DEADSOFTWARE

put "{$MODE ...}" directive in each source file; removed trailing spaces, and convert...
[d2df-sdl.git] / src / game / g_monsters.pas
1 {$MODE DELPHI}
2 unit g_monsters;
4 interface
6 uses
7 g_basic, e_graphics, g_phys, g_textures,
8 g_saveload, BinEditor, g_panel;
10 const
11 MONSTATE_SLEEP = 0;
12 MONSTATE_GO = 1;
13 MONSTATE_RUN = 2;
14 MONSTATE_CLIMB = 3;
15 MONSTATE_DIE = 4;
16 MONSTATE_DEAD = 5;
17 MONSTATE_ATTACK = 6;
18 MONSTATE_SHOOT = 7;
19 MONSTATE_PAIN = 8;
20 MONSTATE_WAIT = 9;
21 MONSTATE_REVIVE = 10;
22 MONSTATE_RUNOUT = 11;
24 BH_NORMAL = 0;
25 BH_KILLER = 1;
26 BH_MANIAC = 2;
27 BH_INSANE = 3;
28 BH_CANNIBAL = 4;
29 BH_GOOD = 5;
31 type
32 TMonster = Class (TObject)
33 private
34 FMonsterType: Byte;
35 FUID: Word;
36 FDirection: TDirection;
37 FStartDirection: TDirection;
38 FStartX, FStartY: Integer;
39 FRemoved: Boolean;
40 FHealth: Integer;
41 FMaxHealth: Integer;
42 FState: Byte;
43 FCurAnim: Byte;
44 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
45 FTargetUID: Word;
46 FTargetTime: Integer;
47 FBehaviour: Byte;
48 FAmmo: Integer;
49 FPain: Integer;
50 FSleep: Integer;
51 FPainSound: Boolean;
52 FWaitAttackAnim: Boolean;
53 FChainFire: Boolean;
54 tx, ty: Integer;
55 FStartID: Integer;
56 FObj: TObj;
57 FBloodRed: Byte;
58 FBloodGreen: Byte;
59 FBloodBlue: Byte;
60 FBloodKind: Byte;
61 FShellTimer: Integer;
62 FShellType: Byte;
63 vilefire: TAnimation;
65 FDieTriggers: Array of Integer;
66 FSpawnTrigger: Integer;
68 procedure Turn();
69 function findNewPrey(): Boolean;
70 procedure ActivateTriggers();
72 public
73 FNoRespawn: Boolean;
75 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
76 destructor Destroy(); override;
77 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
78 function Collide(Panel: TPanel): Boolean; overload;
79 function Collide(X, Y: Integer): Boolean; overload;
80 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
81 function Live(): Boolean;
82 procedure SetHealth(aH: Integer);
83 procedure Push(vx, vy: Integer);
84 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
85 function Heal(Value: Word): Boolean;
86 procedure BFGHit();
87 procedure Update();
88 procedure ClientUpdate();
89 procedure ClientAttack(wx, wy, tx, ty: Integer);
90 procedure SetDeadAnim;
91 procedure Draw();
92 procedure WakeUp();
93 procedure WakeUpSound();
94 procedure DieSound();
95 procedure PainSound();
96 procedure ActionSound();
97 procedure AddTrigger(t: Integer);
98 procedure ClearTriggers();
99 procedure Respawn();
100 procedure SaveState(var Mem: TBinMemoryWriter);
101 procedure LoadState(var Mem: TBinMemoryReader);
102 procedure SetState(State: Byte; ForceAnim: Byte = 255);
103 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
104 procedure MakeBloodSimple(Count: Word);
105 procedure RevertAnim(R: Boolean = True);
106 function AnimIsReverse: Boolean;
107 function shoot(o: PObj; immediately: Boolean): Boolean;
108 function kick(o: PObj): Boolean;
110 property MonsterType: Byte read FMonsterType;
111 property MonsterHealth: Integer read FHealth write FHealth;
112 property MonsterAmmo: Integer read FAmmo write FAmmo;
113 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
114 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
115 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
116 property MonsterSleep: Integer read FSleep write FSleep;
117 property MonsterState: Byte read FState write FState;
118 property MonsterRemoved: Boolean read FRemoved write FRemoved;
119 property MonsterPain: Integer read FPain write FPain;
120 property MonsterAnim: Byte read FCurAnim write FCurAnim;
122 property Obj: TObj read FObj;
123 property UID: Word read FUID write FUID;
124 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
126 property GameX: Integer read FObj.X write FObj.X;
127 property GameY: Integer read FObj.Y write FObj.Y;
128 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
129 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
130 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
131 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
132 property GameDirection: TDirection read FDirection write FDirection;
134 property StartID: Integer read FStartID;
135 end;
137 procedure g_Monsters_LoadData();
138 procedure g_Monsters_FreeData();
139 procedure g_Monsters_Init();
140 procedure g_Monsters_Free();
141 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
142 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
143 procedure g_Monsters_Update();
144 procedure g_Monsters_Draw();
145 procedure g_Monsters_DrawHealth();
146 function g_Monsters_Get(UID: Word): TMonster;
147 procedure g_Monsters_killedp();
148 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
149 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
150 function g_Monsters_GetIDByName(name: String): Integer;
151 function g_Monsters_GetNameByID(MonsterType: Byte): String;
152 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
154 var
155 gMonsters: array of TMonster;
157 implementation
159 uses
160 e_log, g_main, g_sound, g_gfx, g_player, g_game,
161 g_weapons, g_triggers, MAPDEF, g_items, g_options,
162 g_console, g_map, Math, SysUtils, g_menu, wadreader,
163 g_language, g_netmsg;
165 const
166 ANIM_SLEEP = 0;
167 ANIM_GO = 1;
168 ANIM_DIE = 2;
169 ANIM_MESS = 3;
170 ANIM_ATTACK = 4;
171 ANIM_ATTACK2 = 5;
172 ANIM_PAIN = 6;
174 STATE_SLEEP = 0;
175 STATE_GO = 1;
176 STATE_RUN = 2;
177 STATE_CLIMB = 3;
178 STATE_DIE = 4;
179 STATE_DEAD = 5;
180 STATE_ATTACK = 6;
181 STATE_SHOOT = 7;
182 STATE_PAIN = 8;
183 STATE_WAIT = 9;
184 STATE_REVIVE = 10;
185 STATE_RUNOUT = 11;
187 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
189 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
190 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
191 record
192 name: String;
193 loop: Boolean;
194 end = ((name: 'SLEEP'; loop: True),
195 (name: 'GO'; loop: True),
196 (name: 'DIE'; loop: False),
197 (name: 'MESS'; loop: False),
198 (name: 'ATTACK'; loop: False),
199 (name: 'ATTACK2'; loop: False),
200 (name: 'PAIN'; loop: False));
202 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
203 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
204 record
205 Name: String;
206 Rect: TRectWH;
207 Health: Word;
208 RunVel: Byte;
209 MinPain: Byte;
210 Pain: Byte;
211 Jump: Byte;
212 end =
213 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
214 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
216 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
217 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
219 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
220 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
222 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
223 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
225 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
226 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
228 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
229 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
231 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
232 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
234 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
235 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
237 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
238 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
240 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
241 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
243 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
244 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
246 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
247 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
249 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
250 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
252 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
253 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
255 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
256 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
258 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
259 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
261 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
262 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
264 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
265 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
267 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
268 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
270 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
271 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
273 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
274 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
275 record
276 LeftAnim: Boolean;
277 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
278 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
279 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
280 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
281 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
282 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
283 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));
284 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))),
286 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
287 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));
288 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))),
290 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
291 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));
292 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))),
294 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
295 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));
296 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))),
298 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
299 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));
300 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))),
302 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
303 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));
304 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))),
306 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
307 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));
308 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))),
310 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
311 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));
312 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))),
314 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
315 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));
316 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))),
318 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
319 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));
320 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))),
322 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
323 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));
324 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))),
326 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
327 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));
328 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))),
330 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
331 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));
332 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))),
334 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
335 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));
336 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))),
338 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
339 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));
340 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))),
342 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
343 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));
344 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))),
346 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
347 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));
348 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 ))),
350 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
351 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));
352 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))),
354 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
355 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));
356 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))),
358 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
359 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));
360 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))) );
362 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
363 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
365 var
366 pt_x: Integer = 0;
367 pt_xs: Integer = 1;
368 pt_y: Integer = 0;
369 pt_ys: Integer = 1;
370 soulcount: Integer = 0;
372 function FindMonster(): DWORD;
373 var
374 i: Integer;
375 begin
376 if gMonsters <> nil then
377 for i := 0 to High(gMonsters) do
378 if gMonsters[i] = nil then
379 begin
380 Result := i;
381 Exit;
382 end;
384 if gMonsters = nil then
385 begin
386 SetLength(gMonsters, 32);
387 Result := 0;
388 end
389 else
390 begin
391 Result := High(gMonsters) + 1;
392 SetLength(gMonsters, Length(gMonsters) + 32);
393 end;
394 end;
396 function IsFriend(a, b: Byte): Boolean;
397 begin
398 Result := True;
400 // Áî÷êà - âñåì äðóã:
401 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
402 Exit;
404 // Ìîíñòðû îäíîãî âèäà:
405 if a = b then
406 case a of
407 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
408 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
409 Exit; // Ýòè íå áüþò ñâîèõ
410 end;
412 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
413 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
414 Exit;
415 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
416 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
417 Exit;
419 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
420 Result := False;
421 end;
423 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
424 var
425 m: TMonster;
426 UIDType, MonsterType: Byte;
427 begin
428 Result := False;
429 MonsterType := 0;
431 UIDType := g_GetUIDType(SpawnerUID);
432 if UIDType = UID_MONSTER then
433 begin
434 m := g_Monsters_Get(SpawnerUID);
435 if m = nil then Exit;
436 MonsterType := m.FMonsterType;
437 end;
439 case BH of
440 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
441 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
443 BH_KILLER: Result := UIDType = UID_PLAYER;
444 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
445 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
447 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
448 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
449 end;
450 end;
452 function canShoot(m: Byte): Boolean;
453 begin
454 Result := False;
456 case m of
457 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
458 Exit;
459 else
460 Result := True;
461 end;
462 end;
464 function isCorpse(o: PObj; immediately: Boolean): Integer;
465 var
466 a: Integer;
