DEADSOFTWARE

more flamer tweaks
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 FDieTriggers: Array of Integer;
84 FSpawnTrigger: Integer;
86 procedure Turn();
87 function findNewPrey(): Boolean;
88 procedure ActivateTriggers();
90 public
91 FNoRespawn: Boolean;
92 FFireTime: Integer;
94 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
95 destructor Destroy(); override;
96 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
97 function Collide(Panel: TPanel): Boolean; overload;
98 function Collide(X, Y: Integer): Boolean; overload;
99 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
100 function Live(): Boolean;
101 procedure SetHealth(aH: Integer);
102 procedure Push(vx, vy: Integer);
103 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
104 function Heal(Value: Word): Boolean;
105 procedure BFGHit();
106 procedure Update();
107 procedure ClientUpdate();
108 procedure ClientAttack(wx, wy, tx, ty: Integer);
109 procedure SetDeadAnim;
110 procedure Draw();
111 procedure WakeUp();
112 procedure WakeUpSound();
113 procedure DieSound();
114 procedure PainSound();
115 procedure ActionSound();
116 procedure AddTrigger(t: Integer);
117 procedure ClearTriggers();
118 procedure Respawn();
119 procedure SaveState(var Mem: TBinMemoryWriter);
120 procedure LoadState(var Mem: TBinMemoryReader);
121 procedure SetState(State: Byte; ForceAnim: Byte = 255);
122 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
123 procedure MakeBloodSimple(Count: Word);
124 procedure RevertAnim(R: Boolean = True);
125 function AnimIsReverse: Boolean;
126 function shoot(o: PObj; immediately: Boolean): Boolean;
127 function kick(o: PObj): Boolean;
128 procedure CatchFire(Attacker: Word);
129 procedure OnFireFlame(Times: DWORD = 1);
131 property MonsterType: Byte read FMonsterType;
132 property MonsterHealth: Integer read FHealth write FHealth;
133 property MonsterAmmo: Integer read FAmmo write FAmmo;
134 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
135 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
136 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
137 property MonsterSleep: Integer read FSleep write FSleep;
138 property MonsterState: Byte read FState write FState;
139 property MonsterRemoved: Boolean read FRemoved write FRemoved;
140 property MonsterPain: Integer read FPain write FPain;
141 property MonsterAnim: Byte read FCurAnim write FCurAnim;
143 property Obj: TObj read FObj;
144 property UID: Word read FUID write FUID;
145 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
147 property GameX: Integer read FObj.X write FObj.X;
148 property GameY: Integer read FObj.Y write FObj.Y;
149 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
150 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
151 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
152 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
153 property GameDirection: TDirection read FDirection write FDirection;
155 property StartID: Integer read FStartID;
156 end;
158 procedure g_Monsters_LoadData();
159 procedure g_Monsters_FreeData();
160 procedure g_Monsters_Init();
161 procedure g_Monsters_Free();
162 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
163 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
164 procedure g_Monsters_Update();
165 procedure g_Monsters_Draw();
166 procedure g_Monsters_DrawHealth();
167 function g_Monsters_Get(UID: Word): TMonster;
168 procedure g_Monsters_killedp();
169 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
170 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
171 function g_Monsters_GetIDByName(name: String): Integer;
172 function g_Monsters_GetNameByID(MonsterType: Byte): String;
173 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
175 var
176 gMonsters: array of TMonster;
178 implementation
180 uses
181 e_log, g_main, g_sound, g_gfx, g_player, g_game,
182 g_weapons, g_triggers, MAPDEF, g_items, g_options,
183 g_console, g_map, Math, SysUtils, g_menu, wadreader,
184 g_language, g_netmsg;
186 const
187 ANIM_SLEEP = 0;
188 ANIM_GO = 1;
189 ANIM_DIE = 2;
190 ANIM_MESS = 3;
191 ANIM_ATTACK = 4;
192 ANIM_ATTACK2 = 5;
193 ANIM_PAIN = 6;
195 STATE_SLEEP = 0;
196 STATE_GO = 1;
197 STATE_RUN = 2;
198 STATE_CLIMB = 3;
199 STATE_DIE = 4;
200 STATE_DEAD = 5;
201 STATE_ATTACK = 6;
202 STATE_SHOOT = 7;
203 STATE_PAIN = 8;
204 STATE_WAIT = 9;
205 STATE_REVIVE = 10;
206 STATE_RUNOUT = 11;
208 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
210 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
211 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
212 record
213 name: String;
214 loop: Boolean;
215 end = ((name: 'SLEEP'; loop: True),
216 (name: 'GO'; loop: True),
217 (name: 'DIE'; loop: False),
218 (name: 'MESS'; loop: False),
219 (name: 'ATTACK'; loop: False),
220 (name: 'ATTACK2'; loop: False),
221 (name: 'PAIN'; loop: False));
223 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
224 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
225 record
226 Name: String;
227 Rect: TRectWH;
228 Health: Word;
229 RunVel: Byte;
230 MinPain: Byte;
231 Pain: Byte;
232 Jump: Byte;
233 end =
234 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
235 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
237 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
238 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
240 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
241 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
243 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
244 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
246 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
247 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
249 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
250 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
252 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
253 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
255 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
256 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
258 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
259 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
261 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
262 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
264 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
265 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
267 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
268 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
270 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
271 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
273 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
274 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
276 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
277 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
279 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
280 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
282 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
283 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
285 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
286 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
288 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
289 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
291 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
292 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
294 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
295 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
296 record
297 LeftAnim: Boolean;
298 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
299 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
300 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
301 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
302 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
303 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
304 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));
305 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))),
307 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
308 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));
309 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))),
311 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
312 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));
313 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))),
315 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
316 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));
317 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))),
319 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
320 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));
321 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))),
323 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
324 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));
325 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))),
327 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
328 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));
329 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))),
331 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
332 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));
333 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))),
335 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
336 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));
337 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))),
339 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
340 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));
341 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))),
343 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
344 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));
345 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))),
347 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
348 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));
349 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))),
351 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
352 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));
353 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))),
355 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
356 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));
357 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))),
359 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
360 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));
361 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))),
363 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
364 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));
365 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))),
367 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
368 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));
369 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 ))),
371 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
372 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));
373 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))),
375 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
376 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));
377 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))),
379 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
380 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));
381 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))) );
383 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
384 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
386 var
387 pt_x: Integer = 0;
388 pt_xs: Integer = 1;
389 pt_y: Integer = 0;
390 pt_ys: Integer = 1;
391 soulcount: Integer = 0;
393 function FindMonster(): DWORD;
394 var
395 i: Integer;
396 begin
397 if gMonsters <> nil then
398 for i := 0 to High(gMonsters) do
399 if gMonsters[i] = nil then
400 begin
401 Result := i;
402 Exit;
403 end;
405 if gMonsters = nil then
406 begin
407 SetLength(gMonsters, 32);
408 Result := 0;
409 end
410 else
411 begin
412 Result := High(gMonsters) + 1;
413 SetLength(gMonsters, Length(gMonsters) + 32);
414 end;
415 end;
417 function IsFriend(a, b: Byte): Boolean;
418 begin
419 Result := True;
421 // Áî÷êà - âñåì äðóã:
422 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
423 Exit;
425 // Ìîíñòðû îäíîãî âèäà:
426 if a = b then
427 case a of
428 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
429 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
430 Exit; // Ýòè íå áüþò ñâîèõ
431 end;
433 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
434 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
435 Exit;
436 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
437 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
438 Exit;
440 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
441 Result := False;
442 end;
444 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
445 var
446 m: TMonster;
447 UIDType, MonsterType: Byte;
448 begin
449 Result := False;
450 MonsterType := 0;
452 UIDType := g_GetUIDType(SpawnerUID);
453 if UIDType = UID_MONSTER then
454 begin
455 m := g_Monsters_Get(SpawnerUID);
456 if m = nil then Exit;
457 MonsterType := m.FMonsterType;
458 end;
460 case BH of
461 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
462 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
464 BH_KILLER: Result := UIDType = UID_PLAYER;
465 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
466 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
468 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
469 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
470 end;
471 end;
473 function canShoot(m: Byte): Boolean;
474 begin
475 Result := False;
477 case m of
478 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
479 Exit;
480 else
481 Result := True;
482 end;
483 end;
485 function isCorpse(o: PObj; immediately: Boolean): Integer;
486 var
487 a: Integer;
488 begin
489 Result := -1;
491 // Åñëè íóæíà âåðîÿòíîñòü:
492 if not immediately then
493 if Random(8) <> 0 then
494 Exit;
496 if gMonsters = nil then
497 Exit;
499 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
500 for a := 0 to High(gMonsters) do
501 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
502 if g_Obj_Collide(o, @gMonsters[a].FObj) then
503 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
504 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
505 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
506 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
507 begin
508 Result := a;
509 Exit;
510 end;
511 end;
512 end;
514 procedure g_Monsters_LoadData();
515 begin
516 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
518 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
525 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
532 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
539 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
546 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
553 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
560 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
567 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
574 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
581 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
588 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
595 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
