DEADSOFTWARE

81829c6aea292a657ef5f86d3bfbb02b759cb62c
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
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.
7 *
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.
12 *
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/>.
15 *)
16 {$MODE DELPHI}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FWaitAttackAnim: Boolean;
68 FChainFire: Boolean;
69 tx, ty: Integer;
70 FStartID: Integer;
71 FObj: TObj;
72 FBloodRed: Byte;
73 FBloodGreen: Byte;
74 FBloodBlue: Byte;
75 FBloodKind: Byte;
76 FShellTimer: Integer;
77 FShellType: Byte;
78 vilefire: TAnimation;
80 FDieTriggers: Array of Integer;
81 FSpawnTrigger: Integer;
83 procedure Turn();
84 function findNewPrey(): Boolean;
85 procedure ActivateTriggers();
87 public
88 FNoRespawn: Boolean;
90 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
91 destructor Destroy(); override;
92 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
93 function Collide(Panel: TPanel): Boolean; overload;
94 function Collide(X, Y: Integer): Boolean; overload;
95 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
96 function Live(): Boolean;
97 procedure SetHealth(aH: Integer);
98 procedure Push(vx, vy: Integer);
99 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
100 function Heal(Value: Word): Boolean;
101 procedure BFGHit();
102 procedure Update();
103 procedure ClientUpdate();
104 procedure ClientAttack(wx, wy, tx, ty: Integer);
105 procedure SetDeadAnim;
106 procedure Draw();
107 procedure WakeUp();
108 procedure WakeUpSound();
109 procedure DieSound();
110 procedure PainSound();
111 procedure ActionSound();
112 procedure AddTrigger(t: Integer);
113 procedure ClearTriggers();
114 procedure Respawn();
115 procedure SaveState(var Mem: TBinMemoryWriter);
116 procedure LoadState(var Mem: TBinMemoryReader);
117 procedure SetState(State: Byte; ForceAnim: Byte = 255);
118 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
119 procedure MakeBloodSimple(Count: Word);
120 procedure RevertAnim(R: Boolean = True);
121 function AnimIsReverse: Boolean;
122 function shoot(o: PObj; immediately: Boolean): Boolean;
123 function kick(o: PObj): Boolean;
125 property MonsterType: Byte read FMonsterType;
126 property MonsterHealth: Integer read FHealth write FHealth;
127 property MonsterAmmo: Integer read FAmmo write FAmmo;
128 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
129 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
130 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
131 property MonsterSleep: Integer read FSleep write FSleep;
132 property MonsterState: Byte read FState write FState;
133 property MonsterRemoved: Boolean read FRemoved write FRemoved;
134 property MonsterPain: Integer read FPain write FPain;
135 property MonsterAnim: Byte read FCurAnim write FCurAnim;
137 property Obj: TObj read FObj;
138 property UID: Word read FUID write FUID;
139 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
141 property GameX: Integer read FObj.X write FObj.X;
142 property GameY: Integer read FObj.Y write FObj.Y;
143 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
144 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
145 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
146 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
147 property GameDirection: TDirection read FDirection write FDirection;
149 property StartID: Integer read FStartID;
150 end;
152 procedure g_Monsters_LoadData();
153 procedure g_Monsters_FreeData();
154 procedure g_Monsters_Init();
155 procedure g_Monsters_Free();
156 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
157 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
158 procedure g_Monsters_Update();
159 procedure g_Monsters_Draw();
160 procedure g_Monsters_DrawHealth();
161 function g_Monsters_Get(UID: Word): TMonster;
162 procedure g_Monsters_killedp();
163 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
164 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
165 function g_Monsters_GetIDByName(name: String): Integer;
166 function g_Monsters_GetNameByID(MonsterType: Byte): String;
167 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
169 var
170 gMonsters: array of TMonster;
172 implementation
174 uses
175 e_log, g_main, g_sound, g_gfx, g_player, g_game,
176 g_weapons, g_triggers, MAPDEF, g_items, g_options,
177 g_console, g_map, Math, SysUtils, g_menu, wadreader,
178 g_language, g_netmsg;
180 const
181 ANIM_SLEEP = 0;
182 ANIM_GO = 1;
183 ANIM_DIE = 2;
184 ANIM_MESS = 3;
185 ANIM_ATTACK = 4;
186 ANIM_ATTACK2 = 5;
187 ANIM_PAIN = 6;
189 STATE_SLEEP = 0;
190 STATE_GO = 1;
191 STATE_RUN = 2;
192 STATE_CLIMB = 3;
193 STATE_DIE = 4;
194 STATE_DEAD = 5;
195 STATE_ATTACK = 6;
196 STATE_SHOOT = 7;
197 STATE_PAIN = 8;
198 STATE_WAIT = 9;
199 STATE_REVIVE = 10;
200 STATE_RUNOUT = 11;
202 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
204 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
205 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
206 record
207 name: String;
208 loop: Boolean;
209 end = ((name: 'SLEEP'; loop: True),
210 (name: 'GO'; loop: True),
211 (name: 'DIE'; loop: False),
212 (name: 'MESS'; loop: False),
213 (name: 'ATTACK'; loop: False),
214 (name: 'ATTACK2'; loop: False),
215 (name: 'PAIN'; loop: False));
217 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
218 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
219 record
220 Name: String;
221 Rect: TRectWH;
222 Health: Word;
223 RunVel: Byte;
224 MinPain: Byte;
225 Pain: Byte;
226 Jump: Byte;
227 end =
228 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
229 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
231 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
232 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
234 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
235 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
237 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
238 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
240 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
241 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
243 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
244 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
246 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
247 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
249 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
250 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
252 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
253 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
255 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
256 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
258 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
259 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
261 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
262 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
264 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
265 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
267 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
268 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
270 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
271 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
273 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
274 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
276 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
277 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
279 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
280 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
282 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
283 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
285 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
286 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
288 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
289 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
290 record
291 LeftAnim: Boolean;
292 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
293 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
294 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
295 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
296 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
297 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
298 AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5));
299 AnimDeltaLeft: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5))),
301 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
302 AnimDeltaRight: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4));
303 AnimDeltaLeft: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4))),
305 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
306 AnimDeltaRight: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4));
307 AnimDeltaLeft: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4))),
309 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
310 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4));
311 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))),
313 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
314 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
315 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
317 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
318 AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2));
319 AnimDeltaLeft: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: -1; Y: -4), (X: -1; Y: -4), (X: 2; Y: -4))),
321 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
322 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
323 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
325 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
326 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
327 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
329 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
330 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4));
331 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4))),
333 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
334 AnimDeltaRight: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7));
335 AnimDeltaLeft: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7))),
337 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
338 AnimDeltaRight: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4));
339 AnimDeltaLeft: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4))),
341 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
342 AnimDeltaRight: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: -3; Y: -4));
343 AnimDeltaLeft: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: 18; Y: -5))),
345 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
346 AnimDeltaRight: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 1; Y: -3));
347 AnimDeltaLeft: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 6; Y: -3))),
349 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
350 AnimDeltaRight: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7));
351 AnimDeltaLeft: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7))),
353 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
354 AnimDeltaRight: ((X: -1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -1; Y: 4), (X: 6; Y: 2), (X:-24; Y: 4));
355 AnimDeltaLeft: ((X: 1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -2; Y: 2), (X: -5; Y: 4), (X: 26; Y: 4))),
357 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
358 AnimDeltaRight: ((X: 5; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X: 8; Y:-23), (X: -1; Y:-23), (X: 4; Y:-20));
359 AnimDeltaLeft: ((X: -8; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X:-10; Y:-24), (X: 3; Y:-23), (X: -4; Y:-22))),
361 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
362 AnimDeltaRight: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1));
363 AnimDeltaLeft: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1 ))),
365 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
366 AnimDeltaRight: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15));
367 AnimDeltaLeft: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15))),
369 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
370 AnimDeltaRight: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26));
371 AnimDeltaLeft: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26))),
373 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
374 AnimDeltaRight: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6));
375 AnimDeltaLeft: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6))) );
377 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
378 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
380 var
381 pt_x: Integer = 0;
382 pt_xs: Integer = 1;
383 pt_y: Integer = 0;
384 pt_ys: Integer = 1;
385 soulcount: Integer = 0;
387 function FindMonster(): DWORD;
388 var
389 i: Integer;
390 begin
391 if gMonsters <> nil then
392 for i := 0 to High(gMonsters) do
393 if gMonsters[i] = nil then
394 begin
395 Result := i;
396 Exit;
397 end;
399 if gMonsters = nil then
400 begin
401 SetLength(gMonsters, 32);
402 Result := 0;
403 end
404 else
405 begin
406 Result := High(gMonsters) + 1;
407 SetLength(gMonsters, Length(gMonsters) + 32);
408 end;
409 end;
411 function IsFriend(a, b: Byte): Boolean;
412 begin
413 Result := True;
415 // Áî÷êà - âñåì äðóã:
416 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
417 Exit;
419 // Ìîíñòðû îäíîãî âèäà:
420 if a = b then
421 case a of
422 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
423 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
424 Exit; // Ýòè íå áüþò ñâîèõ
425 end;
427 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
428 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
429 Exit;
430 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
431 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
432 Exit;
434 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
435 Result := False;
436 end;
438 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
439 var
440 m: TMonster;
441 UIDType, MonsterType: Byte;
442 begin
443 Result := False;
444 MonsterType := 0;
446 UIDType := g_GetUIDType(SpawnerUID);
447 if UIDType = UID_MONSTER then
448 begin
449 m := g_Monsters_Get(SpawnerUID);
450 if m = nil then Exit;
451 MonsterType := m.FMonsterType;
452 end;
454 case BH of
455 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
456 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
458 BH_KILLER: Result := UIDType = UID_PLAYER;
459 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
460 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
462 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
463 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
464 end;
465 end;
467 function canShoot(m: Byte): Boolean;
468 begin
469 Result := False;
471 case m of
472 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
473 Exit;
474 else
475 Result := True;
476 end;
477 end;
479 function isCorpse(o: PObj; immediately: Boolean): Integer;
480 var
481 a: Integer;
482 begin
483 Result := -1;
485 // Åñëè íóæíà âåðîÿòíîñòü:
486 if not immediately then
487 if Random(8) <> 0 then
488 Exit;
490 if gMonsters = nil then
491 Exit;
493 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
494 for a := 0 to High(gMonsters) do
495 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
496 if g_Obj_Collide(o, @gMonsters[a].FObj) then
497 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
