FObj
.Y
);
1539 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj
.X
, FObj
.Y
);
1541 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj
.X
, FObj
.Y
);
1543 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj
.X
, FObj
.Y
);
1545 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj
.X
, FObj
.Y
);
1547 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj
.X
, FObj
.Y
);
1549 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj
.X
, FObj
.Y
);
1551 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj
.X
, FObj
.Y
);
1553 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj
.X
, FObj
.Y
);
1555 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj
.X
, FObj
.Y
);
1557 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj
.X
, FObj
.Y
);
1563 procedure TMonster
.BFGHit();
1565 if FMonsterType
= MONSTER_FISH
then
1568 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1569 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1570 {if g_Game_IsServer and g_Game_IsNet then
1571 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1572 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1576 function TMonster
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
1578 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1586 function TMonster
.Collide(Panel
: TPanel
): Boolean;
1588 Result
:= g_Collide(FObj
.X
+FObj
.Rect
.X
,
1593 Panel
.Width
, Panel
.Height
);
1596 function TMonster
.Collide(X
, Y
: Integer): Boolean;
1598 X
:= X
- FObj
.X
- FObj
.Rect
.X
;
1599 Y
:= Y
- FObj
.Y
- FObj
.Rect
.Y
;
1600 Result
:= (x
>= 0) and (x
<= FObj
.Rect
.Width
) and
1601 (y
>= 0) and (y
<= FObj
.Rect
.Height
);
1604 procedure TMonster
.Respawn
;
1610 FDirection
:= FStartDirection
;
1613 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
1614 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
1619 FDieTriggers
:= nil;
1620 FWaitAttackAnim
:= False;
1621 FChainFire
:= False;
1624 FState
:= STATE_SLEEP
;
1625 FCurAnim
:= ANIM_SLEEP
;
1627 positionChanged(); // this updates spatial accelerators
1629 if g_Game_IsNet
and g_Game_IsServer
then
1631 MH_SEND_MonsterPos(FUID
);
1632 MH_SEND_MonsterState(FUID
);
1636 constructor TMonster
.Create(MonsterType
: Byte; aID
: Integer; ForcedUID
: Integer = -1);
1643 if ForcedUID
< 0 then
1644 FUID
:= g_CreateUID(UID_MONSTER
)
1648 FMonsterType
:= MonsterType
;
1652 FState
:= STATE_SLEEP
;
1653 FCurAnim
:= ANIM_SLEEP
;
1654 FHealth
:= MONSTERTABLE
[MonsterType
].Health
;
1655 FMaxHealth
:= FHealth
;
1656 FObj
.Rect
:= MONSTERTABLE
[MonsterType
].Rect
;
1657 FDieTriggers
:= nil;
1658 FSpawnTrigger
:= -1;
1659 FWaitAttackAnim
:= False;
1660 FChainFire
:= False;
1662 FNoRespawn
:= False;
1664 FBehaviour
:= BH_NORMAL
;
1671 trapCheckFrameId
:= 0;
1673 if FMonsterType
in [MONSTER_ROBO
, MONSTER_BARREL
] then
1674 FBloodKind
:= BLOOD_SPARKS
1676 FBloodKind
:= BLOOD_NORMAL
;
1677 if FMonsterType
= MONSTER_CACO
then
1683 else if FMonsterType
in [MONSTER_BARON
, MONSTER_KNIGHT
] then
1696 SetLength(FAnim
, Length(ANIMTABLE
));
1698 for a
:= 0 to High(FAnim
) do
1700 FAnim
[a
, D_LEFT
] := nil;
1701 FAnim
[a
, D_RIGHT
] := nil;
1704 for a
:= ANIM_SLEEP
to ANIM_PAIN
do
1705 if (ANIMTABLE
[a
].name
<> '') and
1706 (MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
] <> 0) then
1708 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1709 '_'+ANIMTABLE
[a
].name
;
1711 res
:= g_Frames_Exists(s
);
1714 res
:= g_Frames_Get(FramesID
, s
);
1716 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1719 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1720 if a
<> ANIM_MESS
then
1723 if g_Frames_Get(FramesID
, 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1724 '_'+ANIMTABLE
[ANIM_DIE
].name
) then
1726 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1727 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1728 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[ANIM_DIE
].loop
,
1729 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[ANIM_DIE
]);
1734 FAnim
[a
, D_RIGHT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1735 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1737 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1738 if MONSTER_ANIMTABLE
[MonsterType
].LeftAnim
then
1740 s
:= 'FRAMES_MONSTER_'+MONSTERTABLE
[MonsterType
].Name
+
1741 '_'+ANIMTABLE
[a
].name
+'_L';
1742 if g_Frames_Exists(s
) then
1743 g_Frames_Get(FramesID
, s
);
1746 FAnim
[a
, D_LEFT
] := TAnimation
.Create(FramesID
, ANIMTABLE
[a
].loop
,
1747 MONSTER_ANIMTABLE
[MonsterType
].AnimSpeed
[a
]);
1750 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1751 if MonsterType
= MONSTER_VILE
then
1753 g_Frames_Get(FramesID
, 'FRAMES_FIRE');
1754 vilefire
:= TAnimation
.Create(FramesID
, True, 2);
1760 function TMonster
.Damage(aDamage
: Word; VelX
, VelY
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
1767 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1768 if (FState
= STATE_DEAD
) or (FState
= STATE_DIE
) or (FState
= STATE_REVIVE
) then
1771 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1772 if (t
= HIT_ELECTRO
) and (FMonsterType
= MONSTER_FISH
) and g_Game_IsServer
then
1775 if Random(2) = 0 then
1776 FDirection
:= D_RIGHT
1778 FDirection
:= D_LEFT
;
1780 SetState(STATE_RUN
);
1784 // Ëîâóøêà óáèâàåò ñðàçó:
1785 if t
= HIT_TRAP
then
1788 // Ðîáîòó óðîíà íåò:
1789 if FMonsterType
= MONSTER_ROBO
then
1793 if g_Game_IsServer
then Dec(FHealth
, aDamage
);
1795 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1798 FPain
:= FPain
+aDamage
;
1800 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1801 if FState
<> STATE_PAIN
then
1802 if (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) and
1803 (FMonsterType
<> MONSTER_BARREL
) then
1804 SetState(STATE_PAIN
);
1806 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1807 if (gBloodCount
> 0) then
1809 c
:= Min(aDamage
, 200);
1810 c
:= c
*gBloodCount
- (aDamage
div 4) + Random(c
div 2);
1812 if (VelX
= 0) and (VelY
= 0) then
1816 HIT_TRAP
, HIT_ACID
, HIT_ELECTRO
, HIT_FLAME
: MakeBloodSimple(c
);
1817 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, VelX
, VelY
);
1821 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1822 if (SpawnerUID
<> FUID
) and (BehaviourDamage(SpawnerUID
, FBehaviour
, FMonsterType
)) then
1824 FTargetUID
:= SpawnerUID
;
1828 // Çäîðîâüå çàêîí÷èëîñü:
1829 if FHealth
<= 0 then
1831 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1832 if (FMonsterType
<> MONSTER_BARREL
) then
1834 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1836 p
:= g_Player_Get(SpawnerUID
);
1837 if (p
<> nil) and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
1839 p
.MonsterKills
:= p
.MonsterKills
+1;
1840 if gGameSettings
.GameMode
= GM_COOP
then
1841 p
.Frags
:= p
.Frags
+ 1;
1842 // Uncomment this if you want to double-kill monsters
1846 if gLMSRespawn
= LMS_RESPAWN_NONE
then
1848 Inc(gCoopMonstersKilled
);
1849 if g_Game_IsNet
then
1855 case FMonsterType
of
1856 MONSTER_ZOMBY
: c
:= ITEM_AMMO_BULLETS
;
1857 MONSTER_SERG
: c
:= ITEM_WEAPON_SHOTGUN1
;
1858 MONSTER_CGUN
: c
:= ITEM_WEAPON_CHAINGUN
;
1859 MONSTER_MAN
: c
:= ITEM_KEY_RED
;
1866 it
:= g_Items_Create(FObj
.X
+ (FObj
.Rect
.Width
div 2),
1867 FObj
.Y
+ (FObj
.Rect
.Height
div 2),
1869 g_Obj_Push(g_Items_ObjByIdx(it
), (FObj
.Vel
.X
div 2)-3+Random(7),
1870 (FObj
.Vel
.Y
div 2)-Random(4));
1871 positionChanged(); // this updates spatial accelerators
1872 if g_Game_IsServer
and g_Game_IsNet
then
1873 MH_SEND_ItemSpawn(True, it
);
1876 // Òðóï äàëüøå íå èäåò:
1879 // Ó òðóïà ðàçìåðû ìåíüøå:
1880 if (FMonsterType
<> MONSTER_FISH
) and (FMonsterType
<> MONSTER_PAIN
) then
1882 FObj
.Rect
.Y
:= FObj
.Rect
.Y
+ FObj
.Rect
.Height
-12;
1883 FObj
.Rect
.Height
:= 12;
1886 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1887 if (FHealth
<= -30) and
1888 ((FMonsterType
= MONSTER_IMP
) or (FMonsterType
= MONSTER_ZOMBY
) or
1889 (FMonsterType
= MONSTER_SERG
) or (FMonsterType
= MONSTER_CGUN
) or
1890 (FMonsterType
= MONSTER_MAN
)) then
1892 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
1893 SetState(STATE_DIE
, ANIM_MESS
);
1898 SetState(STATE_DIE
);
1901 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1902 if g_Game_IsServer
then ActivateTriggers();
1907 if FState
= STATE_SLEEP
then
1908 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1909 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
1913 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1917 function TMonster
.Heal(Value
: Word): Boolean;
1920 if g_Game_IsClient
then
1925 if FHealth
< FMaxHealth
then
1927 IncMax(FHealth
, Value
, FMaxHealth
);
1928 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
);
1933 destructor TMonster
.Destroy();
1937 for a
:= 0 to High(FAnim
) do
1939 FAnim
[a
, D_LEFT
].Free();
1940 FAnim
[a
, D_RIGHT
].Free();
1945 if (treeNode
<> -1) then
1947 if monsTree
.isValidId(treeNode
) then
1949 {$IF DEFINED(D2F_DEBUG)}
1950 e_WriteLog(Format('monster #%d(%u): removed from tree; nodeid=%d', [arrIdx
, UID
, treeNode
]), MSG_NOTIFY
);
1952 monsTree
.removeObject(treeNode
);
1956 if (arrIdx
<> -1) then
1958 gMonsters
[arrIdx
] := nil;
1961 uidMap
[FUID
] := nil;
1963 inherited Destroy();
1966 procedure TMonster
.Draw();
1972 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1973 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1975 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1976 if FMonsterType
= MONSTER_VILE
then
1977 if FState
= STATE_SHOOT
then
1978 if GetPos(FTargetUID
, @o
) then
1979 vilefire
.Draw(o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-32,
1980 o
.Y
+o
.Rect
.Y
+o
.Rect
.Height
-128, M_NONE
);
1982 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1983 if not g_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
,
1984 sX
-128, sY
-128, sWidth
+256, sHeight
+256) then
1987 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1988 if FState
= STATE_DEAD
then
1989 case FMonsterType
of
1990 MONSTER_BARREL
, MONSTER_SOUL
, MONSTER_PAIN
: Exit
;
1993 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1994 if FAnim
[FCurAnim
, FDirection
] <> nil then
1996 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1997 if (FDirection
= D_LEFT
) and
1998 ((not MONSTER_ANIMTABLE
[FMonsterType
].LeftAnim
) or
1999 (FAnim
[FCurAnim
, D_LEFT
].FramesID
= FAnim
[FCurAnim
, D_RIGHT
].FramesID
)) and
2000 (FMonsterType
<> MONSTER_BARREL
) then
2005 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
