DEADSOFTWARE

cc4926a3135a2a5a97cfa4a3e06e71907eea6008
[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 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 vilefire: TAnimation;
82 FDieTriggers: Array of Integer;
83 FSpawnTrigger: Integer;
85 procedure Turn();
86 function findNewPrey(): Boolean;
87 procedure ActivateTriggers();
89 public
90 FNoRespawn: Boolean;
91 FFireTime: Integer;
93 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
94 destructor Destroy(); override;
95 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
96 function Collide(Panel: TPanel): Boolean; overload;
97 function Collide(X, Y: Integer): Boolean; overload;
98 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
99 function Live(): Boolean;
100 procedure SetHealth(aH: Integer);
101 procedure Push(vx, vy: Integer);
102 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
103 function Heal(Value: Word): Boolean;
104 procedure BFGHit();
105 procedure Update();
106 procedure ClientUpdate();
107 procedure ClientAttack(wx, wy, tx, ty: Integer);
108 procedure SetDeadAnim;
109 procedure Draw();
110 procedure WakeUp();
111 procedure WakeUpSound();
112 procedure DieSound();
113 procedure PainSound();
114 procedure ActionSound();
115 procedure AddTrigger(t: Integer);
116 procedure ClearTriggers();
117 procedure Respawn();
118 procedure SaveState(var Mem: TBinMemoryWriter);
119 procedure LoadState(var Mem: TBinMemoryReader);
120 procedure SetState(State: Byte; ForceAnim: Byte = 255);
121 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
122 procedure MakeBloodSimple(Count: Word);
123 procedure RevertAnim(R: Boolean = True);
124 function AnimIsReverse: Boolean;
125 function shoot(o: PObj; immediately: Boolean): Boolean;
126 function kick(o: PObj): Boolean;
127 procedure CatchFire();
128 procedure OnFireFlame(Times: DWORD = 1);
130 property MonsterType: Byte read FMonsterType;
131 property MonsterHealth: Integer read FHealth write FHealth;
132 property MonsterAmmo: Integer read FAmmo write FAmmo;
133 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
134 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
135 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
136 property MonsterSleep: Integer read FSleep write FSleep;
137 property MonsterState: Byte read FState write FState;
138 property MonsterRemoved: Boolean read FRemoved write FRemoved;
139 property MonsterPain: Integer read FPain write FPain;
140 property MonsterAnim: Byte read FCurAnim write FCurAnim;
142 property Obj: TObj read FObj;
143 property UID: Word read FUID write FUID;
144 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
146 property GameX: Integer read FObj.X write FObj.X;
147 property GameY: Integer read FObj.Y write FObj.Y;
148 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
149 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
150 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
151 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
152 property GameDirection: TDirection read FDirection write FDirection;
154 property StartID: Integer read FStartID;
155 end;
157 procedure g_Monsters_LoadData();
158 procedure g_Monsters_FreeData();
159 procedure g_Monsters_Init();
160 procedure g_Monsters_Free();
161 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
162 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
163 procedure g_Monsters_Update();
164 procedure g_Monsters_Draw();
165 procedure g_Monsters_DrawHealth();
166 function g_Monsters_Get(UID: Word): TMonster;
167 procedure g_Monsters_killedp();
168 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
169 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
170 function g_Monsters_GetIDByName(name: String): Integer;
171 function g_Monsters_GetNameByID(MonsterType: Byte): String;
172 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
174 var
175 gMonsters: array of TMonster;
177 implementation
179 uses
180 e_log, g_main, g_sound, g_gfx, g_player, g_game,
181 g_weapons, g_triggers, MAPDEF, g_items, g_options,
182 g_console, g_map, Math, SysUtils, g_menu, wadreader,
183 g_language, g_netmsg;
185 const
186 ANIM_SLEEP = 0;
187 ANIM_GO = 1;
188 ANIM_DIE = 2;
189 ANIM_MESS = 3;
190 ANIM_ATTACK = 4;
191 ANIM_ATTACK2 = 5;
192 ANIM_PAIN = 6;
194 STATE_SLEEP = 0;
195 STATE_GO = 1;
196 STATE_RUN = 2;
197 STATE_CLIMB = 3;
198 STATE_DIE = 4;
199 STATE_DEAD = 5;
200 STATE_ATTACK = 6;
201 STATE_SHOOT = 7;
202 STATE_PAIN = 8;
203 STATE_WAIT = 9;
204 STATE_REVIVE = 10;
205 STATE_RUNOUT = 11;
207 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
209 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
210 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
211 record
212 name: String;
213 loop: Boolean;
214 end = ((name: 'SLEEP'; loop: True),
215 (name: 'GO'; loop: True),
216 (name: 'DIE'; loop: False),
217 (name: 'MESS'; loop: False),
218 (name: 'ATTACK'; loop: False),
219 (name: 'ATTACK2'; loop: False),
220 (name: 'PAIN'; loop: False));
222 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
223 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
224 record
225 Name: String;
226 Rect: TRectWH;
227 Health: Word;
228 RunVel: Byte;
229 MinPain: Byte;
230 Pain: Byte;
231 Jump: Byte;
232 end =
233 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
234 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
236 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
237 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
239 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
240 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
242 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
243 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
245 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
246 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
248 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
249 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
251 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
252 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
254 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
255 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
257 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
258 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
260 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
261 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
263 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
264 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
266 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
267 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
269 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
270 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
272 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
273 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
275 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
276 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
278 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
279 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
281 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
282 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
284 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
285 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
287 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
288 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
290 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
291 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
293 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
294 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
295 record
296 LeftAnim: Boolean;
297 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
298 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
299 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
300 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
301 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
302 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
303 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));
304 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))),
306 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
307 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));
308 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))),
310 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
311 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));
312 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))),
314 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
315 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));
316 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))),
318 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
319 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6));
320 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))),
322 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
323 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));
324 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))),
326 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
327 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));
328 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))),
330 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
331 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));
332 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))),
334 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
335 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));
336 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))),
338 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
339 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));
340 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))),
342 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
343 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));
344 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))),
346 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
347 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));
348 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))),
350 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
351 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));
352 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))),
354 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
355 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));
356 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))),
358 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
359 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));
360 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))),
362 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
363 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));
364 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))),
366 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
367 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));
368 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 ))),
370 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
371 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));
372 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))),
374 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
375 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));
376 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))),
378 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
379 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));
380 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))) );
382 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
383 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
385 var
386 pt_x: Integer = 0;
387 pt_xs: Integer = 1;
388 pt_y: Integer = 0;
389 pt_ys: Integer = 1;
390 soulcount: Integer = 0;
392 function FindMonster(): DWORD;
393 var
394 i: Integer;
395 begin
396 if gMonsters <> nil then
397 for i := 0 to High(gMonsters) do
398 if gMonsters[i] = nil then
399 begin
400 Result := i;
401 Exit;
402 end;
404 if gMonsters = nil then
405 begin
406 SetLength(gMonsters, 32);
407 Result := 0;
408 end
409 else
410 begin
411 Result := High(gMonsters) + 1;
412 SetLength(gMonsters, Length(gMonsters) + 32);
413 end;
414 end;
416 function IsFriend(a, b: Byte): Boolean;
417 begin
418 Result := True;
420 // Áî÷êà - âñåì äðóã:
421 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
422 Exit;
424 // Ìîíñòðû îäíîãî âèäà:
425 if a = b then
426 case a of
427 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
428 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
429 Exit; // Ýòè íå áüþò ñâîèõ
430 end;
432 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
433 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
434 Exit;
435 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
436 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
437 Exit;
439 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
440 Result := False;
441 end;
443 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
444 var
445 m: TMonster;
446 UIDType, MonsterType: Byte;
447 begin
448 Result := False;
449 MonsterType := 0;
451 UIDType := g_GetUIDType(SpawnerUID);
452 if UIDType = UID_MONSTER then
453 begin
454 m := g_Monsters_Get(SpawnerUID);
455 if m = nil then Exit;
456 MonsterType := m.FMonsterType;
457 end;
459 case BH of
460 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
461 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
463 BH_KILLER: Result := UIDType = UID_PLAYER;
464 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
465 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
467 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
468 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
469 end;
470 end;
472 function canShoot(m: Byte): Boolean;
473 begin
474 Result := False;
476 case m of
477 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
478 Exit;
479 else
480 Result := True;
481 end;
482 end;
484 function isCorpse(o: PObj; immediately: Boolean): Integer;
485 var
486 a: Integer;
487 begin
488 Result := -1;
490 // Åñëè íóæíà âåðîÿòíîñòü:
491 if not immediately then
492 if Random(8) <> 0 then
493 Exit;
495 if gMonsters = nil then
496 Exit;
498 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
499 for a := 0 to High(gMonsters) do
500 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
501 if g_Obj_Collide(o, @gMonsters[a].FObj) then
502 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
503 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
504 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
505 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
506 begin
507 Result := a;
508 Exit;
509 end;
510 end;
511 end;
513 procedure g_Monsters_LoadData();
514 begin
515 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
517 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
524 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
531 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
538 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
545 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
552 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
559 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
566 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
573 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
580 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
587 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