498 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
499 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
500 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
501 begin
502 Result := a;
503 Exit;
504 end;
505 end;
506 end;
508 procedure g_Monsters_LoadData();
509 begin
510 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
512 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
519 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
526 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
533 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
540 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
547 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
554 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
561 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
568 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
575 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
582 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
589 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
596 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
603 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
610 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
617 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
624 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
631 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
638 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
645 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
652 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
663 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
665 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
668 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
670 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
674 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
675 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
677 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
679 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
680 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
684 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
685 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
690 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
691 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
693 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
694 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
699 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
700 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
704 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
705 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
710 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
711 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
712 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
717 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
718 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
721 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
722 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
725 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
728 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
729 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
735 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
742 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
743 end;
745 procedure g_Monsters_FreeData();
746 begin
747 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
749 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
750 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
751 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
752 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
753 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
754 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
758 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
759 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
760 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
764 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
772 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
786 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
787 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
788 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
791 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
796 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
797 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
813 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
814 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
815 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
818 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
819 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
820 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
825 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
831 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
832 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
844 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
845 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
866 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
869 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
870 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
879 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
881 g_Sound_Delete('SOUND_MONSTER_PAIN');
882 g_Sound_Delete('SOUND_MONSTER_PAIN2');
883 g_Sound_Delete('SOUND_MONSTER_ACTION');
884 g_Sound_Delete('SOUND_MONSTER_ACTION2');
885 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
886 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
887 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
888 g_Sound_Delete('SOUND_MONSTER_DIE_1');
889 g_Sound_Delete('SOUND_MONSTER_DIE_2');
890 g_Sound_Delete('SOUND_MONSTER_DIE_3');
891 g_Sound_Delete('SOUND_MONSTER_SLOP');
893 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
894 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
895 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
897 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
898 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
899 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
900 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
901 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
904 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
905 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
907 g_Sound_Delete('SOUND_MONSTER_HAHA');
908 g_Sound_Delete('SOUND_MONSTER_TRUP');
910 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
911 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
913 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
914 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
915 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
916 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
918 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
919 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
921 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
922 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
924 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
925 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
926 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
928 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
930 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
931 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
932 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
933 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
935 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
936 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
937 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
940 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
942 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
943 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
945 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
946 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
947 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
949 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
950 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
953 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
956 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
957 end;
959 procedure g_Monsters_Init();
960 begin
961 soulcount := 0;
962 end;
964 procedure g_Monsters_Free();
965 var
966 a: Integer;
967 begin
968 if gMonsters <> nil then
969 for a := 0 to High(gMonsters) do
970 gMonsters[a].Free();
972 gMonsters := nil;
973 end;
975 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
976 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
977 var
978 find_id: DWORD;
979 begin
980 Result := -1;
982 // Íåò òàêîãî ìîíñòðà:
983 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
984 Exit;
986 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
987 if MonsterType = MONSTER_SOUL then
988 if soulcount > MAX_SOUL then
989 Exit
990 else
991 soulcount := soulcount + 1;
993 find_id := FindMonster();
995 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
997 // Íàñòðàèâàåì ïîëîæåíèå:
998 with gMonsters[find_id] do
999 begin
1000 if AdjCoord then
1001 begin
1002 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1003 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1004 end
1005 else
1006 begin
1007 FObj.X := X-FObj.Rect.X;
1008 FObj.Y := Y-FObj.Rect.Y;
1009 end;
1011 FDirection := Direction;
1012 FStartDirection := Direction;
1013 FStartX := GameX;
1014 FStartY := GameY;
1015 end;
1017 Result := find_id;
1018 end;
1020 procedure g_Monsters_killedp();
1021 var
1022 a, h: Integer;
1023 begin
1024 if gMonsters = nil then
1025 Exit;
1027 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1028 h := High(gMonsters);
1029 for a := 0 to h do
1030 if (gMonsters[a] <> nil) then
1031 with gMonsters[a] do
1032 if (FMonsterType = MONSTER_MAN) and
1033 (FState <> STATE_DEAD) and
1034 (FState <> STATE_SLEEP) and
1035 (FState <> STATE_DIE) then
1036 begin
1037 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1038 Exit;
1039 end;
1040 end;
1042 procedure g_Monsters_Update();
1043 var
1044 a: Integer;
1045 begin
1046 // Öåëåóêàçàòåëü:
1047 if gTime mod (GAME_TICK*2) = 0 then
1048 begin
1049 pt_x := pt_x+pt_xs;
1050 pt_y := pt_y+pt_ys;
1051 if Abs(pt_x) > 246 then
1052 pt_xs := -pt_xs;
1053 if Abs(pt_y) > 100 then
1054 pt_ys := -pt_ys;
1055 end;
1057 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1059 if gMonsters <> nil then
1060 for a := 0 to High(gMonsters) do
1061 if (gMonsters[a] <> nil) then
1062 if not gMonsters[a].FRemoved then
1063 begin
1064 if g_Game_IsClient then
1065 gMonsters[a].ClientUpdate()
1066 else
1067 gMonsters[a].Update();
1068 end
1069 else
1070 begin
1071 gMonsters[a].Free();
1072 gMonsters[a] := nil;
1073 end;
1075 gMon := False;
1076 end;
1078 procedure g_Monsters_Draw();
1079 var
1080 a: Integer;
1081 begin
1082 if gMonsters <> nil then
1083 for a := 0 to High(gMonsters) do
1084 if gMonsters[a] <> nil then
1085 gMonsters[a].Draw();
1086 end;
1088 procedure g_Monsters_DrawHealth();
1089 var
1090 a: Integer;
1091 fW, fH: Byte;
1092 begin
1093 if gMonsters = nil then Exit;
1094 e_TextureFontGetSize(gStdFont, fW, fH);
1096 for a := 0 to High(gMonsters) do
1097 if gMonsters[a] <> nil then
1098 begin
1099 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1100 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1101 IntToStr(gMonsters[a].FHealth), gStdFont);
1102 end;
1103 end;
1105 function g_Monsters_Get(UID: Word): TMonster;
1106 var
1107 a: Integer;
1108 begin
1109 Result := nil;
1111 if gMonsters <> nil then
1112 for a := 0 to High(gMonsters) do
1113 if (gMonsters[a] <> nil) and
1114 (gMonsters[a].FUID = UID) then
1115 begin
1116 Result := gMonsters[a];
1117 Break;
1118 end;
1119 end;
1121 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1122 var
1123 count, i: Integer;
1124 b: Byte;
1125 begin
1126 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1127 count := 0;
1128 if gMonsters <> nil then
1129 for i := 0 to High(gMonsters) do
1130 if gMonsters[i] <> nil then
1131 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1132 count := count + 1;
1134 Mem := TBinMemoryWriter.Create((count+1) * 350);
1136 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1137 Mem.WriteInt(pt_x);
1138 Mem.WriteInt(pt_xs);
1139 Mem.WriteInt(pt_y);
1140 Mem.WriteInt(pt_ys);
1142 // Êîëè÷åñòâî ìîíñòðîâ:
1143 Mem.WriteInt(count);
1145 if count = 0 then
1146 Exit;
1148 // Ñîõðàíÿåì ìîíñòðîâ:
1149 for i := 0 to High(gMonsters) do
1150 if gMonsters[i] <> nil then
1151 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1152 begin
1153 // Òèï ìîíñòðà:
1154 b := gMonsters[i].MonsterType;
1155 Mem.WriteByte(b);
1156 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1157 gMonsters[i].SaveState(Mem);
1158 end;
1159 end;
1161 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1162 var
1163 count, i, a: Integer;
1164 b: Byte;
1165 begin
1166 if Mem = nil then
1167 Exit;
1169 g_Monsters_Free();
1171 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1172 Mem.ReadInt(pt_x);
1173 Mem.ReadInt(pt_xs);
1174 Mem.ReadInt(pt_y);
1175 Mem.ReadInt(pt_ys);
1177 // Êîëè÷åñòâî ìîíñòðîâ:
1178 Mem.ReadInt(count);
1180 if count = 0 then
1181 Exit;
1183 // Çàãðóæàåì ìîíñòðîâ:
1184 for a := 0 to count-1 do
1185 begin
1186 // Òèï ìîíñòðà:
1187 Mem.ReadByte(b);
1188 // Ñîçäàåì ìîíñòðà:
1189 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1190 if i < 0 then
1191 begin
1192 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1193 end;
1194 // Çàãðóæàåì äàííûå ìîíñòðà:
1195 gMonsters[i].LoadState(Mem);
1196 end;
1197 end;
1199 function g_Monsters_GetIDByName(name: String): Integer;
1200 var
1201 i: Integer;
1202 begin
1203 name := UpperCase(name);
1204 i := MONSTER_DEMON;
1205 while (i <= MONSTER_MAN) do
1206 begin
1207 if name = MONSTERTABLE[i].Name then
1208 begin
1209 Result := i;
1210 Exit;
1211 end;
1212 Inc(i);
1213 end;
1215 Result := -1;
1216 end;
1218 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1219 begin
1220 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1221 Result := MONSTERTABLE[MonsterType].Name
1222 else
1223 Result := '?';
1224 end;
1226 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1227 begin
1228 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1229 Result := KilledByMonster[MonsterType]
1230 else
1231 Result := '?';
1232 end;
1234 { T M o n s t e r : }
1236 procedure TMonster.ActionSound();
1237 begin
1238 case FMonsterType of
1239 MONSTER_IMP:
1240 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1241 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1242 MONSTER_MANCUB:
1243 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1244 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1245 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1246 MONSTER_SPIDER:
1247 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1248 MONSTER_BSP:
1249 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1250 MONSTER_VILE:
1251 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1252 MONSTER_SKEL:
1253 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1254 MONSTER_CYBER:
1256 MONSTER_MAN:
1257 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1258 end;
1259 end;
1261 procedure TMonster.PainSound();
1262 begin
1263 if FPainSound then
1264 Exit;
1266 FPainSound := True;
1268 case FMonsterType of
1269 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1270 MONSTER_SKEL, MONSTER_CGUN:
1271 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1272 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1273 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1274 MONSTER_CYBER:
1275 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1276 MONSTER_VILE:
1277 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1278 MONSTER_MANCUB:
1279 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1280 MONSTER_PAIN:
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1282 MONSTER_MAN:
1283 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1284 end;
1285 end;
1287 procedure TMonster.DieSound();
1288 begin
1289 case FMonsterType of
1290 MONSTER_IMP:
1291 case Random(2) of
1292 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1293 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1294 end;
1295 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1296 case Random(3) of
1297 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1298 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1299 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1300 end;
1301 MONSTER_DEMON:
1302 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1303 MONSTER_BARREL:
1304 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1305 MONSTER_SOUL:
1306 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1307 MONSTER_BSP:
1308 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1309 MONSTER_VILE:
1310 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1311 MONSTER_BARON:
1312 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1313 MONSTER_CACO:
1314 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1315 MONSTER_CYBER:
1316 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1317 MONSTER_KNIGHT:
1318 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1319 MONSTER_MANCUB:
1320 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1321 MONSTER_PAIN:
1322 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1323 MONSTER_SKEL:
1324 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1325 MONSTER_SPIDER:
1326 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1327 MONSTER_MAN:
1328 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1329 end;
1330 end;
1332 procedure TMonster.WakeUpSound();
1333 begin
1334 case FMonsterType of
1335 MONSTER_IMP:
1336 case Random(2) of
1337 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1338 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1339 end;
1340 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1341 case Random(3) of
1342 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1343 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1344 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1345 end;
1346 MONSTER_MAN:
1347 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1348 MONSTER_BSP:
1349 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1350 MONSTER_VILE:
1351 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1352 MONSTER_BARON:
1353 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1354 MONSTER_CACO:
1355 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1356 MONSTER_CYBER:
1357 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1358 MONSTER_KNIGHT:
1359 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1360 MONSTER_MANCUB:
1361 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1362 MONSTER_PAIN:
1363 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1364 MONSTER_DEMON:
1365 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1366 MONSTER_SKEL:
1367 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1368 MONSTER_SPIDER:
1369 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1370 MONSTER_SOUL:
1372 end;
1373 end;
1375 procedure TMonster.BFGHit();
1376 begin
1377 if FMonsterType = MONSTER_FISH then
1378 Exit;
1380 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1381 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1382 {if g_Game_IsServer and g_Game_IsNet then
1383 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1384 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1385 0, NET_GFX_BFG);}
1386 end;
1388 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1389 begin
1390 Result := g_Collide(FObj.X+FObj.Rect.X,
1391 FObj.Y+FObj.Rect.Y,
1392 FObj.Rect.Width,
1393 FObj.Rect.Height,
1394 X, Y,
1395 Width, Height);
1396 end;
1398 function TMonster.Collide(Panel: TPanel): Boolean;
1399 begin
1400 Result := g_Collide(FObj.X+FObj.Rect.X,
1401 FObj.Y+FObj.Rect.Y,
1402 FObj.Rect.Width,
1403 FObj.Rect.Height,
1404 Panel.X, Panel.Y,
1405 Panel.Width, Panel.Height);
1406 end;
1408 function TMonster.Collide(X, Y: Integer): Boolean;
1409 begin
1410 X := X - FObj.X - FObj.Rect.X;
1411 Y := Y - FObj.Y - FObj.Rect.Y;
1412 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1413 (y >= 0) and (y <= FObj.Rect.Height);
1414 end;
1416 procedure TMonster.Respawn;
1417 begin
1418 FObj.Vel.X := 0;
1419 FObj.Vel.Y := 0;
1420 FObj.Accel.X := 0;
1421 FObj.Accel.Y := 0;
1422 FDirection := FStartDirection;
1423 GameX := FStartX;
1424 GameY := FStartY;
1425 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1426 FHealth := MONSTERTABLE[FMonsterType].Health;
1427 FAmmo := 0;
1428 FPain := 0;
1429 FTargetUID := 0;
1430 FTargetTime := 0;
1431 FDieTriggers := nil;
1432 FWaitAttackAnim := False;
1433 FChainFire := False;
1434 FShellTimer := -1;
1436 FState := STATE_SLEEP;
1437 FCurAnim := ANIM_SLEEP;
1439 if g_Game_IsNet and g_Game_IsServer then
1440 begin
1441 MH_SEND_MonsterPos(FUID);
1442 MH_SEND_MonsterState(FUID);
1443 end;
1444 end;
1446 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1447 var
1448 a: Integer;
1449 FramesID: DWORD;
1450 s: String;
1451 res: Boolean;
1452 begin
1453 if ForcedUID < 0 then
1454 FUID := g_CreateUID(UID_MONSTER)
1455 else
1456 FUID := ForcedUID;
1458 FMonsterType := MonsterType;
1460 g_Obj_Init(@FObj);
1462 FState := STATE_SLEEP;
1463 FCurAnim := ANIM_SLEEP;
1464 FHealth := MONSTERTABLE[MonsterType].Health;
1465 FMaxHealth := FHealth;
1466 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1467 FDieTriggers := nil;
1468 FSpawnTrigger := -1;
1469 FWaitAttackAnim := False;
1470 FChainFire := False;
1471 FStartID := aID;
1472 FNoRespawn := False;
1473 FShellTimer := -1;
1474 FBehaviour := BH_NORMAL;
1476 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1477 FBloodKind := BLOOD_SPARKS
1478 else
1479 FBloodKind := BLOOD_NORMAL;
1480 if FMonsterType = MONSTER_CACO then
1481 begin
1482 FBloodRed := 0;
1483 FBloodGreen := 0;
1484 FBloodBlue := 150;
1485 end
1486 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1487 begin
1488 FBloodRed := 0;
1489 FBloodGreen := 150;
1490 FBloodBlue := 0;
1491 end
1492 else
1493 begin
1494 FBloodRed := 150;
1495 FBloodGreen := 0;
1496 FBloodBlue := 0;
1497 end;
1499 SetLength(FAnim, Length(ANIMTABLE));
1501 for a := 0 to High(FAnim) do
1502 begin
1503 FAnim[a, D_LEFT] := nil;
1504 FAnim[a, D_RIGHT] := nil;
1505 end;
1507 for a := ANIM_SLEEP to ANIM_PAIN do
1508 if (ANIMTABLE[a].name <> '') and
1509 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1510 begin
1511 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1512 '_'+ANIMTABLE[a].name;
1514 res := g_Frames_Exists(s);
1516 if res then
1517 res := g_Frames_Get(FramesID, s);
1519 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1520 if (not res) then
1521 begin
1522 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1523 if a <> ANIM_MESS then
1524 Continue;
1526 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1527 '_'+ANIMTABLE[ANIM_DIE].name) then
1528 begin
1529 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1530 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1531 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1532 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1533 Continue;
1534 end;
1535 end;
1537 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1538 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1540 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1541 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1542 begin
1543 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1544 '_'+ANIMTABLE[a].name+'_L';
1545 if g_Frames_Exists(s) then
1546 g_Frames_Get(FramesID, s);
1547 end;
1549 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1550 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1551 end;
1553 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1554 if MonsterType = MONSTER_VILE then
1555 begin
1556 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1557 vilefire := TAnimation.Create(FramesID, True, 2);
1558 end
1559 else
1560 vilefire := nil;
1561 end;
1563 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1564 var
1565 c, it: Integer;
1566 p: TPlayer;
1567 begin
1568 Result := False;
1570 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1571 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1572 Exit;
1574 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1575 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1576 begin
1577 FSleep := 20;
1578 if Random(2) = 0 then
1579 FDirection := D_RIGHT
1580 else
1581 FDirection := D_LEFT;
1582 Result := True;
1583 SetState(STATE_RUN);
1584 Exit;
1585 end;
1587 // Ëîâóøêà óáèâàåò ñðàçó:
1588 if t = HIT_TRAP then
1589 FHealth := -100;
1591 // Ðîáîòó óðîíà íåò:
1592 if FMonsterType = MONSTER_ROBO then
1593 Damage := 0;
1595 // Íàíîñèì óðîí:
1596 if g_Game_IsServer then Dec(FHealth, Damage);
1598 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1599 if FPain = 0 then
1600 FPain := 3;
1601 FPain := FPain+Damage;
1603 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1604 if FState <> STATE_PAIN then
1605 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1606 (FMonsterType <> MONSTER_BARREL) then
1607 SetState(STATE_PAIN);
1609 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1610 if (gBloodCount > 0) then
1611 begin
1612 c := Min(Damage, 200);
1613 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1615 if (VelX = 0) and (VelY = 0) then
1616 MakeBloodSimple(c)
1617 else
1618 case t of
1619 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1620 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1621 end;
1622 end;
1624 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1625 if (SpawnerUID <> FUID) and
1626 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1627 begin
1628 FTargetUID := SpawnerUID;
1629 FTargetTime := 0;
1630 end;
1632 // Çäîðîâüå çàêîí÷èëîñü:
1633 if FHealth <= 0 then
1634 begin
1635 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1636 if (FMonsterType <> MONSTER_BARREL) then
1637 begin
1638 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1639 begin
1640 p := g_Player_Get(SpawnerUID);
1641 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1642 begin
1643 p.MonsterKills := p.MonsterKills+1;
1644 if gGameSettings.GameMode = GM_COOP then
1645 p.Frags := p.Frags + 1;
1646 // Uncomment this if you want to double-kill monsters
1647 //p.FragCombo();
1648 end;
1649 end;
1650 if gLMSRespawn = LMS_RESPAWN_NONE then
1651 begin
1652 Inc(gCoopMonstersKilled);
1653 if g_Game_IsNet then
1654 MH_SEND_GameStats;
1655 end;
1656 end;
1658 // Âûáèðàåì ëóò:
1659 case FMonsterType of
1660 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1661 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1662 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1663 MONSTER_MAN: c := ITEM_KEY_RED;
1664 else c := 0;
1665 end;
1667 // Áðîñàåì ëóò:
1668 if c <> 0 then
1669 begin
1670 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1671 FObj.Y + (FObj.Rect.Height div 2),
1672 c, True, False);
1673 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1674 (FObj.Vel.Y div 2)-Random(4));
1675 if g_Game_IsServer and g_Game_IsNet then
1676 MH_SEND_ItemSpawn(True, it);
1677 end;
1679 // Òðóï äàëüøå íå èäåò:
1680 FObj.Vel.X := 0;
1682 // Ó òðóïà ðàçìåðû ìåíüøå:
1683 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1684 begin
1685 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1686 FObj.Rect.Height := 12;
1687 end;
1689 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1690 if (FHealth <= -30) and
1691 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1692 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1693 (FMonsterType = MONSTER_MAN)) then
1694 begin
1695 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1696 SetState(STATE_DIE, ANIM_MESS);
1697 end
1698 else
1699 begin
1700 DieSound();
1701 SetState(STATE_DIE);
1702 end;
1704 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1705 if g_Game_IsServer then ActivateTriggers();
1707 FHealth := 0;
1708 end
1709 else
1710 if FState = STATE_SLEEP then
1711 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1712 FPain := MONSTERTABLE[FMonsterType].Pain;
1713 SetState(STATE_GO);
1714 end;
1716 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1717 Result := True;
1718 end;
1720 function TMonster.Heal(Value: Word): Boolean;
1721 begin
1722 Result := False;
1723 if g_Game_IsClient then
1724 Exit;
1725 if not Live then
1726 Exit;
1728 if FHealth < FMaxHealth then
1729 begin
1730 IncMax(FHealth, Value, FMaxHealth);
1731 if g_Game_IsServer and g_Game_IsNet then
1732 MH_SEND_MonsterState(FUID);
1733 Result := True;
1734 end;
1735 end;
1737 destructor TMonster.Destroy();
1738 var
1739 a: Integer;
1740 begin
1741 for a := 0 to High(FAnim) do
1742 begin
1743 FAnim[a, D_LEFT].Free();
1744 FAnim[a, D_RIGHT].Free();
1745 end;
1747 vilefire.Free();
1749 inherited Destroy();
1750 end;
1752 procedure TMonster.Draw();
1753 var
1754 m: TMirrorType;
1755 dx, dy, c: Integer;
1756 o: TObj;
1757 begin
1758 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1759 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1761 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1762 if FMonsterType = MONSTER_VILE then
1763 if FState = STATE_SHOOT then
1764 if GetPos(FTargetUID, @o) then
1765 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1766 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1768 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1769 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1770 sX-128, sY-128, sWidth+256, sHeight+256) then
1771 Exit;
1773 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1774 if FState = STATE_DEAD then
1775 case FMonsterType of
1776 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1777 end;
1779 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1780 if FAnim[FCurAnim, FDirection] <> nil then
1781 begin
1782 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1783 if (FDirection = D_LEFT) and
1784 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1785 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1786 (FMonsterType <> MONSTER_BARREL) then
1787 m := M_HORIZONTAL
1788 else
1789 m := M_NONE;
1791 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1792 if (FDirection = D_LEFT) and
1793 (FMonsterType <> MONSTER_BARREL) then
1794 begin
1795 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1796 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1798 if m = M_HORIZONTAL then
1799 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1800 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1801 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1802 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1803 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1804 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1805 dx := -dx;
1806 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1807 end;
1808 end
1809 else // Ïðàâàÿ àíèìàöèÿ
1810 begin
