DEADSOFTWARE

fix small spider pain sound and sensitivity
[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 vilefire: TAnimation;
81 FDieTriggers: Array of Integer;
82 FSpawnTrigger: Integer;
84 procedure Turn();
85 function findNewPrey(): Boolean;
86 procedure ActivateTriggers();
88 public
89 FNoRespawn: Boolean;
91 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
92 destructor Destroy(); override;
93 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
94 function Collide(Panel: TPanel): Boolean; overload;
95 function Collide(X, Y: Integer): Boolean; overload;
96 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
97 function Live(): Boolean;
98 procedure SetHealth(aH: Integer);
99 procedure Push(vx, vy: Integer);
100 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
101 function Heal(Value: Word): Boolean;
102 procedure BFGHit();
103 procedure Update();
104 procedure ClientUpdate();
105 procedure ClientAttack(wx, wy, tx, ty: Integer);
106 procedure SetDeadAnim;
107 procedure Draw();
108 procedure WakeUp();
109 procedure WakeUpSound();
110 procedure DieSound();
111 procedure PainSound();
112 procedure ActionSound();
113 procedure AddTrigger(t: Integer);
114 procedure ClearTriggers();
115 procedure Respawn();
116 procedure SaveState(var Mem: TBinMemoryWriter);
117 procedure LoadState(var Mem: TBinMemoryReader);
118 procedure SetState(State: Byte; ForceAnim: Byte = 255);
119 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
120 procedure MakeBloodSimple(Count: Word);
121 procedure RevertAnim(R: Boolean = True);
122 function AnimIsReverse: Boolean;
123 function shoot(o: PObj; immediately: Boolean): Boolean;
124 function kick(o: PObj): Boolean;
126 property MonsterType: Byte read FMonsterType;
127 property MonsterHealth: Integer read FHealth write FHealth;
128 property MonsterAmmo: Integer read FAmmo write FAmmo;
129 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
130 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
131 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
132 property MonsterSleep: Integer read FSleep write FSleep;
133 property MonsterState: Byte read FState write FState;
134 property MonsterRemoved: Boolean read FRemoved write FRemoved;
135 property MonsterPain: Integer read FPain write FPain;
136 property MonsterAnim: Byte read FCurAnim write FCurAnim;
138 property Obj: TObj read FObj;
139 property UID: Word read FUID write FUID;
140 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
142 property GameX: Integer read FObj.X write FObj.X;
143 property GameY: Integer read FObj.Y write FObj.Y;
144 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
145 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
146 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
147 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
148 property GameDirection: TDirection read FDirection write FDirection;
150 property StartID: Integer read FStartID;
151 end;
153 procedure g_Monsters_LoadData();
154 procedure g_Monsters_FreeData();
155 procedure g_Monsters_Init();
156 procedure g_Monsters_Free();
157 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
158 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
159 procedure g_Monsters_Update();
160 procedure g_Monsters_Draw();
161 procedure g_Monsters_DrawHealth();
162 function g_Monsters_Get(UID: Word): TMonster;
163 procedure g_Monsters_killedp();
164 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
165 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
166 function g_Monsters_GetIDByName(name: String): Integer;
167 function g_Monsters_GetNameByID(MonsterType: Byte): String;
168 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
170 var
171 gMonsters: array of TMonster;
173 implementation
175 uses
176 e_log, g_main, g_sound, g_gfx, g_player, g_game,
177 g_weapons, g_triggers, MAPDEF, g_items, g_options,
178 g_console, g_map, Math, SysUtils, g_menu, wadreader,
179 g_language, g_netmsg;
181 const
182 ANIM_SLEEP = 0;
183 ANIM_GO = 1;
184 ANIM_DIE = 2;
185 ANIM_MESS = 3;
186 ANIM_ATTACK = 4;
187 ANIM_ATTACK2 = 5;
188 ANIM_PAIN = 6;
190 STATE_SLEEP = 0;
191 STATE_GO = 1;
192 STATE_RUN = 2;
193 STATE_CLIMB = 3;
194 STATE_DIE = 4;
195 STATE_DEAD = 5;
196 STATE_ATTACK = 6;
197 STATE_SHOOT = 7;
198 STATE_PAIN = 8;
199 STATE_WAIT = 9;
200 STATE_REVIVE = 10;
201 STATE_RUNOUT = 11;
203 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
205 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
206 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
207 record
208 name: String;
209 loop: Boolean;
210 end = ((name: 'SLEEP'; loop: True),
211 (name: 'GO'; loop: True),
212 (name: 'DIE'; loop: False),
213 (name: 'MESS'; loop: False),
214 (name: 'ATTACK'; loop: False),
215 (name: 'ATTACK2'; loop: False),
216 (name: 'PAIN'; loop: False));
218 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
219 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
220 record
221 Name: String;
222 Rect: TRectWH;
223 Health: Word;
224 RunVel: Byte;
225 MinPain: Byte;
226 Pain: Byte;
227 Jump: Byte;
228 end =
229 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
230 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
232 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
233 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
235 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
236 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
238 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
239 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
241 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
242 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
244 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
245 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
247 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
248 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
250 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
251 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
253 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
254 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
256 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
257 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
259 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
260 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
262 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
263 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
265 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
266 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
268 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
269 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
271 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
272 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
274 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
275 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
277 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
278 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
280 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
281 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
283 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
284 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
286 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
287 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
289 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
290 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
291 record
292 LeftAnim: Boolean;
293 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
294 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
295 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
296 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
297 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
298 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
299 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));
300 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))),
302 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
303 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));
304 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))),
306 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
307 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));
308 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))),
310 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
311 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));
312 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))),
314 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
315 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));
316 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))),
318 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
319 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));
320 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))),
322 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
323 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));
324 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))),
326 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
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: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
331 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));
332 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))),
334 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
335 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));
336 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))),
338 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
339 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));
340 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))),
342 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
343 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));
344 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))),
346 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
347 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));
348 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))),
350 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
351 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));
352 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))),
354 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
355 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));
356 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))),
358 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
359 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));
360 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))),
362 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
363 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));
364 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 ))),
366 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
367 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));
368 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))),
370 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
371 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));
372 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))),
374 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
375 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));
376 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))) );
378 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
379 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
381 var
382 pt_x: Integer = 0;
383 pt_xs: Integer = 1;
384 pt_y: Integer = 0;
385 pt_ys: Integer = 1;
386 soulcount: Integer = 0;
388 function FindMonster(): DWORD;
389 var
390 i: Integer;
391 begin
392 if gMonsters <> nil then
393 for i := 0 to High(gMonsters) do
394 if gMonsters[i] = nil then
395 begin
396 Result := i;
397 Exit;
398 end;
400 if gMonsters = nil then
401 begin
402 SetLength(gMonsters, 32);
403 Result := 0;
404 end
405 else
406 begin
407 Result := High(gMonsters) + 1;
408 SetLength(gMonsters, Length(gMonsters) + 32);
409 end;
410 end;
412 function IsFriend(a, b: Byte): Boolean;
413 begin
414 Result := True;
416 // Áî÷êà - âñåì äðóã:
417 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
418 Exit;
420 // Ìîíñòðû îäíîãî âèäà:
421 if a = b then
422 case a of
423 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
424 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
425 Exit; // Ýòè íå áüþò ñâîèõ
426 end;
428 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
429 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
430 Exit;
431 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
432 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
433 Exit;
435 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
436 Result := False;
437 end;
439 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
440 var
441 m: TMonster;
442 UIDType, MonsterType: Byte;
443 begin
444 Result := False;
445 MonsterType := 0;
447 UIDType := g_GetUIDType(SpawnerUID);
448 if UIDType = UID_MONSTER then
449 begin
450 m := g_Monsters_Get(SpawnerUID);
451 if m = nil then Exit;
452 MonsterType := m.FMonsterType;
453 end;
455 case BH of
456 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
457 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
459 BH_KILLER: Result := UIDType = UID_PLAYER;
460 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
461 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
463 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
464 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
465 end;
466 end;
468 function canShoot(m: Byte): Boolean;
469 begin
470 Result := False;
472 case m of
473 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
474 Exit;
475 else
476 Result := True;
477 end;
478 end;
480 function isCorpse(o: PObj; immediately: Boolean): Integer;
481 var
482 a: Integer;
483 begin
484 Result := -1;
486 // Åñëè íóæíà âåðîÿòíîñòü:
487 if not immediately then
488 if Random(8) <> 0 then
489 Exit;
491 if gMonsters = nil then
492 Exit;
494 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
495 for a := 0 to High(gMonsters) do
496 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
497 if g_Obj_Collide(o, @gMonsters[a].FObj) then
498 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
499 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
500 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
501 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
502 begin
503 Result := a;
504 Exit;
505 end;
506 end;
507 end;
509 procedure g_Monsters_LoadData();
510 begin
511 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
513 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
520 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
527 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
534 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
541 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
548 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
555 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
562 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
569 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
576 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
583 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