594 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
601 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
608 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
622 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
629 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
636 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
643 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
650 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
657 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
670 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
672 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
674 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
677 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
678 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
684 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
686 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
687 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
688 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
692 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
697 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
698 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
699 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
700 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
701 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
703 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
704 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
706 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
707 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
711 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
712 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
713 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
717 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
718 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
719 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
724 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
725 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
728 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
729 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
730 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
732 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
733 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
742 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
743 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
745 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
746 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
747 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
749 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
750 end;
752 procedure g_Monsters_FreeData();
753 begin
754 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
756 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
757 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
758 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
761 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
767 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
789 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
793 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
794 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
795 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
798 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
816 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
820 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
821 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
822 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
825 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
826 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
827 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
846 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
847 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
848 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
871 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
872 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
873 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
888 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
890 g_Sound_Delete('SOUND_MONSTER_PAIN');
891 g_Sound_Delete('SOUND_MONSTER_PAIN2');
892 g_Sound_Delete('SOUND_MONSTER_ACTION');
893 g_Sound_Delete('SOUND_MONSTER_ACTION2');
894 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
895 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
896 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
897 g_Sound_Delete('SOUND_MONSTER_DIE_1');
898 g_Sound_Delete('SOUND_MONSTER_DIE_2');
899 g_Sound_Delete('SOUND_MONSTER_DIE_3');
900 g_Sound_Delete('SOUND_MONSTER_SLOP');
902 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
903 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
904 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
908 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
909 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
910 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
911 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
913 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
914 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
915 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
916 g_Sound_Delete('SOUND_MONSTER_HAHA');
917 g_Sound_Delete('SOUND_MONSTER_TRUP');
919 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
920 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
922 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
923 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
925 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
927 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
928 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
929 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
930 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
933 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
934 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
935 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
939 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
940 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
941 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
944 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
945 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
946 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
948 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
949 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
952 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
955 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
956 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
958 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
959 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
961 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
962 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
963 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
965 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
966 end;
968 procedure g_Monsters_Init();
969 begin
970 soulcount := 0;
971 end;
973 procedure g_Monsters_Free();
974 var
975 a: Integer;
976 begin
977 if gMonsters <> nil then
978 for a := 0 to High(gMonsters) do
979 gMonsters[a].Free();
981 gMonsters := nil;
982 end;
984 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
985 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
986 var
987 find_id: DWORD;
988 begin
989 Result := -1;
991 // Íåò òàêîãî ìîíñòðà:
992 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
993 Exit;
995 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
996 if MonsterType = MONSTER_SOUL then
997 if soulcount > MAX_SOUL then
998 Exit
999 else
1000 soulcount := soulcount + 1;
1002 find_id := FindMonster();
1004 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1006 // Íàñòðàèâàåì ïîëîæåíèå:
1007 with gMonsters[find_id] do
1008 begin
1009 if AdjCoord then
1010 begin
1011 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1012 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1013 end
1014 else
1015 begin
1016 FObj.X := X-FObj.Rect.X;
1017 FObj.Y := Y-FObj.Rect.Y;
1018 end;
1020 FDirection := Direction;
1021 FStartDirection := Direction;
1022 FStartX := GameX;
1023 FStartY := GameY;
1024 end;
1026 Result := find_id;
1027 end;
1029 procedure g_Monsters_killedp();
1030 var
1031 a, h: Integer;
1032 begin
1033 if gMonsters = nil then
1034 Exit;
1036 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1037 h := High(gMonsters);
1038 for a := 0 to h do
1039 if (gMonsters[a] <> nil) then
1040 with gMonsters[a] do
1041 if (FMonsterType = MONSTER_MAN) and
1042 (FState <> STATE_DEAD) and
1043 (FState <> STATE_SLEEP) and
1044 (FState <> STATE_DIE) then
1045 begin
1046 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1047 Exit;
1048 end;
1049 end;
1051 procedure g_Monsters_Update();
1052 var
1053 a: Integer;
1054 begin
1055 // Öåëåóêàçàòåëü:
1056 if gTime mod (GAME_TICK*2) = 0 then
1057 begin
1058 pt_x := pt_x+pt_xs;
1059 pt_y := pt_y+pt_ys;
1060 if Abs(pt_x) > 246 then
1061 pt_xs := -pt_xs;
1062 if Abs(pt_y) > 100 then
1063 pt_ys := -pt_ys;
1064 end;
1066 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1068 if gMonsters <> nil then
1069 for a := 0 to High(gMonsters) do
1070 if (gMonsters[a] <> nil) then
1071 if not gMonsters[a].FRemoved then
1072 begin
1073 if g_Game_IsClient then
1074 gMonsters[a].ClientUpdate()
1075 else
1076 gMonsters[a].Update();
1077 end
1078 else
1079 begin
1080 gMonsters[a].Free();
1081 gMonsters[a] := nil;
1082 end;
1084 gMon := False;
1085 end;
1087 procedure g_Monsters_Draw();
1088 var
1089 a: Integer;
1090 begin
1091 if gMonsters <> nil then
1092 for a := 0 to High(gMonsters) do
1093 if gMonsters[a] <> nil then
1094 gMonsters[a].Draw();
1095 end;
1097 procedure g_Monsters_DrawHealth();
1098 var
1099 a: Integer;
1100 fW, fH: Byte;
1101 begin
1102 if gMonsters = nil then Exit;
1103 e_TextureFontGetSize(gStdFont, fW, fH);
1105 for a := 0 to High(gMonsters) do
1106 if gMonsters[a] <> nil then
1107 begin
1108 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1109 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1110 IntToStr(gMonsters[a].FHealth), gStdFont);
1111 end;
1112 end;
1114 function g_Monsters_Get(UID: Word): TMonster;
1115 var
1116 a: Integer;
1117 begin
1118 Result := nil;
1120 if gMonsters <> nil then
1121 for a := 0 to High(gMonsters) do
1122 if (gMonsters[a] <> nil) and
1123 (gMonsters[a].FUID = UID) then
1124 begin
1125 Result := gMonsters[a];
1126 Break;
1127 end;
1128 end;
1130 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1131 var
1132 count, i: Integer;
1133 b: Byte;
1134 begin
1135 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1136 count := 0;
1137 if gMonsters <> nil then
1138 for i := 0 to High(gMonsters) do
1139 if gMonsters[i] <> nil then
1140 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1141 count := count + 1;
1143 Mem := TBinMemoryWriter.Create((count+1) * 350);
1145 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1146 Mem.WriteInt(pt_x);
1147 Mem.WriteInt(pt_xs);
1148 Mem.WriteInt(pt_y);
1149 Mem.WriteInt(pt_ys);
1151 // Êîëè÷åñòâî ìîíñòðîâ:
1152 Mem.WriteInt(count);
1154 if count = 0 then
1155 Exit;
1157 // Ñîõðàíÿåì ìîíñòðîâ:
1158 for i := 0 to High(gMonsters) do
1159 if gMonsters[i] <> nil then
1160 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1161 begin
1162 // Òèï ìîíñòðà:
1163 b := gMonsters[i].MonsterType;
1164 Mem.WriteByte(b);
1165 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1166 gMonsters[i].SaveState(Mem);
1167 end;
1168 end;
1170 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1171 var
1172 count, i, a: Integer;
1173 b: Byte;
1174 begin
1175 if Mem = nil then
1176 Exit;
1178 g_Monsters_Free();
1180 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1181 Mem.ReadInt(pt_x);
1182 Mem.ReadInt(pt_xs);
1183 Mem.ReadInt(pt_y);
1184 Mem.ReadInt(pt_ys);
1186 // Êîëè÷åñòâî ìîíñòðîâ:
1187 Mem.ReadInt(count);
1189 if count = 0 then
1190 Exit;
1192 // Çàãðóæàåì ìîíñòðîâ:
1193 for a := 0 to count-1 do
1194 begin
1195 // Òèï ìîíñòðà:
1196 Mem.ReadByte(b);
1197 // Ñîçäàåì ìîíñòðà:
1198 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1199 if i < 0 then
1200 begin
1201 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1202 end;
1203 // Çàãðóæàåì äàííûå ìîíñòðà:
1204 gMonsters[i].LoadState(Mem);
1205 end;
1206 end;
1208 function g_Monsters_GetIDByName(name: String): Integer;
1209 var
1210 i: Integer;
1211 begin
1212 name := UpperCase(name);
1213 i := MONSTER_DEMON;
1214 while (i <= MONSTER_MAN) do
1215 begin
1216 if name = MONSTERTABLE[i].Name then
1217 begin
1218 Result := i;
1219 Exit;
1220 end;
1221 Inc(i);
1222 end;
1224 Result := -1;
1225 end;
1227 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1228 begin
1229 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1230 Result := MONSTERTABLE[MonsterType].Name
1231 else
1232 Result := '?';
1233 end;
1235 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1236 begin
1237 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1238 Result := KilledByMonster[MonsterType]
1239 else
1240 Result := '?';
1241 end;
1243 { T M o n s t e r : }
1245 procedure TMonster.ActionSound();
1246 begin
1247 case FMonsterType of
1248 MONSTER_IMP:
1249 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1250 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1251 MONSTER_MANCUB:
1252 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1253 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1254 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1255 MONSTER_SPIDER:
1256 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1257 MONSTER_BSP:
1258 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1259 MONSTER_VILE:
1260 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1261 MONSTER_SKEL:
1262 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1263 MONSTER_CYBER:
1265 MONSTER_MAN:
1266 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1267 end;
1268 end;
1270 procedure TMonster.PainSound();
1271 begin
1272 if FPainSound then
1273 Exit;
1275 FPainSound := True;
1276 FPainTicks := 20;
1278 case FMonsterType of
1279 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1280 MONSTER_SKEL, MONSTER_CGUN:
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1282 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1283 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1284 MONSTER_BSP, MONSTER_CYBER:
1285 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1286 MONSTER_VILE:
1287 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1288 MONSTER_MANCUB:
1289 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1290 MONSTER_PAIN:
1291 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1292 MONSTER_MAN:
1293 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1294 end;
1295 end;
1297 procedure TMonster.DieSound();
1298 begin
1299 case FMonsterType of
1300 MONSTER_IMP:
1301 case Random(2) of
1302 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1303 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1304 end;
1305 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1306 case Random(3) of
1307 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1308 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1309 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1310 end;
1311 MONSTER_DEMON:
1312 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1313 MONSTER_BARREL:
1314 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1315 MONSTER_SOUL:
1316 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1317 MONSTER_BSP:
1318 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1319 MONSTER_VILE:
1320 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1321 MONSTER_BARON:
1322 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1323 MONSTER_CACO:
1324 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1325 MONSTER_CYBER:
1326 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1327 MONSTER_KNIGHT:
1328 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1329 MONSTER_MANCUB:
1330 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1331 MONSTER_PAIN:
1332 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1333 MONSTER_SKEL:
1334 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1335 MONSTER_SPIDER:
1336 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1337 MONSTER_MAN:
1338 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1339 end;
1340 end;
1342 procedure TMonster.WakeUpSound();
1343 begin
1344 case FMonsterType of
1345 MONSTER_IMP:
1346 case Random(2) of
1347 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1348 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1349 end;
1350 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1351 case Random(3) of
1352 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1353 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1354 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1355 end;
1356 MONSTER_MAN:
1357 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1358 MONSTER_BSP:
1359 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1360 MONSTER_VILE:
1361 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1362 MONSTER_BARON:
1363 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1364 MONSTER_CACO:
1365 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1366 MONSTER_CYBER:
1367 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1368 MONSTER_KNIGHT:
1369 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1370 MONSTER_MANCUB:
1371 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1372 MONSTER_PAIN:
1373 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1374 MONSTER_DEMON:
1375 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1376 MONSTER_SKEL:
1377 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1378 MONSTER_SPIDER:
1379 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1380 MONSTER_SOUL:
1382 end;
1383 end;
1385 procedure TMonster.BFGHit();
1386 begin
1387 if FMonsterType = MONSTER_FISH then
1388 Exit;
1390 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1391 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1392 {if g_Game_IsServer and g_Game_IsNet then
1393 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1394 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1395 0, NET_GFX_BFG);}
1396 end;
1398 function TMonster.Collide(X, Y: Integer; Width, Height: Word): 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 X, Y,
1405 Width, Height);
1406 end;
1408 function TMonster.Collide(Panel: TPanel): Boolean;
1409 begin
1410 Result := g_Collide(FObj.X+FObj.Rect.X,
1411 FObj.Y+FObj.Rect.Y,
1412 FObj.Rect.Width,
1413 FObj.Rect.Height,
1414 Panel.X, Panel.Y,
1415 Panel.Width, Panel.Height);
1416 end;
1418 function TMonster.Collide(X, Y: Integer): Boolean;
1419 begin
1420 X := X - FObj.X - FObj.Rect.X;
1421 Y := Y - FObj.Y - FObj.Rect.Y;
1422 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1423 (y >= 0) and (y <= FObj.Rect.Height);
1424 end;
1426 procedure TMonster.Respawn;
1427 begin
1428 FObj.Vel.X := 0;
1429 FObj.Vel.Y := 0;
1430 FObj.Accel.X := 0;
1431 FObj.Accel.Y := 0;
1432 FDirection := FStartDirection;
1433 GameX := FStartX;
1434 GameY := FStartY;
1435 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1436 FHealth := MONSTERTABLE[FMonsterType].Health;
1437 FAmmo := 0;
1438 FPain := 0;
1439 FTargetUID := 0;
1440 FTargetTime := 0;
1441 FDieTriggers := nil;
1442 FWaitAttackAnim := False;
1443 FChainFire := False;
1444 FShellTimer := -1;
1446 FState := STATE_SLEEP;
1447 FCurAnim := ANIM_SLEEP;
1449 if g_Game_IsNet and g_Game_IsServer then
1450 begin
1451 MH_SEND_MonsterPos(FUID);
1452 MH_SEND_MonsterState(FUID);
1453 end;
1454 end;
1456 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1457 var
1458 a: Integer;
1459 FramesID: DWORD;
1460 s: String;
1461 res: Boolean;
1462 begin
1463 if ForcedUID < 0 then
1464 FUID := g_CreateUID(UID_MONSTER)
1465 else
1466 FUID := ForcedUID;
1468 FMonsterType := MonsterType;
1470 g_Obj_Init(@FObj);
1472 FState := STATE_SLEEP;
1473 FCurAnim := ANIM_SLEEP;
1474 FHealth := MONSTERTABLE[MonsterType].Health;
1475 FMaxHealth := FHealth;
1476 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1477 FDieTriggers := nil;
1478 FSpawnTrigger := -1;
1479 FWaitAttackAnim := False;
1480 FChainFire := False;
1481 FStartID := aID;
1482 FNoRespawn := False;
1483 FShellTimer := -1;
1484 FBehaviour := BH_NORMAL;
1485 FFireTime := 0;
1486 FFirePainTime := 0;
1488 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1489 FBloodKind := BLOOD_SPARKS
1490 else
1491 FBloodKind := BLOOD_NORMAL;
1492 if FMonsterType = MONSTER_CACO then
1493 begin
1494 FBloodRed := 0;
1495 FBloodGreen := 0;
1496 FBloodBlue := 150;
1497 end
1498 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1499 begin
1500 FBloodRed := 0;
1501 FBloodGreen := 150;
1502 FBloodBlue := 0;
1503 end
1504 else
1505 begin
1506 FBloodRed := 150;
1507 FBloodGreen := 0;
1508 FBloodBlue := 0;
1509 end;
1511 SetLength(FAnim, Length(ANIMTABLE));
1513 for a := 0 to High(FAnim) do
1514 begin
1515 FAnim[a, D_LEFT] := nil;
1516 FAnim[a, D_RIGHT] := nil;
1517 end;
1519 for a := ANIM_SLEEP to ANIM_PAIN do
1520 if (ANIMTABLE[a].name <> '') and
1521 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1522 begin
1523 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1524 '_'+ANIMTABLE[a].name;
1526 res := g_Frames_Exists(s);
1528 if res then
1529 res := g_Frames_Get(FramesID, s);
1531 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1532 if (not res) then
1533 begin
1534 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1535 if a <> ANIM_MESS then
1536 Continue;
1538 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1539 '_'+ANIMTABLE[ANIM_DIE].name) then
1540 begin
1541 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1542 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1543 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1544 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1545 Continue;
1546 end;
1547 end;
1549 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1550 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1552 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1553 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1554 begin
1555 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1556 '_'+ANIMTABLE[a].name+'_L';
1557 if g_Frames_Exists(s) then
1558 g_Frames_Get(FramesID, s);
1559 end;
1561 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1562 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1563 end;
1565 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1566 if MonsterType = MONSTER_VILE then
1567 begin
1568 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1569 vilefire := TAnimation.Create(FramesID, True, 2);
1570 end
1571 else
1572 vilefire := nil;
1573 end;
1575 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1576 var
1577 c, it: Integer;
1578 p: TPlayer;
1579 begin
1580 Result := False;
1582 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1583 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1584 Exit;
1586 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1587 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1588 begin
1589 FSleep := 20;
1590 if Random(2) = 0 then
1591 FDirection := D_RIGHT
1592 else
1593 FDirection := D_LEFT;
1594 Result := True;
1595 SetState(STATE_RUN);
1596 Exit;
1597 end;
1599 // Ëîâóøêà óáèâàåò ñðàçó:
1600 if t = HIT_TRAP then
1601 FHealth := -100;
1603 // Ðîáîòó óðîíà íåò:
1604 if FMonsterType = MONSTER_ROBO then
1605 Damage := 0;
1607 // Íàíîñèì óðîí:
1608 if g_Game_IsServer then Dec(FHealth, Damage);
1610 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1611 if FPain = 0 then
1612 FPain := 3;
1613 FPain := FPain+Damage;
1615 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1616 if FState <> STATE_PAIN then
1617 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1618 (FMonsterType <> MONSTER_BARREL) then
1619 SetState(STATE_PAIN);
1621 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1622 if (gBloodCount > 0) then
1623 begin
1624 c := Min(Damage, 200);
1625 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1627 if (VelX = 0) and (VelY = 0) then
1628 MakeBloodSimple(c)
1629 else
1630 case t of
1631 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1632 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1633 end;
1634 end;
1636 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1637 if (SpawnerUID <> FUID) and
1638 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1639 begin
1640 FTargetUID := SpawnerUID;
1641 FTargetTime := 0;
1642 end;
1644 // Çäîðîâüå çàêîí÷èëîñü:
1645 if FHealth <= 0 then
1646 begin
1647 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1648 if (FMonsterType <> MONSTER_BARREL) then
1649 begin
1650 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1651 begin
1652 p := g_Player_Get(SpawnerUID);
1653 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1654 begin
1655 p.MonsterKills := p.MonsterKills+1;
1656 if gGameSettings.GameMode = GM_COOP then
1657 p.Frags := p.Frags + 1;
1658 // Uncomment this if you want to double-kill monsters
1659 //p.FragCombo();
1660 end;
1661 end;
1662 if gLMSRespawn = LMS_RESPAWN_NONE then
1663 begin
1664 Inc(gCoopMonstersKilled);
1665 if g_Game_IsNet then
1666 MH_SEND_GameStats;
1667 end;
1668 end;
1670 // Âûáèðàåì ëóò:
1671 case FMonsterType of
1672 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1673 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1674 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1675 MONSTER_MAN: c := ITEM_KEY_RED;
1676 else c := 0;
1677 end;
1679 // Áðîñàåì ëóò:
1680 if c <> 0 then
1681 begin
1682 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1683 FObj.Y + (FObj.Rect.Height div 2),
1684 c, True, False);
1685 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1686 (FObj.Vel.Y div 2)-Random(4));
1687 if g_Game_IsServer and g_Game_IsNet then
1688 MH_SEND_ItemSpawn(True, it);
1689 end;
1691 // Òðóï äàëüøå íå èäåò:
1692 FObj.Vel.X := 0;
1694 // Ó òðóïà ðàçìåðû ìåíüøå:
1695 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1696 begin
1697 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1698 FObj.Rect.Height := 12;
1699 end;
1701 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1702 if (FHealth <= -30) and
1703 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1704 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1705 (FMonsterType = MONSTER_MAN)) then
1706 begin
1707 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1708 SetState(STATE_DIE, ANIM_MESS);
1709 end
1710 else
1711 begin
1712 DieSound();
1713 SetState(STATE_DIE);
1714 end;
1716 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1717 if g_Game_IsServer then ActivateTriggers();
1719 FHealth := 0;
1720 end
1721 else
1722 if FState = STATE_SLEEP then
1723 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1724 FPain := MONSTERTABLE[FMonsterType].Pain;
1725 SetState(STATE_GO);
1726 end;
1728 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1729 Result := True;
1730 end;
1732 function TMonster.Heal(Value: Word): Boolean;
1733 begin
1734 Result := False;
1735 if g_Game_IsClient then
1736 Exit;
1737 if not Live then
1738 Exit;
1740 if FHealth < FMaxHealth then
1741 begin
1742 IncMax(FHealth, Value, FMaxHealth);
1743 if g_Game_IsServer and g_Game_IsNet then
1744 MH_SEND_MonsterState(FUID);
1745 Result := True;
1746 end;
1747 end;
1749 destructor TMonster.Destroy();
1750 var
1751 a: Integer;
1752 begin
1753 for a := 0 to High(FAnim) do
1754 begin
1755 FAnim[a, D_LEFT].Free();
1756 FAnim[a, D_RIGHT].Free();
1757 end;
1759 vilefire.Free();
1761 inherited Destroy();
1762 end;
1764 procedure TMonster.Draw();
1765 var
1766 m: TMirrorType;
1767 dx, dy, c: Integer;
1768 o: TObj;
1769 begin
1770 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1771 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1773 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1774 if FMonsterType = MONSTER_VILE then
1775 if FState = STATE_SHOOT then
1776 if GetPos(FTargetUID, @o) then
1777 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1778 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1780 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1781 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1782 sX-128, sY-128, sWidth+256, sHeight+256) then
1783 Exit;
1785 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1786 if FState = STATE_DEAD then
1787 case FMonsterType of
1788 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1789 end;
1791 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1792 if FAnim[FCurAnim, FDirection] <> nil then
1793 begin
1794 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1795 if (FDirection = D_LEFT) and
1796 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1797 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1798 (FMonsterType <> MONSTER_BARREL) then
1799 m := M_HORIZONTAL
1800 else
1801 m := M_NONE;
1803 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1804 if (FDirection = D_LEFT) and
1805 (FMonsterType <> MONSTER_BARREL) then
1806 begin
1807 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1808 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1810 if m = M_HORIZONTAL then
1811 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1812 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1813 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1814 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1815 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1816 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1817 dx := -dx;
1818 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1819 end;
1820 end
1821 else // Ïðàâàÿ àíèìàöèÿ
1822 begin
1823 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1824 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1825 end;
1827 // Ðèñóåì:
1828 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1829 end;
1831 if g_debug_Frames then
1832 begin
1833 e_DrawQuad(FObj.X+FObj.Rect.X,
1834 FObj.Y+FObj.Rect.Y,
1835 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1836 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1837 0, 255, 0);
1838 end;
1839 end;
1841 procedure TMonster.MakeBloodSimple(Count: Word);
1842 begin
1843 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1844 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1845 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1846 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1847 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1848 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1849 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1850 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1851 end;
1853 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1854 begin