1811 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1812 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1813 end;
1815 // Ðèñóåì:
1816 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1817 end;
1819 if g_debug_Frames then
1820 begin
1821 e_DrawQuad(FObj.X+FObj.Rect.X,
1822 FObj.Y+FObj.Rect.Y,
1823 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1824 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1825 0, 255, 0);
1826 end;
1827 end;
1829 procedure TMonster.MakeBloodSimple(Count: Word);
1830 begin
1831 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1832 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1833 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1834 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1835 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1836 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1837 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1838 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1839 end;
1841 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1842 begin
1843 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1844 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1845 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1846 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1847 end;
1849 procedure TMonster.Push(vx, vy: Integer);
1850 begin
1851 FObj.Accel.X := FObj.Accel.X + vx;
1852 FObj.Accel.Y := FObj.Accel.Y + vy;
1853 if g_Game_IsServer and g_Game_IsNet then
1854 MH_SEND_MonsterPos(FUID);
1855 end;
1857 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1858 var
1859 Anim: Byte;
1860 begin
1861 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1862 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1863 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1864 soulcount := soulcount-1;
1866 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1867 case FState of
1868 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1869 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1870 (State <> STATE_GO) then
1871 Exit;
1872 end;
1874 // Ñìåíà ñîñòîÿíèÿ:
1875 FState := State;
1877 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1879 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1880 case FState of
1881 STATE_SLEEP: Anim := ANIM_SLEEP;
1882 STATE_PAIN: Anim := ANIM_PAIN;
1883 STATE_WAIT: Anim := ANIM_SLEEP;
1884 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1885 STATE_SHOOT: Anim := ANIM_ATTACK;
1886 STATE_ATTACK: Anim := ANIM_ATTACK;
1887 STATE_DIE: Anim := ANIM_DIE;
1888 STATE_REVIVE:
1889 begin // íà÷àëè âîñðåøàòüñÿ
1890 Anim := FCurAnim;
1891 FAnim[Anim, FDirection].Revert(True);
1893 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1894 FHealth := MONSTERTABLE[FMonsterType].Health;
1895 FAmmo := 0;
1896 FPain := 0;
1897 end;
1898 else Exit;
1899 end;
1901 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1902 if ForceAnim <> 255 then
1903 Anim := ForceAnim;
1905 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1906 if FCurAnim <> Anim then
1907 if FAnim[Anim, FDirection] <> nil then
1908 begin
1909 FAnim[Anim, FDirection].Reset();
1910 FCurAnim := Anim;
1911 end;
1912 end;
1914 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1915 var
1916 TA: TAnimation;
1917 FramesID: DWORD;
1918 begin
1919 Result := False;
1921 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1922 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1923 begin
1924 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1925 if g_Game_IsServer and g_Game_IsNet then
1926 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1927 Exit;
1928 end;
1930 TA := nil;
1932 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1933 if not silent then
1934 begin
1935 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1936 TA := TAnimation.Create(FramesID, False, 6);
1937 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1938 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1939 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1941 if g_Game_IsServer and g_Game_IsNet then
1942 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1943 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1944 NET_GFX_TELE);
1945 end;
1947 FObj.X := X - FObj.Rect.X;
1948 FObj.Y := Y - FObj.Rect.Y;
1950 if dir = 1 then
1951 FDirection := D_LEFT
1952 else
1953 if dir = 2 then
1954 FDirection := D_RIGHT
1955 else
1956 if dir = 3 then
1957 begin // îáðàòíîå
1958 if FDirection = D_RIGHT then
1959 FDirection := D_LEFT
1960 else
1961 FDirection := D_RIGHT;
1962 end;
1964 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1965 if not silent and (TA <> nil) then
1966 begin
1967 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1968 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1969 TA.Free();
1971 if g_Game_IsServer and g_Game_IsNet then
1972 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1973 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1974 NET_GFX_TELE);
1975 end;
1977 if g_Game_IsServer and g_Game_IsNet then
1978 MH_SEND_MonsterPos(FUID);
1979 Result := True;
1980 end;
1982 procedure TMonster.Update();
1983 var
1984 a, b, sx, sy, wx, wy, oldvelx: Integer;
1985 st: Word;
1986 o, co: TObj;
1987 fall: Boolean;
1988 label
1989 _end;
1990 begin
1991 fall := True;
1993 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1994 if FMonsterType = MONSTER_FISH then
1995 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
1996 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
1997 fall := False;
1999 // Ëåòàþùèå ìîíòñðû:
2000 if ((FMonsterType = MONSTER_SOUL) or
2001 (FMonsterType = MONSTER_PAIN) or
2002 (FMonsterType = MONSTER_CACO)) and
2003 (FState <> STATE_DIE) and
2004 (FState <> STATE_DEAD) then
2005 fall := False;
2007 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2008 if gTime mod (GAME_TICK*2) <> 0 then
2009 begin
2010 g_Obj_Move(@FObj, fall, True, True);
2011 Exit;
2012 end;
2014 FPainSound := False;
2016 // Äâèãàåìñÿ:
2017 st := g_Obj_Move(@FObj, fall, True, True);
2019 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2020 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2021 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2022 begin
2023 FRemoved := True;
2024 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2025 begin
2026 Inc(gCoopMonstersKilled);
2027 if g_Game_IsNet then
2028 MH_SEND_GameStats;
2029 end;
2030 ActivateTriggers();
2031 Exit;
2032 end;
2034 oldvelx := FObj.Vel.X;
2036 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2037 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2038 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2040 // Ìåðòâûé íè÷åãî íå äåëàåò:
2041 if (FState = STATE_DEAD) then
2042 goto _end;
2044 // AI ìîíñòðîâ âûêëþ÷åí:
2045 if g_debug_MonsterOff then
2046 begin
2047 FSleep := 1;
2048 if FState <> STATE_SLEEP then
2049 SetState(STATE_SLEEP);
2050 end;
2052 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2053 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2054 case FMonsterType of
2055 MONSTER_FISH:
2056 if Random(4) = 0 then
2057 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2058 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2059 MONSTER_ROBO, MONSTER_BARREL:
2060 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2061 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2062 else begin
2063 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2064 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2065 if Random(2) = 0 then
2066 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2067 else
2068 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2069 end;
2070 end;
2072 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2073 if FMonsterType = MONSTER_BARREL then
2074 begin
2075 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2076 (FAnim[FCurAnim, FDirection].Counter = 0) then
2077 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2078 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2079 60, FUID);
2080 end;
2082 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2083 if FMonsterType = MONSTER_SOUL then
2084 if WordBool(st and MOVE_HITAIR) then
2085 g_Obj_SetSpeed(@FObj, 16);
2087 if FAmmo < 0 then
2088 FAmmo := FAmmo + 1;
2090 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2091 if FObj.Vel.Y < 0 then
2092 if WordBool(st and MOVE_INWATER) then
2093 FObj.Vel.Y := -4;
2095 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2096 FTargetTime := FTargetTime + 1;
2098 // Ãèëüçû
2099 if FShellTimer > -1 then
2100 if FShellTimer = 0 then
2101 begin
2102 if FShellType = SHELL_SHELL then
2103 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2104 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2105 GameVelX, GameVelY-2, SHELL_SHELL)
2106 else if FShellType = SHELL_DBLSHELL then
2107 begin
2108 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2109 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2110 GameVelX-1, GameVelY-2, SHELL_SHELL);
2111 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2112 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2113 GameVelX+1, GameVelY-2, SHELL_SHELL);
2114 end;
2115 FShellTimer := -1;
2116 end else Dec(FShellTimer);
2118 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2119 if fall then
2120 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2121 STATE_ATTACK, STATE_SHOOT]) then
2122 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2123 FObj.Rect.Width, FObj.Rect.Height, 50) then
2124 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2125 (FObj.Accel.Y = 0) then
2126 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2128 case FState of
2129 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2130 begin
2131 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2132 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2133 begin
2134 FPain := MONSTERTABLE[FMonsterType].Pain;
2135 if gSoundEffectsDF then PainSound();
2136 end;
2138 // Ñíèæàåì áîëü ñî âðåìåíåì:
2139 FPain := FPain - 5;
2141 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2142 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2143 begin
2144 FPain := 0;
2145 FAmmo := -9;
2146 SetState(STATE_GO);
2147 end;
2148 end;
2150 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2151 begin
2152 // Ñïèì:
2153 FSleep := FSleep + 1;
2155 // Ïðîñïàëè äîñòàòî÷íî:
2156 if FSleep >= 18 then
2157 FSleep := 0
2158 else // åùå ñïèì
2159 goto _end;
2161 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2162 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2163 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2164 if (gPlayers <> nil) then
2165 for a := 0 to High(gPlayers) do
2166 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2167 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2168 with gPlayers[a] do
2169 if g_Look(@FObj, @Obj, FDirection) then
2170 begin
2171 FTargetUID := gPlayers[a].UID;
2172 FTargetTime := 0;
2173 WakeUpSound();
2174 SetState(STATE_GO);
2175 Break;
2176 end;
2178 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2179 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2180 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2181 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2182 if gMonsters <> nil then
2183 for a := 0 to High(gMonsters) do
2184 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2185 (gMonsters[a].FUID <> FUID) then
2186 begin
2187 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2188 if (FBehaviour = BH_MANIAC) and
2189 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2190 Continue;
2191 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2192 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2193 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2194 Continue;
2195 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2196 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2197 Continue;
2198 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2199 begin
2200 FTargetUID := gMonsters[a].UID;
2201 FTargetTime := 0;
2202 WakeUpSound();
2203 SetState(STATE_GO);
2204 Break;
2205 end;
2206 end;
2207 end;
2209 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2210 begin
2211 // Æäåì:
2212 FSleep := FSleep - 1;
2214 // Âûæäàëè äîñòàòî÷íî - èäåì:
2215 if FSleep < 0 then
2216 SetState(STATE_GO);
2217 end;
2219 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2220 begin
2221 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2222 if WordBool(st and MOVE_BLOCK) then
2223 begin
2224 Turn();
2225 FSleep := 40;
2226 SetState(STATE_RUNOUT);
2228 goto _end;
2229 end;
2231 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2232 if (FMonsterType = MONSTER_VILE) then
2233 if isCorpse(@FObj, False) <> -1 then
2234 begin
2235 FObj.Vel.X := 0;
2236 SetState(STATE_ATTACK, ANIM_ATTACK2);
2238 goto _end;
2239 end;
2241 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2242 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2243 if not findNewPrey() then
2244 begin // Íîâûõ öåëåé íåò
2245 FTargetUID := 0;
2246 o.X := FObj.X+pt_x;
2247 o.Y := FObj.Y+pt_y;
2248 o.Vel.X := 0;
2249 o.Vel.Y := 0;
2250 o.Accel.X := 0;
2251 o.Accel.Y := 0;
2252 o.Rect := _Rect(0, 0, 0, 1);
2253 end
2254 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2255 GetPos(FTargetUID, @o);
2257 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2258 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2259 begin
2260 FTargetTime := 0;
2261 if kick(@o) then
2262 goto _end;
2263 end;
2265 // Ðàññòîÿíèå äî öåëè:
2266 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2267 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2269 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2270 if sx > 0 then
2271 FDirection := D_RIGHT
2272 else
2273 FDirection := D_LEFT;
2275 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2276 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2277 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2278 if shoot(@o, False) then
2279 goto _end;
2281 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2282 if Abs(sx) < 40 then
2283 if FMonsterType <> MONSTER_FISH then
2284 begin
2285 FSleep := 15;
2286 SetState(STATE_RUN);
2287 if Random(2) = 0 then
2288 FDirection := D_LEFT
2289 else
2290 FDirection := D_RIGHT;
2292 goto _end;
2293 end;
2295 // Óïåðëèñü â ñòåíó:
2296 if WordBool(st and MOVE_HITWALL) then
2297 begin
2298 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2299 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2300 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2301 FSleep := 4;
2302 SetState(STATE_WAIT);
2304 goto _end;
2305 end;
2307 case FMonsterType of
2308 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2309 else // Íå ëåòàþò:
2310 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2311 (FObj.Accel.Y = 0) then
2312 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2313 // Ïðûæîê ÷åðåç ñòåíó:
2314 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2315 SetState(STATE_CLIMB);
2316 end;
2317 end;
2319 goto _end;
2320 end;
2322 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2323 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2324 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2325 begin
2326 if FMonsterType = MONSTER_FISH then
2327 begin // Ðûáà
2328 if not WordBool(st and MOVE_INWATER) then
2329 begin // Ðûáà âíå âîäû:
2330 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2331 begin // "Ñòîèò" òâåðäî
2332 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2333 if FObj.Accel.Y = 0 then
2334 FObj.Vel.Y := -6;
2335 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2336 end;
