DEADSOFTWARE

sfs and wad code refactoring: part 1
[d2df-sdl.git] / src / game / g_monsters.pas
1 unit g_monsters;
3 interface
5 uses
6 g_basic, e_graphics, g_phys, g_textures,
7 g_saveload, BinEditor, g_panel;
9 const
10 MONSTATE_SLEEP = 0;
11 MONSTATE_GO = 1;
12 MONSTATE_RUN = 2;
13 MONSTATE_CLIMB = 3;
14 MONSTATE_DIE = 4;
15 MONSTATE_DEAD = 5;
16 MONSTATE_ATTACK = 6;
17 MONSTATE_SHOOT = 7;
18 MONSTATE_PAIN = 8;
19 MONSTATE_WAIT = 9;
20 MONSTATE_REVIVE = 10;
21 MONSTATE_RUNOUT = 11;
23 BH_NORMAL = 0;
24 BH_KILLER = 1;
25 BH_MANIAC = 2;
26 BH_INSANE = 3;
27 BH_CANNIBAL = 4;
28 BH_GOOD = 5;
30 type
31 TMonster = Class (TObject)
32 private
33 FMonsterType: Byte;
34 FUID: Word;
35 FDirection: TDirection;
36 FStartDirection: TDirection;
37 FStartX, FStartY: Integer;
38 FRemoved: Boolean;
39 FHealth: Integer;
40 FMaxHealth: Integer;
41 FState: Byte;
42 FCurAnim: Byte;
43 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
44 FTargetUID: Word;
45 FTargetTime: Integer;
46 FBehaviour: Byte;
47 FAmmo: Integer;
48 FPain: Integer;
49 FSleep: Integer;
50 FPainSound: Boolean;
51 FWaitAttackAnim: Boolean;
52 FChainFire: Boolean;
53 tx, ty: Integer;
54 FStartID: Integer;
55 FObj: TObj;
56 FBloodRed: Byte;
57 FBloodGreen: Byte;
58 FBloodBlue: Byte;
59 FBloodKind: Byte;
60 FShellTimer: Integer;
61 FShellType: Byte;
62 vilefire: TAnimation;
64 FDieTriggers: Array of Integer;
65 FSpawnTrigger: Integer;
67 procedure Turn();
68 function findNewPrey(): Boolean;
69 procedure ActivateTriggers();
71 public
72 FNoRespawn: Boolean;
74 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
75 destructor Destroy(); override;
76 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
77 function Collide(Panel: TPanel): Boolean; overload;
78 function Collide(X, Y: Integer): Boolean; overload;
79 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
80 function Live(): Boolean;
81 procedure SetHealth(aH: Integer);
82 procedure Push(vx, vy: Integer);
83 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
84 function Heal(Value: Word): Boolean;
85 procedure BFGHit();
86 procedure Update();
87 procedure ClientUpdate();
88 procedure ClientAttack(wx, wy, tx, ty: Integer);
89 procedure SetDeadAnim;
90 procedure Draw();
91 procedure WakeUp();
92 procedure WakeUpSound();
93 procedure DieSound();
94 procedure PainSound();
95 procedure ActionSound();
96 procedure AddTrigger(t: Integer);
97 procedure ClearTriggers();
98 procedure Respawn();
99 procedure SaveState(var Mem: TBinMemoryWriter);
100 procedure LoadState(var Mem: TBinMemoryReader);
101 procedure SetState(State: Byte; ForceAnim: Byte = 255);
102 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
103 procedure MakeBloodSimple(Count: Word);
104 procedure RevertAnim(R: Boolean = True);
105 function AnimIsReverse: Boolean;
106 function shoot(o: PObj; immediately: Boolean): Boolean;
107 function kick(o: PObj): Boolean;
109 property MonsterType: Byte read FMonsterType;
110 property MonsterHealth: Integer read FHealth write FHealth;
111 property MonsterAmmo: Integer read FAmmo write FAmmo;
112 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
113 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
114 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
115 property MonsterSleep: Integer read FSleep write FSleep;
116 property MonsterState: Byte read FState write FState;
117 property MonsterRemoved: Boolean read FRemoved write FRemoved;
118 property MonsterPain: Integer read FPain write FPain;
119 property MonsterAnim: Byte read FCurAnim write FCurAnim;
121 property Obj: TObj read FObj;
122 property UID: Word read FUID write FUID;
123 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
125 property GameX: Integer read FObj.X write FObj.X;
126 property GameY: Integer read FObj.Y write FObj.Y;
127 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
128 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
129 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
130 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
131 property GameDirection: TDirection read FDirection write FDirection;
133 property StartID: Integer read FStartID;
134 end;
136 procedure g_Monsters_LoadData();
137 procedure g_Monsters_FreeData();
138 procedure g_Monsters_Init();
139 procedure g_Monsters_Free();
140 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
141 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
142 procedure g_Monsters_Update();
143 procedure g_Monsters_Draw();
144 procedure g_Monsters_DrawHealth();
145 function g_Monsters_Get(UID: Word): TMonster;
146 procedure g_Monsters_killedp();
147 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
148 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
149 function g_Monsters_GetIDByName(name: String): Integer;
150 function g_Monsters_GetNameByID(MonsterType: Byte): String;
151 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
153 var
154 gMonsters: array of TMonster;
156 implementation
158 uses
159 e_log, g_main, g_sound, g_gfx, g_player, g_game,
160 g_weapons, g_triggers, MAPDEF, g_items, g_options,
161 g_console, g_map, Math, SysUtils, g_menu, wadreader,
162 g_language, g_netmsg;
164 const
165 ANIM_SLEEP = 0;
166 ANIM_GO = 1;
167 ANIM_DIE = 2;
168 ANIM_MESS = 3;
169 ANIM_ATTACK = 4;
170 ANIM_ATTACK2 = 5;
171 ANIM_PAIN = 6;
173 STATE_SLEEP = 0;
174 STATE_GO = 1;
175 STATE_RUN = 2;
176 STATE_CLIMB = 3;
177 STATE_DIE = 4;
178 STATE_DEAD = 5;
179 STATE_ATTACK = 6;
180 STATE_SHOOT = 7;
181 STATE_PAIN = 8;
182 STATE_WAIT = 9;
183 STATE_REVIVE = 10;
184 STATE_RUNOUT = 11;
186 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
188 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
189 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
190 record
191 name: String;
192 loop: Boolean;
193 end = ((name: 'SLEEP'; loop: True),
194 (name: 'GO'; loop: True),
195 (name: 'DIE'; loop: False),
196 (name: 'MESS'; loop: False),
197 (name: 'ATTACK'; loop: False),
198 (name: 'ATTACK2'; loop: False),
199 (name: 'PAIN'; loop: False));
201 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
202 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
203 record
204 Name: String;
205 Rect: TRectWH;
206 Health: Word;
207 RunVel: Byte;
208 MinPain: Byte;
209 Pain: Byte;
210 Jump: Byte;
211 end =
212 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
213 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
215 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
216 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
218 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
219 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
221 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
222 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
224 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
225 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
227 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
228 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
230 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
231 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
233 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
234 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
236 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
237 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
239 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
240 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
242 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
243 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
245 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
246 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
248 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
249 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
251 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
252 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
254 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
255 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
257 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
258 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
260 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
261 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
263 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
264 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
266 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
267 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
269 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
270 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
272 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
273 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
274 record
275 LeftAnim: Boolean;
276 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
277 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
278 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
279 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
280 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
281 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
282 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));
283 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))),
285 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
286 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));
287 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))),
289 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
290 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));
291 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))),
293 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
294 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));
295 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))),
297 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
298 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
299 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
301 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
302 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));
303 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))),
305 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
306 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));
307 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))),
309 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
310 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));
311 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))),
313 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
314 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));
315 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))),
317 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
318 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));
319 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))),
321 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
322 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));
323 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))),
325 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
326 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));
327 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))),
329 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
330 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));
331 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))),
333 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
334 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));
335 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))),
337 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
338 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));
339 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))),
341 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
342 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));
343 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))),
345 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
346 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));
347 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 ))),
349 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
350 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));
351 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))),
353 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
354 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));
355 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))),
357 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
358 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));
359 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))) );
361 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
362 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
364 var
365 pt_x: Integer = 0;
366 pt_xs: Integer = 1;
367 pt_y: Integer = 0;
368 pt_ys: Integer = 1;
369 soulcount: Integer = 0;
371 function FindMonster(): DWORD;
372 var
373 i: Integer;
374 begin
375 if gMonsters <> nil then
376 for i := 0 to High(gMonsters) do
377 if gMonsters[i] = nil then
378 begin
379 Result := i;
380 Exit;
381 end;
383 if gMonsters = nil then
384 begin
385 SetLength(gMonsters, 32);
386 Result := 0;
387 end
388 else
389 begin
390 Result := High(gMonsters) + 1;
391 SetLength(gMonsters, Length(gMonsters) + 32);
392 end;
393 end;
395 function IsFriend(a, b: Byte): Boolean;
396 begin
397 Result := True;
399 // Áî÷êà - âñåì äðóã:
400 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
401 Exit;
403 // Ìîíñòðû îäíîãî âèäà:
404 if a = b then
405 case a of
406 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
407 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
408 Exit; // Ýòè íå áüþò ñâîèõ
409 end;
411 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
412 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
413 Exit;
414 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
415 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
416 Exit;
418 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
419 Result := False;
420 end;
422 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
423 var
424 m: TMonster;
425 UIDType, MonsterType: Byte;
426 begin
427 Result := False;
428 MonsterType := 0;
430 UIDType := g_GetUIDType(SpawnerUID);
431 if UIDType = UID_MONSTER then
432 begin
433 m := g_Monsters_Get(SpawnerUID);
434 if m = nil then Exit;
435 MonsterType := m.FMonsterType;
436 end;
438 case BH of
439 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
440 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
442 BH_KILLER: Result := UIDType = UID_PLAYER;
443 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
444 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
446 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
447 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
448 end;
449 end;
451 function canShoot(m: Byte): Boolean;
452 begin
453 Result := False;
455 case m of