1855 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1856 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1857 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1858 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1859 end;
1861 procedure TMonster.Push(vx, vy: Integer);
1862 begin
1863 FObj.Accel.X := FObj.Accel.X + vx;
1864 FObj.Accel.Y := FObj.Accel.Y + vy;
1865 if g_Game_IsServer and g_Game_IsNet then
1866 MH_SEND_MonsterPos(FUID);
1867 end;
1869 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1870 var
1871 Anim: Byte;
1872 begin
1873 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1874 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1875 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1876 soulcount := soulcount-1;
1878 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1879 case FState of
1880 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1881 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1882 (State <> STATE_GO) then
1883 Exit;
1884 end;
1886 // Ñìåíà ñîñòîÿíèÿ:
1887 FState := State;
1889 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1891 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1892 case FState of
1893 STATE_SLEEP: Anim := ANIM_SLEEP;
1894 STATE_PAIN: Anim := ANIM_PAIN;
1895 STATE_WAIT: Anim := ANIM_SLEEP;
1896 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1897 STATE_SHOOT: Anim := ANIM_ATTACK;
1898 STATE_ATTACK: Anim := ANIM_ATTACK;
1899 STATE_DIE: Anim := ANIM_DIE;
1900 STATE_REVIVE:
1901 begin // íà÷àëè âîñðåøàòüñÿ
1902 Anim := FCurAnim;
1903 FAnim[Anim, FDirection].Revert(True);
1905 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1906 FHealth := MONSTERTABLE[FMonsterType].Health;
1907 FAmmo := 0;
1908 FPain := 0;
1909 end;
1910 else Exit;
1911 end;
1913 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1914 if ForceAnim <> 255 then
1915 Anim := ForceAnim;
1917 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1918 if FCurAnim <> Anim then
1919 if FAnim[Anim, FDirection] <> nil then
1920 begin
1921 FAnim[Anim, FDirection].Reset();
1922 FCurAnim := Anim;
1923 end;
1924 end;
1926 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1927 var
1928 TA: TAnimation;
1929 FramesID: DWORD;
1930 begin
1931 Result := False;
1933 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1934 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1935 begin
1936 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1937 if g_Game_IsServer and g_Game_IsNet then
1938 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1939 Exit;
1940 end;
1942 TA := nil;
1944 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1945 if not silent then
1946 begin
1947 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1948 TA := TAnimation.Create(FramesID, False, 6);
1949 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1950 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1951 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1953 if g_Game_IsServer and g_Game_IsNet then
1954 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1956 NET_GFX_TELE);
1957 end;
1959 FObj.X := X - FObj.Rect.X;
1960 FObj.Y := Y - FObj.Rect.Y;
1962 if dir = 1 then
1963 FDirection := D_LEFT
1964 else
1965 if dir = 2 then
1966 FDirection := D_RIGHT
1967 else
1968 if dir = 3 then
1969 begin // îáðàòíîå
1970 if FDirection = D_RIGHT then
1971 FDirection := D_LEFT
1972 else
1973 FDirection := D_RIGHT;
1974 end;
1976 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1977 if not silent and (TA <> nil) then
1978 begin
1979 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1980 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1981 TA.Free();
1983 if g_Game_IsServer and g_Game_IsNet then
1984 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1985 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1986 NET_GFX_TELE);
1987 end;
1989 if g_Game_IsServer and g_Game_IsNet then
1990 MH_SEND_MonsterPos(FUID);
1991 Result := True;
1992 end;
1994 procedure TMonster.Update();
1995 var
1996 a, b, sx, sy, wx, wy, oldvelx: Integer;
1997 st: Word;
1998 o, co: TObj;
1999 fall: Boolean;
2000 label
2001 _end;
2002 begin
2003 fall := True;
2005 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2006 if FMonsterType = MONSTER_FISH then
2007 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2008 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2009 fall := False;
2011 // Ëåòàþùèå ìîíòñðû:
2012 if ((FMonsterType = MONSTER_SOUL) or
2013 (FMonsterType = MONSTER_PAIN) or
2014 (FMonsterType = MONSTER_CACO)) and
2015 (FState <> STATE_DIE) and
2016 (FState <> STATE_DEAD) then
2017 fall := False;
2019 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2020 if gTime mod (GAME_TICK*2) <> 0 then
2021 begin
2022 g_Obj_Move(@FObj, fall, True, True);
2023 Exit;
2024 end;
2026 if FPainTicks > 0 then
2027 Dec(FPainTicks)
2028 else
2029 FPainSound := False;
2031 // Äâèãàåìñÿ:
2032 st := g_Obj_Move(@FObj, fall, True, True);
2034 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2035 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2036 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2037 begin
2038 FRemoved := True;
2039 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2040 begin
2041 Inc(gCoopMonstersKilled);
2042 if g_Game_IsNet then
2043 MH_SEND_GameStats;
2044 end;
2045 ActivateTriggers();
2046 Exit;
2047 end;
2049 oldvelx := FObj.Vel.X;
2051 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2052 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2053 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2055 if FFireTime > 0 then
2056 begin
2057 if WordBool(st and MOVE_INWATER) then
2058 FFireTime := 0
2059 else
2060 begin
2061 OnFireFlame(1);
2062 FFireTime := FFireTime - 1;
2063 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2064 if FFirePainTime = 0 then
2065 begin
2066 Damage(5, 0, 0, 0, HIT_FLAME);
2067 FFirePainTime := 18;
2068 end
2069 else
2070 FFirePainTime := FFirePainTime - 1;
2071 end;
2072 end;
2074 // Ìåðòâûé íè÷åãî íå äåëàåò:
2075 if (FState = STATE_DEAD) then
2076 goto _end;
2078 // AI ìîíñòðîâ âûêëþ÷åí:
2079 if g_debug_MonsterOff then
2080 begin
2081 FSleep := 1;
2082 if FState <> STATE_SLEEP then
2083 SetState(STATE_SLEEP);
2084 end;
2086 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2087 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2088 case FMonsterType of
2089 MONSTER_FISH:
2090 if Random(4) = 0 then
2091 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2092 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2093 MONSTER_ROBO, MONSTER_BARREL:
2094 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2095 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2096 else begin
2097 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2098 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2099 if Random(2) = 0 then
2100 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2101 else
2102 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2103 end;
2104 end;
2106 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2107 if FMonsterType = MONSTER_BARREL then
2108 begin
2109 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2110 (FAnim[FCurAnim, FDirection].Counter = 0) then
2111 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2112 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2113 60, FUID);
2114 end;
2116 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2117 if FMonsterType = MONSTER_SOUL then
2118 if WordBool(st and MOVE_HITAIR) then
2119 g_Obj_SetSpeed(@FObj, 16);
2121 if FAmmo < 0 then
2122 FAmmo := FAmmo + 1;
2124 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2125 if FObj.Vel.Y < 0 then
2126 if WordBool(st and MOVE_INWATER) then
2127 FObj.Vel.Y := -4;
2129 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2130 FTargetTime := FTargetTime + 1;
2132 // Ãèëüçû
2133 if FShellTimer > -1 then
2134 if FShellTimer = 0 then
2135 begin
2136 if FShellType = SHELL_SHELL then
2137 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2138 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2139 GameVelX, GameVelY-2, SHELL_SHELL)
2140 else if FShellType = SHELL_DBLSHELL then
2141 begin
2142 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2143 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2144 GameVelX-1, GameVelY-2, SHELL_SHELL);
2145 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2146 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2147 GameVelX+1, GameVelY-2, SHELL_SHELL);
2148 end;
2149 FShellTimer := -1;
2150 end else Dec(FShellTimer);
2152 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2153 if fall then
2154 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2155 STATE_ATTACK, STATE_SHOOT]) then
2156 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2157 FObj.Rect.Width, FObj.Rect.Height, 50) then
2158 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2159 (FObj.Accel.Y = 0) then
2160 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2162 case FState of
2163 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2164 begin
2165 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2166 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2167 begin
2168 FPain := MONSTERTABLE[FMonsterType].Pain;
2169 if gSoundEffectsDF then PainSound();
2170 end;
2171 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2172 PainSound();
2174 // Ñíèæàåì áîëü ñî âðåìåíåì:
2175 FPain := FPain - 5;
2177 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2178 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2179 begin
2180 FPain := 0;
2181 FAmmo := -9;
2182 SetState(STATE_GO);
2183 end;
2184 end;
2186 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2187 begin
2188 // Ñïèì:
2189 FSleep := FSleep + 1;
2191 // Ïðîñïàëè äîñòàòî÷íî:
2192 if FSleep >= 18 then
2193 FSleep := 0
2194 else // åùå ñïèì
2195 goto _end;
2197 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2198 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2199 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2200 if (gPlayers <> nil) then
2201 for a := 0 to High(gPlayers) do
2202 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2203 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2204 with gPlayers[a] do
2205 if g_Look(@FObj, @Obj, FDirection) then
2206 begin
2207 FTargetUID := gPlayers[a].UID;
2208 FTargetTime := 0;
2209 WakeUpSound();
2210 SetState(STATE_GO);
2211 Break;
2212 end;
2214 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2215 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2216 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2217 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2218 if gMonsters <> nil then
2219 for a := 0 to High(gMonsters) do
2220 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2221 (gMonsters[a].FUID <> FUID) then
2222 begin
2223 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2224 if (FBehaviour = BH_MANIAC) and
2225 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2226 Continue;
2227 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2228 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2229 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2230 Continue;
2231 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2232 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2233 Continue;
2234 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2235 begin
2236 FTargetUID := gMonsters[a].UID;
2237 FTargetTime := 0;
2238 WakeUpSound();
2239 SetState(STATE_GO);
2240 Break;
2241 end;
2242 end;
2243 end;
2245 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2246 begin
2247 // Æäåì:
2248 FSleep := FSleep - 1;
2250 // Âûæäàëè äîñòàòî÷íî - èäåì:
2251 if FSleep < 0 then
2252 SetState(STATE_GO);
2253 end;
2255 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2256 begin
2257 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2258 if WordBool(st and MOVE_BLOCK) then
2259 begin
2260 Turn();
2261 FSleep := 40;
2262 SetState(STATE_RUNOUT);
2264 goto _end;
2265 end;
2267 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2268 if (FMonsterType = MONSTER_VILE) then
2269 if isCorpse(@FObj, False) <> -1 then
2270 begin
2271 FObj.Vel.X := 0;
2272 SetState(STATE_ATTACK, ANIM_ATTACK2);
2274 goto _end;
2275 end;
2277 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2278 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2279 if not findNewPrey() then
2280 begin // Íîâûõ öåëåé íåò
2281 FTargetUID := 0;
2282 o.X := FObj.X+pt_x;
2283 o.Y := FObj.Y+pt_y;
2284 o.Vel.X := 0;
2285 o.Vel.Y := 0;
2286 o.Accel.X := 0;
2287 o.Accel.Y := 0;
2288 o.Rect := _Rect(0, 0, 0, 1);
2289 end
2290 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2291 GetPos(FTargetUID, @o);
2293 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2294 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2295 begin
2296 FTargetTime := 0;
2297 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2298 begin
2299 if kick(@o) then
2300 goto _end;
2301 end;
2302 end;
2304 // Ðàññòîÿíèå äî öåëè:
2305 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2306 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2308 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2309 if sx > 0 then
2310 FDirection := D_RIGHT
2311 else
2312 FDirection := D_LEFT;
2314 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2315 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2316 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2317 if shoot(@o, False) then
2318 goto _end;
2320 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2321 if Abs(sx) < 40 then
2322 if FMonsterType <> MONSTER_FISH then
2323 begin
2324 FSleep := 15;
2325 SetState(STATE_RUN);
2326 if Random(2) = 0 then
2327 FDirection := D_LEFT
2328 else
2329 FDirection := D_RIGHT;
2331 goto _end;
2332 end;
2334 // Óïåðëèñü â ñòåíó:
2335 if WordBool(st and MOVE_HITWALL) then
2336 begin
2337 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2338 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2339 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2340 FSleep := 4;
2341 SetState(STATE_WAIT);
2343 goto _end;
2344 end;
2346 case FMonsterType of
2347 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2348 else // Íå ëåòàþò:
2349 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2350 (FObj.Accel.Y = 0) then
2351 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2352 // Ïðûæîê ÷åðåç ñòåíó:
2353 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2354 SetState(STATE_CLIMB);
2355 end;
2356 end;
2358 goto _end;
2359 end;
2361 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2362 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2363 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2364 begin
2365 if FMonsterType = MONSTER_FISH then
2366 begin // Ðûáà
2367 if not WordBool(st and MOVE_INWATER) then
2368 begin // Ðûáà âíå âîäû:
2369 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2370 begin // "Ñòîèò" òâåðäî
2371 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2372 if FObj.Accel.Y = 0 then
2373 FObj.Vel.Y := -6;
2374 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2375 end;
2377 // Ðûáå áîëüíî:
2378 SetState(STATE_PAIN);
2379 FPain := FPain + 50;
2380 end
2381 else // Ðûáà â âîäå
2382 begin
2383 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2384 if Abs(sy) > 8 then
2385 FObj.Vel.Y := g_basic.Sign(sy)*4
2386 else
2387 FObj.Vel.Y := 0;
2389 // Ðûáà ïëûâåò ââåðõ:
2390 if FObj.Vel.Y < 0 then
2391 if not g_Obj_CollideWater(@FObj, 0, -16) then
2392 begin
2393 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2394 FObj.Vel.Y := 0;