2006 if (FDirection
= D_LEFT
) and
2007 (FMonsterType
<> MONSTER_BARREL
) then
2009 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].X
;
2010 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaLeft
[FCurAnim
].Y
;
2012 if m
= M_HORIZONTAL
then
2013 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
2014 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2015 c
:= (MONSTERTABLE
[FMonsterType
].Rect
.X
- dx
) + MONSTERTABLE
[FMonsterType
].Rect
.Width
;
2016 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
2017 dx
:= FAnim
[FCurAnim
, FDirection
].Width
- c
- MONSTERTABLE
[FMonsterType
].Rect
.X
;
2018 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
2020 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
2023 else // Ïðàâàÿ àíèìàöèÿ
2025 dx
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].X
;
2026 dy
:= MONSTER_ANIMTABLE
[FMonsterType
].AnimDeltaRight
[FCurAnim
].Y
;
2030 FAnim
[FCurAnim
, FDirection
].Draw(Obj
.X
+dx
, Obj
.Y
+dy
, m
);
2033 if g_debug_Frames
then
2035 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2037 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2038 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2043 procedure TMonster
.MakeBloodSimple(Count
: Word);
2045 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)+8,
2046 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2047 Count
div 2, 3, -1, 16, (FObj
.Rect
.Height
*2 div 3),
2048 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2049 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-8,
2050 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2051 Count
div 2, -3, -1, 16, (FObj
.Rect
.Height
*2) div 3,
2052 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2055 procedure TMonster
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
2057 g_GFX_Blood(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2058 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2059 Count
, VelX
, VelY
, 16, (FObj
.Rect
.Height
*2) div 3,
2060 FBloodRed
, FBloodGreen
, FBloodBlue
, FBloodKind
);
2063 procedure TMonster
.Push(vx
, vy
: Integer);
2065 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
2066 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
2067 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2070 procedure TMonster
.SetState(State
: Byte; ForceAnim
: Byte = 255);
2074 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
2075 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
2076 if (State
= STATE_DIE
) and (MonsterType
= MONSTER_SOUL
) then
2077 soulcount
:= soulcount
-1;
2079 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
2081 STATE_DIE
, STATE_DEAD
, STATE_REVIVE
:
2082 if (State
<> STATE_DEAD
) and (State
<> STATE_REVIVE
) and
2083 (State
<> STATE_GO
) then
2090 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterState(FUID
, ForceAnim
);
2092 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
2094 STATE_SLEEP
: Anim
:= ANIM_SLEEP
;
2095 STATE_PAIN
: Anim
:= ANIM_PAIN
;
2096 STATE_WAIT
: Anim
:= ANIM_SLEEP
;
2097 STATE_CLIMB
, STATE_RUN
, STATE_RUNOUT
, STATE_GO
: Anim
:= ANIM_GO
;
2098 STATE_SHOOT
: Anim
:= ANIM_ATTACK
;
2099 STATE_ATTACK
: Anim
:= ANIM_ATTACK
;
2100 STATE_DIE
: Anim
:= ANIM_DIE
;
2102 begin // íà÷àëè âîñðåøàòüñÿ
2104 FAnim
[Anim
, FDirection
].Revert(True);
2106 FObj
.Rect
:= MONSTERTABLE
[FMonsterType
].Rect
;
2107 FHealth
:= MONSTERTABLE
[FMonsterType
].Health
;
2114 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
2115 if ForceAnim
<> 255 then
2118 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
2119 if FCurAnim
<> Anim
then
2120 if FAnim
[Anim
, FDirection
] <> nil then
2122 FAnim
[Anim
, FDirection
].Reset();
2127 function TMonster
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
2134 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
2135 if g_CollideLevel(X
, Y
, FObj
.Rect
.Width
, FObj
.Rect
.Height
) then
2137 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
2138 if g_Game_IsServer
and g_Game_IsNet
then
2139 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
2145 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
2148 if g_Frames_Get(FramesID
, 'FRAMES_TELEPORT') then
2149 TA
:= TAnimation
.Create(FramesID
, False, 6);
2150 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj
.X
, Obj
.Y
);
2151 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2152 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2154 if g_Game_IsServer
and g_Game_IsNet
then
2155 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2156 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 1,
2160 FObj
.X
:= X
- FObj
.Rect
.X
;
2161 FObj
.Y
:= Y
- FObj
.Rect
.Y
;
2165 FDirection
:= D_LEFT
2168 FDirection
:= D_RIGHT
2172 if FDirection
= D_RIGHT
then
2173 FDirection
:= D_LEFT
2175 FDirection
:= D_RIGHT
;
2178 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
2179 if not silent
and (TA
<> nil) then
2181 g_GFX_OnceAnim(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2182 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, TA
);
2185 if g_Game_IsServer
and g_Game_IsNet
then
2186 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-32,
2187 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-32, 0,
2191 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_MonsterPos(FUID
);
2195 procedure TMonster
.Update();
2197 a
, b
, sx
, sy
, wx
, wy
, oldvelx
: Integer;
2207 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2208 if FMonsterType
= MONSTER_FISH
then
2209 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2210 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2213 // Ëåòàþùèå ìîíòñðû:
2214 if ((FMonsterType
= MONSTER_SOUL
) or
2215 (FMonsterType
= MONSTER_PAIN
) or
2216 (FMonsterType
= MONSTER_CACO
)) and
2217 (FState
<> STATE_DIE
) and
2218 (FState
<> STATE_DEAD
) then
2221 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2222 if gTime
mod (GAME_TICK
*2) <> 0 then
2224 g_Obj_Move(@FObj
, fall
, True, True);
2225 positionChanged(); // this updates spatial accelerators
2229 if FPainTicks
> 0 then
2232 FPainSound
:= False;
2235 st
:= g_Obj_Move(@FObj
, fall
, True, True);
2236 positionChanged(); // this updates spatial accelerators
2238 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2239 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
2240 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
2243 if Live
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2245 Inc(gCoopMonstersKilled
);
2246 if g_Game_IsNet
then
2253 oldvelx
:= FObj
.Vel
.X
;
2255 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2256 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
2257 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2259 if FFireTime
> 0 then
2261 if WordBool(st
and MOVE_INWATER
) then
2266 FFireTime
:= FFireTime
- 1;
2267 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
2268 if FFirePainTime
= 0 then
2270 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
2271 FFirePainTime
:= 18;
2274 FFirePainTime
:= FFirePainTime
- 1;
2278 // Ìåðòâûé íè÷åãî íå äåëàåò:
2279 if (FState
= STATE_DEAD
) then
2282 // AI ìîíñòðîâ âûêëþ÷åí:
2283 if g_debug_MonsterOff
then
2286 if FState
<> STATE_SLEEP
then
2287 SetState(STATE_SLEEP
);
2290 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2291 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
2292 case FMonsterType
of
2294 if Random(4) = 0 then
2295 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2296 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2297 MONSTER_ROBO
, MONSTER_BARREL
:
2298 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
2299 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
2301 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
2302 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
2303 if Random(2) = 0 then
2304 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2306 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2310 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2311 if FMonsterType
= MONSTER_BARREL
then
2313 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
2314 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
2315 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2316 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
2320 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2321 if FMonsterType
= MONSTER_SOUL
then
2322 if WordBool(st
and MOVE_HITAIR
) then
2323 g_Obj_SetSpeed(@FObj
, 16);
2328 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2329 if FObj
.Vel
.Y
< 0 then
2330 if WordBool(st
and MOVE_INWATER
) then
2333 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2334 FTargetTime
:= FTargetTime
+ 1;
2337 if FShellTimer
> -1 then
2338 if FShellTimer
= 0 then
2340 if FShellType
= SHELL_SHELL
then
2341 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2342 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2343 GameVelX
, GameVelY
-2, SHELL_SHELL
)
2344 else if FShellType
= SHELL_DBLSHELL
then
2346 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2347 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2348 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
2349 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2350 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2351 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
2354 end else Dec(FShellTimer
);
2356 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2358 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
2359 STATE_ATTACK
, STATE_SHOOT
]) then
2360 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2361 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
2362 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2363 (FObj
.Accel
.Y
= 0) then
2364 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2367 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
2369 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2370 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
2372 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
2373 if gSoundEffectsDF
then PainSound();
2375 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
2378 // Ñíèæàåì áîëü ñî âðåìåíåì:
2381 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2382 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
2390 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
2393 FSleep
:= FSleep
+ 1;
2395 // Ïðîñïàëè äîñòàòî÷íî:
2396 if FSleep
>= 18 then