456 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
457 Exit;
458 else
459 Result := True;
460 end;
461 end;
463 function isCorpse(o: PObj; immediately: Boolean): Integer;
464 var
465 a: Integer;
466 begin
467 Result := -1;
469 // Åñëè íóæíà âåðîÿòíîñòü:
470 if not immediately then
471 if Random(8) <> 0 then
472 Exit;
474 if gMonsters = nil then
475 Exit;
477 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
478 for a := 0 to High(gMonsters) do
479 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
480 if g_Obj_Collide(o, @gMonsters[a].FObj) then
481 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
482 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
483 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
484 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
485 begin
486 Result := a;
487 Exit;
488 end;
489 end;
490 end;
492 procedure g_Monsters_LoadData();
493 begin
494 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
496 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
497 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
503 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
504 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
510 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
511 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
517 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
524 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
531 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
538 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
545 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
552 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
559 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
566 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
573 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
580 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
587 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
594 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
601 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
608 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
622 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
629 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
636 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
647 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
649 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
651 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
653 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
658 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
661 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
663 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
674 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
678 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
694 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
719 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
726 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
727 end;
729 procedure g_Monsters_FreeData();
730 begin
731 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
733 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
736 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
742 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
748 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
764 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
775 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
802 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
853 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
863 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
865 g_Sound_Delete('SOUND_MONSTER_PAIN');
866 g_Sound_Delete('SOUND_MONSTER_PAIN2');
867 g_Sound_Delete('SOUND_MONSTER_ACTION');
868 g_Sound_Delete('SOUND_MONSTER_ACTION2');
869 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
872 g_Sound_Delete('SOUND_MONSTER_DIE_1');
873 g_Sound_Delete('SOUND_MONSTER_DIE_2');
874 g_Sound_Delete('SOUND_MONSTER_DIE_3');
875 g_Sound_Delete('SOUND_MONSTER_SLOP');
877 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
881 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
883 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
885 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
888 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
889 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
890 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
891 g_Sound_Delete('SOUND_MONSTER_HAHA');
892 g_Sound_Delete('SOUND_MONSTER_TRUP');
894 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
897 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
898 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
899 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
902 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
903 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
904 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
905 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
914 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
919 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
923 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
927 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
929 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
933 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
940 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
941 end;
943 procedure g_Monsters_Init();
944 begin
945 soulcount := 0;
946 end;
948 procedure g_Monsters_Free();
949 var
950 a: Integer;
951 begin
952 if gMonsters <> nil then
953 for a := 0 to High(gMonsters) do
954 gMonsters[a].Free();
956 gMonsters := nil;
957 end;
959 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
960 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
961 var
962 find_id: DWORD;
963 begin
964 Result := -1;
966 // Íåò òàêîãî ìîíñòðà:
967 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
968 Exit;
970 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
971 if MonsterType = MONSTER_SOUL then
972 if soulcount > MAX_SOUL then
973 Exit
974 else
975 soulcount := soulcount + 1;
977 find_id := FindMonster();
979 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
981 // Íàñòðàèâàåì ïîëîæåíèå:
982 with gMonsters[find_id] do
983 begin
984 if AdjCoord then
985 begin
986 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
987 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
988 end
989 else
990 begin
991 FObj.X := X-FObj.Rect.X;
992 FObj.Y := Y-FObj.Rect.Y;
993 end;
995 FDirection := Direction;
996 FStartDirection := Direction;
997 FStartX := GameX;
998 FStartY := GameY;
999 end;
1001 Result := find_id;
1002 end;
1004 procedure g_Monsters_killedp();
1005 var
1006 a, h: Integer;
1007 begin
1008 if gMonsters = nil then
1009 Exit;
1011 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1012 h := High(gMonsters);
1013 for a := 0 to h do
1014 if (gMonsters[a] <> nil) then
1015 with gMonsters[a] do
1016 if (FMonsterType = MONSTER_MAN) and
1017 (FState <> STATE_DEAD) and
1018 (FState <> STATE_SLEEP) and
1019 (FState <> STATE_DIE) then
1020 begin
1021 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1022 Exit;
1023 end;
1024 end;
1026 procedure g_Monsters_Update();
1027 var
1028 a: Integer;
1029 begin
1030 // Öåëåóêàçàòåëü:
1031 if gTime mod (GAME_TICK*2) = 0 then
1032 begin
1033 pt_x := pt_x+pt_xs;
1034 pt_y := pt_y+pt_ys;
1035 if Abs(pt_x) > 246 then
1036 pt_xs := -pt_xs;
1037 if Abs(pt_y) > 100 then
1038 pt_ys := -pt_ys;
1039 end;
1041 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1043 if gMonsters <> nil then
1044 for a := 0 to High(gMonsters) do
1045 if (gMonsters[a] <> nil) then
1046 if not gMonsters[a].FRemoved then
1047 begin
1048 if g_Game_IsClient then
1049 gMonsters[a].ClientUpdate()
1050 else
1051 gMonsters[a].Update();
1052 end
1053 else
1054 begin
1055 gMonsters[a].Free();
1056 gMonsters[a] := nil;
1057 end;
1059 gMon := False;
1060 end;
1062 procedure g_Monsters_Draw();
1063 var
1064 a: Integer;
1065 begin
1066 if gMonsters <> nil then
1067 for a := 0 to High(gMonsters) do
1068 if gMonsters[a] <> nil then
1069 gMonsters[a].Draw();
1070 end;
1072 procedure g_Monsters_DrawHealth();
1073 var
1074 a: Integer;
1075 fW, fH: Byte;
1076 begin
1077 if gMonsters = nil then Exit;
1078 e_TextureFontGetSize(gStdFont, fW, fH);
1080 for a := 0 to High(gMonsters) do
1081 if gMonsters[a] <> nil then
1082 begin
1083 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1084 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1085 IntToStr(gMonsters[a].FHealth), gStdFont);
1086 end;
1087 end;
1089 function g_Monsters_Get(UID: Word): TMonster;
1090 var
1091 a: Integer;
1092 begin
1093 Result := nil;
1095 if gMonsters <> nil then
1096 for a := 0 to High(gMonsters) do
1097 if (gMonsters[a] <> nil) and
1098 (gMonsters[a].FUID = UID) then
1099 begin
1100 Result := gMonsters[a];
1101 Break;
1102 end;
1103 end;
1105 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1106 var
1107 count, i: Integer;
1108 b: Byte;
1109 begin
1110 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1111 count := 0;
1112 if gMonsters <> nil then
1113 for i := 0 to High(gMonsters) do
1114 if gMonsters[i] <> nil then
1115 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1116 count := count + 1;
1118 Mem := TBinMemoryWriter.Create((count+1) * 350);
1120 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1121 Mem.WriteInt(pt_x);
1122 Mem.WriteInt(pt_xs);
1123 Mem.WriteInt(pt_y);
1124 Mem.WriteInt(pt_ys);
1126 // Êîëè÷åñòâî ìîíñòðîâ:
1127 Mem.WriteInt(count);
1129 if count = 0 then
1130 Exit;
1132 // Ñîõðàíÿåì ìîíñòðîâ:
1133 for i := 0 to High(gMonsters) do
1134 if gMonsters[i] <> nil then
1135 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1136 begin
1137 // Òèï ìîíñòðà:
1138 b := gMonsters[i].MonsterType;
1139 Mem.WriteByte(b);
1140 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1141 gMonsters[i].SaveState(Mem);
1142 end;
1143 end;
1145 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1146 var
1147 count, i, a: Integer;
1148 b: Byte;
1149 begin
1150 if Mem = nil then
1151 Exit;
1153 g_Monsters_Free();
1155 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1156 Mem.ReadInt(pt_x);
1157 Mem.ReadInt(pt_xs);
1158 Mem.ReadInt(pt_y);
1159 Mem.ReadInt(pt_ys);
1161 // Êîëè÷åñòâî ìîíñòðîâ:
1162 Mem.ReadInt(count);
1164 if count = 0 then
1165 Exit;
1167 // Çàãðóæàåì ìîíñòðîâ:
1168 for a := 0 to count-1 do
1169 begin
1170 // Òèï ìîíñòðà:
1171 Mem.ReadByte(b);
1172 // Ñîçäàåì ìîíñòðà:
1173 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1174 if i < 0 then
1175 begin
1176 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1177 end;
1178 // Çàãðóæàåì äàííûå ìîíñòðà:
1179 gMonsters[i].LoadState(Mem);
1180 end;
1181 end;
1183 function g_Monsters_GetIDByName(name: String): Integer;
1184 var
1185 i: Integer;
1186 begin
1187 name := UpperCase(name);
1188 i := MONSTER_DEMON;
1189 while (i <= MONSTER_MAN) do
1190 begin
1191 if name = MONSTERTABLE[i].Name then
1192 begin
1193 Result := i;
1194 Exit;
1195 end;
1196 Inc(i);
1197 end;
1199 Result := -1;
1200 end;
1202 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1203 begin
1204 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1205 Result := MONSTERTABLE[MonsterType].Name
1206 else
1207 Result := '?';
1208 end;
1210 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1211 begin
1212 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1213 Result := KilledByMonster[MonsterType]
1214 else
1215 Result := '?';
1216 end;
1218 { T M o n s t e r : }
1220 procedure TMonster.ActionSound();
1221 begin
1222 case FMonsterType of
1223 MONSTER_IMP:
1224 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1225 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1226 MONSTER_MANCUB:
1227 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1228 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1229 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1230 MONSTER_SPIDER:
1231 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1232 MONSTER_BSP:
1233 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1234 MONSTER_VILE:
1235 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1236 MONSTER_SKEL:
1237 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1238 MONSTER_CYBER:
1240 MONSTER_MAN:
1241 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1242 end;
1243 end;
1245 procedure TMonster.PainSound();
1246 begin
1247 if FPainSound then
1248 Exit;
1250 FPainSound := True;
1252 case FMonsterType of
1253 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1254 MONSTER_SKEL, MONSTER_CGUN:
1255 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1256 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1257 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1258 MONSTER_CYBER:
1259 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1260 MONSTER_VILE:
1261 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1262 MONSTER_MANCUB:
1263 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1264 MONSTER_PAIN:
1265 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1266 MONSTER_MAN:
1267 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1268 end;
1269 end;
1271 procedure TMonster.DieSound();
1272 begin
1273 case FMonsterType of
1274 MONSTER_IMP:
1275 case Random(2) of
1276 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1277 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1278 end;
1279 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1280 case Random(3) of
1281 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1282 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1283 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1284 end;
1285 MONSTER_DEMON:
1286 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1287 MONSTER_BARREL:
1288 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1289 MONSTER_SOUL:
1290 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1291 MONSTER_BSP:
1292 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1293 MONSTER_VILE:
1294 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1295 MONSTER_BARON:
1296 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1297 MONSTER_CACO:
1298 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1299 MONSTER_CYBER:
1300 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1301 MONSTER_KNIGHT:
1302 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1303 MONSTER_MANCUB:
1304 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1305 MONSTER_PAIN:
1306 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1307 MONSTER_SKEL:
1308 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1309 MONSTER_SPIDER:
1310 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1311 MONSTER_MAN:
1312 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1313 end;
1314 end;
1316 procedure TMonster.WakeUpSound();
1317 begin
1318 case FMonsterType of
1319 MONSTER_IMP:
1320 case Random(2) of