602 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
609 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
616 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
623 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
630 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
637 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
644 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
651 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
658 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
671 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
673 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
675 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
676 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
677 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
678 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
681 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
685 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
687 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
689 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
692 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
696 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
699 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
702 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
704 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
708 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
712 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
718 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
719 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
725 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
729 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
730 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
731 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
734 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
736 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
737 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
740 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
743 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
744 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
746 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
747 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
748 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
750 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
751 end;
753 procedure g_Monsters_FreeData();
754 begin
755 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
757 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
758 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
759 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
760 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
761 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
765 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
766 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
767 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
771 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
772 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
773 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
777 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
787 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
788 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
789 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
793 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
795 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
798 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
799 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
800 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
804 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
805 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
808 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
809 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
810 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
830 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
847 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
848 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
872 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
873 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
876 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
887 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
889 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
891 g_Sound_Delete('SOUND_MONSTER_PAIN');
892 g_Sound_Delete('SOUND_MONSTER_PAIN2');
893 g_Sound_Delete('SOUND_MONSTER_ACTION');
894 g_Sound_Delete('SOUND_MONSTER_ACTION2');
895 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
896 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
897 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
898 g_Sound_Delete('SOUND_MONSTER_DIE_1');
899 g_Sound_Delete('SOUND_MONSTER_DIE_2');
900 g_Sound_Delete('SOUND_MONSTER_DIE_3');
901 g_Sound_Delete('SOUND_MONSTER_SLOP');
903 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
904 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
905 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
907 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
908 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
909 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
910 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
911 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
912 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
914 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
916 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
917 g_Sound_Delete('SOUND_MONSTER_HAHA');
918 g_Sound_Delete('SOUND_MONSTER_TRUP');
920 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
921 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
923 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
924 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
928 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
930 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
931 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
934 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
935 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
938 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
940 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
941 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
945 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
946 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
947 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
950 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
952 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
953 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
955 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
956 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
959 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
960 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
962 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
963 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
964 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
966 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
967 end;
969 procedure g_Monsters_Init();
970 begin
971 soulcount := 0;
972 end;
974 procedure g_Monsters_Free();
975 var
976 a: Integer;
977 begin
978 if gMonsters <> nil then
979 for a := 0 to High(gMonsters) do
980 gMonsters[a].Free();
982 gMonsters := nil;
983 end;
985 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
986 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
987 var
988 find_id: DWORD;
989 begin
990 Result := -1;
992 // Íåò òàêîãî ìîíñòðà:
993 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
994 Exit;
996 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
997 if MonsterType = MONSTER_SOUL then
998 if soulcount > MAX_SOUL then
999 Exit
1000 else
1001 soulcount := soulcount + 1;
1003 find_id := FindMonster();
1005 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1007 // Íàñòðàèâàåì ïîëîæåíèå:
1008 with gMonsters[find_id] do
1009 begin
1010 if AdjCoord then
1011 begin
1012 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1013 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1014 end
1015 else
1016 begin
1017 FObj.X := X-FObj.Rect.X;
1018 FObj.Y := Y-FObj.Rect.Y;
1019 end;
1021 FDirection := Direction;
1022 FStartDirection := Direction;
1023 FStartX := GameX;
1024 FStartY := GameY;
1025 end;
1027 Result := find_id;
1028 end;
1030 procedure g_Monsters_killedp();
1031 var
1032 a, h: Integer;
1033 begin
1034 if gMonsters = nil then
1035 Exit;
1037 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1038 h := High(gMonsters);
1039 for a := 0 to h do
1040 if (gMonsters[a] <> nil) then
1041 with gMonsters[a] do
1042 if (FMonsterType = MONSTER_MAN) and
1043 (FState <> STATE_DEAD) and
1044 (FState <> STATE_SLEEP) and
1045 (FState <> STATE_DIE) then
1046 begin
1047 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1048 Exit;
1049 end;
1050 end;
1052 procedure g_Monsters_Update();
1053 var
1054 a: Integer;
1055 begin
1056 // Öåëåóêàçàòåëü:
1057 if gTime mod (GAME_TICK*2) = 0 then
1058 begin
1059 pt_x := pt_x+pt_xs;
1060 pt_y := pt_y+pt_ys;
1061 if Abs(pt_x) > 246 then
1062 pt_xs := -pt_xs;
1063 if Abs(pt_y) > 100 then
1064 pt_ys := -pt_ys;
1065 end;
1067 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1069 if gMonsters <> nil then
1070 for a := 0 to High(gMonsters) do
1071 if (gMonsters[a] <> nil) then
1072 if not gMonsters[a].FRemoved then
1073 begin
1074 if g_Game_IsClient then
1075 gMonsters[a].ClientUpdate()
1076 else
1077 gMonsters[a].Update();
1078 end
1079 else
1080 begin
1081 gMonsters[a].Free();
1082 gMonsters[a] := nil;
1083 end;
1085 gMon := False;
1086 end;
1088 procedure g_Monsters_Draw();
1089 var
1090 a: Integer;
1091 begin
1092 if gMonsters <> nil then
1093 for a := 0 to High(gMonsters) do
1094 if gMonsters[a] <> nil then
1095 gMonsters[a].Draw();
1096 end;
1098 procedure g_Monsters_DrawHealth();
1099 var
1100 a: Integer;
1101 fW, fH: Byte;
1102 begin
1103 if gMonsters = nil then Exit;
1104 e_TextureFontGetSize(gStdFont, fW, fH);
1106 for a := 0 to High(gMonsters) do
1107 if gMonsters[a] <> nil then
1108 begin
1109 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1110 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1111 IntToStr(gMonsters[a].FHealth), gStdFont);
1112 end;
1113 end;
1115 function g_Monsters_Get(UID: Word): TMonster;
1116 var
1117 a: Integer;
1118 begin
1119 Result := nil;
1121 if gMonsters <> nil then
1122 for a := 0 to High(gMonsters) do
1123 if (gMonsters[a] <> nil) and
1124 (gMonsters[a].FUID = UID) then
1125 begin
1126 Result := gMonsters[a];
1127 Break;
1128 end;
1129 end;
1131 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1132 var
1133 count, i: Integer;
1134 b: Byte;
1135 begin
1136 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1137 count := 0;
1138 if gMonsters <> nil then
1139 for i := 0 to High(gMonsters) do
1140 if gMonsters[i] <> nil then
1141 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1142 count := count + 1;
1144 Mem := TBinMemoryWriter.Create((count+1) * 350);
1146 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1147 Mem.WriteInt(pt_x);
1148 Mem.WriteInt(pt_xs);
1149 Mem.WriteInt(pt_y);
1150 Mem.WriteInt(pt_ys);
1152 // Êîëè÷åñòâî ìîíñòðîâ:
1153 Mem.WriteInt(count);
1155 if count = 0 then
1156 Exit;
1158 // Ñîõðàíÿåì ìîíñòðîâ:
1159 for i := 0 to High(gMonsters) do
1160 if gMonsters[i] <> nil then
1161 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1162 begin
1163 // Òèï ìîíñòðà:
1164 b := gMonsters[i].MonsterType;
1165 Mem.WriteByte(b);
1166 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1167 gMonsters[i].SaveState(Mem);
1168 end;
1169 end;
1171 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1172 var
1173 count, i, a: Integer;
1174 b: Byte;
1175 begin
1176 if Mem = nil then
1177 Exit;
1179 g_Monsters_Free();
1181 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1182 Mem.ReadInt(pt_x);
1183 Mem.ReadInt(pt_xs);
1184 Mem.ReadInt(pt_y);
1185 Mem.ReadInt(pt_ys);
1187 // Êîëè÷åñòâî ìîíñòðîâ:
1188 Mem.ReadInt(count);
1190 if count = 0 then
1191 Exit;
1193 // Çàãðóæàåì ìîíñòðîâ:
1194 for a := 0 to count-1 do
1195 begin
1196 // Òèï ìîíñòðà:
1197 Mem.ReadByte(b);
1198 // Ñîçäàåì ìîíñòðà:
1199 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1200 if i < 0 then
1201 begin
1202 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1203 end;
1204 // Çàãðóæàåì äàííûå ìîíñòðà:
1205 gMonsters[i].LoadState(Mem);
1206 end;
1207 end;
1209 function g_Monsters_GetIDByName(name: String): Integer;
1210 var
1211 i: Integer;
1212 begin
1213 name := UpperCase(name);
1214 i := MONSTER_DEMON;
1215 while (i <= MONSTER_MAN) do
1216 begin
1217 if name = MONSTERTABLE[i].Name then
1218 begin
1219 Result := i;
1220 Exit;
1221 end;
1222 Inc(i);
1223 end;
1225 Result := -1;
1226 end;
1228 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1229 begin
1230 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1231 Result := MONSTERTABLE[MonsterType].Name
1232 else
1233 Result := '?';
1234 end;
1236 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1237 begin
1238 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1239 Result := KilledByMonster[MonsterType]
1240 else
1241 Result := '?';
1242 end;
1244 { T M o n s t e r : }
1246 procedure TMonster.ActionSound();
1247 begin
1248 case FMonsterType of
1249 MONSTER_IMP:
1250 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1251 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1252 MONSTER_MANCUB:
1253 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1254 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1255 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1256 MONSTER_SPIDER:
1257 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1258 MONSTER_BSP:
1259 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1260 MONSTER_VILE:
1261 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1262 MONSTER_SKEL:
1263 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1264 MONSTER_CYBER:
1266 MONSTER_MAN:
1267 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1268 end;
1269 end;
1271 procedure TMonster.PainSound();
1272 begin
1273 if FPainSound then
1274 Exit;
1276 FPainSound := True;
1277 FPainTicks := 20;
1279 case FMonsterType of
1280 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1281 MONSTER_SKEL, MONSTER_CGUN:
1282 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1283 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1284 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1285 MONSTER_BSP, MONSTER_CYBER:
1286 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1287 MONSTER_VILE:
1288 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1289 MONSTER_MANCUB:
1290 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1291 MONSTER_PAIN:
1292 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1293 MONSTER_MAN:
1294 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1295 end;
1296 end;
1298 procedure TMonster.DieSound();
1299 begin
1300 case FMonsterType of
1301 MONSTER_IMP:
1302 case Random(2) of
1303 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1304 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1305 end;
1306 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1307 case Random(3) of
