DEADSOFTWARE

f4d7e4280877354457ee0438a773135ae03861fa
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FWaitAttackAnim: Boolean;
68 FChainFire: Boolean;
69 tx, ty: Integer;
70 FStartID: Integer;
71 FObj: TObj;
72 FBloodRed: Byte;
73 FBloodGreen: Byte;
74 FBloodBlue: Byte;
75 FBloodKind: Byte;
76 FShellTimer: Integer;
77 FShellType: Byte;
78 vilefire: TAnimation;
80 FDieTriggers: Array of Integer;
81 FSpawnTrigger: Integer;
83 procedure Turn();
84 function findNewPrey(): Boolean;
85 procedure ActivateTriggers();
87 public
88 FNoRespawn: Boolean;
90 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
91 destructor Destroy(); override;
92 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
93 function Collide(Panel: TPanel): Boolean; overload;
94 function Collide(X, Y: Integer): Boolean; overload;
95 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
96 function Live(): Boolean;
97 procedure SetHealth(aH: Integer);
98 procedure Push(vx, vy: Integer);
99 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
100 function Heal(Value: Word): Boolean;
101 procedure BFGHit();
102 procedure Update();
103 procedure ClientUpdate();
104 procedure ClientAttack(wx, wy, tx, ty: Integer);
105 procedure SetDeadAnim;
106 procedure Draw();
107 procedure WakeUp();
108 procedure WakeUpSound();
109 procedure DieSound();
110 procedure PainSound();
111 procedure ActionSound();
112 procedure AddTrigger(t: Integer);
113 procedure ClearTriggers();
114 procedure Respawn();
115 procedure SaveState(var Mem: TBinMemoryWriter);
116 procedure LoadState(var Mem: TBinMemoryReader);
117 procedure SetState(State: Byte; ForceAnim: Byte = 255);
118 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
119 procedure MakeBloodSimple(Count: Word);
120 procedure RevertAnim(R: Boolean = True);
121 function AnimIsReverse: Boolean;
122 function shoot(o: PObj; immediately: Boolean): Boolean;
123 function kick(o: PObj): Boolean;
125 property MonsterType: Byte read FMonsterType;
126 property MonsterHealth: Integer read FHealth write FHealth;
127 property MonsterAmmo: Integer read FAmmo write FAmmo;
128 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
129 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
130 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
131 property MonsterSleep: Integer read FSleep write FSleep;
132 property MonsterState: Byte read FState write FState;
133 property MonsterRemoved: Boolean read FRemoved write FRemoved;
134 property MonsterPain: Integer read FPain write FPain;
135 property MonsterAnim: Byte read FCurAnim write FCurAnim;
137 property Obj: TObj read FObj;
138 property UID: Word read FUID write FUID;
139 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
141 property GameX: Integer read FObj.X write FObj.X;
142 property GameY: Integer read FObj.Y write FObj.Y;
143 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
144 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
145 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
146 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
147 property GameDirection: TDirection read FDirection write FDirection;
149 property StartID: Integer read FStartID;
150 end;
152 procedure g_Monsters_LoadData();
153 procedure g_Monsters_FreeData();
154 procedure g_Monsters_Init();
155 procedure g_Monsters_Free();
156 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
157 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
158 procedure g_Monsters_Update();
159 procedure g_Monsters_Draw();
160 procedure g_Monsters_DrawHealth();
161 function g_Monsters_Get(UID: Word): TMonster;
162 procedure g_Monsters_killedp();
163 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
164 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
165 function g_Monsters_GetIDByName(name: String): Integer;
166 function g_Monsters_GetNameByID(MonsterType: Byte): String;
167 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
169 var
170 gMonsters: array of TMonster;
172 implementation
174 uses
175 e_log, g_main, g_sound, g_gfx, g_player, g_game,
176 g_weapons, g_triggers, MAPDEF, g_items, g_options,
177 g_console, g_map, Math, SysUtils, g_menu, wadreader,
178 g_language, g_netmsg;
180 const
181 ANIM_SLEEP = 0;
182 ANIM_GO = 1;
183 ANIM_DIE = 2;
184 ANIM_MESS = 3;
185 ANIM_ATTACK = 4;
186 ANIM_ATTACK2 = 5;
187 ANIM_PAIN = 6;
189 STATE_SLEEP = 0;
190 STATE_GO = 1;
191 STATE_RUN = 2;
192 STATE_CLIMB = 3;
193 STATE_DIE = 4;
194 STATE_DEAD = 5;
195 STATE_ATTACK = 6;
196 STATE_SHOOT = 7;
197 STATE_PAIN = 8;
198 STATE_WAIT = 9;
199 STATE_REVIVE = 10;
200 STATE_RUNOUT = 11;
202 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
204 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
205 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
206 record
207 name: String;
208 loop: Boolean;
209 end = ((name: 'SLEEP'; loop: True),
210 (name: 'GO'; loop: True),
211 (name: 'DIE'; loop: False),
212 (name: 'MESS'; loop: False),
213 (name: 'ATTACK'; loop: False),
214 (name: 'ATTACK2'; loop: False),
215 (name: 'PAIN'; loop: False));
217 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
218 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
219 record
220 Name: String;
221 Rect: TRectWH;
222 Health: Word;
223 RunVel: Byte;
224 MinPain: Byte;
225 Pain: Byte;
226 Jump: Byte;
227 end =
228 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
229 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
231 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
232 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
234 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
235 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
237 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
238 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
240 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
241 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
243 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
244 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
246 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
247 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
249 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
250 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
252 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
253 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
255 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
256 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
258 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
259 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
261 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
262 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
264 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
265 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
267 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
268 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
270 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
271 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
273 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
274 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
276 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
277 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
279 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
280 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
282 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
283 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
285 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
286 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
288 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
289 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
290 record
291 LeftAnim: Boolean;
292 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
293 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
294 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
295 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
296 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
297 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
298 AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5));
299 AnimDeltaLeft: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5))),
301 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
302 AnimDeltaRight: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4));
303 AnimDeltaLeft: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4))),
305 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
306 AnimDeltaRight: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4));
307 AnimDeltaLeft: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4))),
309 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
310 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4));
311 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))),
313 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //CYBER
314 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
315 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
317 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
318 AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2));
319 AnimDeltaLeft: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: -1; Y: -4), (X: -1; Y: -4), (X: 2; Y: -4))),
321 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
322 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
323 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
325 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
326 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
327 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
329 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
330 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4));
331 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4))),
333 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
334 AnimDeltaRight: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7));
335 AnimDeltaLeft: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7))),
337 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
338 AnimDeltaRight: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4));
339 AnimDeltaLeft: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4))),
341 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
342 AnimDeltaRight: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: -3; Y: -4));
343 AnimDeltaLeft: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: 18; Y: -5))),
345 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
346 AnimDeltaRight: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 1; Y: -3));
347 AnimDeltaLeft: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 6; Y: -3))),
349 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
350 AnimDeltaRight: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7));
351 AnimDeltaLeft: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7))),
353 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
354 AnimDeltaRight: ((X: -1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -1; Y: 4), (X: 6; Y: 2), (X:-24; Y: 4));
355 AnimDeltaLeft: ((X: 1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -2; Y: 2), (X: -5; Y: 4), (X: 26; Y: 4))),
357 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
358 AnimDeltaRight: ((X: 5; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X: 8; Y:-23), (X: -1; Y:-23), (X: 4; Y:-20));
359 AnimDeltaLeft: ((X: -8; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X:-10; Y:-24), (X: 3; Y:-23), (X: -4; Y:-22))),
361 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
362 AnimDeltaRight: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1));
363 AnimDeltaLeft: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1 ))),
365 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
366 AnimDeltaRight: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15));
367 AnimDeltaLeft: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15))),
369 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
370 AnimDeltaRight: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26));
371 AnimDeltaLeft: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26))),
373 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
374 AnimDeltaRight: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6));
375 AnimDeltaLeft: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6))) );
377 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
378 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
380 var
381 pt_x: Integer = 0;
382 pt_xs: Integer = 1;
383 pt_y: Integer = 0;
384 pt_ys: Integer = 1;
385 soulcount: Integer = 0;
387 function FindMonster(): DWORD;
388 var
389 i: Integer;
390 begin
391 if gMonsters <> nil then
392 for i := 0 to High(gMonsters) do
393 if gMonsters[i] = nil then
394 begin
395 Result := i;
396 Exit;
397 end;
399 if gMonsters = nil then
400 begin
401 SetLength(gMonsters, 32);
402 Result := 0;
403 end
404 else
405 begin
406 Result := High(gMonsters) + 1;
407 SetLength(gMonsters, Length(gMonsters) + 32);
408 end;
409 end;
411 function IsFriend(a, b: Byte): Boolean;
412 begin
413 Result := True;
415 // Áî÷êà - âñåì äðóã:
416 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
417 Exit;
419 // Ìîíñòðû îäíîãî âèäà:
420 if a = b then
421 case a of
422 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
423 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
424 Exit; // Ýòè íå áüþò ñâîèõ
425 end;
427 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
428 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
429 Exit;
430 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
431 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
432 Exit;
434 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
435 Result := False;
436 end;
438 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
439 var
440 m: TMonster;
441 UIDType, MonsterType: Byte;
442 begin
443 Result := False;
444 MonsterType := 0;
446 UIDType := g_GetUIDType(SpawnerUID);
447 if UIDType = UID_MONSTER then
448 begin
449 m := g_Monsters_Get(SpawnerUID);
450 if m = nil then Exit;
451 MonsterType := m.FMonsterType;
452 end;
454 case BH of
455 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
456 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
458 BH_KILLER: Result := UIDType = UID_PLAYER;
459 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
460 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
462 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
463 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
464 end;
465 end;
467 function canShoot(m: Byte): Boolean;
468 begin
469 Result := False;
471 case m of
472 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
473 Exit;
474 else
475 Result := True;
476 end;
477 end;
479 function isCorpse(o: PObj; immediately: Boolean): Integer;
480 var
481 a: Integer;
482 begin
483 Result := -1;
485 // Åñëè íóæíà âåðîÿòíîñòü:
486 if not immediately then
487 if Random(8) <> 0 then
488 Exit;
490 if gMonsters = nil then
491 Exit;
493 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
494 for a := 0 to High(gMonsters) do
495 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
496 if g_Obj_Collide(o, @gMonsters[a].FObj) then
497 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
498 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
499 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
500 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
501 begin
502 Result := a;
503 Exit;
504 end;
505 end;
506 end;
508 procedure g_Monsters_LoadData();
509 begin
510 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
512 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
519 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
526 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
533 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
540 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
547 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
554 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
561 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
568 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