467 begin
468 Result := -1;
470 // Åñëè íóæíà âåðîÿòíîñòü:
471 if not immediately then
472 if Random(8) <> 0 then
473 Exit;
475 if gMonsters = nil then
476 Exit;
478 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
479 for a := 0 to High(gMonsters) do
480 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
481 if g_Obj_Collide(o, @gMonsters[a].FObj) then
482 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
483 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
484 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
485 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
486 begin
487 Result := a;
488 Exit;
489 end;
490 end;
491 end;
493 procedure g_Monsters_LoadData();
494 begin
495 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
497 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
503 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
504 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
510 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
511 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
517 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
518 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
525 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
532 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
539 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
546 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
553 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
560 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
567 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
574 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
581 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
588 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
595 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
602 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
609 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
616 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
623 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
630 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
637 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
648 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
650 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
653 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
658 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
661 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
662 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
666 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
673 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
677 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
678 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
679 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
682 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
687 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
693 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
699 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
704 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
711 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
714 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
721 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
725 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
727 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
728 end;
730 procedure g_Monsters_FreeData();
731 begin
732 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
736 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
742 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
748 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
754 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
764 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
770 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
775 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
780 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
785 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
791 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
797 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
807 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
815 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
823 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
828 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
853 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
862 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
864 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
866 g_Sound_Delete('SOUND_MONSTER_PAIN');
867 g_Sound_Delete('SOUND_MONSTER_PAIN2');
868 g_Sound_Delete('SOUND_MONSTER_ACTION');
869 g_Sound_Delete('SOUND_MONSTER_ACTION2');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
872 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
873 g_Sound_Delete('SOUND_MONSTER_DIE_1');
874 g_Sound_Delete('SOUND_MONSTER_DIE_2');
875 g_Sound_Delete('SOUND_MONSTER_DIE_3');
876 g_Sound_Delete('SOUND_MONSTER_SLOP');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
880 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
883 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
885 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
887 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
889 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
890 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
891 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
892 g_Sound_Delete('SOUND_MONSTER_HAHA');
893 g_Sound_Delete('SOUND_MONSTER_TRUP');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
896 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
898 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
899 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
900 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
901 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
903 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
904 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
905 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
907 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
913 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
918 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
922 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
924 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
927 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
928 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
932 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
935 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
941 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
942 end;
944 procedure g_Monsters_Init();
945 begin
946 soulcount := 0;
947 end;
949 procedure g_Monsters_Free();
950 var
951 a: Integer;
952 begin
953 if gMonsters <> nil then
954 for a := 0 to High(gMonsters) do
955 gMonsters[a].Free();
957 gMonsters := nil;
958 end;
960 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
961 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
962 var
963 find_id: DWORD;
964 begin
965 Result := -1;
967 // Íåò òàêîãî ìîíñòðà:
968 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
969 Exit;
971 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
972 if MonsterType = MONSTER_SOUL then
973 if soulcount > MAX_SOUL then
974 Exit
975 else
976 soulcount := soulcount + 1;
978 find_id := FindMonster();
980 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
982 // Íàñòðàèâàåì ïîëîæåíèå:
983 with gMonsters[find_id] do
984 begin
985 if AdjCoord then
986 begin
987 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
988 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
989 end
990 else
991 begin
992 FObj.X := X-FObj.Rect.X;
993 FObj.Y := Y-FObj.Rect.Y;
994 end;
996 FDirection := Direction;
997 FStartDirection := Direction;
998 FStartX := GameX;
999 FStartY := GameY;
1000 end;
1002 Result := find_id;
1003 end;
1005 procedure g_Monsters_killedp();
1006 var
1007 a, h: Integer;
1008 begin
1009 if gMonsters = nil then
1010 Exit;
1012 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1013 h := High(gMonsters);
1014 for a := 0 to h do
1015 if (gMonsters[a] <> nil) then
1016 with gMonsters[a] do
1017 if (FMonsterType = MONSTER_MAN) and
1018 (FState <> STATE_DEAD) and
1019 (FState <> STATE_SLEEP) and
1020 (FState <> STATE_DIE) then
1021 begin
1022 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1023 Exit;
1024 end;
1025 end;
1027 procedure g_Monsters_Update();
1028 var
1029 a: Integer;
1030 begin
1031 // Öåëåóêàçàòåëü:
1032 if gTime mod (GAME_TICK*2) = 0 then
1033 begin
1034 pt_x := pt_x+pt_xs;
1035 pt_y := pt_y+pt_ys;
1036 if Abs(pt_x) > 246 then
1037 pt_xs := -pt_xs;
1038 if Abs(pt_y) > 100 then
1039 pt_ys := -pt_ys;
1040 end;
1042 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1044 if gMonsters <> nil then
1045 for a := 0 to High(gMonsters) do
1046 if (gMonsters[a] <> nil) then
1047 if not gMonsters[a].FRemoved then
1048 begin
1049 if g_Game_IsClient then
1050 gMonsters[a].ClientUpdate()
1051 else
1052 gMonsters[a].Update();
1053 end
1054 else
1055 begin
1056 gMonsters[a].Free();
1057 gMonsters[a] := nil;
1058 end;
1060 gMon := False;
1061 end;
1063 procedure g_Monsters_Draw();
1064 var
1065 a: Integer;
1066 begin
1067 if gMonsters <> nil then
1068 for a := 0 to High(gMonsters) do
1069 if gMonsters[a] <> nil then
1070 gMonsters[a].Draw();
1071 end;
1073 procedure g_Monsters_DrawHealth();
1074 var
1075 a: Integer;
1076 fW, fH: Byte;
1077 begin
1078 if gMonsters = nil then Exit;
1079 e_TextureFontGetSize(gStdFont, fW, fH);
1081 for a := 0 to High(gMonsters) do
1082 if gMonsters[a] <> nil then
1083 begin
1084 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1085 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1086 IntToStr(gMonsters[a].FHealth), gStdFont);
1087 end;
1088 end;
1090 function g_Monsters_Get(UID: Word): TMonster;
1091 var
1092 a: Integer;
1093 begin
1094 Result := nil;
1096 if gMonsters <> nil then
1097 for a := 0 to High(gMonsters) do
1098 if (gMonsters[a] <> nil) and
1099 (gMonsters[a].FUID = UID) then
1100 begin
1101 Result := gMonsters[a];
1102 Break;
1103 end;
1104 end;
1106 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1107 var
1108 count, i: Integer;
1109 b: Byte;
1110 begin
1111 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1112 count := 0;
1113 if gMonsters <> nil then
1114 for i := 0 to High(gMonsters) do
1115 if gMonsters[i] <> nil then
1116 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1117 count := count + 1;
1119 Mem := TBinMemoryWriter.Create((count+1) * 350);
1121 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1122 Mem.WriteInt(pt_x);
1123 Mem.WriteInt(pt_xs);
1124 Mem.WriteInt(pt_y);
1125 Mem.WriteInt(pt_ys);
1127 // Êîëè÷åñòâî ìîíñòðîâ:
1128 Mem.WriteInt(count);
1130 if count = 0 then
1131 Exit;
1133 // Ñîõðàíÿåì ìîíñòðîâ:
1134 for i := 0 to High(gMonsters) do
1135 if gMonsters[i] <> nil then
1136 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1137 begin
1138 // Òèï ìîíñòðà:
1139 b := gMonsters[i].MonsterType;
1140 Mem.WriteByte(b);
1141 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1142 gMonsters[i].SaveState(Mem);
1143 end;
1144 end;
1146 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1147 var
1148 count, i, a: Integer;
1149 b: Byte;
1150 begin
1151 if Mem = nil then
1152 Exit;
1154 g_Monsters_Free();
1156 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1157 Mem.ReadInt(pt_x);
1158 Mem.ReadInt(pt_xs);
1159 Mem.ReadInt(pt_y);
1160 Mem.ReadInt(pt_ys);
1162 // Êîëè÷åñòâî ìîíñòðîâ:
1163 Mem.ReadInt(count);
1165 if count = 0 then
1166 Exit;
1168 // Çàãðóæàåì ìîíñòðîâ:
1169 for a := 0 to count-1 do
1170 begin
1171 // Òèï ìîíñòðà:
1172 Mem.ReadByte(b);
1173 // Ñîçäàåì ìîíñòðà:
1174 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1175 if i < 0 then
1176 begin
1177 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1178 end;
1179 // Çàãðóæàåì äàííûå ìîíñòðà:
1180 gMonsters[i].LoadState(Mem);
1181 end;
1182 end;
1184 function g_Monsters_GetIDByName(name: String): Integer;
1185 var
1186 i: Integer;
1187 begin
1188 name := UpperCase(name);
1189 i := MONSTER_DEMON;
1190 while (i <= MONSTER_MAN) do
1191 begin
1192 if name = MONSTERTABLE[i].Name then
1193 begin
1194 Result := i;
1195 Exit;
1196 end;
1197 Inc(i);
1198 end;
1200 Result := -1;
1201 end;
1203 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1204 begin
1205 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1206 Result := MONSTERTABLE[MonsterType].Name
1207 else
1208 Result := '?';
1209 end;
1211 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1212 begin
1213 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1214 Result := KilledByMonster[MonsterType]
1215 else
1216 Result := '?';
1217 end;
1219 { T M o n s t e r : }
1221 procedure TMonster.ActionSound();
1222 begin
1223 case FMonsterType of
1224 MONSTER_IMP:
1225 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1226 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1227 MONSTER_MANCUB:
1228 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1229 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1230 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1231 MONSTER_SPIDER:
1232 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1233 MONSTER_BSP:
1234 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1235 MONSTER_VILE:
1236 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1237 MONSTER_SKEL:
1238 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1239 MONSTER_CYBER:
1241 MONSTER_MAN:
1242 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1243 end;
1244 end;
1246 procedure TMonster.PainSound();
1247 begin
1248 if FPainSound then
1249 Exit;
1251 FPainSound := True;
1253 case FMonsterType of
1254 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1255 MONSTER_SKEL, MONSTER_CGUN:
1256 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1257 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1258 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1259 MONSTER_CYBER:
1260 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1261 MONSTER_VILE:
1262 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1263 MONSTER_MANCUB:
1264 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1265 MONSTER_PAIN:
1266 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1267 MONSTER_MAN:
1268 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1269 end;
1270 end;
1272 procedure TMonster.DieSound();
1273 begin
1274 case FMonsterType of
1275 MONSTER_IMP:
1276 case Random(2) of
1277 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1278 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1279 end;
1280 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1281 case Random(3) of
1282 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1283 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1284 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1285 end;
1286 MONSTER_DEMON:
1287 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1288 MONSTER_BARREL:
1289 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1290 MONSTER_SOUL:
1291 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1292 MONSTER_BSP:
1293 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1294 MONSTER_VILE:
1295 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1296 MONSTER_BARON:
1297 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1298 MONSTER_CACO:
1299 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1300 MONSTER_CYBER:
1301 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1302 MONSTER_KNIGHT:
1303 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1304 MONSTER_MANCUB:
1305 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1306 MONSTER_PAIN:
1307 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1308 MONSTER_SKEL:
1309 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1310 MONSTER_SPIDER:
1311 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1312 MONSTER_MAN:
1313 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1314 end;
1315 end;
1317 procedure TMonster.WakeUpSound();
1318 begin
1319 case FMonsterType of
1320 MONSTER_IMP:
1321 case Random(2) of
1322 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1323 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1324 end;
1325 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1326 case Random(3) of
1327 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1328 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1329 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1330 end;
1331 MONSTER_MAN:
1332 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1333 MONSTER_BSP:
1334 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1335 MONSTER_VILE:
1336 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1337 MONSTER_BARON:
1338 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1339 MONSTER_CACO:
1340 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1341 MONSTER_CYBER:
1342 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1343 MONSTER_KNIGHT:
1344 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1345 MONSTER_MANCUB:
1346 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1347 MONSTER_PAIN:
1348 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1349 MONSTER_DEMON:
1350 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1351 MONSTER_SKEL:
1352 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1353 MONSTER_SPIDER:
1354 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1355 MONSTER_SOUL:
1357 end;
1358 end;
1360 procedure TMonster.BFGHit();
1361 begin
1362 if FMonsterType = MONSTER_FISH then
1363 Exit;
1365 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1366 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1367 {if g_Game_IsServer and g_Game_IsNet then
1368 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1369 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1370 0, NET_GFX_BFG);}
1371 end;
1373 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1374 begin
1375 Result := g_Collide(FObj.X+FObj.Rect.X,
1376 FObj.Y+FObj.Rect.Y,
1377 FObj.Rect.Width,
1378 FObj.Rect.Height,
1379 X, Y,
1380 Width, Height);
1381 end;
1383 function TMonster.Collide(Panel: TPanel): Boolean;
1384 begin
1385 Result := g_Collide(FObj.X+FObj.Rect.X,
1386 FObj.Y+FObj.Rect.Y,
1387 FObj.Rect.Width,
1388 FObj.Rect.Height,
1389 Panel.X, Panel.Y,
1390 Panel.Width, Panel.Height);
1391 end;
1393 function TMonster.Collide(X, Y: Integer): Boolean;
1394 begin
1395 X := X - FObj.X - FObj.Rect.X;
1396 Y := Y - FObj.Y - FObj.Rect.Y;
1397 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1398 (y >= 0) and (y <= FObj.Rect.Height);
1399 end;
1401 procedure TMonster.Respawn;
1402 begin
1403 FObj.Vel.X := 0;
1404 FObj.Vel.Y := 0;
1405 FObj.Accel.X := 0;
1406 FObj.Accel.Y := 0;
1407 FDirection := FStartDirection;
1408 GameX := FStartX;
1409 GameY := FStartY;
1410 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1411 FHealth := MONSTERTABLE[FMonsterType].Health;
1412 FAmmo := 0;
1413 FPain := 0;
1414 FTargetUID := 0;
1415 FTargetTime := 0;
1416 FDieTriggers := nil;
1417 FWaitAttackAnim := False;
1418 FChainFire := False;
1419 FShellTimer := -1;
1421 FState := STATE_SLEEP;
1422 FCurAnim := ANIM_SLEEP;
1424 if g_Game_IsNet and g_Game_IsServer then
1425 begin
1426 MH_SEND_MonsterPos(FUID);
1427 MH_SEND_MonsterState(FUID);
1428 end;
1429 end;
1431 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1432 var
1433 a: Integer;
1434 FramesID: DWORD;
1435 s: String;
1436 res: Boolean;
1437 begin
1438 if ForcedUID < 0 then
1439 FUID := g_CreateUID(UID_MONSTER)
1440 else
1441 FUID := ForcedUID;
1443 FMonsterType := MonsterType;
1445 g_Obj_Init(@FObj);
1447 FState := STATE_SLEEP;
1448 FCurAnim := ANIM_SLEEP;
1449 FHealth := MONSTERTABLE[MonsterType].Health;
1450 FMaxHealth := FHealth;
1451 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1452 FDieTriggers := nil;
1453 FSpawnTrigger := -1;
1454 FWaitAttackAnim := False;
1455 FChainFire := False;
1456 FStartID := aID;
1457 FNoRespawn := False;
1458 FShellTimer := -1;
1459 FBehaviour := BH_NORMAL;
1461 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1462 FBloodKind := BLOOD_SPARKS
1463 else
1464 FBloodKind := BLOOD_NORMAL;
1465 if FMonsterType = MONSTER_CACO then
1466 begin
1467 FBloodRed := 0;
1468 FBloodGreen := 0;
1469 FBloodBlue := 150;
1470 end
1471 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1472 begin
1473 FBloodRed := 0;
1474 FBloodGreen := 150;
1475 FBloodBlue := 0;
1476 end
1477 else
1478 begin
1479 FBloodRed := 150;
1480 FBloodGreen := 0;
1481 FBloodBlue := 0;
1482 end;
1484 SetLength(FAnim, Length(ANIMTABLE));
1486 for a := 0 to High(FAnim) do
1487 begin
1488 FAnim[a, D_LEFT] := nil;
1489 FAnim[a, D_RIGHT] := nil;
1490 end;
1492 for a := ANIM_SLEEP to ANIM_PAIN do
1493 if (ANIMTABLE[a].name <> '') and
1494 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1495 begin
1496 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1497 '_'+ANIMTABLE[a].name;
1499 res := g_Frames_Exists(s);
1501 if res then
1502 res := g_Frames_Get(FramesID, s);
1504 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1505 if (not res) then
1506 begin
1507 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1508 if a <> ANIM_MESS then
1509 Continue;
1511 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1512 '_'+ANIMTABLE[ANIM_DIE].name) then
1513 begin
1514 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1515 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1516 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1517 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1518 Continue;
1519 end;
1520 end;
1522 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1523 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1525 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1526 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1527 begin
1528 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1529 '_'+ANIMTABLE[a].name+'_L';
1530 if g_Frames_Exists(s) then
1531 g_Frames_Get(FramesID, s);
1532 end;
1534 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1535 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1536 end;
1538 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1539 if MonsterType = MONSTER_VILE then
1540 begin
1541 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1542 vilefire := TAnimation.Create(FramesID, True, 2);
1543 end
1544 else
1545 vilefire := nil;
1546 end;
1548 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1549 var
1550 c, it: Integer;
1551 p: TPlayer;
1552 begin
1553 Result := False;
1555 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1556 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1557 Exit;
1559 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1560 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1561 begin
1562 FSleep := 20;
1563 if Random(2) = 0 then
1564 FDirection := D_RIGHT
1565 else
1566 FDirection := D_LEFT;
1567 Result := True;
1568 SetState(STATE_RUN);
1569 Exit;
1570 end;
1572 // Ëîâóøêà óáèâàåò ñðàçó:
1573 if t = HIT_TRAP then
1574 FHealth := -100;
1576 // Ðîáîòó óðîíà íåò:
1577 if FMonsterType = MONSTER_ROBO then
1578 Damage := 0;
1580 // Íàíîñèì óðîí:
1581 if g_Game_IsServer then Dec(FHealth, Damage);
1583 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1584 if FPain = 0 then
1585 FPain := 3;
1586 FPain := FPain+Damage;
1588 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1589 if FState <> STATE_PAIN then
1590 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1591 (FMonsterType <> MONSTER_BARREL) then
1592 SetState(STATE_PAIN);
1594 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1595 if (gBloodCount > 0) then
1596 begin
1597 c := Min(Damage, 200);
1598 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1600 if (VelX = 0) and (VelY = 0) then
1601 MakeBloodSimple(c)
1602 else
1603 case t of
1604 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1605 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1606 end;
1607 end;
1609 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1610 if (SpawnerUID <> FUID) and
1611 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1612 begin
1613 FTargetUID := SpawnerUID;
1614 FTargetTime := 0;
1615 end;
1617 // Çäîðîâüå çàêîí÷èëîñü:
1618 if FHealth <= 0 then
1619 begin
1620 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1621 if (FMonsterType <> MONSTER_BARREL) then
1622 begin
1623 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1624 begin
1625 p := g_Player_Get(SpawnerUID);
1626 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1627 begin
1628 p.MonsterKills := p.MonsterKills+1;
1629 if gGameSettings.GameMode = GM_COOP then
1630 p.Frags := p.Frags + 1;
1631 // Uncomment this if you want to double-kill monsters
1632 //p.FragCombo();
1633 end;
1634 end;
1635 if gLMSRespawn = LMS_RESPAWN_NONE then
1636 begin
1637 Inc(gCoopMonstersKilled);
1638 if g_Game_IsNet then
1639 MH_SEND_GameStats;
1640 end;
1641 end;
1643 // Âûáèðàåì ëóò:
1644 case FMonsterType of
1645 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1646 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1647 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1648 MONSTER_MAN: c := ITEM_KEY_RED;
1649 else c := 0;
1650 end;
1652 // Áðîñàåì ëóò:
1653 if c <> 0 then
1654 begin
1655 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1656 FObj.Y + (FObj.Rect.Height div 2),
1657 c, True, False);
1658 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1659 (FObj.Vel.Y div 2)-Random(4));
1660 if g_Game_IsServer and g_Game_IsNet then
1661 MH_SEND_ItemSpawn(True, it);
1662 end;
1664 // Òðóï äàëüøå íå èäåò:
1665 FObj.Vel.X := 0;
1667 // Ó òðóïà ðàçìåðû ìåíüøå:
1668 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1669 begin
1670 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1671 FObj.Rect.Height := 12;
1672 end;
1674 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1675 if (FHealth <= -30) and
1676 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1677 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1678 (FMonsterType = MONSTER_MAN)) then
1679 begin
1680 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1681 SetState(STATE_DIE, ANIM_MESS);
1682 end
1683 else
1684 begin
1685 DieSound();
1686 SetState(STATE_DIE);
1687 end;
1689 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1690 if g_Game_IsServer then ActivateTriggers();
1692 FHealth := 0;
1693 end
1694 else
1695 if FState = STATE_SLEEP then
1696 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1697 FPain := MONSTERTABLE[FMonsterType].Pain;
1698 SetState(STATE_GO);
1699 end;
1701 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1702 Result := True;
1703 end;
1705 function TMonster.Heal(Value: Word): Boolean;
1706 begin
1707 Result := False;
1708 if g_Game_IsClient then
1709 Exit;
1710 if not Live then
1711 Exit;
1713 if FHealth < FMaxHealth then
1714 begin
1715 IncMax(FHealth, Value, FMaxHealth);
1716 if g_Game_IsServer and g_Game_IsNet then
1717 MH_SEND_MonsterState(FUID);
1718 Result := True;
1719 end;
1720 end;
1722 destructor TMonster.Destroy();
1723 var
1724 a: Integer;
1725 begin
1726 for a := 0 to High(FAnim) do
1727 begin
1728 FAnim[a, D_LEFT].Free();
1729 FAnim[a, D_RIGHT].Free();
1730 end;
1732 vilefire.Free();
1734 inherited Destroy();
1735 end;
1737 procedure TMonster.Draw();
1738 var
1739 m: TMirrorType;
1740 dx, dy, c: Integer;
1741 o: TObj;
1742 begin
1743 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1744 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1746 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1747 if FMonsterType = MONSTER_VILE then
1748 if FState = STATE_SHOOT then
1749 if GetPos(FTargetUID, @o) then
1750 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1751 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1753 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1754 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1755 sX-128, sY-128, sWidth+256, sHeight+256) then
1756 Exit;
1758 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1759 if FState = STATE_DEAD then
1760 case FMonsterType of
1761 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1762 end;
1764 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1765 if FAnim[FCurAnim, FDirection] <> nil then
1766 begin
1767 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1768 if (FDirection = D_LEFT) and
1769 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1770 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1771 (FMonsterType <> MONSTER_BARREL) then
1772 m := M_HORIZONTAL
1773 else
1774 m := M_NONE;
1776 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1777 if (FDirection = D_LEFT) and
1778 (FMonsterType <> MONSTER_BARREL) then
1779 begin
1780 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1781 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1783 if m = M_HORIZONTAL then
1784 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1785 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1786 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1787 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1788 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1789 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1790 dx := -dx;
1791 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1792 end;
1793 end
1794 else // Ïðàâàÿ àíèìàöèÿ
1795 begin
1796 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1797 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1798 end;
1800 // Ðèñóåì:
1801 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1802 end;
1804 if g_debug_Frames then
1805 begin
1806 e_DrawQuad(FObj.X+FObj.Rect.X,
1807 FObj.Y+FObj.Rect.Y,
1808 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1809 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1810 0, 255, 0);
1811 end;
1812 end;
1814 procedure TMonster.MakeBloodSimple(Count: Word);
1815 begin
1816 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1817 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1818 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1819 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1820 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1821 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1822 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1823 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1824 end;
1826 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1827 begin