2401 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2402 if (FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_KILLER
) or (FBehaviour
= BH_MANIAC
) then
2403 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2404 if (gPlayers
<> nil) then
2405 for a
:= 0 to High(gPlayers
) do
2406 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
2407 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
2409 if g_Look(@FObj
, @Obj
, FDirection
) then
2411 FTargetUID
:= gPlayers
[a
].UID
;
2418 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2419 if (FTargetUID
= 0) and ((FBehaviour
= BH_MANIAC
)
2420 or (FBehaviour
= BH_INSANE
) or (FBehaviour
= BH_CANNIBAL
)) then
2421 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2422 if gMonsters
<> nil then
2423 for a
:= 0 to High(gMonsters
) do
2424 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
2425 (gMonsters
[a
].FUID
<> FUID
) then
2427 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2428 if (FBehaviour
= BH_MANIAC
) and
2429 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2431 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2432 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
) and
2433 (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
2435 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2436 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
2438 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
2440 FTargetUID
:= gMonsters
[a
].UID
;
2449 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
2452 FSleep
:= FSleep
- 1;
2454 // Âûæäàëè äîñòàòî÷íî - èäåì:
2459 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2461 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2462 if WordBool(st
and MOVE_BLOCK
) then
2466 SetState(STATE_RUNOUT
);
2471 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2472 if (FMonsterType
= MONSTER_VILE
) then
2473 if isCorpse(@FObj
, False) <> -1 then
2476 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
2481 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2482 if (not GetPos(FTargetUID
, @o
)) or (FTargetTime
> MAX_ATM
) then
2483 if not findNewPrey() then
2484 begin // Íîâûõ öåëåé íåò
2492 o
.Rect
:= _Rect(0, 0, 0, 1);
2494 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2495 GetPos(FTargetUID
, @o
);
2497 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2498 if g_Obj_Collide(@FObj
, @o
) and (FTargetUID
<> 0) then
2501 if (FMonsterType
<> MONSTER_CYBER
) or (Random(2) = 0) then
2508 // Ðàññòîÿíèå äî öåëè:
2509 sx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
2510 sy
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2512 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2514 FDirection
:= D_RIGHT
2516 FDirection
:= D_LEFT
;
2518 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2519 if canShoot(FMonsterType
) and (FTargetUID
<> 0) then
2520 if Abs(sx
) > Abs(sy
) then // óãîë âûñòðåëà óäîáíûé
2521 if shoot(@o
, False) then
2524 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2525 if Abs(sx
) < 40 then
2526 if FMonsterType
<> MONSTER_FISH
then
2529 SetState(STATE_RUN
);
2530 if Random(2) = 0 then
2531 FDirection
:= D_LEFT
2533 FDirection
:= D_RIGHT
;
2538 // Óïåðëèñü â ñòåíó:
2539 if WordBool(st
and MOVE_HITWALL
) then
2541 if g_Triggers_PressR(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, FObj
.Rect
.Width
,
2542 FObj
.Rect
.Height
, FUID
, ACTIVATE_MONSTERPRESS
) <> nil then
2543 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2545 SetState(STATE_WAIT
);
2550 case FMonsterType
of
2551 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
2553 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
2554 (FObj
.Accel
.Y
= 0) then
2555 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2556 // Ïðûæîê ÷åðåç ñòåíó:
2557 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2558 SetState(STATE_CLIMB
);
2565 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2566 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
2567 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
2569 if FMonsterType
= MONSTER_FISH
then
2571 if not WordBool(st
and MOVE_INWATER
) then
2572 begin // Ðûáà âíå âîäû:
2573 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2574 begin // "Ñòîèò" òâåðäî
2575 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2576 if FObj
.Accel
.Y
= 0 then FObj
.Vel
.Y
:= -6;
2577 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
2581 SetState(STATE_PAIN
);
2582 FPain
:= FPain
+ 50;
2586 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2588 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2592 // Ðûáà ïëûâåò ââåðõ:
2593 if FObj
.Vel
.Y
< 0 then
2594 if not g_Obj_CollideWater(@FObj
, 0, -16) then
2596 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2598 // Ïëàâàåì òóäà-ñþäà:
2599 if Random(2) = 0 then
2600 FDirection
:= D_LEFT
2602 FDirection
:= D_RIGHT
;
2604 SetState(STATE_RUN
);
2608 else // Ëåòàþùèå ìîíñòðû
2610 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2612 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
2617 else // "Íàçåìíûå" ìîíñòðû
2619 // Âîçìîæíî, ïèíàåì êóñêè:
2620 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
2622 b
:= Abs(FObj
.Vel
.X
);
2623 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2624 for a
:= 0 to High(gGibs
) do
2626 if gGibs
[a
].Live
and
2627 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2628 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
2631 if FObj
.Vel
.X
< 0 then
2633 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
2637 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
2642 // Áîññû ìîãóò ïèíàòü òðóïû:
2643 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
2644 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
2646 b
:= Abs(FObj
.Vel
.X
);
2647 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
2648 for a
:= 0 to High(gCorpses
) do
2649 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
2651 co
:= gCorpses
[a
].Obj
;
2652 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
2653 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
2655 if FObj
.Vel
.X
< 0 then
2656 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
2658 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
2661 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2663 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
2665 if (Random(4) = 0) and (FObj
.Accel
.Y
= 0) then
2666 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
2669 FSleep
:= FSleep
+ 1;
2675 if Random(8) = 0 then
2679 // Áåæèì â âûáðàííóþ ñòîðîíó:
2680 if FDirection
= D_RIGHT
then
2681 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2683 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2685 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2686 if WordBool(st
and MOVE_INWATER
) then
2687 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2688 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2689 if FMonsterType
= MONSTER_FISH
then
2693 STATE_RUN
: // Ñîñòîÿíèå - Áåã
2695 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2696 if WordBool(st
and MOVE_BLOCK
) then
2700 SetState(STATE_RUNOUT
);
2705 FSleep
:= FSleep
- 1;
2707 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2708 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
2712 // Ñòåíà - èäåì îáðàòíî:
2713 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2716 if Random(8) = 0 then
2720 // Áåæèì â âûáðàííóþ ñòîðîíó:
2721 if FDirection
= D_RIGHT
then
2722 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2724 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2726 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2727 if WordBool(st
and MOVE_INWATER
) then
2728 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2729 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2730 if FMonsterType
= MONSTER_FISH
then
2734 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2736 // Âûøëè èç ÁëîêÌîíà:
2737 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
2740 FSleep
:= FSleep
- 1;
2742 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2743 if FSleep
<= -18 then
2747 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2748 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2751 if Random(8) = 0 then
2755 // Áåæèì â âûáðàííóþ ñòîðîíó:
2756 if FDirection
= D_RIGHT
then
2757 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2759 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2761 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2762 if WordBool(st
and MOVE_INWATER
) then
2763 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2764 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2765 if FMonsterType
= MONSTER_FISH
then
2769 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2771 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2772 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
2773 (not WordBool(st
and MOVE_HITWALL
)) then
2778 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2779 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
2783 SetState(STATE_RUN
);
2787 // Áåæèì â âûáðàííóþ ñòîðîíó:
2788 if FDirection
= D_RIGHT
then
2789 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
2791 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
2793 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2794 if WordBool(st
and MOVE_INWATER
) then
2795 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
2796 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2797 if FMonsterType
= MONSTER_FISH
then
2801 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
2802 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
2804 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2805 if FMonsterType
= MONSTER_SOUL
then
2807 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
2813 // Çàìåäëÿåìñÿ ïðè àòàêå:
2814 if FMonsterType
<> MONSTER_FISH
then
2815 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
2817 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2818 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
2820 // Öåëü ïîãèáëà => èäåì äàëüøå:
2821 if not GetPos(FTargetUID
, @o
) then
2828 // Öåëü íå âèäíî => èäåì äàëüøå:
2829 if not g_Look(@FObj
, @o
, FDirection
) then
2836 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2837 if g_Obj_CollideWater(@o
, 0, 0) then
2845 tx
:= o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2);
2846 ty
:= o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2);
2847 g_Weapon_HitUID(FTargetUID
, 2, FUID
, HIT_SOME
);
2850 end; // case FState of ...
