index f12b16d68e2cceecbae3297543b3bf31f375feff..5fa50114660f43d7a5df764ce662a16ab4b11b0f 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
SysUtils, Classes,
mempool,
MAPDEF,
- g_base, g_basic, g_phys, g_textures, g_grid,
+ g_base, g_basic, g_phys, g_animations, g_grid,
g_saveload, g_panel, xprofiler;
const
}
type
- ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimation;
+ ADirectedAnim = Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimState;
PMonster = ^TMonster;
TMonster = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
tx, ty: Integer;
FStartID: Integer;
FObj: TObj;
- FBloodRed: Byte;
- FBloodGreen: Byte;
- FBloodBlue: Byte;
- FBloodKind: Byte;
- FShellTimer: Integer;
- FShellType: Byte;
+ {$IFDEF ENABLE_GFX}
+ FBloodRed: Byte;
+ FBloodGreen: Byte;
+ FBloodBlue: Byte;
+ FBloodKind: Byte;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer: Integer;
+ FShellType: Byte;
+ {$ENDIF}
FFirePainTime: Integer;
FFireAttacker: Word;
- vilefire: TAnimation;
+ FVileFireTime: LongWord;
mProxyId: Integer; // node in dyntree or -1
mArrIdx: Integer; // in gMonsters
property StartID: Integer read FStartID;
- property VileFireAnim: TAnimation read vilefire;
+ property VileFireTime: LongWord read FVileFireTime;
property DirAnim: ADirectedAnim read FAnim;
published
ANIM_ATTACK = 4;
ANIM_ATTACK2 = 5;
ANIM_PAIN = 6;
+ ANIM_LAST = ANIM_PAIN;
// Таблица характеристик монстров:
MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
LeftAnim: Boolean;
wX, wY: Integer; // Откуда вылетит пуля
AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
+ AnimCount: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint;
end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
+ AnimCount: (2, 4, 6, 6, 3, 0, 1);
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));
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))),
(LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
+ AnimCount: (2, 4, 5, 8, 3, 0, 1);
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));
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))),
(LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
+ AnimCount: (2, 4, 6, 9, 2, 0, 1);
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));
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))),
(LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
+ AnimCount: (2, 4, 5, 9, 2, 0, 1);
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));
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))),
(LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
+ AnimCount: (2, 4, 9, 9, 2, 2, 1);
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));
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))),
(LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
+ AnimCount: (2, 4, 7, 6, 2, 0, 1);
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));
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))),
(LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
+ AnimCount: (2, 4, 7, 7, 3, 0, 1);
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));
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))),
(LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
+ AnimCount: (2, 4, 7, 7, 3, 0, 1);
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));
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))),
(LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
+ AnimCount: (1, 1, 7, 7, 6, 0, 1);
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));
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))),
(LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
+ AnimCount: (2, 2, 7, 7, 2, 0, 1); // 10
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));
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))),
(LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
+ AnimCount: (4, 4, 7, 7, 4, 0, 1);
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));
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))),
(LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
+ AnimCount: (2, 6, 10, 10, 2, 0, 1);
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));
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))),
(LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
+ AnimCount: (2, 6, 7, 7, 2, 0, 1);
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));
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))),
(LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
+ AnimCount: (2, 6, 10, 10, 3, 0, 1);
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));
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))),
(LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
+ AnimCount: (2, 6, 5, 5, 2, 2, 1);
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));
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))),
(LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
+ AnimCount: (2, 6, 9, 9, 10, 3, 1);
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));
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))),
(LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
+ AnimCount: (2, 4, 1, 1, 2, 0, 3);
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));
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 ))),
(LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
+ AnimCount: (3, 0, 4, 0, 0, 0, 1);
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));
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))),
(LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
+ AnimCount: (1, 12, 1, 0, 2, 4, 0);
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));
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))),
(LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
+ AnimCount: (2, 4, 7, 9, 2, 0, 1);
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));
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))) );
+// Таблица типов анимации монстров:
+ ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
+ record
+ name: String;
+ loop: Boolean;
+ end = ((name: 'SLEEP'; loop: True),
+ (name: 'GO'; loop: True),
+ (name: 'DIE'; loop: False),
+ (name: 'MESS'; loop: False),
+ (name: 'ATTACK'; loop: False),
+ (name: 'ATTACK2'; loop: False),
+ (name: 'PAIN'; loop: False));
implementation
uses
- e_log, g_sound, g_gfx, g_player, g_game, r_textures, r_animations,
- g_weapons, g_triggers, g_items, g_options,
- g_console, g_map, Math, g_menu, wadreader,
+ {$IFDEF ENABLE_MENU}
+ g_menu,
+ {$ENDIF}
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_shells,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ e_log, g_sound, g_player, g_game,
+ g_weapons, g_triggers, g_items, g_options, g_window,
+ g_console, g_map, Math, wadreader,
g_language, g_netmsg, idpool, utils, xstreams;
const
MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
-// Таблица типов анимации монстров:
- ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
- record
- name: String;
- loop: Boolean;
- end = ((name: 'SLEEP'; loop: True),
- (name: 'GO'; loop: True),
- (name: 'DIE'; loop: False),
- (name: 'MESS'; loop: False),
- (name: 'ATTACK'; loop: False),
- (name: 'ATTACK2'; loop: False),
- (name: 'PAIN'; loop: False));
-
MAX_ATM = 89; // Время ожидания после потери цели
MAX_SOUL = 512; // Ограничение Lost_Soul'ов
procedure g_Monsters_LoadData();
begin
e_WriteLog('Loading monsters data...', TMsgType.Notify);
-
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
- g_Game_StepLoading(6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
- g_Game_StepLoading(13);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
- g_Game_StepLoading(20);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
- g_Game_StepLoading(26);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
- g_Game_StepLoading(32);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
- g_Game_StepLoading(38);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
- g_Game_StepLoading(44);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
- g_Game_StepLoading(50);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
- g_Game_StepLoading(56);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
- g_Game_StepLoading(62);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
- g_Game_StepLoading(68);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
- g_Game_StepLoading(74);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
- g_Game_StepLoading(80);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
- g_Game_StepLoading(86);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
- g_Game_StepLoading(92);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
- g_Game_StepLoading(98);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
- g_Game_StepLoading(104);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
- g_Game_StepLoading(110);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
- g_Game_StepLoading(116);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
- g_Game_StepLoading(122);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
- g_Game_StepLoading(128);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
- g_Game_StepLoading(133);
-
g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
begin
e_WriteLog('Releasing monsters data...', TMsgType.Notify);
- g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
- g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
- g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
-
g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
g_Sound_Delete('SOUND_MONSTER_PAIN');
FDieTriggers := nil;
FWaitAttackAnim := False;
FChainFire := False;
- FShellTimer := -1;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := -1;