575 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
582 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
589 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
596 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
603 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
610 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
617 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
624 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
631 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
638 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
645 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
652 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_KICK', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_KICK_L', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
665 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
667 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
669 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
670 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
673 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
674 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
675 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
676 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
677 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
678 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
679 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
681 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
682 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
683 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
686 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
687 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
688 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
689 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
690 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
692 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
693 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
694 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
695 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
696 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
701 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
702 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
704 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
706 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
707 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
708 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
712 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
716 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
719 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
721 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
723 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
724 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
725 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
728 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
730 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
731 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
734 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
737 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
738 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
740 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
741 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
742 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
744 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
745 end;
747 procedure g_Monsters_FreeData();
748 begin
749 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
751 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
752 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
753 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
754 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
756 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
757 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
758 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
759 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
760 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
761 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
762 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
763 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
764 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
765 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
766 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
767 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
768 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
769 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
770 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
771 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
772 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
773 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
774 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
775 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
776 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
778 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
783 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
784 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
786 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
787 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
789 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
790 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
792 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
793 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
794 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
795 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
796 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
798 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
807 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
808 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
817 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
818 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
819 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
820 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
821 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
822 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
823 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
824 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
825 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
826 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
827 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
831 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
833 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
834 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
836 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
837 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
839 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
841 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
842 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
843 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
844 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
846 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
847 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
849 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
850 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
851 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
852 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
856 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
857 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
859 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
860 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
862 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
866 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
867 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
868 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
869 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
870 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
871 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
872 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
874 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
875 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
876 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
877 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
878 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_KICK');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_KICK_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
883 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
885 g_Sound_Delete('SOUND_MONSTER_PAIN');
886 g_Sound_Delete('SOUND_MONSTER_PAIN2');
887 g_Sound_Delete('SOUND_MONSTER_ACTION');
888 g_Sound_Delete('SOUND_MONSTER_ACTION2');
889 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
890 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
891 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
892 g_Sound_Delete('SOUND_MONSTER_DIE_1');
893 g_Sound_Delete('SOUND_MONSTER_DIE_2');
894 g_Sound_Delete('SOUND_MONSTER_DIE_3');
895 g_Sound_Delete('SOUND_MONSTER_SLOP');
897 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
898 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
899 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
901 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
902 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
903 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
904 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
905 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
906 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
909 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
910 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
911 g_Sound_Delete('SOUND_MONSTER_HAHA');
912 g_Sound_Delete('SOUND_MONSTER_TRUP');
914 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
915 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
917 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
918 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
919 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
920 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
922 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
923 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
924 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
925 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
928 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
930 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
932 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
934 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
935 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
936 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
939 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
940 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
941 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
944 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
946 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
947 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
950 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
953 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
954 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
956 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
957 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
958 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
960 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
961 end;
963 procedure g_Monsters_Init();
964 begin
965 soulcount := 0;
966 end;
968 procedure g_Monsters_Free();
969 var
970 a: Integer;
971 begin
972 if gMonsters <> nil then
973 for a := 0 to High(gMonsters) do
974 gMonsters[a].Free();
976 gMonsters := nil;
977 end;
979 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
980 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
981 var
982 find_id: DWORD;
983 begin
984 Result := -1;
986 // Íåò òàêîãî ìîíñòðà:
987 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
988 Exit;
990 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
991 if MonsterType = MONSTER_SOUL then
992 if soulcount > MAX_SOUL then
993 Exit
994 else
995 soulcount := soulcount + 1;
997 find_id := FindMonster();
999 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1001 // Íàñòðàèâàåì ïîëîæåíèå:
1002 with gMonsters[find_id] do
1003 begin
1004 if AdjCoord then
1005 begin
1006 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1007 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1008 end
1009 else
1010 begin
1011 FObj.X := X-FObj.Rect.X;
1012 FObj.Y := Y-FObj.Rect.Y;
1013 end;
1015 FDirection := Direction;
1016 FStartDirection := Direction;
1017 FStartX := GameX;
1018 FStartY := GameY;
1019 end;
1021 Result := find_id;
1022 end;
1024 procedure g_Monsters_killedp();
1025 var
1026 a, h: Integer;
1027 begin
1028 if gMonsters = nil then
1029 Exit;
1031 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1032 h := High(gMonsters);
1033 for a := 0 to h do
1034 if (gMonsters[a] <> nil) then
1035 with gMonsters[a] do
1036 if (FMonsterType = MONSTER_MAN) and
1037 (FState <> STATE_DEAD) and
1038 (FState <> STATE_SLEEP) and
1039 (FState <> STATE_DIE) then
1040 begin
1041 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1042 Exit;
1043 end;
1044 end;
1046 procedure g_Monsters_Update();
1047 var
1048 a: Integer;
1049 begin
1050 // Öåëåóêàçàòåëü:
1051 if gTime mod (GAME_TICK*2) = 0 then
1052 begin
1053 pt_x := pt_x+pt_xs;
1054 pt_y := pt_y+pt_ys;
1055 if Abs(pt_x) > 246 then
1056 pt_xs := -pt_xs;
1057 if Abs(pt_y) > 100 then
1058 pt_ys := -pt_ys;
1059 end;
1061 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1063 if gMonsters <> nil then
1064 for a := 0 to High(gMonsters) do
1065 if (gMonsters[a] <> nil) then
1066 if not gMonsters[a].FRemoved then
1067 begin
1068 if g_Game_IsClient then
1069 gMonsters[a].ClientUpdate()
1070 else
1071 gMonsters[a].Update();
1072 end
1073 else
1074 begin
1075 gMonsters[a].Free();
1076 gMonsters[a] := nil;
1077 end;
1079 gMon := False;
1080 end;
1082 procedure g_Monsters_Draw();
1083 var
1084 a: Integer;
1085 begin
1086 if gMonsters <> nil then
1087 for a := 0 to High(gMonsters) do
1088 if gMonsters[a] <> nil then
1089 gMonsters[a].Draw();
1090 end;
1092 procedure g_Monsters_DrawHealth();
1093 var
1094 a: Integer;
1095 fW, fH: Byte;
1096 begin
1097 if gMonsters = nil then Exit;
1098 e_TextureFontGetSize(gStdFont, fW, fH);
1100 for a := 0 to High(gMonsters) do
1101 if gMonsters[a] <> nil then
1102 begin
1103 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1104 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1105 IntToStr(gMonsters[a].FHealth), gStdFont);
1106 end;
1107 end;
1109 function g_Monsters_Get(UID: Word): TMonster;
1110 var
1111 a: Integer;
1112 begin
1113 Result := nil;
1115 if gMonsters <> nil then
1116 for a := 0 to High(gMonsters) do
1117 if (gMonsters[a] <> nil) and
1118 (gMonsters[a].FUID = UID) then
1119 begin
1120 Result := gMonsters[a];
1121 Break;
1122 end;
1123 end;
1125 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1126 var
1127 count, i: Integer;
1128 b: Byte;
1129 begin
1130 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1131 count := 0;
1132 if gMonsters <> nil then
1133 for i := 0 to High(gMonsters) do
1134 if gMonsters[i] <> nil then
1135 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1136 count := count + 1;
1138 Mem := TBinMemoryWriter.Create((count+1) * 350);
1140 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1141 Mem.WriteInt(pt_x);
1142 Mem.WriteInt(pt_xs);
1143 Mem.WriteInt(pt_y);
1144 Mem.WriteInt(pt_ys);
1146 // Êîëè÷åñòâî ìîíñòðîâ:
1147 Mem.WriteInt(count);
1149 if count = 0 then
1150 Exit;
1152 // Ñîõðàíÿåì ìîíñòðîâ:
1153 for i := 0 to High(gMonsters) do
1154 if gMonsters[i] <> nil then
1155 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1156 begin
1157 // Òèï ìîíñòðà:
1158 b := gMonsters[i].MonsterType;
1159 Mem.WriteByte(b);
1160 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1161 gMonsters[i].SaveState(Mem);