590 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
597 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
604 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
611 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
618 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
625 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
632 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
639 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
646 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
653 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
666 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
668 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
670 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
671 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
674 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
675 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
676 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
677 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
678 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
689 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
693 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
694 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
695 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
697 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
700 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
703 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
704 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
705 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
709 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
711 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
715 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
717 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
720 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
721 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
724 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
725 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
728 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
729 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
734 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
738 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
742 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
743 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
745 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
746 end;
748 procedure g_Monsters_FreeData();
749 begin
750 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
752 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
753 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
758 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
764 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
770 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
791 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
793 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
796 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
797 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
798 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
801 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
802 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
803 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
807 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
844 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
845 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
846 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
869 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
870 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
871 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
884 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
886 g_Sound_Delete('SOUND_MONSTER_PAIN');
887 g_Sound_Delete('SOUND_MONSTER_PAIN2');
888 g_Sound_Delete('SOUND_MONSTER_ACTION');
889 g_Sound_Delete('SOUND_MONSTER_ACTION2');
890 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
891 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
892 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
893 g_Sound_Delete('SOUND_MONSTER_DIE_1');
894 g_Sound_Delete('SOUND_MONSTER_DIE_2');
895 g_Sound_Delete('SOUND_MONSTER_DIE_3');
896 g_Sound_Delete('SOUND_MONSTER_SLOP');
898 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
899 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
903 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
904 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
905 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
909 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
910 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
912 g_Sound_Delete('SOUND_MONSTER_HAHA');
913 g_Sound_Delete('SOUND_MONSTER_TRUP');
915 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
916 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
918 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
919 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
920 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
921 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
923 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
924 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
925 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
926 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
929 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
930 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
931 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
933 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
935 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
936 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
937 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
940 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
941 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
942 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
944 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
945 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
947 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
948 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
950 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
951 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
954 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
955 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
958 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
959 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
961 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
962 end;
964 procedure g_Monsters_Init();
965 begin
966 soulcount := 0;
967 end;
969 procedure g_Monsters_Free();
970 var
971 a: Integer;
972 begin
973 if gMonsters <> nil then
974 for a := 0 to High(gMonsters) do
975 gMonsters[a].Free();
977 gMonsters := nil;
978 end;
980 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
981 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
982 var
983 find_id: DWORD;
984 begin
985 Result := -1;
987 // Íåò òàêîãî ìîíñòðà:
988 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
989 Exit;
991 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
992 if MonsterType = MONSTER_SOUL then
993 if soulcount > MAX_SOUL then
994 Exit
995 else
996 soulcount := soulcount + 1;
998 find_id := FindMonster();
1000 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1002 // Íàñòðàèâàåì ïîëîæåíèå:
1003 with gMonsters[find_id] do
1004 begin
1005 if AdjCoord then
1006 begin
1007 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1008 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1009 end
1010 else
1011 begin
1012 FObj.X := X-FObj.Rect.X;
1013 FObj.Y := Y-FObj.Rect.Y;
1014 end;
1016 FDirection := Direction;
1017 FStartDirection := Direction;
1018 FStartX := GameX;
1019 FStartY := GameY;
1020 end;
1022 Result := find_id;
1023 end;
1025 procedure g_Monsters_killedp();
1026 var
1027 a, h: Integer;
1028 begin
1029 if gMonsters = nil then
1030 Exit;
1032 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1033 h := High(gMonsters);
1034 for a := 0 to h do
1035 if (gMonsters[a] <> nil) then
1036 with gMonsters[a] do
1037 if (FMonsterType = MONSTER_MAN) and
1038 (FState <> STATE_DEAD) and
1039 (FState <> STATE_SLEEP) and
1040 (FState <> STATE_DIE) then
1041 begin
1042 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1043 Exit;
1044 end;
1045 end;
1047 procedure g_Monsters_Update();
1048 var
1049 a: Integer;
1050 begin
1051 // Öåëåóêàçàòåëü:
1052 if gTime mod (GAME_TICK*2) = 0 then
1053 begin
1054 pt_x := pt_x+pt_xs;
1055 pt_y := pt_y+pt_ys;
1056 if Abs(pt_x) > 246 then
1057 pt_xs := -pt_xs;
1058 if Abs(pt_y) > 100 then
1059 pt_ys := -pt_ys;
1060 end;
1062 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1064 if gMonsters <> nil then
1065 for a := 0 to High(gMonsters) do
1066 if (gMonsters[a] <> nil) then
1067 if not gMonsters[a].FRemoved then
1068 begin
1069 if g_Game_IsClient then
1070 gMonsters[a].ClientUpdate()
1071 else
1072 gMonsters[a].Update();
1073 end
1074 else
1075 begin
1076 gMonsters[a].Free();
1077 gMonsters[a] := nil;
1078 end;
1080 gMon := False;
1081 end;
1083 procedure g_Monsters_Draw();
1084 var
1085 a: Integer;
1086 begin
1087 if gMonsters <> nil then
1088 for a := 0 to High(gMonsters) do
1089 if gMonsters[a] <> nil then
1090 gMonsters[a].Draw();
1091 end;
1093 procedure g_Monsters_DrawHealth();
1094 var
1095 a: Integer;
1096 fW, fH: Byte;
1097 begin
1098 if gMonsters = nil then Exit;
1099 e_TextureFontGetSize(gStdFont, fW, fH);
1101 for a := 0 to High(gMonsters) do
1102 if gMonsters[a] <> nil then
1103 begin
1104 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1105 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1106 IntToStr(gMonsters[a].FHealth), gStdFont);
1107 end;
1108 end;
1110 function g_Monsters_Get(UID: Word): TMonster;
1111 var
1112 a: Integer;
1113 begin
1114 Result := nil;
1116 if gMonsters <> nil then
1117 for a := 0 to High(gMonsters) do
1118 if (gMonsters[a] <> nil) and
1119 (gMonsters[a].FUID = UID) then
1120 begin
1121 Result := gMonsters[a];
1122 Break;
1123 end;
1124 end;
1126 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1127 var
1128 count, i: Integer;
1129 b: Byte;
1130 begin
1131 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1132 count := 0;
1133 if gMonsters <> nil then
1134 for i := 0 to High(gMonsters) do
1135 if gMonsters[i] <> nil then
1136 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1137 count := count + 1;
1139 Mem := TBinMemoryWriter.Create((count+1) * 350);
1141 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1142 Mem.WriteInt(pt_x);
1143 Mem.WriteInt(pt_xs);
1144 Mem.WriteInt(pt_y);
1145 Mem.WriteInt(pt_ys);
1147 // Êîëè÷åñòâî ìîíñòðîâ:
1148 Mem.WriteInt(count);
1150 if count = 0 then
1151 Exit;
1153 // Ñîõðàíÿåì ìîíñòðîâ:
1154 for i := 0 to High(gMonsters) do
1155 if gMonsters[i] <> nil then
1156 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1157 begin
1158 // Òèï ìîíñòðà:
1159 b := gMonsters[i].MonsterType;
1160 Mem.WriteByte(b);
1161 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1162 gMonsters[i].SaveState(Mem);
1163 end;
1164 end;
1166 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1167 var
1168 count, i, a: Integer;
1169 b: Byte;
1170 begin
1171 if Mem = nil then
1172 Exit;
1174 g_Monsters_Free();
1176 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1177 Mem.ReadInt(pt_x);
1178 Mem.ReadInt(pt_xs);
1179 Mem.ReadInt(pt_y);
1180 Mem.ReadInt(pt_ys);
1182 // Êîëè÷åñòâî ìîíñòðîâ:
1183 Mem.ReadInt(count);
1185 if count = 0 then
1186 Exit;
1188 // Çàãðóæàåì ìîíñòðîâ:
1189 for a := 0 to count-1 do
1190 begin
1191 // Òèï ìîíñòðà:
1192 Mem.ReadByte(b);
1193 // Ñîçäàåì ìîíñòðà:
1194 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1195 if i < 0 then
1196 begin
1197 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1198 end;
1199 // Çàãðóæàåì äàííûå ìîíñòðà:
1200 gMonsters[i].LoadState(Mem);
1201 end;
1202 end;
1204 function g_Monsters_GetIDByName(name: String): Integer;
1205 var
1206 i: Integer;
1207 begin
1208 name := UpperCase(name);
1209 i := MONSTER_DEMON;
1210 while (i <= MONSTER_MAN) do
1211 begin
1212 if name = MONSTERTABLE[i].Name then
1213 begin
1214 Result := i;
1215 Exit;
1216 end;
1217 Inc(i);
1218 end;
1220 Result := -1;
1221 end;
1223 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1224 begin
1225 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1226 Result := MONSTERTABLE[MonsterType].Name
1227 else
1228 Result := '?';
1229 end;
1231 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1232 begin
1233 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1234 Result := KilledByMonster[MonsterType]
1235 else
1236 Result := '?';
1237 end;
1239 { T M o n s t e r : }
1241 procedure TMonster.ActionSound();
1242 begin
1243 case FMonsterType of
1244 MONSTER_IMP:
1245 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1246 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1247 MONSTER_MANCUB:
1248 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1249 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1250 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1251 MONSTER_SPIDER:
1252 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1253 MONSTER_BSP:
1254 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1255 MONSTER_VILE:
1256 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1257 MONSTER_SKEL:
1258 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1259 MONSTER_CYBER:
1261 MONSTER_MAN:
1262 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1263 end;
1264 end;
1266 procedure TMonster.PainSound();
1267 begin
1268 if FPainSound then
1269 Exit;
1271 FPainSound := True;
1272 FPainTicks := 20;
1274 case FMonsterType of
1275 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1276 MONSTER_SKEL, MONSTER_CGUN:
1277 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1278 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1279 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1280 MONSTER_BSP, MONSTER_CYBER:
1281 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1282 MONSTER_VILE:
1283 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1284 MONSTER_MANCUB:
1285 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1286 MONSTER_PAIN:
1287 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1288 MONSTER_MAN:
1289 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1290 end;
1291 end;
1293 procedure TMonster.DieSound();
1294 begin
1295 case FMonsterType of
1296 MONSTER_IMP:
1297 case Random(2) of
1298 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1299 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1300 end;
1301 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1302 case Random(3) of
1303 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1304 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1305 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1306 end;
1307 MONSTER_DEMON:
1308 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1309 MONSTER_BARREL:
1310 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1311 MONSTER_SOUL:
1312 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1313 MONSTER_BSP:
1314 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1315 MONSTER_VILE:
1316 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1317 MONSTER_BARON:
1318 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1319 MONSTER_CACO:
1320 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1321 MONSTER_CYBER:
1322 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1323 MONSTER_KNIGHT:
1324 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1325 MONSTER_MANCUB:
1326 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1327 MONSTER_PAIN:
1328 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1329 MONSTER_SKEL:
1330 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1331 MONSTER_SPIDER:
1332 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1333 MONSTER_MAN:
1334 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1335 end;
1336 end;
1338 procedure TMonster.WakeUpSound();
1339 begin
1340 case FMonsterType of
1341 MONSTER_IMP:
1342 case Random(2) of
1343 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1344 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1345 end;
1346 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1347 case Random(3) of
1348 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1349 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1350 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1351 end;
1352 MONSTER_MAN:
1353 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1354 MONSTER_BSP:
1355 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1356 MONSTER_VILE:
1357 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1358 MONSTER_BARON:
1359 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1360 MONSTER_CACO:
1361 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1362 MONSTER_CYBER:
1363 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1364 MONSTER_KNIGHT:
1365 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1366 MONSTER_MANCUB:
1367 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1368 MONSTER_PAIN:
1369 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1370 MONSTER_DEMON:
1371 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1372 MONSTER_SKEL:
1373 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1374 MONSTER_SPIDER:
1375 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1376 MONSTER_SOUL:
1378 end;
1379 end;
1381 procedure TMonster.BFGHit();
1382 begin
1383 if FMonsterType = MONSTER_FISH then
1384 Exit;
1386 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1387 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1388 {if g_Game_IsServer and g_Game_IsNet then
1389 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1390 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1391 0, NET_GFX_BFG);}
1392 end;
1394 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1395 begin
1396 Result := g_Collide(FObj.X+FObj.Rect.X,
1397 FObj.Y+FObj.Rect.Y,
1398 FObj.Rect.Width,
1399 FObj.Rect.Height,
1400 X, Y,
1401 Width, Height);
1402 end;
1404 function TMonster.Collide(Panel: TPanel): Boolean;
1405 begin
1406 Result := g_Collide(FObj.X+FObj.Rect.X,
1407 FObj.Y+FObj.Rect.Y,
1408 FObj.Rect.Width,
1409 FObj.Rect.Height,
1410 Panel.X, Panel.Y,
1411 Panel.Width, Panel.Height);
1412 end;
1414 function TMonster.Collide(X, Y: Integer): Boolean;
1415 begin
1416 X := X - FObj.X - FObj.Rect.X;
1417 Y := Y - FObj.Y - FObj.Rect.Y;
1418 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1419 (y >= 0) and (y <= FObj.Rect.Height);
1420 end;
1422 procedure TMonster.Respawn;
1423 begin
1424 FObj.Vel.X := 0;
1425 FObj.Vel.Y := 0;
1426 FObj.Accel.X := 0;
1427 FObj.Accel.Y := 0;
1428 FDirection := FStartDirection;
1429 GameX := FStartX;
1430 GameY := FStartY;
1431 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1432 FHealth := MONSTERTABLE[FMonsterType].Health;
1433 FAmmo := 0;
1434 FPain := 0;
1435 FTargetUID := 0;
1436 FTargetTime := 0;
1437 FDieTriggers := nil;
1438 FWaitAttackAnim := False;
1439 FChainFire := False;
1440 FShellTimer := -1;
1442 FState := STATE_SLEEP;
1443 FCurAnim := ANIM_SLEEP;
1445 if g_Game_IsNet and g_Game_IsServer then
1446 begin
1447 MH_SEND_MonsterPos(FUID);
1448 MH_SEND_MonsterState(FUID);
1449 end;
1450 end;
1452 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1453 var
1454 a: Integer;
1455 FramesID: DWORD;
1456 s: String;
1457 res: Boolean;
1458 begin
1459 if ForcedUID < 0 then
1460 FUID := g_CreateUID(UID_MONSTER)
1461 else
1462 FUID := ForcedUID;
1464 FMonsterType := MonsterType;
1466 g_Obj_Init(@FObj);
1468 FState := STATE_SLEEP;
1469 FCurAnim := ANIM_SLEEP;
1470 FHealth := MONSTERTABLE[MonsterType].Health;
1471 FMaxHealth := FHealth;
1472 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1473 FDieTriggers := nil;
1474 FSpawnTrigger := -1;
1475 FWaitAttackAnim := False;
1476 FChainFire := False;
1477 FStartID := aID;
1478 FNoRespawn := False;
1479 FShellTimer := -1;
1480 FBehaviour := BH_NORMAL;
1482 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1483 FBloodKind := BLOOD_SPARKS
1484 else
1485 FBloodKind := BLOOD_NORMAL;
1486 if FMonsterType = MONSTER_CACO then
1487 begin
1488 FBloodRed := 0;
1489 FBloodGreen := 0;
1490 FBloodBlue := 150;
1491 end
1492 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1493 begin
1494 FBloodRed := 0;
1495 FBloodGreen := 150;
1496 FBloodBlue := 0;
1497 end
1498 else
1499 begin
1500 FBloodRed := 150;
1501 FBloodGreen := 0;
1502 FBloodBlue := 0;
1503 end;
1505 SetLength(FAnim, Length(ANIMTABLE));
1507 for a := 0 to High(FAnim) do
1508 begin
1509 FAnim[a, D_LEFT] := nil;
1510 FAnim[a, D_RIGHT] := nil;
1511 end;
1513 for a := ANIM_SLEEP to ANIM_PAIN do
1514 if (ANIMTABLE[a].name <> '') and
1515 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1516 begin
1517 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1518 '_'+ANIMTABLE[a].name;
1520 res := g_Frames_Exists(s);
1522 if res then
1523 res := g_Frames_Get(FramesID, s);
1525 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1526 if (not res) then
1527 begin
1528 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1529 if a <> ANIM_MESS then
1530 Continue;
1532 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1533 '_'+ANIMTABLE[ANIM_DIE].name) then
1534 begin
1535 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1536 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1537 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1538 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1539 Continue;
1540 end;
1541 end;
1543 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1544 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1546 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1547 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1548 begin
1549 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1550 '_'+ANIMTABLE[a].name+'_L';
1551 if g_Frames_Exists(s) then
1552 g_Frames_Get(FramesID, s);
1553 end;
1555 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1556 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1557 end;
1559 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1560 if MonsterType = MONSTER_VILE then
1561 begin
1562 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1563 vilefire := TAnimation.Create(FramesID, True, 2);
1564 end
1565 else
1566 vilefire := nil;
1567 end;
1569 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1570 var
1571 c, it: Integer;
1572 p: TPlayer;
1573 begin
1574 Result := False;
1576 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1577 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1578 Exit;
1580 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1581 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1582 begin
1583 FSleep := 20;
1584 if Random(2) = 0 then
1585 FDirection := D_RIGHT
1586 else
1587 FDirection := D_LEFT;
1588 Result := True;
1589 SetState(STATE_RUN);
1590 Exit;
1591 end;
1593 // Ëîâóøêà óáèâàåò ñðàçó:
1594 if t = HIT_TRAP then
1595 FHealth := -100;
1597 // Ðîáîòó óðîíà íåò:
1598 if FMonsterType = MONSTER_ROBO then
1599 Damage := 0;
1601 // Íàíîñèì óðîí:
1602 if g_Game_IsServer then Dec(FHealth, Damage);
1604 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1605 if FPain = 0 then
1606 FPain := 3;
1607 FPain := FPain+Damage;
1609 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1610 if FState <> STATE_PAIN then
1611 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1612 (FMonsterType <> MONSTER_BARREL) then
1613 SetState(STATE_PAIN);
1615 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1616 if (gBloodCount > 0) then
1617 begin
1618 c := Min(Damage, 200);
1619 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1621 if (VelX = 0) and (VelY = 0) then
1622 MakeBloodSimple(c)
1623 else
1624 case t of
1625 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1626 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1627 end;
1628 end;
1630 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1631 if (SpawnerUID <> FUID) and
1632 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1633 begin
1634 FTargetUID := SpawnerUID;
1635 FTargetTime := 0;
1636 end;
1638 // Çäîðîâüå çàêîí÷èëîñü:
1639 if FHealth <= 0 then
1640 begin
1641 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1642 if (FMonsterType <> MONSTER_BARREL) then
1643 begin
1644 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1645 begin
1646 p := g_Player_Get(SpawnerUID);
1647 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1648 begin
1649 p.MonsterKills := p.MonsterKills+1;
1650 if gGameSettings.GameMode = GM_COOP then
1651 p.Frags := p.Frags + 1;
1652 // Uncomment this if you want to double-kill monsters
1653 //p.FragCombo();
1654 end;
1655 end;
1656 if gLMSRespawn = LMS_RESPAWN_NONE then
1657 begin
1658 Inc(gCoopMonstersKilled);
1659 if g_Game_IsNet then
1660 MH_SEND_GameStats;
1661 end;
1662 end;
1664 // Âûáèðàåì ëóò:
1665 case FMonsterType of
1666 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1667 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1668 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1669 MONSTER_MAN: c := ITEM_KEY_RED;
1670 else c := 0;
1671 end;
1673 // Áðîñàåì ëóò:
1674 if c <> 0 then
1675 begin
1676 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1677 FObj.Y + (FObj.Rect.Height div 2),
1678 c, True, False);
1679 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1680 (FObj.Vel.Y div 2)-Random(4));
1681 if g_Game_IsServer and g_Game_IsNet then
1682 MH_SEND_ItemSpawn(True, it);
1683 end;
1685 // Òðóï äàëüøå íå èäåò:
1686 FObj.Vel.X := 0;
1688 // Ó òðóïà ðàçìåðû ìåíüøå:
1689 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1690 begin
1691 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1692 FObj.Rect.Height := 12;
1693 end;
1695 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1696 if (FHealth <= -30) and
1697 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1698 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1699 (FMonsterType = MONSTER_MAN)) then
1700 begin
1701 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1702 SetState(STATE_DIE, ANIM_MESS);
1703 end
1704 else
1705 begin
1706 DieSound();
1707 SetState(STATE_DIE);
1708 end;
1710 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1711 if g_Game_IsServer then ActivateTriggers();
1713 FHealth := 0;
1714 end
1715 else
1716 if FState = STATE_SLEEP then
1717 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1718 FPain := MONSTERTABLE[FMonsterType].Pain;
1719 SetState(STATE_GO);
1720 end;
1722 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1723 Result := True;
1724 end;
1726 function TMonster.Heal(Value: Word): Boolean;
1727 begin
1728 Result := False;
1729 if g_Game_IsClient then
1730 Exit;
1731 if not Live then
1732 Exit;
1734 if FHealth < FMaxHealth then
1735 begin
1736 IncMax(FHealth, Value, FMaxHealth);
1737 if g_Game_IsServer and g_Game_IsNet then
1738 MH_SEND_MonsterState(FUID);
1739 Result := True;
1740 end;
1741 end;
1743 destructor TMonster.Destroy();
1744 var
1745 a: Integer;
1746 begin
1747 for a := 0 to High(FAnim) do
1748 begin
1749 FAnim[a, D_LEFT].Free();
1750 FAnim[a, D_RIGHT].Free();
1751 end;
1753 vilefire.Free();
1755 inherited Destroy();
1756 end;
1758 procedure TMonster.Draw();
1759 var
1760 m: TMirrorType;
1761 dx, dy, c: Integer;
1762 o: TObj;
1763 begin
1764 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1765 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1767 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1768 if FMonsterType = MONSTER_VILE then
1769 if FState = STATE_SHOOT then
1770 if GetPos(FTargetUID, @o) then
1771 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1772 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1774 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1775 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1776 sX-128, sY-128, sWidth+256, sHeight+256) then
1777 Exit;
1779 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1780 if FState = STATE_DEAD then
1781 case FMonsterType of
1782 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1783 end;
1785 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1786 if FAnim[FCurAnim, FDirection] <> nil then
1787 begin
1788 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1789 if (FDirection = D_LEFT) and
1790 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1791 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1792 (FMonsterType <> MONSTER_BARREL) then
1793 m := M_HORIZONTAL
1794 else
1795 m := M_NONE;
1797 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1798 if (FDirection = D_LEFT) and
1799 (FMonsterType <> MONSTER_BARREL) then
1800 begin
1801 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1802 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1804 if m = M_HORIZONTAL then
1805 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1806 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1807 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1808 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1809 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1810 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1811 dx := -dx;
1812 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1813 end;
1814 end
1815 else // Ïðàâàÿ àíèìàöèÿ
1816 begin
1817 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1818 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1819 end;
1821 // Ðèñóåì:
1822 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1823 end;
1825 if g_debug_Frames then
1826 begin
1827 e_DrawQuad(FObj.X+FObj.Rect.X,
1828 FObj.Y+FObj.Rect.Y,
1829 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1830 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1831 0, 255, 0);
1832 end;
1833 end;
1835 procedure TMonster.MakeBloodSimple(Count: Word);
1836 begin
1837 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1838 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1839 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1840 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1841 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1842 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1843 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1844 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1845 end;
1847 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1848 begin