1308 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1309 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1310 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1311 end;
1312 MONSTER_DEMON:
1313 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1314 MONSTER_BARREL:
1315 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1316 MONSTER_SOUL:
1317 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1318 MONSTER_BSP:
1319 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1320 MONSTER_VILE:
1321 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1322 MONSTER_BARON:
1323 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1324 MONSTER_CACO:
1325 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1326 MONSTER_CYBER:
1327 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1328 MONSTER_KNIGHT:
1329 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1330 MONSTER_MANCUB:
1331 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1332 MONSTER_PAIN:
1333 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1334 MONSTER_SKEL:
1335 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1336 MONSTER_SPIDER:
1337 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1338 MONSTER_MAN:
1339 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1340 end;
1341 end;
1343 procedure TMonster.WakeUpSound();
1344 begin
1345 case FMonsterType of
1346 MONSTER_IMP:
1347 case Random(2) of
1348 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1349 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1350 end;
1351 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1352 case Random(3) of
1353 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1354 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1355 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1356 end;
1357 MONSTER_MAN:
1358 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1359 MONSTER_BSP:
1360 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1361 MONSTER_VILE:
1362 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1363 MONSTER_BARON:
1364 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1365 MONSTER_CACO:
1366 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1367 MONSTER_CYBER:
1368 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1369 MONSTER_KNIGHT:
1370 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1371 MONSTER_MANCUB:
1372 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1373 MONSTER_PAIN:
1374 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1375 MONSTER_DEMON:
1376 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1377 MONSTER_SKEL:
1378 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1379 MONSTER_SPIDER:
1380 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1381 MONSTER_SOUL:
1383 end;
1384 end;
1386 procedure TMonster.BFGHit();
1387 begin
1388 if FMonsterType = MONSTER_FISH then
1389 Exit;
1391 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1392 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1393 {if g_Game_IsServer and g_Game_IsNet then
1394 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1395 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1396 0, NET_GFX_BFG);}
1397 end;
1399 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1400 begin
1401 Result := g_Collide(FObj.X+FObj.Rect.X,
1402 FObj.Y+FObj.Rect.Y,
1403 FObj.Rect.Width,
1404 FObj.Rect.Height,
1405 X, Y,
1406 Width, Height);
1407 end;
1409 function TMonster.Collide(Panel: TPanel): Boolean;
1410 begin
1411 Result := g_Collide(FObj.X+FObj.Rect.X,
1412 FObj.Y+FObj.Rect.Y,
1413 FObj.Rect.Width,
1414 FObj.Rect.Height,
1415 Panel.X, Panel.Y,
1416 Panel.Width, Panel.Height);
1417 end;
1419 function TMonster.Collide(X, Y: Integer): Boolean;
1420 begin
1421 X := X - FObj.X - FObj.Rect.X;
1422 Y := Y - FObj.Y - FObj.Rect.Y;
1423 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1424 (y >= 0) and (y <= FObj.Rect.Height);
1425 end;
1427 procedure TMonster.Respawn;
1428 begin
1429 FObj.Vel.X := 0;
1430 FObj.Vel.Y := 0;
1431 FObj.Accel.X := 0;
1432 FObj.Accel.Y := 0;
1433 FDirection := FStartDirection;
1434 GameX := FStartX;
1435 GameY := FStartY;
1436 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1437 FHealth := MONSTERTABLE[FMonsterType].Health;
1438 FAmmo := 0;
1439 FPain := 0;
1440 FTargetUID := 0;
1441 FTargetTime := 0;
1442 FDieTriggers := nil;
1443 FWaitAttackAnim := False;
1444 FChainFire := False;
1445 FShellTimer := -1;
1447 FState := STATE_SLEEP;
1448 FCurAnim := ANIM_SLEEP;
1450 if g_Game_IsNet and g_Game_IsServer then
1451 begin
1452 MH_SEND_MonsterPos(FUID);
1453 MH_SEND_MonsterState(FUID);
1454 end;
1455 end;
1457 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1458 var
1459 a: Integer;
1460 FramesID: DWORD;
1461 s: String;
1462 res: Boolean;
1463 begin
1464 if ForcedUID < 0 then
1465 FUID := g_CreateUID(UID_MONSTER)
1466 else
1467 FUID := ForcedUID;
1469 FMonsterType := MonsterType;
1471 g_Obj_Init(@FObj);
1473 FState := STATE_SLEEP;
1474 FCurAnim := ANIM_SLEEP;
1475 FHealth := MONSTERTABLE[MonsterType].Health;
1476 FMaxHealth := FHealth;
1477 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1478 FDieTriggers := nil;
1479 FSpawnTrigger := -1;
1480 FWaitAttackAnim := False;
1481 FChainFire := False;
1482 FStartID := aID;
1483 FNoRespawn := False;
1484 FShellTimer := -1;
1485 FBehaviour := BH_NORMAL;
1486 FFireTime := 0;
1487 FFirePainTime := 0;
1488 FFireAttacker := 0;
1490 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1491 FBloodKind := BLOOD_SPARKS
1492 else
1493 FBloodKind := BLOOD_NORMAL;
1494 if FMonsterType = MONSTER_CACO then
1495 begin
1496 FBloodRed := 0;
1497 FBloodGreen := 0;
1498 FBloodBlue := 150;
1499 end
1500 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1501 begin
1502 FBloodRed := 0;
1503 FBloodGreen := 150;
1504 FBloodBlue := 0;
1505 end
1506 else
1507 begin
1508 FBloodRed := 150;
1509 FBloodGreen := 0;
1510 FBloodBlue := 0;
1511 end;
1513 SetLength(FAnim, Length(ANIMTABLE));
1515 for a := 0 to High(FAnim) do
1516 begin
1517 FAnim[a, D_LEFT] := nil;
1518 FAnim[a, D_RIGHT] := nil;
1519 end;
1521 for a := ANIM_SLEEP to ANIM_PAIN do
1522 if (ANIMTABLE[a].name <> '') and
1523 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1524 begin
1525 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1526 '_'+ANIMTABLE[a].name;
1528 res := g_Frames_Exists(s);
1530 if res then
1531 res := g_Frames_Get(FramesID, s);
1533 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1534 if (not res) then
1535 begin
1536 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1537 if a <> ANIM_MESS then
1538 Continue;
1540 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1541 '_'+ANIMTABLE[ANIM_DIE].name) then
1542 begin
1543 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1544 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1545 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1546 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1547 Continue;
1548 end;
1549 end;
1551 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1552 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1554 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1555 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1556 begin
1557 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1558 '_'+ANIMTABLE[a].name+'_L';
1559 if g_Frames_Exists(s) then
1560 g_Frames_Get(FramesID, s);
1561 end;
1563 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1564 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1565 end;
1567 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1568 if MonsterType = MONSTER_VILE then
1569 begin
1570 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1571 vilefire := TAnimation.Create(FramesID, True, 2);
1572 end
1573 else
1574 vilefire := nil;
1575 end;
1577 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1578 var
1579 c, it: Integer;
1580 p: TPlayer;
1581 begin
1582 Result := False;
1584 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1585 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1586 Exit;
1588 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1589 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1590 begin
1591 FSleep := 20;
1592 if Random(2) = 0 then
1593 FDirection := D_RIGHT
1594 else
1595 FDirection := D_LEFT;
1596 Result := True;
1597 SetState(STATE_RUN);
1598 Exit;
1599 end;
1601 // Ëîâóøêà óáèâàåò ñðàçó:
1602 if t = HIT_TRAP then
1603 FHealth := -100;
1605 // Ðîáîòó óðîíà íåò:
1606 if FMonsterType = MONSTER_ROBO then
1607 Damage := 0;
1609 // Íàíîñèì óðîí:
1610 if g_Game_IsServer then Dec(FHealth, Damage);
1612 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1613 if FPain = 0 then
1614 FPain := 3;
1615 FPain := FPain+Damage;
1617 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1618 if FState <> STATE_PAIN then
1619 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1620 (FMonsterType <> MONSTER_BARREL) then
1621 SetState(STATE_PAIN);
1623 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1624 if (gBloodCount > 0) then
1625 begin
1626 c := Min(Damage, 200);
1627 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1629 if (VelX = 0) and (VelY = 0) then
1630 MakeBloodSimple(c)
1631 else
1632 case t of
1633 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1634 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1635 end;
1636 end;
1638 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1639 if (SpawnerUID <> FUID) and
1640 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1641 begin
1642 FTargetUID := SpawnerUID;
1643 FTargetTime := 0;
1644 end;
1646 // Çäîðîâüå çàêîí÷èëîñü:
1647 if FHealth <= 0 then
1648 begin
1649 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1650 if (FMonsterType <> MONSTER_BARREL) then
1651 begin
1652 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1653 begin
1654 p := g_Player_Get(SpawnerUID);
1655 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1656 begin
1657 p.MonsterKills := p.MonsterKills+1;
1658 if gGameSettings.GameMode = GM_COOP then
1659 p.Frags := p.Frags + 1;
1660 // Uncomment this if you want to double-kill monsters
1661 //p.FragCombo();
1662 end;
1663 end;
1664 if gLMSRespawn = LMS_RESPAWN_NONE then
1665 begin
1666 Inc(gCoopMonstersKilled);
1667 if g_Game_IsNet then
1668 MH_SEND_GameStats;
1669 end;
1670 end;
1672 // Âûáèðàåì ëóò:
1673 case FMonsterType of
1674 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1675 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1676 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1677 MONSTER_MAN: c := ITEM_KEY_RED;
1678 else c := 0;
1679 end;
1681 // Áðîñàåì ëóò:
1682 if c <> 0 then
1683 begin
1684 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1685 FObj.Y + (FObj.Rect.Height div 2),
1686 c, True, False);
1687 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1688 (FObj.Vel.Y div 2)-Random(4));
1689 if g_Game_IsServer and g_Game_IsNet then
1690 MH_SEND_ItemSpawn(True, it);
1691 end;
1693 // Òðóï äàëüøå íå èäåò:
1694 FObj.Vel.X := 0;
1696 // Ó òðóïà ðàçìåðû ìåíüøå:
1697 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1698 begin
1699 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1700 FObj.Rect.Height := 12;
1701 end;
1703 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1704 if (FHealth <= -30) and
1705 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1706 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1707 (FMonsterType = MONSTER_MAN)) then
1708 begin
1709 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1710 SetState(STATE_DIE, ANIM_MESS);
1711 end
1712 else
1713 begin
1714 DieSound();
1715 SetState(STATE_DIE);
1716 end;
1718 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1719 if g_Game_IsServer then ActivateTriggers();
1721 FHealth := 0;
1722 end
1723 else
1724 if FState = STATE_SLEEP then
1725 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1726 FPain := MONSTERTABLE[FMonsterType].Pain;
1727 SetState(STATE_GO);
1728 end;
1730 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1731 Result := True;
1732 end;
1734 function TMonster.Heal(Value: Word): Boolean;
1735 begin
1736 Result := False;
1737 if g_Game_IsClient then
1738 Exit;
1739 if not Live then
1740 Exit;
1742 if FHealth < FMaxHealth then
1743 begin
1744 IncMax(FHealth, Value, FMaxHealth);
1745 if g_Game_IsServer and g_Game_IsNet then
1746 MH_SEND_MonsterState(FUID);
1747 Result := True;
1748 end;
1749 end;
1751 destructor TMonster.Destroy();
1752 var
1753 a: Integer;
1754 begin
1755 for a := 0 to High(FAnim) do
1756 begin
1757 FAnim[a, D_LEFT].Free();
1758 FAnim[a, D_RIGHT].Free();
1759 end;
1761 vilefire.Free();
1763 inherited Destroy();
1764 end;
1766 procedure TMonster.Draw();
1767 var
1768 m: TMirrorType;
1769 dx, dy, c: Integer;
1770 o: TObj;
1771 begin
1772 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1773 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1775 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1776 if FMonsterType = MONSTER_VILE then
1777 if FState = STATE_SHOOT then
1778 if GetPos(FTargetUID, @o) then
1779 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1780 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1782 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1783 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1784 sX-128, sY-128, sWidth+256, sHeight+256) then
1785 Exit;
1787 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1788 if FState = STATE_DEAD then
1789 case FMonsterType of
1790 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1791 end;
1793 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1794 if FAnim[FCurAnim, FDirection] <> nil then
1795 begin
1796 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1797 if (FDirection = D_LEFT) and
1798 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1799 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1800 (FMonsterType <> MONSTER_BARREL) then
1801 m := M_HORIZONTAL
1802 else
1803 m := M_NONE;
1805 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1806 if (FDirection = D_LEFT) and
1807 (FMonsterType <> MONSTER_BARREL) then
1808 begin
1809 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1810 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1812 if m = M_HORIZONTAL then
1813 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1814 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1815 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1816 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1817 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1818 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1819 dx := -dx;
1820 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1821 end;
1822 end
1823 else // Ïðàâàÿ àíèìàöèÿ
1824 begin
1825 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1826 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1827 end;
1829 // Ðèñóåì:
1830 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1831 end;
1833 if g_debug_Frames then
1834 begin
1835 e_DrawQuad(FObj.X+FObj.Rect.X,
1836 FObj.Y+FObj.Rect.Y,
1837 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1838 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1839 0, 255, 0);
1840 end;
1841 end;
1843 procedure TMonster.MakeBloodSimple(Count: Word);
1844 begin
1845 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1846 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1847 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1848 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1849 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1850 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1851 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1852 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1853 end;