1162 end;
1163 end;
1165 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1166 var
1167 count, i, a: Integer;
1168 b: Byte;
1169 begin
1170 if Mem = nil then
1171 Exit;
1173 g_Monsters_Free();
1175 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1176 Mem.ReadInt(pt_x);
1177 Mem.ReadInt(pt_xs);
1178 Mem.ReadInt(pt_y);
1179 Mem.ReadInt(pt_ys);
1181 // Êîëè÷åñòâî ìîíñòðîâ:
1182 Mem.ReadInt(count);
1184 if count = 0 then
1185 Exit;
1187 // Çàãðóæàåì ìîíñòðîâ:
1188 for a := 0 to count-1 do
1189 begin
1190 // Òèï ìîíñòðà:
1191 Mem.ReadByte(b);
1192 // Ñîçäàåì ìîíñòðà:
1193 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1194 if i < 0 then
1195 begin
1196 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1197 end;
1198 // Çàãðóæàåì äàííûå ìîíñòðà:
1199 gMonsters[i].LoadState(Mem);
1200 end;
1201 end;
1203 function g_Monsters_GetIDByName(name: String): Integer;
1204 var
1205 i: Integer;
1206 begin
1207 name := UpperCase(name);
1208 i := MONSTER_DEMON;
1209 while (i <= MONSTER_MAN) do
1210 begin
1211 if name = MONSTERTABLE[i].Name then
1212 begin
1213 Result := i;
1214 Exit;
1215 end;
1216 Inc(i);
1217 end;
1219 Result := -1;
1220 end;
1222 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1223 begin
1224 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1225 Result := MONSTERTABLE[MonsterType].Name
1226 else
1227 Result := '?';
1228 end;
1230 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1231 begin
1232 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1233 Result := KilledByMonster[MonsterType]
1234 else
1235 Result := '?';
1236 end;
1238 { T M o n s t e r : }
1240 procedure TMonster.ActionSound();
1241 begin
1242 case FMonsterType of
1243 MONSTER_IMP:
1244 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1245 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1246 MONSTER_MANCUB:
1247 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1248 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1249 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1250 MONSTER_SPIDER:
1251 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1252 MONSTER_BSP:
1253 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1254 MONSTER_VILE:
1255 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1256 MONSTER_SKEL:
1257 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1258 MONSTER_CYBER:
1260 MONSTER_MAN:
1261 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1262 end;
1263 end;
1265 procedure TMonster.PainSound();
1266 begin
1267 if FPainSound then
1268 Exit;
1270 FPainSound := True;
1272 case FMonsterType of
1273 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1274 MONSTER_SKEL, MONSTER_CGUN:
1275 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1276 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1277 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1278 MONSTER_CYBER:
1279 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1280 MONSTER_VILE:
1281 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1282 MONSTER_MANCUB:
1283 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1284 MONSTER_PAIN:
1285 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1286 MONSTER_MAN:
1287 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1288 end;
1289 end;
1291 procedure TMonster.DieSound();
1292 begin
1293 case FMonsterType of
1294 MONSTER_IMP:
1295 case Random(2) of
1296 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1297 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1298 end;
1299 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1300 case Random(3) of
1301 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1302 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1303 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1304 end;
1305 MONSTER_DEMON:
1306 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1307 MONSTER_BARREL:
1308 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1309 MONSTER_SOUL:
1310 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1311 MONSTER_BSP:
1312 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1313 MONSTER_VILE:
1314 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1315 MONSTER_BARON:
1316 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1317 MONSTER_CACO:
1318 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1319 MONSTER_CYBER:
1320 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1321 MONSTER_KNIGHT:
1322 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1323 MONSTER_MANCUB:
1324 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1325 MONSTER_PAIN:
1326 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1327 MONSTER_SKEL:
1328 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1329 MONSTER_SPIDER:
1330 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1331 MONSTER_MAN:
1332 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1333 end;
1334 end;
1336 procedure TMonster.WakeUpSound();
1337 begin
1338 case FMonsterType of
1339 MONSTER_IMP:
1340 case Random(2) of
1341 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1342 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1343 end;
1344 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1345 case Random(3) of
1346 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1347 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1348 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1349 end;
1350 MONSTER_MAN:
1351 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1352 MONSTER_BSP:
1353 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1354 MONSTER_VILE:
1355 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1356 MONSTER_BARON:
1357 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1358 MONSTER_CACO:
1359 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1360 MONSTER_CYBER:
1361 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1362 MONSTER_KNIGHT:
1363 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1364 MONSTER_MANCUB:
1365 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1366 MONSTER_PAIN:
1367 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1368 MONSTER_DEMON:
1369 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1370 MONSTER_SKEL:
1371 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1372 MONSTER_SPIDER:
1373 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1374 MONSTER_SOUL:
1376 end;
1377 end;
1379 procedure TMonster.BFGHit();
1380 begin
1381 if FMonsterType = MONSTER_FISH then
1382 Exit;
1384 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1385 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1386 {if g_Game_IsServer and g_Game_IsNet then
1387 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1388 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1389 0, NET_GFX_BFG);}
1390 end;
1392 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1393 begin
1394 Result := g_Collide(FObj.X+FObj.Rect.X,
1395 FObj.Y+FObj.Rect.Y,
1396 FObj.Rect.Width,
1397 FObj.Rect.Height,
1398 X, Y,
1399 Width, Height);
1400 end;
1402 function TMonster.Collide(Panel: TPanel): Boolean;
1403 begin
1404 Result := g_Collide(FObj.X+FObj.Rect.X,
1405 FObj.Y+FObj.Rect.Y,
1406 FObj.Rect.Width,
1407 FObj.Rect.Height,
1408 Panel.X, Panel.Y,
1409 Panel.Width, Panel.Height);
1410 end;
1412 function TMonster.Collide(X, Y: Integer): Boolean;
1413 begin
1414 X := X - FObj.X - FObj.Rect.X;
1415 Y := Y - FObj.Y - FObj.Rect.Y;
1416 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1417 (y >= 0) and (y <= FObj.Rect.Height);
1418 end;
1420 procedure TMonster.Respawn;
1421 begin
1422 FObj.Vel.X := 0;
1423 FObj.Vel.Y := 0;
1424 FObj.Accel.X := 0;
1425 FObj.Accel.Y := 0;
1426 FDirection := FStartDirection;
1427 GameX := FStartX;
1428 GameY := FStartY;
1429 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1430 FHealth := MONSTERTABLE[FMonsterType].Health;
1431 FAmmo := 0;
1432 FPain := 0;
1433 FTargetUID := 0;
1434 FTargetTime := 0;
1435 FDieTriggers := nil;
1436 FWaitAttackAnim := False;
1437 FChainFire := False;
1438 FShellTimer := -1;
1440 FState := STATE_SLEEP;
1441 FCurAnim := ANIM_SLEEP;
1443 if g_Game_IsNet and g_Game_IsServer then
1444 begin
1445 MH_SEND_MonsterPos(FUID);
1446 MH_SEND_MonsterState(FUID);
1447 end;
1448 end;
1450 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1451 var
1452 a: Integer;
1453 FramesID: DWORD;
1454 s: String;
1455 res: Boolean;
1456 begin
1457 if ForcedUID < 0 then
1458 FUID := g_CreateUID(UID_MONSTER)
1459 else
1460 FUID := ForcedUID;
1462 FMonsterType := MonsterType;
1464 g_Obj_Init(@FObj);
1466 FState := STATE_SLEEP;
1467 FCurAnim := ANIM_SLEEP;
1468 FHealth := MONSTERTABLE[MonsterType].Health;
1469 FMaxHealth := FHealth;
1470 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1471 FDieTriggers := nil;
1472 FSpawnTrigger := -1;
1473 FWaitAttackAnim := False;
1474 FChainFire := False;
1475 FStartID := aID;
1476 FNoRespawn := False;
1477 FShellTimer := -1;
1478 FBehaviour := BH_NORMAL;
1480 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1481 FBloodKind := BLOOD_SPARKS
1482 else
1483 FBloodKind := BLOOD_NORMAL;
1484 if FMonsterType = MONSTER_CACO then
1485 begin
1486 FBloodRed := 0;
1487 FBloodGreen := 0;
1488 FBloodBlue := 150;
1489 end
1490 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1491 begin
1492 FBloodRed := 0;
1493 FBloodGreen := 150;
1494 FBloodBlue := 0;
1495 end
1496 else
1497 begin
1498 FBloodRed := 150;
1499 FBloodGreen := 0;
1500 FBloodBlue := 0;
1501 end;
1503 SetLength(FAnim, Length(ANIMTABLE));
1505 for a := 0 to High(FAnim) do
1506 begin
1507 FAnim[a, D_LEFT] := nil;
1508 FAnim[a, D_RIGHT] := nil;
1509 end;
1511 for a := ANIM_SLEEP to ANIM_PAIN do
1512 if (ANIMTABLE[a].name <> '') and
1513 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1514 begin
1515 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1516 '_'+ANIMTABLE[a].name;
1518 res := g_Frames_Exists(s);
1520 if res then
1521 res := g_Frames_Get(FramesID, s);
1523 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1524 if (not res) then
1525 begin
1526 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1527 if a <> ANIM_MESS then
1528 Continue;
1530 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1531 '_'+ANIMTABLE[ANIM_DIE].name) then
1532 begin
1533 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1534 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1535 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1536 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1537 Continue;
1538 end;
1539 end;
1541 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1542 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1544 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1545 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1546 begin
1547 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1548 '_'+ANIMTABLE[a].name+'_L';
1549 if g_Frames_Exists(s) then
1550 g_Frames_Get(FramesID, s);
1551 end;
1553 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1554 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1555 end;
1557 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1558 if MonsterType = MONSTER_VILE then
1559 begin
1560 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1561 vilefire := TAnimation.Create(FramesID, True, 2);
1562 end
1563 else
1564 vilefire := nil;
1565 end;
1567 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1568 var
1569 c, it: Integer;
1570 p: TPlayer;
1571 begin
1572 Result := False;
1574 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1575 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1576 Exit;
1578 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1579 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1580 begin
1581 FSleep := 20;
1582 if Random(2) = 0 then
1583 FDirection := D_RIGHT
1584 else
1585 FDirection := D_LEFT;
1586 Result := True;
1587 SetState(STATE_RUN);
1588 Exit;
1589 end;
1591 // Ëîâóøêà óáèâàåò ñðàçó:
1592 if t = HIT_TRAP then
1593 FHealth := -100;
1595 // Ðîáîòó óðîíà íåò:
1596 if FMonsterType = MONSTER_ROBO then
1597 Damage := 0;
1599 // Íàíîñèì óðîí:
1600 if g_Game_IsServer then Dec(FHealth, Damage);
1602 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1603 if FPain = 0 then
1604 FPain := 3;
1605 FPain := FPain+Damage;
1607 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1608 if FState <> STATE_PAIN then
1609 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1610 (FMonsterType <> MONSTER_BARREL) then
1611 SetState(STATE_PAIN);
1613 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1614 if (gBloodCount > 0) then
1615 begin
1616 c := Min(Damage, 200);
1617 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1619 if (VelX = 0) and (VelY = 0) then
1620 MakeBloodSimple(c)
1621 else
1622 case t of
1623 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1624 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1625 end;
1626 end;
1628 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1629 if (SpawnerUID <> FUID) and
1630 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1631 begin
1632 FTargetUID := SpawnerUID;
1633 FTargetTime := 0;
1634 end;
1636 // Çäîðîâüå çàêîí÷èëîñü:
1637 if FHealth <= 0 then
1638 begin
1639 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1640 if (FMonsterType <> MONSTER_BARREL) then
1641 begin
1642 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1643 begin
1644 p := g_Player_Get(SpawnerUID);
1645 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1646 begin
1647 p.MonsterKills := p.MonsterKills+1;
1648 if gGameSettings.GameMode = GM_COOP then
1649 p.Frags := p.Frags + 1;
1650 // Uncomment this if you want to double-kill monsters
1651 //p.FragCombo();
1652 end;
1653 end;
1654 if gLMSRespawn = LMS_RESPAWN_NONE then
1655 begin
1656 Inc(gCoopMonstersKilled);
1657 if g_Game_IsNet then
1658 MH_SEND_GameStats;
1659 end;
1660 end;
1662 // Âûáèðàåì ëóò:
1663 case FMonsterType of
1664 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1665 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1666 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1667 MONSTER_MAN: c := ITEM_KEY_RED;
1668 else c := 0;
1669 end;
1671 // Áðîñàåì ëóò:
1672 if c <> 0 then
1673 begin
1674 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1675 FObj.Y + (FObj.Rect.Height div 2),
1676 c, True, False);
1677 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1678 (FObj.Vel.Y div 2)-Random(4));
1679 if g_Game_IsServer and g_Game_IsNet then
1680 MH_SEND_ItemSpawn(True, it);
1681 end;
1683 // Òðóï äàëüøå íå èäåò:
1684 FObj.Vel.X := 0;
1686 // Ó òðóïà ðàçìåðû ìåíüøå:
1687 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1688 begin
1689 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1690 FObj.Rect.Height := 12;
1691 end;
1693 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1694 if (FHealth <= -30) and
1695 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1696 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1697 (FMonsterType = MONSTER_MAN)) then
1698 begin
1699 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1700 SetState(STATE_DIE, ANIM_MESS);
1701 end
1702 else
1703 begin
1704 DieSound();
1705 SetState(STATE_DIE);
1706 end;
1708 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1709 if g_Game_IsServer then ActivateTriggers();
1711 FHealth := 0;
1712 end
1713 else
1714 if FState = STATE_SLEEP then
1715 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1716 FPain := MONSTERTABLE[FMonsterType].Pain;
1717 SetState(STATE_GO);
1718 end;
1720 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1721 Result := True;
1722 end;
1724 function TMonster.Heal(Value: Word): Boolean;
1725 begin
1726 Result := False;
1727 if g_Game_IsClient then
1728 Exit;
1729 if not Live then
1730 Exit;
1732 if FHealth < FMaxHealth then
1733 begin
1734 IncMax(FHealth, Value, FMaxHealth);
1735 if g_Game_IsServer and g_Game_IsNet then
1736 MH_SEND_MonsterState(FUID);
1737 Result := True;
1738 end;
1739 end;
1741 destructor TMonster.Destroy();
1742 var
1743 a: Integer;
1744 begin
1745 for a := 0 to High(FAnim) do
1746 begin
1747 FAnim[a, D_LEFT].Free();
1748 FAnim[a, D_RIGHT].Free();
1749 end;
1751 vilefire.Free();
1753 inherited Destroy();
1754 end;
1756 procedure TMonster.Draw();