2854 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2855 if FState
= STATE_REVIVE
then
2856 if FAnim
[FCurAnim
, FDirection
].Played
then
2857 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2858 FAnim
[FCurAnim
, FDirection
].Revert(False);
2862 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2863 if vilefire
<> nil then
2866 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2867 if (FState
= STATE_DIE
) and
2868 (FAnim
[FCurAnim
, FDirection
] <> nil) and
2869 (FAnim
[FCurAnim
, FDirection
].Played
) then
2872 SetState(STATE_DEAD
);
2874 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2875 if (FMonsterType
= MONSTER_PAIN
) then
2877 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-30,
2878 FObj
.Y
+FObj
.Rect
.Y
+20, D_LEFT
);
2881 mon
.SetState(STATE_GO
);
2882 mon
.FNoRespawn
:= True;
2883 Inc(gTotalMonsters
);
2884 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2887 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2888 FObj
.Y
+FObj
.Rect
.Y
+20, D_RIGHT
);
2891 mon
.SetState(STATE_GO
);
2892 mon
.FNoRespawn
:= True;
2893 Inc(gTotalMonsters
);
2894 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2897 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-15,
2898 FObj
.Y
+FObj
.Rect
.Y
, D_RIGHT
);
2901 mon
.SetState(STATE_GO
);
2902 mon
.FNoRespawn
:= True;
2903 Inc(gTotalMonsters
);
2904 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
2907 if g_Game_IsNet
then MH_SEND_CoopStats();
2910 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2911 if (FMonsterType
= MONSTER_PAIN
) or
2912 (FMonsterType
= MONSTER_SOUL
) or
2913 (FMonsterType
= MONSTER_BARREL
) then
2917 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2918 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
2919 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
2920 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2921 if (FAnim
[FCurAnim
, FDirection
].Played
) then
2922 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2923 if FState
= STATE_ATTACK
then
2924 begin // Ñîñòîÿíèå - Àòàêà
2925 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2926 if FMonsterType
<> MONSTER_SOUL
then
2929 else // Ñîñòîÿíèå - Ñòðåëüáà
2931 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2932 if not FChainFire
then
2935 begin // Íàäî ñòðåëÿòü åùå
2936 FChainFire
:= False;
2937 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2938 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2939 FAnim
[FCurAnim
, FDirection
].Reset();
2943 FWaitAttackAnim
:= False;
2946 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2947 if (FMonsterType
= MONSTER_SOUL
) or
2948 ( (not FWaitAttackAnim
) and
2949 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
2950 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
2952 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2953 if FState
= STATE_ATTACK
then
2954 begin // Ñîñòîÿíèå - Àòàêà
2955 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2956 if FMonsterType
= MONSTER_SOUL
then
2957 FAnim
[FCurAnim
, FDirection
].Reset();
2959 case FMonsterType
of
2960 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
2961 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2962 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
2963 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2964 if FMonsterType
= MONSTER_SOUL
then
2968 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2969 if g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
) <> 0 then
2970 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj
.X
, FObj
.Y
);
2972 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
2973 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2974 if FCurAnim
= ANIM_ATTACK2
then
2977 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
2978 if g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
) <> 0 then
2979 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj
.X
, FObj
.Y
);
2983 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2984 if FCurAnim
= ANIM_ATTACK2
then
2986 sx
:= isCorpse(@FObj
, True);
2988 begin // Íàøëè, êîãî âîñêðåñèòü
2989 gMonsters
[sx
].SetState(STATE_REVIVE
);
2990 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
2991 // Âîñêðåøàòü - ñåáå âðåäèòü:
2992 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2998 else // Ñîñòîÿíèå - Ñòðåëüáà
3000 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
3001 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
;
3003 if FDirection
= D_LEFT
then
3005 wx
:= MONSTER_ANIMTABLE
[FMonsterType
].wX
-(MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2));
3006 wx
:= MONSTERTABLE
[FMonsterType
].Rect
.X
+(MONSTERTABLE
[FMonsterType
].Rect
.Width
div 2)-wx
;
3007 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
3010 wy
:= FObj
.Y
+ MONSTER_ANIMTABLE
[FMonsterType
].wY
;
3012 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
3013 case FMonsterType
of
3015 g_Weapon_ball1(wx
, wy
, tx
, ty
, FUID
);
3018 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3019 g_Weapon_gun(wx
, wy
, tx
, ty
, 1, 3, FUID
, False);
3020 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3024 g_Weapon_shotgun(wx
, wy
, tx
, ty
, FUID
);
3025 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3027 FShellType
:= SHELL_SHELL
;
3031 g_Weapon_dshotgun(wx
, wy
, tx
, ty
, FUID
);
3033 FShellType
:= SHELL_DBLSHELL
;
3038 g_Weapon_rocket(wx
, wy
, tx
, ty
, FUID
);
3039 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
3042 g_Weapon_revf(wx
, wy
, tx
, ty
, FUID
, FTargetUID
);
3045 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3046 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3047 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3051 g_Weapon_mgun(wx
, wy
, tx
, ty
, FUID
);
3052 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3053 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_SHELL
);
3056 g_Weapon_aplasma(wx
, wy
, tx
, ty
, FUID
);
3058 g_Weapon_plasma(wx
, wy
, tx
, ty
, FUID
);
3060 g_Weapon_manfire(wx
, wy
, tx
, ty
, FUID
);
3061 MONSTER_BARON
, MONSTER_KNIGHT
:
3062 g_Weapon_ball7(wx
, wy
, tx
, ty
, FUID
);
3064 g_Weapon_ball2(wx
, wy
, tx
, ty
, FUID
);
3066 begin // Ñîçäàåì Lost_Soul:
3067 mon
:= g_Monsters_Create(MONSTER_SOUL
, FObj
.X
+(FObj
.Rect
.Width
div 2),
3068 FObj
.Y
+FObj
.Rect
.Y
, FDirection
);
3071 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
3072 mon
.FTargetUID
:= FTargetUID
;
3073 GetPos(FTargetUID
, @o
);
3074 mon
.FTargetTime
:= 0;
3075 mon
.FNoRespawn
:= True;
3076 mon
.SetState(STATE_GO
);
3077 mon
.shoot(@o
, True);
3078 Inc(gTotalMonsters
);
3080 if g_Game_IsNet
then MH_SEND_MonsterSpawn(mon
.UID
);
3085 if FMonsterType
<> MONSTER_PAIN
then
3086 if g_Game_IsNet
then
3087 MH_SEND_MonsterShot(FUID
, wx
, wy
, tx
, ty
);
3089 // Ñêîðîñòðåëüíûå ìîíñòðû:
3090 if (FMonsterType
= MONSTER_CGUN
) or
3091 (FMonsterType
= MONSTER_SPIDER
) or
3092 (FMonsterType
= MONSTER_BSP
) or
3093 (FMonsterType
= MONSTER_MANCUB
) or
3094 (FMonsterType
= MONSTER_ROBO
) then
3095 if not GetPos(FTargetUID
, @o
) then
3096 // Öåëü ìåðòâà - èùåì íîâóþ:
3098 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3099 if shoot(@o
, False) then
3103 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3104 FWaitAttackAnim
:= True;
3107 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3108 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3110 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3111 // Çâóêè ïðè ïåðåäâèæåíèè:
3112 case FMonsterType
of
3114 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3115 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3116 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3118 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3119 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3120 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3122 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3123 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3124 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3126 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3127 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3128 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3132 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3133 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3134 FObj
.Vel
.X
:= oldvelx
;
3136 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3137 if FAnim
[FCurAnim
, FDirection
] <> nil then
3138 FAnim
[FCurAnim
, FDirection
].Update();
3141 procedure TMonster
.SetDeadAnim
;
3143 if FAnim
<> nil then
3144 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3147 procedure TMonster
.RevertAnim(R
: Boolean = True);
3149 if FAnim
<> nil then
3150 if FAnim
[FCurAnim
, FDirection
].IsReverse
<> R
then
3151 FAnim
[FCurAnim
, FDirection
].Revert(R
);
3154 function TMonster
.AnimIsReverse
: Boolean;
3156 if FAnim
<> nil then
3157 Result
:= FAnim
[FCurAnim
, FDirection
].IsReverse
3162 procedure TMonster
.ClientUpdate();
3164 a
, b
, sx
, sy
, oldvelx
: Integer;
3171 sx
:= 0; // SHUT UP COMPILER
3174 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
3175 if FMonsterType
= MONSTER_FISH
then
3176 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3177 if (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) then
3180 // Ëåòàþùèå ìîíòñðû:
3181 if ((FMonsterType
= MONSTER_SOUL
) or
3182 (FMonsterType
= MONSTER_PAIN
) or
3183 (FMonsterType
= MONSTER_CACO
)) and
3184 (FState
<> STATE_DIE
) and
3185 (FState
<> STATE_DEAD
) then
3188 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3189 if gTime
mod (GAME_TICK
*2) <> 0 then
3191 g_Obj_Move(@FObj
, fall
, True, True);
3192 positionChanged(); // this updates spatial accelerators
3196 if FPainTicks
> 0 then
3199 FPainSound
:= False;
3202 st
:= g_Obj_Move(@FObj
, fall
, True, True);
3203 positionChanged(); // this updates spatial accelerators
3205 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3206 if WordBool(st
and MOVE_FALLOUT
) or (FObj
.X
< -1000) or
3207 (FObj
.X
> gMapInfo
.Width
+1000) or (FObj
.Y
< -1000) then
3213 oldvelx
:= FObj
.Vel
.X
;
3215 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3216 if (FState
= STATE_DIE
) or (FState
= STATE_DEAD
) then
3217 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3219 if FFireTime
> 0 then
3221 if WordBool(st
and MOVE_INWATER
) then
3226 FFireTime
:= FFireTime
- 1;
3230 // Ìåðòâûé íè÷åãî íå äåëàåò:
3231 if (FState
= STATE_DEAD
) then