1321 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1322 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1323 end;
1324 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1325 case Random(3) of
1326 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1327 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1328 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1329 end;
1330 MONSTER_MAN:
1331 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1332 MONSTER_BSP:
1333 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1334 MONSTER_VILE:
1335 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1336 MONSTER_BARON:
1337 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1338 MONSTER_CACO:
1339 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1340 MONSTER_CYBER:
1341 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1342 MONSTER_KNIGHT:
1343 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1344 MONSTER_MANCUB:
1345 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1346 MONSTER_PAIN:
1347 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1348 MONSTER_DEMON:
1349 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1350 MONSTER_SKEL:
1351 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1352 MONSTER_SPIDER:
1353 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1354 MONSTER_SOUL:
1356 end;
1357 end;
1359 procedure TMonster.BFGHit();
1360 begin
1361 if FMonsterType = MONSTER_FISH then
1362 Exit;
1364 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1365 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1366 {if g_Game_IsServer and g_Game_IsNet then
1367 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1368 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1369 0, NET_GFX_BFG);}
1370 end;
1372 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1373 begin
1374 Result := g_Collide(FObj.X+FObj.Rect.X,
1375 FObj.Y+FObj.Rect.Y,
1376 FObj.Rect.Width,
1377 FObj.Rect.Height,
1378 X, Y,
1379 Width, Height);
1380 end;
1382 function TMonster.Collide(Panel: TPanel): Boolean;
1383 begin
1384 Result := g_Collide(FObj.X+FObj.Rect.X,
1385 FObj.Y+FObj.Rect.Y,
1386 FObj.Rect.Width,
1387 FObj.Rect.Height,
1388 Panel.X, Panel.Y,
1389 Panel.Width, Panel.Height);
1390 end;
1392 function TMonster.Collide(X, Y: Integer): Boolean;
1393 begin
1394 X := X - FObj.X - FObj.Rect.X;
1395 Y := Y - FObj.Y - FObj.Rect.Y;
1396 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1397 (y >= 0) and (y <= FObj.Rect.Height);
1398 end;
1400 procedure TMonster.Respawn;
1401 begin
1402 FObj.Vel.X := 0;
1403 FObj.Vel.Y := 0;
1404 FObj.Accel.X := 0;
1405 FObj.Accel.Y := 0;
1406 FDirection := FStartDirection;
1407 GameX := FStartX;
1408 GameY := FStartY;
1409 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1410 FHealth := MONSTERTABLE[FMonsterType].Health;
1411 FAmmo := 0;
1412 FPain := 0;
1413 FTargetUID := 0;
1414 FTargetTime := 0;
1415 FDieTriggers := nil;
1416 FWaitAttackAnim := False;
1417 FChainFire := False;
1418 FShellTimer := -1;
1420 FState := STATE_SLEEP;
1421 FCurAnim := ANIM_SLEEP;
1423 if g_Game_IsNet and g_Game_IsServer then
1424 begin
1425 MH_SEND_MonsterPos(FUID);
1426 MH_SEND_MonsterState(FUID);
1427 end;
1428 end;
1430 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1431 var
1432 a: Integer;
1433 FramesID: DWORD;
1434 s: String;
1435 res: Boolean;
1436 begin
1437 if ForcedUID < 0 then
1438 FUID := g_CreateUID(UID_MONSTER)
1439 else
1440 FUID := ForcedUID;
1442 FMonsterType := MonsterType;
1444 g_Obj_Init(@FObj);
1446 FState := STATE_SLEEP;
1447 FCurAnim := ANIM_SLEEP;
1448 FHealth := MONSTERTABLE[MonsterType].Health;
1449 FMaxHealth := FHealth;
1450 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1451 FDieTriggers := nil;
1452 FSpawnTrigger := -1;
1453 FWaitAttackAnim := False;
1454 FChainFire := False;
1455 FStartID := aID;
1456 FNoRespawn := False;
1457 FShellTimer := -1;
1458 FBehaviour := BH_NORMAL;
1460 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1461 FBloodKind := BLOOD_SPARKS
1462 else
1463 FBloodKind := BLOOD_NORMAL;
1464 if FMonsterType = MONSTER_CACO then
1465 begin
1466 FBloodRed := 0;
1467 FBloodGreen := 0;
1468 FBloodBlue := 150;
1469 end
1470 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1471 begin
1472 FBloodRed := 0;
1473 FBloodGreen := 150;
1474 FBloodBlue := 0;
1475 end
1476 else
1477 begin
1478 FBloodRed := 150;
1479 FBloodGreen := 0;
1480 FBloodBlue := 0;
1481 end;
1483 SetLength(FAnim, Length(ANIMTABLE));
1485 for a := 0 to High(FAnim) do
1486 begin
1487 FAnim[a, D_LEFT] := nil;
1488 FAnim[a, D_RIGHT] := nil;
1489 end;
1491 for a := ANIM_SLEEP to ANIM_PAIN do
1492 if (ANIMTABLE[a].name <> '') and
1493 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1494 begin
1495 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1496 '_'+ANIMTABLE[a].name;
1498 res := g_Frames_Exists(s);
1500 if res then
1501 res := g_Frames_Get(FramesID, s);
1503 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1504 if (not res) then
1505 begin
1506 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1507 if a <> ANIM_MESS then
1508 Continue;
1510 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1511 '_'+ANIMTABLE[ANIM_DIE].name) then
1512 begin
1513 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1514 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1515 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1516 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1517 Continue;
1518 end;
1519 end;
1521 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1522 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1524 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1525 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1526 begin
1527 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1528 '_'+ANIMTABLE[a].name+'_L';
1529 if g_Frames_Exists(s) then
1530 g_Frames_Get(FramesID, s);
1531 end;
1533 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1534 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1535 end;
1537 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1538 if MonsterType = MONSTER_VILE then
1539 begin
1540 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1541 vilefire := TAnimation.Create(FramesID, True, 2);
1542 end
1543 else
1544 vilefire := nil;
1545 end;
1547 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1548 var
1549 c, it: Integer;
1550 p: TPlayer;
1551 begin
1552 Result := False;
1554 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1555 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1556 Exit;
1558 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1559 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1560 begin
1561 FSleep := 20;
1562 if Random(2) = 0 then
1563 FDirection := D_RIGHT
1564 else
1565 FDirection := D_LEFT;
1566 Result := True;
1567 SetState(STATE_RUN);
1568 Exit;
1569 end;
1571 // Ëîâóøêà óáèâàåò ñðàçó:
1572 if t = HIT_TRAP then
1573 FHealth := -100;
1575 // Ðîáîòó óðîíà íåò:
1576 if FMonsterType = MONSTER_ROBO then
1577 Damage := 0;
1579 // Íàíîñèì óðîí:
1580 if g_Game_IsServer then Dec(FHealth, Damage);
1582 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1583 if FPain = 0 then
1584 FPain := 3;
1585 FPain := FPain+Damage;
1587 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1588 if FState <> STATE_PAIN then
1589 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1590 (FMonsterType <> MONSTER_BARREL) then
1591 SetState(STATE_PAIN);
1593 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1594 if (gBloodCount > 0) then
1595 begin
1596 c := Min(Damage, 200);
1597 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1599 if (VelX = 0) and (VelY = 0) then
1600 MakeBloodSimple(c)
1601 else
1602 case t of
1603 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1604 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1605 end;
1606 end;
1608 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1609 if (SpawnerUID <> FUID) and
1610 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1611 begin
1612 FTargetUID := SpawnerUID;
1613 FTargetTime := 0;
1614 end;
1616 // Çäîðîâüå çàêîí÷èëîñü:
1617 if FHealth <= 0 then
1618 begin
1619 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1620 if (FMonsterType <> MONSTER_BARREL) then
1621 begin
1622 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1623 begin
1624 p := g_Player_Get(SpawnerUID);
1625 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1626 begin
1627 p.MonsterKills := p.MonsterKills+1;
1628 if gGameSettings.GameMode = GM_COOP then
1629 p.Frags := p.Frags + 1;
1630 // Uncomment this if you want to double-kill monsters
1631 //p.FragCombo();
1632 end;
1633 end;
1634 if gLMSRespawn = LMS_RESPAWN_NONE then
1635 begin
1636 Inc(gCoopMonstersKilled);
1637 if g_Game_IsNet then
1638 MH_SEND_GameStats;
1639 end;
1640 end;
1642 // Âûáèðàåì ëóò:
1643 case FMonsterType of
1644 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1645 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1646 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1647 MONSTER_MAN: c := ITEM_KEY_RED;
1648 else c := 0;
1649 end;
1651 // Áðîñàåì ëóò:
1652 if c <> 0 then
1653 begin
1654 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1655 FObj.Y + (FObj.Rect.Height div 2),
1656 c, True, False);
1657 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1658 (FObj.Vel.Y div 2)-Random(4));
1659 if g_Game_IsServer and g_Game_IsNet then
1660 MH_SEND_ItemSpawn(True, it);
1661 end;
1663 // Òðóï äàëüøå íå èäåò:
1664 FObj.Vel.X := 0;
1666 // Ó òðóïà ðàçìåðû ìåíüøå:
1667 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1668 begin
1669 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1670 FObj.Rect.Height := 12;
1671 end;
1673 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1674 if (FHealth <= -30) and
1675 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1676 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1677 (FMonsterType = MONSTER_MAN)) then
1678 begin
1679 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1680 SetState(STATE_DIE, ANIM_MESS);
1681 end
1682 else
1683 begin
1684 DieSound();
1685 SetState(STATE_DIE);
1686 end;
1688 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1689 if g_Game_IsServer then ActivateTriggers();
1691 FHealth := 0;
1692 end
1693 else
1694 if FState = STATE_SLEEP then
1695 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1696 FPain := MONSTERTABLE[FMonsterType].Pain;
1697 SetState(STATE_GO);
1698 end;
1700 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1701 Result := True;
1702 end;
1704 function TMonster.Heal(Value: Word): Boolean;
1705 begin
1706 Result := False;
1707 if g_Game_IsClient then
1708 Exit;
1709 if not Live then
1710 Exit;
1712 if FHealth < FMaxHealth then
1713 begin
1714 IncMax(FHealth, Value, FMaxHealth);
1715 if g_Game_IsServer and g_Game_IsNet then
1716 MH_SEND_MonsterState(FUID);
1717 Result := True;
1718 end;
1719 end;
1721 destructor TMonster.Destroy();
1722 var
1723 a: Integer;
1724 begin
1725 for a := 0 to High(FAnim) do
1726 begin
1727 FAnim[a, D_LEFT].Free();
1728 FAnim[a, D_RIGHT].Free();
1729 end;
1731 vilefire.Free();
1733 inherited Destroy();
1734 end;
1736 procedure TMonster.Draw();
1737 var
1738 m: TMirrorType;
1739 dx, dy, c: Integer;
1740 o: TObj;
1741 begin
1742 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1743 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1745 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1746 if FMonsterType = MONSTER_VILE then
1747 if FState = STATE_SHOOT then
1748 if GetPos(FTargetUID, @o) then
1749 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1750 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1752 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1753 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1754 sX-128, sY-128, sWidth+256, sHeight+256) then
1755 Exit;
1757 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1758 if FState = STATE_DEAD then
1759 case FMonsterType of
1760 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1761 end;
1763 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1764 if FAnim[FCurAnim, FDirection] <> nil then
1765 begin
1766 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1767 if (FDirection = D_LEFT) and
1768 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1769 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1770 (FMonsterType <> MONSTER_BARREL) then
1771 m := M_HORIZONTAL
1772 else
1773 m := M_NONE;
1775 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1776 if (FDirection = D_LEFT) and
1777 (FMonsterType <> MONSTER_BARREL) then
1778 begin
1779 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1780 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1782 if m = M_HORIZONTAL then
1783 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1784 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1785 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1786 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1787 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1788 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1789 dx := -dx;
1790 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1791 end;
1792 end
1793 else // Ïðàâàÿ àíèìàöèÿ
1794 begin
1795 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1796 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1797 end;
1799 // Ðèñóåì:
1800 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1801 end;
1803 if g_debug_Frames then
1804 begin
1805 e_DrawQuad(FObj.X+FObj.Rect.X,
1806 FObj.Y+FObj.Rect.Y,
1807 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1808 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1809 0, 255, 0);
1810 end;
1811 end;
1813 procedure TMonster.MakeBloodSimple(Count: Word);
1814 begin
1815 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1816 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1817 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1818 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1819 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1820 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1821 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1822 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1823 end;
1825 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1826 begin
1827 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1828 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1829 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1830 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1831 end;
1833 procedure TMonster.Push(vx, vy: Integer);
1834 begin
1835 FObj.Accel.X := FObj.Accel.X + vx;
1836 FObj.Accel.Y := FObj.Accel.Y + vy;
1837 if g_Game_IsServer and g_Game_IsNet then
1838 MH_SEND_MonsterPos(FUID);
1839 end;
1841 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1842 var
1843 Anim: Byte;
1844 begin
1845 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1846 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1847 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1848 soulcount := soulcount-1;