2395 // Ïëàâàåì òóäà-ñþäà:
2396 if Random(2) = 0 then
2397 FDirection := D_LEFT
2398 else
2399 FDirection := D_RIGHT;
2400 FSleep := 20;
2401 SetState(STATE_RUN);
2402 end;
2403 end;
2404 end
2405 else // Ëåòàþùèå ìîíñòðû
2406 begin
2407 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2408 if Abs(sy) > 8 then
2409 FObj.Vel.Y := g_basic.Sign(sy)*4
2410 else
2411 FObj.Vel.Y := 0;
2412 end;
2413 end
2414 else // "Íàçåìíûå" ìîíñòðû
2415 begin
2416 // Âîçìîæíî, ïèíàåì êóñêè:
2417 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2418 begin
2419 b := Abs(FObj.Vel.X);
2420 if b > 1 then b := b * (Random(8 div b) + 1);
2421 for a := 0 to High(gGibs) do
2422 if gGibs[a].Live and
2423 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2424 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2425 // Ïèíàåì êóñêè
2426 if FObj.Vel.X < 0 then
2427 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2428 else
2429 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2430 end;
2431 // Áîññû ìîãóò ïèíàòü òðóïû:
2432 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2433 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2434 begin
2435 b := Abs(FObj.Vel.X);
2436 if b > 1 then b := b * (Random(8 div b) + 1);
2437 for a := 0 to High(gCorpses) do
2438 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2439 begin
2440 co := gCorpses[a].Obj;
2441 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2442 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2443 // Ïèíàåì òðóïû
2444 if FObj.Vel.X < 0 then
2445 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2446 else
2447 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2448 end;
2449 end;
2450 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2451 if sy < -40 then
2452 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2453 // ñòîèò òâåðäî
2454 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2455 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2456 end;
2458 FSleep := FSleep + 1;
2460 // Èíîãäà ðû÷èì:
2461 if FSleep >= 8 then
2462 begin
2463 FSleep := 0;
2464 if Random(8) = 0 then
2465 ActionSound();
2466 end;
2468 // Áåæèì â âûáðàííóþ ñòîðîíó:
2469 if FDirection = D_RIGHT then
2470 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2471 else
2472 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2474 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2475 if WordBool(st and MOVE_INWATER) then
2476 FObj.Vel.X := FObj.Vel.X div 2
2477 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2478 if FMonsterType = MONSTER_FISH then
2479 FObj.Vel.X := 0;
2480 end;
2482 STATE_RUN: // Ñîñòîÿíèå - Áåã
2483 begin
2484 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2485 if WordBool(st and MOVE_BLOCK) then
2486 begin
2487 Turn();
2488 FSleep := 40;
2489 SetState(STATE_RUNOUT);
2491 goto _end;
2492 end;
2494 FSleep := FSleep - 1;
2496 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2497 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2498 begin
2499 FSleep := 0;
2500 SetState(STATE_GO);
2501 // Ñòåíà - èäåì îáðàòíî:
2502 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2503 Turn();
2504 // Èíîãäà ðû÷èì:
2505 if Random(8) = 0 then
2506 ActionSound();
2507 end;
2509 // Áåæèì â âûáðàííóþ ñòîðîíó:
2510 if FDirection = D_RIGHT then
2511 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2512 else
2513 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2515 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2516 if WordBool(st and MOVE_INWATER) then
2517 FObj.Vel.X := FObj.Vel.X div 2
2518 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2519 if FMonsterType = MONSTER_FISH then
2520 FObj.Vel.X := 0;
2521 end;
2523 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2524 begin
2525 // Âûøëè èç ÁëîêÌîíà:
2526 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2527 FSleep := 0;
2529 FSleep := FSleep - 1;
2531 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2532 if FSleep <= -18 then
2533 begin
2534 FSleep := 0;
2535 SetState(STATE_GO);
2536 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2537 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2538 Turn();
2539 // Èíîãäà ðû÷èì:
2540 if Random(8) = 0 then
2541 ActionSound();
2542 end;
2544 // Áåæèì â âûáðàííóþ ñòîðîíó:
2545 if FDirection = D_RIGHT then
2546 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2547 else
2548 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2550 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2551 if WordBool(st and MOVE_INWATER) then
2552 FObj.Vel.X := FObj.Vel.X div 2
2553 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2554 if FMonsterType = MONSTER_FISH then
2555 FObj.Vel.X := 0;
2556 end;
2558 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2559 begin
2560 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2561 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2562 (not WordBool(st and MOVE_HITWALL)) then
2563 begin
2564 FSleep := 0;
2565 SetState(STATE_GO);
2567 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2568 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2569 begin
2570 Turn();
2571 FSleep := 15;
2572 SetState(STATE_RUN);
2573 end;
2574 end;
2576 // Áåæèì â âûáðàííóþ ñòîðîíó:
2577 if FDirection = D_RIGHT then
2578 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2579 else
2580 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2582 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2583 if WordBool(st and MOVE_INWATER) then
2584 FObj.Vel.X := FObj.Vel.X div 2
2585 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2586 if FMonsterType = MONSTER_FISH then
2587 FObj.Vel.X := 0;
2588 end;
2590 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2591 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2592 begin
2593 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2594 if FMonsterType = MONSTER_SOUL then
2595 begin
2596 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2597 SetState(STATE_GO);
2599 goto _end;
2600 end;
2602 // Çàìåäëÿåìñÿ ïðè àòàêå:
2603 if FMonsterType <> MONSTER_FISH then
2604 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2606 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2607 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2608 begin
2609 // Öåëü ïîãèáëà => èäåì äàëüøå:
2610 if not GetPos(FTargetUID, @o) then
2611 begin
2612 SetState(STATE_GO);
2614 goto _end;
2615 end;
2617 // Öåëü íå âèäíî => èäåì äàëüøå:
2618 if not g_Look(@FObj, @o, FDirection) then
2619 begin
2620 SetState(STATE_GO);
2622 goto _end;
2623 end;
2625 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2626 if g_Obj_CollideWater(@o, 0, 0) then
2627 begin
2628 SetState(STATE_GO);
2630 goto _end;
2631 end;
2633 // Æàðèì öåëü:
2634 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2635 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2636 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2637 end;
2638 end;
2639 end; // case FState of ...
2641 _end:
2643 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2644 if FState = STATE_REVIVE then
2645 if FAnim[FCurAnim, FDirection].Played then
2646 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2647 FAnim[FCurAnim, FDirection].Revert(False);
2648 SetState(STATE_GO);
2649 end;
2651 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2652 if vilefire <> nil then
2653 vilefire.Update();
2655 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2656 if (FState = STATE_DIE) and
2657 (FAnim[FCurAnim, FDirection] <> nil) and
2658 (FAnim[FCurAnim, FDirection].Played) then
2659 begin
2660 // Óìåð:
2661 SetState(STATE_DEAD);
2663 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2664 if (FMonsterType = MONSTER_PAIN) then
2665 begin
2666 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2667 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2668 if sx <> -1 then
2669 begin
2670 gMonsters[sx].SetState(STATE_GO);
2671 gMonsters[sx].FNoRespawn := True;
2672 Inc(gTotalMonsters);
2673 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2674 end;
2676 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2677 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2678 if sx <> -1 then
2679 begin
2680 gMonsters[sx].SetState(STATE_GO);
2681 gMonsters[sx].FNoRespawn := True;
2682 Inc(gTotalMonsters);
2683 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2684 end;
2686 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2687 FObj.Y+FObj.Rect.Y, D_RIGHT);
2688 if sx <> -1 then
2689 begin
2690 gMonsters[sx].SetState(STATE_GO);
2691 gMonsters[sx].FNoRespawn := True;
2692 Inc(gTotalMonsters);
2693 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2694 end;
2695 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2696 end;
2698 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2699 if (FMonsterType = MONSTER_PAIN) or
2700 (FMonsterType = MONSTER_SOUL) or
2701 (FMonsterType = MONSTER_BARREL) then
2702 FRemoved := True;
2703 end;
2705 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2706 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2707 if (FAnim[FCurAnim, FDirection] <> nil) then
2708 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2709 if (FAnim[FCurAnim, FDirection].Played) then
2710 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2711 if FState = STATE_ATTACK then
2712 begin // Ñîñòîÿíèå - Àòàêà
2713 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2714 if FMonsterType <> MONSTER_SOUL then
2715 SetState(STATE_GO);
2716 end
2717 else // Ñîñòîÿíèå - Ñòðåëüáà
2718 begin
2719 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2720 if not FChainFire then
2721 SetState(STATE_GO)
2722 else
2723 begin // Íàäî ñòðåëÿòü åùå
2724 FChainFire := False;
2725 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2726 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2727 FAnim[FCurAnim, FDirection].Reset();
2728 end;
2729 end;
2731 FWaitAttackAnim := False;
2732 end
2734 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2735 if (FMonsterType = MONSTER_SOUL) or
2736 ( (not FWaitAttackAnim) and
2737 (FAnim[FCurAnim, FDirection].CurrentFrame =
2738 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2739 ) then
2740 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2741 if FState = STATE_ATTACK then
2742 begin // Ñîñòîÿíèå - Àòàêà
2743 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2744 if FMonsterType = MONSTER_SOUL then
2745 FAnim[FCurAnim, FDirection].Reset();
2747 case FMonsterType of
2748 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2749 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2750 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2751 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2752 if FMonsterType = MONSTER_SOUL then
2753 SetState(STATE_GO);
2755 MONSTER_FISH:
2756 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2757 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2758 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2760 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2761 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2762 if FCurAnim = ANIM_ATTACK2 then
2763 begin
2764 o := FObj;
2765 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2766 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2767 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2768 end;
2770 MONSTER_VILE:
2771 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2772 if FCurAnim = ANIM_ATTACK2 then
2773 begin
2774 sx := isCorpse(@FObj, True);
2775 if sx <> -1 then
2776 begin // Íàøëè, êîãî âîñêðåñèòü
2777 gMonsters[sx].SetState(STATE_REVIVE);
2778 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2779 // Âîñêðåøàòü - ñåáå âðåäèòü:
2780 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2781 end;
2782 end;
2783 end;
2784 end
2786 else // Ñîñòîÿíèå - Ñòðåëüáà
2787 begin
2788 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2789 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2791 if FDirection = D_LEFT then
2792 begin
2793 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2794 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2795 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2797 wx := FObj.X + wx;
2798 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2800 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2801 case FMonsterType of
2802 MONSTER_IMP:
2803 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2804 MONSTER_ZOMBY:
2805 begin
2806 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2807 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2808 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2809 end;
2810 MONSTER_SERG:
2811 begin
2812 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2813 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2814 FShellTimer := 10;
2815 FShellType := SHELL_SHELL;
2816 end;
2817 MONSTER_MAN:
2818 begin
2819 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2820 FShellTimer := 13;
2821 FShellType := SHELL_DBLSHELL;
2822 FAmmo := -36;
2823 end;
2824 MONSTER_CYBER:
2825 begin
2826 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2827 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2828 end;
2829 MONSTER_SKEL:
2830 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2831 MONSTER_CGUN:
2832 begin
2833 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2834 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2835 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2836 end;
2837 MONSTER_SPIDER:
2838 begin
2839 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2840 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2841 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2842 end;
2843 MONSTER_BSP:
2844 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2845 MONSTER_ROBO:
2846 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2847 MONSTER_MANCUB:
2848 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2849 MONSTER_BARON, MONSTER_KNIGHT:
2850 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2851 MONSTER_CACO:
2852 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2853 MONSTER_PAIN:
2854 begin // Ñîçäàåì Lost_Soul:
2855 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2856 FObj.Y+FObj.Rect.Y, FDirection);
2858 if sx <> -1 then
2859 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2860 gMonsters[sx].FTargetUID := FTargetUID;
2861 GetPos(FTargetUID, @o);
2862 gMonsters[sx].FTargetTime := 0;
2863 gMonsters[sx].FNoRespawn := True;
2864 gMonsters[sx].SetState(STATE_GO);
2865 gMonsters[sx].shoot(@o, True);
2866 Inc(gTotalMonsters);
2868 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2869 end;
2870 end;
2871 end;
2873 if FMonsterType <> MONSTER_PAIN then
2874 if g_Game_IsNet then
2875 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2877 // Ñêîðîñòðåëüíûå ìîíñòðû:
2878 if (FMonsterType = MONSTER_CGUN) or
2879 (FMonsterType = MONSTER_SPIDER) or
2880 (FMonsterType = MONSTER_BSP) or
2881 (FMonsterType = MONSTER_MANCUB) or
2882 (FMonsterType = MONSTER_ROBO) then
2883 if not GetPos(FTargetUID, @o) then
2884 // Öåëü ìåðòâà - èùåì íîâóþ:
2885 findNewPrey()
2886 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2887 if shoot(@o, False) then
2888 FChainFire := True;
2889 end;
2891 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2892 FWaitAttackAnim := True;
2893 end;
2895 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2896 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2897 case FState of
2898 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2899 // Çâóêè ïðè ïåðåäâèæåíèè:
2900 case FMonsterType of
2901 MONSTER_CYBER:
2902 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2903 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2904 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2905 MONSTER_SPIDER:
2906 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2907 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2908 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2909 MONSTER_BSP:
2910 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2911 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2912 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2913 MONSTER_ROBO:
2914 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2915 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2916 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2917 end;
2918 end;
2920 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2921 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2922 FObj.Vel.X := oldvelx;
2924 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2925 if FAnim[FCurAnim, FDirection] <> nil then
2926 FAnim[FCurAnim, FDirection].Update();
2927 end;
2929 procedure TMonster.SetDeadAnim;
2930 begin
2931 if FAnim <> nil then
2932 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2933 end;
2935 procedure TMonster.RevertAnim(R: Boolean = True);
2936 begin
2937 if FAnim <> nil then
2938 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2939 FAnim[FCurAnim, FDirection].Revert(R);
2940 end;
2942 function TMonster.AnimIsReverse: Boolean;
2943 begin
2944 if FAnim <> nil then
2945 Result := FAnim[FCurAnim, FDirection].IsReverse
2946 else
2947 Result := False;
2948 end;
2950 procedure TMonster.ClientUpdate();
2951 var
2952 a, b, sx, sy, oldvelx: Integer;
2953 st: Word;
2954 o, co: TObj;
2955 fall: Boolean;
2956 label
2957 _end;
2958 begin
2959 sx := 0; // SHUT UP COMPILER
2960 sy := 0;
2961 fall := True;
2962 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2963 if FMonsterType = MONSTER_FISH then
2964 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2965 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2966 fall := False;
2968 // Ëåòàþùèå ìîíòñðû:
2969 if ((FMonsterType = MONSTER_SOUL) or
2970 (FMonsterType = MONSTER_PAIN) or
2971 (FMonsterType = MONSTER_CACO)) and
2972 (FState <> STATE_DIE) and
2973 (FState <> STATE_DEAD) then
2974 fall := False;
2976 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2977 if gTime mod (GAME_TICK*2) <> 0 then
2978 begin
2979 g_Obj_Move(@FObj, fall, True, True);
2980 Exit;
2981 end;
2983 if FPainTicks > 0 then
2984 Dec(FPainTicks)
2985 else
2986 FPainSound := False;
2988 // Äâèãàåìñÿ:
2989 st := g_Obj_Move(@FObj, fall, True, True);
2991 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2992 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2993 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2994 begin
2995 FRemoved := True;
2996 Exit;
2997 end;
2999 oldvelx := FObj.Vel.X;
3001 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3002 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3003 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3005 if FFireTime > 0 then
3006 begin
3007 if WordBool(st and MOVE_INWATER) then
3008 FFireTime := 0
3009 else
3010 begin
3011 OnFireFlame(1);
3012 FFireTime := FFireTime - 1;
3013 end;
3014 end;
3016 // Ìåðòâûé íè÷åãî íå äåëàåò:
3017 if (FState = STATE_DEAD) then
3018 goto _end;
3020 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3021 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3022 case FMonsterType of
3023 MONSTER_FISH:
3024 if Random(4) = 0 then
3025 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3026 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3027 MONSTER_ROBO, MONSTER_BARREL:
3028 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3029 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3030 else begin
3031 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3032 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3033 if Random(2) = 0 then
3034 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3035 else
3036 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3037 end;
3038 end;
3040 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3041 if FMonsterType = MONSTER_BARREL then
3042 begin
3043 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3044 (FAnim[FCurAnim, FDirection].Counter = 0) then
3045 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3046 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3047 60, FUID);
3048 end;
3050 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3051 if FMonsterType = MONSTER_SOUL then
3052 if WordBool(st and MOVE_HITAIR) then
3053 g_Obj_SetSpeed(@FObj, 16);
3055 if FAmmo < 0 then
3056 FAmmo := FAmmo + 1;
3058 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3059 if FObj.Vel.Y < 0 then
3060 if WordBool(st and MOVE_INWATER) then
3061 FObj.Vel.Y := -4;
3063 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3064 FTargetTime := FTargetTime + 1;
3066 if FShellTimer > -1 then
3067 if FShellTimer = 0 then
3068 begin
3069 if FShellType = SHELL_SHELL then
3070 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3071 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3072 GameVelX, GameVelY-2, SHELL_SHELL)
3073 else if FShellType = SHELL_DBLSHELL then
3074 begin
3075 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3076 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3077 GameVelX-1, GameVelY-2, SHELL_SHELL);
3078 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3079 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3080 GameVelX+1, GameVelY-2, SHELL_SHELL);
3081 end;
3082 FShellTimer := -1;
3083 end else Dec(FShellTimer);
3085 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3086 if fall then
3087 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3088 STATE_ATTACK, STATE_SHOOT]) then
3089 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3090 FObj.Rect.Width, FObj.Rect.Height, 50) then
3091 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3092 (FObj.Accel.Y = 0) then
3093 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3095 case FState of
3096 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3097 begin
3098 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3099 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3100 begin
3101 FPain := MONSTERTABLE[FMonsterType].Pain;
3102 if gSoundEffectsDF then PainSound();
3103 end;
3104 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3105 PainSound();
3107 // Ñíèæàåì áîëü ñî âðåìåíåì:
3108 FPain := FPain - 5;
3110 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3111 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3112 begin
3113 SetState(STATE_GO);
3114 FPain := 0;
3115 end;
3116 end;
3118 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3119 begin
3120 // Ñïèì:
3121 FSleep := FSleep + 1;
3123 // Ïðîñïàëè äîñòàòî÷íî:
3124 if FSleep >= 18 then
3125 FSleep := 0
3126 else // åùå ñïèì
3127 goto _end;
3128 end;
3130 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3131 begin
3132 // Æäåì:
3133 FSleep := FSleep - 1;
3134 end;
3136 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3137 begin
3138 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3139 if WordBool(st and MOVE_BLOCK) then
3140 begin
3141 Turn();
3142 FSleep := 40;
3143 SetState(STATE_RUNOUT);
3145 goto _end;
3146 end;
3148 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3149 if (FMonsterType = MONSTER_VILE) then
3150 if isCorpse(@FObj, False) <> -1 then
3151 begin
3152 SetState(STATE_ATTACK, ANIM_ATTACK2);
3153 FObj.Vel.X := 0;
3155 goto _end;
3156 end;
3158 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3159 if Abs(sx) < 40 then
3160 if FMonsterType <> MONSTER_FISH then
3161 begin
3162 SetState(STATE_RUN);
3163 FSleep := 15;
3165 goto _end;
3166 end;
3168 // Óïåðëèñü â ñòåíó:
3169 if WordBool(st and MOVE_HITWALL) then
3170 begin
3171 case FMonsterType of
3172 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3173 else // Íå ëåòàþò:
3174 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3175 (FObj.Accel.Y = 0) then
3176 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3177 // Ïðûæîê ÷åðåç ñòåíó:
3178 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3179 SetState(STATE_CLIMB);
3180 end;
3181 end;
3183 goto _end;
3184 end;
3186 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3187 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3188 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3189 begin
3190 if FMonsterType = MONSTER_FISH then
3191 begin // Ðûáà
3192 if not WordBool(st and MOVE_INWATER) then
3193 begin // Ðûáà âíå âîäû:
3194 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3195 begin // "Ñòîèò" òâåðäî
3196 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3197 if FObj.Accel.Y = 0 then
3198 FObj.Vel.Y := -6;
3199 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3200 end;
3202 // Ðûáå áîëüíî:
3203 SetState(STATE_PAIN);
3204 FPain := FPain + 50;
3205 end
3206 else // Ðûáà â âîäå
3207 begin
3208 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3209 if Abs(sy) > 8 then
3210 FObj.Vel.Y := g_basic.Sign(sy)*4
3211 else
3212 FObj.Vel.Y := 0;
3214 // Ðûáà ïëûâåò ââåðõ:
3215 if FObj.Vel.Y < 0 then
3216 if not g_Obj_CollideWater(@FObj, 0, -16) then
3217 begin
3218 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3219 FObj.Vel.Y := 0;
3220 // Ïëàâàåì òóäà-ñþäà:
3221 SetState(STATE_RUN);
3222 FSleep := 20;
3223 end;
3224 end;
3225 end
3226 else // Ëåòàþùèå ìîíñòðû
3227 begin
3228 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3229 if Abs(sy) > 8 then
3230 FObj.Vel.Y := g_basic.Sign(sy)*4
3231 else
3232 FObj.Vel.Y := 0;
3233 end;
3234 end
3235 else // "Íàçåìíûå" ìîíñòðû
3236 begin
3237 // Âîçìîæíî, ïèíàåì êóñêè:
3238 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3239 begin
3240 b := Abs(FObj.Vel.X);
3241 if b > 1 then b := b * (Random(8 div b) + 1);
3242 for a := 0 to High(gGibs) do
3243 if gGibs[a].Live and
3244 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3245 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3246 // Ïèíàåì êóñêè
3247 if FObj.Vel.X < 0 then
3248 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3249 else
3250 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3251 end;
3252 // Áîññû ìîãóò ïèíàòü òðóïû:
3253 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3254 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3255 begin
3256 b := Abs(FObj.Vel.X);
3257 if b > 1 then b := b * (Random(8 div b) + 1);
3258 for a := 0 to High(gCorpses) do
3259 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3260 begin
3261 co := gCorpses[a].Obj;
3262 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3263 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3264 // Ïèíàåì òðóïû
3265 if FObj.Vel.X < 0 then
3266 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3267 else
3268 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3269 end;
3270 end;
3271 end;
3273 FSleep := FSleep + 1;
3275 // Èíîãäà ðû÷èì:
3276 if FSleep >= 8 then
3277 begin
3278 FSleep := 0;
3279 if Random(8) = 0 then
3280 ActionSound();
3281 end;
3283 // Áåæèì â âûáðàííóþ ñòîðîíó:
3284 if FDirection = D_RIGHT then
3285 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3286 else
3287 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3289 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3290 if WordBool(st and MOVE_INWATER) then
3291 FObj.Vel.X := FObj.Vel.X div 2
3292 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3293 if FMonsterType = MONSTER_FISH then
3294 FObj.Vel.X := 0;
3295 end;
3297 STATE_RUN: // Ñîñòîÿíèå - Áåã
3298 begin
3299 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3300 if WordBool(st and MOVE_BLOCK) then
3301 begin
3302 SetState(STATE_RUNOUT);
3303 FSleep := 40;
3305 goto _end;
3306 end;
3308 FSleep := FSleep - 1;
3310 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3311 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3312 begin
3313 SetState(STATE_GO);
3314 FSleep := 0;
3316 // Èíîãäà ðû÷èì:
3317 if Random(8) = 0 then
3318 ActionSound();
3319 end;
3321 // Áåæèì â âûáðàííóþ ñòîðîíó:
3322 if FDirection = D_RIGHT then
3323 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3324 else
3325 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3327 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3328 if WordBool(st and MOVE_INWATER) then
3329 FObj.Vel.X := FObj.Vel.X div 2
3330 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3331 if FMonsterType = MONSTER_FISH then
3332 FObj.Vel.X := 0;
3333 end;
3335 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3336 begin
3337 // Âûøëè èç ÁëîêÌîíà:
3338 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3339 FSleep := 0;
3341 FSleep := FSleep - 1;
3343 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3344 if FSleep <= -18 then
3345 begin
3346 SetState(STATE_GO);
3347 FSleep := 0;
3349 // Èíîãäà ðû÷èì:
3350 if Random(8) = 0 then
3351 ActionSound();
3352 end;
3354 // Áåæèì â âûáðàííóþ ñòîðîíó:
3355 if FDirection = D_RIGHT then
3356 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3357 else
3358 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3360 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3361 if WordBool(st and MOVE_INWATER) then
3362 FObj.Vel.X := FObj.Vel.X div 2
3363 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3364 if FMonsterType = MONSTER_FISH then
3365 FObj.Vel.X := 0;
3366 end;
3368 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3369 begin
3370 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3371 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3372 (not WordBool(st and MOVE_HITWALL)) then
3373 begin
3374 SetState(STATE_GO);
3375 FSleep := 0;
3377 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3378 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3379 begin
3380 SetState(STATE_RUN);
3381 FSleep := 15;
3382 end;
3383 end;
3385 // Áåæèì â âûáðàííóþ ñòîðîíó:
3386 if FDirection = D_RIGHT then
3387 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3388 else
3389 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3391 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3392 if WordBool(st and MOVE_INWATER) then
3393 FObj.Vel.X := FObj.Vel.X div 2
3394 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3395 if FMonsterType = MONSTER_FISH then
3396 FObj.Vel.X := 0;
3397 end;
3399 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3400 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3401 begin
3402 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3403 if FMonsterType = MONSTER_SOUL then
3404 begin
3405 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3406 SetState(STATE_GO);
3408 goto _end;
3409 end;
3411 // Çàìåäëÿåìñÿ ïðè àòàêå:
3412 if FMonsterType <> MONSTER_FISH then
3413 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3415 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3416 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3417 begin
3418 // Öåëü ïîãèáëà => èäåì äàëüøå:
3419 if not GetPos(FTargetUID, @o) then
3420 begin
3421 SetState(STATE_GO);
3423 goto _end;
3424 end;
3426 // Öåëü íå âèäíî => èäåì äàëüøå:
3427 if not g_Look(@FObj, @o, FDirection) then
3428 begin
3429 SetState(STATE_GO);
3431 goto _end;
3432 end;
3434 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3435 if g_Obj_CollideWater(@o, 0, 0) then
3436 begin
3437 SetState(STATE_GO);
3439 goto _end;
3440 end;
3441 end;
3442 end;
3443 end; // case FState of ...