1757 var
1758 m: TMirrorType;
1759 dx, dy, c: Integer;
1760 o: TObj;
1761 begin
1762 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1763 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1765 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1766 if FMonsterType = MONSTER_VILE then
1767 if FState = STATE_SHOOT then
1768 if GetPos(FTargetUID, @o) then
1769 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1770 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1772 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1773 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1774 sX-128, sY-128, sWidth+256, sHeight+256) then
1775 Exit;
1777 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1778 if FState = STATE_DEAD then
1779 case FMonsterType of
1780 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1781 end;
1783 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1784 if FAnim[FCurAnim, FDirection] <> nil then
1785 begin
1786 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1787 if (FDirection = D_LEFT) and
1788 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1789 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1790 (FMonsterType <> MONSTER_BARREL) then
1791 m := M_HORIZONTAL
1792 else
1793 m := M_NONE;
1795 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1796 if (FDirection = D_LEFT) and
1797 (FMonsterType <> MONSTER_BARREL) then
1798 begin
1799 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1800 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1802 if m = M_HORIZONTAL then
1803 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1804 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1805 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1806 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1807 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1808 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1809 dx := -dx;
1810 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1811 end;
1812 end
1813 else // Ïðàâàÿ àíèìàöèÿ
1814 begin
1815 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1816 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1817 end;
1819 // Ðèñóåì:
1820 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1821 end;
1823 if g_debug_Frames then
1824 begin
1825 e_DrawQuad(FObj.X+FObj.Rect.X,
1826 FObj.Y+FObj.Rect.Y,
1827 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1828 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1829 0, 255, 0);
1830 end;
1831 end;
1833 procedure TMonster.MakeBloodSimple(Count: Word);
1834 begin
1835 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1836 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1837 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1838 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1839 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1840 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1841 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1842 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1843 end;
1845 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1846 begin
1847 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1848 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1849 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1850 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1851 end;
1853 procedure TMonster.Push(vx, vy: Integer);
1854 begin
1855 FObj.Accel.X := FObj.Accel.X + vx;
1856 FObj.Accel.Y := FObj.Accel.Y + vy;
1857 if g_Game_IsServer and g_Game_IsNet then
1858 MH_SEND_MonsterPos(FUID);
1859 end;
1861 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1862 var
1863 Anim: Byte;
1864 begin
1865 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1866 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1867 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1868 soulcount := soulcount-1;
1870 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1871 case FState of
1872 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1873 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1874 (State <> STATE_GO) then
1875 Exit;
1876 end;
1878 // Ñìåíà ñîñòîÿíèÿ:
1879 FState := State;
1881 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1883 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1884 case FState of
1885 STATE_SLEEP: Anim := ANIM_SLEEP;
1886 STATE_PAIN: Anim := ANIM_PAIN;
1887 STATE_WAIT: Anim := ANIM_SLEEP;
1888 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1889 STATE_SHOOT: Anim := ANIM_ATTACK;
1890 STATE_ATTACK: Anim := ANIM_ATTACK;
1891 STATE_DIE: Anim := ANIM_DIE;
1892 STATE_REVIVE:
1893 begin // íà÷àëè âîñðåøàòüñÿ
1894 Anim := FCurAnim;
1895 FAnim[Anim, FDirection].Revert(True);
1897 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1898 FHealth := MONSTERTABLE[FMonsterType].Health;
1899 FAmmo := 0;
1900 FPain := 0;
1901 end;
1902 else Exit;
1903 end;
1905 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1906 if ForceAnim <> 255 then
1907 Anim := ForceAnim;
1909 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1910 if FCurAnim <> Anim then
1911 if FAnim[Anim, FDirection] <> nil then
1912 begin
1913 FAnim[Anim, FDirection].Reset();
1914 FCurAnim := Anim;
1915 end;
1916 end;
1918 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1919 var
1920 TA: TAnimation;
1921 FramesID: DWORD;
1922 begin
1923 Result := False;
1925 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1926 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1927 begin
1928 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1929 if g_Game_IsServer and g_Game_IsNet then
1930 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1931 Exit;
1932 end;
1934 TA := nil;
1936 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1937 if not silent then
1938 begin
1939 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1940 TA := TAnimation.Create(FramesID, False, 6);
1941 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1942 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1943 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1945 if g_Game_IsServer and g_Game_IsNet then
1946 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1947 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1948 NET_GFX_TELE);
1949 end;
1951 FObj.X := X - FObj.Rect.X;
1952 FObj.Y := Y - FObj.Rect.Y;
1954 if dir = 1 then
1955 FDirection := D_LEFT
1956 else
1957 if dir = 2 then
1958 FDirection := D_RIGHT
1959 else
1960 if dir = 3 then
1961 begin // îáðàòíîå
1962 if FDirection = D_RIGHT then
1963 FDirection := D_LEFT
1964 else
1965 FDirection := D_RIGHT;
1966 end;
1968 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1969 if not silent and (TA <> nil) then
1970 begin
1971 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1972 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1973 TA.Free();
1975 if g_Game_IsServer and g_Game_IsNet then
1976 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1977 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1978 NET_GFX_TELE);
1979 end;
1981 if g_Game_IsServer and g_Game_IsNet then
1982 MH_SEND_MonsterPos(FUID);
1983 Result := True;
1984 end;
1986 procedure TMonster.Update();
1987 var
1988 a, b, sx, sy, wx, wy, oldvelx: Integer;
1989 st: Word;
1990 o, co: TObj;
1991 fall: Boolean;
1992 label
1993 _end;
1994 begin
1995 fall := True;
1997 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1998 if FMonsterType = MONSTER_FISH then
1999 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2000 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2001 fall := False;
2003 // Ëåòàþùèå ìîíòñðû:
2004 if ((FMonsterType = MONSTER_SOUL) or
2005 (FMonsterType = MONSTER_PAIN) or
2006 (FMonsterType = MONSTER_CACO)) and
2007 (FState <> STATE_DIE) and
2008 (FState <> STATE_DEAD) then
2009 fall := False;
2011 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2012 if gTime mod (GAME_TICK*2) <> 0 then
2013 begin
2014 g_Obj_Move(@FObj, fall, True, True);
2015 Exit;
2016 end;
2018 FPainSound := False;
2020 // Äâèãàåìñÿ:
2021 st := g_Obj_Move(@FObj, fall, True, True);
2023 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2024 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2025 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2026 begin
2027 FRemoved := True;
2028 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2029 begin
2030 Inc(gCoopMonstersKilled);
2031 if g_Game_IsNet then
2032 MH_SEND_GameStats;
2033 end;
2034 ActivateTriggers();
2035 Exit;
2036 end;
2038 oldvelx := FObj.Vel.X;
2040 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2041 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2042 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2044 // Ìåðòâûé íè÷åãî íå äåëàåò:
2045 if (FState = STATE_DEAD) then
2046 goto _end;
2048 // AI ìîíñòðîâ âûêëþ÷åí:
2049 if g_debug_MonsterOff then
2050 begin
2051 FSleep := 1;
2052 if FState <> STATE_SLEEP then
2053 SetState(STATE_SLEEP);
2054 end;
2056 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2057 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2058 case FMonsterType of
2059 MONSTER_FISH:
2060 if Random(4) = 0 then
2061 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2062 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2063 MONSTER_ROBO, MONSTER_BARREL:
2064 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2065 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2066 else begin
2067 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2068 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2069 if Random(2) = 0 then
2070 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2071 else
2072 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2073 end;
2074 end;
2076 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2077 if FMonsterType = MONSTER_BARREL then
2078 begin
2079 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2080 (FAnim[FCurAnim, FDirection].Counter = 0) then
2081 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2082 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2083 60, FUID);
2084 end;
2086 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2087 if FMonsterType = MONSTER_SOUL then
2088 if WordBool(st and MOVE_HITAIR) then
2089 g_Obj_SetSpeed(@FObj, 16);
2091 if FAmmo < 0 then
2092 FAmmo := FAmmo + 1;
2094 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2095 if FObj.Vel.Y < 0 then
2096 if WordBool(st and MOVE_INWATER) then
2097 FObj.Vel.Y := -4;
2099 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2100 FTargetTime := FTargetTime + 1;
2102 // Ãèëüçû
2103 if FShellTimer > -1 then
2104 if FShellTimer = 0 then
2105 begin
2106 if FShellType = SHELL_SHELL then
2107 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2108 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2109 GameVelX, GameVelY-2, SHELL_SHELL)
2110 else if FShellType = SHELL_DBLSHELL then
2111 begin
2112 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2113 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2114 GameVelX-1, GameVelY-2, SHELL_SHELL);
2115 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2116 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2117 GameVelX+1, GameVelY-2, SHELL_SHELL);
2118 end;
2119 FShellTimer := -1;
2120 end else Dec(FShellTimer);
2122 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2123 if fall then
2124 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2125 STATE_ATTACK, STATE_SHOOT]) then
2126 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2127 FObj.Rect.Width, FObj.Rect.Height, 50) then
2128 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2129 (FObj.Accel.Y = 0) then
2130 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2132 case FState of
2133 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2134 begin
2135 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2136 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2137 begin
2138 FPain := MONSTERTABLE[FMonsterType].Pain;
2139 if gSoundEffectsDF then PainSound();
2140 end;
2142 // Ñíèæàåì áîëü ñî âðåìåíåì:
2143 FPain := FPain - 5;
2145 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2146 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2147 begin
2148 FPain := 0;
2149 FAmmo := -9;
2150 SetState(STATE_GO);
2151 end;
2152 end;
2154 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2155 begin
2156 // Ñïèì:
2157 FSleep := FSleep + 1;
2159 // Ïðîñïàëè äîñòàòî÷íî:
2160 if FSleep >= 18 then
2161 FSleep := 0
2162 else // åùå ñïèì
2163 goto _end;
2165 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2166 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2167 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2168 if (gPlayers <> nil) then
2169 for a := 0 to High(gPlayers) do
2170 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2171 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2172 with gPlayers[a] do
2173 if g_Look(@FObj, @Obj, FDirection) then
2174 begin
2175 FTargetUID := gPlayers[a].UID;
2176 FTargetTime := 0;
2177 WakeUpSound();
2178 SetState(STATE_GO);
2179 Break;
2180 end;
2182 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2183 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2184 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2185 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2186 if gMonsters <> nil then
2187 for a := 0 to High(gMonsters) do
2188 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2189 (gMonsters[a].FUID <> FUID) then
2190 begin
2191 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2192 if (FBehaviour = BH_MANIAC) and
2193 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2194 Continue;
2195 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2196 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2197 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2198 Continue;
2199 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2200 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2201 Continue;
2202 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2203 begin
2204 FTargetUID := gMonsters[a].UID;
2205 FTargetTime := 0;
2206 WakeUpSound();
2207 SetState(STATE_GO);
2208 Break;
2209 end;
2210 end;
2211 end;
2213 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2214 begin
2215 // Æäåì:
2216 FSleep := FSleep - 1;
2218 // Âûæäàëè äîñòàòî÷íî - èäåì:
2219 if FSleep < 0 then
2220 SetState(STATE_GO);
2221 end;
2223 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2224 begin
2225 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2226 if WordBool(st and MOVE_BLOCK) then
2227 begin
2228 Turn();
2229 FSleep := 40;
2230 SetState(STATE_RUNOUT);
2232 goto _end;
2233 end;
2235 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2236 if (FMonsterType = MONSTER_VILE) then
2237 if isCorpse(@FObj, False) <> -1 then
2238 begin
2239 FObj.Vel.X := 0;
2240 SetState(STATE_ATTACK, ANIM_ATTACK2);
2242 goto _end;
2243 end;
2245 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2246 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2247 if not findNewPrey() then
2248 begin // Íîâûõ öåëåé íåò
2249 FTargetUID := 0;
2250 o.X := FObj.X+pt_x;
2251 o.Y := FObj.Y+pt_y;
2252 o.Vel.X := 0;
2253 o.Vel.Y := 0;
2254 o.Accel.X := 0;
2255 o.Accel.Y := 0;
2256 o.Rect := _Rect(0, 0, 0, 1);
2257 end
2258 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2259 GetPos(FTargetUID, @o);
2261 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2262 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2263 begin
2264 FTargetTime := 0;
2265 if kick(@o) then
2266 goto _end;
2267 end;
2269 // Ðàññòîÿíèå äî öåëè:
2270 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2271 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2273 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2274 if sx > 0 then
2275 FDirection := D_RIGHT
2276 else
2277 FDirection := D_LEFT;
2279 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2280 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2281 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2282 if shoot(@o, False) then
2283 goto _end;
2285 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2286 if Abs(sx) < 40 then
2287 if FMonsterType <> MONSTER_FISH then
2288 begin