1850 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1851 case FState of
1852 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1853 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1854 (State <> STATE_GO) then
1855 Exit;
1856 end;
1858 // Ñìåíà ñîñòîÿíèÿ:
1859 FState := State;
1861 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1863 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1864 case FState of
1865 STATE_SLEEP: Anim := ANIM_SLEEP;
1866 STATE_PAIN: Anim := ANIM_PAIN;
1867 STATE_WAIT: Anim := ANIM_SLEEP;
1868 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1869 STATE_SHOOT: Anim := ANIM_ATTACK;
1870 STATE_ATTACK: Anim := ANIM_ATTACK;
1871 STATE_DIE: Anim := ANIM_DIE;
1872 STATE_REVIVE:
1873 begin // íà÷àëè âîñðåøàòüñÿ
1874 Anim := FCurAnim;
1875 FAnim[Anim, FDirection].Revert(True);
1877 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1878 FHealth := MONSTERTABLE[FMonsterType].Health;
1879 FAmmo := 0;
1880 FPain := 0;
1881 end;
1882 else Exit;
1883 end;
1885 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1886 if ForceAnim <> 255 then
1887 Anim := ForceAnim;
1889 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1890 if FCurAnim <> Anim then
1891 if FAnim[Anim, FDirection] <> nil then
1892 begin
1893 FAnim[Anim, FDirection].Reset();
1894 FCurAnim := Anim;
1895 end;
1896 end;
1898 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1899 var
1900 TA: TAnimation;
1901 FramesID: DWORD;
1902 begin
1903 Result := False;
1905 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1906 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1907 begin
1908 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1909 if g_Game_IsServer and g_Game_IsNet then
1910 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1911 Exit;
1912 end;
1914 TA := nil;
1916 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1917 if not silent then
1918 begin
1919 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1920 TA := TAnimation.Create(FramesID, False, 6);
1921 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1922 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1923 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1925 if g_Game_IsServer and g_Game_IsNet then
1926 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1927 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1928 NET_GFX_TELE);
1929 end;
1931 FObj.X := X - FObj.Rect.X;
1932 FObj.Y := Y - FObj.Rect.Y;
1934 if dir = 1 then
1935 FDirection := D_LEFT
1936 else
1937 if dir = 2 then
1938 FDirection := D_RIGHT
1939 else
1940 if dir = 3 then
1941 begin // îáðàòíîå
1942 if FDirection = D_RIGHT then
1943 FDirection := D_LEFT
1944 else
1945 FDirection := D_RIGHT;
1946 end;
1948 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1949 if not silent and (TA <> nil) then
1950 begin
1951 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1952 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1953 TA.Free();
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, 0,
1958 NET_GFX_TELE);
1959 end;
1961 if g_Game_IsServer and g_Game_IsNet then
1962 MH_SEND_MonsterPos(FUID);
1963 Result := True;
1964 end;
1966 procedure TMonster.Update();
1967 var
1968 a, b, sx, sy, wx, wy, oldvelx: Integer;
1969 st: Word;
1970 o, co: TObj;
1971 fall: Boolean;
1972 label
1973 _end;
1974 begin
1975 fall := True;
1977 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1978 if FMonsterType = MONSTER_FISH then
1979 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
1980 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
1981 fall := False;
1983 // Ëåòàþùèå ìîíòñðû:
1984 if ((FMonsterType = MONSTER_SOUL) or
1985 (FMonsterType = MONSTER_PAIN) or
1986 (FMonsterType = MONSTER_CACO)) and
1987 (FState <> STATE_DIE) and
1988 (FState <> STATE_DEAD) then
1989 fall := False;
1991 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1992 if gTime mod (GAME_TICK*2) <> 0 then
1993 begin
1994 g_Obj_Move(@FObj, fall, True, True);
1995 Exit;
1996 end;
1998 FPainSound := False;
2000 // Äâèãàåìñÿ:
2001 st := g_Obj_Move(@FObj, fall, True, True);
2003 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2004 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2005 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2006 begin
2007 FRemoved := True;
2008 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2009 begin
2010 Inc(gCoopMonstersKilled);
2011 if g_Game_IsNet then
2012 MH_SEND_GameStats;
2013 end;
2014 ActivateTriggers();
2015 Exit;
2016 end;
2018 oldvelx := FObj.Vel.X;
2020 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2021 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2022 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2024 // Ìåðòâûé íè÷åãî íå äåëàåò:
2025 if (FState = STATE_DEAD) then
2026 goto _end;
2028 // AI ìîíñòðîâ âûêëþ÷åí:
2029 if g_debug_MonsterOff then
2030 begin
2031 FSleep := 1;
2032 if FState <> STATE_SLEEP then
2033 SetState(STATE_SLEEP);
2034 end;
2036 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2037 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2038 case FMonsterType of
2039 MONSTER_FISH:
2040 if Random(4) = 0 then
2041 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2042 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2043 MONSTER_ROBO, MONSTER_BARREL:
2044 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2045 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2046 else begin
2047 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2048 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2049 if Random(2) = 0 then
2050 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2051 else
2052 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2053 end;
2054 end;
2056 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2057 if FMonsterType = MONSTER_BARREL then
2058 begin
2059 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2060 (FAnim[FCurAnim, FDirection].Counter = 0) then
2061 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2062 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2063 60, FUID);
2064 end;
2066 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2067 if FMonsterType = MONSTER_SOUL then
2068 if WordBool(st and MOVE_HITAIR) then
2069 g_Obj_SetSpeed(@FObj, 16);
2071 if FAmmo < 0 then
2072 FAmmo := FAmmo + 1;
2074 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2075 if FObj.Vel.Y < 0 then
2076 if WordBool(st and MOVE_INWATER) then
2077 FObj.Vel.Y := -4;
2079 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2080 FTargetTime := FTargetTime + 1;
2082 // Ãèëüçû
2083 if FShellTimer > -1 then
2084 if FShellTimer = 0 then
2085 begin
2086 if FShellType = SHELL_SHELL then
2087 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2088 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2089 GameVelX, GameVelY-2, SHELL_SHELL)
2090 else if FShellType = SHELL_DBLSHELL then
2091 begin
2092 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2093 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2094 GameVelX-1, GameVelY-2, SHELL_SHELL);
2095 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2096 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2097 GameVelX+1, GameVelY-2, SHELL_SHELL);
2098 end;
2099 FShellTimer := -1;
2100 end else Dec(FShellTimer);
2102 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2103 if fall then
2104 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2105 STATE_ATTACK, STATE_SHOOT]) then
2106 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2107 FObj.Rect.Width, FObj.Rect.Height, 50) then
2108 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2109 (FObj.Accel.Y = 0) then
2110 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2112 case FState of
2113 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2114 begin
2115 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2116 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2117 begin
2118 FPain := MONSTERTABLE[FMonsterType].Pain;
2119 if gSoundEffectsDF then PainSound();
2120 end;
2122 // Ñíèæàåì áîëü ñî âðåìåíåì:
2123 FPain := FPain - 5;
2125 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2126 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2127 begin
2128 FPain := 0;
2129 FAmmo := -9;
2130 SetState(STATE_GO);
2131 end;
2132 end;
2134 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2135 begin
2136 // Ñïèì:
2137 FSleep := FSleep + 1;
2139 // Ïðîñïàëè äîñòàòî÷íî:
2140 if FSleep >= 18 then
2141 FSleep := 0
2142 else // åùå ñïèì
2143 goto _end;
2145 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2146 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2147 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2148 if (gPlayers <> nil) then
2149 for a := 0 to High(gPlayers) do
2150 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2151 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2152 with gPlayers[a] do
2153 if g_Look(@FObj, @Obj, FDirection) then
2154 begin
2155 FTargetUID := gPlayers[a].UID;
2156 FTargetTime := 0;
2157 WakeUpSound();
2158 SetState(STATE_GO);
2159 Break;
2160 end;
2162 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2163 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2164 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2165 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2166 if gMonsters <> nil then
2167 for a := 0 to High(gMonsters) do
2168 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2169 (gMonsters[a].FUID <> FUID) then
2170 begin
2171 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2172 if (FBehaviour = BH_MANIAC) and
2173 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2174 Continue;
2175 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2176 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2177 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2178 Continue;
2179 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2180 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2181 Continue;
2182 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2183 begin
2184 FTargetUID := gMonsters[a].UID;
2185 FTargetTime := 0;
2186 WakeUpSound();
2187 SetState(STATE_GO);
2188 Break;
2189 end;
2190 end;
2191 end;
2193 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2194 begin
2195 // Æäåì:
2196 FSleep := FSleep - 1;
2198 // Âûæäàëè äîñòàòî÷íî - èäåì:
2199 if FSleep < 0 then
2200 SetState(STATE_GO);
2201 end;
2203 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2204 begin
2205 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2206 if WordBool(st and MOVE_BLOCK) then
2207 begin
2208 Turn();
2209 FSleep := 40;
2210 SetState(STATE_RUNOUT);
2212 goto _end;
2213 end;
2215 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2216 if (FMonsterType = MONSTER_VILE) then
2217 if isCorpse(@FObj, False) <> -1 then
2218 begin
2219 FObj.Vel.X := 0;
2220 SetState(STATE_ATTACK, ANIM_ATTACK2);
2222 goto _end;
2223 end;
2225 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2226 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2227 if not findNewPrey() then
2228 begin // Íîâûõ öåëåé íåò
2229 FTargetUID := 0;
2230 o.X := FObj.X+pt_x;
2231 o.Y := FObj.Y+pt_y;
2232 o.Vel.X := 0;
2233 o.Vel.Y := 0;
2234 o.Accel.X := 0;
2235 o.Accel.Y := 0;
2236 o.Rect := _Rect(0, 0, 0, 1);
2237 end
2238 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2239 GetPos(FTargetUID, @o);
2241 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2242 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2243 begin
2244 FTargetTime := 0;
2245 if kick(@o) then
2246 goto _end;
2247 end;
2249 // Ðàññòîÿíèå äî öåëè:
2250 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2251 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2253 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2254 if sx > 0 then
2255 FDirection := D_RIGHT
2256 else
2257 FDirection := D_LEFT;
2259 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2260 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2261 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2262 if shoot(@o, False) then
2263 goto _end;
2265 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2266 if Abs(sx) < 40 then
2267 if FMonsterType <> MONSTER_FISH then
2268 begin
2269 FSleep := 15;
2270 SetState(STATE_RUN);
2271 if Random(2) = 0 then
2272 FDirection := D_LEFT
2273 else
2274 FDirection := D_RIGHT;
2276 goto _end;
2277 end;
2279 // Óïåðëèñü â ñòåíó:
2280 if WordBool(st and MOVE_HITWALL) then
2281 begin
2282 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2283 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2284 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2285 FSleep := 4;
2286 SetState(STATE_WAIT);
2288 goto _end;
2289 end;
2291 case FMonsterType of
2292 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2293 else // Íå ëåòàþò:
2294 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2295 (FObj.Accel.Y = 0) then
2296 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2297 // Ïðûæîê ÷åðåç ñòåíó:
2298 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2299 SetState(STATE_CLIMB);
2300 end;
2301 end;
2303 goto _end;
2304 end;
2306 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2307 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2308 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2309 begin
2310 if FMonsterType = MONSTER_FISH then
2311 begin // Ðûáà
2312 if not WordBool(st and MOVE_INWATER) then
2313 begin // Ðûáà âíå âîäû:
2314 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2315 begin // "Ñòîèò" òâåðäî
2316 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2317 if FObj.Accel.Y = 0 then
2318 FObj.Vel.Y := -6;
2319 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2320 end;
2322 // Ðûáå áîëüíî:
2323 SetState(STATE_PAIN);
2324 FPain := FPain + 50;
2325 end
2326 else // Ðûáà â âîäå
2327 begin
2328 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2329 if Abs(sy) > 8 then
2330 FObj.Vel.Y := g_basic.Sign(sy)*4
2331 else
2332 FObj.Vel.Y := 0;
2334 // Ðûáà ïëûâåò ââåðõ:
2335 if FObj.Vel.Y < 0 then
2336 if not g_Obj_CollideWater(@FObj, 0, -16) then
2337 begin
2338 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2339 FObj.Vel.Y := 0;
2340 // Ïëàâàåì òóäà-ñþäà:
2341 if Random(2) = 0 then
2342 FDirection := D_LEFT
2343 else
2344 FDirection := D_RIGHT;
2345 FSleep := 20;
2346 SetState(STATE_RUN);
2347 end;
2348 end;
2349 end
2350 else // Ëåòàþùèå ìîíñòðû
2351 begin
2352 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2353 if Abs(sy) > 8 then
2354 FObj.Vel.Y := g_basic.Sign(sy)*4
2355 else
2356 FObj.Vel.Y := 0;
2357 end;
2358 end
2359 else // "Íàçåìíûå" ìîíñòðû
2360 begin
2361 // Âîçìîæíî, ïèíàåì êóñêè:
2362 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2363 begin
2364 b := Abs(FObj.Vel.X);
2365 if b > 1 then b := b * (Random(8 div b) + 1);
2366 for a := 0 to High(gGibs) do
2367 if gGibs[a].Live and