3445 _end:
3447 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3448 if FState = STATE_REVIVE then
3449 if FAnim[FCurAnim, FDirection].Played then
3450 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3451 FAnim[FCurAnim, FDirection].Revert(False);
3452 SetState(STATE_GO);
3453 end;
3455 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3456 if vilefire <> nil then
3457 vilefire.Update();
3459 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3460 if (FState = STATE_DIE) and
3461 (FAnim[FCurAnim, FDirection] <> nil) and
3462 (FAnim[FCurAnim, FDirection].Played) then
3463 begin
3464 // Óìåð:
3465 SetState(STATE_DEAD);
3467 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3468 if (FMonsterType = MONSTER_PAIN) or
3469 (FMonsterType = MONSTER_SOUL) or
3470 (FMonsterType = MONSTER_BARREL) then
3471 FRemoved := True
3472 else
3473 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3474 end;
3476 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3477 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3478 if (FAnim[FCurAnim, FDirection] <> nil) then
3479 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3480 if (FAnim[FCurAnim, FDirection].Played) then
3481 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3482 if FState = STATE_ATTACK then
3483 begin // Ñîñòîÿíèå - Àòàêà
3484 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3485 if FMonsterType <> MONSTER_SOUL then
3486 SetState(STATE_GO);
3487 end
3488 else // Ñîñòîÿíèå - Ñòðåëüáà
3489 begin
3490 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3491 if not FChainFire then
3492 SetState(STATE_GO)
3493 else
3494 begin // Íàäî ñòðåëÿòü åùå
3495 FChainFire := False;
3496 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3497 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3498 FAnim[FCurAnim, FDirection].Reset();
3499 end;
3500 end;
3502 FWaitAttackAnim := False;
3503 end
3505 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3506 if (FMonsterType = MONSTER_SOUL) or
3507 ( (not FWaitAttackAnim) and
3508 (FAnim[FCurAnim, FDirection].CurrentFrame =
3509 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3510 ) then
3511 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3512 if FState = STATE_ATTACK then
3513 begin // Ñîñòîÿíèå - Àòàêà
3514 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3515 if FMonsterType = MONSTER_SOUL then
3516 FAnim[FCurAnim, FDirection].Reset();
3518 case FMonsterType of
3519 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3520 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3521 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3522 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3523 if FMonsterType = MONSTER_SOUL then
3524 SetState(STATE_GO);
3526 MONSTER_FISH:
3527 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3529 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3530 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3531 if FCurAnim = ANIM_ATTACK2 then
3532 begin
3533 o := FObj;
3534 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3535 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3536 end;
3538 MONSTER_VILE:
3539 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3540 if FCurAnim = ANIM_ATTACK2 then
3541 begin
3542 sx := isCorpse(@FObj, True);
3543 if sx <> -1 then
3544 begin // Íàøëè, êîãî âîñêðåñèòü
3545 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3546 // Âîñêðåøàòü - ñåáå âðåäèòü:
3547 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3548 end;
3549 end;
3550 end;
3551 end
3553 else // Ñîñòîÿíèå - Ñòðåëüáà
3554 begin
3555 // Ñêîðîñòðåëüíûå ìîíñòðû:
3556 if (FMonsterType = MONSTER_CGUN) or
3557 (FMonsterType = MONSTER_SPIDER) or
3558 (FMonsterType = MONSTER_BSP) or
3559 (FMonsterType = MONSTER_MANCUB) or
3560 (FMonsterType = MONSTER_ROBO) then
3561 if not GetPos(FTargetUID, @o) then
3562 // Öåëü ìåðòâà - èùåì íîâóþ:
3563 findNewPrey()
3564 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3565 if shoot(@o, False) then
3566 FChainFire := True;
3567 end;
3569 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3570 FWaitAttackAnim := True;
3571 end;
3573 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3574 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3575 case FState of
3576 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3577 // Çâóêè ïðè ïåðåäâèæåíèè:
3578 case FMonsterType of
3579 MONSTER_CYBER:
3580 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3581 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3582 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3583 MONSTER_SPIDER:
3584 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3585 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3586 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3587 MONSTER_BSP:
3588 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3589 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3590 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3591 MONSTER_ROBO:
3592 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3593 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3594 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3595 end;
3596 end;
3598 // Êîñòûëü äëÿ ïîòîêîâ
3599 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3600 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3601 FObj.Vel.X := oldvelx;
3603 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3604 if FAnim[FCurAnim, FDirection] <> nil then
3605 FAnim[FCurAnim, FDirection].Update();
3606 end;
3608 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3609 begin
3610 case FMonsterType of
3611 MONSTER_ZOMBY:
3612 begin
3613 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3614 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3615 end;
3616 MONSTER_SERG:
3617 begin
3618 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3619 FShellTimer := 10;
3620 FShellType := SHELL_SHELL;
3621 end;
3622 MONSTER_MAN:
3623 begin
3624 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3625 FShellTimer := 13;
3626 FShellType := SHELL_DBLSHELL;
3627 end;
3628 MONSTER_CGUN, MONSTER_SPIDER:
3629 begin
3630 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3631 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3632 end;
3633 MONSTER_IMP:
3634 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3635 MONSTER_CYBER:
3636 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3637 MONSTER_SKEL:
3638 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3639 MONSTER_BSP:
3640 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3641 MONSTER_ROBO:
3642 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3643 MONSTER_MANCUB:
3644 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3645 MONSTER_BARON, MONSTER_KNIGHT:
3646 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3647 MONSTER_CACO:
3648 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3649 end;
3650 end;
3652 procedure TMonster.Turn();
3653 begin
3654 // Ðàçâîðà÷èâàåìñÿ:
3655 if FDirection = D_LEFT then
3656 FDirection := D_RIGHT
3657 else
3658 FDirection := D_LEFT;
3660 // Áåæèì â âûáðàííóþ ñòîðîíó:
3661 if FDirection = D_RIGHT then
3662 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3663 else
3664 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3665 end;
3667 function TMonster.findNewPrey(): Boolean;
3668 var
3669 a: DWORD;
3670 l, l2: Integer;
3671 PlayersSee, MonstersSee: Array of DWORD;
3672 PlayerNear, MonsterNear: Integer;
3673 begin
3674 Result := False;
3675 SetLength(MonstersSee, 0);
3676 SetLength(PlayersSee, 0);
3678 FTargetUID := 0;
3679 l := 32000;
3680 PlayerNear := -1;
3681 MonsterNear := -1;
3683 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3684 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3685 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3686 for a := 0 to High(gPlayers) do
3687 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3688 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3689 begin
3690 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3691 begin
3692 SetLength(PlayersSee, Length(PlayersSee) + 1);
3693 PlayersSee[High(PlayersSee)] := a;
3694 end;
3695 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3696 Abs(gPlayers[a].GameY-FObj.Y);
3697 if l2 < l then
3698 begin
3699 l := l2;
3700 PlayerNear := Integer(a);
3701 end;
3702 end;
3704 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3705 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3706 for a := 0 to High(gMonsters) do
3707 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3708 (gMonsters[a].FUID <> FUID) then
3709 begin
3710 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3711 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3712 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3713 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3714 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3715 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3716 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3717 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3719 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3720 begin
3721 SetLength(MonstersSee, Length(MonstersSee) + 1);
3722 MonstersSee[High(MonstersSee)] := a;
3723 end;
3724 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3725 Abs(gMonsters[a].FObj.Y-FObj.Y);
3726 if l2 < l then
3727 begin
3728 l := l2;
3729 MonsterNear := Integer(a);
3730 end;
3731 end;
3733 case FBehaviour of
3734 BH_NORMAL, BH_KILLER:
3735 begin
3736 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3737 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3738 begin
3739 a := PlayersSee[Random(Length(PlayersSee))];
3740 FTargetUID := gPlayers[a].UID;
3741 end;
3742 // Çàòåì ïîáëèçîñòè
3743 if (FTargetUID = 0) and (PlayerNear > -1) then
3744 begin
3745 a := PlayerNear;
3746 FTargetUID := gPlayers[a].UID;
3747 end;
3748 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3749 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3750 begin
3751 a := MonstersSee[Random(Length(MonstersSee))];
3752 FTargetUID := gMonsters[a].UID;
3753 end;
3754 // Çàòåì ïîáëèçîñòè
3755 if (FTargetUID = 0) and (MonsterNear > -1) then
3756 begin
3757 a := MonsterNear;
3758 FTargetUID := gMonsters[a].UID;
3759 end;
3760 end;
3761 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3762 begin
3763 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3764 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3765 begin
3766 a := PlayersSee[Random(Length(PlayersSee))];
3767 FTargetUID := gPlayers[a].UID;
3768 end;
3769 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3770 begin
3771 a := MonstersSee[Random(Length(MonstersSee))];
3772 FTargetUID := gMonsters[a].UID;
3773 end;
3774 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3775 if (FTargetUID = 0) and (PlayerNear > -1) then
3776 begin
3777 a := PlayerNear;
3778 FTargetUID := gPlayers[a].UID;
3779 end;
3780 if (FTargetUID = 0) and (MonsterNear > -1) then
3781 begin
3782 a := MonsterNear;
3783 FTargetUID := gMonsters[a].UID;
3784 end;
3785 end;
3786 end;
3788 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3789 if FTargetUID = 0 then