1828 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1829 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1830 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1831 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1832 end;
1834 procedure TMonster.Push(vx, vy: Integer);
1835 begin
1836 FObj.Accel.X := FObj.Accel.X + vx;
1837 FObj.Accel.Y := FObj.Accel.Y + vy;
1838 if g_Game_IsServer and g_Game_IsNet then
1839 MH_SEND_MonsterPos(FUID);
1840 end;
1842 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1843 var
1844 Anim: Byte;
1845 begin
1846 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1847 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1848 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1849 soulcount := soulcount-1;
1851 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1852 case FState of
1853 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1854 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1855 (State <> STATE_GO) then
1856 Exit;
1857 end;
1859 // Ñìåíà ñîñòîÿíèÿ:
1860 FState := State;
1862 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1864 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1865 case FState of
1866 STATE_SLEEP: Anim := ANIM_SLEEP;
1867 STATE_PAIN: Anim := ANIM_PAIN;
1868 STATE_WAIT: Anim := ANIM_SLEEP;
1869 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1870 STATE_SHOOT: Anim := ANIM_ATTACK;
1871 STATE_ATTACK: Anim := ANIM_ATTACK;
1872 STATE_DIE: Anim := ANIM_DIE;
1873 STATE_REVIVE:
1874 begin // íà÷àëè âîñðåøàòüñÿ
1875 Anim := FCurAnim;
1876 FAnim[Anim, FDirection].Revert(True);
1878 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1879 FHealth := MONSTERTABLE[FMonsterType].Health;
1880 FAmmo := 0;
1881 FPain := 0;
1882 end;
1883 else Exit;
1884 end;
1886 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1887 if ForceAnim <> 255 then
1888 Anim := ForceAnim;
1890 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1891 if FCurAnim <> Anim then
1892 if FAnim[Anim, FDirection] <> nil then
1893 begin
1894 FAnim[Anim, FDirection].Reset();
1895 FCurAnim := Anim;
1896 end;
1897 end;
1899 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1900 var
1901 TA: TAnimation;
1902 FramesID: DWORD;
1903 begin
1904 Result := False;
1906 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1907 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1908 begin
1909 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1910 if g_Game_IsServer and g_Game_IsNet then
1911 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1912 Exit;
1913 end;
1915 TA := nil;
1917 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1918 if not silent then
1919 begin
1920 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1921 TA := TAnimation.Create(FramesID, False, 6);
1922 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1923 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1924 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1926 if g_Game_IsServer and g_Game_IsNet then
1927 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1928 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1929 NET_GFX_TELE);
1930 end;
1932 FObj.X := X - FObj.Rect.X;
1933 FObj.Y := Y - FObj.Rect.Y;
1935 if dir = 1 then
1936 FDirection := D_LEFT
1937 else
1938 if dir = 2 then
1939 FDirection := D_RIGHT
1940 else
1941 if dir = 3 then
1942 begin // îáðàòíîå
1943 if FDirection = D_RIGHT then
1944 FDirection := D_LEFT
1945 else
1946 FDirection := D_RIGHT;
1947 end;
1949 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1950 if not silent and (TA <> nil) then
1951 begin
1952 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1953 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1954 TA.Free();
1956 if g_Game_IsServer and g_Game_IsNet then
1957 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1958 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1959 NET_GFX_TELE);
1960 end;
1962 if g_Game_IsServer and g_Game_IsNet then
1963 MH_SEND_MonsterPos(FUID);
1964 Result := True;
1965 end;
1967 procedure TMonster.Update();
1968 var
1969 a, b, sx, sy, wx, wy, oldvelx: Integer;
1970 st: Word;
1971 o, co: TObj;
1972 fall: Boolean;
1973 label
1974 _end;
1975 begin
1976 fall := True;
1978 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1979 if FMonsterType = MONSTER_FISH then
1980 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
1981 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
1982 fall := False;
1984 // Ëåòàþùèå ìîíòñðû:
1985 if ((FMonsterType = MONSTER_SOUL) or
1986 (FMonsterType = MONSTER_PAIN) or
1987 (FMonsterType = MONSTER_CACO)) and
1988 (FState <> STATE_DIE) and
1989 (FState <> STATE_DEAD) then
1990 fall := False;
1992 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1993 if gTime mod (GAME_TICK*2) <> 0 then
1994 begin
1995 g_Obj_Move(@FObj, fall, True, True);
1996 Exit;
1997 end;
1999 FPainSound := False;
2001 // Äâèãàåìñÿ:
2002 st := g_Obj_Move(@FObj, fall, True, True);
2004 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2005 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2006 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2007 begin
2008 FRemoved := True;
2009 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2010 begin
2011 Inc(gCoopMonstersKilled);
2012 if g_Game_IsNet then
2013 MH_SEND_GameStats;
2014 end;
2015 ActivateTriggers();
2016 Exit;
2017 end;
2019 oldvelx := FObj.Vel.X;
2021 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2022 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2023 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2025 // Ìåðòâûé íè÷åãî íå äåëàåò:
2026 if (FState = STATE_DEAD) then
2027 goto _end;
2029 // AI ìîíñòðîâ âûêëþ÷åí:
2030 if g_debug_MonsterOff then
2031 begin
2032 FSleep := 1;
2033 if FState <> STATE_SLEEP then
2034 SetState(STATE_SLEEP);
2035 end;
2037 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2038 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2039 case FMonsterType of
2040 MONSTER_FISH:
2041 if Random(4) = 0 then
2042 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2043 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2044 MONSTER_ROBO, MONSTER_BARREL:
2045 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2046 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2047 else begin
2048 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2049 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2050 if Random(2) = 0 then
2051 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2052 else
2053 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2054 end;
2055 end;
2057 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2058 if FMonsterType = MONSTER_BARREL then
2059 begin
2060 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2061 (FAnim[FCurAnim, FDirection].Counter = 0) then
2062 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2063 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2064 60, FUID);
2065 end;
2067 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2068 if FMonsterType = MONSTER_SOUL then
2069 if WordBool(st and MOVE_HITAIR) then
2070 g_Obj_SetSpeed(@FObj, 16);
2072 if FAmmo < 0 then
2073 FAmmo := FAmmo + 1;
2075 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2076 if FObj.Vel.Y < 0 then
2077 if WordBool(st and MOVE_INWATER) then
2078 FObj.Vel.Y := -4;
2080 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2081 FTargetTime := FTargetTime + 1;
2083 // Ãèëüçû
2084 if FShellTimer > -1 then
2085 if FShellTimer = 0 then
2086 begin
2087 if FShellType = SHELL_SHELL then
2088 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2089 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2090 GameVelX, GameVelY-2, SHELL_SHELL)
2091 else if FShellType = SHELL_DBLSHELL then
2092 begin
2093 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2094 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2095 GameVelX-1, GameVelY-2, SHELL_SHELL);
2096 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2097 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2098 GameVelX+1, GameVelY-2, SHELL_SHELL);
2099 end;
2100 FShellTimer := -1;
2101 end else Dec(FShellTimer);
2103 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2104 if fall then
2105 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2106 STATE_ATTACK, STATE_SHOOT]) then
2107 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2108 FObj.Rect.Width, FObj.Rect.Height, 50) then
2109 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2110 (FObj.Accel.Y = 0) then
2111 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2113 case FState of
2114 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2115 begin
2116 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2117 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2118 begin
2119 FPain := MONSTERTABLE[FMonsterType].Pain;
2120 if gSoundEffectsDF then PainSound();
2121 end;
2123 // Ñíèæàåì áîëü ñî âðåìåíåì:
2124 FPain := FPain - 5;
2126 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2127 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2128 begin
2129 FPain := 0;
2130 FAmmo := -9;
2131 SetState(STATE_GO);
2132 end;
2133 end;
2135 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2136 begin
2137 // Ñïèì:
2138 FSleep := FSleep + 1;
2140 // Ïðîñïàëè äîñòàòî÷íî:
2141 if FSleep >= 18 then
2142 FSleep := 0
2143 else // åùå ñïèì
2144 goto _end;
2146 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2147 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2148 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2149 if (gPlayers <> nil) then
2150 for a := 0 to High(gPlayers) do
2151 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2152 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2153 with gPlayers[a] do
2154 if g_Look(@FObj, @Obj, FDirection) then
2155 begin
2156 FTargetUID := gPlayers[a].UID;
2157 FTargetTime := 0;
2158 WakeUpSound();
2159 SetState(STATE_GO);
2160 Break;
2161 end;
2163 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2164 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2165 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2166 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2167 if gMonsters <> nil then
2168 for a := 0 to High(gMonsters) do
2169 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2170 (gMonsters[a].FUID <> FUID) then
2171 begin
2172 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2173 if (FBehaviour = BH_MANIAC) and
2174 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2175 Continue;
2176 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2177 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2178 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2179 Continue;
2180 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2181 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2182 Continue;
2183 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2184 begin
2185 FTargetUID := gMonsters[a].UID;
2186 FTargetTime := 0;
2187 WakeUpSound();
2188 SetState(STATE_GO);
2189 Break;
2190 end;
2191 end;
2192 end;
2194 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2195 begin
2196 // Æäåì:
2197 FSleep := FSleep - 1;
2199 // Âûæäàëè äîñòàòî÷íî - èäåì:
2200 if FSleep < 0 then
2201 SetState(STATE_GO);
2202 end;
2204 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2205 begin
2206 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2207 if WordBool(st and MOVE_BLOCK) then
2208 begin
2209 Turn();
2210 FSleep := 40;
2211 SetState(STATE_RUNOUT);
2213 goto _end;
2214 end;
2216 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2217 if (FMonsterType = MONSTER_VILE) then
2218 if isCorpse(@FObj, False) <> -1 then
2219 begin
2220 FObj.Vel.X := 0;
2221 SetState(STATE_ATTACK, ANIM_ATTACK2);
2223 goto _end;
2224 end;
2226 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2227 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2228 if not findNewPrey() then
2229 begin // Íîâûõ öåëåé íåò
2230 FTargetUID := 0;
2231 o.X := FObj.X+pt_x;
2232 o.Y := FObj.Y+pt_y;
2233 o.Vel.X := 0;
2234 o.Vel.Y := 0;
2235 o.Accel.X := 0;
2236 o.Accel.Y := 0;
2237 o.Rect := _Rect(0, 0, 0, 1);
2238 end
2239 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2240 GetPos(FTargetUID, @o);
2242 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2243 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2244 begin
2245 FTargetTime := 0;
2246 if kick(@o) then
2247 goto _end;
2248 end;
2250 // Ðàññòîÿíèå äî öåëè:
2251 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2252 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2254 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2255 if sx > 0 then
2256 FDirection := D_RIGHT
2257 else
2258 FDirection := D_LEFT;
2260 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2261 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2262 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2263 if shoot(@o, False) then
2264 goto _end;
2266 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2267 if Abs(sx) < 40 then
2268 if FMonsterType <> MONSTER_FISH then
2269 begin
2270 FSleep := 15;
2271 SetState(STATE_RUN);
2272 if Random(2) = 0 then
2273 FDirection := D_LEFT
2274 else
2275 FDirection := D_RIGHT;
2277 goto _end;
2278 end;
2280 // Óïåðëèñü â ñòåíó:
2281 if WordBool(st and MOVE_HITWALL) then
2282 begin
2283 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2284 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2285 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2286 FSleep := 4;
2287 SetState(STATE_WAIT);
2289 goto _end;
2290 end;
2292 case FMonsterType of
2293 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2294 else // Íå ëåòàþò:
2295 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2296 (FObj.Accel.Y = 0) then
2297 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2298 // Ïðûæîê ÷åðåç ñòåíó:
2299 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2300 SetState(STATE_CLIMB);
2301 end;
2302 end;
2304 goto _end;
2305 end;
2307 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2308 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2309 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2310 begin
2311 if FMonsterType = MONSTER_FISH then
2312 begin // Ðûáà
2313 if not WordBool(st and MOVE_INWATER) then
2314 begin // Ðûáà âíå âîäû:
2315 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2316 begin // "Ñòîèò" òâåðäî
2317 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2318 if FObj.Accel.Y = 0 then
2319 FObj.Vel.Y := -6;
2320 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2321 end;
2323 // Ðûáå áîëüíî:
2324 SetState(STATE_PAIN);
2325 FPain := FPain + 50;
2326 end
2327 else // Ðûáà â âîäå
2328 begin
2329 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2330 if Abs(sy) > 8 then
2331 FObj.Vel.Y := g_basic.Sign(sy)*4
2332 else
2333 FObj.Vel.Y := 0;
2335 // Ðûáà ïëûâåò ââåðõ:
2336 if FObj.Vel.Y < 0 then
2337 if not g_Obj_CollideWater(@FObj, 0, -16) then
2338 begin
2339 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2340 FObj.Vel.Y := 0;
2341 // Ïëàâàåì òóäà-ñþäà:
2342 if Random(2) = 0 then
2343 FDirection := D_LEFT
2344 else
2345 FDirection := D_RIGHT;
2346 FSleep := 20;
2347 SetState(STATE_RUN);
2348 end;
2349 end;