2368 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2369 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2370 // Ïèíàåì êóñêè
2371 if FObj.Vel.X < 0 then
2372 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2373 else
2374 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2375 end;
2376 // Áîññû ìîãóò ïèíàòü òðóïû:
2377 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2378 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2379 begin
2380 b := Abs(FObj.Vel.X);
2381 if b > 1 then b := b * (Random(8 div b) + 1);
2382 for a := 0 to High(gCorpses) do
2383 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2384 begin
2385 co := gCorpses[a].Obj;
2386 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2387 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2388 // Ïèíàåì òðóïû
2389 if FObj.Vel.X < 0 then
2390 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2391 else
2392 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2393 end;
2394 end;
2395 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2396 if sy < -40 then
2397 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2398 // ñòîèò òâåðäî
2399 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2400 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2401 end;
2403 FSleep := FSleep + 1;
2405 // Èíîãäà ðû÷èì:
2406 if FSleep >= 8 then
2407 begin
2408 FSleep := 0;
2409 if Random(8) = 0 then
2410 ActionSound();
2411 end;
2413 // Áåæèì â âûáðàííóþ ñòîðîíó:
2414 if FDirection = D_RIGHT then
2415 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2416 else
2417 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2419 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2420 if WordBool(st and MOVE_INWATER) then
2421 FObj.Vel.X := FObj.Vel.X div 2
2422 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2423 if FMonsterType = MONSTER_FISH then
2424 FObj.Vel.X := 0;
2425 end;
2427 STATE_RUN: // Ñîñòîÿíèå - Áåã
2428 begin
2429 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2430 if WordBool(st and MOVE_BLOCK) then
2431 begin
2432 Turn();
2433 FSleep := 40;
2434 SetState(STATE_RUNOUT);
2436 goto _end;
2437 end;
2439 FSleep := FSleep - 1;
2441 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2442 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2443 begin
2444 FSleep := 0;
2445 SetState(STATE_GO);
2446 // Ñòåíà - èäåì îáðàòíî:
2447 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2448 Turn();
2449 // Èíîãäà ðû÷èì:
2450 if Random(8) = 0 then
2451 ActionSound();
2452 end;
2454 // Áåæèì â âûáðàííóþ ñòîðîíó:
2455 if FDirection = D_RIGHT then
2456 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2457 else
2458 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2460 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2461 if WordBool(st and MOVE_INWATER) then
2462 FObj.Vel.X := FObj.Vel.X div 2
2463 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2464 if FMonsterType = MONSTER_FISH then
2465 FObj.Vel.X := 0;
2466 end;
2468 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2469 begin
2470 // Âûøëè èç ÁëîêÌîíà:
2471 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2472 FSleep := 0;
2474 FSleep := FSleep - 1;
2476 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2477 if FSleep <= -18 then
2478 begin
2479 FSleep := 0;
2480 SetState(STATE_GO);
2481 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2482 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2483 Turn();
2484 // Èíîãäà ðû÷èì:
2485 if Random(8) = 0 then
2486 ActionSound();
2487 end;
2489 // Áåæèì â âûáðàííóþ ñòîðîíó:
2490 if FDirection = D_RIGHT then
2491 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2492 else
2493 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2495 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2496 if WordBool(st and MOVE_INWATER) then
2497 FObj.Vel.X := FObj.Vel.X div 2
2498 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2499 if FMonsterType = MONSTER_FISH then
2500 FObj.Vel.X := 0;
2501 end;
2503 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2504 begin
2505 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2506 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2507 (not WordBool(st and MOVE_HITWALL)) then
2508 begin
2509 FSleep := 0;
2510 SetState(STATE_GO);
2512 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2513 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2514 begin
2515 Turn();
2516 FSleep := 15;
2517 SetState(STATE_RUN);
2518 end;
2519 end;
2521 // Áåæèì â âûáðàííóþ ñòîðîíó:
2522 if FDirection = D_RIGHT then
2523 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2524 else
2525 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2527 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2528 if WordBool(st and MOVE_INWATER) then
2529 FObj.Vel.X := FObj.Vel.X div 2
2530 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2531 if FMonsterType = MONSTER_FISH then
2532 FObj.Vel.X := 0;
2533 end;
2535 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2536 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2537 begin
2538 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2539 if FMonsterType = MONSTER_SOUL then
2540 begin
2541 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2542 SetState(STATE_GO);
2544 goto _end;
2545 end;
2547 // Çàìåäëÿåìñÿ ïðè àòàêå:
2548 if FMonsterType <> MONSTER_FISH then
2549 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2551 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2552 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2553 begin
2554 // Öåëü ïîãèáëà => èäåì äàëüøå:
2555 if not GetPos(FTargetUID, @o) then
2556 begin
2557 SetState(STATE_GO);
2559 goto _end;
2560 end;
2562 // Öåëü íå âèäíî => èäåì äàëüøå:
2563 if not g_Look(@FObj, @o, FDirection) then
2564 begin
2565 SetState(STATE_GO);
2567 goto _end;
2568 end;
2570 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2571 if g_Obj_CollideWater(@o, 0, 0) then
2572 begin
2573 SetState(STATE_GO);
2575 goto _end;
2576 end;
2578 // Æàðèì öåëü:
2579 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2580 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2581 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2582 end;
2583 end;
2584 end; // case FState of ...
2586 _end:
2588 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2589 if FState = STATE_REVIVE then
2590 if FAnim[FCurAnim, FDirection].Played then
2591 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2592 FAnim[FCurAnim, FDirection].Revert(False);
2593 SetState(STATE_GO);
2594 end;
2596 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2597 if vilefire <> nil then
2598 vilefire.Update();
2600 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2601 if (FState = STATE_DIE) and
2602 (FAnim[FCurAnim, FDirection] <> nil) and
2603 (FAnim[FCurAnim, FDirection].Played) then
2604 begin
2605 // Óìåð:
2606 SetState(STATE_DEAD);
2608 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2609 if (FMonsterType = MONSTER_PAIN) then
2610 begin
2611 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2612 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2613 if sx <> -1 then
2614 begin
2615 gMonsters[sx].SetState(STATE_GO);
2616 gMonsters[sx].FNoRespawn := True;
2617 Inc(gTotalMonsters);
2618 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2619 end;
2621 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2622 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2623 if sx <> -1 then
2624 begin
2625 gMonsters[sx].SetState(STATE_GO);
2626 gMonsters[sx].FNoRespawn := True;
2627 Inc(gTotalMonsters);
2628 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2629 end;
2631 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2632 FObj.Y+FObj.Rect.Y, D_RIGHT);
2633 if sx <> -1 then
2634 begin
2635 gMonsters[sx].SetState(STATE_GO);
2636 gMonsters[sx].FNoRespawn := True;
2637 Inc(gTotalMonsters);
2638 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2639 end;
2640 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2641 end;
2643 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2644 if (FMonsterType = MONSTER_PAIN) or
2645 (FMonsterType = MONSTER_SOUL) or
2646 (FMonsterType = MONSTER_BARREL) then
2647 FRemoved := True;
2648 end;
2650 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2651 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2652 if (FAnim[FCurAnim, FDirection] <> nil) then
2653 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2654 if (FAnim[FCurAnim, FDirection].Played) then
2655 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2656 if FState = STATE_ATTACK then
2657 begin // Ñîñòîÿíèå - Àòàêà
2658 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2659 if FMonsterType <> MONSTER_SOUL then
2660 SetState(STATE_GO);
2661 end
2662 else // Ñîñòîÿíèå - Ñòðåëüáà
2663 begin
2664 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2665 if not FChainFire then
2666 SetState(STATE_GO)
2667 else
2668 begin // Íàäî ñòðåëÿòü åùå
2669 FChainFire := False;
2670 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2671 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2672 FAnim[FCurAnim, FDirection].Reset();
2673 end;
2674 end;
2676 FWaitAttackAnim := False;
2677 end
2679 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2680 if (FMonsterType = MONSTER_SOUL) or
2681 ( (not FWaitAttackAnim) and
2682 (FAnim[FCurAnim, FDirection].CurrentFrame =
2683 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2684 ) then
2685 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2686 if FState = STATE_ATTACK then
2687 begin // Ñîñòîÿíèå - Àòàêà
2688 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2689 if FMonsterType = MONSTER_SOUL then
2690 FAnim[FCurAnim, FDirection].Reset();
2692 case FMonsterType of
2693 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2694 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2695 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2696 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2697 if FMonsterType = MONSTER_SOUL then
2698 SetState(STATE_GO);
2700 MONSTER_FISH:
2701 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2702 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2703 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2705 MONSTER_SKEL, MONSTER_ROBO:
2706 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2707 if FCurAnim = ANIM_ATTACK2 then
2708 begin
2709 o := FObj;
2710 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
2711 if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
2712 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2713 end;
2715 MONSTER_VILE:
2716 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2717 if FCurAnim = ANIM_ATTACK2 then
2718 begin
2719 sx := isCorpse(@FObj, True);
2720 if sx <> -1 then
2721 begin // Íàøëè, êîãî âîñêðåñèòü
2722 gMonsters[sx].SetState(STATE_REVIVE);
2723 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2724 // Âîñêðåøàòü - ñåáå âðåäèòü:
2725 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2726 end;
2727 end;
2728 end;
2729 end
2731 else // Ñîñòîÿíèå - Ñòðåëüáà
2732 begin
2733 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2734 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2736 if FDirection = D_LEFT then
2737 begin
2738 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2739 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2740 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2742 wx := FObj.X + wx;
2743 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2745 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2746 case FMonsterType of
2747 MONSTER_IMP:
2748 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2749 MONSTER_ZOMBY:
2750 begin
2751 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2752 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2753 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2754 end;
2755 MONSTER_SERG:
2756 begin
2757 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2758 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2759 FShellTimer := 10;
2760 FShellType := SHELL_SHELL;
2761 end;
2762 MONSTER_MAN:
2763 begin
2764 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2765 FShellTimer := 13;
2766 FShellType := SHELL_DBLSHELL;
2767 FAmmo := -36;
2768 end;
2769 MONSTER_CYBER:
2770 begin
2771 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2772 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2773 end;
2774 MONSTER_SKEL:
2775 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2776 MONSTER_CGUN:
2777 begin
2778 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2779 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2780 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2781 end;
2782 MONSTER_SPIDER:
2783 begin
2784 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2785 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2786 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2787 end;
2788 MONSTER_BSP:
2789 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2790 MONSTER_ROBO:
2791 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2792 MONSTER_MANCUB:
2793 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2794 MONSTER_BARON, MONSTER_KNIGHT:
2795 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2796 MONSTER_CACO:
2797 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2798 MONSTER_PAIN:
2799 begin // Ñîçäàåì Lost_Soul:
2800 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2801 FObj.Y+FObj.Rect.Y, FDirection);
2803 if sx <> -1 then
2804 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2805 gMonsters[sx].FTargetUID := FTargetUID;
2806 GetPos(FTargetUID, @o);
2807 gMonsters[sx].FTargetTime := 0;
2808 gMonsters[sx].FNoRespawn := True;
2809 gMonsters[sx].SetState(STATE_GO);
2810 gMonsters[sx].shoot(@o, True);
2811 Inc(gTotalMonsters);
2813 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2814 end;
2815 end;
2816 end;
2818 if FMonsterType <> MONSTER_PAIN then
2819 if g_Game_IsNet then
2820 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2822 // Ñêîðîñòðåëüíûå ìîíñòðû:
2823 if (FMonsterType = MONSTER_CGUN) or
2824 (FMonsterType = MONSTER_SPIDER) or
2825 (FMonsterType = MONSTER_BSP) or
2826 (FMonsterType = MONSTER_MANCUB) or
2827 (FMonsterType = MONSTER_ROBO) then
2828 if not GetPos(FTargetUID, @o) then
2829 // Öåëü ìåðòâà - èùåì íîâóþ:
2830 findNewPrey()
2831 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2832 if shoot(@o, False) then
2833 FChainFire := True;
2834 end;
2836 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2837 FWaitAttackAnim := True;
2838 end;
2840 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2841 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2842 case FState of
2843 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2844 // Çâóêè ïðè ïåðåäâèæåíèè:
2845 case FMonsterType of
2846 MONSTER_CYBER:
2847 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2848 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2849 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2850 MONSTER_SPIDER:
2851 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2852 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2853 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2854 MONSTER_BSP:
2855 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2856 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2857 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2858 MONSTER_ROBO:
2859 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2860 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2861 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2862 end;
2863 end;
2865 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2866 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2867 FObj.Vel.X := oldvelx;
2869 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2870 if FAnim[FCurAnim, FDirection] <> nil then
2871 FAnim[FCurAnim, FDirection].Update();
2872 end;
2874 procedure TMonster.SetDeadAnim;
2875 begin
2876 if FAnim <> nil then
2877 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2878 end;
2880 procedure TMonster.RevertAnim(R: Boolean = True);
2881 begin
2882 if FAnim <> nil then
2883 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2884 FAnim[FCurAnim, FDirection].Revert(R);
2885 end;
2887 function TMonster.AnimIsReverse: Boolean;
2888 begin
2889 if FAnim <> nil then
2890 Result := FAnim[FCurAnim, FDirection].IsReverse
2891 else
2892 Result := False;
2893 end;
2895 procedure TMonster.ClientUpdate();
2896 var
2897 a, b, sx, sy, oldvelx: Integer;
2898 st: Word;
2899 o, co: TObj;
2900 fall: Boolean;
2901 label
2902 _end;
2903 begin
2904 sx := 0; // SHUT UP COMPILER
2905 sy := 0;
2906 fall := True;
2907 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2908 if FMonsterType = MONSTER_FISH then
2909 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2910 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2911 fall := False;
2913 // Ëåòàþùèå ìîíòñðû:
2914 if ((FMonsterType = MONSTER_SOUL) or
2915 (FMonsterType = MONSTER_PAIN) or
2916 (FMonsterType = MONSTER_CACO)) and
2917 (FState <> STATE_DIE) and
2918 (FState <> STATE_DEAD) then
2919 fall := False;
2921 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2922 if gTime mod (GAME_TICK*2) <> 0 then
2923 begin
2924 g_Obj_Move(@FObj, fall, True, True);
2925 Exit;
2926 end;
2928 FPainSound := False;
2930 // Äâèãàåìñÿ:
2931 st := g_Obj_Move(@FObj, fall, True, True);
2933 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2934 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2935 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2936 begin
2937 FRemoved := True;
2938 Exit;
2939 end;
2941 oldvelx := FObj.Vel.X;
2943 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2944 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2945 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2947 // Ìåðòâûé íè÷åãî íå äåëàåò:
2948 if (FState = STATE_DEAD) then
2949 goto _end;
2951 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2952 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2953 case FMonsterType of
2954 MONSTER_FISH:
2955 if Random(4) = 0 then
2956 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2957 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2958 MONSTER_ROBO, MONSTER_BARREL:
2959 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2960 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2961 else begin
2962 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2963 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2964 if Random(2) = 0 then
2965 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2966 else
2967 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2968 end;
2969 end;
2971 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2972 if FMonsterType = MONSTER_BARREL then
2973 begin
2974 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2975 (FAnim[FCurAnim, FDirection].Counter = 0) then
2976 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2977 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2978 60, FUID);
2979 end;
2981 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2982 if FMonsterType = MONSTER_SOUL then
2983 if WordBool(st and MOVE_HITAIR) then
2984 g_Obj_SetSpeed(@FObj, 16);
2986 if FAmmo < 0 then
2987 FAmmo := FAmmo + 1;
2989 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2990 if FObj.Vel.Y < 0 then
2991 if WordBool(st and MOVE_INWATER) then
2992 FObj.Vel.Y := -4;
2994 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2995 FTargetTime := FTargetTime + 1;
2997 if FShellTimer > -1 then
2998 if FShellTimer = 0 then
2999 begin
3000 if FShellType = SHELL_SHELL then
3001 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3002 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3003 GameVelX, GameVelY-2, SHELL_SHELL)
3004 else if FShellType = SHELL_DBLSHELL then
3005 begin
3006 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3007 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3008 GameVelX-1, GameVelY-2, SHELL_SHELL);
3009 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3010 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3011 GameVelX+1, GameVelY-2, SHELL_SHELL);
3012 end;
3013 FShellTimer := -1;
3014 end else Dec(FShellTimer);
3016 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3017 if fall then
3018 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3019 STATE_ATTACK, STATE_SHOOT]) then
3020 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3021 FObj.Rect.Width, FObj.Rect.Height, 50) then
3022 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3023 (FObj.Accel.Y = 0) then
3024 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3026 case FState of
3027 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3028 begin
3029 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3030 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3031 begin
3032 FPain := MONSTERTABLE[FMonsterType].Pain;
3033 PainSound();
3034 end;
3036 // Ñíèæàåì áîëü ñî âðåìåíåì:
3037 FPain := FPain - 5;
3039 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3040 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3041 begin
3042 SetState(STATE_GO);
3043 FPain := 0;
3044 end;
3045 end;
3047 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3048 begin
3049 // Ñïèì:
3050 FSleep := FSleep + 1;
3052 // Ïðîñïàëè äîñòàòî÷íî:
3053 if FSleep >= 18 then
3054 FSleep := 0
3055 else // åùå ñïèì
3056 goto _end;
3057 end;
3059 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3060 begin
3061 // Æäåì:
3062 FSleep := FSleep - 1;
3063 end;
3065 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3066 begin
3067 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3068 if WordBool(st and MOVE_BLOCK) then
3069 begin
3070 Turn();
3071 FSleep := 40;
3072 SetState(STATE_RUNOUT);
3074 goto _end;
3075 end;
3077 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3078 if (FMonsterType = MONSTER_VILE) then
3079 if isCorpse(@FObj, False) <> -1 then
3080 begin
3081 SetState(STATE_ATTACK, ANIM_ATTACK2);
3082 FObj.Vel.X := 0;
3084 goto _end;
3085 end;
3087 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3088 if Abs(sx) < 40 then
3089 if FMonsterType <> MONSTER_FISH then
3090 begin
3091 SetState(STATE_RUN);
3092 FSleep := 15;
3094 goto _end;
3095 end;
3097 // Óïåðëèñü â ñòåíó:
3098 if WordBool(st and MOVE_HITWALL) then
3099 begin
3100 case FMonsterType of
3101 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3102 else // Íå ëåòàþò:
3103 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3104 (FObj.Accel.Y = 0) then
3105 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3106 // Ïðûæîê ÷åðåç ñòåíó:
3107 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3108 SetState(STATE_CLIMB);
3109 end;
3110 end;
3112 goto _end;
3113 end;
3115 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3116 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3117 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3118 begin
3119 if FMonsterType = MONSTER_FISH then
3120 begin // Ðûáà
3121 if not WordBool(st and MOVE_INWATER) then
3122 begin // Ðûáà âíå âîäû:
3123 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3124 begin // "Ñòîèò" òâåðäî
3125 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3126 if FObj.Accel.Y = 0 then
3127 FObj.Vel.Y := -6;
3128 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3129 end;
3131 // Ðûáå áîëüíî:
3132 SetState(STATE_PAIN);
3133 FPain := FPain + 50;
3134 end
3135 else // Ðûáà â âîäå
3136 begin
3137 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3138 if Abs(sy) > 8 then
3139 FObj.Vel.Y := g_basic.Sign(sy)*4
3140 else
3141 FObj.Vel.Y := 0;
3143 // Ðûáà ïëûâåò ââåðõ:
3144 if FObj.Vel.Y < 0 then
3145 if not g_Obj_CollideWater(@FObj, 0, -16) then
3146 begin
3147 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3148 FObj.Vel.Y := 0;
3149 // Ïëàâàåì òóäà-ñþäà:
3150 SetState(STATE_RUN);
3151 FSleep := 20;
3152 end;
3153 end;
3154 end
3155 else // Ëåòàþùèå ìîíñòðû
3156 begin
3157 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3158 if Abs(sy) > 8 then
3159 FObj.Vel.Y := g_basic.Sign(sy)*4
3160 else
3161 FObj.Vel.Y := 0;
3162 end;
3163 end
3164 else // "Íàçåìíûå" ìîíñòðû
3165 begin
3166 // Âîçìîæíî, ïèíàåì êóñêè:
3167 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3168 begin
3169 b := Abs(FObj.Vel.X);
3170 if b > 1 then b := b * (Random(8 div b) + 1);
3171 for a := 0 to High(gGibs) do
3172 if gGibs[a].Live and
3173 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3174 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3175 // Ïèíàåì êóñêè
3176 if FObj.Vel.X < 0 then
3177 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3178 else
3179 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3180 end;
3181 // Áîññû ìîãóò ïèíàòü òðóïû:
3182 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3183 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3184 begin
3185 b := Abs(FObj.Vel.X);
3186 if b > 1 then b := b * (Random(8 div b) + 1);
3187 for a := 0 to High(gCorpses) do
3188 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3189 begin
3190 co := gCorpses[a].Obj;
3191 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3192 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3193 // Ïèíàåì òðóïû
3194 if FObj.Vel.X < 0 then
3195 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3196 else
3197 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3198 end;
3199 end;
3200 end;
3202 FSleep := FSleep + 1;
3204 // Èíîãäà ðû÷èì:
3205 if FSleep >= 8 then
3206 begin
3207 FSleep := 0;
3208 if Random(8) = 0 then
3209 ActionSound();
3210 end;
3212 // Áåæèì â âûáðàííóþ ñòîðîíó:
3213 if FDirection = D_RIGHT then
3214 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3215 else
3216 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3218 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3219 if WordBool(st and MOVE_INWATER) then
3220 FObj.Vel.X := FObj.Vel.X div 2
3221 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3222 if FMonsterType = MONSTER_FISH then
3223 FObj.Vel.X := 0;
3224 end;
3226 STATE_RUN: // Ñîñòîÿíèå - Áåã
3227 begin
3228 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3229 if WordBool(st and MOVE_BLOCK) then
3230 begin
3231 SetState(STATE_RUNOUT);
3232 FSleep := 40;
3234 goto _end;
3235 end;
3237 FSleep := FSleep - 1;
3239 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3240 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3241 begin
3242 SetState(STATE_GO);
3243 FSleep := 0;
3245 // Èíîãäà ðû÷èì:
3246 if Random(8) = 0 then
3247 ActionSound();
3248 end;
3250 // Áåæèì â âûáðàííóþ ñòîðîíó:
3251 if FDirection = D_RIGHT then
3252 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3253 else
3254 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3256 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3257 if WordBool(st and MOVE_INWATER) then
3258 FObj.Vel.X := FObj.Vel.X div 2
3259 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3260 if FMonsterType = MONSTER_FISH then
3261 FObj.Vel.X := 0;
3262 end;
3264 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3265 begin
3266 // Âûøëè èç ÁëîêÌîíà:
3267 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3268 FSleep := 0;
3270 FSleep := FSleep - 1;
3272 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3273 if FSleep <= -18 then
3274 begin
3275 SetState(STATE_GO);
3276 FSleep := 0;
3278 // Èíîãäà ðû÷èì:
3279 if Random(8) = 0 then
3280 ActionSound();
3281 end;
3283 // Áåæèì â âûáðàííóþ ñòîðîíó:
3284 if FDirection = D_RIGHT then
3285 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3286 else
3287 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3289 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3290 if WordBool(st and MOVE_INWATER) then
3291 FObj.Vel.X := FObj.Vel.X div 2
3292 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3293 if FMonsterType = MONSTER_FISH then
3294 FObj.Vel.X := 0;
3295 end;
3297 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3298 begin
3299 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3300 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3301 (not WordBool(st and MOVE_HITWALL)) then
3302 begin
3303 SetState(STATE_GO);
3304 FSleep := 0;
3306 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3307 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3308 begin
3309 SetState(STATE_RUN);
3310 FSleep := 15;
3311 end;
3312 end;
3314 // Áåæèì â âûáðàííóþ ñòîðîíó:
3315 if FDirection = D_RIGHT then
3316 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3317 else
3318 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3320 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3321 if WordBool(st and MOVE_INWATER) then
3322 FObj.Vel.X := FObj.Vel.X div 2
3323 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3324 if FMonsterType = MONSTER_FISH then
3325 FObj.Vel.X := 0;
3326 end;
3328 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3329 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3330 begin
3331 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3332 if FMonsterType = MONSTER_SOUL then
3333 begin
3334 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3335 SetState(STATE_GO);
3337 goto _end;
3338 end;
3340 // Çàìåäëÿåìñÿ ïðè àòàêå:
3341 if FMonsterType <> MONSTER_FISH then
3342 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3344 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3345 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3346 begin
3347 // Öåëü ïîãèáëà => èäåì äàëüøå:
3348 if not GetPos(FTargetUID, @o) then
3349 begin
3350 SetState(STATE_GO);
3352 goto _end;
3353 end;
3355 // Öåëü íå âèäíî => èäåì äàëüøå:
3356 if not g_Look(@FObj, @o, FDirection) then
3357 begin
3358 SetState(STATE_GO);
3360 goto _end;
3361 end;
3363 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3364 if g_Obj_CollideWater(@o, 0, 0) then
3365 begin
3366 SetState(STATE_GO);
3368 goto _end;
3369 end;
3370 end;
3371 end;
3372 end; // case FState of ...