2338 // Ðûáå áîëüíî:
2339 SetState(STATE_PAIN);
2340 FPain := FPain + 50;
2341 end
2342 else // Ðûáà â âîäå
2343 begin
2344 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2345 if Abs(sy) > 8 then
2346 FObj.Vel.Y := g_basic.Sign(sy)*4
2347 else
2348 FObj.Vel.Y := 0;
2350 // Ðûáà ïëûâåò ââåðõ:
2351 if FObj.Vel.Y < 0 then
2352 if not g_Obj_CollideWater(@FObj, 0, -16) then
2353 begin
2354 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2355 FObj.Vel.Y := 0;
2356 // Ïëàâàåì òóäà-ñþäà:
2357 if Random(2) = 0 then
2358 FDirection := D_LEFT
2359 else
2360 FDirection := D_RIGHT;
2361 FSleep := 20;
2362 SetState(STATE_RUN);
2363 end;
2364 end;
2365 end
2366 else // Ëåòàþùèå ìîíñòðû
2367 begin
2368 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2369 if Abs(sy) > 8 then
2370 FObj.Vel.Y := g_basic.Sign(sy)*4
2371 else
2372 FObj.Vel.Y := 0;
2373 end;
2374 end
2375 else // "Íàçåìíûå" ìîíñòðû
2376 begin
2377 // Âîçìîæíî, ïèíàåì êóñêè:
2378 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2379 begin
2380 b := Abs(FObj.Vel.X);
2381 if b > 1 then b := b * (Random(8 div b) + 1);
2382 for a := 0 to High(gGibs) do
2383 if gGibs[a].Live and
2384 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2385 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2386 // Ïèíàåì êóñêè
2387 if FObj.Vel.X < 0 then
2388 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2389 else
2390 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2391 end;
2392 // Áîññû ìîãóò ïèíàòü òðóïû:
2393 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2394 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2395 begin
2396 b := Abs(FObj.Vel.X);
2397 if b > 1 then b := b * (Random(8 div b) + 1);
2398 for a := 0 to High(gCorpses) do
2399 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2400 begin
2401 co := gCorpses[a].Obj;
2402 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2403 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2404 // Ïèíàåì òðóïû
2405 if FObj.Vel.X < 0 then
2406 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2407 else
2408 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2409 end;
2410 end;
2411 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2412 if sy < -40 then
2413 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2414 // ñòîèò òâåðäî
2415 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2416 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2417 end;
2419 FSleep := FSleep + 1;
2421 // Èíîãäà ðû÷èì:
2422 if FSleep >= 8 then
2423 begin
2424 FSleep := 0;
2425 if Random(8) = 0 then
2426 ActionSound();
2427 end;
2429 // Áåæèì â âûáðàííóþ ñòîðîíó:
2430 if FDirection = D_RIGHT then
2431 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2432 else
2433 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2435 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2436 if WordBool(st and MOVE_INWATER) then
2437 FObj.Vel.X := FObj.Vel.X div 2
2438 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2439 if FMonsterType = MONSTER_FISH then
2440 FObj.Vel.X := 0;
2441 end;
2443 STATE_RUN: // Ñîñòîÿíèå - Áåã
2444 begin
2445 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2446 if WordBool(st and MOVE_BLOCK) then
2447 begin
2448 Turn();
2449 FSleep := 40;
2450 SetState(STATE_RUNOUT);
2452 goto _end;
2453 end;
2455 FSleep := FSleep - 1;
2457 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2458 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2459 begin
2460 FSleep := 0;
2461 SetState(STATE_GO);
2462 // Ñòåíà - èäåì îáðàòíî:
2463 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2464 Turn();
2465 // Èíîãäà ðû÷èì:
2466 if Random(8) = 0 then
2467 ActionSound();
2468 end;
2470 // Áåæèì â âûáðàííóþ ñòîðîíó:
2471 if FDirection = D_RIGHT then
2472 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2473 else
2474 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2476 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2477 if WordBool(st and MOVE_INWATER) then
2478 FObj.Vel.X := FObj.Vel.X div 2
2479 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2480 if FMonsterType = MONSTER_FISH then
2481 FObj.Vel.X := 0;
2482 end;
2484 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2485 begin
2486 // Âûøëè èç ÁëîêÌîíà:
2487 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2488 FSleep := 0;
2490 FSleep := FSleep - 1;
2492 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2493 if FSleep <= -18 then
2494 begin
2495 FSleep := 0;
2496 SetState(STATE_GO);
2497 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2498 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2499 Turn();
2500 // Èíîãäà ðû÷èì:
2501 if Random(8) = 0 then
2502 ActionSound();
2503 end;
2505 // Áåæèì â âûáðàííóþ ñòîðîíó:
2506 if FDirection = D_RIGHT then
2507 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2508 else
2509 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2511 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2512 if WordBool(st and MOVE_INWATER) then
2513 FObj.Vel.X := FObj.Vel.X div 2
2514 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2515 if FMonsterType = MONSTER_FISH then
2516 FObj.Vel.X := 0;
2517 end;
2519 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2520 begin
2521 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2522 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2523 (not WordBool(st and MOVE_HITWALL)) then
2524 begin
2525 FSleep := 0;
2526 SetState(STATE_GO);
2528 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2529 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2530 begin
2531 Turn();
2532 FSleep := 15;
2533 SetState(STATE_RUN);
2534 end;
2535 end;
2537 // Áåæèì â âûáðàííóþ ñòîðîíó:
2538 if FDirection = D_RIGHT then
2539 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2540 else
2541 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2543 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2544 if WordBool(st and MOVE_INWATER) then
2545 FObj.Vel.X := FObj.Vel.X div 2
2546 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2547 if FMonsterType = MONSTER_FISH then
2548 FObj.Vel.X := 0;
2549 end;
2551 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2552 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2553 begin
2554 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2555 if FMonsterType = MONSTER_SOUL then
2556 begin
2557 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2558 SetState(STATE_GO);
2560 goto _end;
2561 end;
2563 // Çàìåäëÿåìñÿ ïðè àòàêå:
2564 if FMonsterType <> MONSTER_FISH then
2565 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2567 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2568 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2569 begin
2570 // Öåëü ïîãèáëà => èäåì äàëüøå:
2571 if not GetPos(FTargetUID, @o) then
2572 begin
2573 SetState(STATE_GO);
2575 goto _end;
2576 end;
2578 // Öåëü íå âèäíî => èäåì äàëüøå:
2579 if not g_Look(@FObj, @o, FDirection) then
2580 begin
2581 SetState(STATE_GO);
2583 goto _end;
2584 end;
2586 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2587 if g_Obj_CollideWater(@o, 0, 0) then
2588 begin
2589 SetState(STATE_GO);
2591 goto _end;
2592 end;
2594 // Æàðèì öåëü:
2595 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2596 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2597 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2598 end;
2599 end;
2600 end; // case FState of ...
2602 _end:
2604 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2605 if FState = STATE_REVIVE then
2606 if FAnim[FCurAnim, FDirection].Played then
2607 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2608 FAnim[FCurAnim, FDirection].Revert(False);
2609 SetState(STATE_GO);
2610 end;
2612 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2613 if vilefire <> nil then
2614 vilefire.Update();
2616 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2617 if (FState = STATE_DIE) and
2618 (FAnim[FCurAnim, FDirection] <> nil) and
2619 (FAnim[FCurAnim, FDirection].Played) then
2620 begin
2621 // Óìåð:
2622 SetState(STATE_DEAD);
2624 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2625 if (FMonsterType = MONSTER_PAIN) then
2626 begin
2627 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2628 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2629 if sx <> -1 then
2630 begin
2631 gMonsters[sx].SetState(STATE_GO);
2632 gMonsters[sx].FNoRespawn := True;
2633 Inc(gTotalMonsters);
2634 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2635 end;
2637 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2638 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2639 if sx <> -1 then
2640 begin
2641 gMonsters[sx].SetState(STATE_GO);
2642 gMonsters[sx].FNoRespawn := True;
2643 Inc(gTotalMonsters);
2644 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2645 end;
2647 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2648 FObj.Y+FObj.Rect.Y, D_RIGHT);
2649 if sx <> -1 then
2650 begin
2651 gMonsters[sx].SetState(STATE_GO);
2652 gMonsters[sx].FNoRespawn := True;
2653 Inc(gTotalMonsters);
2654 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2655 end;
2656 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2657 end;
2659 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2660 if (FMonsterType = MONSTER_PAIN) or
2661 (FMonsterType = MONSTER_SOUL) or
2662 (FMonsterType = MONSTER_BARREL) then
2663 FRemoved := True;
2664 end;
2666 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2667 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2668 if (FAnim[FCurAnim, FDirection] <> nil) then
2669 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2670 if (FAnim[FCurAnim, FDirection].Played) then
2671 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2672 if FState = STATE_ATTACK then
2673 begin // Ñîñòîÿíèå - Àòàêà
2674 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2675 if FMonsterType <> MONSTER_SOUL then
2676 SetState(STATE_GO);
2677 end
2678 else // Ñîñòîÿíèå - Ñòðåëüáà
2679 begin
2680 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2681 if not FChainFire then
2682 SetState(STATE_GO)
2683 else
2684 begin // Íàäî ñòðåëÿòü åùå
2685 FChainFire := False;
2686 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2687 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2688 FAnim[FCurAnim, FDirection].Reset();
2689 end;
2690 end;
2692 FWaitAttackAnim := False;
2693 end
2695 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2696 if (FMonsterType = MONSTER_SOUL) or
2697 ( (not FWaitAttackAnim) and
2698 (FAnim[FCurAnim, FDirection].CurrentFrame =
2699 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2700 ) then
2701 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2702 if FState = STATE_ATTACK then
2703 begin // Ñîñòîÿíèå - Àòàêà
2704 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2705 if FMonsterType = MONSTER_SOUL then
2706 FAnim[FCurAnim, FDirection].Reset();
2708 case FMonsterType of
2709 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2710 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2711 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2712 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2713 if FMonsterType = MONSTER_SOUL then
2714 SetState(STATE_GO);
2716 MONSTER_FISH:
2717 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2718 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2719 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2721 MONSTER_SKEL, MONSTER_ROBO:
2722 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2723 if FCurAnim = ANIM_ATTACK2 then
2724 begin
2725 o := FObj;
2726 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
2727 if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
2728 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2729 end;
2731 MONSTER_VILE:
2732 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2733 if FCurAnim = ANIM_ATTACK2 then
2734 begin
2735 sx := isCorpse(@FObj, True);
2736 if sx <> -1 then
2737 begin // Íàøëè, êîãî âîñêðåñèòü
2738 gMonsters[sx].SetState(STATE_REVIVE);
2739 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2740 // Âîñêðåøàòü - ñåáå âðåäèòü:
2741 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2742 end;
2743 end;
2744 end;
2745 end
2747 else // Ñîñòîÿíèå - Ñòðåëüáà
2748 begin
2749 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2750 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2752 if FDirection = D_LEFT then
2753 begin
2754 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2755 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2756 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2758 wx := FObj.X + wx;
2759 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2761 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2762 case FMonsterType of
2763 MONSTER_IMP:
2764 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2765 MONSTER_ZOMBY:
2766 begin
2767 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2768 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2769 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2770 end;
2771 MONSTER_SERG:
2772 begin
2773 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2774 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2775 FShellTimer := 10;
2776 FShellType := SHELL_SHELL;
2777 end;
2778 MONSTER_MAN:
2779 begin
2780 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2781 FShellTimer := 13;
2782 FShellType := SHELL_DBLSHELL;
2783 FAmmo := -36;
2784 end;
2785 MONSTER_CYBER:
2786 begin
2787 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2788 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2789 end;
2790 MONSTER_SKEL:
2791 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2792 MONSTER_CGUN:
2793 begin
2794 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2795 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2796 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2797 end;
2798 MONSTER_SPIDER:
2799 begin
2800 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2801 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2802 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2803 end;
2804 MONSTER_BSP:
2805 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2806 MONSTER_ROBO:
2807 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2808 MONSTER_MANCUB:
2809 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2810 MONSTER_BARON, MONSTER_KNIGHT:
2811 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2812 MONSTER_CACO:
2813 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2814 MONSTER_PAIN:
2815 begin // Ñîçäàåì Lost_Soul:
2816 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2817 FObj.Y+FObj.Rect.Y, FDirection);
2819 if sx <> -1 then
2820 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2821 gMonsters[sx].FTargetUID := FTargetUID;
2822 GetPos(FTargetUID, @o);
2823 gMonsters[sx].FTargetTime := 0;
2824 gMonsters[sx].FNoRespawn := True;
2825 gMonsters[sx].SetState(STATE_GO);
2826 gMonsters[sx].shoot(@o, True);
2827 Inc(gTotalMonsters);
2829 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2830 end;
2831 end;
2832 end;
2834 if FMonsterType <> MONSTER_PAIN then
2835 if g_Game_IsNet then
2836 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2838 // Ñêîðîñòðåëüíûå ìîíñòðû:
2839 if (FMonsterType = MONSTER_CGUN) or
2840 (FMonsterType = MONSTER_SPIDER) or
2841 (FMonsterType = MONSTER_BSP) or
2842 (FMonsterType = MONSTER_MANCUB) or
2843 (FMonsterType = MONSTER_ROBO) then
2844 if not GetPos(FTargetUID, @o) then
2845 // Öåëü ìåðòâà - èùåì íîâóþ:
2846 findNewPrey()