2350 end
2351 else // Ëåòàþùèå ìîíñòðû
2352 begin
2353 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2354 if Abs(sy) > 8 then
2355 FObj.Vel.Y := g_basic.Sign(sy)*4
2356 else
2357 FObj.Vel.Y := 0;
2358 end;
2359 end
2360 else // "Íàçåìíûå" ìîíñòðû
2361 begin
2362 // Âîçìîæíî, ïèíàåì êóñêè:
2363 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2364 begin
2365 b := Abs(FObj.Vel.X);
2366 if b > 1 then b := b * (Random(8 div b) + 1);
2367 for a := 0 to High(gGibs) do
2368 if gGibs[a].Live and
2369 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2370 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2371 // Ïèíàåì êóñêè
2372 if FObj.Vel.X < 0 then
2373 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2374 else
2375 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2376 end;
2377 // Áîññû ìîãóò ïèíàòü òðóïû:
2378 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2379 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2380 begin
2381 b := Abs(FObj.Vel.X);
2382 if b > 1 then b := b * (Random(8 div b) + 1);
2383 for a := 0 to High(gCorpses) do
2384 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2385 begin
2386 co := gCorpses[a].Obj;
2387 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2388 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2389 // Ïèíàåì òðóïû
2390 if FObj.Vel.X < 0 then
2391 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2392 else
2393 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2394 end;
2395 end;
2396 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2397 if sy < -40 then
2398 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2399 // ñòîèò òâåðäî
2400 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2401 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2402 end;
2404 FSleep := FSleep + 1;
2406 // Èíîãäà ðû÷èì:
2407 if FSleep >= 8 then
2408 begin
2409 FSleep := 0;
2410 if Random(8) = 0 then
2411 ActionSound();
2412 end;
2414 // Áåæèì â âûáðàííóþ ñòîðîíó:
2415 if FDirection = D_RIGHT then
2416 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2417 else
2418 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2420 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2421 if WordBool(st and MOVE_INWATER) then
2422 FObj.Vel.X := FObj.Vel.X div 2
2423 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2424 if FMonsterType = MONSTER_FISH then
2425 FObj.Vel.X := 0;
2426 end;
2428 STATE_RUN: // Ñîñòîÿíèå - Áåã
2429 begin
2430 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2431 if WordBool(st and MOVE_BLOCK) then
2432 begin
2433 Turn();
2434 FSleep := 40;
2435 SetState(STATE_RUNOUT);
2437 goto _end;
2438 end;
2440 FSleep := FSleep - 1;
2442 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2443 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2444 begin
2445 FSleep := 0;
2446 SetState(STATE_GO);
2447 // Ñòåíà - èäåì îáðàòíî:
2448 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2449 Turn();
2450 // Èíîãäà ðû÷èì:
2451 if Random(8) = 0 then
2452 ActionSound();
2453 end;
2455 // Áåæèì â âûáðàííóþ ñòîðîíó:
2456 if FDirection = D_RIGHT then
2457 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2458 else
2459 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2461 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2462 if WordBool(st and MOVE_INWATER) then
2463 FObj.Vel.X := FObj.Vel.X div 2
2464 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2465 if FMonsterType = MONSTER_FISH then
2466 FObj.Vel.X := 0;
2467 end;
2469 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2470 begin
2471 // Âûøëè èç ÁëîêÌîíà:
2472 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2473 FSleep := 0;
2475 FSleep := FSleep - 1;
2477 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2478 if FSleep <= -18 then
2479 begin
2480 FSleep := 0;
2481 SetState(STATE_GO);
2482 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2483 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2484 Turn();
2485 // Èíîãäà ðû÷èì:
2486 if Random(8) = 0 then
2487 ActionSound();
2488 end;
2490 // Áåæèì â âûáðàííóþ ñòîðîíó:
2491 if FDirection = D_RIGHT then
2492 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2493 else
2494 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2496 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2497 if WordBool(st and MOVE_INWATER) then
2498 FObj.Vel.X := FObj.Vel.X div 2
2499 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2500 if FMonsterType = MONSTER_FISH then
2501 FObj.Vel.X := 0;
2502 end;
2504 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2505 begin
2506 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2507 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2508 (not WordBool(st and MOVE_HITWALL)) then
2509 begin
2510 FSleep := 0;
2511 SetState(STATE_GO);
2513 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2514 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2515 begin
2516 Turn();
2517 FSleep := 15;
2518 SetState(STATE_RUN);
2519 end;
2520 end;
2522 // Áåæèì â âûáðàííóþ ñòîðîíó:
2523 if FDirection = D_RIGHT then
2524 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2525 else
2526 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2528 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2529 if WordBool(st and MOVE_INWATER) then
2530 FObj.Vel.X := FObj.Vel.X div 2
2531 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2532 if FMonsterType = MONSTER_FISH then
2533 FObj.Vel.X := 0;
2534 end;
2536 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2537 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2538 begin
2539 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2540 if FMonsterType = MONSTER_SOUL then
2541 begin
2542 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2543 SetState(STATE_GO);
2545 goto _end;
2546 end;
2548 // Çàìåäëÿåìñÿ ïðè àòàêå:
2549 if FMonsterType <> MONSTER_FISH then
2550 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2552 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2553 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2554 begin
2555 // Öåëü ïîãèáëà => èäåì äàëüøå:
2556 if not GetPos(FTargetUID, @o) then
2557 begin
2558 SetState(STATE_GO);
2560 goto _end;
2561 end;
2563 // Öåëü íå âèäíî => èäåì äàëüøå:
2564 if not g_Look(@FObj, @o, FDirection) then
2565 begin
2566 SetState(STATE_GO);
2568 goto _end;
2569 end;
2571 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2572 if g_Obj_CollideWater(@o, 0, 0) then
2573 begin
2574 SetState(STATE_GO);
2576 goto _end;
2577 end;
2579 // Æàðèì öåëü:
2580 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2581 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2582 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2583 end;
2584 end;
2585 end; // case FState of ...
2587 _end:
2589 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2590 if FState = STATE_REVIVE then
2591 if FAnim[FCurAnim, FDirection].Played then
2592 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2593 FAnim[FCurAnim, FDirection].Revert(False);
2594 SetState(STATE_GO);
2595 end;
2597 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2598 if vilefire <> nil then
2599 vilefire.Update();
2601 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2602 if (FState = STATE_DIE) and
2603 (FAnim[FCurAnim, FDirection] <> nil) and
2604 (FAnim[FCurAnim, FDirection].Played) then
2605 begin
2606 // Óìåð:
2607 SetState(STATE_DEAD);
2609 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2610 if (FMonsterType = MONSTER_PAIN) then
2611 begin
2612 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2613 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2614 if sx <> -1 then
2615 begin
2616 gMonsters[sx].SetState(STATE_GO);
2617 gMonsters[sx].FNoRespawn := True;
2618 Inc(gTotalMonsters);
2619 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2620 end;
2622 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2623 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2624 if sx <> -1 then
2625 begin
2626 gMonsters[sx].SetState(STATE_GO);
2627 gMonsters[sx].FNoRespawn := True;
2628 Inc(gTotalMonsters);
2629 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2630 end;
2632 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2633 FObj.Y+FObj.Rect.Y, D_RIGHT);
2634 if sx <> -1 then
2635 begin
2636 gMonsters[sx].SetState(STATE_GO);
2637 gMonsters[sx].FNoRespawn := True;
2638 Inc(gTotalMonsters);
2639 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2640 end;
2641 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2642 end;
2644 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2645 if (FMonsterType = MONSTER_PAIN) or
2646 (FMonsterType = MONSTER_SOUL) or
2647 (FMonsterType = MONSTER_BARREL) then
2648 FRemoved := True;
2649 end;
2651 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2652 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2653 if (FAnim[FCurAnim, FDirection] <> nil) then
2654 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2655 if (FAnim[FCurAnim, FDirection].Played) then
2656 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2657 if FState = STATE_ATTACK then
2658 begin // Ñîñòîÿíèå - Àòàêà
2659 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2660 if FMonsterType <> MONSTER_SOUL then
2661 SetState(STATE_GO);
2662 end
2663 else // Ñîñòîÿíèå - Ñòðåëüáà
2664 begin
2665 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2666 if not FChainFire then
2667 SetState(STATE_GO)
2668 else
2669 begin // Íàäî ñòðåëÿòü åùå
2670 FChainFire := False;
2671 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2672 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2673 FAnim[FCurAnim, FDirection].Reset();
2674 end;
2675 end;
2677 FWaitAttackAnim := False;
2678 end
2680 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2681 if (FMonsterType = MONSTER_SOUL) or
2682 ( (not FWaitAttackAnim) and
2683 (FAnim[FCurAnim, FDirection].CurrentFrame =
2684 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2685 ) then
2686 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2687 if FState = STATE_ATTACK then
2688 begin // Ñîñòîÿíèå - Àòàêà
2689 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2690 if FMonsterType = MONSTER_SOUL then
2691 FAnim[FCurAnim, FDirection].Reset();
2693 case FMonsterType of
2694 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2695 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2696 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2697 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2698 if FMonsterType = MONSTER_SOUL then
2699 SetState(STATE_GO);
2701 MONSTER_FISH:
2702 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2703 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2704 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2706 MONSTER_SKEL, MONSTER_ROBO:
2707 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2708 if FCurAnim = ANIM_ATTACK2 then
2709 begin
2710 o := FObj;
2711 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
2712 if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
2713 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2714 end;
2716 MONSTER_VILE:
2717 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2718 if FCurAnim = ANIM_ATTACK2 then
2719 begin
2720 sx := isCorpse(@FObj, True);
2721 if sx <> -1 then
2722 begin // Íàøëè, êîãî âîñêðåñèòü
2723 gMonsters[sx].SetState(STATE_REVIVE);
2724 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2725 // Âîñêðåøàòü - ñåáå âðåäèòü:
2726 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2727 end;
2728 end;
2729 end;
2730 end
2732 else // Ñîñòîÿíèå - Ñòðåëüáà
2733 begin
2734 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2735 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2737 if FDirection = D_LEFT then
2738 begin
2739 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2740 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2741 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2743 wx := FObj.X + wx;
2744 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2746 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2747 case FMonsterType of
2748 MONSTER_IMP:
2749 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2750 MONSTER_ZOMBY:
2751 begin
2752 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2753 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2754 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2755 end;
2756 MONSTER_SERG:
2757 begin
2758 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2759 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2760 FShellTimer := 10;
2761 FShellType := SHELL_SHELL;
2762 end;
2763 MONSTER_MAN:
2764 begin
2765 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2766 FShellTimer := 13;
2767 FShellType := SHELL_DBLSHELL;
2768 FAmmo := -36;
2769 end;
2770 MONSTER_CYBER:
2771 begin
2772 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2773 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2774 end;
2775 MONSTER_SKEL:
2776 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2777 MONSTER_CGUN:
2778 begin
2779 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2780 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2781 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2782 end;
2783 MONSTER_SPIDER:
2784 begin
2785 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2786 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2787 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2788 end;
2789 MONSTER_BSP:
2790 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2791 MONSTER_ROBO:
2792 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2793 MONSTER_MANCUB:
2794 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2795 MONSTER_BARON, MONSTER_KNIGHT:
2796 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2797 MONSTER_CACO:
2798 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2799 MONSTER_PAIN:
2800 begin // Ñîçäàåì Lost_Soul:
2801 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2802 FObj.Y+FObj.Rect.Y, FDirection);
2804 if sx <> -1 then
2805 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2806 gMonsters[sx].FTargetUID := FTargetUID;
2807 GetPos(FTargetUID, @o);
2808 gMonsters[sx].FTargetTime := 0;
2809 gMonsters[sx].FNoRespawn := True;
2810 gMonsters[sx].SetState(STATE_GO);
2811 gMonsters[sx].shoot(@o, True);
2812 Inc(gTotalMonsters);
2814 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2815 end;
2816 end;
2817 end;
2819 if FMonsterType <> MONSTER_PAIN then
2820 if g_Game_IsNet then
2821 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2823 // Ñêîðîñòðåëüíûå ìîíñòðû:
2824 if (FMonsterType = MONSTER_CGUN) or
2825 (FMonsterType = MONSTER_SPIDER) or
2826 (FMonsterType = MONSTER_BSP) or
2827 (FMonsterType = MONSTER_MANCUB) or
2828 (FMonsterType = MONSTER_ROBO) then
2829 if not GetPos(FTargetUID, @o) then
2830 // Öåëü ìåðòâà - èùåì íîâóþ:
2831 findNewPrey()
2832 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2833 if shoot(@o, False) then
2834 FChainFire := True;
2835 end;
2837 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2838 FWaitAttackAnim := True;
2839 end;
2841 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2842 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2843 case FState of