2289 FSleep := 15;
2290 SetState(STATE_RUN);
2291 if Random(2) = 0 then
2292 FDirection := D_LEFT
2293 else
2294 FDirection := D_RIGHT;
2296 goto _end;
2297 end;
2299 // Óïåðëèñü â ñòåíó:
2300 if WordBool(st and MOVE_HITWALL) then
2301 begin
2302 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2303 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2304 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2305 FSleep := 4;
2306 SetState(STATE_WAIT);
2308 goto _end;
2309 end;
2311 case FMonsterType of
2312 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2313 else // Íå ëåòàþò:
2314 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2315 (FObj.Accel.Y = 0) then
2316 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2317 // Ïðûæîê ÷åðåç ñòåíó:
2318 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2319 SetState(STATE_CLIMB);
2320 end;
2321 end;
2323 goto _end;
2324 end;
2326 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2327 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2328 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2329 begin
2330 if FMonsterType = MONSTER_FISH then
2331 begin // Ðûáà
2332 if not WordBool(st and MOVE_INWATER) then
2333 begin // Ðûáà âíå âîäû:
2334 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2335 begin // "Ñòîèò" òâåðäî
2336 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2337 if FObj.Accel.Y = 0 then
2338 FObj.Vel.Y := -6;
2339 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2340 end;
2342 // Ðûáå áîëüíî:
2343 SetState(STATE_PAIN);
2344 FPain := FPain + 50;
2345 end
2346 else // Ðûáà â âîäå
2347 begin
2348 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2349 if Abs(sy) > 8 then
2350 FObj.Vel.Y := g_basic.Sign(sy)*4
2351 else
2352 FObj.Vel.Y := 0;
2354 // Ðûáà ïëûâåò ââåðõ:
2355 if FObj.Vel.Y < 0 then
2356 if not g_Obj_CollideWater(@FObj, 0, -16) then
2357 begin
2358 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2359 FObj.Vel.Y := 0;
2360 // Ïëàâàåì òóäà-ñþäà:
2361 if Random(2) = 0 then
2362 FDirection := D_LEFT
2363 else
2364 FDirection := D_RIGHT;
2365 FSleep := 20;
2366 SetState(STATE_RUN);
2367 end;
2368 end;
2369 end
2370 else // Ëåòàþùèå ìîíñòðû
2371 begin
2372 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2373 if Abs(sy) > 8 then
2374 FObj.Vel.Y := g_basic.Sign(sy)*4
2375 else
2376 FObj.Vel.Y := 0;
2377 end;
2378 end
2379 else // "Íàçåìíûå" ìîíñòðû
2380 begin
2381 // Âîçìîæíî, ïèíàåì êóñêè:
2382 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2383 begin
2384 b := Abs(FObj.Vel.X);
2385 if b > 1 then b := b * (Random(8 div b) + 1);
2386 for a := 0 to High(gGibs) do
2387 if gGibs[a].Live and
2388 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2389 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2390 // Ïèíàåì êóñêè
2391 if FObj.Vel.X < 0 then
2392 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2393 else
2394 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2395 end;
2396 // Áîññû ìîãóò ïèíàòü òðóïû:
2397 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2398 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2399 begin
2400 b := Abs(FObj.Vel.X);
2401 if b > 1 then b := b * (Random(8 div b) + 1);
2402 for a := 0 to High(gCorpses) do
2403 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2404 begin
2405 co := gCorpses[a].Obj;
2406 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2407 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2408 // Ïèíàåì òðóïû
2409 if FObj.Vel.X < 0 then
2410 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2411 else
2412 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2413 end;
2414 end;
2415 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2416 if sy < -40 then
2417 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2418 // ñòîèò òâåðäî
2419 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2420 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2421 end;
2423 FSleep := FSleep + 1;
2425 // Èíîãäà ðû÷èì:
2426 if FSleep >= 8 then
2427 begin
2428 FSleep := 0;
2429 if Random(8) = 0 then
2430 ActionSound();
2431 end;
2433 // Áåæèì â âûáðàííóþ ñòîðîíó:
2434 if FDirection = D_RIGHT then
2435 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2436 else
2437 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2439 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2440 if WordBool(st and MOVE_INWATER) then
2441 FObj.Vel.X := FObj.Vel.X div 2
2442 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2443 if FMonsterType = MONSTER_FISH then
2444 FObj.Vel.X := 0;
2445 end;
2447 STATE_RUN: // Ñîñòîÿíèå - Áåã
2448 begin
2449 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2450 if WordBool(st and MOVE_BLOCK) then
2451 begin
2452 Turn();
2453 FSleep := 40;
2454 SetState(STATE_RUNOUT);
2456 goto _end;
2457 end;
2459 FSleep := FSleep - 1;
2461 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2462 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2463 begin
2464 FSleep := 0;
2465 SetState(STATE_GO);
2466 // Ñòåíà - èäåì îáðàòíî:
2467 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2468 Turn();
2469 // Èíîãäà ðû÷èì:
2470 if Random(8) = 0 then
2471 ActionSound();
2472 end;
2474 // Áåæèì â âûáðàííóþ ñòîðîíó:
2475 if FDirection = D_RIGHT then
2476 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2477 else
2478 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2480 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2481 if WordBool(st and MOVE_INWATER) then
2482 FObj.Vel.X := FObj.Vel.X div 2
2483 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2484 if FMonsterType = MONSTER_FISH then
2485 FObj.Vel.X := 0;
2486 end;
2488 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2489 begin
2490 // Âûøëè èç ÁëîêÌîíà:
2491 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2492 FSleep := 0;
2494 FSleep := FSleep - 1;
2496 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2497 if FSleep <= -18 then
2498 begin
2499 FSleep := 0;
2500 SetState(STATE_GO);
2501 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2502 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2503 Turn();
2504 // Èíîãäà ðû÷èì:
2505 if Random(8) = 0 then
2506 ActionSound();
2507 end;
2509 // Áåæèì â âûáðàííóþ ñòîðîíó:
2510 if FDirection = D_RIGHT then
2511 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2512 else
2513 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2515 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2516 if WordBool(st and MOVE_INWATER) then
2517 FObj.Vel.X := FObj.Vel.X div 2
2518 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2519 if FMonsterType = MONSTER_FISH then
2520 FObj.Vel.X := 0;
2521 end;
2523 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2524 begin
2525 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2526 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2527 (not WordBool(st and MOVE_HITWALL)) then
2528 begin
2529 FSleep := 0;
2530 SetState(STATE_GO);
2532 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2533 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2534 begin
2535 Turn();
2536 FSleep := 15;
2537 SetState(STATE_RUN);
2538 end;
2539 end;
2541 // Áåæèì â âûáðàííóþ ñòîðîíó:
2542 if FDirection = D_RIGHT then
2543 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2544 else
2545 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2547 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2548 if WordBool(st and MOVE_INWATER) then
2549 FObj.Vel.X := FObj.Vel.X div 2
2550 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2551 if FMonsterType = MONSTER_FISH then
2552 FObj.Vel.X := 0;
2553 end;
2555 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2556 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2557 begin
2558 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2559 if FMonsterType = MONSTER_SOUL then
2560 begin
2561 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2562 SetState(STATE_GO);
2564 goto _end;
2565 end;
2567 // Çàìåäëÿåìñÿ ïðè àòàêå:
2568 if FMonsterType <> MONSTER_FISH then
2569 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2571 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2572 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2573 begin
2574 // Öåëü ïîãèáëà => èäåì äàëüøå:
2575 if not GetPos(FTargetUID, @o) then
2576 begin
2577 SetState(STATE_GO);
2579 goto _end;
2580 end;
2582 // Öåëü íå âèäíî => èäåì äàëüøå:
2583 if not g_Look(@FObj, @o, FDirection) then
2584 begin
2585 SetState(STATE_GO);
2587 goto _end;
2588 end;
2590 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2591 if g_Obj_CollideWater(@o, 0, 0) then
2592 begin
2593 SetState(STATE_GO);
2595 goto _end;
2596 end;
2598 // Æàðèì öåëü:
2599 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2600 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2601 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2602 end;
2603 end;
2604 end; // case FState of ...
2606 _end:
2608 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2609 if FState = STATE_REVIVE then
2610 if FAnim[FCurAnim, FDirection].Played then
2611 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2612 FAnim[FCurAnim, FDirection].Revert(False);
2613 SetState(STATE_GO);
2614 end;
2616 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2617 if vilefire <> nil then
2618 vilefire.Update();
2620 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2621 if (FState = STATE_DIE) and
2622 (FAnim[FCurAnim, FDirection] <> nil) and
2623 (FAnim[FCurAnim, FDirection].Played) then
2624 begin
2625 // Óìåð:
2626 SetState(STATE_DEAD);
2628 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2629 if (FMonsterType = MONSTER_PAIN) then
2630 begin
2631 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2632 FObj.Y+FObj.Rect.Y+20, D_LEFT);
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;
2641 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2642 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2643 if sx <> -1 then
2644 begin
2645 gMonsters[sx].SetState(STATE_GO);
2646 gMonsters[sx].FNoRespawn := True;
2647 Inc(gTotalMonsters);
2648 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2649 end;
2651 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2652 FObj.Y+FObj.Rect.Y, D_RIGHT);
2653 if sx <> -1 then
2654 begin
2655 gMonsters[sx].SetState(STATE_GO);
2656 gMonsters[sx].FNoRespawn := True;
2657 Inc(gTotalMonsters);
2658 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2659 end;
2660 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2661 end;
2663 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2664 if (FMonsterType = MONSTER_PAIN) or
2665 (FMonsterType = MONSTER_SOUL) or
2666 (FMonsterType = MONSTER_BARREL) then
2667 FRemoved := True;
2668 end;
2670 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2671 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2672 if (FAnim[FCurAnim, FDirection] <> nil) then
2673 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2674 if (FAnim[FCurAnim, FDirection].Played) then
2675 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2676 if FState = STATE_ATTACK then
2677 begin // Ñîñòîÿíèå - Àòàêà
2678 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2679 if FMonsterType <> MONSTER_SOUL then
2680 SetState(STATE_GO);
2681 end
2682 else // Ñîñòîÿíèå - Ñòðåëüáà
2683 begin
2684 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2685 if not FChainFire then
2686 SetState(STATE_GO)
2687 else
2688 begin // Íàäî ñòðåëÿòü åùå
2689 FChainFire := False;
2690 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2691 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2692 FAnim[FCurAnim, FDirection].Reset();
2693 end;
2694 end;
2696 FWaitAttackAnim := False;
2697 end
2699 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2700 if (FMonsterType = MONSTER_SOUL) or
2701 ( (not FWaitAttackAnim) and
2702 (FAnim[FCurAnim, FDirection].CurrentFrame =
2703 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2704 ) then
2705 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2706 if FState = STATE_ATTACK then
2707 begin // Ñîñòîÿíèå - Àòàêà
2708 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2709 if FMonsterType = MONSTER_SOUL then
2710 FAnim[FCurAnim, FDirection].Reset();
2712 case FMonsterType of
2713 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2714 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2715 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2716 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2717 if FMonsterType = MONSTER_SOUL then
2718 SetState(STATE_GO);
2720 MONSTER_FISH:
2721 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2722 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2723 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2725 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2726 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2727 if FCurAnim = ANIM_ATTACK2 then
2728 begin
2729 o := FObj;
2730 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
2731 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2732 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2733 end;
2735 MONSTER_VILE:
2736 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2737 if FCurAnim = ANIM_ATTACK2 then
2738 begin
2739 sx := isCorpse(@FObj, True);
2740 if sx <> -1 then
2741 begin // Íàøëè, êîãî âîñêðåñèòü
2742 gMonsters[sx].SetState(STATE_REVIVE);
2743 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2744 // Âîñêðåøàòü - ñåáå âðåäèòü:
2745 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2746 end;
2747 end;
2748 end;
2749 end
2751 else // Ñîñòîÿíèå - Ñòðåëüáà
2752 begin
2753 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2754 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2756 if FDirection = D_LEFT then
2757 begin
2758 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2759 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2760 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2762 wx := FObj.X + wx;
2763 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2765 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2766 case FMonsterType of
2767 MONSTER_IMP:
2768 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2769 MONSTER_ZOMBY:
2770 begin
2771 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2772 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2773 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2774 end;
2775 MONSTER_SERG:
2776 begin
2777 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2778 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2779 FShellTimer := 10;
2780 FShellType := SHELL_SHELL;
2781 end;
2782 MONSTER_MAN:
2783 begin
2784 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2785 FShellTimer := 13;
2786 FShellType := SHELL_DBLSHELL;
2787 FAmmo := -36;
2788 end;
2789 MONSTER_CYBER:
2790 begin
2791 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2792 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2793 end;
2794 MONSTER_SKEL:
2795 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2796 MONSTER_CGUN:
2797 begin
2798 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2799 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2800 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2801 end;
2802 MONSTER_SPIDER:
2803 begin
2804 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2805 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2806 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2807 end;
2808 MONSTER_BSP:
2809 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2810 MONSTER_ROBO:
2811 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2812 MONSTER_MANCUB:
2813 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2814 MONSTER_BARON, MONSTER_KNIGHT:
2815 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2816 MONSTER_CACO:
2817 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2818 MONSTER_PAIN:
2819 begin // Ñîçäàåì Lost_Soul:
2820 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2821 FObj.Y+FObj.Rect.Y, FDirection);
2823 if sx <> -1 then
2824 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2825 gMonsters[sx].FTargetUID := FTargetUID;
2826 GetPos(FTargetUID, @o);
2827 gMonsters[sx].FTargetTime := 0;