1855 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1856 begin
1857 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1858 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1859 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1860 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1861 end;
1863 procedure TMonster.Push(vx, vy: Integer);
1864 begin
1865 FObj.Accel.X := FObj.Accel.X + vx;
1866 FObj.Accel.Y := FObj.Accel.Y + vy;
1867 if g_Game_IsServer and g_Game_IsNet then
1868 MH_SEND_MonsterPos(FUID);
1869 end;
1871 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1872 var
1873 Anim: Byte;
1874 begin
1875 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1876 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1877 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1878 soulcount := soulcount-1;
1880 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1881 case FState of
1882 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1883 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1884 (State <> STATE_GO) then
1885 Exit;
1886 end;
1888 // Ñìåíà ñîñòîÿíèÿ:
1889 FState := State;
1891 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1893 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1894 case FState of
1895 STATE_SLEEP: Anim := ANIM_SLEEP;
1896 STATE_PAIN: Anim := ANIM_PAIN;
1897 STATE_WAIT: Anim := ANIM_SLEEP;
1898 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1899 STATE_SHOOT: Anim := ANIM_ATTACK;
1900 STATE_ATTACK: Anim := ANIM_ATTACK;
1901 STATE_DIE: Anim := ANIM_DIE;
1902 STATE_REVIVE:
1903 begin // íà÷àëè âîñðåøàòüñÿ
1904 Anim := FCurAnim;
1905 FAnim[Anim, FDirection].Revert(True);
1907 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1908 FHealth := MONSTERTABLE[FMonsterType].Health;
1909 FAmmo := 0;
1910 FPain := 0;
1911 end;
1912 else Exit;
1913 end;
1915 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1916 if ForceAnim <> 255 then
1917 Anim := ForceAnim;
1919 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1920 if FCurAnim <> Anim then
1921 if FAnim[Anim, FDirection] <> nil then
1922 begin
1923 FAnim[Anim, FDirection].Reset();
1924 FCurAnim := Anim;
1925 end;
1926 end;
1928 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1929 var
1930 TA: TAnimation;
1931 FramesID: DWORD;
1932 begin
1933 Result := False;
1935 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1936 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1937 begin
1938 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1939 if g_Game_IsServer and g_Game_IsNet then
1940 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1941 Exit;
1942 end;
1944 TA := nil;
1946 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1947 if not silent then
1948 begin
1949 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1950 TA := TAnimation.Create(FramesID, False, 6);
1951 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1952 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1953 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1955 if g_Game_IsServer and g_Game_IsNet then
1956 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1957 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1958 NET_GFX_TELE);
1959 end;
1961 FObj.X := X - FObj.Rect.X;
1962 FObj.Y := Y - FObj.Rect.Y;
1964 if dir = 1 then
1965 FDirection := D_LEFT
1966 else
1967 if dir = 2 then
1968 FDirection := D_RIGHT
1969 else
1970 if dir = 3 then
1971 begin // îáðàòíîå
1972 if FDirection = D_RIGHT then
1973 FDirection := D_LEFT
1974 else
1975 FDirection := D_RIGHT;
1976 end;
1978 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1979 if not silent and (TA <> nil) then
1980 begin
1981 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1982 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1983 TA.Free();
1985 if g_Game_IsServer and g_Game_IsNet then
1986 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1987 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1988 NET_GFX_TELE);
1989 end;
1991 if g_Game_IsServer and g_Game_IsNet then
1992 MH_SEND_MonsterPos(FUID);
1993 Result := True;
1994 end;
1996 procedure TMonster.Update();
1997 var
1998 a, b, sx, sy, wx, wy, oldvelx: Integer;
1999 st: Word;
2000 o, co: TObj;
2001 fall: Boolean;
2002 label
2003 _end;
2004 begin
2005 fall := True;
2007 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2008 if FMonsterType = MONSTER_FISH then
2009 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2010 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2011 fall := False;
2013 // Ëåòàþùèå ìîíòñðû:
2014 if ((FMonsterType = MONSTER_SOUL) or
2015 (FMonsterType = MONSTER_PAIN) or
2016 (FMonsterType = MONSTER_CACO)) and
2017 (FState <> STATE_DIE) and
2018 (FState <> STATE_DEAD) then
2019 fall := False;
2021 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2022 if gTime mod (GAME_TICK*2) <> 0 then
2023 begin
2024 g_Obj_Move(@FObj, fall, True, True);
2025 Exit;
2026 end;
2028 if FPainTicks > 0 then
2029 Dec(FPainTicks)
2030 else
2031 FPainSound := False;
2033 // Äâèãàåìñÿ:
2034 st := g_Obj_Move(@FObj, fall, True, True);
2036 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2037 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2038 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2039 begin
2040 FRemoved := True;
2041 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2042 begin
2043 Inc(gCoopMonstersKilled);
2044 if g_Game_IsNet then
2045 MH_SEND_GameStats;
2046 end;
2047 ActivateTriggers();
2048 Exit;
2049 end;
2051 oldvelx := FObj.Vel.X;
2053 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2054 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2055 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2057 if FFireTime > 0 then
2058 begin
2059 if WordBool(st and MOVE_INWATER) then
2060 FFireTime := 0
2061 else
2062 begin
2063 OnFireFlame(1);
2064 FFireTime := FFireTime - 1;
2065 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2066 if FFirePainTime = 0 then
2067 begin
2068 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2069 FFirePainTime := 18;
2070 end
2071 else
2072 FFirePainTime := FFirePainTime - 1;
2073 end;
2074 end;
2076 // Ìåðòâûé íè÷åãî íå äåëàåò:
2077 if (FState = STATE_DEAD) then
2078 goto _end;
2080 // AI ìîíñòðîâ âûêëþ÷åí:
2081 if g_debug_MonsterOff then
2082 begin
2083 FSleep := 1;
2084 if FState <> STATE_SLEEP then
2085 SetState(STATE_SLEEP);
2086 end;
2088 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2089 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2090 case FMonsterType of
2091 MONSTER_FISH:
2092 if Random(4) = 0 then
2093 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2094 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2095 MONSTER_ROBO, MONSTER_BARREL:
2096 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2097 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2098 else begin
2099 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2100 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2101 if Random(2) = 0 then
2102 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2103 else
2104 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2105 end;
2106 end;
2108 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2109 if FMonsterType = MONSTER_BARREL then
2110 begin
2111 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2112 (FAnim[FCurAnim, FDirection].Counter = 0) then
2113 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2114 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2115 60, FUID);
2116 end;
2118 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2119 if FMonsterType = MONSTER_SOUL then
2120 if WordBool(st and MOVE_HITAIR) then
2121 g_Obj_SetSpeed(@FObj, 16);
2123 if FAmmo < 0 then
2124 FAmmo := FAmmo + 1;
2126 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2127 if FObj.Vel.Y < 0 then
2128 if WordBool(st and MOVE_INWATER) then
2129 FObj.Vel.Y := -4;
2131 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2132 FTargetTime := FTargetTime + 1;
2134 // Ãèëüçû
2135 if FShellTimer > -1 then
2136 if FShellTimer = 0 then
2137 begin
2138 if FShellType = SHELL_SHELL then
2139 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2140 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2141 GameVelX, GameVelY-2, SHELL_SHELL)
2142 else if FShellType = SHELL_DBLSHELL then
2143 begin
2144 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2145 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2146 GameVelX-1, GameVelY-2, SHELL_SHELL);
2147 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2148 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2149 GameVelX+1, GameVelY-2, SHELL_SHELL);
2150 end;
2151 FShellTimer := -1;
2152 end else Dec(FShellTimer);
2154 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2155 if fall then
2156 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2157 STATE_ATTACK, STATE_SHOOT]) then
2158 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2159 FObj.Rect.Width, FObj.Rect.Height, 50) then
2160 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2161 (FObj.Accel.Y = 0) then
2162 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2164 case FState of
2165 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2166 begin
2167 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2168 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2169 begin
2170 FPain := MONSTERTABLE[FMonsterType].Pain;
2171 if gSoundEffectsDF then PainSound();
2172 end;
2173 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2174 PainSound();
2176 // Ñíèæàåì áîëü ñî âðåìåíåì:
2177 FPain := FPain - 5;
2179 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2180 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2181 begin
2182 FPain := 0;
2183 FAmmo := -9;
2184 SetState(STATE_GO);
2185 end;
2186 end;
2188 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2189 begin
2190 // Ñïèì:
2191 FSleep := FSleep + 1;
2193 // Ïðîñïàëè äîñòàòî÷íî:
2194 if FSleep >= 18 then
2195 FSleep := 0
2196 else // åùå ñïèì
2197 goto _end;
2199 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2200 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2201 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2202 if (gPlayers <> nil) then
2203 for a := 0 to High(gPlayers) do
2204 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2205 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2206 with gPlayers[a] do
2207 if g_Look(@FObj, @Obj, FDirection) then
2208 begin
2209 FTargetUID := gPlayers[a].UID;
2210 FTargetTime := 0;
2211 WakeUpSound();
2212 SetState(STATE_GO);
2213 Break;
2214 end;
2216 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2217 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2218 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2219 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2220 if gMonsters <> nil then
2221 for a := 0 to High(gMonsters) do
2222 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2223 (gMonsters[a].FUID <> FUID) then
2224 begin
2225 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2226 if (FBehaviour = BH_MANIAC) and
2227 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2228 Continue;
2229 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2230 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2231 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2232 Continue;
2233 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2234 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2235 Continue;
2236 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2237 begin
2238 FTargetUID := gMonsters[a].UID;
2239 FTargetTime := 0;
2240 WakeUpSound();
2241 SetState(STATE_GO);
2242 Break;
2243 end;
2244 end;
2245 end;
2247 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2248 begin
2249 // Æäåì:
2250 FSleep := FSleep - 1;
2252 // Âûæäàëè äîñòàòî÷íî - èäåì:
2253 if FSleep < 0 then
2254 SetState(STATE_GO);
2255 end;
2257 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2258 begin
2259 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2260 if WordBool(st and MOVE_BLOCK) then
2261 begin
2262 Turn();
2263 FSleep := 40;
2264 SetState(STATE_RUNOUT);
2266 goto _end;
2267 end;
2269 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2270 if (FMonsterType = MONSTER_VILE) then
2271 if isCorpse(@FObj, False) <> -1 then
2272 begin
2273 FObj.Vel.X := 0;
2274 SetState(STATE_ATTACK, ANIM_ATTACK2);
2276 goto _end;
2277 end;
2279 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2280 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2281 if not findNewPrey() then
2282 begin // Íîâûõ öåëåé íåò
2283 FTargetUID := 0;
2284 o.X := FObj.X+pt_x;
2285 o.Y := FObj.Y+pt_y;
2286 o.Vel.X := 0;
2287 o.Vel.Y := 0;
2288 o.Accel.X := 0;
2289 o.Accel.Y := 0;
2290 o.Rect := _Rect(0, 0, 0, 1);
2291 end
2292 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2293 GetPos(FTargetUID, @o);
2295 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2296 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2297 begin
2298 FTargetTime := 0;
2299 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2300 begin
2301 if kick(@o) then
2302 goto _end;
2303 end;
2304 end;
2306 // Ðàññòîÿíèå äî öåëè:
2307 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2308 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2310 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2311 if sx > 0 then
2312 FDirection := D_RIGHT
2313 else
2314 FDirection := D_LEFT;
2316 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2317 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2318 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2319 if shoot(@o, False) then
2320 goto _end;
2322 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2323 if Abs(sx) < 40 then
2324 if FMonsterType <> MONSTER_FISH then
2325 begin
2326 FSleep := 15;
2327 SetState(STATE_RUN);
2328 if Random(2) = 0 then
2329 FDirection := D_LEFT
2330 else
2331 FDirection := D_RIGHT;
2333 goto _end;
2334 end;
2336 // Óïåðëèñü â ñòåíó:
2337 if WordBool(st and MOVE_HITWALL) then
2338 begin
2339 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2340 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2341 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2342 FSleep := 4;
2343 SetState(STATE_WAIT);
2345 goto _end;
2346 end;
2348 case FMonsterType of
2349 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2350 else // Íå ëåòàþò:
2351 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2352 (FObj.Accel.Y = 0) then
2353 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2354 // Ïðûæîê ÷åðåç ñòåíó:
2355 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2356 SetState(STATE_CLIMB);
2357 end;
2358 end;
2360 goto _end;
2361 end;
2363 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2364 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2365 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2366 begin
2367 if FMonsterType = MONSTER_FISH then
2368 begin // Ðûáà
2369 if not WordBool(st and MOVE_INWATER) then
2370 begin // Ðûáà âíå âîäû:
2371 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2372 begin // "Ñòîèò" òâåðäî
2373 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2374 if FObj.Accel.Y = 0 then
2375 FObj.Vel.Y := -6;
2376 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2377 end;
2379 // Ðûáå áîëüíî:
2380 SetState(STATE_PAIN);