2847 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2848 if shoot(@o, False) then
2849 FChainFire := True;
2850 end;
2852 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2853 FWaitAttackAnim := True;
2854 end;
2856 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2857 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2858 case FState of
2859 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2860 // Çâóêè ïðè ïåðåäâèæåíèè:
2861 case FMonsterType of
2862 MONSTER_CYBER:
2863 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2864 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2865 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2866 MONSTER_SPIDER:
2867 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2868 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2869 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2870 MONSTER_BSP:
2871 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2872 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2873 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2874 MONSTER_ROBO:
2875 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2876 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2877 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2878 end;
2879 end;
2881 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2882 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2883 FObj.Vel.X := oldvelx;
2885 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2886 if FAnim[FCurAnim, FDirection] <> nil then
2887 FAnim[FCurAnim, FDirection].Update();
2888 end;
2890 procedure TMonster.SetDeadAnim;
2891 begin
2892 if FAnim <> nil then
2893 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2894 end;
2896 procedure TMonster.RevertAnim(R: Boolean = True);
2897 begin
2898 if FAnim <> nil then
2899 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2900 FAnim[FCurAnim, FDirection].Revert(R);
2901 end;
2903 function TMonster.AnimIsReverse: Boolean;
2904 begin
2905 if FAnim <> nil then
2906 Result := FAnim[FCurAnim, FDirection].IsReverse
2907 else
2908 Result := False;
2909 end;
2911 procedure TMonster.ClientUpdate();
2912 var
2913 a, b, sx, sy, oldvelx: Integer;
2914 st: Word;
2915 o, co: TObj;
2916 fall: Boolean;
2917 label
2918 _end;
2919 begin
2920 sx := 0; // SHUT UP COMPILER
2921 sy := 0;
2922 fall := True;
2923 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2924 if FMonsterType = MONSTER_FISH then
2925 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2926 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2927 fall := False;
2929 // Ëåòàþùèå ìîíòñðû:
2930 if ((FMonsterType = MONSTER_SOUL) or
2931 (FMonsterType = MONSTER_PAIN) or
2932 (FMonsterType = MONSTER_CACO)) and
2933 (FState <> STATE_DIE) and
2934 (FState <> STATE_DEAD) then
2935 fall := False;
2937 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2938 if gTime mod (GAME_TICK*2) <> 0 then
2939 begin
2940 g_Obj_Move(@FObj, fall, True, True);
2941 Exit;
2942 end;
2944 FPainSound := False;
2946 // Äâèãàåìñÿ:
2947 st := g_Obj_Move(@FObj, fall, True, True);
2949 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2950 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2951 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2952 begin
2953 FRemoved := True;
2954 Exit;
2955 end;
2957 oldvelx := FObj.Vel.X;
2959 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2960 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2961 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2963 // Ìåðòâûé íè÷åãî íå äåëàåò:
2964 if (FState = STATE_DEAD) then
2965 goto _end;
2967 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2968 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2969 case FMonsterType of
2970 MONSTER_FISH:
2971 if Random(4) = 0 then
2972 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2973 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2974 MONSTER_ROBO, MONSTER_BARREL:
2975 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2976 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2977 else begin
2978 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2979 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2980 if Random(2) = 0 then
2981 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2982 else
2983 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2984 end;
2985 end;
2987 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2988 if FMonsterType = MONSTER_BARREL then
2989 begin
2990 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2991 (FAnim[FCurAnim, FDirection].Counter = 0) then
2992 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2993 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2994 60, FUID);
2995 end;
2997 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2998 if FMonsterType = MONSTER_SOUL then
2999 if WordBool(st and MOVE_HITAIR) then
3000 g_Obj_SetSpeed(@FObj, 16);
3002 if FAmmo < 0 then
3003 FAmmo := FAmmo + 1;
3005 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3006 if FObj.Vel.Y < 0 then
3007 if WordBool(st and MOVE_INWATER) then
3008 FObj.Vel.Y := -4;
3010 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3011 FTargetTime := FTargetTime + 1;
3013 if FShellTimer > -1 then
3014 if FShellTimer = 0 then
3015 begin
3016 if FShellType = SHELL_SHELL then
3017 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3018 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3019 GameVelX, GameVelY-2, SHELL_SHELL)
3020 else if FShellType = SHELL_DBLSHELL then
3021 begin
3022 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3023 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3024 GameVelX-1, GameVelY-2, SHELL_SHELL);
3025 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3026 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3027 GameVelX+1, GameVelY-2, SHELL_SHELL);
3028 end;
3029 FShellTimer := -1;
3030 end else Dec(FShellTimer);
3032 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3033 if fall then
3034 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3035 STATE_ATTACK, STATE_SHOOT]) then
3036 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3037 FObj.Rect.Width, FObj.Rect.Height, 50) then
3038 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3039 (FObj.Accel.Y = 0) then
3040 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3042 case FState of
3043 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3044 begin
3045 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3046 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3047 begin
3048 FPain := MONSTERTABLE[FMonsterType].Pain;
3049 PainSound();
3050 end;
3052 // Ñíèæàåì áîëü ñî âðåìåíåì:
3053 FPain := FPain - 5;
3055 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3056 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3057 begin
3058 SetState(STATE_GO);
3059 FPain := 0;
3060 end;
3061 end;
3063 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3064 begin
3065 // Ñïèì:
3066 FSleep := FSleep + 1;
3068 // Ïðîñïàëè äîñòàòî÷íî:
3069 if FSleep >= 18 then
3070 FSleep := 0
3071 else // åùå ñïèì
3072 goto _end;
3073 end;
3075 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3076 begin
3077 // Æäåì:
3078 FSleep := FSleep - 1;
3079 end;
3081 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3082 begin
3083 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3084 if WordBool(st and MOVE_BLOCK) then
3085 begin
3086 Turn();
3087 FSleep := 40;
3088 SetState(STATE_RUNOUT);
3090 goto _end;
3091 end;
3093 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3094 if (FMonsterType = MONSTER_VILE) then
3095 if isCorpse(@FObj, False) <> -1 then
3096 begin
3097 SetState(STATE_ATTACK, ANIM_ATTACK2);
3098 FObj.Vel.X := 0;
3100 goto _end;
3101 end;
3103 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3104 if Abs(sx) < 40 then
3105 if FMonsterType <> MONSTER_FISH then
3106 begin
3107 SetState(STATE_RUN);
3108 FSleep := 15;
3110 goto _end;
3111 end;
3113 // Óïåðëèñü â ñòåíó:
3114 if WordBool(st and MOVE_HITWALL) then
3115 begin
3116 case FMonsterType of
3117 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3118 else // Íå ëåòàþò:
3119 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3120 (FObj.Accel.Y = 0) then
3121 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3122 // Ïðûæîê ÷åðåç ñòåíó:
3123 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3124 SetState(STATE_CLIMB);
3125 end;
3126 end;
3128 goto _end;
3129 end;
3131 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3132 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3133 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3134 begin
3135 if FMonsterType = MONSTER_FISH then
3136 begin // Ðûáà
3137 if not WordBool(st and MOVE_INWATER) then
3138 begin // Ðûáà âíå âîäû:
3139 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3140 begin // "Ñòîèò" òâåðäî
3141 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3142 if FObj.Accel.Y = 0 then
3143 FObj.Vel.Y := -6;
3144 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3145 end;
3147 // Ðûáå áîëüíî:
3148 SetState(STATE_PAIN);
3149 FPain := FPain + 50;
3150 end
3151 else // Ðûáà â âîäå
3152 begin
3153 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3154 if Abs(sy) > 8 then
3155 FObj.Vel.Y := g_basic.Sign(sy)*4
3156 else
3157 FObj.Vel.Y := 0;
3159 // Ðûáà ïëûâåò ââåðõ:
3160 if FObj.Vel.Y < 0 then
3161 if not g_Obj_CollideWater(@FObj, 0, -16) then
3162 begin
3163 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3164 FObj.Vel.Y := 0;
3165 // Ïëàâàåì òóäà-ñþäà:
3166 SetState(STATE_RUN);
3167 FSleep := 20;
3168 end;
3169 end;
3170 end
3171 else // Ëåòàþùèå ìîíñòðû
3172 begin
3173 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3174 if Abs(sy) > 8 then
3175 FObj.Vel.Y := g_basic.Sign(sy)*4
3176 else
3177 FObj.Vel.Y := 0;
3178 end;
3179 end
3180 else // "Íàçåìíûå" ìîíñòðû
3181 begin
3182 // Âîçìîæíî, ïèíàåì êóñêè:
3183 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3184 begin
3185 b := Abs(FObj.Vel.X);
3186 if b > 1 then b := b * (Random(8 div b) + 1);
3187 for a := 0 to High(gGibs) do
3188 if gGibs[a].Live and
3189 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3190 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3191 // Ïèíàåì êóñêè
3192 if FObj.Vel.X < 0 then
3193 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3194 else
3195 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3196 end;
3197 // Áîññû ìîãóò ïèíàòü òðóïû:
3198 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3199 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3200 begin
3201 b := Abs(FObj.Vel.X);
3202 if b > 1 then b := b * (Random(8 div b) + 1);
3203 for a := 0 to High(gCorpses) do
3204 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3205 begin
3206 co := gCorpses[a].Obj;
3207 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3208 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3209 // Ïèíàåì òðóïû
3210 if FObj.Vel.X < 0 then
3211 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3212 else
3213 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3214 end;
3215 end;
3216 end;
3218 FSleep := FSleep + 1;
3220 // Èíîãäà ðû÷èì:
3221 if FSleep >= 8 then
3222 begin
3223 FSleep := 0;
3224 if Random(8) = 0 then
3225 ActionSound();
3226 end;
3228 // Áåæèì â âûáðàííóþ ñòîðîíó:
3229 if FDirection = D_RIGHT then
3230 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3231 else
3232 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3234 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3235 if WordBool(st and MOVE_INWATER) then
3236 FObj.Vel.X := FObj.Vel.X div 2
3237 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3238 if FMonsterType = MONSTER_FISH then
3239 FObj.Vel.X := 0;
3240 end;
3242 STATE_RUN: // Ñîñòîÿíèå - Áåã
3243 begin
3244 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3245 if WordBool(st and MOVE_BLOCK) then
3246 begin
3247 SetState(STATE_RUNOUT);
3248 FSleep := 40;
3250 goto _end;
3251 end;
3253 FSleep := FSleep - 1;
3255 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3256 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3257 begin
3258 SetState(STATE_GO);
3259 FSleep := 0;
3261 // Èíîãäà ðû÷èì:
3262 if Random(8) = 0 then
3263 ActionSound();
3264 end;
3266 // Áåæèì â âûáðàííóþ ñòîðîíó:
3267 if FDirection = D_RIGHT then
3268 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3269 else
3270 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3272 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3273 if WordBool(st and MOVE_INWATER) then
3274 FObj.Vel.X := FObj.Vel.X div 2
3275 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3276 if FMonsterType = MONSTER_FISH then
3277 FObj.Vel.X := 0;
3278 end;
3280 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3281 begin
3282 // Âûøëè èç ÁëîêÌîíà:
3283 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3284 FSleep := 0;
3286 FSleep := FSleep - 1;
3288 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3289 if FSleep <= -18 then
3290 begin
3291 SetState(STATE_GO);
3292 FSleep := 0;
3294 // Èíîãäà ðû÷èì:
3295 if Random(8) = 0 then
3296 ActionSound();
3297 end;
3299 // Áåæèì â âûáðàííóþ ñòîðîíó:
3300 if FDirection = D_RIGHT then
3301 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3302 else
3303 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3305 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3306 if WordBool(st and MOVE_INWATER) then
3307 FObj.Vel.X := FObj.Vel.X div 2
3308 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3309 if FMonsterType = MONSTER_FISH then
3310 FObj.Vel.X := 0;
3311 end;
3313 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3314 begin
3315 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3316 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3317 (not WordBool(st and MOVE_HITWALL)) then
3318 begin
3319 SetState(STATE_GO);
3320 FSleep := 0;
3322 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3323 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3324 begin
3325 SetState(STATE_RUN);
3326 FSleep := 15;
3327 end;
3328 end;
3330 // Áåæèì â âûáðàííóþ ñòîðîíó:
3331 if FDirection = D_RIGHT then
3332 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3333 else
3334 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3336 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3337 if WordBool(st and MOVE_INWATER) then
3338 FObj.Vel.X := FObj.Vel.X div 2
3339 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3340 if FMonsterType = MONSTER_FISH then
3341 FObj.Vel.X := 0;
3342 end;
3344 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3345 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3346 begin
3347 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3348 if FMonsterType = MONSTER_SOUL then
3349 begin
3350 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3351 SetState(STATE_GO);
3353 goto _end;
3354 end;
3356 // Çàìåäëÿåìñÿ ïðè àòàêå:
3357 if FMonsterType <> MONSTER_FISH then
3358 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3360 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3361 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3362 begin
3363 // Öåëü ïîãèáëà => èäåì äàëüøå:
3364 if not GetPos(FTargetUID, @o) then
3365 begin
3366 SetState(STATE_GO);
3368 goto _end;
3369 end;
3371 // Öåëü íå âèäíî => èäåì äàëüøå:
3372 if not g_Look(@FObj, @o, FDirection) then
3373 begin
3374 SetState(STATE_GO);
3376 goto _end;
3377 end;
3379 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3380 if g_Obj_CollideWater(@o, 0, 0) then
3381 begin
3382 SetState(STATE_GO);
3384 goto _end;
3385 end;
3386 end;
3387 end;
3388 end; // case FState of ...