3234 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3235 if WordBool(st
and MOVE_INWATER
) and (Random(32) = 0) then
3236 case FMonsterType
of
3238 if Random(4) = 0 then
3239 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3240 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3241 MONSTER_ROBO
, MONSTER_BARREL
:
3242 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
),
3243 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 1, 0, 0);
3245 g_GFX_Bubbles(FObj
.X
+FObj
.Rect
.X
+ Random(FObj
.Rect
.Width
-4),
3246 FObj
.Y
+FObj
.Rect
.Y
+ Random(4), 5, 4, 4);
3247 if Random(2) = 0 then
3248 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
3250 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
3254 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3255 if FMonsterType
= MONSTER_BARREL
then
3257 if (FState
= STATE_DIE
) and (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 1) and
3258 (FAnim
[FCurAnim
, FDirection
].Counter
= 0) then
3259 g_Weapon_Explode(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3260 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-16,
3264 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3265 if FMonsterType
= MONSTER_SOUL
then
3266 if WordBool(st
and MOVE_HITAIR
) then
3267 g_Obj_SetSpeed(@FObj
, 16);
3272 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3273 if FObj
.Vel
.Y
< 0 then
3274 if WordBool(st
and MOVE_INWATER
) then
3277 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3278 FTargetTime
:= FTargetTime
+ 1;
3280 if FShellTimer
> -1 then
3281 if FShellTimer
= 0 then
3283 if FShellType
= SHELL_SHELL
then
3284 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3285 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3286 GameVelX
, GameVelY
-2, SHELL_SHELL
)
3287 else if FShellType
= SHELL_DBLSHELL
then
3289 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3290 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3291 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
3292 g_Player_CreateShell(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
3293 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
3294 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
3297 end else Dec(FShellTimer
);
3299 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3301 if (FState
in [STATE_GO
, STATE_RUN
, STATE_RUNOUT
,
3302 STATE_ATTACK
, STATE_SHOOT
]) then
3303 if g_Weapon_Danger(FUID
, FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3304 FObj
.Rect
.Width
, FObj
.Rect
.Height
, 50) then
3305 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3306 (FObj
.Accel
.Y
= 0) then
3307 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3310 STATE_PAIN
: // Ñîñòîÿíèå - Áîëü
3312 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3313 if FPain
>= MONSTERTABLE
[FMonsterType
].Pain
then
3315 FPain
:= MONSTERTABLE
[FMonsterType
].Pain
;
3316 if gSoundEffectsDF
then PainSound();
3318 if (not gSoundEffectsDF
) and (FPain
>= MONSTERTABLE
[FMonsterType
].MinPain
) then
3321 // Ñíèæàåì áîëü ñî âðåìåíåì:
3324 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3325 if FPain
<= MONSTERTABLE
[FMonsterType
].MinPain
then
3332 STATE_SLEEP
: // Ñîñòîÿíèå - Ñîí
3335 FSleep
:= FSleep
+ 1;
3337 // Ïðîñïàëè äîñòàòî÷íî:
3338 if FSleep
>= 18 then
3344 STATE_WAIT
: // Ñîñòîÿíèå - Îæèäàíèå
3347 FSleep
:= FSleep
- 1;
3350 STATE_GO
: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3352 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3353 if WordBool(st
and MOVE_BLOCK
) then
3357 SetState(STATE_RUNOUT
);
3362 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3363 if (FMonsterType
= MONSTER_VILE
) then
3364 if isCorpse(@FObj
, False) <> -1 then
3366 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
3372 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3373 if Abs(sx
) < 40 then
3374 if FMonsterType
<> MONSTER_FISH
then
3376 SetState(STATE_RUN
);
3382 // Óïåðëèñü â ñòåíó:
3383 if WordBool(st
and MOVE_HITWALL
) then
3385 case FMonsterType
of
3386 MONSTER_CACO
, MONSTER_SOUL
, MONSTER_PAIN
, MONSTER_FISH
: ;
3388 if (g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
)) and
3389 (FObj
.Accel
.Y
= 0) then
3390 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3391 // Ïðûæîê ÷åðåç ñòåíó:
3392 FObj
.Vel
.Y
:= -MONSTERTABLE
[FMonsterType
].Jump
;
3393 SetState(STATE_CLIMB
);
3400 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3401 if (FMonsterType
= MONSTER_CACO
) or (FMonsterType
= MONSTER_SOUL
) or
3402 (FMonsterType
= MONSTER_PAIN
) or (FMonsterType
= MONSTER_FISH
) then
3404 if FMonsterType
= MONSTER_FISH
then
3406 if not WordBool(st
and MOVE_INWATER
) then
3407 begin // Ðûáà âíå âîäû:
3408 if g_Obj_CollideLevel(@FObj
, 0, 1) or g_Obj_StayOnStep(@FObj
) then
3409 begin // "Ñòîèò" òâåðäî
3410 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3411 if FObj
.Accel
.Y
= 0 then
3413 FObj
.Accel
.X
:= FObj
.Accel
.X
- 8 + Random(17);
3417 SetState(STATE_PAIN
);
3418 FPain
:= FPain
+ 50;
3422 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3424 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3428 // Ðûáà ïëûâåò ââåðõ:
3429 if FObj
.Vel
.Y
< 0 then
3430 if not g_Obj_CollideWater(@FObj
, 0, -16) then
3432 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3434 // Ïëàâàåì òóäà-ñþäà:
3435 SetState(STATE_RUN
);
3440 else // Ëåòàþùèå ìîíñòðû
3442 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3444 FObj
.Vel
.Y
:= g_basic
.Sign(sy
)*4
3449 else // "Íàçåìíûå" ìîíñòðû
3451 // Âîçìîæíî, ïèíàåì êóñêè:
3452 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
3454 b
:= Abs(FObj
.Vel
.X
);
3455 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3456 for a
:= 0 to High(gGibs
) do
3458 if gGibs
[a
].Live
and
3459 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3460 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
3463 if FObj
.Vel
.X
< 0 then
3465 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120); // íàëåâî
3469 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
3471 positionChanged(); // this updates spatial accelerators
3475 // Áîññû ìîãóò ïèíàòü òðóïû:
3476 if (FMonsterType
in [MONSTER_CYBER
, MONSTER_SPIDER
, MONSTER_ROBO
]) and
3477 (FObj
.Vel
.X
<> 0) and (gCorpses
<> nil) then
3479 b
:= Abs(FObj
.Vel
.X
);
3480 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
3481 for a
:= 0 to High(gCorpses
) do
3482 if (gCorpses
[a
] <> nil) and (gCorpses
[a
].State
> 0) then
3484 co
:= gCorpses
[a
].Obj
;
3485 if g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
3486 FObj
.Rect
.Width
, 8, @co
) and (Random(3) = 0) then
3488 if FObj
.Vel
.X
< 0 then
3489 gCorpses
[a
].Damage(b
*2, -b
, Random(7)) // íàëåâî
3491 gCorpses
[a
].Damage(b
*2, b
, Random(7)); // íàïðàâî
3496 FSleep
:= FSleep
+ 1;
3502 if Random(8) = 0 then
3506 // Áåæèì â âûáðàííóþ ñòîðîíó:
3507 if FDirection
= D_RIGHT
then
3508 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3510 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3512 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3513 if WordBool(st
and MOVE_INWATER
) then
3514 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3515 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3516 if FMonsterType
= MONSTER_FISH
then
3520 STATE_RUN
: // Ñîñòîÿíèå - Áåã
3522 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3523 if WordBool(st
and MOVE_BLOCK
) then
3525 SetState(STATE_RUNOUT
);
3531 FSleep
:= FSleep
- 1;
3533 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3534 if (FSleep
<= 0) or (WordBool(st
and MOVE_HITWALL
) and ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) = 0)) then
3540 if Random(8) = 0 then
3544 // Áåæèì â âûáðàííóþ ñòîðîíó:
3545 if FDirection
= D_RIGHT
then
3546 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3548 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3550 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3551 if WordBool(st
and MOVE_INWATER
) then
3552 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3553 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3554 if FMonsterType
= MONSTER_FISH
then
3558 STATE_RUNOUT
: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3560 // Âûøëè èç ÁëîêÌîíà:
3561 if (not WordBool(st
and MOVE_BLOCK
)) and (FSleep
> 0) then
3564 FSleep
:= FSleep
- 1;
3566 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3567 if FSleep
<= -18 then
3573 if Random(8) = 0 then
3577 // Áåæèì â âûáðàííóþ ñòîðîíó:
3578 if FDirection
= D_RIGHT
then
3579 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3581 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3583 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3584 if WordBool(st
and MOVE_INWATER
) then
3585 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3586 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3587 if FMonsterType
= MONSTER_FISH
then
3591 STATE_CLIMB
: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3593 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3594 if ((FObj
.Vel
.Y
+FObj
.Accel
.Y
) >= 0) or
3595 (not WordBool(st
and MOVE_HITWALL
)) then
3600 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3601 if WordBool(st
and (MOVE_HITWALL
or MOVE_BLOCK
)) then
3603 SetState(STATE_RUN
);
3608 // Áåæèì â âûáðàííóþ ñòîðîíó:
3609 if FDirection
= D_RIGHT
then
3610 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3612 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3614 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3615 if WordBool(st
and MOVE_INWATER
) then
3616 FObj
.Vel
.X
:= FObj
.Vel
.X
div 2
3617 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3618 if FMonsterType
= MONSTER_FISH
then
3622 STATE_ATTACK
, // Ñîñòîÿíèå - Àòàêà
3623 STATE_SHOOT
: // Ñîñòîÿíèå - Ñòðåëüáà
3625 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3626 if FMonsterType
= MONSTER_SOUL
then
3628 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITCEIL
or MOVE_HITLAND
)) then
3634 // Çàìåäëÿåìñÿ ïðè àòàêå:
3635 if FMonsterType
<> MONSTER_FISH
then
3636 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
3638 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3639 if (FMonsterType
= MONSTER_VILE
) and (FState
= STATE_SHOOT
) then
3641 // Öåëü ïîãèáëà => èäåì äàëüøå:
3642 if not GetPos(FTargetUID
, @o
) then
3649 // Öåëü íå âèäíî => èäåì äàëüøå:
3650 if not g_Look(@FObj
, @o
, FDirection
) then
3657 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3658 if g_Obj_CollideWater(@o
, 0, 0) then
3666 end; // case FState of ...