2381 FPain := FPain + 50;
2382 end
2383 else // Ðûáà â âîäå
2384 begin
2385 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2386 if Abs(sy) > 8 then
2387 FObj.Vel.Y := g_basic.Sign(sy)*4
2388 else
2389 FObj.Vel.Y := 0;
2391 // Ðûáà ïëûâåò ââåðõ:
2392 if FObj.Vel.Y < 0 then
2393 if not g_Obj_CollideWater(@FObj, 0, -16) then
2394 begin
2395 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2396 FObj.Vel.Y := 0;
2397 // Ïëàâàåì òóäà-ñþäà:
2398 if Random(2) = 0 then
2399 FDirection := D_LEFT
2400 else
2401 FDirection := D_RIGHT;
2402 FSleep := 20;
2403 SetState(STATE_RUN);
2404 end;
2405 end;
2406 end
2407 else // Ëåòàþùèå ìîíñòðû
2408 begin
2409 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2410 if Abs(sy) > 8 then
2411 FObj.Vel.Y := g_basic.Sign(sy)*4
2412 else
2413 FObj.Vel.Y := 0;
2414 end;
2415 end
2416 else // "Íàçåìíûå" ìîíñòðû
2417 begin
2418 // Âîçìîæíî, ïèíàåì êóñêè:
2419 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2420 begin
2421 b := Abs(FObj.Vel.X);
2422 if b > 1 then b := b * (Random(8 div b) + 1);
2423 for a := 0 to High(gGibs) do
2424 if gGibs[a].Live and
2425 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2426 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2427 // Ïèíàåì êóñêè
2428 if FObj.Vel.X < 0 then
2429 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2430 else
2431 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2432 end;
2433 // Áîññû ìîãóò ïèíàòü òðóïû:
2434 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2435 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2436 begin
2437 b := Abs(FObj.Vel.X);
2438 if b > 1 then b := b * (Random(8 div b) + 1);
2439 for a := 0 to High(gCorpses) do
2440 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2441 begin
2442 co := gCorpses[a].Obj;
2443 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2444 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2445 // Ïèíàåì òðóïû
2446 if FObj.Vel.X < 0 then
2447 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2448 else
2449 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2450 end;
2451 end;
2452 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2453 if sy < -40 then
2454 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2455 // ñòîèò òâåðäî
2456 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2457 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2458 end;
2460 FSleep := FSleep + 1;
2462 // Èíîãäà ðû÷èì:
2463 if FSleep >= 8 then
2464 begin
2465 FSleep := 0;
2466 if Random(8) = 0 then
2467 ActionSound();
2468 end;
2470 // Áåæèì â âûáðàííóþ ñòîðîíó:
2471 if FDirection = D_RIGHT then
2472 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2473 else
2474 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2476 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2477 if WordBool(st and MOVE_INWATER) then
2478 FObj.Vel.X := FObj.Vel.X div 2
2479 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2480 if FMonsterType = MONSTER_FISH then
2481 FObj.Vel.X := 0;
2482 end;
2484 STATE_RUN: // Ñîñòîÿíèå - Áåã
2485 begin
2486 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2487 if WordBool(st and MOVE_BLOCK) then
2488 begin
2489 Turn();
2490 FSleep := 40;
2491 SetState(STATE_RUNOUT);
2493 goto _end;
2494 end;
2496 FSleep := FSleep - 1;
2498 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2499 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2500 begin
2501 FSleep := 0;
2502 SetState(STATE_GO);
2503 // Ñòåíà - èäåì îáðàòíî:
2504 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2505 Turn();
2506 // Èíîãäà ðû÷èì:
2507 if Random(8) = 0 then
2508 ActionSound();
2509 end;
2511 // Áåæèì â âûáðàííóþ ñòîðîíó:
2512 if FDirection = D_RIGHT then
2513 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2514 else
2515 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2517 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2518 if WordBool(st and MOVE_INWATER) then
2519 FObj.Vel.X := FObj.Vel.X div 2
2520 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2521 if FMonsterType = MONSTER_FISH then
2522 FObj.Vel.X := 0;
2523 end;
2525 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2526 begin
2527 // Âûøëè èç ÁëîêÌîíà:
2528 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2529 FSleep := 0;
2531 FSleep := FSleep - 1;
2533 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2534 if FSleep <= -18 then
2535 begin
2536 FSleep := 0;
2537 SetState(STATE_GO);
2538 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2539 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2540 Turn();
2541 // Èíîãäà ðû÷èì:
2542 if Random(8) = 0 then
2543 ActionSound();
2544 end;
2546 // Áåæèì â âûáðàííóþ ñòîðîíó:
2547 if FDirection = D_RIGHT then
2548 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2549 else
2550 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2552 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2553 if WordBool(st and MOVE_INWATER) then
2554 FObj.Vel.X := FObj.Vel.X div 2
2555 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2556 if FMonsterType = MONSTER_FISH then
2557 FObj.Vel.X := 0;
2558 end;
2560 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2561 begin
2562 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2563 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2564 (not WordBool(st and MOVE_HITWALL)) then
2565 begin
2566 FSleep := 0;
2567 SetState(STATE_GO);
2569 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2570 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2571 begin
2572 Turn();
2573 FSleep := 15;
2574 SetState(STATE_RUN);
2575 end;
2576 end;
2578 // Áåæèì â âûáðàííóþ ñòîðîíó:
2579 if FDirection = D_RIGHT then
2580 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2581 else
2582 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2584 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2585 if WordBool(st and MOVE_INWATER) then
2586 FObj.Vel.X := FObj.Vel.X div 2
2587 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2588 if FMonsterType = MONSTER_FISH then
2589 FObj.Vel.X := 0;
2590 end;
2592 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2593 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2594 begin
2595 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2596 if FMonsterType = MONSTER_SOUL then
2597 begin
2598 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2599 SetState(STATE_GO);
2601 goto _end;
2602 end;
2604 // Çàìåäëÿåìñÿ ïðè àòàêå:
2605 if FMonsterType <> MONSTER_FISH then
2606 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2608 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2609 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2610 begin
2611 // Öåëü ïîãèáëà => èäåì äàëüøå:
2612 if not GetPos(FTargetUID, @o) then
2613 begin
2614 SetState(STATE_GO);
2616 goto _end;
2617 end;
2619 // Öåëü íå âèäíî => èäåì äàëüøå:
2620 if not g_Look(@FObj, @o, FDirection) then
2621 begin
2622 SetState(STATE_GO);
2624 goto _end;
2625 end;
2627 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2628 if g_Obj_CollideWater(@o, 0, 0) then
2629 begin
2630 SetState(STATE_GO);
2632 goto _end;
2633 end;
2635 // Æàðèì öåëü:
2636 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2637 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2638 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2639 end;
2640 end;
2641 end; // case FState of ...
2643 _end:
2645 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2646 if FState = STATE_REVIVE then
2647 if FAnim[FCurAnim, FDirection].Played then
2648 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2649 FAnim[FCurAnim, FDirection].Revert(False);
2650 SetState(STATE_GO);
2651 end;
2653 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2654 if vilefire <> nil then
2655 vilefire.Update();
2657 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2658 if (FState = STATE_DIE) and
2659 (FAnim[FCurAnim, FDirection] <> nil) and
2660 (FAnim[FCurAnim, FDirection].Played) then
2661 begin
2662 // Óìåð:
2663 SetState(STATE_DEAD);
2665 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2666 if (FMonsterType = MONSTER_PAIN) then
2667 begin
2668 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2669 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2670 if sx <> -1 then
2671 begin
2672 gMonsters[sx].SetState(STATE_GO);
2673 gMonsters[sx].FNoRespawn := True;
2674 Inc(gTotalMonsters);
2675 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2676 end;
2678 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2679 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2680 if sx <> -1 then
2681 begin
2682 gMonsters[sx].SetState(STATE_GO);
2683 gMonsters[sx].FNoRespawn := True;
2684 Inc(gTotalMonsters);
2685 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2686 end;
2688 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2689 FObj.Y+FObj.Rect.Y, D_RIGHT);
2690 if sx <> -1 then
2691 begin
2692 gMonsters[sx].SetState(STATE_GO);
2693 gMonsters[sx].FNoRespawn := True;
2694 Inc(gTotalMonsters);
2695 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2696 end;
2697 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2698 end;
2700 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2701 if (FMonsterType = MONSTER_PAIN) or
2702 (FMonsterType = MONSTER_SOUL) or
2703 (FMonsterType = MONSTER_BARREL) then
2704 FRemoved := True;
2705 end;
2707 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2708 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2709 if (FAnim[FCurAnim, FDirection] <> nil) then
2710 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2711 if (FAnim[FCurAnim, FDirection].Played) then
2712 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2713 if FState = STATE_ATTACK then
2714 begin // Ñîñòîÿíèå - Àòàêà
2715 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2716 if FMonsterType <> MONSTER_SOUL then
2717 SetState(STATE_GO);
2718 end
2719 else // Ñîñòîÿíèå - Ñòðåëüáà
2720 begin
2721 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2722 if not FChainFire then
2723 SetState(STATE_GO)
2724 else
2725 begin // Íàäî ñòðåëÿòü åùå
2726 FChainFire := False;
2727 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2728 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2729 FAnim[FCurAnim, FDirection].Reset();
2730 end;
2731 end;
2733 FWaitAttackAnim := False;
2734 end
2736 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2737 if (FMonsterType = MONSTER_SOUL) or
2738 ( (not FWaitAttackAnim) and
2739 (FAnim[FCurAnim, FDirection].CurrentFrame =
2740 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2741 ) then
2742 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2743 if FState = STATE_ATTACK then
2744 begin // Ñîñòîÿíèå - Àòàêà
2745 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2746 if FMonsterType = MONSTER_SOUL then
2747 FAnim[FCurAnim, FDirection].Reset();
2749 case FMonsterType of
2750 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2751 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2752 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2753 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2754 if FMonsterType = MONSTER_SOUL then
2755 SetState(STATE_GO);
2757 MONSTER_FISH:
2758 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2759 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2760 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2762 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2763 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2764 if FCurAnim = ANIM_ATTACK2 then
2765 begin
2766 o := FObj;
2767 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2768 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2769 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2770 end;
2772 MONSTER_VILE:
2773 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2774 if FCurAnim = ANIM_ATTACK2 then
2775 begin
2776 sx := isCorpse(@FObj, True);
2777 if sx <> -1 then
2778 begin // Íàøëè, êîãî âîñêðåñèòü
2779 gMonsters[sx].SetState(STATE_REVIVE);
2780 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2781 // Âîñêðåøàòü - ñåáå âðåäèòü:
2782 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2783 end;
2784 end;
2785 end;
2786 end
2788 else // Ñîñòîÿíèå - Ñòðåëüáà
2789 begin
2790 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2791 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2793 if FDirection = D_LEFT then
2794 begin
2795 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2796 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2797 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2799 wx := FObj.X + wx;
2800 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2802 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2803 case FMonsterType of
2804 MONSTER_IMP:
2805 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2806 MONSTER_ZOMBY:
2807 begin
2808 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2809 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2810 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2811 end;
2812 MONSTER_SERG:
2813 begin
2814 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2815 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2816 FShellTimer := 10;
2817 FShellType := SHELL_SHELL;
2818 end;
2819 MONSTER_MAN:
2820 begin
2821 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2822 FShellTimer := 13;
2823 FShellType := SHELL_DBLSHELL;
2824 FAmmo := -36;
2825 end;
2826 MONSTER_CYBER:
2827 begin
2828 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2829 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2830 end;
2831 MONSTER_SKEL:
2832 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2833 MONSTER_CGUN:
2834 begin
2835 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2836 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2837 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2838 end;
2839 MONSTER_SPIDER:
2840 begin
2841 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2842 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2843 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2844 end;
2845 MONSTER_BSP:
2846 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2847 MONSTER_ROBO:
2848 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2849 MONSTER_MANCUB:
2850 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2851 MONSTER_BARON, MONSTER_KNIGHT:
2852 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2853 MONSTER_CACO:
2854 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2855 MONSTER_PAIN:
2856 begin // Ñîçäàåì Lost_Soul:
2857 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2858 FObj.Y+FObj.Rect.Y, FDirection);
2860 if sx <> -1 then
2861 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2862 gMonsters[sx].FTargetUID := FTargetUID;
2863 GetPos(FTargetUID, @o);
2864 gMonsters[sx].FTargetTime := 0;
2865 gMonsters[sx].FNoRespawn := True;
2866 gMonsters[sx].SetState(STATE_GO);
2867 gMonsters[sx].shoot(@o, True);
2868 Inc(gTotalMonsters);
2870 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2871 end;
2872 end;
2873 end;
2875 if FMonsterType <> MONSTER_PAIN then
2876 if g_Game_IsNet then
2877 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2879 // Ñêîðîñòðåëüíûå ìîíñòðû:
2880 if (FMonsterType = MONSTER_CGUN) or
2881 (FMonsterType = MONSTER_SPIDER) or
2882 (FMonsterType = MONSTER_BSP) or
2883 (FMonsterType = MONSTER_MANCUB) or
2884 (FMonsterType = MONSTER_ROBO) then
2885 if not GetPos(FTargetUID, @o) then
2886 // Öåëü ìåðòâà - èùåì íîâóþ:
2887 findNewPrey()