2844 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2845 // Çâóêè ïðè ïåðåäâèæåíèè:
2846 case FMonsterType of
2847 MONSTER_CYBER:
2848 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2849 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2850 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2851 MONSTER_SPIDER:
2852 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2853 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2854 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2855 MONSTER_BSP:
2856 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2857 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2858 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2859 MONSTER_ROBO:
2860 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2861 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2862 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2863 end;
2864 end;
2866 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2867 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2868 FObj.Vel.X := oldvelx;
2870 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2871 if FAnim[FCurAnim, FDirection] <> nil then
2872 FAnim[FCurAnim, FDirection].Update();
2873 end;
2875 procedure TMonster.SetDeadAnim;
2876 begin
2877 if FAnim <> nil then
2878 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2879 end;
2881 procedure TMonster.RevertAnim(R: Boolean = True);
2882 begin
2883 if FAnim <> nil then
2884 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2885 FAnim[FCurAnim, FDirection].Revert(R);
2886 end;
2888 function TMonster.AnimIsReverse: Boolean;
2889 begin
2890 if FAnim <> nil then
2891 Result := FAnim[FCurAnim, FDirection].IsReverse
2892 else
2893 Result := False;
2894 end;
2896 procedure TMonster.ClientUpdate();
2897 var
2898 a, b, sx, sy, oldvelx: Integer;
2899 st: Word;
2900 o, co: TObj;
2901 fall: Boolean;
2902 label
2903 _end;
2904 begin
2905 sx := 0; // SHUT UP COMPILER
2906 sy := 0;
2907 fall := True;
2908 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2909 if FMonsterType = MONSTER_FISH then
2910 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2911 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2912 fall := False;
2914 // Ëåòàþùèå ìîíòñðû:
2915 if ((FMonsterType = MONSTER_SOUL) or
2916 (FMonsterType = MONSTER_PAIN) or
2917 (FMonsterType = MONSTER_CACO)) and
2918 (FState <> STATE_DIE) and
2919 (FState <> STATE_DEAD) then
2920 fall := False;
2922 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2923 if gTime mod (GAME_TICK*2) <> 0 then
2924 begin
2925 g_Obj_Move(@FObj, fall, True, True);
2926 Exit;
2927 end;
2929 FPainSound := False;
2931 // Äâèãàåìñÿ:
2932 st := g_Obj_Move(@FObj, fall, True, True);
2934 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2935 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2936 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2937 begin
2938 FRemoved := True;
2939 Exit;
2940 end;
2942 oldvelx := FObj.Vel.X;
2944 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2945 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2946 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2948 // Ìåðòâûé íè÷åãî íå äåëàåò:
2949 if (FState = STATE_DEAD) then
2950 goto _end;
2952 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2953 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2954 case FMonsterType of
2955 MONSTER_FISH:
2956 if Random(4) = 0 then
2957 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2958 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2959 MONSTER_ROBO, MONSTER_BARREL:
2960 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2961 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2962 else begin
2963 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2964 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2965 if Random(2) = 0 then
2966 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2967 else
2968 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2969 end;
2970 end;
2972 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2973 if FMonsterType = MONSTER_BARREL then
2974 begin
2975 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2976 (FAnim[FCurAnim, FDirection].Counter = 0) then
2977 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2978 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2979 60, FUID);
2980 end;
2982 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2983 if FMonsterType = MONSTER_SOUL then
2984 if WordBool(st and MOVE_HITAIR) then
2985 g_Obj_SetSpeed(@FObj, 16);
2987 if FAmmo < 0 then
2988 FAmmo := FAmmo + 1;
2990 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2991 if FObj.Vel.Y < 0 then
2992 if WordBool(st and MOVE_INWATER) then
2993 FObj.Vel.Y := -4;
2995 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2996 FTargetTime := FTargetTime + 1;
2998 if FShellTimer > -1 then
2999 if FShellTimer = 0 then
3000 begin
3001 if FShellType = SHELL_SHELL then
3002 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3003 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3004 GameVelX, GameVelY-2, SHELL_SHELL)
3005 else if FShellType = SHELL_DBLSHELL then
3006 begin
3007 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3008 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3009 GameVelX-1, GameVelY-2, SHELL_SHELL);
3010 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3011 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3012 GameVelX+1, GameVelY-2, SHELL_SHELL);
3013 end;
3014 FShellTimer := -1;
3015 end else Dec(FShellTimer);
3017 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3018 if fall then
3019 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3020 STATE_ATTACK, STATE_SHOOT]) then
3021 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3022 FObj.Rect.Width, FObj.Rect.Height, 50) then
3023 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3024 (FObj.Accel.Y = 0) then
3025 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3027 case FState of
3028 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3029 begin
3030 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3031 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3032 begin
3033 FPain := MONSTERTABLE[FMonsterType].Pain;
3034 PainSound();
3035 end;
3037 // Ñíèæàåì áîëü ñî âðåìåíåì:
3038 FPain := FPain - 5;
3040 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3041 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3042 begin
3043 SetState(STATE_GO);
3044 FPain := 0;
3045 end;
3046 end;
3048 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3049 begin
3050 // Ñïèì:
3051 FSleep := FSleep + 1;
3053 // Ïðîñïàëè äîñòàòî÷íî:
3054 if FSleep >= 18 then
3055 FSleep := 0
3056 else // åùå ñïèì
3057 goto _end;
3058 end;
3060 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3061 begin
3062 // Æäåì:
3063 FSleep := FSleep - 1;
3064 end;
3066 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3067 begin
3068 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3069 if WordBool(st and MOVE_BLOCK) then
3070 begin
3071 Turn();
3072 FSleep := 40;
3073 SetState(STATE_RUNOUT);
3075 goto _end;
3076 end;
3078 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3079 if (FMonsterType = MONSTER_VILE) then
3080 if isCorpse(@FObj, False) <> -1 then
3081 begin
3082 SetState(STATE_ATTACK, ANIM_ATTACK2);
3083 FObj.Vel.X := 0;
3085 goto _end;
3086 end;
3088 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3089 if Abs(sx) < 40 then
3090 if FMonsterType <> MONSTER_FISH then
3091 begin
3092 SetState(STATE_RUN);
3093 FSleep := 15;
3095 goto _end;
3096 end;
3098 // Óïåðëèñü â ñòåíó:
3099 if WordBool(st and MOVE_HITWALL) then
3100 begin
3101 case FMonsterType of
3102 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3103 else // Íå ëåòàþò:
3104 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3105 (FObj.Accel.Y = 0) then
3106 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3107 // Ïðûæîê ÷åðåç ñòåíó:
3108 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3109 SetState(STATE_CLIMB);
3110 end;
3111 end;
3113 goto _end;
3114 end;
3116 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3117 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3118 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3119 begin
3120 if FMonsterType = MONSTER_FISH then
3121 begin // Ðûáà
3122 if not WordBool(st and MOVE_INWATER) then
3123 begin // Ðûáà âíå âîäû:
3124 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3125 begin // "Ñòîèò" òâåðäî
3126 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3127 if FObj.Accel.Y = 0 then
3128 FObj.Vel.Y := -6;
3129 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3130 end;
3132 // Ðûáå áîëüíî:
3133 SetState(STATE_PAIN);
3134 FPain := FPain + 50;
3135 end
3136 else // Ðûáà â âîäå
3137 begin
3138 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3139 if Abs(sy) > 8 then
3140 FObj.Vel.Y := g_basic.Sign(sy)*4
3141 else
3142 FObj.Vel.Y := 0;
3144 // Ðûáà ïëûâåò ââåðõ:
3145 if FObj.Vel.Y < 0 then
3146 if not g_Obj_CollideWater(@FObj, 0, -16) then
3147 begin
3148 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3149 FObj.Vel.Y := 0;
3150 // Ïëàâàåì òóäà-ñþäà:
3151 SetState(STATE_RUN);
3152 FSleep := 20;
3153 end;
3154 end;
3155 end
3156 else // Ëåòàþùèå ìîíñòðû
3157 begin
3158 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3159 if Abs(sy) > 8 then
3160 FObj.Vel.Y := g_basic.Sign(sy)*4
3161 else
3162 FObj.Vel.Y := 0;
3163 end;
3164 end
3165 else // "Íàçåìíûå" ìîíñòðû
3166 begin
3167 // Âîçìîæíî, ïèíàåì êóñêè:
3168 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3169 begin
3170 b := Abs(FObj.Vel.X);
3171 if b > 1 then b := b * (Random(8 div b) + 1);
3172 for a := 0 to High(gGibs) do
3173 if gGibs[a].Live and
3174 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3175 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3176 // Ïèíàåì êóñêè
3177 if FObj.Vel.X < 0 then
3178 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3179 else
3180 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3181 end;
3182 // Áîññû ìîãóò ïèíàòü òðóïû:
3183 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3184 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3185 begin
3186 b := Abs(FObj.Vel.X);
3187 if b > 1 then b := b * (Random(8 div b) + 1);
3188 for a := 0 to High(gCorpses) do
3189 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3190 begin
3191 co := gCorpses[a].Obj;
3192 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3193 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3194 // Ïèíàåì òðóïû
3195 if FObj.Vel.X < 0 then
3196 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3197 else
3198 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3199 end;
3200 end;
3201 end;
3203 FSleep := FSleep + 1;
3205 // Èíîãäà ðû÷èì:
3206 if FSleep >= 8 then
3207 begin
3208 FSleep := 0;
3209 if Random(8) = 0 then
3210 ActionSound();
3211 end;
3213 // Áåæèì â âûáðàííóþ ñòîðîíó:
3214 if FDirection = D_RIGHT then
3215 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3216 else
3217 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3219 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3220 if WordBool(st and MOVE_INWATER) then
3221 FObj.Vel.X := FObj.Vel.X div 2
3222 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3223 if FMonsterType = MONSTER_FISH then
3224 FObj.Vel.X := 0;
3225 end;
3227 STATE_RUN: // Ñîñòîÿíèå - Áåã
3228 begin
3229 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3230 if WordBool(st and MOVE_BLOCK) then
3231 begin
3232 SetState(STATE_RUNOUT);
3233 FSleep := 40;
3235 goto _end;
3236 end;
3238 FSleep := FSleep - 1;
3240 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3241 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3242 begin
3243 SetState(STATE_GO);
3244 FSleep := 0;
3246 // Èíîãäà ðû÷èì:
3247 if Random(8) = 0 then
3248 ActionSound();
3249 end;
3251 // Áåæèì â âûáðàííóþ ñòîðîíó:
3252 if FDirection = D_RIGHT then
3253 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3254 else
3255 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3257 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3258 if WordBool(st and MOVE_INWATER) then
3259 FObj.Vel.X := FObj.Vel.X div 2
3260 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3261 if FMonsterType = MONSTER_FISH then
3262 FObj.Vel.X := 0;
3263 end;
3265 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3266 begin
3267 // Âûøëè èç ÁëîêÌîíà:
3268 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3269 FSleep := 0;
3271 FSleep := FSleep - 1;
3273 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3274 if FSleep <= -18 then
3275 begin
3276 SetState(STATE_GO);
3277 FSleep := 0;
3279 // Èíîãäà ðû÷èì:
3280 if Random(8) = 0 then
3281 ActionSound();
3282 end;
3284 // Áåæèì â âûáðàííóþ ñòîðîíó:
3285 if FDirection = D_RIGHT then
3286 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3287 else
3288 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3290 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3291 if WordBool(st and MOVE_INWATER) then
3292 FObj.Vel.X := FObj.Vel.X div 2
3293 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3294 if FMonsterType = MONSTER_FISH then
3295 FObj.Vel.X := 0;
3296 end;
3298 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3299 begin
3300 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3301 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3302 (not WordBool(st and MOVE_HITWALL)) then
3303 begin
3304 SetState(STATE_GO);
3305 FSleep := 0;
3307 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3308 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3309 begin
3310 SetState(STATE_RUN);
3311 FSleep := 15;
3312 end;
3313 end;
3315 // Áåæèì â âûáðàííóþ ñòîðîíó:
3316 if FDirection = D_RIGHT then
3317 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3318 else
3319 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3321 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3322 if WordBool(st and MOVE_INWATER) then
3323 FObj.Vel.X := FObj.Vel.X div 2
3324 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3325 if FMonsterType = MONSTER_FISH then
3326 FObj.Vel.X := 0;
3327 end;
3329 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3330 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3331 begin
3332 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3333 if FMonsterType = MONSTER_SOUL then
3334 begin
3335 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3336 SetState(STATE_GO);
3338 goto _end;
3339 end;
3341 // Çàìåäëÿåìñÿ ïðè àòàêå:
3342 if FMonsterType <> MONSTER_FISH then
3343 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3345 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3346 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3347 begin
3348 // Öåëü ïîãèáëà => èäåì äàëüøå:
3349 if not GetPos(FTargetUID, @o) then
3350 begin
3351 SetState(STATE_GO);
3353 goto _end;
3354 end;
3356 // Öåëü íå âèäíî => èäåì äàëüøå:
3357 if not g_Look(@FObj, @o, FDirection) then
3358 begin
3359 SetState(STATE_GO);
3361 goto _end;
3362 end;
3364 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3365 if g_Obj_CollideWater(@o, 0, 0) then
3366 begin
3367 SetState(STATE_GO);
3369 goto _end;
3370 end;
3371 end;
3372 end;
3373 end; // case FState of ...