3374 _end:
3376 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3377 if FState = STATE_REVIVE then
3378 if FAnim[FCurAnim, FDirection].Played then
3379 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3380 FAnim[FCurAnim, FDirection].Revert(False);
3381 SetState(STATE_GO);
3382 end;
3384 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3385 if vilefire <> nil then
3386 vilefire.Update();
3388 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3389 if (FState = STATE_DIE) and
3390 (FAnim[FCurAnim, FDirection] <> nil) and
3391 (FAnim[FCurAnim, FDirection].Played) then
3392 begin
3393 // Óìåð:
3394 SetState(STATE_DEAD);
3396 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3397 if (FMonsterType = MONSTER_PAIN) or
3398 (FMonsterType = MONSTER_SOUL) or
3399 (FMonsterType = MONSTER_BARREL) then
3400 FRemoved := True
3401 else
3402 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3403 end;
3405 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3406 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3407 if (FAnim[FCurAnim, FDirection] <> nil) then
3408 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3409 if (FAnim[FCurAnim, FDirection].Played) then
3410 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3411 if FState = STATE_ATTACK then
3412 begin // Ñîñòîÿíèå - Àòàêà
3413 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3414 if FMonsterType <> MONSTER_SOUL then
3415 SetState(STATE_GO);
3416 end
3417 else // Ñîñòîÿíèå - Ñòðåëüáà
3418 begin
3419 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3420 if not FChainFire then
3421 SetState(STATE_GO)
3422 else
3423 begin // Íàäî ñòðåëÿòü åùå
3424 FChainFire := False;
3425 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3426 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3427 FAnim[FCurAnim, FDirection].Reset();
3428 end;
3429 end;
3431 FWaitAttackAnim := False;
3432 end
3434 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3435 if (FMonsterType = MONSTER_SOUL) or
3436 ( (not FWaitAttackAnim) and
3437 (FAnim[FCurAnim, FDirection].CurrentFrame =
3438 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3439 ) then
3440 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3441 if FState = STATE_ATTACK then
3442 begin // Ñîñòîÿíèå - Àòàêà
3443 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3444 if FMonsterType = MONSTER_SOUL then
3445 FAnim[FCurAnim, FDirection].Reset();
3447 case FMonsterType of
3448 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3449 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3450 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3451 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3452 if FMonsterType = MONSTER_SOUL then
3453 SetState(STATE_GO);
3455 MONSTER_FISH:
3456 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3458 MONSTER_SKEL, MONSTER_ROBO:
3459 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3460 if FCurAnim = ANIM_ATTACK2 then
3461 begin
3462 o := FObj;
3463 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
3464 g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
3465 end;
3467 MONSTER_VILE:
3468 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3469 if FCurAnim = ANIM_ATTACK2 then
3470 begin
3471 sx := isCorpse(@FObj, True);
3472 if sx <> -1 then
3473 begin // Íàøëè, êîãî âîñêðåñèòü
3474 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3475 // Âîñêðåøàòü - ñåáå âðåäèòü:
3476 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3477 end;
3478 end;
3479 end;
3480 end
3482 else // Ñîñòîÿíèå - Ñòðåëüáà
3483 begin
3484 // Ñêîðîñòðåëüíûå ìîíñòðû:
3485 if (FMonsterType = MONSTER_CGUN) or
3486 (FMonsterType = MONSTER_SPIDER) or
3487 (FMonsterType = MONSTER_BSP) or
3488 (FMonsterType = MONSTER_MANCUB) or
3489 (FMonsterType = MONSTER_ROBO) then
3490 if not GetPos(FTargetUID, @o) then
3491 // Öåëü ìåðòâà - èùåì íîâóþ:
3492 findNewPrey()
3493 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3494 if shoot(@o, False) then
3495 FChainFire := True;
3496 end;
3498 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3499 FWaitAttackAnim := True;
3500 end;
3502 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3503 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3504 case FState of
3505 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3506 // Çâóêè ïðè ïåðåäâèæåíèè:
3507 case FMonsterType of
3508 MONSTER_CYBER:
3509 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3510 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3511 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3512 MONSTER_SPIDER:
3513 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3514 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3515 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3516 MONSTER_BSP:
3517 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3518 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3519 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3520 MONSTER_ROBO:
3521 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3522 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3523 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3524 end;
3525 end;
3527 // Êîñòûëü äëÿ ïîòîêîâ
3528 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3529 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3530 FObj.Vel.X := oldvelx;
3532 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3533 if FAnim[FCurAnim, FDirection] <> nil then
3534 FAnim[FCurAnim, FDirection].Update();
3535 end;
3537 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3538 begin
3539 case FMonsterType of
3540 MONSTER_ZOMBY:
3541 begin
3542 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3543 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3544 end;
3545 MONSTER_SERG:
3546 begin
3547 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3548 FShellTimer := 10;
3549 FShellType := SHELL_SHELL;
3550 end;
3551 MONSTER_MAN:
3552 begin
3553 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3554 FShellTimer := 13;
3555 FShellType := SHELL_DBLSHELL;
3556 end;
3557 MONSTER_CGUN, MONSTER_SPIDER:
3558 begin
3559 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3560 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3561 end;
3562 MONSTER_IMP:
3563 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3564 MONSTER_CYBER:
3565 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3566 MONSTER_SKEL:
3567 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3568 MONSTER_BSP:
3569 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3570 MONSTER_ROBO:
3571 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3572 MONSTER_MANCUB:
3573 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3574 MONSTER_BARON, MONSTER_KNIGHT:
3575 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3576 MONSTER_CACO:
3577 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3578 end;
3579 end;
3581 procedure TMonster.Turn();
3582 begin
3583 // Ðàçâîðà÷èâàåìñÿ:
3584 if FDirection = D_LEFT then
3585 FDirection := D_RIGHT
3586 else
3587 FDirection := D_LEFT;
3589 // Áåæèì â âûáðàííóþ ñòîðîíó:
3590 if FDirection = D_RIGHT then
3591 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3592 else
3593 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3594 end;
3596 function TMonster.findNewPrey(): Boolean;
3597 var
3598 a: DWORD;
3599 l, l2: Integer;
3600 PlayersSee, MonstersSee: Array of DWORD;
3601 PlayerNear, MonsterNear: Integer;
3602 begin
3603 Result := False;
3604 SetLength(MonstersSee, 0);
3605 SetLength(PlayersSee, 0);
3607 FTargetUID := 0;
3608 l := 32000;
3609 PlayerNear := -1;
3610 MonsterNear := -1;
3612 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3613 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3614 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3615 for a := 0 to High(gPlayers) do
3616 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3617 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3618 begin
3619 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3620 begin
3621 SetLength(PlayersSee, Length(PlayersSee) + 1);
3622 PlayersSee[High(PlayersSee)] := a;
3623 end;
3624 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3625 Abs(gPlayers[a].GameY-FObj.Y);
3626 if l2 < l then
3627 begin
3628 l := l2;
3629 PlayerNear := Integer(a);
3630 end;
3631 end;
3633 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3634 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3635 for a := 0 to High(gMonsters) do
3636 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3637 (gMonsters[a].FUID <> FUID) then
3638 begin
3639 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3640 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3641 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3642 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3643 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3644 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3645 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3646 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3648 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3649 begin
3650 SetLength(MonstersSee, Length(MonstersSee) + 1);
3651 MonstersSee[High(MonstersSee)] := a;
3652 end;
3653 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3654 Abs(gMonsters[a].FObj.Y-FObj.Y);
3655 if l2 < l then
3656 begin
3657 l := l2;
3658 MonsterNear := Integer(a);
3659 end;
3660 end;
3662 case FBehaviour of
3663 BH_NORMAL, BH_KILLER:
3664 begin
3665 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3666 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3667 begin
3668 a := PlayersSee[Random(Length(PlayersSee))];
3669 FTargetUID := gPlayers[a].UID;
3670 end;
3671 // Çàòåì ïîáëèçîñòè
3672 if (FTargetUID = 0) and (PlayerNear > -1) then
3673 begin
3674 a := PlayerNear;
3675 FTargetUID := gPlayers[a].UID;
3676 end;
3677 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3678 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3679 begin
3680 a := MonstersSee[Random(Length(MonstersSee))];
3681 FTargetUID := gMonsters[a].UID;
3682 end;
3683 // Çàòåì ïîáëèçîñòè
3684 if (FTargetUID = 0) and (MonsterNear > -1) then
3685 begin
3686 a := MonsterNear;
3687 FTargetUID := gMonsters[a].UID;
3688 end;
3689 end;
3690 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3691 begin
3692 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3693 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3694 begin
3695 a := PlayersSee[Random(Length(PlayersSee))];
3696 FTargetUID := gPlayers[a].UID;
3697 end;
3698 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3699 begin
3700 a := MonstersSee[Random(Length(MonstersSee))];
3701 FTargetUID := gMonsters[a].UID;
3702 end;
3703 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3704 if (FTargetUID = 0) and (PlayerNear > -1) then
3705 begin
3706 a := PlayerNear;
3707 FTargetUID := gPlayers[a].UID;