+ {$ENDIF}
FState := MONSTATE_SLEEP;
FCurAnim := ANIM_SLEEP;
end;
constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
-var
- a: Integer;
- FramesID: DWORD = 0;
- s: String;
- res: Boolean;
+ var a: Integer;
begin
if ForcedUID < 0 then
FUID := g_CreateUID(UID_MONSTER)
FChainFire := False;
FStartID := aID;
FNoRespawn := False;
- FShellTimer := -1;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := -1;
+ {$ENDIF}
FBehaviour := BH_NORMAL;
FFireTime := 0;
FFirePainTime := 0;
mplatCheckFrameId := 0;
mNeedSend := false;
+{$IFDEF ENABLE_GFX}
if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
FBloodKind := BLOOD_SPARKS
else
FBloodGreen := 0;
FBloodBlue := 0;
end;
+{$ENDIF}
SetLength(FAnim, Length(ANIMTABLE));
-
- for a := 0 to High(FAnim) do
+ for a := ANIM_SLEEP to ANIM_PAIN do
begin
- FAnim[a, TDirection.D_LEFT] := nil;
- FAnim[a, TDirection.D_RIGHT] := nil;
+ FAnim[a, TDirection.D_RIGHT] := TAnimState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
+ FAnim[a, TDirection.D_LEFT] := TAnimState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]);
end;
- for a := ANIM_SLEEP to ANIM_PAIN do
- if (ANIMTABLE[a].name <> '') and
- (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
- begin
- s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
- '_'+ANIMTABLE[a].name;
-
- res := g_Frames_Exists(s);
-
- if res then
- res := g_Frames_Get(FramesID, s);
-
- // Если нет такой анимации, то пробуем заменить ее на анимацию смерти:
- if (not res) then
- begin
- // Заменяем только ANIM_MESS на ANIM_DIE:
- if a <> ANIM_MESS then
- Continue;
-
- if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
- '_'+ANIMTABLE[ANIM_DIE].name) then
- begin
- FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
- MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
- FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
- MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
- Continue;
- end;
- end;
-
- FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
- MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
-
- // Если есть отдельная левая анимация - загружаем:
- if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
- begin
- s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
- '_'+ANIMTABLE[a].name+'_L';
- if g_Frames_Exists(s) then
- g_Frames_Get(FramesID, s);
- end;
-
- FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
- MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
- end;
-
-// Для колдуна загружаем также анимацию огня:
- if MonsterType = MONSTER_VILE then
- begin
- g_Frames_Get(FramesID, 'FRAMES_FIRE');
- vilefire := TAnimation.Create(FramesID, True, 2);
- end
- else
- vilefire := nil;
+ FVileFireTime := gTime;
end;
function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
for a := 0 to High(FAnim) do
begin
- FAnim[a, TDirection.D_LEFT].Free();
- FAnim[a, TDirection.D_RIGHT].Free();
+ FAnim[a, TDirection.D_LEFT].Invalidate;
+ FAnim[a, TDirection.D_RIGHT].Invalidate;
end;
- vilefire.Free();
+ FVileFireTime := 0;
if (mProxyId <> -1) then
begin
procedure TMonster.MakeBloodSimple(Count: Word);
begin
+{$IFDEF ENABLE_GFX}
g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
+{$ENDIF}
end;
procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
begin
+{$IFDEF ENABLE_GFX}
g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
+{$ENDIF}
end;
procedure TMonster.Push(vx, vy: Integer);
// Если анимация новая - перезапускаем её:
if FCurAnim <> Anim then
- if FAnim[Anim, FDirection] <> nil then
+ if FAnim[Anim, FDirection].IsValid() then
begin
FAnim[Anim, FDirection].Reset();
FCurAnim := Anim;
end;
function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
-var
- TA: TAnimation;
- FramesID: DWORD;
begin
Result := False;
Exit;
end;
- TA := nil;
-
// Эффект телепорта в позиции монстра:
if not silent then
begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- TA := TAnimation.Create(FramesID, False, 6);
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
- g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
-
+{$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT,
+ FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
+ FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
+ );
+{$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
end;
// Эффект телепорта в точке назначения:
- if not silent and (TA <> nil) then
+ if not silent then
begin
- g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
- TA.Free();
-
+{$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT,
+ FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
+ FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
+ );
+{$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
end;
procedure TMonster.Update();
-var
- a, b, sx, sy, wx, wy, oldvelx: Integer;