3670 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3671 if FState
= STATE_REVIVE
then
3672 if FAnim
[FCurAnim
, FDirection
].Played
then
3673 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3674 FAnim
[FCurAnim
, FDirection
].Revert(False);
3678 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3679 if vilefire
<> nil then
3682 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3683 if (FState
= STATE_DIE
) and
3684 (FAnim
[FCurAnim
, FDirection
] <> nil) and
3685 (FAnim
[FCurAnim
, FDirection
].Played
) then
3688 SetState(STATE_DEAD
);
3690 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3691 if (FMonsterType
= MONSTER_PAIN
) or
3692 (FMonsterType
= MONSTER_SOUL
) or
3693 (FMonsterType
= MONSTER_BARREL
) then
3696 FAnim
[FCurAnim
, FDirection
].CurrentFrame
:= FAnim
[FCurAnim
, FDirection
].TotalFrames
- 1;
3699 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3700 if (FState
= STATE_ATTACK
) or (FState
= STATE_SHOOT
) then
3701 if (FAnim
[FCurAnim
, FDirection
] <> nil) then
3702 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3703 if (FAnim
[FCurAnim
, FDirection
].Played
) then
3704 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3705 if FState
= STATE_ATTACK
then
3706 begin // Ñîñòîÿíèå - Àòàêà
3707 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3708 if FMonsterType
<> MONSTER_SOUL
then
3711 else // Ñîñòîÿíèå - Ñòðåëüáà
3713 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3714 if not FChainFire
then
3717 begin // Íàäî ñòðåëÿòü åùå
3718 FChainFire
:= False;
3719 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3720 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3721 FAnim
[FCurAnim
, FDirection
].Reset();
3725 FWaitAttackAnim
:= False;
3728 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3729 if (FMonsterType
= MONSTER_SOUL
) or
3730 ( (not FWaitAttackAnim
) and
3731 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
=
3732 (FAnim
[FCurAnim
, FDirection
].TotalFrames
div 2))
3734 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3735 if FState
= STATE_ATTACK
then
3736 begin // Ñîñòîÿíèå - Àòàêà
3737 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3738 if FMonsterType
= MONSTER_SOUL
then
3739 FAnim
[FCurAnim
, FDirection
].Reset();
3741 case FMonsterType
of
3742 MONSTER_SOUL
, MONSTER_IMP
, MONSTER_DEMON
:
3743 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3744 if g_Weapon_Hit(@FObj
, 15, FUID
, HIT_SOME
) <> 0 then
3745 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3746 if FMonsterType
= MONSTER_SOUL
then
3750 g_Weapon_Hit(@FObj
, 10, FUID
, HIT_SOME
);
3752 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
3753 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3754 if FCurAnim
= ANIM_ATTACK2
then
3757 o
.Vel
.X
:= IfThen(FDirection
= D_RIGHT
, 1, -1)*IfThen(FMonsterType
= MONSTER_CYBER
, 60, 50);
3758 g_Weapon_Hit(@o
, IfThen(FMonsterType
= MONSTER_CYBER
, 33, 50), FUID
, HIT_SOME
);
3762 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3763 if FCurAnim
= ANIM_ATTACK2
then
3765 sx
:= isCorpse(@FObj
, True);
3767 begin // Íàøëè, êîãî âîñêðåñèòü
3768 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj
.X
, FObj
.Y
);
3769 // Âîñêðåøàòü - ñåáå âðåäèòü:
3770 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3776 else // Ñîñòîÿíèå - Ñòðåëüáà
3778 // Ñêîðîñòðåëüíûå ìîíñòðû:
3779 if (FMonsterType
= MONSTER_CGUN
) or
3780 (FMonsterType
= MONSTER_SPIDER
) or
3781 (FMonsterType
= MONSTER_BSP
) or
3782 (FMonsterType
= MONSTER_MANCUB
) or
3783 (FMonsterType
= MONSTER_ROBO
) then
3784 if not GetPos(FTargetUID
, @o
) then
3785 // Öåëü ìåðòâà - èùåì íîâóþ:
3787 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3788 if shoot(@o
, False) then
3792 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3793 FWaitAttackAnim
:= True;
3796 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3797 if FAnim
[FCurAnim
, FDirection
].Counter
= FAnim
[FCurAnim
, FDirection
].Speed
-1 then
3799 STATE_GO
, STATE_RUN
, STATE_CLIMB
, STATE_RUNOUT
:
3800 // Çâóêè ïðè ïåðåäâèæåíèè:
3801 case FMonsterType
of
3803 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3804 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3805 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj
.X
, FObj
.Y
);
3807 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3808 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3809 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj
.X
, FObj
.Y
);
3811 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3812 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 2) then
3813 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3815 if (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 0) or
3816 (FAnim
[FCurAnim
, FDirection
].CurrentFrame
= 5) then
3817 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj
.X
, FObj
.Y
);
3821 // Êîñòûëü äëÿ ïîòîêîâ
3822 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_LIFTLEFT
or PANEL_LIFTRIGHT
) and
3823 not ((FState
= STATE_DEAD
) or (FState
= STATE_DIE
)) then
3824 FObj
.Vel
.X
:= oldvelx
;
3826 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3827 if FAnim
[FCurAnim
, FDirection
] <> nil then
3828 FAnim
[FCurAnim
, FDirection
].Update();
3831 procedure TMonster
.ClientAttack(wx
, wy
, atx
, aty
: Integer);
3833 case FMonsterType
of
3836 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3837 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3841 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3843 FShellType
:= SHELL_SHELL
;
3847 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx
, wy
);
3849 FShellType
:= SHELL_DBLSHELL
;
3851 MONSTER_CGUN
, MONSTER_SPIDER
:
3853 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3854 g_Player_CreateShell(wx
, wy
, 0, -2, SHELL_BULLET
);
3857 g_Weapon_ball1(wx
, wy
, atx
, aty
, FUID
);
3859 g_Weapon_rocket(wx
, wy
, atx
, aty
, FUID
);
3861 g_Weapon_revf(wx
, wy
, atx
, aty
, FUID
, FTargetUID
);
3863 g_Weapon_aplasma(wx
, wy
, atx
, aty
, FUID
);
3865 g_Weapon_plasma(wx
, wy
, atx
, aty
, FUID
);
3867 g_Weapon_manfire(wx
, wy
, atx
, aty
, FUID
);
3868 MONSTER_BARON
, MONSTER_KNIGHT
:
3869 g_Weapon_ball7(wx
, wy
, atx
, aty
, FUID
);
3871 g_Weapon_ball2(wx
, wy
, atx
, aty
, FUID
);
3875 procedure TMonster
.Turn();
3878 if FDirection
= D_LEFT
then
3879 FDirection
:= D_RIGHT
3881 FDirection
:= D_LEFT
;
3883 // Áåæèì â âûáðàííóþ ñòîðîíó:
3884 if FDirection
= D_RIGHT
then
3885 FObj
.Vel
.X
:= MONSTERTABLE
[FMonsterType
].RunVel
3887 FObj
.Vel
.X
:= -MONSTERTABLE
[FMonsterType
].RunVel
;
3890 function TMonster
.findNewPrey(): Boolean;
3894 PlayersSee
, MonstersSee
: Array of DWORD
;
3895 PlayerNear
, MonsterNear
: Integer;
3898 SetLength(MonstersSee
, 0);
3899 SetLength(PlayersSee
, 0);
3906 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3907 if (gPlayers
<> nil) and (FBehaviour
<> BH_INSANE
) and
3908 (FBehaviour
<> BH_CANNIBAL
) and (FBehaviour
<> BH_GOOD
) then
3909 for a
:= 0 to High(gPlayers
) do
3910 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
)
3911 and (not gPlayers
[a
].NoTarget
) and (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
3913 if g_Look(@FObj
, @gPlayers
[a
].Obj
, FDirection
) then