3390 _end:
3392 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3393 if FState = STATE_REVIVE then
3394 if FAnim[FCurAnim, FDirection].Played then
3395 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3396 FAnim[FCurAnim, FDirection].Revert(False);
3397 SetState(STATE_GO);
3398 end;
3400 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3401 if vilefire <> nil then
3402 vilefire.Update();
3404 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3405 if (FState = STATE_DIE) and
3406 (FAnim[FCurAnim, FDirection] <> nil) and
3407 (FAnim[FCurAnim, FDirection].Played) then
3408 begin
3409 // Óìåð:
3410 SetState(STATE_DEAD);
3412 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3413 if (FMonsterType = MONSTER_PAIN) or
3414 (FMonsterType = MONSTER_SOUL) or
3415 (FMonsterType = MONSTER_BARREL) then
3416 FRemoved := True
3417 else
3418 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3419 end;
3421 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3422 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3423 if (FAnim[FCurAnim, FDirection] <> nil) then
3424 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3425 if (FAnim[FCurAnim, FDirection].Played) then
3426 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3427 if FState = STATE_ATTACK then
3428 begin // Ñîñòîÿíèå - Àòàêà
3429 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3430 if FMonsterType <> MONSTER_SOUL then
3431 SetState(STATE_GO);
3432 end
3433 else // Ñîñòîÿíèå - Ñòðåëüáà
3434 begin
3435 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3436 if not FChainFire then
3437 SetState(STATE_GO)
3438 else
3439 begin // Íàäî ñòðåëÿòü åùå
3440 FChainFire := False;
3441 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3442 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3443 FAnim[FCurAnim, FDirection].Reset();
3444 end;
3445 end;
3447 FWaitAttackAnim := False;
3448 end
3450 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3451 if (FMonsterType = MONSTER_SOUL) or
3452 ( (not FWaitAttackAnim) and
3453 (FAnim[FCurAnim, FDirection].CurrentFrame =
3454 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3455 ) then
3456 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3457 if FState = STATE_ATTACK then
3458 begin // Ñîñòîÿíèå - Àòàêà
3459 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3460 if FMonsterType = MONSTER_SOUL then
3461 FAnim[FCurAnim, FDirection].Reset();
3463 case FMonsterType of
3464 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3465 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3466 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3467 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3468 if FMonsterType = MONSTER_SOUL then
3469 SetState(STATE_GO);
3471 MONSTER_FISH:
3472 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3474 MONSTER_SKEL, MONSTER_ROBO:
3475 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3476 if FCurAnim = ANIM_ATTACK2 then
3477 begin
3478 o := FObj;
3479 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
3480 g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
3481 end;
3483 MONSTER_VILE:
3484 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3485 if FCurAnim = ANIM_ATTACK2 then
3486 begin
3487 sx := isCorpse(@FObj, True);
3488 if sx <> -1 then
3489 begin // Íàøëè, êîãî âîñêðåñèòü
3490 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3491 // Âîñêðåøàòü - ñåáå âðåäèòü:
3492 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3493 end;
3494 end;
3495 end;
3496 end
3498 else // Ñîñòîÿíèå - Ñòðåëüáà
3499 begin
3500 // Ñêîðîñòðåëüíûå ìîíñòðû:
3501 if (FMonsterType = MONSTER_CGUN) or
3502 (FMonsterType = MONSTER_SPIDER) or
3503 (FMonsterType = MONSTER_BSP) or
3504 (FMonsterType = MONSTER_MANCUB) or
3505 (FMonsterType = MONSTER_ROBO) then
3506 if not GetPos(FTargetUID, @o) then
3507 // Öåëü ìåðòâà - èùåì íîâóþ:
3508 findNewPrey()
3509 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3510 if shoot(@o, False) then
3511 FChainFire := True;
3512 end;
3514 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3515 FWaitAttackAnim := True;
3516 end;
3518 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3519 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3520 case FState of
3521 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3522 // Çâóêè ïðè ïåðåäâèæåíèè:
3523 case FMonsterType of
3524 MONSTER_CYBER:
3525 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3526 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3527 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3528 MONSTER_SPIDER:
3529 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3530 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3531 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3532 MONSTER_BSP:
3533 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3534 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3535 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3536 MONSTER_ROBO:
3537 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3538 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3539 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3540 end;
3541 end;
3543 // Êîñòûëü äëÿ ïîòîêîâ
3544 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3545 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3546 FObj.Vel.X := oldvelx;
3548 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3549 if FAnim[FCurAnim, FDirection] <> nil then
3550 FAnim[FCurAnim, FDirection].Update();
3551 end;
3553 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3554 begin
3555 case FMonsterType of
3556 MONSTER_ZOMBY:
3557 begin
3558 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3559 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3560 end;
3561 MONSTER_SERG:
3562 begin
3563 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3564 FShellTimer := 10;
3565 FShellType := SHELL_SHELL;
3566 end;
3567 MONSTER_MAN:
3568 begin
3569 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3570 FShellTimer := 13;
3571 FShellType := SHELL_DBLSHELL;
3572 end;
3573 MONSTER_CGUN, MONSTER_SPIDER:
3574 begin
3575 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3576 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3577 end;
3578 MONSTER_IMP:
3579 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3580 MONSTER_CYBER:
3581 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3582 MONSTER_SKEL:
3583 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3584 MONSTER_BSP:
3585 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3586 MONSTER_ROBO:
3587 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3588 MONSTER_MANCUB:
3589 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3590 MONSTER_BARON, MONSTER_KNIGHT:
3591 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3592 MONSTER_CACO:
3593 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3594 end;
3595 end;
3597 procedure TMonster.Turn();
3598 begin
3599 // Ðàçâîðà÷èâàåìñÿ:
3600 if FDirection = D_LEFT then
3601 FDirection := D_RIGHT
3602 else
3603 FDirection := D_LEFT;
3605 // Áåæèì â âûáðàííóþ ñòîðîíó:
3606 if FDirection = D_RIGHT then
3607 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3608 else
3609 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3610 end;
3612 function TMonster.findNewPrey(): Boolean;
3613 var
3614 a: DWORD;
3615 l, l2: Integer;
3616 PlayersSee, MonstersSee: Array of DWORD;
3617 PlayerNear, MonsterNear: Integer;
3618 begin
3619 Result := False;
3620 SetLength(MonstersSee, 0);
3621 SetLength(PlayersSee, 0);
3623 FTargetUID := 0;
3624 l := 32000;
3625 PlayerNear := -1;
3626 MonsterNear := -1;
3628 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3629 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3630 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3631 for a := 0 to High(gPlayers) do
3632 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3633 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3634 begin
3635 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3636 begin
3637 SetLength(PlayersSee, Length(PlayersSee) + 1);
3638 PlayersSee[High(PlayersSee)] := a;
3639 end;
3640 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3641 Abs(gPlayers[a].GameY-FObj.Y);
3642 if l2 < l then
3643 begin
3644 l := l2;
3645 PlayerNear := Integer(a);
3646 end;
3647 end;
3649 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3650 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3651 for a := 0 to High(gMonsters) do
3652 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3653 (gMonsters[a].FUID <> FUID) then
3654 begin
3655 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3656 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3657 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3658 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3659 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3660 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3661 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3662 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3664 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3665 begin
3666 SetLength(MonstersSee, Length(MonstersSee) + 1);
3667 MonstersSee[High(MonstersSee)] := a;
3668 end;
3669 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3670 Abs(gMonsters[a].FObj.Y-FObj.Y);
3671 if l2 < l then
3672 begin
3673 l := l2;
3674 MonsterNear := Integer(a);
3675 end;
3676 end;
3678 case FBehaviour of
3679 BH_NORMAL, BH_KILLER:
3680 begin
3681 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3682 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3683 begin
3684 a := PlayersSee[Random(Length(PlayersSee))];
3685 FTargetUID := gPlayers[a].UID;
3686 end;
3687 // Çàòåì ïîáëèçîñòè
3688 if (FTargetUID = 0) and (PlayerNear > -1) then
3689 begin
3690 a := PlayerNear;
3691 FTargetUID := gPlayers[a].UID;
3692 end;
3693 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3694 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3695 begin
3696 a := MonstersSee[Random(Length(MonstersSee))];
3697 FTargetUID := gMonsters[a].UID;
3698 end;
3699 // Çàòåì ïîáëèçîñòè
3700 if (FTargetUID = 0) and (MonsterNear > -1) then
3701 begin
3702 a := MonsterNear;
3703 FTargetUID := gMonsters[a].UID;
3704 end;
3705 end;
3706 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3707 begin
3708 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3709 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3710 begin
3711 a := PlayersSee[Random(Length(PlayersSee))];
3712 FTargetUID := gPlayers[a].UID;
3713 end;
3714 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3715 begin
3716 a := MonstersSee[Random(Length(MonstersSee))];
3717 FTargetUID := gMonsters[a].UID;
3718 end;
3719 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3720 if (FTargetUID = 0) and (PlayerNear > -1) then
3721 begin
3722 a := PlayerNear;
3723 FTargetUID := gPlayers[a].UID;