3375 _end:
3377 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3378 if FState = STATE_REVIVE then
3379 if FAnim[FCurAnim, FDirection].Played then
3380 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3381 FAnim[FCurAnim, FDirection].Revert(False);
3382 SetState(STATE_GO);
3383 end;
3385 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3386 if vilefire <> nil then
3387 vilefire.Update();
3389 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3390 if (FState = STATE_DIE) and
3391 (FAnim[FCurAnim, FDirection] <> nil) and
3392 (FAnim[FCurAnim, FDirection].Played) then
3393 begin
3394 // Óìåð:
3395 SetState(STATE_DEAD);
3397 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3398 if (FMonsterType = MONSTER_PAIN) or
3399 (FMonsterType = MONSTER_SOUL) or
3400 (FMonsterType = MONSTER_BARREL) then
3401 FRemoved := True
3402 else
3403 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3404 end;
3406 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3407 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3408 if (FAnim[FCurAnim, FDirection] <> nil) then
3409 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3410 if (FAnim[FCurAnim, FDirection].Played) then
3411 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3412 if FState = STATE_ATTACK then
3413 begin // Ñîñòîÿíèå - Àòàêà
3414 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3415 if FMonsterType <> MONSTER_SOUL then
3416 SetState(STATE_GO);
3417 end
3418 else // Ñîñòîÿíèå - Ñòðåëüáà
3419 begin
3420 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3421 if not FChainFire then
3422 SetState(STATE_GO)
3423 else
3424 begin // Íàäî ñòðåëÿòü åùå
3425 FChainFire := False;
3426 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3427 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3428 FAnim[FCurAnim, FDirection].Reset();
3429 end;
3430 end;
3432 FWaitAttackAnim := False;
3433 end
3435 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3436 if (FMonsterType = MONSTER_SOUL) or
3437 ( (not FWaitAttackAnim) and
3438 (FAnim[FCurAnim, FDirection].CurrentFrame =
3439 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3440 ) then
3441 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3442 if FState = STATE_ATTACK then
3443 begin // Ñîñòîÿíèå - Àòàêà
3444 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3445 if FMonsterType = MONSTER_SOUL then
3446 FAnim[FCurAnim, FDirection].Reset();
3448 case FMonsterType of
3449 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3450 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3451 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3452 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3453 if FMonsterType = MONSTER_SOUL then
3454 SetState(STATE_GO);
3456 MONSTER_FISH:
3457 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3459 MONSTER_SKEL, MONSTER_ROBO:
3460 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3461 if FCurAnim = ANIM_ATTACK2 then
3462 begin
3463 o := FObj;
3464 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
3465 g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
3466 end;
3468 MONSTER_VILE:
3469 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3470 if FCurAnim = ANIM_ATTACK2 then
3471 begin
3472 sx := isCorpse(@FObj, True);
3473 if sx <> -1 then
3474 begin // Íàøëè, êîãî âîñêðåñèòü
3475 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3476 // Âîñêðåøàòü - ñåáå âðåäèòü:
3477 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3478 end;
3479 end;
3480 end;
3481 end
3483 else // Ñîñòîÿíèå - Ñòðåëüáà
3484 begin
3485 // Ñêîðîñòðåëüíûå ìîíñòðû:
3486 if (FMonsterType = MONSTER_CGUN) or
3487 (FMonsterType = MONSTER_SPIDER) or
3488 (FMonsterType = MONSTER_BSP) or
3489 (FMonsterType = MONSTER_MANCUB) or
3490 (FMonsterType = MONSTER_ROBO) then
3491 if not GetPos(FTargetUID, @o) then
3492 // Öåëü ìåðòâà - èùåì íîâóþ:
3493 findNewPrey()
3494 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3495 if shoot(@o, False) then
3496 FChainFire := True;
3497 end;
3499 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3500 FWaitAttackAnim := True;
3501 end;
3503 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3504 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3505 case FState of
3506 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3507 // Çâóêè ïðè ïåðåäâèæåíèè:
3508 case FMonsterType of
3509 MONSTER_CYBER:
3510 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3511 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3512 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3513 MONSTER_SPIDER:
3514 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3515 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3516 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3517 MONSTER_BSP:
3518 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3519 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3520 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3521 MONSTER_ROBO:
3522 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3523 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3524 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3525 end;
3526 end;
3528 // Êîñòûëü äëÿ ïîòîêîâ
3529 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3530 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3531 FObj.Vel.X := oldvelx;
3533 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3534 if FAnim[FCurAnim, FDirection] <> nil then
3535 FAnim[FCurAnim, FDirection].Update();
3536 end;
3538 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3539 begin
3540 case FMonsterType of
3541 MONSTER_ZOMBY:
3542 begin
3543 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3544 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3545 end;
3546 MONSTER_SERG:
3547 begin
3548 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3549 FShellTimer := 10;
3550 FShellType := SHELL_SHELL;
3551 end;
3552 MONSTER_MAN:
3553 begin
3554 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3555 FShellTimer := 13;
3556 FShellType := SHELL_DBLSHELL;
3557 end;
3558 MONSTER_CGUN, MONSTER_SPIDER:
3559 begin
3560 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3561 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3562 end;
3563 MONSTER_IMP:
3564 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3565 MONSTER_CYBER:
3566 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3567 MONSTER_SKEL:
3568 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3569 MONSTER_BSP:
3570 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3571 MONSTER_ROBO:
3572 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3573 MONSTER_MANCUB:
3574 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3575 MONSTER_BARON, MONSTER_KNIGHT:
3576 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3577 MONSTER_CACO:
3578 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3579 end;
3580 end;
3582 procedure TMonster.Turn();
3583 begin
3584 // Ðàçâîðà÷èâàåìñÿ:
3585 if FDirection = D_LEFT then
3586 FDirection := D_RIGHT
3587 else
3588 FDirection := D_LEFT;
3590 // Áåæèì â âûáðàííóþ ñòîðîíó:
3591 if FDirection = D_RIGHT then
3592 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3593 else
3594 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3595 end;
3597 function TMonster.findNewPrey(): Boolean;
3598 var
3599 a: DWORD;
3600 l, l2: Integer;
3601 PlayersSee, MonstersSee: Array of DWORD;
3602 PlayerNear, MonsterNear: Integer;
3603 begin
3604 Result := False;
3605 SetLength(MonstersSee, 0);
3606 SetLength(PlayersSee, 0);
3608 FTargetUID := 0;
3609 l := 32000;
3610 PlayerNear := -1;
3611 MonsterNear := -1;
3613 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3614 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3615 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3616 for a := 0 to High(gPlayers) do
3617 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3618 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3619 begin
3620 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3621 begin
3622 SetLength(PlayersSee, Length(PlayersSee) + 1);
3623 PlayersSee[High(PlayersSee)] := a;
3624 end;
3625 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3626 Abs(gPlayers[a].GameY-FObj.Y);
3627 if l2 < l then
3628 begin
3629 l := l2;
3630 PlayerNear := Integer(a);
3631 end;
3632 end;
3634 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3635 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3636 for a := 0 to High(gMonsters) do
3637 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3638 (gMonsters[a].FUID <> FUID) then
3639 begin
3640 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3641 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3642 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3643 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3644 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3645 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3646 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3647 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3649 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3650 begin
3651 SetLength(MonstersSee, Length(MonstersSee) + 1);
3652 MonstersSee[High(MonstersSee)] := a;
3653 end;
3654 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3655 Abs(gMonsters[a].FObj.Y-FObj.Y);
3656 if l2 < l then
3657 begin
3658 l := l2;
3659 MonsterNear := Integer(a);
3660 end;
3661 end;
3663 case FBehaviour of
3664 BH_NORMAL, BH_KILLER:
3665 begin
3666 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3667 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3668 begin
3669 a := PlayersSee[Random(Length(PlayersSee))];
3670 FTargetUID := gPlayers[a].UID;
3671 end;
3672 // Çàòåì ïîáëèçîñòè
3673 if (FTargetUID = 0) and (PlayerNear > -1) then
3674 begin
3675 a := PlayerNear;
3676 FTargetUID := gPlayers[a].UID;
3677 end;
3678 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3679 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3680 begin
3681 a := MonstersSee[Random(Length(MonstersSee))];
3682 FTargetUID := gMonsters[a].UID;
3683 end;
3684 // Çàòåì ïîáëèçîñòè
3685 if (FTargetUID = 0) and (MonsterNear > -1) then
3686 begin
3687 a := MonsterNear;
3688 FTargetUID := gMonsters[a].UID;
3689 end;
3690 end;
3691 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3692 begin
3693 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3694 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3695 begin
3696 a := PlayersSee[Random(Length(PlayersSee))];
3697 FTargetUID := gPlayers[a].UID;
3698 end;
3699 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3700 begin
3701 a := MonstersSee[Random(Length(MonstersSee))];
3702 FTargetUID := gMonsters[a].UID;
3703 end;
3704 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3705 if (FTargetUID = 0) and (PlayerNear > -1) then
3706 begin
3707 a := PlayerNear;
3708 FTargetUID := gPlayers[a].UID;