2828 gMonsters[sx].FNoRespawn := True;
2829 gMonsters[sx].SetState(STATE_GO);
2830 gMonsters[sx].shoot(@o, True);
2831 Inc(gTotalMonsters);
2833 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2834 end;
2835 end;
2836 end;
2838 if FMonsterType <> MONSTER_PAIN then
2839 if g_Game_IsNet then
2840 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2842 // Ñêîðîñòðåëüíûå ìîíñòðû:
2843 if (FMonsterType = MONSTER_CGUN) or
2844 (FMonsterType = MONSTER_SPIDER) or
2845 (FMonsterType = MONSTER_BSP) or
2846 (FMonsterType = MONSTER_MANCUB) or
2847 (FMonsterType = MONSTER_ROBO) then
2848 if not GetPos(FTargetUID, @o) then
2849 // Öåëü ìåðòâà - èùåì íîâóþ:
2850 findNewPrey()
2851 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2852 if shoot(@o, False) then
2853 FChainFire := True;
2854 end;
2856 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2857 FWaitAttackAnim := True;
2858 end;
2860 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2861 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2862 case FState of
2863 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2864 // Çâóêè ïðè ïåðåäâèæåíèè:
2865 case FMonsterType of
2866 MONSTER_CYBER:
2867 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2868 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2869 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2870 MONSTER_SPIDER:
2871 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2872 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2873 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2874 MONSTER_BSP:
2875 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2876 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2877 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2878 MONSTER_ROBO:
2879 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2880 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2881 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2882 end;
2883 end;
2885 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2886 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2887 FObj.Vel.X := oldvelx;
2889 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2890 if FAnim[FCurAnim, FDirection] <> nil then
2891 FAnim[FCurAnim, FDirection].Update();
2892 end;
2894 procedure TMonster.SetDeadAnim;
2895 begin
2896 if FAnim <> nil then
2897 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2898 end;
2900 procedure TMonster.RevertAnim(R: Boolean = True);
2901 begin
2902 if FAnim <> nil then
2903 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2904 FAnim[FCurAnim, FDirection].Revert(R);
2905 end;
2907 function TMonster.AnimIsReverse: Boolean;
2908 begin
2909 if FAnim <> nil then
2910 Result := FAnim[FCurAnim, FDirection].IsReverse
2911 else
2912 Result := False;
2913 end;
2915 procedure TMonster.ClientUpdate();
2916 var
2917 a, b, sx, sy, oldvelx: Integer;
2918 st: Word;
2919 o, co: TObj;
2920 fall: Boolean;
2921 label
2922 _end;
2923 begin
2924 sx := 0; // SHUT UP COMPILER
2925 sy := 0;
2926 fall := True;
2927 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2928 if FMonsterType = MONSTER_FISH then
2929 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2930 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2931 fall := False;
2933 // Ëåòàþùèå ìîíòñðû:
2934 if ((FMonsterType = MONSTER_SOUL) or
2935 (FMonsterType = MONSTER_PAIN) or
2936 (FMonsterType = MONSTER_CACO)) and
2937 (FState <> STATE_DIE) and
2938 (FState <> STATE_DEAD) then
2939 fall := False;
2941 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2942 if gTime mod (GAME_TICK*2) <> 0 then
2943 begin
2944 g_Obj_Move(@FObj, fall, True, True);
2945 Exit;
2946 end;
2948 FPainSound := False;
2950 // Äâèãàåìñÿ:
2951 st := g_Obj_Move(@FObj, fall, True, True);
2953 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2954 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2955 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2956 begin
2957 FRemoved := True;
2958 Exit;
2959 end;
2961 oldvelx := FObj.Vel.X;
2963 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2964 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2965 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2967 // Ìåðòâûé íè÷åãî íå äåëàåò:
2968 if (FState = STATE_DEAD) then
2969 goto _end;
2971 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2972 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2973 case FMonsterType of
2974 MONSTER_FISH:
2975 if Random(4) = 0 then
2976 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2977 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2978 MONSTER_ROBO, MONSTER_BARREL:
2979 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2980 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2981 else begin
2982 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2983 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2984 if Random(2) = 0 then
2985 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2986 else
2987 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2988 end;
2989 end;
2991 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2992 if FMonsterType = MONSTER_BARREL then
2993 begin
2994 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2995 (FAnim[FCurAnim, FDirection].Counter = 0) then
2996 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2997 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2998 60, FUID);
2999 end;
3001 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3002 if FMonsterType = MONSTER_SOUL then
3003 if WordBool(st and MOVE_HITAIR) then
3004 g_Obj_SetSpeed(@FObj, 16);
3006 if FAmmo < 0 then
3007 FAmmo := FAmmo + 1;
3009 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3010 if FObj.Vel.Y < 0 then
3011 if WordBool(st and MOVE_INWATER) then
3012 FObj.Vel.Y := -4;
3014 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3015 FTargetTime := FTargetTime + 1;
3017 if FShellTimer > -1 then
3018 if FShellTimer = 0 then
3019 begin
3020 if FShellType = SHELL_SHELL then
3021 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3022 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3023 GameVelX, GameVelY-2, SHELL_SHELL)
3024 else if FShellType = SHELL_DBLSHELL then
3025 begin
3026 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3027 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3028 GameVelX-1, GameVelY-2, SHELL_SHELL);
3029 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3030 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3031 GameVelX+1, GameVelY-2, SHELL_SHELL);
3032 end;
3033 FShellTimer := -1;
3034 end else Dec(FShellTimer);
3036 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3037 if fall then
3038 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3039 STATE_ATTACK, STATE_SHOOT]) then
3040 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3041 FObj.Rect.Width, FObj.Rect.Height, 50) then
3042 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3043 (FObj.Accel.Y = 0) then
3044 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3046 case FState of
3047 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3048 begin
3049 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3050 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3051 begin
3052 FPain := MONSTERTABLE[FMonsterType].Pain;
3053 PainSound();
3054 end;
3056 // Ñíèæàåì áîëü ñî âðåìåíåì:
3057 FPain := FPain - 5;
3059 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3060 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3061 begin
3062 SetState(STATE_GO);
3063 FPain := 0;
3064 end;
3065 end;
3067 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3068 begin
3069 // Ñïèì:
3070 FSleep := FSleep + 1;
3072 // Ïðîñïàëè äîñòàòî÷íî:
3073 if FSleep >= 18 then
3074 FSleep := 0
3075 else // åùå ñïèì
3076 goto _end;
3077 end;
3079 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3080 begin
3081 // Æäåì:
3082 FSleep := FSleep - 1;
3083 end;
3085 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3086 begin
3087 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3088 if WordBool(st and MOVE_BLOCK) then
3089 begin
3090 Turn();
3091 FSleep := 40;
3092 SetState(STATE_RUNOUT);
3094 goto _end;
3095 end;
3097 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3098 if (FMonsterType = MONSTER_VILE) then
3099 if isCorpse(@FObj, False) <> -1 then
3100 begin
3101 SetState(STATE_ATTACK, ANIM_ATTACK2);
3102 FObj.Vel.X := 0;
3104 goto _end;
3105 end;
3107 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3108 if Abs(sx) < 40 then
3109 if FMonsterType <> MONSTER_FISH then
3110 begin
3111 SetState(STATE_RUN);
3112 FSleep := 15;
3114 goto _end;
3115 end;
3117 // Óïåðëèñü â ñòåíó:
3118 if WordBool(st and MOVE_HITWALL) then
3119 begin
3120 case FMonsterType of
3121 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3122 else // Íå ëåòàþò:
3123 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3124 (FObj.Accel.Y = 0) then
3125 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3126 // Ïðûæîê ÷åðåç ñòåíó:
3127 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3128 SetState(STATE_CLIMB);
3129 end;
3130 end;
3132 goto _end;
3133 end;
3135 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3136 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3137 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3138 begin
3139 if FMonsterType = MONSTER_FISH then
3140 begin // Ðûáà
3141 if not WordBool(st and MOVE_INWATER) then
3142 begin // Ðûáà âíå âîäû:
3143 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3144 begin // "Ñòîèò" òâåðäî
3145 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3146 if FObj.Accel.Y = 0 then
3147 FObj.Vel.Y := -6;
3148 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3149 end;
3151 // Ðûáå áîëüíî:
3152 SetState(STATE_PAIN);
3153 FPain := FPain + 50;
3154 end
3155 else // Ðûáà â âîäå
3156 begin
3157 // Ïëûâåì 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;
3163 // Ðûáà ïëûâåò ââåðõ:
3164 if FObj.Vel.Y < 0 then
3165 if not g_Obj_CollideWater(@FObj, 0, -16) then
3166 begin
3167 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3168 FObj.Vel.Y := 0;
3169 // Ïëàâàåì òóäà-ñþäà:
3170 SetState(STATE_RUN);
3171 FSleep := 20;
3172 end;
3173 end;
3174 end
3175 else // Ëåòàþùèå ìîíñòðû
3176 begin
3177 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3178 if Abs(sy) > 8 then
3179 FObj.Vel.Y := g_basic.Sign(sy)*4
3180 else
3181 FObj.Vel.Y := 0;
3182 end;
3183 end
3184 else // "Íàçåìíûå" ìîíñòðû
3185 begin
3186 // Âîçìîæíî, ïèíàåì êóñêè:
3187 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3188 begin
3189 b := Abs(FObj.Vel.X);
3190 if b > 1 then b := b * (Random(8 div b) + 1);
3191 for a := 0 to High(gGibs) do
3192 if gGibs[a].Live and
3193 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3194 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3195 // Ïèíàåì êóñêè
3196 if FObj.Vel.X < 0 then
3197 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3198 else
3199 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3200 end;
3201 // Áîññû ìîãóò ïèíàòü òðóïû:
3202 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3203 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3204 begin
3205 b := Abs(FObj.Vel.X);
3206 if b > 1 then b := b * (Random(8 div b) + 1);
3207 for a := 0 to High(gCorpses) do
3208 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3209 begin
3210 co := gCorpses[a].Obj;
3211 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3212 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3213 // Ïèíàåì òðóïû
3214 if FObj.Vel.X < 0 then
3215 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3216 else
3217 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3218 end;
3219 end;
3220 end;
3222 FSleep := FSleep + 1;
3224 // Èíîãäà ðû÷èì:
3225 if FSleep >= 8 then
3226 begin
3227 FSleep := 0;
3228 if Random(8) = 0 then
3229 ActionSound();
3230 end;
3232 // Áåæèì â âûáðàííóþ ñòîðîíó:
3233 if FDirection = D_RIGHT then
3234 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3235 else
3236 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3238 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3239 if WordBool(st and MOVE_INWATER) then
3240 FObj.Vel.X := FObj.Vel.X div 2
3241 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3242 if FMonsterType = MONSTER_FISH then
3243 FObj.Vel.X := 0;
3244 end;
3246 STATE_RUN: // Ñîñòîÿíèå - Áåã
3247 begin
3248 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3249 if WordBool(st and MOVE_BLOCK) then
3250 begin
3251 SetState(STATE_RUNOUT);
3252 FSleep := 40;
3254 goto _end;
3255 end;
3257 FSleep := FSleep - 1;
3259 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3260 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3261 begin
3262 SetState(STATE_GO);
3263 FSleep := 0;
3265 // Èíîãäà ðû÷èì:
3266 if Random(8) = 0 then
3267 ActionSound();
3268 end;
3270 // Áåæèì â âûáðàííóþ ñòîðîíó:
3271 if FDirection = D_RIGHT then
3272 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3273 else
3274 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3276 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3277 if WordBool(st and MOVE_INWATER) then
3278 FObj.Vel.X := FObj.Vel.X div 2
3279 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3280 if FMonsterType = MONSTER_FISH then
3281 FObj.Vel.X := 0;
3282 end;
3284 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3285 begin
3286 // Âûøëè èç ÁëîêÌîíà:
3287 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3288 FSleep := 0;
3290 FSleep := FSleep - 1;
3292 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3293 if FSleep <= -18 then
3294 begin
3295 SetState(STATE_GO);
3296 FSleep := 0;
3298 // Èíîãäà ðû÷èì:
3299 if Random(8) = 0 then
3300 ActionSound();
3301 end;
3303 // Áåæèì â âûáðàííóþ ñòîðîíó:
3304 if FDirection = D_RIGHT then
3305 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3306 else
3307 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3309 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3310 if WordBool(st and MOVE_INWATER) then
3311 FObj.Vel.X := FObj.Vel.X div 2
3312 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3313 if FMonsterType = MONSTER_FISH then
3314 FObj.Vel.X := 0;
3315 end;
3317 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3318 begin
3319 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3320 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3321 (not WordBool(st and MOVE_HITWALL)) then
3322 begin
3323 SetState(STATE_GO);
3324 FSleep := 0;
3326 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3327 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3328 begin
3329 SetState(STATE_RUN);
3330 FSleep := 15;
3331 end;
3332 end;
3334 // Áåæèì â âûáðàííóþ ñòîðîíó:
3335 if FDirection = D_RIGHT then
3336 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3337 else
3338 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3340 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3341 if WordBool(st and MOVE_INWATER) then
3342 FObj.Vel.X := FObj.Vel.X div 2
3343 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3344 if FMonsterType = MONSTER_FISH then
3345 FObj.Vel.X := 0;
3346 end;
3348 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3349 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3350 begin
3351 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3352 if FMonsterType = MONSTER_SOUL then
3353 begin
3354 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3355 SetState(STATE_GO);
3357 goto _end;
3358 end;
3360 // Çàìåäëÿåìñÿ ïðè àòàêå:
3361 if FMonsterType <> MONSTER_FISH then
3362 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3364 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3365 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3366 begin
3367 // Öåëü ïîãèáëà => èäåì äàëüøå:
3368 if not GetPos(FTargetUID, @o) then
3369 begin
3370 SetState(STATE_GO);
3372 goto _end;
3373 end;
3375 // Öåëü íå âèäíî => èäåì äàëüøå:
3376 if not g_Look(@FObj, @o, FDirection) then
3377 begin
3378 SetState(STATE_GO);
3380 goto _end;
3381 end;
3383 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3384 if g_Obj_CollideWater(@o, 0, 0) then
3385 begin
3386 SetState(STATE_GO);
3388 goto _end;
3389 end;
3390 end;
3391 end;
3392 end; // case FState of ...