1849 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1850 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1851 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1852 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1853 end;
1855 procedure TMonster.Push(vx, vy: Integer);
1856 begin
1857 FObj.Accel.X := FObj.Accel.X + vx;
1858 FObj.Accel.Y := FObj.Accel.Y + vy;
1859 if g_Game_IsServer and g_Game_IsNet then
1860 MH_SEND_MonsterPos(FUID);
1861 end;
1863 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1864 var
1865 Anim: Byte;
1866 begin
1867 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1868 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1869 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1870 soulcount := soulcount-1;
1872 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1873 case FState of
1874 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1875 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1876 (State <> STATE_GO) then
1877 Exit;
1878 end;
1880 // Ñìåíà ñîñòîÿíèÿ:
1881 FState := State;
1883 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1885 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1886 case FState of
1887 STATE_SLEEP: Anim := ANIM_SLEEP;
1888 STATE_PAIN: Anim := ANIM_PAIN;
1889 STATE_WAIT: Anim := ANIM_SLEEP;
1890 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1891 STATE_SHOOT: Anim := ANIM_ATTACK;
1892 STATE_ATTACK: Anim := ANIM_ATTACK;
1893 STATE_DIE: Anim := ANIM_DIE;
1894 STATE_REVIVE:
1895 begin // íà÷àëè âîñðåøàòüñÿ
1896 Anim := FCurAnim;
1897 FAnim[Anim, FDirection].Revert(True);
1899 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1900 FHealth := MONSTERTABLE[FMonsterType].Health;
1901 FAmmo := 0;
1902 FPain := 0;
1903 end;
1904 else Exit;
1905 end;
1907 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1908 if ForceAnim <> 255 then
1909 Anim := ForceAnim;
1911 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1912 if FCurAnim <> Anim then
1913 if FAnim[Anim, FDirection] <> nil then
1914 begin
1915 FAnim[Anim, FDirection].Reset();
1916 FCurAnim := Anim;
1917 end;
1918 end;
1920 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1921 var
1922 TA: TAnimation;
1923 FramesID: DWORD;
1924 begin
1925 Result := False;
1927 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1928 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1929 begin
1930 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1931 if g_Game_IsServer and g_Game_IsNet then
1932 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1933 Exit;
1934 end;
1936 TA := nil;
1938 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1939 if not silent then
1940 begin
1941 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1942 TA := TAnimation.Create(FramesID, False, 6);
1943 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1944 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1945 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1947 if g_Game_IsServer and g_Game_IsNet then
1948 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1949 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1950 NET_GFX_TELE);
1951 end;
1953 FObj.X := X - FObj.Rect.X;
1954 FObj.Y := Y - FObj.Rect.Y;
1956 if dir = 1 then
1957 FDirection := D_LEFT
1958 else
1959 if dir = 2 then
1960 FDirection := D_RIGHT
1961 else
1962 if dir = 3 then
1963 begin // îáðàòíîå
1964 if FDirection = D_RIGHT then
1965 FDirection := D_LEFT
1966 else
1967 FDirection := D_RIGHT;
1968 end;
1970 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1971 if not silent and (TA <> nil) then
1972 begin
1973 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1974 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1975 TA.Free();
1977 if g_Game_IsServer and g_Game_IsNet then
1978 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1979 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1980 NET_GFX_TELE);
1981 end;
1983 if g_Game_IsServer and g_Game_IsNet then
1984 MH_SEND_MonsterPos(FUID);
1985 Result := True;
1986 end;
1988 procedure TMonster.Update();
1989 var
1990 a, b, sx, sy, wx, wy, oldvelx: Integer;
1991 st: Word;
1992 o, co: TObj;
1993 fall: Boolean;
1994 label
1995 _end;
1996 begin
1997 fall := True;
1999 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2000 if FMonsterType = MONSTER_FISH then
2001 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2002 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2003 fall := False;
2005 // Ëåòàþùèå ìîíòñðû:
2006 if ((FMonsterType = MONSTER_SOUL) or
2007 (FMonsterType = MONSTER_PAIN) or
2008 (FMonsterType = MONSTER_CACO)) and
2009 (FState <> STATE_DIE) and
2010 (FState <> STATE_DEAD) then
2011 fall := False;
2013 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2014 if gTime mod (GAME_TICK*2) <> 0 then
2015 begin
2016 g_Obj_Move(@FObj, fall, True, True);
2017 Exit;
2018 end;
2020 if FPainTicks > 0 then
2021 Dec(FPainTicks)
2022 else
2023 FPainSound := False;
2025 // Äâèãàåìñÿ:
2026 st := g_Obj_Move(@FObj, fall, True, True);
2028 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2029 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2030 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2031 begin
2032 FRemoved := True;
2033 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2034 begin
2035 Inc(gCoopMonstersKilled);
2036 if g_Game_IsNet then
2037 MH_SEND_GameStats;
2038 end;
2039 ActivateTriggers();
2040 Exit;
2041 end;
2043 oldvelx := FObj.Vel.X;
2045 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2046 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2047 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2049 // Ìåðòâûé íè÷åãî íå äåëàåò:
2050 if (FState = STATE_DEAD) then
2051 goto _end;
2053 // AI ìîíñòðîâ âûêëþ÷åí:
2054 if g_debug_MonsterOff then
2055 begin
2056 FSleep := 1;
2057 if FState <> STATE_SLEEP then
2058 SetState(STATE_SLEEP);
2059 end;
2061 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2062 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2063 case FMonsterType of
2064 MONSTER_FISH:
2065 if Random(4) = 0 then
2066 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2067 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2068 MONSTER_ROBO, MONSTER_BARREL:
2069 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2070 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2071 else begin
2072 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2073 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2074 if Random(2) = 0 then
2075 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2076 else
2077 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2078 end;
2079 end;
2081 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2082 if FMonsterType = MONSTER_BARREL then
2083 begin
2084 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2085 (FAnim[FCurAnim, FDirection].Counter = 0) then
2086 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2087 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2088 60, FUID);
2089 end;
2091 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2092 if FMonsterType = MONSTER_SOUL then
2093 if WordBool(st and MOVE_HITAIR) then
2094 g_Obj_SetSpeed(@FObj, 16);
2096 if FAmmo < 0 then
2097 FAmmo := FAmmo + 1;
2099 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2100 if FObj.Vel.Y < 0 then
2101 if WordBool(st and MOVE_INWATER) then
2102 FObj.Vel.Y := -4;
2104 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2105 FTargetTime := FTargetTime + 1;
2107 // Ãèëüçû
2108 if FShellTimer > -1 then
2109 if FShellTimer = 0 then
2110 begin
2111 if FShellType = SHELL_SHELL then
2112 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2113 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2114 GameVelX, GameVelY-2, SHELL_SHELL)
2115 else if FShellType = SHELL_DBLSHELL then
2116 begin
2117 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2118 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2119 GameVelX-1, GameVelY-2, SHELL_SHELL);
2120 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2121 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2122 GameVelX+1, GameVelY-2, SHELL_SHELL);
2123 end;
2124 FShellTimer := -1;
2125 end else Dec(FShellTimer);
2127 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2128 if fall then
2129 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2130 STATE_ATTACK, STATE_SHOOT]) then
2131 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2132 FObj.Rect.Width, FObj.Rect.Height, 50) then
2133 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2134 (FObj.Accel.Y = 0) then
2135 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2137 case FState of
2138 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2139 begin
2140 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2141 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2142 begin
2143 FPain := MONSTERTABLE[FMonsterType].Pain;
2144 if gSoundEffectsDF then PainSound();
2145 end;
2146 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2147 PainSound();
2149 // Ñíèæàåì áîëü ñî âðåìåíåì:
2150 FPain := FPain - 5;
2152 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2153 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2154 begin
2155 FPain := 0;
2156 FAmmo := -9;
2157 SetState(STATE_GO);
2158 end;
2159 end;
2161 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2162 begin
2163 // Ñïèì:
2164 FSleep := FSleep + 1;
2166 // Ïðîñïàëè äîñòàòî÷íî:
2167 if FSleep >= 18 then
2168 FSleep := 0
2169 else // åùå ñïèì
2170 goto _end;
2172 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2173 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2174 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2175 if (gPlayers <> nil) then
2176 for a := 0 to High(gPlayers) do
2177 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2178 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2179 with gPlayers[a] do
2180 if g_Look(@FObj, @Obj, FDirection) then
2181 begin
2182 FTargetUID := gPlayers[a].UID;
2183 FTargetTime := 0;
2184 WakeUpSound();
2185 SetState(STATE_GO);
2186 Break;
2187 end;
2189 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2190 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2191 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2192 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2193 if gMonsters <> nil then
2194 for a := 0 to High(gMonsters) do
2195 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2196 (gMonsters[a].FUID <> FUID) then
2197 begin
2198 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2199 if (FBehaviour = BH_MANIAC) and
2200 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2201 Continue;
2202 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2203 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2204 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2205 Continue;
2206 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2207 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2208 Continue;
2209 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2210 begin
2211 FTargetUID := gMonsters[a].UID;
2212 FTargetTime := 0;
2213 WakeUpSound();
2214 SetState(STATE_GO);
2215 Break;
2216 end;
2217 end;
2218 end;
2220 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2221 begin
2222 // Æäåì:
2223 FSleep := FSleep - 1;
2225 // Âûæäàëè äîñòàòî÷íî - èäåì:
2226 if FSleep < 0 then
2227 SetState(STATE_GO);
2228 end;
2230 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2231 begin
2232 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2233 if WordBool(st and MOVE_BLOCK) then
2234 begin
2235 Turn();
2236 FSleep := 40;
2237 SetState(STATE_RUNOUT);
2239 goto _end;
2240 end;
2242 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2243 if (FMonsterType = MONSTER_VILE) then
2244 if isCorpse(@FObj, False) <> -1 then
2245 begin
2246 FObj.Vel.X := 0;
2247 SetState(STATE_ATTACK, ANIM_ATTACK2);
2249 goto _end;
2250 end;
2252 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2253 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2254 if not findNewPrey() then
2255 begin // Íîâûõ öåëåé íåò
2256 FTargetUID := 0;
2257 o.X := FObj.X+pt_x;
2258 o.Y := FObj.Y+pt_y;
2259 o.Vel.X := 0;
2260 o.Vel.Y := 0;
2261 o.Accel.X := 0;
2262 o.Accel.Y := 0;
2263 o.Rect := _Rect(0, 0, 0, 1);
2264 end
2265 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2266 GetPos(FTargetUID, @o);
2268 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2269 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2270 begin
2271 FTargetTime := 0;
2272 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2273 begin
2274 if kick(@o) then
2275 goto _end;
2276 end;
2277 end;
2279 // Ðàññòîÿíèå äî öåëè:
2280 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2281 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2283 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2284 if sx > 0 then
2285 FDirection := D_RIGHT
2286 else
2287 FDirection := D_LEFT;
2289 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2290 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2291 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2292 if shoot(@o, False) then
2293 goto _end;
2295 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2296 if Abs(sx) < 40 then
2297 if FMonsterType <> MONSTER_FISH then
2298 begin
2299 FSleep := 15;
2300 SetState(STATE_RUN);
2301 if Random(2) = 0 then
2302 FDirection := D_LEFT
2303 else
2304 FDirection := D_RIGHT;
2306 goto _end;
2307 end;
2309 // Óïåðëèñü â ñòåíó:
2310 if WordBool(st and MOVE_HITWALL) then
2311 begin
2312 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2313 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2314 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2315 FSleep := 4;
2316 SetState(STATE_WAIT);
2318 goto _end;
2319 end;
2321 case FMonsterType of
2322 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2323 else // Íå ëåòàþò:
2324 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2325 (FObj.Accel.Y = 0) then
2326 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2327 // Ïðûæîê ÷åðåç ñòåíó:
2328 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2329 SetState(STATE_CLIMB);
2330 end;
2331 end;
2333 goto _end;
2334 end;
2336 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2337 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2338 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2339 begin
2340 if FMonsterType = MONSTER_FISH then
2341 begin // Ðûáà
2342 if not WordBool(st and MOVE_INWATER) then
2343 begin // Ðûáà âíå âîäû:
2344 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2345 begin // "Ñòîèò" òâåðäî
2346 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2347 if FObj.Accel.Y = 0 then
2348 FObj.Vel.Y := -6;
2349 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2350 end;
2352 // Ðûáå áîëüíî:
2353 SetState(STATE_PAIN);
2354 FPain := FPain + 50;
2355 end
2356 else // Ðûáà â âîäå
2357 begin
2358 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2359 if Abs(sy) > 8 then
2360 FObj.Vel.Y := g_basic.Sign(sy)*4
2361 else
2362 FObj.Vel.Y := 0;
2364 // Ðûáà ïëûâåò ââåðõ:
2365 if FObj.Vel.Y < 0 then
2366 if not g_Obj_CollideWater(@FObj, 0, -16) then
2367 begin
2368 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2369 FObj.Vel.Y := 0;
2370 // Ïëàâàåì òóäà-ñþäà:
2371 if Random(2) = 0 then
2372 FDirection := D_LEFT
2373 else
2374 FDirection := D_RIGHT;
2375 FSleep := 20;
2376 SetState(STATE_RUN);
2377 end;
2378 end;
2379 end