3915 SetLength(PlayersSee
, Length(PlayersSee
) + 1);
3916 PlayersSee
[High(PlayersSee
)] := a
;
3918 l2
:= Abs(gPlayers
[a
].GameX
-FObj
.X
)+
3919 Abs(gPlayers
[a
].GameY
-FObj
.Y
);
3923 PlayerNear
:= Integer(a
);
3927 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3928 if (gMonsters
<> nil) and (FBehaviour
<> BH_KILLER
) and (FBehaviour
<> BH_GOOD
) then
3929 for a
:= 0 to High(gMonsters
) do
3930 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
3931 (gMonsters
[a
].FUID
<> FUID
) then
3933 if (FBehaviour
= BH_CANNIBAL
) and (gMonsters
[a
].FMonsterType
<> FMonsterType
) then
3934 Continue
; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3935 if (FBehaviour
= BH_INSANE
) and (gMonsters
[a
].FMonsterType
<> MONSTER_BARREL
)
3936 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3937 Continue
; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3938 if ((FBehaviour
= BH_NORMAL
) or (FBehaviour
= BH_MANIAC
))
3939 and (IsFriend(gMonsters
[a
].FMonsterType
, FMonsterType
)) then
3940 Continue
; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3942 if g_Look(@FObj
, @gMonsters
[a
].Obj
, FDirection
) then
3944 SetLength(MonstersSee
, Length(MonstersSee
) + 1);
3945 MonstersSee
[High(MonstersSee
)] := a
;
3947 l2
:= Abs(gMonsters
[a
].FObj
.X
-FObj
.X
)+
3948 Abs(gMonsters
[a
].FObj
.Y
-FObj
.Y
);
3952 MonsterNear
:= Integer(a
);
3957 BH_NORMAL
, BH_KILLER
:
3959 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3960 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3962 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3963 FTargetUID
:= gPlayers
[a
].UID
;
3966 if (FTargetUID
= 0) and (PlayerNear
> -1) then
3969 FTargetUID
:= gPlayers
[a
].UID
;
3971 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3972 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3974 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3975 FTargetUID
:= gMonsters
[a
].UID
;
3978 if (FTargetUID
= 0) and (MonsterNear
> -1) then
3981 FTargetUID
:= gMonsters
[a
].UID
;
3984 BH_MANIAC
, BH_INSANE
, BH_CANNIBAL
:
3986 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3987 if (FTargetUID
= 0) and (Length(PlayersSee
) > 0) then
3989 a
:= PlayersSee
[Random(Length(PlayersSee
))];
3990 FTargetUID
:= gPlayers
[a
].UID
;
3992 if (FTargetUID
= 0) and (Length(MonstersSee
) > 0) then
3994 a
:= MonstersSee
[Random(Length(MonstersSee
))];
3995 FTargetUID
:= gMonsters
[a
].UID
;
3997 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3998 if (FTargetUID
= 0) and (PlayerNear
> -1) then
4001 FTargetUID
:= gPlayers
[a
].UID
;
4003 if (FTargetUID
= 0) and (MonsterNear
> -1) then
4006 FTargetUID
:= gMonsters
[a
].UID
;
4011 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
4012 if FTargetUID
= 0 then
4014 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
4015 if FBehaviour
= BH_INSANE
then
4018 FTargetTime
:= MAX_ATM
;
4027 function TMonster
.kick(o
: PObj
): Boolean;
4031 case FMonsterType
of
4034 SetState(STATE_ATTACK
);
4039 SetState(STATE_ATTACK
);
4040 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj
.X
, FObj
.Y
);
4045 SetState(STATE_ATTACK
);
4046 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj
.X
, FObj
.Y
);
4049 MONSTER_SKEL
, MONSTER_ROBO
, MONSTER_CYBER
:
4051 SetState(STATE_ATTACK
, ANIM_ATTACK2
);
4052 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj
.X
, FObj
.Y
);
4055 MONSTER_BARON
, MONSTER_KNIGHT
,
4056 MONSTER_CACO
, MONSTER_MANCUB
:
4057 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
4058 if not g_Game_IsClient
then Result
:= shoot(o
, True);
4062 function TMonster
.shoot(o
: PObj
; immediately
: Boolean): Boolean;
4072 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
4073 if not immediately
then
4074 case FMonsterType
of
4075 MONSTER_FISH
, MONSTER_BARREL
, MONSTER_DEMON
:
4076 Exit
; // íå ñòðåëÿþò
4077 MONSTER_CGUN
, MONSTER_BSP
, MONSTER_ROBO
:
4080 // Âðåìÿ âûñòðåëà óïóùåíî:
4082 FAmmo
:= IfThen(FMonsterType
= MONSTER_ROBO
, -200, -50);
4088 // Âðåìÿ âûñòðåëà óïóùåíî:
4095 // Âðåìÿ âûñòðåëà óïóùåíî:
4096 if FAmmo
>= 100 then
4101 // Ñòðåëÿåò íå âñåãäà:
4102 if Random(2) = 0 then
4105 // Âðåìÿ âûñòðåëà óïóùåíî:
4109 MONSTER_BARON
, MONSTER_KNIGHT
: if Random(8) <> 0 then Exit
;
4110 MONSTER_SKEL
: if Random(32) <> 0 then Exit
;
4111 MONSTER_VILE
: if Random(8) <> 0 then Exit
;
4112 MONSTER_PAIN
: if Random(8) <> 0 then Exit
;
4113 else if Random(16) <> 0 then Exit
;
4117 if not g_Look(@FObj
, o
, FDirection
) then
4122 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2)+((o
^.Vel
.X
{+o^.Accel.X})*12);
4123 ty
:= o
^.Y
+o
^.Rect
.Y
+(o
^.Rect
.Height
div 2)+((o
^.Vel
.Y
{+o^.Accel.Y})*12);
4125 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
4126 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
4127 if Abs(tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2))) <
4128 Abs(ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2))) then
4131 case FMonsterType
of
4132 MONSTER_IMP
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
:
4134 SetState(STATE_SHOOT
);
4139 SetState(STATE_SHOOT
);
4143 begin // Çàæèãàåì îãîíü
4144 tx
:= o
^.X
+o
^.Rect
.X
+(o
^.Rect
.Width
div 2);
4145 ty
:= o
^.Y
+o
^.Rect
.Y
;
4146 SetState(STATE_SHOOT
);
4150 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj
.X
, FObj
.Y
);
4151 g_Sound_PlayExAt('SOUND_FIRE', o
^.X
, o
^.Y
);
4154 begin // Ëåòèò â ñòîðîíó öåëè:
4155 SetState(STATE_ATTACK
);
4156 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj
.X
, FObj
.Y
);
4158 xd
:= tx
-(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2));
4159 yd
:= ty
-(FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
4160 m
:= Max(Abs(xd
), Abs(yd
));
4164 FObj
.Vel
.X
:= (xd
*16) div m
;
4165 FObj
.Vel
.Y
:= (yd
*16) div m
;
4167 MONSTER_MANCUB
, MONSTER_ZOMBY
, MONSTER_SERG
, MONSTER_BSP
, MONSTER_ROBO
,
4168 MONSTER_CYBER
, MONSTER_CGUN
, MONSTER_SPIDER
, MONSTER_PAIN
, MONSTER_MAN
:
4170 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
4171 if FMonsterType
= MONSTER_MANCUB
then
4173 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj
.X
, FObj
.Y
);
4175 SetState(STATE_SHOOT
);
4183 function TMonster
.Live(): Boolean;
4185 Result
:= (FState
<> STATE_DIE
) and (FState
<> STATE_DEAD
) and (FHealth
> 0);
4188 procedure TMonster
.SetHealth(aH
: Integer);
4190 if (aH
> 0) and (aH
< 1000000) then
4193 if FHealth
> FMaxHealth
then
4194 FMaxHealth
:= FHealth
;
4198 procedure TMonster
.WakeUp();
4200 if g_Game_IsClient
then Exit
;
4202 FTargetTime
:= MAX_ATM
;
4206 procedure TMonster
.SaveState(var Mem
: TBinMemoryWriter
);
4216 // Ñèãíàòóðà ìîíñòðà:
4217 sig
:= MONSTER_SIGNATURE
; // 'MONS'
4218 Mem
.WriteDWORD(sig
);
4220 Mem
.WriteWord(FUID
);
4222 if FDirection
= D_LEFT
then
4227 // Íàäî ëè óäàëèòü åãî:
4228 Mem
.WriteBoolean(FRemoved
);
4229 // Îñòàëîñü çäîðîâüÿ:
4230 Mem
.WriteInt(FHealth
);
4232 Mem
.WriteByte(FState
);
4233 // Òåêóùàÿ àíèìàöèÿ:
4234 Mem
.WriteByte(FCurAnim
);
4236 Mem
.WriteWord(FTargetUID
);
4237 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4238 Mem
.WriteInt(FTargetTime
);
4239 // Ïîâåäåíèå ìîíñòðà:
4240 Mem
.WriteByte(FBehaviour
);
4241 // Ãîòîâíîñòü ê âûñòðåëó:
4242 Mem
.WriteInt(FAmmo
);
4244 Mem
.WriteInt(FPain