- st: Word;
- o, co: TObj;
- fall, bubbles: Boolean;
- mon: TMonster;
- mit: PMonster;
- it: TMonsterGrid.Iter;
+ {$IFDEF ENABLE_CORPSES}
+ var co: TObj;
+ {$ENDIF}
+ {$IF DEFINED(ENABLE_GIBS) OR DEFINED(ENABLE_CORPSES)}
+ var b: Integer;
+ {$ENDIF}
+ var
+ a, sx, sy, wx, wy, oldvelx: Integer;
+ st: Word;
+ o: TObj;
+ fall, bubbles: Boolean;
+ mon: TMonster;
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
label
_end;
begin
// Возможно, создаем пузырьки в воде:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
begin
- case FMonsterType of
- MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
+ {$IFDEF ENABLE_GFX}
+ case FMonsterType of
+ MONSTER_FISH:
+ if Random(4) <> 0 then bubbles := False else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ MONSTER_ROBO, MONSTER_BARREL:
g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- end;
+ else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ end;
+ {$ENDIF}
if bubbles then if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
// Таймер - ждем после потери цели:
FTargetTime := FTargetTime + 1;
-// Гильзы
+{$IFDEF ENABLE_SHELLS}
+ // Гильзы
if FShellTimer > -1 then
+ begin
if FShellTimer = 0 then
begin
if FShellType = SHELL_SHELL then
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ begin
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX, GameVelY-2, SHELL_SHELL)
+ end
else if FShellType = SHELL_DBLSHELL then
begin
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX-1, GameVelY-2, SHELL_SHELL);
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX+1, GameVelY-2, SHELL_SHELL);
end;
FShellTimer := -1;
- end else Dec(FShellTimer);
+ end
+ else
+ begin
+ Dec(FShellTimer);
+ end;
+ end;
+{$ENDIF}
// Пробуем увернуться от летящей пули:
if fall then
end
else // "Наземные" монстры
begin
- // Возможно, пинаем куски:
- if (FObj.Vel.X <> 0) and (gGibs <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gGibs) do
+ {$IFDEF ENABLE_GIBS}
+ // Возможно, пинаем куски:
+ if (FObj.Vel.X <> 0) and (gGibs <> nil) then
begin
- if gGibs[a].alive and
- g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gGibs) do
begin
- // Пинаем куски
- if FObj.Vel.X < 0 then
+ if gGibs[a].alive and
+ g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
- end
- else
- begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
- end;
- end;
- end;
- end;
- // Боссы могут пинать трупы:
- if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
- (FObj.Vel.X <> 0) and (gCorpses <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gCorpses) do
- if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
- begin
- co := gCorpses[a].Obj;
- if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
- // Пинаем трупы
+ // Пинаем куски
if FObj.Vel.X < 0 then
- gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
+ end
else
- gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
+ end;
+ end;
end;
- end;
+ end;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ // Боссы могут пинать трупы:
+ if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
+ (FObj.Vel.X <> 0) and (gCorpses <> nil) then
+ begin
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gCorpses) do
+ if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
+ begin
+ co := gCorpses[a].Obj;
+ if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
+ // Пинаем трупы
+ if FObj.Vel.X < 0 then
+ gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ else
+ gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ end;
+ end;
+ {$ENDIF}
// Если цель высоко, то, возможно, прыгаем:
if sy < -40 then
if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
SetState(MONSTATE_GO);
end;
-// Если есть анимация огня колдуна - пусть она идет:
- if vilefire <> nil then
- vilefire.Update();
-
// Состояние - Умирает и текущая анимация проиграна:
if (FState = MONSTATE_DIE) and
- (FAnim[FCurAnim, FDirection] <> nil) and
+ (FAnim[FCurAnim, FDirection].IsValid()) and
(FAnim[FCurAnim, FDirection].Played) then
begin
// Умер:
// Совершение атаки и стрельбы:
if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
- if (FAnim[FCurAnim, FDirection] <> nil) then
+ if (FAnim[FCurAnim, FDirection].IsValid()) then
// Анимация атаки есть - можно атаковать
if (FAnim[FCurAnim, FDirection].Played) then
begin // Анимация атаки закончилась => переходим на шаг
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, True);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SERG:
begin
g_Weapon_shotgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
- FShellTimer := 10;
- FShellType := SHELL_SHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 10;
+ FShellType := SHELL_SHELL;
+ {$ENDIF}
end;
MONSTER_MAN:
begin
g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
- FShellTimer := 13;