2380 else // Ëåòàþùèå ìîíñòðû
2381 begin
2382 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2383 if Abs(sy) > 8 then
2384 FObj.Vel.Y := g_basic.Sign(sy)*4
2385 else
2386 FObj.Vel.Y := 0;
2387 end;
2388 end
2389 else // "Íàçåìíûå" ìîíñòðû
2390 begin
2391 // Âîçìîæíî, ïèíàåì êóñêè:
2392 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2393 begin
2394 b := Abs(FObj.Vel.X);
2395 if b > 1 then b := b * (Random(8 div b) + 1);
2396 for a := 0 to High(gGibs) do
2397 if gGibs[a].Live and
2398 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2399 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2400 // Ïèíàåì êóñêè
2401 if FObj.Vel.X < 0 then
2402 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2403 else
2404 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2405 end;
2406 // Áîññû ìîãóò ïèíàòü òðóïû:
2407 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2408 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2409 begin
2410 b := Abs(FObj.Vel.X);
2411 if b > 1 then b := b * (Random(8 div b) + 1);
2412 for a := 0 to High(gCorpses) do
2413 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2414 begin
2415 co := gCorpses[a].Obj;
2416 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2417 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2418 // Ïèíàåì òðóïû
2419 if FObj.Vel.X < 0 then
2420 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2421 else
2422 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2423 end;
2424 end;
2425 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2426 if sy < -40 then
2427 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2428 // ñòîèò òâåðäî
2429 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2430 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2431 end;
2433 FSleep := FSleep + 1;
2435 // Èíîãäà ðû÷èì:
2436 if FSleep >= 8 then
2437 begin
2438 FSleep := 0;
2439 if Random(8) = 0 then
2440 ActionSound();
2441 end;
2443 // Áåæèì â âûáðàííóþ ñòîðîíó:
2444 if FDirection = D_RIGHT then
2445 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2446 else
2447 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2449 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2450 if WordBool(st and MOVE_INWATER) then
2451 FObj.Vel.X := FObj.Vel.X div 2
2452 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2453 if FMonsterType = MONSTER_FISH then
2454 FObj.Vel.X := 0;
2455 end;
2457 STATE_RUN: // Ñîñòîÿíèå - Áåã
2458 begin
2459 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2460 if WordBool(st and MOVE_BLOCK) then
2461 begin
2462 Turn();
2463 FSleep := 40;
2464 SetState(STATE_RUNOUT);
2466 goto _end;
2467 end;
2469 FSleep := FSleep - 1;
2471 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2472 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2473 begin
2474 FSleep := 0;
2475 SetState(STATE_GO);
2476 // Ñòåíà - èäåì îáðàòíî:
2477 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2478 Turn();
2479 // Èíîãäà ðû÷èì:
2480 if Random(8) = 0 then
2481 ActionSound();
2482 end;
2484 // Áåæèì â âûáðàííóþ ñòîðîíó:
2485 if FDirection = D_RIGHT then
2486 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2487 else
2488 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2490 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2491 if WordBool(st and MOVE_INWATER) then
2492 FObj.Vel.X := FObj.Vel.X div 2
2493 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2494 if FMonsterType = MONSTER_FISH then
2495 FObj.Vel.X := 0;
2496 end;
2498 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2499 begin
2500 // Âûøëè èç ÁëîêÌîíà:
2501 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2502 FSleep := 0;
2504 FSleep := FSleep - 1;
2506 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2507 if FSleep <= -18 then
2508 begin
2509 FSleep := 0;
2510 SetState(STATE_GO);
2511 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2512 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2513 Turn();
2514 // Èíîãäà ðû÷èì:
2515 if Random(8) = 0 then
2516 ActionSound();
2517 end;
2519 // Áåæèì â âûáðàííóþ ñòîðîíó:
2520 if FDirection = D_RIGHT then
2521 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2522 else
2523 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2525 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2526 if WordBool(st and MOVE_INWATER) then
2527 FObj.Vel.X := FObj.Vel.X div 2
2528 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2529 if FMonsterType = MONSTER_FISH then
2530 FObj.Vel.X := 0;
2531 end;
2533 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2534 begin
2535 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2536 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2537 (not WordBool(st and MOVE_HITWALL)) then
2538 begin
2539 FSleep := 0;
2540 SetState(STATE_GO);
2542 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2543 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2544 begin
2545 Turn();
2546 FSleep := 15;
2547 SetState(STATE_RUN);
2548 end;
2549 end;
2551 // Áåæèì â âûáðàííóþ ñòîðîíó:
2552 if FDirection = D_RIGHT then
2553 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2554 else
2555 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2557 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2558 if WordBool(st and MOVE_INWATER) then
2559 FObj.Vel.X := FObj.Vel.X div 2
2560 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2561 if FMonsterType = MONSTER_FISH then
2562 FObj.Vel.X := 0;
2563 end;
2565 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2566 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2567 begin
2568 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2569 if FMonsterType = MONSTER_SOUL then
2570 begin
2571 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2572 SetState(STATE_GO);
2574 goto _end;
2575 end;
2577 // Çàìåäëÿåìñÿ ïðè àòàêå:
2578 if FMonsterType <> MONSTER_FISH then
2579 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2581 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2582 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2583 begin
2584 // Öåëü ïîãèáëà => èäåì äàëüøå:
2585 if not GetPos(FTargetUID, @o) then
2586 begin
2587 SetState(STATE_GO);
2589 goto _end;
2590 end;
2592 // Öåëü íå âèäíî => èäåì äàëüøå:
2593 if not g_Look(@FObj, @o, FDirection) then
2594 begin
2595 SetState(STATE_GO);
2597 goto _end;
2598 end;
2600 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2601 if g_Obj_CollideWater(@o, 0, 0) then
2602 begin
2603 SetState(STATE_GO);
2605 goto _end;
2606 end;
2608 // Æàðèì öåëü:
2609 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2610 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2611 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2612 end;
2613 end;
2614 end; // case FState of ...
2616 _end:
2618 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2619 if FState = STATE_REVIVE then
2620 if FAnim[FCurAnim, FDirection].Played then
2621 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2622 FAnim[FCurAnim, FDirection].Revert(False);
2623 SetState(STATE_GO);
2624 end;
2626 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2627 if vilefire <> nil then
2628 vilefire.Update();
2630 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2631 if (FState = STATE_DIE) and
2632 (FAnim[FCurAnim, FDirection] <> nil) and
2633 (FAnim[FCurAnim, FDirection].Played) then
2634 begin
2635 // Óìåð:
2636 SetState(STATE_DEAD);
2638 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2639 if (FMonsterType = MONSTER_PAIN) then
2640 begin
2641 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2642 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2643 if sx <> -1 then
2644 begin
2645 gMonsters[sx].SetState(STATE_GO);
2646 gMonsters[sx].FNoRespawn := True;
2647 Inc(gTotalMonsters);
2648 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2649 end;
2651 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2652 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2653 if sx <> -1 then
2654 begin
2655 gMonsters[sx].SetState(STATE_GO);
2656 gMonsters[sx].FNoRespawn := True;
2657 Inc(gTotalMonsters);
2658 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2659 end;
2661 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2662 FObj.Y+FObj.Rect.Y, D_RIGHT);
2663 if sx <> -1 then
2664 begin
2665 gMonsters[sx].SetState(STATE_GO);
2666 gMonsters[sx].FNoRespawn := True;
2667 Inc(gTotalMonsters);
2668 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2669 end;
2670 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2671 end;
2673 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2674 if (FMonsterType = MONSTER_PAIN) or
2675 (FMonsterType = MONSTER_SOUL) or
2676 (FMonsterType = MONSTER_BARREL) then
2677 FRemoved := True;
2678 end;
2680 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2681 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2682 if (FAnim[FCurAnim, FDirection] <> nil) then
2683 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2684 if (FAnim[FCurAnim, FDirection].Played) then
2685 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2686 if FState = STATE_ATTACK then
2687 begin // Ñîñòîÿíèå - Àòàêà
2688 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2689 if FMonsterType <> MONSTER_SOUL then
2690 SetState(STATE_GO);
2691 end
2692 else // Ñîñòîÿíèå - Ñòðåëüáà
2693 begin
2694 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2695 if not FChainFire then
2696 SetState(STATE_GO)
2697 else
2698 begin // Íàäî ñòðåëÿòü åùå
2699 FChainFire := False;
2700 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2701 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2702 FAnim[FCurAnim, FDirection].Reset();
2703 end;
2704 end;
2706 FWaitAttackAnim := False;
2707 end
2709 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2710 if (FMonsterType = MONSTER_SOUL) or
2711 ( (not FWaitAttackAnim) and
2712 (FAnim[FCurAnim, FDirection].CurrentFrame =
2713 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2714 ) then
2715 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2716 if FState = STATE_ATTACK then
2717 begin // Ñîñòîÿíèå - Àòàêà
2718 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2719 if FMonsterType = MONSTER_SOUL then
2720 FAnim[FCurAnim, FDirection].Reset();
2722 case FMonsterType of
2723 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2724 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2725 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2726 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2727 if FMonsterType = MONSTER_SOUL then
2728 SetState(STATE_GO);
2730 MONSTER_FISH:
2731 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2732 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2733 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2735 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2736 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2737 if FCurAnim = ANIM_ATTACK2 then
2738 begin
2739 o := FObj;
2740 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2741 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2742 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2743 end;
2745 MONSTER_VILE:
2746 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2747 if FCurAnim = ANIM_ATTACK2 then
2748 begin
2749 sx := isCorpse(@FObj, True);
2750 if sx <> -1 then
2751 begin // Íàøëè, êîãî âîñêðåñèòü
2752 gMonsters[sx].SetState(STATE_REVIVE);
2753 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2754 // Âîñêðåøàòü - ñåáå âðåäèòü:
2755 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2756 end;
2757 end;
2758 end;
2759 end
2761 else // Ñîñòîÿíèå - Ñòðåëüáà
2762 begin
2763 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2764 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2766 if FDirection = D_LEFT then
2767 begin
2768 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2769 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2770 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2772 wx := FObj.X + wx;
2773 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2775 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2776 case FMonsterType of
2777 MONSTER_IMP:
2778 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2779 MONSTER_ZOMBY:
2780 begin
2781 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2782 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2783 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2784 end;
2785 MONSTER_SERG:
2786 begin
2787 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2788 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2789 FShellTimer := 10;
2790 FShellType := SHELL_SHELL;
2791 end;
2792 MONSTER_MAN:
2793 begin
2794 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2795 FShellTimer := 13;
2796 FShellType := SHELL_DBLSHELL;
2797 FAmmo := -36;
2798 end;
2799 MONSTER_CYBER:
2800 begin
2801 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2802 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2803 end;
2804 MONSTER_SKEL:
2805 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2806 MONSTER_CGUN:
2807 begin
2808 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2809 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2810 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2811 end;
2812 MONSTER_SPIDER:
2813 begin
2814 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2815 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2816 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2817 end;
2818 MONSTER_BSP:
2819 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2820 MONSTER_ROBO:
2821 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2822 MONSTER_MANCUB:
2823 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2824 MONSTER_BARON, MONSTER_KNIGHT:
2825 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2826 MONSTER_CACO:
2827 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2828 MONSTER_PAIN:
2829 begin // Ñîçäàåì Lost_Soul:
2830 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2831 FObj.Y+FObj.Rect.Y, FDirection);
2833 if sx <> -1 then
2834 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2835 gMonsters[sx].FTargetUID := FTargetUID;
2836 GetPos(FTargetUID, @o);
2837 gMonsters[sx].FTargetTime := 0;
2838 gMonsters[sx].FNoRespawn := True;
2839 gMonsters[sx].SetState(STATE_GO);
2840 gMonsters[sx].shoot(@o, True);
2841 Inc(gTotalMonsters);
2843 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2844 end;
2845 end;
2846 end;
2848 if FMonsterType <> MONSTER_PAIN then
2849 if g_Game_IsNet then
2850 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2852 // Ñêîðîñòðåëüíûå ìîíñòðû:
2853 if (FMonsterType = MONSTER_CGUN) or
2854 (FMonsterType = MONSTER_SPIDER) or
2855 (FMonsterType = MONSTER_BSP) or
2856 (FMonsterType = MONSTER_MANCUB) or
2857 (FMonsterType = MONSTER_ROBO) then
2858 if not GetPos(FTargetUID, @o) then
2859 // Öåëü ìåðòâà - èùåì íîâóþ:
2860 findNewPrey()
2861 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2862 if shoot(@o, False) then
2863 FChainFire := True;
2864 end;
2866 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2867 FWaitAttackAnim := True;
2868 end;
2870 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2871 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2872 case FState of
2873 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2874 // Çâóêè ïðè ïåðåäâèæåíèè:
2875 case FMonsterType of
2876 MONSTER_CYBER:
2877 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2878 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2879 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2880 MONSTER_SPIDER:
2881 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2882 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2883 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2884 MONSTER_BSP:
2885 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2886 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2887 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2888 MONSTER_ROBO:
2889 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2890 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2891 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2892 end;
2893 end;
2895 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2896 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2897 FObj.Vel.X := oldvelx;
2899 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2900 if FAnim[FCurAnim, FDirection] <> nil then
2901 FAnim[FCurAnim, FDirection].Update();
2902 end;
2904 procedure TMonster.SetDeadAnim;
2905 begin
2906 if FAnim <> nil then
2907 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2908 end;
2910 procedure TMonster.RevertAnim(R: Boolean = True);
2911 begin
2912 if FAnim <> nil then
2913 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2914 FAnim[FCurAnim, FDirection].Revert(R);
2915 end;
2917 function TMonster.AnimIsReverse: Boolean;
2918 begin
2919 if FAnim <> nil then
2920 Result := FAnim[FCurAnim, FDirection].IsReverse
2921 else
2922 Result := False;
2923 end;
2925 procedure TMonster.ClientUpdate();
2926 var
2927 a, b, sx, sy, oldvelx: Integer;
2928 st: Word;
2929 o, co: TObj;
2930 fall: Boolean;
2931 label
2932 _end;
2933 begin
2934 sx := 0; // SHUT UP COMPILER
2935 sy := 0;
2936 fall := True;
2937 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2938 if FMonsterType = MONSTER_FISH then
2939 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2940 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2941 fall := False;
2943 // Ëåòàþùèå ìîíòñðû:
2944 if ((FMonsterType = MONSTER_SOUL) or
2945 (FMonsterType = MONSTER_PAIN) or
2946 (FMonsterType = MONSTER_CACO)) and
2947 (FState <> STATE_DIE) and
2948 (FState <> STATE_DEAD) then
2949 fall := False;
2951 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2952 if gTime mod (GAME_TICK*2) <> 0 then
2953 begin
2954 g_Obj_Move(@FObj, fall, True, True);
2955 Exit;
2956 end;
2958 if FPainTicks > 0 then
2959 Dec(FPainTicks)
2960 else
2961 FPainSound := False;
2963 // Äâèãàåìñÿ:
2964 st := g_Obj_Move(@FObj, fall, True, True);
2966 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2967 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2968 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2969 begin
2970 FRemoved := True;
2971 Exit;
2972 end;
2974 oldvelx := FObj.Vel.X;
2976 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2977 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2978 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2980 // Ìåðòâûé íè÷åãî íå äåëàåò:
2981 if (FState = STATE_DEAD) then
2982 goto _end;
2984 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2985 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2986 case FMonsterType of
2987 MONSTER_FISH:
2988 if Random(4) = 0 then
2989 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2990 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2991 MONSTER_ROBO, MONSTER_BARREL:
2992 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2993 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2994 else begin
2995 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2996 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2997 if Random(2) = 0 then
2998 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2999 else
3000 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3001 end;
3002 end;
3004 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3005 if FMonsterType = MONSTER_BARREL then
3006 begin
3007 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3008 (FAnim[FCurAnim, FDirection].Counter = 0) then
3009 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3010 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3011 60, FUID);
3012 end;
3014 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3015 if FMonsterType = MONSTER_SOUL then
3016 if WordBool(st and MOVE_HITAIR) then
3017 g_Obj_SetSpeed(@FObj, 16);
3019 if FAmmo < 0 then
3020 FAmmo := FAmmo + 1;
3022 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3023 if FObj.Vel.Y < 0 then
3024 if WordBool(st and MOVE_INWATER) then
3025 FObj.Vel.Y := -4;
3027 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3028 FTargetTime := FTargetTime + 1;
3030 if FShellTimer > -1 then
3031 if FShellTimer = 0 then
3032 begin
3033 if FShellType = SHELL_SHELL then
3034 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3035 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3036 GameVelX, GameVelY-2, SHELL_SHELL)
3037 else if FShellType = SHELL_DBLSHELL then
3038 begin
3039 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3040 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3041 GameVelX-1, GameVelY-2, SHELL_SHELL);
3042 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3043 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3044 GameVelX+1, GameVelY-2, SHELL_SHELL);
3045 end;
3046 FShellTimer := -1;
3047 end else Dec(FShellTimer);
3049 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3050 if fall then
3051 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3052 STATE_ATTACK, STATE_SHOOT]) then
3053 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3054 FObj.Rect.Width, FObj.Rect.Height, 50) then
3055 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3056 (FObj.Accel.Y = 0) then
3057 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3059 case FState of
3060 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3061 begin
3062 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3063 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3064 begin
3065 FPain := MONSTERTABLE[FMonsterType].Pain;
3066 if gSoundEffectsDF then PainSound();
3067 end;
3068 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3069 PainSound();
3071 // Ñíèæàåì áîëü ñî âðåìåíåì:
3072 FPain := FPain - 5;
3074 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3075 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3076 begin
3077 SetState(STATE_GO);
3078 FPain := 0;
3079 end;
3080 end;
3082 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3083 begin
3084 // Ñïèì:
3085 FSleep := FSleep + 1;
3087 // Ïðîñïàëè äîñòàòî÷íî:
3088 if FSleep >= 18 then
3089 FSleep := 0
3090 else // åùå ñïèì
3091 goto _end;
3092 end;
3094 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3095 begin
3096 // Æäåì:
3097 FSleep := FSleep - 1;
3098 end;
3100 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3101 begin
3102 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3103 if WordBool(st and MOVE_BLOCK) then
3104 begin
3105 Turn();
3106 FSleep := 40;
3107 SetState(STATE_RUNOUT);
3109 goto _end;
3110 end;
3112 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3113 if (FMonsterType = MONSTER_VILE) then
3114 if isCorpse(@FObj, False) <> -1 then
3115 begin
3116 SetState(STATE_ATTACK, ANIM_ATTACK2);
3117 FObj.Vel.X := 0;
3119 goto _end;
3120 end;
3122 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3123 if Abs(sx) < 40 then
3124 if FMonsterType <> MONSTER_FISH then
3125 begin
3126 SetState(STATE_RUN);
3127 FSleep := 15;
3129 goto _end;
3130 end;
3132 // Óïåðëèñü â ñòåíó:
3133 if WordBool(st and MOVE_HITWALL) then
3134 begin
3135 case FMonsterType of
3136 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3137 else // Íå ëåòàþò:
3138 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3139 (FObj.Accel.Y = 0) then
3140 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3141 // Ïðûæîê ÷åðåç ñòåíó:
3142 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3143 SetState(STATE_CLIMB);
3144 end;
3145 end;
3147 goto _end;
3148 end;
3150 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3151 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3152 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3153 begin
3154 if FMonsterType = MONSTER_FISH then
3155 begin // Ðûáà
3156 if not WordBool(st and MOVE_INWATER) then
3157 begin // Ðûáà âíå âîäû:
3158 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3159 begin // "Ñòîèò" òâåðäî
3160 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3161 if FObj.Accel.Y = 0 then
3162 FObj.Vel.Y := -6;
3163 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3164 end;
3166 // Ðûáå áîëüíî:
3167 SetState(STATE_PAIN);
3168 FPain := FPain + 50;
3169 end
3170 else // Ðûáà â âîäå
3171 begin
3172 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3173 if Abs(sy) > 8 then
3174 FObj.Vel.Y := g_basic.Sign(sy)*4
3175 else
3176 FObj.Vel.Y := 0;
3178 // Ðûáà ïëûâåò ââåðõ:
3179 if FObj.Vel.Y < 0 then
3180 if not g_Obj_CollideWater(@FObj, 0, -16) then
3181 begin
3182 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3183 FObj.Vel.Y := 0;
3184 // Ïëàâàåì òóäà-ñþäà:
3185 SetState(STATE_RUN);
3186 FSleep := 20;
3187 end;
3188 end;
3189 end
3190 else // Ëåòàþùèå ìîíñòðû
3191 begin
3192 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3193 if Abs(sy) > 8 then
3194 FObj.Vel.Y := g_basic.Sign(sy)*4
3195 else
3196 FObj.Vel.Y := 0;
3197 end;
3198 end
3199 else // "Íàçåìíûå" ìîíñòðû
3200 begin
3201 // Âîçìîæíî, ïèíàåì êóñêè:
3202 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3203 begin
3204 b := Abs(FObj.Vel.X);
3205 if b > 1 then b := b * (Random(8 div b) + 1);
3206 for a := 0 to High(gGibs) do
3207 if gGibs[a].Live and
3208 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3209 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3210 // Ïèíàåì êóñêè
3211 if FObj.Vel.X < 0 then
3212 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3213 else
3214 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3215 end;
3216 // Áîññû ìîãóò ïèíàòü òðóïû:
3217 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3218 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3219 begin
3220 b := Abs(FObj.Vel.X);
3221 if b > 1 then b := b * (Random(8 div b) + 1);
3222 for a := 0 to High(gCorpses) do
3223 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3224 begin
3225 co := gCorpses[a].Obj;
3226 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3227 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3228 // Ïèíàåì òðóïû
3229 if FObj.Vel.X < 0 then
3230 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3231 else
3232 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3233 end;
3234 end;
3235 end;
3237 FSleep := FSleep + 1;
3239 // Èíîãäà ðû÷èì:
3240 if FSleep >= 8 then
3241 begin
3242 FSleep := 0;
3243 if Random(8) = 0 then
3244 ActionSound();
3245 end;
3247 // Áåæèì â âûáðàííóþ ñòîðîíó:
3248 if FDirection = D_RIGHT then
3249 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3250 else
3251 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3253 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3254 if WordBool(st and MOVE_INWATER) then
3255 FObj.Vel.X := FObj.Vel.X div 2
3256 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3257 if FMonsterType = MONSTER_FISH then
3258 FObj.Vel.X := 0;
3259 end;
3261 STATE_RUN: // Ñîñòîÿíèå - Áåã
3262 begin
3263 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3264 if WordBool(st and MOVE_BLOCK) then
3265 begin
3266 SetState(STATE_RUNOUT);
3267 FSleep := 40;
3269 goto _end;
3270 end;
3272 FSleep := FSleep - 1;
3274 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3275 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3276 begin
3277 SetState(STATE_GO);
3278 FSleep := 0;
3280 // Èíîãäà ðû÷èì:
3281 if Random(8) = 0 then
3282 ActionSound();
3283 end;
3285 // Áåæèì â âûáðàííóþ ñòîðîíó:
3286 if FDirection = D_RIGHT then
3287 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3288 else
3289 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3291 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3292 if WordBool(st and MOVE_INWATER) then
3293 FObj.Vel.X := FObj.Vel.X div 2
3294 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3295 if FMonsterType = MONSTER_FISH then
3296 FObj.Vel.X := 0;
3297 end;
3299 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3300 begin
3301 // Âûøëè èç ÁëîêÌîíà:
3302 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3303 FSleep := 0;
3305 FSleep := FSleep - 1;
3307 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3308 if FSleep <= -18 then
3309 begin
3310 SetState(STATE_GO);
3311 FSleep := 0;
3313 // Èíîãäà ðû÷èì:
3314 if Random(8) = 0 then
3315 ActionSound();
3316 end;
3318 // Áåæèì â âûáðàííóþ ñòîðîíó:
3319 if FDirection = D_RIGHT then
3320 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3321 else
3322 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3324 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3325 if WordBool(st and MOVE_INWATER) then
3326 FObj.Vel.X := FObj.Vel.X div 2
3327 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3328 if FMonsterType = MONSTER_FISH then
3329 FObj.Vel.X := 0;
3330 end;
3332 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3333 begin
3334 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3335 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3336 (not WordBool(st and MOVE_HITWALL)) then
3337 begin
3338 SetState(STATE_GO);
3339 FSleep := 0;
3341 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3342 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3343 begin
3344 SetState(STATE_RUN);
3345 FSleep := 15;
3346 end;
3347 end;
3349 // Áåæèì â âûáðàííóþ ñòîðîíó:
3350 if FDirection = D_RIGHT then
3351 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3352 else
3353 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3355 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3356 if WordBool(st and MOVE_INWATER) then
3357 FObj.Vel.X := FObj.Vel.X div 2
3358 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3359 if FMonsterType = MONSTER_FISH then
3360 FObj.Vel.X := 0;
3361 end;
3363 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3364 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3365 begin
3366 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3367 if FMonsterType = MONSTER_SOUL then
3368 begin
3369 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3370 SetState(STATE_GO);
3372 goto _end;
3373 end;
3375 // Çàìåäëÿåìñÿ ïðè àòàêå:
3376 if FMonsterType <> MONSTER_FISH then
3377 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3379 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3380 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3381 begin
3382 // Öåëü ïîãèáëà => èäåì äàëüøå:
3383 if not GetPos(FTargetUID, @o) then
3384 begin
3385 SetState(STATE_GO);
3387 goto _end;
3388 end;
3390 // Öåëü íå âèäíî => èäåì äàëüøå:
3391 if not g_Look(@FObj, @o, FDirection) then
3392 begin
3393 SetState(STATE_GO);
3395 goto _end;
3396 end;
3398 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3399 if g_Obj_CollideWater(@o, 0, 0) then
3400 begin
3401 SetState(STATE_GO);
3403 goto _end;
3404 end;
3405 end;
3406 end;
3407 end; // case FState of ...