3394 _end:
3396 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3397 if FState = STATE_REVIVE then
3398 if FAnim[FCurAnim, FDirection].Played then
3399 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3400 FAnim[FCurAnim, FDirection].Revert(False);
3401 SetState(STATE_GO);
3402 end;
3404 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3405 if vilefire <> nil then
3406 vilefire.Update();
3408 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3409 if (FState = STATE_DIE) and
3410 (FAnim[FCurAnim, FDirection] <> nil) and
3411 (FAnim[FCurAnim, FDirection].Played) then
3412 begin
3413 // Óìåð:
3414 SetState(STATE_DEAD);
3416 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3417 if (FMonsterType = MONSTER_PAIN) or
3418 (FMonsterType = MONSTER_SOUL) or
3419 (FMonsterType = MONSTER_BARREL) then
3420 FRemoved := True
3421 else
3422 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3423 end;
3425 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3426 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3427 if (FAnim[FCurAnim, FDirection] <> nil) then
3428 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3429 if (FAnim[FCurAnim, FDirection].Played) then
3430 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3431 if FState = STATE_ATTACK then
3432 begin // Ñîñòîÿíèå - Àòàêà
3433 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3434 if FMonsterType <> MONSTER_SOUL then
3435 SetState(STATE_GO);
3436 end
3437 else // Ñîñòîÿíèå - Ñòðåëüáà
3438 begin
3439 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3440 if not FChainFire then
3441 SetState(STATE_GO)
3442 else
3443 begin // Íàäî ñòðåëÿòü åùå
3444 FChainFire := False;
3445 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3446 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3447 FAnim[FCurAnim, FDirection].Reset();
3448 end;
3449 end;
3451 FWaitAttackAnim := False;
3452 end
3454 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3455 if (FMonsterType = MONSTER_SOUL) or
3456 ( (not FWaitAttackAnim) and
3457 (FAnim[FCurAnim, FDirection].CurrentFrame =
3458 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3459 ) then
3460 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3461 if FState = STATE_ATTACK then
3462 begin // Ñîñòîÿíèå - Àòàêà
3463 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3464 if FMonsterType = MONSTER_SOUL then
3465 FAnim[FCurAnim, FDirection].Reset();
3467 case FMonsterType of
3468 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3469 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3470 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3471 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3472 if FMonsterType = MONSTER_SOUL then
3473 SetState(STATE_GO);
3475 MONSTER_FISH:
3476 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3478 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3479 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3480 if FCurAnim = ANIM_ATTACK2 then
3481 begin
3482 o := FObj;
3483 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
3484 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3485 end;
3487 MONSTER_VILE:
3488 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3489 if FCurAnim = ANIM_ATTACK2 then
3490 begin
3491 sx := isCorpse(@FObj, True);
3492 if sx <> -1 then
3493 begin // Íàøëè, êîãî âîñêðåñèòü
3494 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3495 // Âîñêðåøàòü - ñåáå âðåäèòü:
3496 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3497 end;
3498 end;
3499 end;
3500 end
3502 else // Ñîñòîÿíèå - Ñòðåëüáà
3503 begin
3504 // Ñêîðîñòðåëüíûå ìîíñòðû:
3505 if (FMonsterType = MONSTER_CGUN) or
3506 (FMonsterType = MONSTER_SPIDER) or
3507 (FMonsterType = MONSTER_BSP) or
3508 (FMonsterType = MONSTER_MANCUB) or
3509 (FMonsterType = MONSTER_ROBO) then
3510 if not GetPos(FTargetUID, @o) then
3511 // Öåëü ìåðòâà - èùåì íîâóþ:
3512 findNewPrey()
3513 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3514 if shoot(@o, False) then
3515 FChainFire := True;
3516 end;
3518 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3519 FWaitAttackAnim := True;
3520 end;
3522 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3523 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3524 case FState of
3525 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3526 // Çâóêè ïðè ïåðåäâèæåíèè:
3527 case FMonsterType of
3528 MONSTER_CYBER:
3529 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3530 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3531 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3532 MONSTER_SPIDER:
3533 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3534 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3535 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3536 MONSTER_BSP:
3537 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3538 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3539 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3540 MONSTER_ROBO:
3541 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3542 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3543 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3544 end;
3545 end;
3547 // Êîñòûëü äëÿ ïîòîêîâ
3548 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3549 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3550 FObj.Vel.X := oldvelx;
3552 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3553 if FAnim[FCurAnim, FDirection] <> nil then
3554 FAnim[FCurAnim, FDirection].Update();
3555 end;
3557 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3558 begin
3559 case FMonsterType of
3560 MONSTER_ZOMBY:
3561 begin
3562 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3563 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3564 end;
3565 MONSTER_SERG:
3566 begin
3567 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3568 FShellTimer := 10;
3569 FShellType := SHELL_SHELL;
3570 end;
3571 MONSTER_MAN:
3572 begin
3573 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3574 FShellTimer := 13;
3575 FShellType := SHELL_DBLSHELL;
3576 end;
3577 MONSTER_CGUN, MONSTER_SPIDER:
3578 begin
3579 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3580 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3581 end;
3582 MONSTER_IMP:
3583 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3584 MONSTER_CYBER:
3585 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3586 MONSTER_SKEL:
3587 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3588 MONSTER_BSP:
3589 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3590 MONSTER_ROBO:
3591 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3592 MONSTER_MANCUB:
3593 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3594 MONSTER_BARON, MONSTER_KNIGHT:
3595 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3596 MONSTER_CACO:
3597 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3598 end;
3599 end;
3601 procedure TMonster.Turn();
3602 begin
3603 // Ðàçâîðà÷èâàåìñÿ:
3604 if FDirection = D_LEFT then
3605 FDirection := D_RIGHT
3606 else
3607 FDirection := D_LEFT;
3609 // Áåæèì â âûáðàííóþ ñòîðîíó:
3610 if FDirection = D_RIGHT then
3611 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3612 else
3613 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3614 end;
3616 function TMonster.findNewPrey(): Boolean;
3617 var
3618 a: DWORD;
3619 l, l2: Integer;
3620 PlayersSee, MonstersSee: Array of DWORD;
3621 PlayerNear, MonsterNear: Integer;
3622 begin
3623 Result := False;
3624 SetLength(MonstersSee, 0);
3625 SetLength(PlayersSee, 0);
3627 FTargetUID := 0;
3628 l := 32000;
3629 PlayerNear := -1;
3630 MonsterNear := -1;
3632 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3633 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3634 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3635 for a := 0 to High(gPlayers) do
3636 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3637 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3638 begin
3639 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3640 begin
3641 SetLength(PlayersSee, Length(PlayersSee) + 1);
3642 PlayersSee[High(PlayersSee)] := a;
3643 end;
3644 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3645 Abs(gPlayers[a].GameY-FObj.Y);
3646 if l2 < l then
3647 begin
3648 l := l2;
3649 PlayerNear := Integer(a);
3650 end;
3651 end;
3653 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3654 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3655 for a := 0 to High(gMonsters) do
3656 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3657 (gMonsters[a].FUID <> FUID) then
3658 begin
3659 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3660 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3661 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3662 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3663 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3664 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3665 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3666 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3668 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3669 begin
3670 SetLength(MonstersSee, Length(MonstersSee) + 1);
3671 MonstersSee[High(MonstersSee)] := a;
3672 end;
3673 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3674 Abs(gMonsters[a].FObj.Y-FObj.Y);
3675 if l2 < l then
3676 begin
3677 l := l2;
3678 MonsterNear := Integer(a);
3679 end;
3680 end;
3682 case FBehaviour of
3683 BH_NORMAL, BH_KILLER:
3684 begin
3685 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3686 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3687 begin
3688 a := PlayersSee[Random(Length(PlayersSee))];
3689 FTargetUID := gPlayers[a].UID;
3690 end;
3691 // Çàòåì ïîáëèçîñòè
3692 if (FTargetUID = 0) and (PlayerNear > -1) then
3693 begin
3694 a := PlayerNear;
3695 FTargetUID := gPlayers[a].UID;
3696 end;
3697 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
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 ïîáëèçîñòè
3704 if (FTargetUID = 0) and (MonsterNear > -1) then
3705 begin
3706 a := MonsterNear;
3707 FTargetUID := gMonsters[a].UID;
3708 end;
3709 end;
3710 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3711 begin
3712 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3713 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3714 begin
3715 a := PlayersSee[Random(Length(PlayersSee))];
3716 FTargetUID := gPlayers[a].UID;
3717 end;
3718 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3719 begin
3720 a := MonstersSee[Random(Length(MonstersSee))];
3721 FTargetUID := gMonsters[a].UID;
3722 end;
3723 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3724 if (FTargetUID = 0) and (PlayerNear > -1) then
3725 begin
3726 a := PlayerNear;
3727 FTargetUID := gPlayers[a].UID;