3790 begin
3791 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3792 if FBehaviour = BH_INSANE then
3793 FTargetUID := FUID
3794 else
3795 FTargetTime := MAX_ATM;
3796 end
3797 else
3798 begin // Öåëü íàøëè
3799 FTargetTime := 0;
3800 Result := True;
3801 end;
3802 end;
3804 function TMonster.kick(o: PObj): Boolean;
3805 begin
3806 Result := False;
3808 case FMonsterType of
3809 MONSTER_FISH:
3810 begin
3811 SetState(STATE_ATTACK);
3812 Result := True;
3813 end;
3814 MONSTER_DEMON:
3815 begin
3816 SetState(STATE_ATTACK);
3817 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3818 Result := True;
3819 end;
3820 MONSTER_IMP:
3821 begin
3822 SetState(STATE_ATTACK);
3823 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3824 Result := True;
3825 end;
3826 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3827 begin
3828 SetState(STATE_ATTACK, ANIM_ATTACK2);
3829 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3830 Result := True;
3831 end;
3832 MONSTER_BARON, MONSTER_KNIGHT,
3833 MONSTER_CACO, MONSTER_MANCUB:
3834 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3835 if not g_Game_IsClient then Result := shoot(o, True);
3836 end;
3837 end;
3839 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3840 var
3841 xd, yd, m: Integer;
3842 begin
3843 Result := False;
3845 // Ñòðåëÿòü ðàíî:
3846 if FAmmo < 0 then
3847 Exit;
3849 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3850 if not immediately then
3851 case FMonsterType of
3852 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3853 Exit; // íå ñòðåëÿþò
3854 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3855 begin
3856 FAmmo := FAmmo + 1;
3857 // Âðåìÿ âûñòðåëà óïóùåíî:
3858 if FAmmo >= 50 then
3859 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3860 end;
3861 MONSTER_MAN: ;
3862 MONSTER_MANCUB:
3863 begin
3864 FAmmo := FAmmo + 1;
3865 // Âðåìÿ âûñòðåëà óïóùåíî:
3866 if FAmmo >= 5 then
3867 FAmmo := -50;
3868 end;
3869 MONSTER_SPIDER:
3870 begin
3871 FAmmo := FAmmo + 1;
3872 // Âðåìÿ âûñòðåëà óïóùåíî:
3873 if FAmmo >= 100 then
3874 FAmmo := -50;
3875 end;
3876 MONSTER_CYBER:
3877 begin
3878 // Ñòðåëÿåò íå âñåãäà:
3879 if Random(2) = 0 then
3880 Exit;
3881 FAmmo := FAmmo + 1;
3882 // Âðåìÿ âûñòðåëà óïóùåíî:
3883 if FAmmo >= 10 then
3884 FAmmo := -50;
3885 end;
3886 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3887 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3888 MONSTER_VILE: if Random(8) <> 0 then Exit;
3889 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3890 else if Random(16) <> 0 then Exit;
3891 end;
3893 // Öåëè íå âèäíî:
3894 if not g_Look(@FObj, o, FDirection) then
3895 Exit;
3897 FTargetTime := 0;
3899 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3900 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3902 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3903 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3904 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3905 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3906 Exit;
3908 case FMonsterType of
3909 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3910 begin
3911 SetState(STATE_SHOOT);
3912 {nn}
3913 end;
3914 MONSTER_SKEL:
3915 begin
3916 SetState(STATE_SHOOT);
3917 {nn}
3918 end;
3919 MONSTER_VILE:
3920 begin // Çàæèãàåì îãîíü
3921 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3922 ty := o^.Y+o^.Rect.Y;
3923 SetState(STATE_SHOOT);
3925 vilefire.Reset();
3927 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3928 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3929 end;
3930 MONSTER_SOUL:
3931 begin // Ëåòèò â ñòîðîíó öåëè:
3932 SetState(STATE_ATTACK);
3933 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3935 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3936 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3937 m := Max(Abs(xd), Abs(yd));
3938 if m = 0 then
3939 m := 1;
3941 FObj.Vel.X := (xd*16) div m;
3942 FObj.Vel.Y := (yd*16) div m;
3943 end;
3944 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3945 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3946 begin
3947 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3948 if FMonsterType = MONSTER_MANCUB then
3949 if FAmmo = 1 then
3950 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3952 SetState(STATE_SHOOT);
3953 end;
3954 else Exit;
3955 end;
3957 Result := True;
3958 end;
3960 function TMonster.Live(): Boolean;
3961 begin
3962 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3963 end;
3965 procedure TMonster.SetHealth(aH: Integer);
3966 begin
3967 if (aH > 0) and (aH < 1000000) then
3968 begin
3969 FHealth := aH;
3970 if FHealth > FMaxHealth then
3971 FMaxHealth := FHealth;
3972 end;
3973 end;
3975 procedure TMonster.WakeUp();
3976 begin
3977 if g_Game_IsClient then Exit;
3978 SetState(STATE_GO);
3979 FTargetTime := MAX_ATM;
3980 WakeUpSound();
3981 end;
3983 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3984 var
3985 i: Integer;
3986 sig: DWORD;
3987 b: Byte;
3988 anim: Boolean;
3989 begin
3990 if Mem = nil then
3991 Exit;
3993 // Ñèãíàòóðà ìîíñòðà:
3994 sig := MONSTER_SIGNATURE; // 'MONS'
3995 Mem.WriteDWORD(sig);
3996 // UID ìîíñòðà:
3997 Mem.WriteWord(FUID);
3998 // Íàïðàâëåíèå:
3999 if FDirection = D_LEFT then
4000 b := 1
4001 else // D_RIGHT
4002 b := 2;
4003 Mem.WriteByte(b);
4004 // Íàäî ëè óäàëèòü åãî:
4005 Mem.WriteBoolean(FRemoved);
4006 // Îñòàëîñü çäîðîâüÿ:
4007 Mem.WriteInt(FHealth);
4008 // Ñîñòîÿíèå:
4009 Mem.WriteByte(FState);
4010 // Òåêóùàÿ àíèìàöèÿ:
4011 Mem.WriteByte(FCurAnim);
4012 // UID öåëè:
4013 Mem.WriteWord(FTargetUID);
4014 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4015 Mem.WriteInt(FTargetTime);
4016 // Ïîâåäåíèå ìîíñòðà:
4017 Mem.WriteByte(FBehaviour);
4018 // Ãîòîâíîñòü ê âûñòðåëó:
4019 Mem.WriteInt(FAmmo);
4020 // Áîëü:
4021 Mem.WriteInt(FPain);
4022 // Âðåìÿ îæèäàíèÿ:
4023 Mem.WriteInt(FSleep);
4024 // Îçâó÷èâàòü ëè áîëü:
4025 Mem.WriteBoolean(FPainSound);
4026 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4027 Mem.WriteBoolean(FWaitAttackAnim);
4028 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4029 Mem.WriteBoolean(FChainFire);
4030 // Ïîäëåæèò ëè ðåñïàâíó:
4031 Mem.WriteBoolean(FNoRespawn);
4032 // Êîîðäèíàòû öåëè:
4033 Mem.WriteInt(tx);
4034 Mem.WriteInt(ty);
4035 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4036 Mem.WriteInt(FStartID);
4037 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4038 Mem.WriteInt(FSpawnTrigger);
4039 // Îáúåêò ìîíñòðà:
4040 Obj_SaveState(@FObj, Mem);
4041 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4042 anim := vilefire <> nil;
4043 Mem.WriteBoolean(anim);
4044 // Åñëè åñòü - ñîõðàíÿåì:
4045 if anim then
4046 vilefire.SaveState(Mem);
4047 // Àíèìàöèè:
4048 for i := ANIM_SLEEP to ANIM_PAIN do
4049 begin
4050 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4051 anim := FAnim[i, D_LEFT] <> nil;
4052 Mem.WriteBoolean(anim);
4053 // Åñëè åñòü - ñîõðàíÿåì:
4054 if anim then
4055 FAnim[i, D_LEFT].SaveState(Mem);
4056 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4057 anim := FAnim[i, D_RIGHT] <> nil;
4058 Mem.WriteBoolean(anim);
4059 // Åñëè åñòü - ñîõðàíÿåì:
4060 if anim then
4061 FAnim[i, D_RIGHT].SaveState(Mem);
4062 end;
4063 end;
4065 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4066 var
4067 i: Integer;
4068 sig: DWORD;
4069 b: Byte;
4070 anim: Boolean;
4071 begin
4072 if Mem = nil then
4073 Exit;
4075 // Ñèãíàòóðà ìîíñòðà:
4076 Mem.ReadDWORD(sig);
4077 if sig <> MONSTER_SIGNATURE then // 'MONS'
4078 begin
4079 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4080 end;
4081 // UID ìîíñòðà:
4082 Mem.ReadWord(FUID);
4083 // Íàïðàâëåíèå:
4084 Mem.ReadByte(b);
4085 if b = 1 then
4086 FDirection := D_LEFT
4087 else // b = 2
4088 FDirection := D_RIGHT;
4089 // Íàäî ëè óäàëèòü åãî:
4090 Mem.ReadBoolean(FRemoved);
4091 // Îñòàëîñü çäîðîâüÿ:
4092 Mem.ReadInt(FHealth);
4093 // Ñîñòîÿíèå:
4094 Mem.ReadByte(FState);
4095 // Òåêóùàÿ àíèìàöèÿ:
4096 Mem.ReadByte(FCurAnim);
4097 // UID öåëè:
4098 Mem.ReadWord(FTargetUID);
4099 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4100 Mem.ReadInt(FTargetTime);
4101 // Ïîâåäåíèå ìîíñòðà:
4102 Mem.ReadByte(FBehaviour);
4103 // Ãîòîâíîñòü ê âûñòðåëó:
4104 Mem.ReadInt(FAmmo);
4105 // Áîëü:
4106 Mem.ReadInt(FPain);
4107 // Âðåìÿ îæèäàíèÿ:
4108 Mem.ReadInt(FSleep);
4109 // Îçâó÷èâàòü ëè áîëü:
4110 Mem.ReadBoolean(FPainSound);
4111 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4112 Mem.ReadBoolean(FWaitAttackAnim);
4113 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4114 Mem.ReadBoolean(FChainFire);
4115 // Ïîäëåæèò ëè ðåñïàâíó
4116 Mem.ReadBoolean(FNoRespawn);
4117 // Êîîðäèíàòû öåëè:
4118 Mem.ReadInt(tx);
4119 Mem.ReadInt(ty);
4120 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4121 Mem.ReadInt(FStartID);
4122 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4123 Mem.ReadInt(FSpawnTrigger);
4124 // Îáúåêò ìîíñòðà:
4125 Obj_LoadState(@FObj, Mem);
4126 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4127 Mem.ReadBoolean(anim);
4128 // Åñëè åñòü - çàãðóæàåì:
4129 if anim then
4130 begin
4131 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4132 vilefire.LoadState(Mem);
4133 end;
4134 // Àíèìàöèè:
4135 for i := ANIM_SLEEP to ANIM_PAIN do
4136 begin
4137 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4138 Mem.ReadBoolean(anim);
4139 // Åñëè åñòü - çàãðóæàåì:
4140 if anim then
4141 begin
4142 Assert(FAnim[i, D_LEFT] <> nil,
4143 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4144 FAnim[i, D_LEFT].LoadState(Mem);
4145 end;
4146 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4147 Mem.ReadBoolean(anim);
4148 // Åñëè åñòü - çàãðóæàåì:
4149 if anim then
4150 begin
4151 Assert(FAnim[i, D_RIGHT] <> nil,
4152 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4153 FAnim[i, D_RIGHT].LoadState(Mem);
4154 end;
4155 end;
4156 end;
4158 procedure TMonster.ActivateTriggers();
4159 var
4160 a: Integer;
4161 begin
4162 if FDieTriggers <> nil then
4163 for a := 0 to High(FDieTriggers) do
4164 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4165 if FSpawnTrigger > -1 then
4166 begin
4167 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4168 FSpawnTrigger := -1;
4169 end;
4170 end;
4172 procedure TMonster.AddTrigger(t: Integer);
4173 begin
4174 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4175 FDieTriggers[High(FDieTriggers)] := t;
4176 end;
4178 procedure TMonster.ClearTriggers();
4179 begin
4180 SetLength(FDieTriggers, 0);
4181 end;
4183 procedure TMonster.CatchFire();
4184 begin
4185 FFireTime := 360;
4186 if g_Game_IsNet and g_Game_IsServer then
4187 MH_SEND_MonsterState(FUID);
4188 end;
4190 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4191 var
4192 id, i: DWORD;
4193 Anim: TAnimation;
4194 begin
4195 if (Random(10) = 1) and (Times = 1) then
4196 Exit;
4198 if g_Frames_Get(id, 'FRAMES_FLAME') then
4199 begin
4200 for i := 1 to Times do
4201 begin
4202 Anim := TAnimation.Create(id, False, 3);
4203 Anim.Alpha := 0;
4204 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4205 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4206 Anim.Free();
4207 end;
4208 end;
4209 end;
4211 end.