3409 _end:
3411 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3412 if FState = STATE_REVIVE then
3413 if FAnim[FCurAnim, FDirection].Played then
3414 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3415 FAnim[FCurAnim, FDirection].Revert(False);
3416 SetState(STATE_GO);
3417 end;
3419 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3420 if vilefire <> nil then
3421 vilefire.Update();
3423 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3424 if (FState = STATE_DIE) and
3425 (FAnim[FCurAnim, FDirection] <> nil) and
3426 (FAnim[FCurAnim, FDirection].Played) then
3427 begin
3428 // Óìåð:
3429 SetState(STATE_DEAD);
3431 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3432 if (FMonsterType = MONSTER_PAIN) or
3433 (FMonsterType = MONSTER_SOUL) or
3434 (FMonsterType = MONSTER_BARREL) then
3435 FRemoved := True
3436 else
3437 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3438 end;
3440 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3441 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3442 if (FAnim[FCurAnim, FDirection] <> nil) then
3443 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3444 if (FAnim[FCurAnim, FDirection].Played) then
3445 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3446 if FState = STATE_ATTACK then
3447 begin // Ñîñòîÿíèå - Àòàêà
3448 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3449 if FMonsterType <> MONSTER_SOUL then
3450 SetState(STATE_GO);
3451 end
3452 else // Ñîñòîÿíèå - Ñòðåëüáà
3453 begin
3454 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3455 if not FChainFire then
3456 SetState(STATE_GO)
3457 else
3458 begin // Íàäî ñòðåëÿòü åùå
3459 FChainFire := False;
3460 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3461 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3462 FAnim[FCurAnim, FDirection].Reset();
3463 end;
3464 end;
3466 FWaitAttackAnim := False;
3467 end
3469 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3470 if (FMonsterType = MONSTER_SOUL) or
3471 ( (not FWaitAttackAnim) and
3472 (FAnim[FCurAnim, FDirection].CurrentFrame =
3473 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3474 ) then
3475 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3476 if FState = STATE_ATTACK then
3477 begin // Ñîñòîÿíèå - Àòàêà
3478 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3479 if FMonsterType = MONSTER_SOUL then
3480 FAnim[FCurAnim, FDirection].Reset();
3482 case FMonsterType of
3483 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3484 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3485 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3486 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3487 if FMonsterType = MONSTER_SOUL then
3488 SetState(STATE_GO);
3490 MONSTER_FISH:
3491 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3493 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3494 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3495 if FCurAnim = ANIM_ATTACK2 then
3496 begin
3497 o := FObj;
3498 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3499 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3500 end;
3502 MONSTER_VILE:
3503 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3504 if FCurAnim = ANIM_ATTACK2 then
3505 begin
3506 sx := isCorpse(@FObj, True);
3507 if sx <> -1 then
3508 begin // Íàøëè, êîãî âîñêðåñèòü
3509 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3510 // Âîñêðåøàòü - ñåáå âðåäèòü:
3511 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3512 end;
3513 end;
3514 end;
3515 end
3517 else // Ñîñòîÿíèå - Ñòðåëüáà
3518 begin
3519 // Ñêîðîñòðåëüíûå ìîíñòðû:
3520 if (FMonsterType = MONSTER_CGUN) or
3521 (FMonsterType = MONSTER_SPIDER) or
3522 (FMonsterType = MONSTER_BSP) or
3523 (FMonsterType = MONSTER_MANCUB) or
3524 (FMonsterType = MONSTER_ROBO) then
3525 if not GetPos(FTargetUID, @o) then
3526 // Öåëü ìåðòâà - èùåì íîâóþ:
3527 findNewPrey()
3528 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3529 if shoot(@o, False) then
3530 FChainFire := True;
3531 end;
3533 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3534 FWaitAttackAnim := True;
3535 end;
3537 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3538 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3539 case FState of
3540 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3541 // Çâóêè ïðè ïåðåäâèæåíèè:
3542 case FMonsterType of
3543 MONSTER_CYBER:
3544 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3545 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3546 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3547 MONSTER_SPIDER:
3548 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3549 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3550 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3551 MONSTER_BSP:
3552 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3553 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3554 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3555 MONSTER_ROBO:
3556 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3557 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3558 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3559 end;
3560 end;
3562 // Êîñòûëü äëÿ ïîòîêîâ
3563 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3564 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3565 FObj.Vel.X := oldvelx;
3567 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3568 if FAnim[FCurAnim, FDirection] <> nil then
3569 FAnim[FCurAnim, FDirection].Update();
3570 end;
3572 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3573 begin
3574 case FMonsterType of
3575 MONSTER_ZOMBY:
3576 begin
3577 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3578 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3579 end;
3580 MONSTER_SERG:
3581 begin
3582 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3583 FShellTimer := 10;
3584 FShellType := SHELL_SHELL;
3585 end;
3586 MONSTER_MAN:
3587 begin
3588 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3589 FShellTimer := 13;
3590 FShellType := SHELL_DBLSHELL;
3591 end;
3592 MONSTER_CGUN, MONSTER_SPIDER:
3593 begin
3594 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3595 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3596 end;
3597 MONSTER_IMP:
3598 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3599 MONSTER_CYBER:
3600 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3601 MONSTER_SKEL:
3602 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3603 MONSTER_BSP:
3604 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3605 MONSTER_ROBO:
3606 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3607 MONSTER_MANCUB:
3608 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3609 MONSTER_BARON, MONSTER_KNIGHT:
3610 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3611 MONSTER_CACO:
3612 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3613 end;
3614 end;
3616 procedure TMonster.Turn();
3617 begin
3618 // Ðàçâîðà÷èâàåìñÿ:
3619 if FDirection = D_LEFT then
3620 FDirection := D_RIGHT
3621 else
3622 FDirection := D_LEFT;
3624 // Áåæèì â âûáðàííóþ ñòîðîíó:
3625 if FDirection = D_RIGHT then
3626 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3627 else
3628 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3629 end;
3631 function TMonster.findNewPrey(): Boolean;
3632 var
3633 a: DWORD;
3634 l, l2: Integer;
3635 PlayersSee, MonstersSee: Array of DWORD;
3636 PlayerNear, MonsterNear: Integer;
3637 begin
3638 Result := False;
3639 SetLength(MonstersSee, 0);
3640 SetLength(PlayersSee, 0);
3642 FTargetUID := 0;
3643 l := 32000;
3644 PlayerNear := -1;
3645 MonsterNear := -1;
3647 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3648 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3649 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3650 for a := 0 to High(gPlayers) do
3651 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3652 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3653 begin
3654 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3655 begin
3656 SetLength(PlayersSee, Length(PlayersSee) + 1);
3657 PlayersSee[High(PlayersSee)] := a;
3658 end;
3659 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3660 Abs(gPlayers[a].GameY-FObj.Y);
3661 if l2 < l then
3662 begin
3663 l := l2;
3664 PlayerNear := Integer(a);
3665 end;
3666 end;
3668 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3669 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3670 for a := 0 to High(gMonsters) do
3671 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3672 (gMonsters[a].FUID <> FUID) then
3673 begin
3674 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3675 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3676 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3677 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3678 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3679 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3680 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3681 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3683 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3684 begin
3685 SetLength(MonstersSee, Length(MonstersSee) + 1);
3686 MonstersSee[High(MonstersSee)] := a;
3687 end;
3688 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3689 Abs(gMonsters[a].FObj.Y-FObj.Y);
3690 if l2 < l then
3691 begin
3692 l := l2;
3693 MonsterNear := Integer(a);
3694 end;
3695 end;
3697 case FBehaviour of
3698 BH_NORMAL, BH_KILLER:
3699 begin
3700 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3701 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3702 begin
3703 a := PlayersSee[Random(Length(PlayersSee))];
3704 FTargetUID := gPlayers[a].UID;
3705 end;
3706 // Çàòåì ïîáëèçîñòè
3707 if (FTargetUID = 0) and (PlayerNear > -1) then
3708 begin
3709 a := PlayerNear;
3710 FTargetUID := gPlayers[a].UID;
3711 end;
3712 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3713 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3714 begin
3715 a := MonstersSee[Random(Length(MonstersSee))];
3716 FTargetUID := gMonsters[a].UID;
3717 end;
3718 // Çàòåì ïîáëèçîñòè
3719 if (FTargetUID = 0) and (MonsterNear > -1) then
3720 begin
3721 a := MonsterNear;
3722 FTargetUID := gMonsters[a].UID;
3723 end;
3724 end;
3725 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3726 begin
3727 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3728 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3729 begin
3730 a := PlayersSee[Random(Length(PlayersSee))];
3731 FTargetUID := gPlayers[a].UID;
3732 end;
3733 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3734 begin
3735 a := MonstersSee[Random(Length(MonstersSee))];
3736 FTargetUID := gMonsters[a].UID;
3737 end;
3738 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3739 if (FTargetUID = 0) and (PlayerNear > -1) then