3724 end;
3725 if (FTargetUID = 0) and (MonsterNear > -1) then
3726 begin
3727 a := MonsterNear;
3728 FTargetUID := gMonsters[a].UID;
3729 end;
3730 end;
3731 end;
3733 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3734 if FTargetUID = 0 then
3735 begin
3736 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3737 if FBehaviour = BH_INSANE then
3738 FTargetUID := FUID
3739 else
3740 FTargetTime := MAX_ATM;
3741 end
3742 else
3743 begin // Öåëü íàøëè
3744 FTargetTime := 0;
3745 Result := True;
3746 end;
3747 end;
3749 function TMonster.kick(o: PObj): Boolean;
3750 begin
3751 Result := False;
3753 case FMonsterType of
3754 MONSTER_FISH:
3755 begin
3756 SetState(STATE_ATTACK);
3757 Result := True;
3758 end;
3759 MONSTER_DEMON:
3760 begin
3761 SetState(STATE_ATTACK);
3762 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3763 Result := True;
3764 end;
3765 MONSTER_IMP:
3766 begin
3767 SetState(STATE_ATTACK);
3768 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3769 Result := True;
3770 end;
3771 MONSTER_SKEL:
3772 begin
3773 SetState(STATE_ATTACK, ANIM_ATTACK2);
3774 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3775 Result := True;
3776 end;
3777 MONSTER_ROBO:
3778 begin
3779 SetState(STATE_ATTACK, ANIM_ATTACK2);
3780 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3781 Result := True;
3782 end;
3783 MONSTER_BARON, MONSTER_KNIGHT,
3784 MONSTER_CACO, MONSTER_MANCUB:
3785 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3786 if not g_Game_IsClient then Result := shoot(o, True);
3787 end;
3788 end;
3790 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3791 var
3792 xd, yd, m: Integer;
3793 begin
3794 Result := False;
3796 // Ñòðåëÿòü ðàíî:
3797 if FAmmo < 0 then
3798 Exit;
3800 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3801 if not immediately then
3802 case FMonsterType of
3803 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3804 Exit; // íå ñòðåëÿþò
3805 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3806 begin
3807 FAmmo := FAmmo + 1;
3808 // Âðåìÿ âûñòðåëà óïóùåíî:
3809 if FAmmo >= 50 then
3810 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3811 end;
3812 MONSTER_MAN: ;
3813 MONSTER_MANCUB:
3814 begin
3815 FAmmo := FAmmo + 1;
3816 // Âðåìÿ âûñòðåëà óïóùåíî:
3817 if FAmmo >= 5 then
3818 FAmmo := -50;
3819 end;
3820 MONSTER_SPIDER:
3821 begin
3822 FAmmo := FAmmo + 1;
3823 // Âðåìÿ âûñòðåëà óïóùåíî:
3824 if FAmmo >= 100 then
3825 FAmmo := -50;
3826 end;
3827 MONSTER_CYBER:
3828 begin
3829 // Ñòðåëÿåò íå âñåãäà:
3830 if Random(2) = 0 then
3831 Exit;
3832 FAmmo := FAmmo + 1;
3833 // Âðåìÿ âûñòðåëà óïóùåíî:
3834 if FAmmo >= 10 then
3835 FAmmo := -50;
3836 end;
3837 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3838 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3839 MONSTER_VILE: if Random(8) <> 0 then Exit;
3840 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3841 else if Random(16) <> 0 then Exit;
3842 end;
3844 // Öåëè íå âèäíî:
3845 if not g_Look(@FObj, o, FDirection) then
3846 Exit;
3848 FTargetTime := 0;
3850 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3851 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3853 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3854 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3855 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3856 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3857 Exit;
3859 case FMonsterType of
3860 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3861 begin
3862 SetState(STATE_SHOOT);
3863 {nn}
3864 end;
3865 MONSTER_SKEL:
3866 begin
3867 SetState(STATE_SHOOT);
3868 {nn}
3869 end;
3870 MONSTER_VILE:
3871 begin // Çàæèãàåì îãîíü
3872 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3873 ty := o^.Y+o^.Rect.Y;
3874 SetState(STATE_SHOOT);
3876 vilefire.Reset();
3878 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3879 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3880 end;
3881 MONSTER_SOUL:
3882 begin // Ëåòèò â ñòîðîíó öåëè:
3883 SetState(STATE_ATTACK);
3884 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3886 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3887 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3888 m := Max(Abs(xd), Abs(yd));
3889 if m = 0 then
3890 m := 1;
3892 FObj.Vel.X := (xd*16) div m;
3893 FObj.Vel.Y := (yd*16) div m;
3894 end;
3895 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3896 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3897 begin
3898 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3899 if FMonsterType = MONSTER_MANCUB then
3900 if FAmmo = 1 then
3901 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3903 SetState(STATE_SHOOT);
3904 end;
3905 else Exit;
3906 end;
3908 Result := True;
3909 end;
3911 function TMonster.Live(): Boolean;
3912 begin
3913 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3914 end;
3916 procedure TMonster.SetHealth(aH: Integer);
3917 begin
3918 if (aH > 0) and (aH < 1000000) then
3919 begin
3920 FHealth := aH;
3921 if FHealth > FMaxHealth then
3922 FMaxHealth := FHealth;
3923 end;
3924 end;
3926 procedure TMonster.WakeUp();
3927 begin
3928 if g_Game_IsClient then Exit;
3929 SetState(STATE_GO);
3930 FTargetTime := MAX_ATM;
3931 WakeUpSound();
3932 end;
3934 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3935 var
3936 i: Integer;
3937 sig: DWORD;
3938 b: Byte;
3939 anim: Boolean;
3940 begin
3941 if Mem = nil then
3942 Exit;
3944 // Ñèãíàòóðà ìîíñòðà:
3945 sig := MONSTER_SIGNATURE; // 'MONS'
3946 Mem.WriteDWORD(sig);
3947 // UID ìîíñòðà:
3948 Mem.WriteWord(FUID);
3949 // Íàïðàâëåíèå:
3950 if FDirection = D_LEFT then
3951 b := 1
3952 else // D_RIGHT
3953 b := 2;
3954 Mem.WriteByte(b);
3955 // Íàäî ëè óäàëèòü åãî:
3956 Mem.WriteBoolean(FRemoved);
3957 // Îñòàëîñü çäîðîâüÿ:
3958 Mem.WriteInt(FHealth);
3959 // Ñîñòîÿíèå:
3960 Mem.WriteByte(FState);
3961 // Òåêóùàÿ àíèìàöèÿ:
3962 Mem.WriteByte(FCurAnim);
3963 // UID öåëè:
3964 Mem.WriteWord(FTargetUID);
3965 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3966 Mem.WriteInt(FTargetTime);
3967 // Ïîâåäåíèå ìîíñòðà:
3968 Mem.WriteByte(FBehaviour);
3969 // Ãîòîâíîñòü ê âûñòðåëó:
3970 Mem.WriteInt(FAmmo);
3971 // Áîëü:
3972 Mem.WriteInt(FPain);
3973 // Âðåìÿ îæèäàíèÿ:
3974 Mem.WriteInt(FSleep);
3975 // Îçâó÷èâàòü ëè áîëü:
3976 Mem.WriteBoolean(FPainSound);
3977 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3978 Mem.WriteBoolean(FWaitAttackAnim);
3979 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3980 Mem.WriteBoolean(FChainFire);
3981 // Ïîäëåæèò ëè ðåñïàâíó:
3982 Mem.WriteBoolean(FNoRespawn);
3983 // Êîîðäèíàòû öåëè:
3984 Mem.WriteInt(tx);
3985 Mem.WriteInt(ty);
3986 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3987 Mem.WriteInt(FStartID);
3988 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3989 Mem.WriteInt(FSpawnTrigger);
3990 // Îáúåêò ìîíñòðà:
3991 Obj_SaveState(@FObj, Mem);
3992 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3993 anim := vilefire <> nil;
3994 Mem.WriteBoolean(anim);
3995 // Åñëè åñòü - ñîõðàíÿåì:
3996 if anim then
3997 vilefire.SaveState(Mem);
3998 // Àíèìàöèè:
3999 for i := ANIM_SLEEP to ANIM_PAIN do
4000 begin
4001 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4002 anim := FAnim[i, D_LEFT] <> nil;
4003 Mem.WriteBoolean(anim);
4004 // Åñëè åñòü - ñîõðàíÿåì:
4005 if anim then
4006 FAnim[i, D_LEFT].SaveState(Mem);
4007 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4008 anim := FAnim[i, D_RIGHT] <> nil;
4009 Mem.WriteBoolean(anim);
4010 // Åñëè åñòü - ñîõðàíÿåì:
4011 if anim then
4012 FAnim[i, D_RIGHT].SaveState(Mem);
4013 end;
4014 end;
4016 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4017 var
4018 i: Integer;
4019 sig: DWORD;
4020 b: Byte;
4021 anim: Boolean;
4022 begin
4023 if Mem = nil then
4024 Exit;
4026 // Ñèãíàòóðà ìîíñòðà:
4027 Mem.ReadDWORD(sig);
4028 if sig <> MONSTER_SIGNATURE then // 'MONS'
4029 begin
4030 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4031 end;
4032 // UID ìîíñòðà:
4033 Mem.ReadWord(FUID);
4034 // Íàïðàâëåíèå:
4035 Mem.ReadByte(b);
4036 if b = 1 then
4037 FDirection := D_LEFT
4038 else // b = 2
4039 FDirection := D_RIGHT;
4040 // Íàäî ëè óäàëèòü åãî:
4041 Mem.ReadBoolean(FRemoved);
4042 // Îñòàëîñü çäîðîâüÿ:
4043 Mem.ReadInt(FHealth);
4044 // Ñîñòîÿíèå:
4045 Mem.ReadByte(FState);
4046 // Òåêóùàÿ àíèìàöèÿ:
4047 Mem.ReadByte(FCurAnim);
4048 // UID öåëè:
4049 Mem.ReadWord(FTargetUID);
4050 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4051 Mem.ReadInt(FTargetTime);
4052 // Ïîâåäåíèå ìîíñòðà:
4053 Mem.ReadByte(FBehaviour);
4054 // Ãîòîâíîñòü ê âûñòðåëó:
4055 Mem.ReadInt(FAmmo);
4056 // Áîëü:
4057 Mem.ReadInt(FPain);
4058 // Âðåìÿ îæèäàíèÿ:
4059 Mem.ReadInt(FSleep);
4060 // Îçâó÷èâàòü ëè áîëü:
4061 Mem.ReadBoolean(FPainSound);
4062 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4063 Mem.ReadBoolean(FWaitAttackAnim);
4064 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4065 Mem.ReadBoolean(FChainFire);
4066 // Ïîäëåæèò ëè ðåñïàâíó
4067 Mem.ReadBoolean(FNoRespawn);
4068 // Êîîðäèíàòû öåëè:
4069 Mem.ReadInt(tx);
4070 Mem.ReadInt(ty);
4071 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4072 Mem.ReadInt(FStartID);
4073 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4074 Mem.ReadInt(FSpawnTrigger);
4075 // Îáúåêò ìîíñòðà:
4076 Obj_LoadState(@FObj, Mem);
4077 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4078 Mem.ReadBoolean(anim);
4079 // Åñëè åñòü - çàãðóæàåì:
4080 if anim then
4081 begin
4082 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4083 vilefire.LoadState(Mem);
4084 end;
4085 // Àíèìàöèè:
4086 for i := ANIM_SLEEP to ANIM_PAIN do
4087 begin
4088 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4089 Mem.ReadBoolean(anim);
4090 // Åñëè åñòü - çàãðóæàåì:
4091 if anim then
4092 begin
4093 Assert(FAnim[i, D_LEFT] <> nil,
4094 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4095 FAnim[i, D_LEFT].LoadState(Mem);
4096 end;
4097 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4098 Mem.ReadBoolean(anim);
4099 // Åñëè åñòü - çàãðóæàåì:
4100 if anim then
4101 begin
4102 Assert(FAnim[i, D_RIGHT] <> nil,
4103 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4104 FAnim[i, D_RIGHT].LoadState(Mem);
4105 end;
4106 end;
4107 end;
4109 procedure TMonster.ActivateTriggers();
4110 var
4111 a: Integer;
4112 begin
4113 if FDieTriggers <> nil then
4114 for a := 0 to High(FDieTriggers) do
4115 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4116 if FSpawnTrigger > -1 then
4117 begin
4118 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4119 FSpawnTrigger := -1;
4120 end;
4121 end;
4123 procedure TMonster.AddTrigger(t: Integer);
4124 begin
4125 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4126 FDieTriggers[High(FDieTriggers)] := t;
4127 end;
4129 procedure TMonster.ClearTriggers();
4130 begin
4131 SetLength(FDieTriggers, 0);
4132 end;
4134 end.