);
4246 Mem
.WriteInt(FSleep
);
4247 // Îçâó÷èâàòü ëè áîëü:
4248 Mem
.WriteBoolean(FPainSound
);
4249 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4250 Mem
.WriteBoolean(FWaitAttackAnim
);
4251 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4252 Mem
.WriteBoolean(FChainFire
);
4253 // Ïîäëåæèò ëè ðåñïàâíó:
4254 Mem
.WriteBoolean(FNoRespawn
);
4258 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4259 Mem
.WriteInt(FStartID
);
4260 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4261 Mem
.WriteInt(FSpawnTrigger
);
4263 Obj_SaveState(@FObj
, Mem
);
4264 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4265 anim
:= vilefire
<> nil;
4266 Mem
.WriteBoolean(anim
);
4267 // Åñëè åñòü - ñîõðàíÿåì:
4269 vilefire
.SaveState(Mem
);
4271 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4273 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4274 anim
:= FAnim
[i
, D_LEFT
] <> nil;
4275 Mem
.WriteBoolean(anim
);
4276 // Åñëè åñòü - ñîõðàíÿåì:
4278 FAnim
[i
, D_LEFT
].SaveState(Mem
);
4279 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4280 anim
:= FAnim
[i
, D_RIGHT
] <> nil;
4281 Mem
.WriteBoolean(anim
);
4282 // Åñëè åñòü - ñîõðàíÿåì:
4284 FAnim
[i
, D_RIGHT
].SaveState(Mem
);
4288 procedure TMonster
.LoadState(var Mem
: TBinMemoryReader
);
4298 // Ñèãíàòóðà ìîíñòðà:
4300 if sig
<> MONSTER_SIGNATURE
then // 'MONS'
4302 raise EBinSizeError
.Create('TMonster.LoadState: Wrong Monster Signature');
4309 FDirection
:= D_LEFT
4311 FDirection
:= D_RIGHT
;
4312 // Íàäî ëè óäàëèòü åãî:
4313 Mem
.ReadBoolean(FRemoved
);
4314 // Îñòàëîñü çäîðîâüÿ:
4315 Mem
.ReadInt(FHealth
);
4317 Mem
.ReadByte(FState
);
4318 // Òåêóùàÿ àíèìàöèÿ:
4319 Mem
.ReadByte(FCurAnim
);
4321 Mem
.ReadWord(FTargetUID
);
4322 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4323 Mem
.ReadInt(FTargetTime
);
4324 // Ïîâåäåíèå ìîíñòðà:
4325 Mem
.ReadByte(FBehaviour
);
4326 // Ãîòîâíîñòü ê âûñòðåëó:
4331 Mem
.ReadInt(FSleep
);
4332 // Îçâó÷èâàòü ëè áîëü:
4333 Mem
.ReadBoolean(FPainSound
);
4334 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4335 Mem
.ReadBoolean(FWaitAttackAnim
);
4336 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4337 Mem
.ReadBoolean(FChainFire
);
4338 // Ïîäëåæèò ëè ðåñïàâíó
4339 Mem
.ReadBoolean(FNoRespawn
);
4343 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4344 Mem
.ReadInt(FStartID
);
4345 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4346 Mem
.ReadInt(FSpawnTrigger
);
4348 Obj_LoadState(@FObj
, Mem
);
4349 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4350 Mem
.ReadBoolean(anim
);
4351 // Åñëè åñòü - çàãðóæàåì:
4354 Assert(vilefire
<> nil, 'TMonster.LoadState: no vilefire anim');
4355 vilefire
.LoadState(Mem
);
4358 for i
:= ANIM_SLEEP
to ANIM_PAIN
do
4360 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4361 Mem
.ReadBoolean(anim
);
4362 // Åñëè åñòü - çàãðóæàåì:
4365 Assert(FAnim
[i
, D_LEFT
] <> nil,
4366 'TMonster.LoadState: no '+IntToStr(i
)+'_left anim');
4367 FAnim
[i
, D_LEFT
].LoadState(Mem
);
4369 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4370 Mem
.ReadBoolean(anim
);
4371 // Åñëè åñòü - çàãðóæàåì:
4374 Assert(FAnim
[i
, D_RIGHT
] <> nil,
4375 'TMonster.LoadState: no '+IntToStr(i
)+'_right anim');
4376 FAnim
[i
, D_RIGHT
].LoadState(Mem
);
4381 procedure TMonster
.ActivateTriggers();
4385 if FDieTriggers
<> nil then
4386 for a
:= 0 to High(FDieTriggers
) do
4387 g_Triggers_Press(FDieTriggers
[a
], ACTIVATE_MONSTERPRESS
);
4388 if FSpawnTrigger
> -1 then
4390 g_Triggers_DecreaseSpawner(FSpawnTrigger
);
4391 FSpawnTrigger
:= -1;
4395 procedure TMonster
.AddTrigger(t
: Integer);
4397 SetLength(FDieTriggers
, Length(FDieTriggers
)+1);
4398 FDieTriggers
[High(FDieTriggers
)] := t
;
4401 procedure TMonster
.ClearTriggers();
4403 SetLength(FDieTriggers
, 0);
4406 procedure TMonster
.CatchFire(Attacker
: Word);
4409 FFireAttacker
:= Attacker
;
4410 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_MonsterState(FUID
);
4413 procedure TMonster
.OnFireFlame(Times
: DWORD
= 1);
4418 if (Random(10) = 1) and (Times
= 1) then
4421 if g_Frames_Get(id
, 'FRAMES_FLAME') then
4423 for i
:= 1 to Times
do
4425 Anim
:= TAnimation
.Create(id
, False, 3);
4427 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
4428 Obj
.Y
+8+Random(8+Times
*2)+IfThen(FState
= STATE_DEAD
, 16, 0), Anim
, ONCEANIM_SMOKE
);
4435 // ////////////////////////////////////////////////////////////////////////// //
4436 // throws on invalid uid
4437 function g_Mons_ByIdx (uid
: Integer): TMonster
; inline;
4439 result
:= g_Mons_ByIdx_NC(uid
);
4440 if (result
= nil) then raise Exception
.Create('g_Mons_ByIdx: invalid monster id');
4445 function g_Mons_ByIdx_NC (uid
: Integer): TMonster
; inline;
4447 if (uid
< 0) or (uid
> High(gMonsters
)) then begin result
:= nil; exit
; end;
4448 result
:= gMonsters
[uid
];
4452 function g_Mons_ForEach (cb
: TEachMonsterCB
): Boolean;
4458 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4459 for idx
:= 0 to High(gMonsters
) do
4461 mon
:= gMonsters
[idx
];
4462 if (mon
<> nil) then
4465 if result
then exit
;
4471 function g_Mons_ForEachAlive (cb
: TEachMonsterCB
): Boolean;
4477 if (gMonsters
= nil) or not assigned(cb
) then exit
;
4478 for idx
:= 0 to High(gMonsters
) do
4480 mon
:= gMonsters
[idx
];
4481 if (mon
<> nil) and mon
.Live
then
4484 if result
then exit
;
4490 function g_Mons_IsAnyAliveAt (x
, y
: Integer; width
, height
: Integer): Boolean;
4492 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4494 result
:= (mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
));
4502 if (width
< 1) or (height
< 1) then exit
;
4503 if gmon_debug_use_sqaccel
then
4505 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4509 for idx
:= 0 to High(gMonsters
) do
4511 mon
:= gMonsters
[idx
];
4512 if (mon
<> nil) and mon
.Live
then
4514 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4525 function g_Mons_ForEachAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4527 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4530 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4538 if (width
< 1) or (height
< 1) then exit
;
4539 if gmon_debug_use_sqaccel
then
4541 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4545 for idx
:= 0 to High(gMonsters
) do
4547 mon
:= gMonsters
[idx
];
4548 if (mon
<> nil) and mon
.Live
then
4550 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4553 if result
then exit
;
4561 function g_Mons_ForEachAliveAt (x
, y
: Integer; width
, height
: Integer; cb
: TEachMonsterCB
): Boolean;
4563 function monsCollCheck (mon
: TMonster
; atag
: Integer): Boolean;
4566 if mon
.Live
and g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then result
:= cb(mon
);
4574 if (width
< 1) or (height
< 1) then exit
;
4575 if gmon_debug_use_sqaccel
then
4577 if (width
= 1) and (height
= 1) then
4579 result
:= (monsTree
.pointQuery(x
, y
, monsCollCheck
) <> nil);
4583 result
:= (monsTree
.aabbQuery(x
, y
, width
, height
, monsCollCheck
) <> nil);
4588 for idx
:= 0 to High(gMonsters
) do
4590 mon
:= gMonsters
[idx
];
4591 if (mon
<> nil) and mon
.Live
then
4593 if g_Obj_Collide(x
, y
, width
, height
, @mon
.Obj
) then
4596 if result
then exit
;