2888 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2889 if shoot(@o, False) then
2890 FChainFire := True;
2891 end;
2893 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2894 FWaitAttackAnim := True;
2895 end;
2897 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2898 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2899 case FState of
2900 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2901 // Çâóêè ïðè ïåðåäâèæåíèè:
2902 case FMonsterType of
2903 MONSTER_CYBER:
2904 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2905 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2906 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2907 MONSTER_SPIDER:
2908 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2909 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2910 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2911 MONSTER_BSP:
2912 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2913 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2914 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2915 MONSTER_ROBO:
2916 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2917 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2918 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2919 end;
2920 end;
2922 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2923 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2924 FObj.Vel.X := oldvelx;
2926 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2927 if FAnim[FCurAnim, FDirection] <> nil then
2928 FAnim[FCurAnim, FDirection].Update();
2929 end;
2931 procedure TMonster.SetDeadAnim;
2932 begin
2933 if FAnim <> nil then
2934 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2935 end;
2937 procedure TMonster.RevertAnim(R: Boolean = True);
2938 begin
2939 if FAnim <> nil then
2940 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2941 FAnim[FCurAnim, FDirection].Revert(R);
2942 end;
2944 function TMonster.AnimIsReverse: Boolean;
2945 begin
2946 if FAnim <> nil then
2947 Result := FAnim[FCurAnim, FDirection].IsReverse
2948 else
2949 Result := False;
2950 end;
2952 procedure TMonster.ClientUpdate();
2953 var
2954 a, b, sx, sy, oldvelx: Integer;
2955 st: Word;
2956 o, co: TObj;
2957 fall: Boolean;
2958 label
2959 _end;
2960 begin
2961 sx := 0; // SHUT UP COMPILER
2962 sy := 0;
2963 fall := True;
2964 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2965 if FMonsterType = MONSTER_FISH then
2966 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2967 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2968 fall := False;
2970 // Ëåòàþùèå ìîíòñðû:
2971 if ((FMonsterType = MONSTER_SOUL) or
2972 (FMonsterType = MONSTER_PAIN) or
2973 (FMonsterType = MONSTER_CACO)) and
2974 (FState <> STATE_DIE) and
2975 (FState <> STATE_DEAD) then
2976 fall := False;
2978 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2979 if gTime mod (GAME_TICK*2) <> 0 then
2980 begin
2981 g_Obj_Move(@FObj, fall, True, True);
2982 Exit;
2983 end;
2985 if FPainTicks > 0 then
2986 Dec(FPainTicks)
2987 else
2988 FPainSound := False;
2990 // Äâèãàåìñÿ:
2991 st := g_Obj_Move(@FObj, fall, True, True);
2993 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2994 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2995 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2996 begin
2997 FRemoved := True;
2998 Exit;
2999 end;
3001 oldvelx := FObj.Vel.X;
3003 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3004 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3005 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3007 if FFireTime > 0 then
3008 begin
3009 if WordBool(st and MOVE_INWATER) then
3010 FFireTime := 0
3011 else
3012 begin
3013 OnFireFlame(1);
3014 FFireTime := FFireTime - 1;
3015 end;
3016 end;
3018 // Ìåðòâûé íè÷åãî íå äåëàåò:
3019 if (FState = STATE_DEAD) then
3020 goto _end;
3022 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3023 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3024 case FMonsterType of
3025 MONSTER_FISH:
3026 if Random(4) = 0 then
3027 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3028 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3029 MONSTER_ROBO, MONSTER_BARREL:
3030 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3031 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3032 else begin
3033 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3034 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3035 if Random(2) = 0 then
3036 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3037 else
3038 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3039 end;
3040 end;
3042 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3043 if FMonsterType = MONSTER_BARREL then
3044 begin
3045 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3046 (FAnim[FCurAnim, FDirection].Counter = 0) then
3047 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3048 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3049 60, FUID);
3050 end;
3052 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3053 if FMonsterType = MONSTER_SOUL then
3054 if WordBool(st and MOVE_HITAIR) then
3055 g_Obj_SetSpeed(@FObj, 16);
3057 if FAmmo < 0 then
3058 FAmmo := FAmmo + 1;
3060 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3061 if FObj.Vel.Y < 0 then
3062 if WordBool(st and MOVE_INWATER) then
3063 FObj.Vel.Y := -4;
3065 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3066 FTargetTime := FTargetTime + 1;
3068 if FShellTimer > -1 then
3069 if FShellTimer = 0 then
3070 begin
3071 if FShellType = SHELL_SHELL then
3072 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3073 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3074 GameVelX, GameVelY-2, SHELL_SHELL)
3075 else if FShellType = SHELL_DBLSHELL then
3076 begin
3077 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3078 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3079 GameVelX-1, GameVelY-2, SHELL_SHELL);
3080 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3081 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3082 GameVelX+1, GameVelY-2, SHELL_SHELL);
3083 end;
3084 FShellTimer := -1;
3085 end else Dec(FShellTimer);
3087 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3088 if fall then
3089 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3090 STATE_ATTACK, STATE_SHOOT]) then
3091 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3092 FObj.Rect.Width, FObj.Rect.Height, 50) then
3093 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3094 (FObj.Accel.Y = 0) then
3095 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3097 case FState of
3098 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3099 begin
3100 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3101 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3102 begin
3103 FPain := MONSTERTABLE[FMonsterType].Pain;
3104 if gSoundEffectsDF then PainSound();
3105 end;
3106 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3107 PainSound();
3109 // Ñíèæàåì áîëü ñî âðåìåíåì:
3110 FPain := FPain - 5;
3112 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3113 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3114 begin
3115 SetState(STATE_GO);
3116 FPain := 0;
3117 end;
3118 end;
3120 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3121 begin
3122 // Ñïèì:
3123 FSleep := FSleep + 1;
3125 // Ïðîñïàëè äîñòàòî÷íî:
3126 if FSleep >= 18 then
3127 FSleep := 0
3128 else // åùå ñïèì
3129 goto _end;
3130 end;
3132 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3133 begin
3134 // Æäåì:
3135 FSleep := FSleep - 1;
3136 end;
3138 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3139 begin
3140 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3141 if WordBool(st and MOVE_BLOCK) then
3142 begin
3143 Turn();
3144 FSleep := 40;
3145 SetState(STATE_RUNOUT);
3147 goto _end;
3148 end;
3150 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3151 if (FMonsterType = MONSTER_VILE) then
3152 if isCorpse(@FObj, False) <> -1 then
3153 begin
3154 SetState(STATE_ATTACK, ANIM_ATTACK2);
3155 FObj.Vel.X := 0;
3157 goto _end;
3158 end;
3160 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3161 if Abs(sx) < 40 then
3162 if FMonsterType <> MONSTER_FISH then
3163 begin
3164 SetState(STATE_RUN);
3165 FSleep := 15;
3167 goto _end;
3168 end;
3170 // Óïåðëèñü â ñòåíó:
3171 if WordBool(st and MOVE_HITWALL) then
3172 begin
3173 case FMonsterType of
3174 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3175 else // Íå ëåòàþò:
3176 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3177 (FObj.Accel.Y = 0) then
3178 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3179 // Ïðûæîê ÷åðåç ñòåíó:
3180 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3181 SetState(STATE_CLIMB);
3182 end;
3183 end;
3185 goto _end;
3186 end;
3188 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3189 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3190 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3191 begin
3192 if FMonsterType = MONSTER_FISH then
3193 begin // Ðûáà
3194 if not WordBool(st and MOVE_INWATER) then
3195 begin // Ðûáà âíå âîäû:
3196 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3197 begin // "Ñòîèò" òâåðäî
3198 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3199 if FObj.Accel.Y = 0 then
3200 FObj.Vel.Y := -6;
3201 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3202 end;
3204 // Ðûáå áîëüíî:
3205 SetState(STATE_PAIN);
3206 FPain := FPain + 50;
3207 end
3208 else // Ðûáà â âîäå
3209 begin
3210 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3211 if Abs(sy) > 8 then
3212 FObj.Vel.Y := g_basic.Sign(sy)*4
3213 else
3214 FObj.Vel.Y := 0;
3216 // Ðûáà ïëûâåò ââåðõ:
3217 if FObj.Vel.Y < 0 then
3218 if not g_Obj_CollideWater(@FObj, 0, -16) then
3219 begin
3220 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3221 FObj.Vel.Y := 0;
3222 // Ïëàâàåì òóäà-ñþäà:
3223 SetState(STATE_RUN);
3224 FSleep := 20;
3225 end;
3226 end;
3227 end
3228 else // Ëåòàþùèå ìîíñòðû
3229 begin
3230 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3231 if Abs(sy) > 8 then
3232 FObj.Vel.Y := g_basic.Sign(sy)*4
3233 else
3234 FObj.Vel.Y := 0;
3235 end;
3236 end
3237 else // "Íàçåìíûå" ìîíñòðû
3238 begin
3239 // Âîçìîæíî, ïèíàåì êóñêè:
3240 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3241 begin
3242 b := Abs(FObj.Vel.X);
3243 if b > 1 then b := b * (Random(8 div b) + 1);
3244 for a := 0 to High(gGibs) do
3245 if gGibs[a].Live and
3246 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3247 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3248 // Ïèíàåì êóñêè
3249 if FObj.Vel.X < 0 then
3250 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3251 else
3252 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3253 end;
3254 // Áîññû ìîãóò ïèíàòü òðóïû:
3255 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3256 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3257 begin
3258 b := Abs(FObj.Vel.X);
3259 if b > 1 then b := b * (Random(8 div b) + 1);
3260 for a := 0 to High(gCorpses) do
3261 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3262 begin
3263 co := gCorpses[a].Obj;
3264 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3265 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3266 // Ïèíàåì òðóïû
3267 if FObj.Vel.X < 0 then
3268 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3269 else
3270 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3271 end;
3272 end;
3273 end;
3275 FSleep := FSleep + 1;
3277 // Èíîãäà ðû÷èì:
3278 if FSleep >= 8 then
3279 begin
3280 FSleep := 0;
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_RUN: // Ñîñòîÿíèå - Áåã
3300 begin
3301 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3302 if WordBool(st and MOVE_BLOCK) then
3303 begin
3304 SetState(STATE_RUNOUT);
3305 FSleep := 40;
3307 goto _end;
3308 end;
3310 FSleep := FSleep - 1;
3312 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3313 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3314 begin
3315 SetState(STATE_GO);
3316 FSleep := 0;
3318 // Èíîãäà ðû÷èì:
3319 if Random(8) = 0 then
3320 ActionSound();
3321 end;
3323 // Áåæèì â âûáðàííóþ ñòîðîíó:
3324 if FDirection = D_RIGHT then
3325 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3326 else
3327 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3329 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3330 if WordBool(st and MOVE_INWATER) then
3331 FObj.Vel.X := FObj.Vel.X div 2
3332 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3333 if FMonsterType = MONSTER_FISH then
3334 FObj.Vel.X := 0;
3335 end;
3337 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3338 begin
3339 // Âûøëè èç ÁëîêÌîíà:
3340 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3341 FSleep := 0;
3343 FSleep := FSleep - 1;
3345 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3346 if FSleep <= -18 then
3347 begin
3348 SetState(STATE_GO);
3349 FSleep := 0;
3351 // Èíîãäà ðû÷èì:
3352 if Random(8) = 0 then
3353 ActionSound();
3354 end;
3356 // Áåæèì â âûáðàííóþ ñòîðîíó:
3357 if FDirection = D_RIGHT then
3358 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3359 else
3360 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3362 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3363 if WordBool(st and MOVE_INWATER) then
3364 FObj.Vel.X := FObj.Vel.X div 2
3365 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3366 if FMonsterType = MONSTER_FISH then
3367 FObj.Vel.X := 0;
3368 end;
3370 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3371 begin
3372 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3373 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3374 (not WordBool(st and MOVE_HITWALL)) then
3375 begin
3376 SetState(STATE_GO);
3377 FSleep := 0;
3379 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3380 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3381 begin
3382 SetState(STATE_RUN);
3383 FSleep := 15;
3384 end;
3385 end;
3387 // Áåæèì â âûáðàííóþ ñòîðîíó:
3388 if FDirection = D_RIGHT then
3389 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3390 else
3391 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3393 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3394 if WordBool(st and MOVE_INWATER) then
3395 FObj.Vel.X := FObj.Vel.X div 2
3396 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3397 if FMonsterType = MONSTER_FISH then
3398 FObj.Vel.X := 0;
3399 end;
3401 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3402 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3403 begin
3404 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3405 if FMonsterType = MONSTER_SOUL then
3406 begin
3407 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3408 SetState(STATE_GO);
3410 goto _end;
3411 end;
3413 // Çàìåäëÿåìñÿ ïðè àòàêå:
3414 if FMonsterType <> MONSTER_FISH then
3415 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3417 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3418 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3419 begin
3420 // Öåëü ïîãèáëà => èäåì äàëüøå:
3421 if not GetPos(FTargetUID, @o) then
3422 begin
3423 SetState(STATE_GO);
3425 goto _end;
3426 end;
3428 // Öåëü íå âèäíî => èäåì äàëüøå:
3429 if not g_Look(@FObj, @o, FDirection) then
3430 begin
3431 SetState(STATE_GO);
3433 goto _end;
3434 end;
3436 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3437 if g_Obj_CollideWater(@o, 0, 0) then
3438 begin
3439 SetState(STATE_GO);
3441 goto _end;
3442 end;
3443 end;
3444 end;
3445 end; // case FState of ...