- FShellType := SHELL_DBLSHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 13;
+ FShellType := SHELL_DBLSHELL;
+ {$ENDIF}
FAmmo := -36;
end;
MONSTER_CYBER:
begin
g_Weapon_mgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SPIDER:
begin
g_Weapon_mgun(wx, wy, tx, ty, FUID);
if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_SHELL);
+ {$ENDIF}
end;
MONSTER_BSP:
g_Weapon_aplasma(wx, wy, tx, ty, FUID);
FObj.Vel.X := oldvelx;
// Если есть анимация, то пусть она идет:
- if FAnim[FCurAnim, FDirection] <> nil then
+ if FAnim[FCurAnim, FDirection].IsValid() then
FAnim[FCurAnim, FDirection].Update();
end;
end;
procedure TMonster.ClientUpdate();
-var
- a, b, sx, sy, oldvelx: Integer;
- st: Word;
- o, co: TObj;
- fall, bubbles: Boolean;
+ {$IFDEF ENABLE_CORPSES}
+ var a, b: Integer; co: TObj;
+ {$ENDIF}
+ var
+ sx, sy, oldvelx: Integer;
+ st: Word;
+ o: TObj;
+ fall, bubbles: Boolean;
label
_end;
begin
// Возможно, создаем пузырьки в воде:
if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
begin
- case FMonsterType of
- MONSTER_FISH:
- if Random(4) <> 0 then bubbles := False else
+ {$IFDEF ENABLE_GFX}
+ case FMonsterType of
+ MONSTER_FISH:
+ if Random(4) <> 0 then bubbles := False else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
+ FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
+ MONSTER_ROBO, MONSTER_BARREL:
g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- MONSTER_ROBO, MONSTER_BARREL:
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
- FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
- else
- g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
- FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
- end;
+ else
+ g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
+ FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
+ end;
+ {$ENDIF}
if bubbles then if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
// Таймер - ждем после потери цели:
FTargetTime := FTargetTime + 1;
+{$IFDEF ENABLE_SHELLS}
if FShellTimer > -1 then
+ begin
if FShellTimer = 0 then
begin
if FShellType = SHELL_SHELL then
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ begin
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX, GameVelY-2, SHELL_SHELL)
+ end
else if FShellType = SHELL_DBLSHELL then
begin
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX-1, GameVelY-2, SHELL_SHELL);
- g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
+ g_Shells_Create(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
GameVelX+1, GameVelY-2, SHELL_SHELL);
end;
FShellTimer := -1;
- end else Dec(FShellTimer);
+ end
+ else
+ begin
+ Dec(FShellTimer);
+ end;
+ end;
+{$ENDIF}
// Пробуем увернуться от летящей пули:
if fall then
end
else // "Наземные" монстры
begin
- // Возможно, пинаем куски:
- if (FObj.Vel.X <> 0) and (gGibs <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gGibs) do
+ {$IFDEF ENBALE_GIBS}
+ // Возможно, пинаем куски:
+ if (FObj.Vel.X <> 0) and (gGibs <> nil) then
begin
- if gGibs[a].alive and
- g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gGibs) do
begin
- // Пинаем куски
- if FObj.Vel.X < 0 then
+ if gGibs[a].alive and
+ g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
- end
- else
- begin
- g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
- end;
- positionChanged(); // this updates spatial accelerators
- end;
- end;
- end;
- // Боссы могут пинать трупы:
- if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
- (FObj.Vel.X <> 0) and (gCorpses <> nil) then
- begin
- b := Abs(FObj.Vel.X);
- if b > 1 then b := b * (Random(8 div b) + 1);
- for a := 0 to High(gCorpses) do
- if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
- begin
- co := gCorpses[a].Obj;
- if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
- FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
- // Пинаем трупы
+ // Пинаем куски
if FObj.Vel.X < 0 then
- gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // налево
+ end
else
- gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ begin
+ g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // направо
+ end;
+ positionChanged(); // this updates spatial accelerators
+ end;
end;
- end;
+ end;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ // Боссы могут пинать трупы:
+ if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
+ (FObj.Vel.X <> 0) and (gCorpses <> nil) then
+ begin
+ b := Abs(FObj.Vel.X);
+ if b > 1 then b := b * (Random(8 div b) + 1);
+ for a := 0 to High(gCorpses) do
+ if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
+ begin
+ co := gCorpses[a].Obj;
+ if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
+ FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
+ // Пинаем трупы
+ if FObj.Vel.X < 0 then
+ gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево
+ else
+ gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо
+ end;
+ end;
+ {$ENDIF}
end;
FSleep := FSleep + 1;
SetState(MONSTATE_GO);
end;
-// Если есть анимация огня колдуна - пусть она идет:
- if vilefire <> nil then
- vilefire.Update();
-
// Состояние - Умирает и текущая анимация проиграна:
if (FState = MONSTATE_DIE) and
- (FAnim[FCurAnim, FDirection] <> nil) and
+ (FAnim[FCurAnim, FDirection].IsValid()) and
(FAnim[FCurAnim, FDirection].Played) then
begin
// Умер:
// Совершение атаки и стрельбы:
if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then
- if (FAnim[FCurAnim, FDirection] <> nil) then
+ if (FAnim[FCurAnim, FDirection].IsValid()) then
// Анимация атаки есть - можно атаковать
if (FAnim[FCurAnim, FDirection].Played) then
begin // Анимация атаки закончилась => переходим на шаг
FObj.Vel.X := oldvelx;
// Если есть анимация, то пусть она идет:
- if FAnim[FCurAnim, FDirection] <> nil then
+ if FAnim[FCurAnim, FDirection].IsValid() then
FAnim[FCurAnim, FDirection].Update();
end;
MONSTER_ZOMBY:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_SERG:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
- FShellTimer := 10;
- FShellType := SHELL_SHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 10;
+ FShellType := SHELL_SHELL;
+ {$ENDIF}
end;
MONSTER_MAN:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
- FShellTimer := 13;
- FShellType := SHELL_DBLSHELL;
+ {$IFDEF ENABLE_SHELLS}
+ FShellTimer := 13;
+ FShellType := SHELL_DBLSHELL;
+ {$ENDIF}
end;
MONSTER_CGUN, MONSTER_SPIDER:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
end;
MONSTER_IMP:
g_Weapon_ball1(wx, wy, atx, aty, FUID);
ty := o^.Y+o^.Rect.Y;
SetState(MONSTATE_SHOOT);
- vilefire.Reset();
+ FVileFireTime := gTime;
g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
i: Integer;
b: Byte;
anim: Boolean;
+ stub: TAnimState;
begin
assert(st <> nil);
// Объект монстра
Obj_SaveState(st, @FObj);
// Есть ли анимация огня колдуна
- anim := (vilefire <> nil);
+ anim := FMonsterType = MONSTER_VILE;
utils.writeBool(st, anim);
// Если есть - сохраняем:
- if anim then vilefire.SaveState(st);
+ if anim then
+ begin
+ stub := TAnimState.Create(true, 2, 8);
+ stub.SaveState(st, 0, False);
+ stub.Invalidate;
+ end;
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
begin
// Есть ли левая анимация
- anim := (FAnim[i, TDirection.D_LEFT] <> nil);
+ anim := (FAnim[i, TDirection.D_LEFT].IsValid());
utils.writeBool(st, anim);
// Если есть - сохраняем
- if anim then FAnim[i, TDirection.D_LEFT].SaveState(st);
+ if anim then FAnim[i, TDirection.D_LEFT].SaveState(st, 0, False);
// Есть ли правая анимация
- anim := (FAnim[i, TDirection.D_RIGHT] <> nil);
+ anim := (FAnim[i, TDirection.D_RIGHT].IsValid());
utils.writeBool(st, anim);
// Если есть - сохраняем
- if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st);
+ if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st, 0, False);
end;
end;
procedure TMonster.LoadState (st: TStream);
var
i: Integer;
- b: Byte;
- anim: Boolean;
+ b, alpha: Byte;
+ anim, blending: Boolean;
+ stub: TAnimState;
begin
assert(st <> nil);
// Если есть - загружаем:
if anim then
begin
- Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
- vilefire.LoadState(st);
+ stub := TAnimState.Create(true, 2, 8);
+ stub.LoadState(st, alpha, blending);
+ stub.Invalidate;
end;
+ FVileFireTime := gTime;
// Анимации
for i := ANIM_SLEEP to ANIM_PAIN do
begin
// Если есть - загружаем
if anim then
begin
- Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
- FAnim[i, TDirection.D_LEFT].LoadState(st);
+ Assert(FAnim[i, TDirection.D_LEFT].IsValid(), 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
+ FAnim[i, TDirection.D_LEFT].LoadState(st, alpha, blending);
end;
// Есть ли правая анимация
anim := utils.readBool(st);
// Если есть - загружаем
if anim then
begin
- Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
- FAnim[i, TDirection.D_RIGHT].LoadState(st);
+ Assert(FAnim[i, TDirection.D_RIGHT].IsValid(), 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
+ FAnim[i, TDirection.D_RIGHT].LoadState(st, alpha, blending);
end;
end;
// update cache
end;
procedure TMonster.OnFireFlame(Times: DWORD = 1);
-var
- id, i: DWORD;
- Anim: TAnimation;
+ {$IFDEF ENABLE_GFX}
+ var i: DWORD; x, y: Integer;
+ {$ENDIF}
begin
- if (Random(10) = 1) and (Times = 1) then
- Exit;
-
- if g_Frames_Get(id, 'FRAMES_FLAME') then
- begin
+ {$IFDEF ENABLE_GFX}
+ if (Random(10) = 1) and (Times = 1) then
+ Exit;
for i := 1 to Times do
begin
- Anim := TAnimation.Create(id, False, 3);
- Anim.Alpha := 0;
- g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
- Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
+ y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
+ g_GFX_QueueEffect(R_GFX_FLAME, x, y);
end;
- end;
+ {$ENDIF}
end;