3709 end;
3710 if (FTargetUID = 0) and (MonsterNear > -1) then
3711 begin
3712 a := MonsterNear;
3713 FTargetUID := gMonsters[a].UID;
3714 end;
3715 end;
3716 end;
3718 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3719 if FTargetUID = 0 then
3720 begin
3721 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3722 if FBehaviour = BH_INSANE then
3723 FTargetUID := FUID
3724 else
3725 FTargetTime := MAX_ATM;
3726 end
3727 else
3728 begin // Öåëü íàøëè
3729 FTargetTime := 0;
3730 Result := True;
3731 end;
3732 end;
3734 function TMonster.kick(o: PObj): Boolean;
3735 begin
3736 Result := False;
3738 case FMonsterType of
3739 MONSTER_FISH:
3740 begin
3741 SetState(STATE_ATTACK);
3742 Result := True;
3743 end;
3744 MONSTER_DEMON:
3745 begin
3746 SetState(STATE_ATTACK);
3747 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3748 Result := True;
3749 end;
3750 MONSTER_IMP:
3751 begin
3752 SetState(STATE_ATTACK);
3753 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3754 Result := True;
3755 end;
3756 MONSTER_SKEL:
3757 begin
3758 SetState(STATE_ATTACK, ANIM_ATTACK2);
3759 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3760 Result := True;
3761 end;
3762 MONSTER_ROBO:
3763 begin
3764 SetState(STATE_ATTACK, ANIM_ATTACK2);
3765 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3766 Result := True;
3767 end;
3768 MONSTER_BARON, MONSTER_KNIGHT,
3769 MONSTER_CACO, MONSTER_MANCUB:
3770 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3771 if not g_Game_IsClient then Result := shoot(o, True);
3772 end;
3773 end;
3775 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3776 var
3777 xd, yd, m: Integer;
3778 begin
3779 Result := False;
3781 // Ñòðåëÿòü ðàíî:
3782 if FAmmo < 0 then
3783 Exit;
3785 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3786 if not immediately then
3787 case FMonsterType of
3788 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3789 Exit; // íå ñòðåëÿþò
3790 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3791 begin
3792 FAmmo := FAmmo + 1;
3793 // Âðåìÿ âûñòðåëà óïóùåíî:
3794 if FAmmo >= 50 then
3795 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3796 end;
3797 MONSTER_MAN: ;
3798 MONSTER_MANCUB:
3799 begin
3800 FAmmo := FAmmo + 1;
3801 // Âðåìÿ âûñòðåëà óïóùåíî:
3802 if FAmmo >= 5 then
3803 FAmmo := -50;
3804 end;
3805 MONSTER_SPIDER:
3806 begin
3807 FAmmo := FAmmo + 1;
3808 // Âðåìÿ âûñòðåëà óïóùåíî:
3809 if FAmmo >= 100 then
3810 FAmmo := -50;
3811 end;
3812 MONSTER_CYBER:
3813 begin
3814 // Ñòðåëÿåò íå âñåãäà:
3815 if Random(2) = 0 then
3816 Exit;
3817 FAmmo := FAmmo + 1;
3818 // Âðåìÿ âûñòðåëà óïóùåíî:
3819 if FAmmo >= 10 then
3820 FAmmo := -50;
3821 end;
3822 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3823 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3824 MONSTER_VILE: if Random(8) <> 0 then Exit;
3825 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3826 else if Random(16) <> 0 then Exit;
3827 end;
3829 // Öåëè íå âèäíî:
3830 if not g_Look(@FObj, o, FDirection) then
3831 Exit;
3833 FTargetTime := 0;
3835 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3836 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3838 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3839 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3840 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3841 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3842 Exit;
3844 case FMonsterType of
3845 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3846 begin
3847 SetState(STATE_SHOOT);
3848 {nn}
3849 end;
3850 MONSTER_SKEL:
3851 begin
3852 SetState(STATE_SHOOT);
3853 {nn}
3854 end;
3855 MONSTER_VILE:
3856 begin // Çàæèãàåì îãîíü
3857 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3858 ty := o^.Y+o^.Rect.Y;
3859 SetState(STATE_SHOOT);
3861 vilefire.Reset();
3863 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3864 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3865 end;
3866 MONSTER_SOUL:
3867 begin // Ëåòèò â ñòîðîíó öåëè:
3868 SetState(STATE_ATTACK);
3869 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3871 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3872 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3873 m := Max(Abs(xd), Abs(yd));
3874 if m = 0 then
3875 m := 1;
3877 FObj.Vel.X := (xd*16) div m;
3878 FObj.Vel.Y := (yd*16) div m;
3879 end;
3880 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3881 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3882 begin
3883 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3884 if FMonsterType = MONSTER_MANCUB then
3885 if FAmmo = 1 then
3886 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3888 SetState(STATE_SHOOT);
3889 end;
3890 else Exit;
3891 end;
3893 Result := True;
3894 end;
3896 function TMonster.Live(): Boolean;
3897 begin
3898 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3899 end;
3901 procedure TMonster.SetHealth(aH: Integer);
3902 begin
3903 if (aH > 0) and (aH < 1000000) then
3904 begin
3905 FHealth := aH;
3906 if FHealth > FMaxHealth then
3907 FMaxHealth := FHealth;
3908 end;
3909 end;
3911 procedure TMonster.WakeUp();
3912 begin
3913 if g_Game_IsClient then Exit;
3914 SetState(STATE_GO);
3915 FTargetTime := MAX_ATM;
3916 WakeUpSound();
3917 end;
3919 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3920 var
3921 i: Integer;
3922 sig: DWORD;
3923 b: Byte;
3924 anim: Boolean;
3925 begin
3926 if Mem = nil then
3927 Exit;
3929 // Ñèãíàòóðà ìîíñòðà:
3930 sig := MONSTER_SIGNATURE; // 'MONS'
3931 Mem.WriteDWORD(sig);
3932 // UID ìîíñòðà:
3933 Mem.WriteWord(FUID);
3934 // Íàïðàâëåíèå:
3935 if FDirection = D_LEFT then
3936 b := 1
3937 else // D_RIGHT
3938 b := 2;
3939 Mem.WriteByte(b);
3940 // Íàäî ëè óäàëèòü åãî:
3941 Mem.WriteBoolean(FRemoved);
3942 // Îñòàëîñü çäîðîâüÿ:
3943 Mem.WriteInt(FHealth);
3944 // Ñîñòîÿíèå:
3945 Mem.WriteByte(FState);
3946 // Òåêóùàÿ àíèìàöèÿ:
3947 Mem.WriteByte(FCurAnim);
3948 // UID öåëè:
3949 Mem.WriteWord(FTargetUID);
3950 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3951 Mem.WriteInt(FTargetTime);
3952 // Ïîâåäåíèå ìîíñòðà:
3953 Mem.WriteByte(FBehaviour);
3954 // Ãîòîâíîñòü ê âûñòðåëó:
3955 Mem.WriteInt(FAmmo);
3956 // Áîëü:
3957 Mem.WriteInt(FPain);
3958 // Âðåìÿ îæèäàíèÿ:
3959 Mem.WriteInt(FSleep);
3960 // Îçâó÷èâàòü ëè áîëü:
3961 Mem.WriteBoolean(FPainSound);
3962 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3963 Mem.WriteBoolean(FWaitAttackAnim);
3964 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3965 Mem.WriteBoolean(FChainFire);
3966 // Ïîäëåæèò ëè ðåñïàâíó:
3967 Mem.WriteBoolean(FNoRespawn);
3968 // Êîîðäèíàòû öåëè:
3969 Mem.WriteInt(tx);
3970 Mem.WriteInt(ty);
3971 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3972 Mem.WriteInt(FStartID);
3973 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3974 Mem.WriteInt(FSpawnTrigger);
3975 // Îáúåêò ìîíñòðà:
3976 Obj_SaveState(@FObj, Mem);
3977 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3978 anim := vilefire <> nil;
3979 Mem.WriteBoolean(anim);
3980 // Åñëè åñòü - ñîõðàíÿåì:
3981 if anim then
3982 vilefire.SaveState(Mem);
3983 // Àíèìàöèè:
3984 for i := ANIM_SLEEP to ANIM_PAIN do
3985 begin
3986 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3987 anim := FAnim[i, D_LEFT] <> nil;
3988 Mem.WriteBoolean(anim);
3989 // Åñëè åñòü - ñîõðàíÿåì:
3990 if anim then
3991 FAnim[i, D_LEFT].SaveState(Mem);
3992 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3993 anim := FAnim[i, D_RIGHT] <> nil;
3994 Mem.WriteBoolean(anim);
3995 // Åñëè åñòü - ñîõðàíÿåì:
3996 if anim then
3997 FAnim[i, D_RIGHT].SaveState(Mem);
3998 end;
3999 end;
4001 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4002 var
4003 i: Integer;
4004 sig: DWORD;
4005 b: Byte;
4006 anim: Boolean;
4007 begin
4008 if Mem = nil then
4009 Exit;
4011 // Ñèãíàòóðà ìîíñòðà:
4012 Mem.ReadDWORD(sig);
4013 if sig <> MONSTER_SIGNATURE then // 'MONS'
4014 begin
4015 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4016 end;
4017 // UID ìîíñòðà:
4018 Mem.ReadWord(FUID);
4019 // Íàïðàâëåíèå:
4020 Mem.ReadByte(b);
4021 if b = 1 then
4022 FDirection := D_LEFT
4023 else // b = 2
4024 FDirection := D_RIGHT;
4025 // Íàäî ëè óäàëèòü åãî:
4026 Mem.ReadBoolean(FRemoved);
4027 // Îñòàëîñü çäîðîâüÿ:
4028 Mem.ReadInt(FHealth);
4029 // Ñîñòîÿíèå:
4030 Mem.ReadByte(FState);
4031 // Òåêóùàÿ àíèìàöèÿ:
4032 Mem.ReadByte(FCurAnim);
4033 // UID öåëè:
4034 Mem.ReadWord(FTargetUID);
4035 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4036 Mem.ReadInt(FTargetTime);
4037 // Ïîâåäåíèå ìîíñòðà:
4038 Mem.ReadByte(FBehaviour);
4039 // Ãîòîâíîñòü ê âûñòðåëó:
4040 Mem.ReadInt(FAmmo);
4041 // Áîëü:
4042 Mem.ReadInt(FPain);
4043 // Âðåìÿ îæèäàíèÿ:
4044 Mem.ReadInt(FSleep);
4045 // Îçâó÷èâàòü ëè áîëü:
4046 Mem.ReadBoolean(FPainSound);
4047 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4048 Mem.ReadBoolean(FWaitAttackAnim);
4049 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4050 Mem.ReadBoolean(FChainFire);
4051 // Ïîäëåæèò ëè ðåñïàâíó
4052 Mem.ReadBoolean(FNoRespawn);
4053 // Êîîðäèíàòû öåëè:
4054 Mem.ReadInt(tx);
4055 Mem.ReadInt(ty);
4056 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4057 Mem.ReadInt(FStartID);
4058 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4059 Mem.ReadInt(FSpawnTrigger);
4060 // Îáúåêò ìîíñòðà:
4061 Obj_LoadState(@FObj, Mem);
4062 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4063 Mem.ReadBoolean(anim);
4064 // Åñëè åñòü - çàãðóæàåì:
4065 if anim then
4066 begin
4067 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4068 vilefire.LoadState(Mem);
4069 end;
4070 // Àíèìàöèè:
4071 for i := ANIM_SLEEP to ANIM_PAIN do
4072 begin
4073 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4074 Mem.ReadBoolean(anim);
4075 // Åñëè åñòü - çàãðóæàåì:
4076 if anim then
4077 begin
4078 Assert(FAnim[i, D_LEFT] <> nil,
4079 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4080 FAnim[i, D_LEFT].LoadState(Mem);
4081 end;
4082 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4083 Mem.ReadBoolean(anim);
4084 // Åñëè åñòü - çàãðóæàåì:
4085 if anim then
4086 begin
4087 Assert(FAnim[i, D_RIGHT] <> nil,
4088 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4089 FAnim[i, D_RIGHT].LoadState(Mem);
4090 end;
4091 end;
4092 end;
4094 procedure TMonster.ActivateTriggers();
4095 var
4096 a: Integer;
4097 begin
4098 if FDieTriggers <> nil then
4099 for a := 0 to High(FDieTriggers) do
4100 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4101 if FSpawnTrigger > -1 then
4102 begin
4103 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4104 FSpawnTrigger := -1;
4105 end;
4106 end;
4108 procedure TMonster.AddTrigger(t: Integer);
4109 begin
4110 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4111 FDieTriggers[High(FDieTriggers)] := t;
4112 end;
4114 procedure TMonster.ClearTriggers();
4115 begin
4116 SetLength(FDieTriggers, 0);
4117 end;
4119 end.