3708 end;
3709 if (FTargetUID = 0) and (MonsterNear > -1) then
3710 begin
3711 a := MonsterNear;
3712 FTargetUID := gMonsters[a].UID;
3713 end;
3714 end;
3715 end;
3717 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3718 if FTargetUID = 0 then
3719 begin
3720 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3721 if FBehaviour = BH_INSANE then
3722 FTargetUID := FUID
3723 else
3724 FTargetTime := MAX_ATM;
3725 end
3726 else
3727 begin // Öåëü íàøëè
3728 FTargetTime := 0;
3729 Result := True;
3730 end;
3731 end;
3733 function TMonster.kick(o: PObj): Boolean;
3734 begin
3735 Result := False;
3737 case FMonsterType of
3738 MONSTER_FISH:
3739 begin
3740 SetState(STATE_ATTACK);
3741 Result := True;
3742 end;
3743 MONSTER_DEMON:
3744 begin
3745 SetState(STATE_ATTACK);
3746 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3747 Result := True;
3748 end;
3749 MONSTER_IMP:
3750 begin
3751 SetState(STATE_ATTACK);
3752 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3753 Result := True;
3754 end;
3755 MONSTER_SKEL:
3756 begin
3757 SetState(STATE_ATTACK, ANIM_ATTACK2);
3758 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3759 Result := True;
3760 end;
3761 MONSTER_ROBO:
3762 begin
3763 SetState(STATE_ATTACK, ANIM_ATTACK2);
3764 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3765 Result := True;
3766 end;
3767 MONSTER_BARON, MONSTER_KNIGHT,
3768 MONSTER_CACO, MONSTER_MANCUB:
3769 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3770 if not g_Game_IsClient then Result := shoot(o, True);
3771 end;
3772 end;
3774 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3775 var
3776 xd, yd, m: Integer;
3777 begin
3778 Result := False;
3780 // Ñòðåëÿòü ðàíî:
3781 if FAmmo < 0 then
3782 Exit;
3784 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3785 if not immediately then
3786 case FMonsterType of
3787 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3788 Exit; // íå ñòðåëÿþò
3789 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3790 begin
3791 FAmmo := FAmmo + 1;
3792 // Âðåìÿ âûñòðåëà óïóùåíî:
3793 if FAmmo >= 50 then
3794 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3795 end;
3796 MONSTER_MAN: ;
3797 MONSTER_MANCUB:
3798 begin
3799 FAmmo := FAmmo + 1;
3800 // Âðåìÿ âûñòðåëà óïóùåíî:
3801 if FAmmo >= 5 then
3802 FAmmo := -50;
3803 end;
3804 MONSTER_SPIDER:
3805 begin
3806 FAmmo := FAmmo + 1;
3807 // Âðåìÿ âûñòðåëà óïóùåíî:
3808 if FAmmo >= 100 then
3809 FAmmo := -50;
3810 end;
3811 MONSTER_CYBER:
3812 begin
3813 // Ñòðåëÿåò íå âñåãäà:
3814 if Random(2) = 0 then
3815 Exit;
3816 FAmmo := FAmmo + 1;
3817 // Âðåìÿ âûñòðåëà óïóùåíî:
3818 if FAmmo >= 10 then
3819 FAmmo := -50;
3820 end;
3821 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3822 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3823 MONSTER_VILE: if Random(8) <> 0 then Exit;
3824 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3825 else if Random(16) <> 0 then Exit;
3826 end;
3828 // Öåëè íå âèäíî:
3829 if not g_Look(@FObj, o, FDirection) then
3830 Exit;
3832 FTargetTime := 0;
3834 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3835 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3837 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3838 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3839 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3840 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3841 Exit;
3843 case FMonsterType of
3844 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3845 begin
3846 SetState(STATE_SHOOT);
3847 {nn}
3848 end;
3849 MONSTER_SKEL:
3850 begin
3851 SetState(STATE_SHOOT);
3852 {nn}
3853 end;
3854 MONSTER_VILE:
3855 begin // Çàæèãàåì îãîíü
3856 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3857 ty := o^.Y+o^.Rect.Y;
3858 SetState(STATE_SHOOT);
3860 vilefire.Reset();
3862 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3863 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3864 end;
3865 MONSTER_SOUL:
3866 begin // Ëåòèò â ñòîðîíó öåëè:
3867 SetState(STATE_ATTACK);
3868 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3870 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3871 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3872 m := Max(Abs(xd), Abs(yd));
3873 if m = 0 then
3874 m := 1;
3876 FObj.Vel.X := (xd*16) div m;
3877 FObj.Vel.Y := (yd*16) div m;
3878 end;
3879 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3880 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3881 begin
3882 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3883 if FMonsterType = MONSTER_MANCUB then
3884 if FAmmo = 1 then
3885 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3887 SetState(STATE_SHOOT);
3888 end;
3889 else Exit;
3890 end;
3892 Result := True;
3893 end;
3895 function TMonster.Live(): Boolean;
3896 begin
3897 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3898 end;
3900 procedure TMonster.SetHealth(aH: Integer);
3901 begin
3902 if (aH > 0) and (aH < 1000000) then
3903 begin
3904 FHealth := aH;
3905 if FHealth > FMaxHealth then
3906 FMaxHealth := FHealth;
3907 end;
3908 end;
3910 procedure TMonster.WakeUp();
3911 begin
3912 if g_Game_IsClient then Exit;
3913 SetState(STATE_GO);
3914 FTargetTime := MAX_ATM;
3915 WakeUpSound();
3916 end;
3918 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3919 var
3920 i: Integer;
3921 sig: DWORD;
3922 b: Byte;
3923 anim: Boolean;
3924 begin
3925 if Mem = nil then
3926 Exit;
3928 // Ñèãíàòóðà ìîíñòðà:
3929 sig := MONSTER_SIGNATURE; // 'MONS'
3930 Mem.WriteDWORD(sig);
3931 // UID ìîíñòðà:
3932 Mem.WriteWord(FUID);
3933 // Íàïðàâëåíèå:
3934 if FDirection = D_LEFT then
3935 b := 1
3936 else // D_RIGHT
3937 b := 2;
3938 Mem.WriteByte(b);
3939 // Íàäî ëè óäàëèòü åãî:
3940 Mem.WriteBoolean(FRemoved);
3941 // Îñòàëîñü çäîðîâüÿ:
3942 Mem.WriteInt(FHealth);
3943 // Ñîñòîÿíèå:
3944 Mem.WriteByte(FState);
3945 // Òåêóùàÿ àíèìàöèÿ:
3946 Mem.WriteByte(FCurAnim);
3947 // UID öåëè:
3948 Mem.WriteWord(FTargetUID);
3949 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3950 Mem.WriteInt(FTargetTime);
3951 // Ïîâåäåíèå ìîíñòðà:
3952 Mem.WriteByte(FBehaviour);
3953 // Ãîòîâíîñòü ê âûñòðåëó:
3954 Mem.WriteInt(FAmmo);
3955 // Áîëü:
3956 Mem.WriteInt(FPain);
3957 // Âðåìÿ îæèäàíèÿ:
3958 Mem.WriteInt(FSleep);
3959 // Îçâó÷èâàòü ëè áîëü:
3960 Mem.WriteBoolean(FPainSound);
3961 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3962 Mem.WriteBoolean(FWaitAttackAnim);
3963 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3964 Mem.WriteBoolean(FChainFire);
3965 // Ïîäëåæèò ëè ðåñïàâíó:
3966 Mem.WriteBoolean(FNoRespawn);
3967 // Êîîðäèíàòû öåëè:
3968 Mem.WriteInt(tx);
3969 Mem.WriteInt(ty);
3970 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3971 Mem.WriteInt(FStartID);
3972 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3973 Mem.WriteInt(FSpawnTrigger);
3974 // Îáúåêò ìîíñòðà:
3975 Obj_SaveState(@FObj, Mem);
3976 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3977 anim := vilefire <> nil;
3978 Mem.WriteBoolean(anim);
3979 // Åñëè åñòü - ñîõðàíÿåì:
3980 if anim then
3981 vilefire.SaveState(Mem);
3982 // Àíèìàöèè:
3983 for i := ANIM_SLEEP to ANIM_PAIN do
3984 begin
3985 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3986 anim := FAnim[i, D_LEFT] <> nil;
3987 Mem.WriteBoolean(anim);
3988 // Åñëè åñòü - ñîõðàíÿåì:
3989 if anim then
3990 FAnim[i, D_LEFT].SaveState(Mem);
3991 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3992 anim := FAnim[i, D_RIGHT] <> nil;
3993 Mem.WriteBoolean(anim);
3994 // Åñëè åñòü - ñîõðàíÿåì:
3995 if anim then
3996 FAnim[i, D_RIGHT].SaveState(Mem);
3997 end;
3998 end;
4000 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4001 var
4002 i: Integer;
4003 sig: DWORD;
4004 b: Byte;
4005 anim: Boolean;
4006 begin
4007 if Mem = nil then
4008 Exit;
4010 // Ñèãíàòóðà ìîíñòðà:
4011 Mem.ReadDWORD(sig);
4012 if sig <> MONSTER_SIGNATURE then // 'MONS'
4013 begin
4014 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4015 end;
4016 // UID ìîíñòðà:
4017 Mem.ReadWord(FUID);
4018 // Íàïðàâëåíèå:
4019 Mem.ReadByte(b);
4020 if b = 1 then
4021 FDirection := D_LEFT
4022 else // b = 2
4023 FDirection := D_RIGHT;
4024 // Íàäî ëè óäàëèòü åãî:
4025 Mem.ReadBoolean(FRemoved);
4026 // Îñòàëîñü çäîðîâüÿ:
4027 Mem.ReadInt(FHealth);
4028 // Ñîñòîÿíèå:
4029 Mem.ReadByte(FState);
4030 // Òåêóùàÿ àíèìàöèÿ:
4031 Mem.ReadByte(FCurAnim);
4032 // UID öåëè:
4033 Mem.ReadWord(FTargetUID);
4034 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4035 Mem.ReadInt(FTargetTime);
4036 // Ïîâåäåíèå ìîíñòðà:
4037 Mem.ReadByte(FBehaviour);
4038 // Ãîòîâíîñòü ê âûñòðåëó:
4039 Mem.ReadInt(FAmmo);
4040 // Áîëü:
4041 Mem.ReadInt(FPain);
4042 // Âðåìÿ îæèäàíèÿ:
4043 Mem.ReadInt(FSleep);
4044 // Îçâó÷èâàòü ëè áîëü:
4045 Mem.ReadBoolean(FPainSound);
4046 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4047 Mem.ReadBoolean(FWaitAttackAnim);
4048 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4049 Mem.ReadBoolean(FChainFire);
4050 // Ïîäëåæèò ëè ðåñïàâíó
4051 Mem.ReadBoolean(FNoRespawn);
4052 // Êîîðäèíàòû öåëè:
4053 Mem.ReadInt(tx);
4054 Mem.ReadInt(ty);
4055 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4056 Mem.ReadInt(FStartID);
4057 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4058 Mem.ReadInt(FSpawnTrigger);
4059 // Îáúåêò ìîíñòðà:
4060 Obj_LoadState(@FObj, Mem);
4061 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4062 Mem.ReadBoolean(anim);
4063 // Åñëè åñòü - çàãðóæàåì:
4064 if anim then
4065 begin
4066 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4067 vilefire.LoadState(Mem);
4068 end;
4069 // Àíèìàöèè:
4070 for i := ANIM_SLEEP to ANIM_PAIN do
4071 begin
4072 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4073 Mem.ReadBoolean(anim);
4074 // Åñëè åñòü - çàãðóæàåì:
4075 if anim then
4076 begin
4077 Assert(FAnim[i, D_LEFT] <> nil,
4078 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4079 FAnim[i, D_LEFT].LoadState(Mem);
4080 end;
4081 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4082 Mem.ReadBoolean(anim);
4083 // Åñëè åñòü - çàãðóæàåì:
4084 if anim then
4085 begin
4086 Assert(FAnim[i, D_RIGHT] <> nil,
4087 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4088 FAnim[i, D_RIGHT].LoadState(Mem);
4089 end;
4090 end;
4091 end;
4093 procedure TMonster.ActivateTriggers();
4094 var
4095 a: Integer;
4096 begin
4097 if FDieTriggers <> nil then
4098 for a := 0 to High(FDieTriggers) do
4099 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4100 if FSpawnTrigger > -1 then
4101 begin
4102 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4103 FSpawnTrigger := -1;
4104 end;
4105 end;
4107 procedure TMonster.AddTrigger(t: Integer);
4108 begin
4109 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4110 FDieTriggers[High(FDieTriggers)] := t;
4111 end;
4113 procedure TMonster.ClearTriggers();
4114 begin
4115 SetLength(FDieTriggers, 0);
4116 end;
4118 end.