3447 _end:
3449 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3450 if FState = STATE_REVIVE then
3451 if FAnim[FCurAnim, FDirection].Played then
3452 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3453 FAnim[FCurAnim, FDirection].Revert(False);
3454 SetState(STATE_GO);
3455 end;
3457 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3458 if vilefire <> nil then
3459 vilefire.Update();
3461 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3462 if (FState = STATE_DIE) and
3463 (FAnim[FCurAnim, FDirection] <> nil) and
3464 (FAnim[FCurAnim, FDirection].Played) then
3465 begin
3466 // Óìåð:
3467 SetState(STATE_DEAD);
3469 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3470 if (FMonsterType = MONSTER_PAIN) or
3471 (FMonsterType = MONSTER_SOUL) or
3472 (FMonsterType = MONSTER_BARREL) then
3473 FRemoved := True
3474 else
3475 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3476 end;
3478 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3479 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3480 if (FAnim[FCurAnim, FDirection] <> nil) then
3481 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3482 if (FAnim[FCurAnim, FDirection].Played) then
3483 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3484 if FState = STATE_ATTACK then
3485 begin // Ñîñòîÿíèå - Àòàêà
3486 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3487 if FMonsterType <> MONSTER_SOUL then
3488 SetState(STATE_GO);
3489 end
3490 else // Ñîñòîÿíèå - Ñòðåëüáà
3491 begin
3492 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3493 if not FChainFire then
3494 SetState(STATE_GO)
3495 else
3496 begin // Íàäî ñòðåëÿòü åùå
3497 FChainFire := False;
3498 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3499 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3500 FAnim[FCurAnim, FDirection].Reset();
3501 end;
3502 end;
3504 FWaitAttackAnim := False;
3505 end
3507 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3508 if (FMonsterType = MONSTER_SOUL) or
3509 ( (not FWaitAttackAnim) and
3510 (FAnim[FCurAnim, FDirection].CurrentFrame =
3511 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3512 ) then
3513 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3514 if FState = STATE_ATTACK then
3515 begin // Ñîñòîÿíèå - Àòàêà
3516 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3517 if FMonsterType = MONSTER_SOUL then
3518 FAnim[FCurAnim, FDirection].Reset();
3520 case FMonsterType of
3521 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3522 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3523 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3524 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3525 if FMonsterType = MONSTER_SOUL then
3526 SetState(STATE_GO);
3528 MONSTER_FISH:
3529 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3531 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3532 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3533 if FCurAnim = ANIM_ATTACK2 then
3534 begin
3535 o := FObj;
3536 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3537 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3538 end;
3540 MONSTER_VILE:
3541 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3542 if FCurAnim = ANIM_ATTACK2 then
3543 begin
3544 sx := isCorpse(@FObj, True);
3545 if sx <> -1 then
3546 begin // Íàøëè, êîãî âîñêðåñèòü
3547 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3548 // Âîñêðåøàòü - ñåáå âðåäèòü:
3549 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3550 end;
3551 end;
3552 end;
3553 end
3555 else // Ñîñòîÿíèå - Ñòðåëüáà
3556 begin
3557 // Ñêîðîñòðåëüíûå ìîíñòðû:
3558 if (FMonsterType = MONSTER_CGUN) or
3559 (FMonsterType = MONSTER_SPIDER) or
3560 (FMonsterType = MONSTER_BSP) or
3561 (FMonsterType = MONSTER_MANCUB) or
3562 (FMonsterType = MONSTER_ROBO) then
3563 if not GetPos(FTargetUID, @o) then
3564 // Öåëü ìåðòâà - èùåì íîâóþ:
3565 findNewPrey()
3566 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3567 if shoot(@o, False) then
3568 FChainFire := True;
3569 end;
3571 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3572 FWaitAttackAnim := True;
3573 end;
3575 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3576 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3577 case FState of
3578 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3579 // Çâóêè ïðè ïåðåäâèæåíèè:
3580 case FMonsterType of
3581 MONSTER_CYBER:
3582 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3583 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3584 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3585 MONSTER_SPIDER:
3586 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3587 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3588 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3589 MONSTER_BSP:
3590 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3591 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3592 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3593 MONSTER_ROBO:
3594 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3595 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3596 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3597 end;
3598 end;
3600 // Êîñòûëü äëÿ ïîòîêîâ
3601 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3602 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3603 FObj.Vel.X := oldvelx;
3605 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3606 if FAnim[FCurAnim, FDirection] <> nil then
3607 FAnim[FCurAnim, FDirection].Update();
3608 end;
3610 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3611 begin
3612 case FMonsterType of
3613 MONSTER_ZOMBY:
3614 begin
3615 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3616 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3617 end;
3618 MONSTER_SERG:
3619 begin
3620 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3621 FShellTimer := 10;
3622 FShellType := SHELL_SHELL;
3623 end;
3624 MONSTER_MAN:
3625 begin
3626 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3627 FShellTimer := 13;
3628 FShellType := SHELL_DBLSHELL;
3629 end;
3630 MONSTER_CGUN, MONSTER_SPIDER:
3631 begin
3632 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3633 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3634 end;
3635 MONSTER_IMP:
3636 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3637 MONSTER_CYBER:
3638 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3639 MONSTER_SKEL:
3640 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3641 MONSTER_BSP:
3642 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3643 MONSTER_ROBO:
3644 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3645 MONSTER_MANCUB:
3646 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3647 MONSTER_BARON, MONSTER_KNIGHT:
3648 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3649 MONSTER_CACO:
3650 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3651 end;
3652 end;
3654 procedure TMonster.Turn();
3655 begin
3656 // Ðàçâîðà÷èâàåìñÿ:
3657 if FDirection = D_LEFT then
3658 FDirection := D_RIGHT
3659 else
3660 FDirection := D_LEFT;
3662 // Áåæèì â âûáðàííóþ ñòîðîíó:
3663 if FDirection = D_RIGHT then
3664 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3665 else
3666 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3667 end;
3669 function TMonster.findNewPrey(): Boolean;
3670 var
3671 a: DWORD;
3672 l, l2: Integer;
3673 PlayersSee, MonstersSee: Array of DWORD;
3674 PlayerNear, MonsterNear: Integer;
3675 begin
3676 Result := False;
3677 SetLength(MonstersSee, 0);
3678 SetLength(PlayersSee, 0);
3680 FTargetUID := 0;
3681 l := 32000;
3682 PlayerNear := -1;
3683 MonsterNear := -1;
3685 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3686 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3687 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3688 for a := 0 to High(gPlayers) do
3689 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3690 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3691 begin
3692 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3693 begin
3694 SetLength(PlayersSee, Length(PlayersSee) + 1);
3695 PlayersSee[High(PlayersSee)] := a;
3696 end;
3697 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3698 Abs(gPlayers[a].GameY-FObj.Y);
3699 if l2 < l then
3700 begin
3701 l := l2;
3702 PlayerNear := Integer(a);
3703 end;
3704 end;
3706 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3707 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3708 for a := 0 to High(gMonsters) do
3709 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3710 (gMonsters[a].FUID <> FUID) then
3711 begin
3712 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3713 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3714 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3715 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3716 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3717 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3718 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3719 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3721 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3722 begin
3723 SetLength(MonstersSee, Length(MonstersSee) + 1);
3724 MonstersSee[High(MonstersSee)] := a;
3725 end;
3726 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3727 Abs(gMonsters[a].FObj.Y-FObj.Y);
3728 if l2 < l then
3729 begin
3730 l := l2;
3731 MonsterNear := Integer(a);
3732 end;
3733 end;
3735 case FBehaviour of
3736 BH_NORMAL, BH_KILLER:
3737 begin
3738 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3739 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3740 begin
3741 a := PlayersSee[Random(Length(PlayersSee))];
3742 FTargetUID := gPlayers[a].UID;
3743 end;
3744 // Çàòåì ïîáëèçîñòè
3745 if (FTargetUID = 0) and (PlayerNear > -1) then
3746 begin
3747 a := PlayerNear;
3748 FTargetUID := gPlayers[a].UID;
3749 end;
3750 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3751 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3752 begin
3753 a := MonstersSee[Random(Length(MonstersSee))];
3754 FTargetUID := gMonsters[a].UID;
3755 end;
3756 // Çàòåì ïîáëèçîñòè
3757 if (FTargetUID = 0) and (MonsterNear > -1) then
3758 begin
3759 a := MonsterNear;
3760 FTargetUID := gMonsters[a].UID;
3761 end;
3762 end;
3763 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3764 begin
3765 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3766 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3767 begin
3768 a := PlayersSee[Random(Length(PlayersSee))];
3769 FTargetUID := gPlayers[a].UID;
3770 end;
3771 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3772 begin
3773 a := MonstersSee[Random(Length(MonstersSee))];
3774 FTargetUID := gMonsters[a].UID;
3775 end;
3776 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3777 if (FTargetUID = 0) and (PlayerNear > -1) then
3778 begin
3779 a := PlayerNear;
3780 FTargetUID := gPlayers[a].UID;
3781 end;
3782 if (FTargetUID = 0) and (MonsterNear > -1) then
3783 begin
3784 a := MonsterNear;
3785 FTargetUID := gMonsters[a].UID;
3786 end;
3787 end;
3788 end;
3790 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3791 if FTargetUID = 0 then
3792 begin