3740 begin
3741 a := PlayerNear;
3742 FTargetUID := gPlayers[a].UID;
3743 end;
3744 if (FTargetUID = 0) and (MonsterNear > -1) then
3745 begin
3746 a := MonsterNear;
3747 FTargetUID := gMonsters[a].UID;
3748 end;
3749 end;
3750 end;
3752 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3753 if FTargetUID = 0 then
3754 begin
3755 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3756 if FBehaviour = BH_INSANE then
3757 FTargetUID := FUID
3758 else
3759 FTargetTime := MAX_ATM;
3760 end
3761 else
3762 begin // Öåëü íàøëè
3763 FTargetTime := 0;
3764 Result := True;
3765 end;
3766 end;
3768 function TMonster.kick(o: PObj): Boolean;
3769 begin
3770 Result := False;
3772 case FMonsterType of
3773 MONSTER_FISH:
3774 begin
3775 SetState(STATE_ATTACK);
3776 Result := True;
3777 end;
3778 MONSTER_DEMON:
3779 begin
3780 SetState(STATE_ATTACK);
3781 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3782 Result := True;
3783 end;
3784 MONSTER_IMP:
3785 begin
3786 SetState(STATE_ATTACK);
3787 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3788 Result := True;
3789 end;
3790 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3791 begin
3792 SetState(STATE_ATTACK, ANIM_ATTACK2);
3793 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3794 Result := True;
3795 end;
3796 MONSTER_BARON, MONSTER_KNIGHT,
3797 MONSTER_CACO, MONSTER_MANCUB:
3798 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3799 if not g_Game_IsClient then Result := shoot(o, True);
3800 end;
3801 end;
3803 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3804 var
3805 xd, yd, m: Integer;
3806 begin
3807 Result := False;
3809 // Ñòðåëÿòü ðàíî:
3810 if FAmmo < 0 then
3811 Exit;
3813 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3814 if not immediately then
3815 case FMonsterType of
3816 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3817 Exit; // íå ñòðåëÿþò
3818 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3819 begin
3820 FAmmo := FAmmo + 1;
3821 // Âðåìÿ âûñòðåëà óïóùåíî:
3822 if FAmmo >= 50 then
3823 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3824 end;
3825 MONSTER_MAN: ;
3826 MONSTER_MANCUB:
3827 begin
3828 FAmmo := FAmmo + 1;
3829 // Âðåìÿ âûñòðåëà óïóùåíî:
3830 if FAmmo >= 5 then
3831 FAmmo := -50;
3832 end;
3833 MONSTER_SPIDER:
3834 begin
3835 FAmmo := FAmmo + 1;
3836 // Âðåìÿ âûñòðåëà óïóùåíî:
3837 if FAmmo >= 100 then
3838 FAmmo := -50;
3839 end;
3840 MONSTER_CYBER:
3841 begin
3842 // Ñòðåëÿåò íå âñåãäà:
3843 if Random(2) = 0 then
3844 Exit;
3845 FAmmo := FAmmo + 1;
3846 // Âðåìÿ âûñòðåëà óïóùåíî:
3847 if FAmmo >= 10 then
3848 FAmmo := -50;
3849 end;
3850 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3851 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3852 MONSTER_VILE: if Random(8) <> 0 then Exit;
3853 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3854 else if Random(16) <> 0 then Exit;
3855 end;
3857 // Öåëè íå âèäíî:
3858 if not g_Look(@FObj, o, FDirection) then
3859 Exit;
3861 FTargetTime := 0;
3863 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3864 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3866 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3867 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3868 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3869 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3870 Exit;
3872 case FMonsterType of
3873 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3874 begin
3875 SetState(STATE_SHOOT);
3876 {nn}
3877 end;
3878 MONSTER_SKEL:
3879 begin
3880 SetState(STATE_SHOOT);
3881 {nn}
3882 end;
3883 MONSTER_VILE:
3884 begin // Çàæèãàåì îãîíü
3885 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3886 ty := o^.Y+o^.Rect.Y;
3887 SetState(STATE_SHOOT);
3889 vilefire.Reset();
3891 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3892 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3893 end;
3894 MONSTER_SOUL:
3895 begin // Ëåòèò â ñòîðîíó öåëè:
3896 SetState(STATE_ATTACK);
3897 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3899 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3900 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3901 m := Max(Abs(xd), Abs(yd));
3902 if m = 0 then
3903 m := 1;
3905 FObj.Vel.X := (xd*16) div m;
3906 FObj.Vel.Y := (yd*16) div m;
3907 end;
3908 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3909 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3910 begin
3911 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3912 if FMonsterType = MONSTER_MANCUB then
3913 if FAmmo = 1 then
3914 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3916 SetState(STATE_SHOOT);
3917 end;
3918 else Exit;
3919 end;
3921 Result := True;
3922 end;
3924 function TMonster.Live(): Boolean;
3925 begin
3926 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3927 end;
3929 procedure TMonster.SetHealth(aH: Integer);
3930 begin
3931 if (aH > 0) and (aH < 1000000) then
3932 begin
3933 FHealth := aH;
3934 if FHealth > FMaxHealth then
3935 FMaxHealth := FHealth;
3936 end;
3937 end;
3939 procedure TMonster.WakeUp();
3940 begin
3941 if g_Game_IsClient then Exit;
3942 SetState(STATE_GO);
3943 FTargetTime := MAX_ATM;
3944 WakeUpSound();
3945 end;
3947 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3948 var
3949 i: Integer;
3950 sig: DWORD;
3951 b: Byte;
3952 anim: Boolean;
3953 begin
3954 if Mem = nil then
3955 Exit;
3957 // Ñèãíàòóðà ìîíñòðà:
3958 sig := MONSTER_SIGNATURE; // 'MONS'
3959 Mem.WriteDWORD(sig);
3960 // UID ìîíñòðà:
3961 Mem.WriteWord(FUID);
3962 // Íàïðàâëåíèå:
3963 if FDirection = D_LEFT then
3964 b := 1
3965 else // D_RIGHT
3966 b := 2;
3967 Mem.WriteByte(b);
3968 // Íàäî ëè óäàëèòü åãî:
3969 Mem.WriteBoolean(FRemoved);
3970 // Îñòàëîñü çäîðîâüÿ:
3971 Mem.WriteInt(FHealth);
3972 // Ñîñòîÿíèå:
3973 Mem.WriteByte(FState);
3974 // Òåêóùàÿ àíèìàöèÿ:
3975 Mem.WriteByte(FCurAnim);
3976 // UID öåëè:
3977 Mem.WriteWord(FTargetUID);
3978 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3979 Mem.WriteInt(FTargetTime);
3980 // Ïîâåäåíèå ìîíñòðà:
3981 Mem.WriteByte(FBehaviour);
3982 // Ãîòîâíîñòü ê âûñòðåëó:
3983 Mem.WriteInt(FAmmo);
3984 // Áîëü:
3985 Mem.WriteInt(FPain);
3986 // Âðåìÿ îæèäàíèÿ:
3987 Mem.WriteInt(FSleep);
3988 // Îçâó÷èâàòü ëè áîëü:
3989 Mem.WriteBoolean(FPainSound);
3990 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3991 Mem.WriteBoolean(FWaitAttackAnim);
3992 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3993 Mem.WriteBoolean(FChainFire);
3994 // Ïîäëåæèò ëè ðåñïàâíó:
3995 Mem.WriteBoolean(FNoRespawn);
3996 // Êîîðäèíàòû öåëè:
3997 Mem.WriteInt(tx);
3998 Mem.WriteInt(ty);
3999 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4000 Mem.WriteInt(FStartID);
4001 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4002 Mem.WriteInt(FSpawnTrigger);
4003 // Îáúåêò ìîíñòðà:
4004 Obj_SaveState(@FObj, Mem);
4005 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4006 anim := vilefire <> nil;
4007 Mem.WriteBoolean(anim);
4008 // Åñëè åñòü - ñîõðàíÿåì:
4009 if anim then
4010 vilefire.SaveState(Mem);
4011 // Àíèìàöèè:
4012 for i := ANIM_SLEEP to ANIM_PAIN do
4013 begin
4014 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4015 anim := FAnim[i, D_LEFT] <> nil;
4016 Mem.WriteBoolean(anim);
4017 // Åñëè åñòü - ñîõðàíÿåì:
4018 if anim then
4019 FAnim[i, D_LEFT].SaveState(Mem);
4020 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4021 anim := FAnim[i, D_RIGHT] <> nil;
4022 Mem.WriteBoolean(anim);
4023 // Åñëè åñòü - ñîõðàíÿåì:
4024 if anim then
4025 FAnim[i, D_RIGHT].SaveState(Mem);
4026 end;
4027 end;
4029 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4030 var
4031 i: Integer;
4032 sig: DWORD;
4033 b: Byte;
4034 anim: Boolean;
4035 begin
4036 if Mem = nil then
4037 Exit;
4039 // Ñèãíàòóðà ìîíñòðà:
4040 Mem.ReadDWORD(sig);
4041 if sig <> MONSTER_SIGNATURE then // 'MONS'
4042 begin
4043 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4044 end;
4045 // UID ìîíñòðà:
4046 Mem.ReadWord(FUID);
4047 // Íàïðàâëåíèå:
4048 Mem.ReadByte(b);
4049 if b = 1 then
4050 FDirection := D_LEFT
4051 else // b = 2
4052 FDirection := D_RIGHT;
4053 // Íàäî ëè óäàëèòü åãî:
4054 Mem.ReadBoolean(FRemoved);
4055 // Îñòàëîñü çäîðîâüÿ:
4056 Mem.ReadInt(FHealth);
4057 // Ñîñòîÿíèå:
4058 Mem.ReadByte(FState);
4059 // Òåêóùàÿ àíèìàöèÿ:
4060 Mem.ReadByte(FCurAnim);
4061 // UID öåëè:
4062 Mem.ReadWord(FTargetUID);
4063 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4064 Mem.ReadInt(FTargetTime);
4065 // Ïîâåäåíèå ìîíñòðà:
4066 Mem.ReadByte(FBehaviour);
4067 // Ãîòîâíîñòü ê âûñòðåëó:
4068 Mem.ReadInt(FAmmo);
4069 // Áîëü:
4070 Mem.ReadInt(FPain);
4071 // Âðåìÿ îæèäàíèÿ:
4072 Mem.ReadInt(FSleep);
4073 // Îçâó÷èâàòü ëè áîëü:
4074 Mem.ReadBoolean(FPainSound);
4075 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4076 Mem.ReadBoolean(FWaitAttackAnim);
4077 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4078 Mem.ReadBoolean(FChainFire);
4079 // Ïîäëåæèò ëè ðåñïàâíó
4080 Mem.ReadBoolean(FNoRespawn);
4081 // Êîîðäèíàòû öåëè:
4082 Mem.ReadInt(tx);
4083 Mem.ReadInt(ty);
4084 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4085 Mem.ReadInt(FStartID);
4086 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4087 Mem.ReadInt(FSpawnTrigger);
4088 // Îáúåêò ìîíñòðà:
4089 Obj_LoadState(@FObj, Mem);
4090 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4091 Mem.ReadBoolean(anim);
4092 // Åñëè åñòü - çàãðóæàåì:
4093 if anim then
4094 begin
4095 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4096 vilefire.LoadState(Mem);
4097 end;
4098 // Àíèìàöèè:
4099 for i := ANIM_SLEEP to ANIM_PAIN do
4100 begin
4101 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4102 Mem.ReadBoolean(anim);
4103 // Åñëè åñòü - çàãðóæàåì:
4104 if anim then
4105 begin
4106 Assert(FAnim[i, D_LEFT] <> nil,
4107 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4108 FAnim[i, D_LEFT].LoadState(Mem);
4109 end;
4110 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4111 Mem.ReadBoolean(anim);
4112 // Åñëè åñòü - çàãðóæàåì:
4113 if anim then
4114 begin
4115 Assert(FAnim[i, D_RIGHT] <> nil,
4116 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4117 FAnim[i, D_RIGHT].LoadState(Mem);
4118 end;
4119 end;
4120 end;
4122 procedure TMonster.ActivateTriggers();
4123 var
4124 a: Integer;
4125 begin
4126 if FDieTriggers <> nil then
4127 for a := 0 to High(FDieTriggers) do
4128 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4129 if FSpawnTrigger > -1 then
4130 begin
4131 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4132 FSpawnTrigger := -1;
4133 end;
4134 end;
4136 procedure TMonster.AddTrigger(t: Integer);
4137 begin
4138 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4139 FDieTriggers[High(FDieTriggers)] := t;
4140 end;
4142 procedure TMonster.ClearTriggers();
4143 begin
4144 SetLength(FDieTriggers, 0);
4145 end;
4147 end.