3728 end;
3729 if (FTargetUID = 0) and (MonsterNear > -1) then
3730 begin
3731 a := MonsterNear;
3732 FTargetUID := gMonsters[a].UID;
3733 end;
3734 end;
3735 end;
3737 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3738 if FTargetUID = 0 then
3739 begin
3740 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3741 if FBehaviour = BH_INSANE then
3742 FTargetUID := FUID
3743 else
3744 FTargetTime := MAX_ATM;
3745 end
3746 else
3747 begin // Öåëü íàøëè
3748 FTargetTime := 0;
3749 Result := True;
3750 end;
3751 end;
3753 function TMonster.kick(o: PObj): Boolean;
3754 begin
3755 Result := False;
3757 case FMonsterType of
3758 MONSTER_FISH:
3759 begin
3760 SetState(STATE_ATTACK);
3761 Result := True;
3762 end;
3763 MONSTER_DEMON:
3764 begin
3765 SetState(STATE_ATTACK);
3766 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3767 Result := True;
3768 end;
3769 MONSTER_IMP:
3770 begin
3771 SetState(STATE_ATTACK);
3772 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3773 Result := True;
3774 end;
3775 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3776 begin
3777 SetState(STATE_ATTACK, ANIM_ATTACK2);
3778 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3779 Result := True;
3780 end;
3781 MONSTER_BARON, MONSTER_KNIGHT,
3782 MONSTER_CACO, MONSTER_MANCUB:
3783 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3784 if not g_Game_IsClient then Result := shoot(o, True);
3785 end;
3786 end;
3788 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3789 var
3790 xd, yd, m: Integer;
3791 begin
3792 Result := False;
3794 // Ñòðåëÿòü ðàíî:
3795 if FAmmo < 0 then
3796 Exit;
3798 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3799 if not immediately then
3800 case FMonsterType of
3801 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3802 Exit; // íå ñòðåëÿþò
3803 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3804 begin
3805 FAmmo := FAmmo + 1;
3806 // Âðåìÿ âûñòðåëà óïóùåíî:
3807 if FAmmo >= 50 then
3808 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3809 end;
3810 MONSTER_MAN: ;
3811 MONSTER_MANCUB:
3812 begin
3813 FAmmo := FAmmo + 1;
3814 // Âðåìÿ âûñòðåëà óïóùåíî:
3815 if FAmmo >= 5 then
3816 FAmmo := -50;
3817 end;
3818 MONSTER_SPIDER:
3819 begin
3820 FAmmo := FAmmo + 1;
3821 // Âðåìÿ âûñòðåëà óïóùåíî:
3822 if FAmmo >= 100 then
3823 FAmmo := -50;
3824 end;
3825 MONSTER_CYBER:
3826 begin
3827 // Ñòðåëÿåò íå âñåãäà:
3828 if Random(2) = 0 then
3829 Exit;
3830 FAmmo := FAmmo + 1;
3831 // Âðåìÿ âûñòðåëà óïóùåíî:
3832 if FAmmo >= 10 then
3833 FAmmo := -50;
3834 end;
3835 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3836 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3837 MONSTER_VILE: if Random(8) <> 0 then Exit;
3838 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3839 else if Random(16) <> 0 then Exit;
3840 end;
3842 // Öåëè íå âèäíî:
3843 if not g_Look(@FObj, o, FDirection) then
3844 Exit;
3846 FTargetTime := 0;
3848 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3849 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3851 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3852 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3853 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3854 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3855 Exit;
3857 case FMonsterType of
3858 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3859 begin
3860 SetState(STATE_SHOOT);
3861 {nn}
3862 end;
3863 MONSTER_SKEL:
3864 begin
3865 SetState(STATE_SHOOT);
3866 {nn}
3867 end;
3868 MONSTER_VILE:
3869 begin // Çàæèãàåì îãîíü
3870 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3871 ty := o^.Y+o^.Rect.Y;
3872 SetState(STATE_SHOOT);
3874 vilefire.Reset();
3876 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3877 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3878 end;
3879 MONSTER_SOUL:
3880 begin // Ëåòèò â ñòîðîíó öåëè:
3881 SetState(STATE_ATTACK);
3882 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3884 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3885 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3886 m := Max(Abs(xd), Abs(yd));
3887 if m = 0 then
3888 m := 1;
3890 FObj.Vel.X := (xd*16) div m;
3891 FObj.Vel.Y := (yd*16) div m;
3892 end;
3893 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3894 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3895 begin
3896 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3897 if FMonsterType = MONSTER_MANCUB then
3898 if FAmmo = 1 then
3899 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3901 SetState(STATE_SHOOT);
3902 end;
3903 else Exit;
3904 end;
3906 Result := True;
3907 end;
3909 function TMonster.Live(): Boolean;
3910 begin
3911 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3912 end;
3914 procedure TMonster.SetHealth(aH: Integer);
3915 begin
3916 if (aH > 0) and (aH < 1000000) then
3917 begin
3918 FHealth := aH;
3919 if FHealth > FMaxHealth then
3920 FMaxHealth := FHealth;
3921 end;
3922 end;
3924 procedure TMonster.WakeUp();
3925 begin
3926 if g_Game_IsClient then Exit;
3927 SetState(STATE_GO);
3928 FTargetTime := MAX_ATM;
3929 WakeUpSound();
3930 end;
3932 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3933 var
3934 i: Integer;
3935 sig: DWORD;
3936 b: Byte;
3937 anim: Boolean;
3938 begin
3939 if Mem = nil then
3940 Exit;
3942 // Ñèãíàòóðà ìîíñòðà:
3943 sig := MONSTER_SIGNATURE; // 'MONS'
3944 Mem.WriteDWORD(sig);
3945 // UID ìîíñòðà:
3946 Mem.WriteWord(FUID);
3947 // Íàïðàâëåíèå:
3948 if FDirection = D_LEFT then
3949 b := 1
3950 else // D_RIGHT
3951 b := 2;
3952 Mem.WriteByte(b);
3953 // Íàäî ëè óäàëèòü åãî:
3954 Mem.WriteBoolean(FRemoved);
3955 // Îñòàëîñü çäîðîâüÿ:
3956 Mem.WriteInt(FHealth);
3957 // Ñîñòîÿíèå:
3958 Mem.WriteByte(FState);
3959 // Òåêóùàÿ àíèìàöèÿ:
3960 Mem.WriteByte(FCurAnim);
3961 // UID öåëè:
3962 Mem.WriteWord(FTargetUID);
3963 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3964 Mem.WriteInt(FTargetTime);
3965 // Ïîâåäåíèå ìîíñòðà:
3966 Mem.WriteByte(FBehaviour);
3967 // Ãîòîâíîñòü ê âûñòðåëó:
3968 Mem.WriteInt(FAmmo);
3969 // Áîëü:
3970 Mem.WriteInt(FPain);
3971 // Âðåìÿ îæèäàíèÿ:
3972 Mem.WriteInt(FSleep);
3973 // Îçâó÷èâàòü ëè áîëü:
3974 Mem.WriteBoolean(FPainSound);
3975 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3976 Mem.WriteBoolean(FWaitAttackAnim);
3977 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3978 Mem.WriteBoolean(FChainFire);
3979 // Ïîäëåæèò ëè ðåñïàâíó:
3980 Mem.WriteBoolean(FNoRespawn);
3981 // Êîîðäèíàòû öåëè:
3982 Mem.WriteInt(tx);
3983 Mem.WriteInt(ty);
3984 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3985 Mem.WriteInt(FStartID);
3986 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3987 Mem.WriteInt(FSpawnTrigger);
3988 // Îáúåêò ìîíñòðà:
3989 Obj_SaveState(@FObj, Mem);
3990 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3991 anim := vilefire <> nil;
3992 Mem.WriteBoolean(anim);
3993 // Åñëè åñòü - ñîõðàíÿåì:
3994 if anim then
3995 vilefire.SaveState(Mem);
3996 // Àíèìàöèè:
3997 for i := ANIM_SLEEP to ANIM_PAIN do
3998 begin
3999 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4000 anim := FAnim[i, D_LEFT] <> nil;
4001 Mem.WriteBoolean(anim);
4002 // Åñëè åñòü - ñîõðàíÿåì:
4003 if anim then
4004 FAnim[i, D_LEFT].SaveState(Mem);
4005 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4006 anim := FAnim[i, D_RIGHT] <> nil;
4007 Mem.WriteBoolean(anim);
4008 // Åñëè åñòü - ñîõðàíÿåì:
4009 if anim then
4010 FAnim[i, D_RIGHT].SaveState(Mem);
4011 end;
4012 end;
4014 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4015 var
4016 i: Integer;
4017 sig: DWORD;
4018 b: Byte;
4019 anim: Boolean;
4020 begin
4021 if Mem = nil then
4022 Exit;
4024 // Ñèãíàòóðà ìîíñòðà:
4025 Mem.ReadDWORD(sig);
4026 if sig <> MONSTER_SIGNATURE then // 'MONS'
4027 begin
4028 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4029 end;
4030 // UID ìîíñòðà:
4031 Mem.ReadWord(FUID);
4032 // Íàïðàâëåíèå:
4033 Mem.ReadByte(b);
4034 if b = 1 then
4035 FDirection := D_LEFT
4036 else // b = 2
4037 FDirection := D_RIGHT;
4038 // Íàäî ëè óäàëèòü åãî:
4039 Mem.ReadBoolean(FRemoved);
4040 // Îñòàëîñü çäîðîâüÿ:
4041 Mem.ReadInt(FHealth);
4042 // Ñîñòîÿíèå:
4043 Mem.ReadByte(FState);
4044 // Òåêóùàÿ àíèìàöèÿ:
4045 Mem.ReadByte(FCurAnim);
4046 // UID öåëè:
4047 Mem.ReadWord(FTargetUID);
4048 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4049 Mem.ReadInt(FTargetTime);
4050 // Ïîâåäåíèå ìîíñòðà:
4051 Mem.ReadByte(FBehaviour);
4052 // Ãîòîâíîñòü ê âûñòðåëó:
4053 Mem.ReadInt(FAmmo);
4054 // Áîëü:
4055 Mem.ReadInt(FPain);
4056 // Âðåìÿ îæèäàíèÿ:
4057 Mem.ReadInt(FSleep);
4058 // Îçâó÷èâàòü ëè áîëü:
4059 Mem.ReadBoolean(FPainSound);
4060 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4061 Mem.ReadBoolean(FWaitAttackAnim);
4062 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4063 Mem.ReadBoolean(FChainFire);
4064 // Ïîäëåæèò ëè ðåñïàâíó
4065 Mem.ReadBoolean(FNoRespawn);
4066 // Êîîðäèíàòû öåëè:
4067 Mem.ReadInt(tx);
4068 Mem.ReadInt(ty);
4069 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4070 Mem.ReadInt(FStartID);
4071 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4072 Mem.ReadInt(FSpawnTrigger);
4073 // Îáúåêò ìîíñòðà:
4074 Obj_LoadState(@FObj, Mem);
4075 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4076 Mem.ReadBoolean(anim);
4077 // Åñëè åñòü - çàãðóæàåì:
4078 if anim then
4079 begin
4080 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4081 vilefire.LoadState(Mem);
4082 end;
4083 // Àíèìàöèè:
4084 for i := ANIM_SLEEP to ANIM_PAIN do
4085 begin
4086 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4087 Mem.ReadBoolean(anim);
4088 // Åñëè åñòü - çàãðóæàåì:
4089 if anim then
4090 begin
4091 Assert(FAnim[i, D_LEFT] <> nil,
4092 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4093 FAnim[i, D_LEFT].LoadState(Mem);
4094 end;
4095 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4096 Mem.ReadBoolean(anim);
4097 // Åñëè åñòü - çàãðóæàåì:
4098 if anim then
4099 begin
4100 Assert(FAnim[i, D_RIGHT] <> nil,
4101 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4102 FAnim[i, D_RIGHT].LoadState(Mem);
4103 end;
4104 end;
4105 end;
4107 procedure TMonster.ActivateTriggers();
4108 var
4109 a: Integer;
4110 begin
4111 if FDieTriggers <> nil then
4112 for a := 0 to High(FDieTriggers) do
4113 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4114 if FSpawnTrigger > -1 then
4115 begin
4116 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4117 FSpawnTrigger := -1;
4118 end;
4119 end;
4121 procedure TMonster.AddTrigger(t: Integer);
4122 begin
4123 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4124 FDieTriggers[High(FDieTriggers)] := t;
4125 end;
4127 procedure TMonster.ClearTriggers();
4128 begin
4129 SetLength(FDieTriggers, 0);
4130 end;
4132 end.