3793 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3794 if FBehaviour = BH_INSANE then
3795 FTargetUID := FUID
3796 else
3797 FTargetTime := MAX_ATM;
3798 end
3799 else
3800 begin // Öåëü íàøëè
3801 FTargetTime := 0;
3802 Result := True;
3803 end;
3804 end;
3806 function TMonster.kick(o: PObj): Boolean;
3807 begin
3808 Result := False;
3810 case FMonsterType of
3811 MONSTER_FISH:
3812 begin
3813 SetState(STATE_ATTACK);
3814 Result := True;
3815 end;
3816 MONSTER_DEMON:
3817 begin
3818 SetState(STATE_ATTACK);
3819 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3820 Result := True;
3821 end;
3822 MONSTER_IMP:
3823 begin
3824 SetState(STATE_ATTACK);
3825 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3826 Result := True;
3827 end;
3828 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3829 begin
3830 SetState(STATE_ATTACK, ANIM_ATTACK2);
3831 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3832 Result := True;
3833 end;
3834 MONSTER_BARON, MONSTER_KNIGHT,
3835 MONSTER_CACO, MONSTER_MANCUB:
3836 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3837 if not g_Game_IsClient then Result := shoot(o, True);
3838 end;
3839 end;
3841 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3842 var
3843 xd, yd, m: Integer;
3844 begin
3845 Result := False;
3847 // Ñòðåëÿòü ðàíî:
3848 if FAmmo < 0 then
3849 Exit;
3851 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3852 if not immediately then
3853 case FMonsterType of
3854 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3855 Exit; // íå ñòðåëÿþò
3856 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3857 begin
3858 FAmmo := FAmmo + 1;
3859 // Âðåìÿ âûñòðåëà óïóùåíî:
3860 if FAmmo >= 50 then
3861 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3862 end;
3863 MONSTER_MAN: ;
3864 MONSTER_MANCUB:
3865 begin
3866 FAmmo := FAmmo + 1;
3867 // Âðåìÿ âûñòðåëà óïóùåíî:
3868 if FAmmo >= 5 then
3869 FAmmo := -50;
3870 end;
3871 MONSTER_SPIDER:
3872 begin
3873 FAmmo := FAmmo + 1;
3874 // Âðåìÿ âûñòðåëà óïóùåíî:
3875 if FAmmo >= 100 then
3876 FAmmo := -50;
3877 end;
3878 MONSTER_CYBER:
3879 begin
3880 // Ñòðåëÿåò íå âñåãäà:
3881 if Random(2) = 0 then
3882 Exit;
3883 FAmmo := FAmmo + 1;
3884 // Âðåìÿ âûñòðåëà óïóùåíî:
3885 if FAmmo >= 10 then
3886 FAmmo := -50;
3887 end;
3888 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3889 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3890 MONSTER_VILE: if Random(8) <> 0 then Exit;
3891 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3892 else if Random(16) <> 0 then Exit;
3893 end;
3895 // Öåëè íå âèäíî:
3896 if not g_Look(@FObj, o, FDirection) then
3897 Exit;
3899 FTargetTime := 0;
3901 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3902 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3904 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3905 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3906 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3907 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3908 Exit;
3910 case FMonsterType of
3911 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3912 begin
3913 SetState(STATE_SHOOT);
3914 {nn}
3915 end;
3916 MONSTER_SKEL:
3917 begin
3918 SetState(STATE_SHOOT);
3919 {nn}
3920 end;
3921 MONSTER_VILE:
3922 begin // Çàæèãàåì îãîíü
3923 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3924 ty := o^.Y+o^.Rect.Y;
3925 SetState(STATE_SHOOT);
3927 vilefire.Reset();
3929 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3930 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3931 end;
3932 MONSTER_SOUL:
3933 begin // Ëåòèò â ñòîðîíó öåëè:
3934 SetState(STATE_ATTACK);
3935 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3937 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3938 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3939 m := Max(Abs(xd), Abs(yd));
3940 if m = 0 then
3941 m := 1;
3943 FObj.Vel.X := (xd*16) div m;
3944 FObj.Vel.Y := (yd*16) div m;
3945 end;
3946 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3947 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3948 begin
3949 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3950 if FMonsterType = MONSTER_MANCUB then
3951 if FAmmo = 1 then
3952 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3954 SetState(STATE_SHOOT);
3955 end;
3956 else Exit;
3957 end;
3959 Result := True;
3960 end;
3962 function TMonster.Live(): Boolean;
3963 begin
3964 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3965 end;
3967 procedure TMonster.SetHealth(aH: Integer);
3968 begin
3969 if (aH > 0) and (aH < 1000000) then
3970 begin
3971 FHealth := aH;
3972 if FHealth > FMaxHealth then
3973 FMaxHealth := FHealth;
3974 end;
3975 end;
3977 procedure TMonster.WakeUp();
3978 begin
3979 if g_Game_IsClient then Exit;
3980 SetState(STATE_GO);
3981 FTargetTime := MAX_ATM;
3982 WakeUpSound();
3983 end;
3985 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3986 var
3987 i: Integer;
3988 sig: DWORD;
3989 b: Byte;
3990 anim: Boolean;
3991 begin
3992 if Mem = nil then
3993 Exit;
3995 // Ñèãíàòóðà ìîíñòðà:
3996 sig := MONSTER_SIGNATURE; // 'MONS'
3997 Mem.WriteDWORD(sig);
3998 // UID ìîíñòðà:
3999 Mem.WriteWord(FUID);
4000 // Íàïðàâëåíèå:
4001 if FDirection = D_LEFT then
4002 b := 1
4003 else // D_RIGHT
4004 b := 2;
4005 Mem.WriteByte(b);
4006 // Íàäî ëè óäàëèòü åãî:
4007 Mem.WriteBoolean(FRemoved);
4008 // Îñòàëîñü çäîðîâüÿ:
4009 Mem.WriteInt(FHealth);
4010 // Ñîñòîÿíèå:
4011 Mem.WriteByte(FState);
4012 // Òåêóùàÿ àíèìàöèÿ:
4013 Mem.WriteByte(FCurAnim);
4014 // UID öåëè:
4015 Mem.WriteWord(FTargetUID);
4016 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4017 Mem.WriteInt(FTargetTime);
4018 // Ïîâåäåíèå ìîíñòðà:
4019 Mem.WriteByte(FBehaviour);
4020 // Ãîòîâíîñòü ê âûñòðåëó:
4021 Mem.WriteInt(FAmmo);
4022 // Áîëü:
4023 Mem.WriteInt(FPain);
4024 // Âðåìÿ îæèäàíèÿ:
4025 Mem.WriteInt(FSleep);
4026 // Îçâó÷èâàòü ëè áîëü:
4027 Mem.WriteBoolean(FPainSound);
4028 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4029 Mem.WriteBoolean(FWaitAttackAnim);
4030 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4031 Mem.WriteBoolean(FChainFire);
4032 // Ïîäëåæèò ëè ðåñïàâíó:
4033 Mem.WriteBoolean(FNoRespawn);
4034 // Êîîðäèíàòû öåëè:
4035 Mem.WriteInt(tx);
4036 Mem.WriteInt(ty);
4037 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4038 Mem.WriteInt(FStartID);
4039 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4040 Mem.WriteInt(FSpawnTrigger);
4041 // Îáúåêò ìîíñòðà:
4042 Obj_SaveState(@FObj, Mem);
4043 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4044 anim := vilefire <> nil;
4045 Mem.WriteBoolean(anim);
4046 // Åñëè åñòü - ñîõðàíÿåì:
4047 if anim then
4048 vilefire.SaveState(Mem);
4049 // Àíèìàöèè:
4050 for i := ANIM_SLEEP to ANIM_PAIN do
4051 begin
4052 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4053 anim := FAnim[i, D_LEFT] <> nil;
4054 Mem.WriteBoolean(anim);
4055 // Åñëè åñòü - ñîõðàíÿåì:
4056 if anim then
4057 FAnim[i, D_LEFT].SaveState(Mem);
4058 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4059 anim := FAnim[i, D_RIGHT] <> nil;
4060 Mem.WriteBoolean(anim);
4061 // Åñëè åñòü - ñîõðàíÿåì:
4062 if anim then
4063 FAnim[i, D_RIGHT].SaveState(Mem);
4064 end;
4065 end;
4067 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4068 var
4069 i: Integer;
4070 sig: DWORD;
4071 b: Byte;
4072 anim: Boolean;
4073 begin
4074 if Mem = nil then
4075 Exit;
4077 // Ñèãíàòóðà ìîíñòðà:
4078 Mem.ReadDWORD(sig);
4079 if sig <> MONSTER_SIGNATURE then // 'MONS'
4080 begin
4081 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4082 end;
4083 // UID ìîíñòðà:
4084 Mem.ReadWord(FUID);
4085 // Íàïðàâëåíèå:
4086 Mem.ReadByte(b);
4087 if b = 1 then
4088 FDirection := D_LEFT
4089 else // b = 2
4090 FDirection := D_RIGHT;
4091 // Íàäî ëè óäàëèòü åãî:
4092 Mem.ReadBoolean(FRemoved);
4093 // Îñòàëîñü çäîðîâüÿ:
4094 Mem.ReadInt(FHealth);
4095 // Ñîñòîÿíèå:
4096 Mem.ReadByte(FState);
4097 // Òåêóùàÿ àíèìàöèÿ:
4098 Mem.ReadByte(FCurAnim);
4099 // UID öåëè:
4100 Mem.ReadWord(FTargetUID);
4101 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4102 Mem.ReadInt(FTargetTime);
4103 // Ïîâåäåíèå ìîíñòðà:
4104 Mem.ReadByte(FBehaviour);
4105 // Ãîòîâíîñòü ê âûñòðåëó:
4106 Mem.ReadInt(FAmmo);
4107 // Áîëü:
4108 Mem.ReadInt(FPain);
4109 // Âðåìÿ îæèäàíèÿ:
4110 Mem.ReadInt(FSleep);
4111 // Îçâó÷èâàòü ëè áîëü:
4112 Mem.ReadBoolean(FPainSound);
4113 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4114 Mem.ReadBoolean(FWaitAttackAnim);
4115 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4116 Mem.ReadBoolean(FChainFire);
4117 // Ïîäëåæèò ëè ðåñïàâíó
4118 Mem.ReadBoolean(FNoRespawn);
4119 // Êîîðäèíàòû öåëè:
4120 Mem.ReadInt(tx);
4121 Mem.ReadInt(ty);
4122 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4123 Mem.ReadInt(FStartID);
4124 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4125 Mem.ReadInt(FSpawnTrigger);
4126 // Îáúåêò ìîíñòðà:
4127 Obj_LoadState(@FObj, Mem);
4128 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4129 Mem.ReadBoolean(anim);
4130 // Åñëè åñòü - çàãðóæàåì:
4131 if anim then
4132 begin
4133 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4134 vilefire.LoadState(Mem);
4135 end;
4136 // Àíèìàöèè:
4137 for i := ANIM_SLEEP to ANIM_PAIN do
4138 begin
4139 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4140 Mem.ReadBoolean(anim);
4141 // Åñëè åñòü - çàãðóæàåì:
4142 if anim then
4143 begin
4144 Assert(FAnim[i, D_LEFT] <> nil,
4145 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4146 FAnim[i, D_LEFT].LoadState(Mem);
4147 end;
4148 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4149 Mem.ReadBoolean(anim);
4150 // Åñëè åñòü - çàãðóæàåì:
4151 if anim then
4152 begin
4153 Assert(FAnim[i, D_RIGHT] <> nil,
4154 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4155 FAnim[i, D_RIGHT].LoadState(Mem);
4156 end;
4157 end;
4158 end;
4160 procedure TMonster.ActivateTriggers();
4161 var
4162 a: Integer;
4163 begin
4164 if FDieTriggers <> nil then
4165 for a := 0 to High(FDieTriggers) do
4166 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4167 if FSpawnTrigger > -1 then
4168 begin
4169 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4170 FSpawnTrigger := -1;
4171 end;
4172 end;
4174 procedure TMonster.AddTrigger(t: Integer);
4175 begin
4176 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4177 FDieTriggers[High(FDieTriggers)] := t;
4178 end;
4180 procedure TMonster.ClearTriggers();
4181 begin
4182 SetLength(FDieTriggers, 0);
4183 end;
4185 procedure TMonster.CatchFire(Attacker: Word);
4186 begin
4187 FFireTime := 100;
4188 FFireAttacker := Attacker;
4189 if g_Game_IsNet and g_Game_IsServer then
4190 MH_SEND_MonsterState(FUID);
4191 end;
4193 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4194 var
4195 id, i: DWORD;
4196 Anim: TAnimation;
4197 begin
4198 if (Random(10) = 1) and (Times = 1) then
4199 Exit;
4201 if g_Frames_Get(id, 'FRAMES_FLAME') then
4202 begin
4203 for i := 1 to Times do
4204 begin
4205 Anim := TAnimation.Create(id, False, 3);
4206 Anim.Alpha := 0;
4207 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4208 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4209 Anim.Free();
4210 end;
4211 end;
4212 end;
4214 end.