DEADSOFTWARE

added `.positionChanged()` to (almost) all entities; don't forget to call it after...
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 FDieTriggers: Array of Integer;
84 FSpawnTrigger: Integer;
86 procedure Turn();
87 function findNewPrey(): Boolean;
88 procedure ActivateTriggers();
90 public
91 FNoRespawn: Boolean;
92 FFireTime: Integer;
94 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
95 destructor Destroy(); override;
96 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
97 function Collide(Panel: TPanel): Boolean; overload;
98 function Collide(X, Y: Integer): Boolean; overload;
99 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
100 function Live(): Boolean;
101 procedure SetHealth(aH: Integer);
102 procedure Push(vx, vy: Integer);
103 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
104 function Heal(Value: Word): Boolean;
105 procedure BFGHit();
106 procedure Update();
107 procedure ClientUpdate();
108 procedure ClientAttack(wx, wy, atx, aty: Integer);
109 procedure SetDeadAnim;
110 procedure Draw();
111 procedure WakeUp();
112 procedure WakeUpSound();
113 procedure DieSound();
114 procedure PainSound();
115 procedure ActionSound();
116 procedure AddTrigger(t: Integer);
117 procedure ClearTriggers();
118 procedure Respawn();
119 procedure SaveState(var Mem: TBinMemoryWriter);
120 procedure LoadState(var Mem: TBinMemoryReader);
121 procedure SetState(State: Byte; ForceAnim: Byte = 255);
122 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
123 procedure MakeBloodSimple(Count: Word);
124 procedure RevertAnim(R: Boolean = True);
125 function AnimIsReverse: Boolean;
126 function shoot(o: PObj; immediately: Boolean): Boolean;
127 function kick(o: PObj): Boolean;
128 procedure CatchFire(Attacker: Word);
129 procedure OnFireFlame(Times: DWORD = 1);
131 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
133 property MonsterType: Byte read FMonsterType;
134 property MonsterHealth: Integer read FHealth write FHealth;
135 property MonsterAmmo: Integer read FAmmo write FAmmo;
136 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
137 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
138 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
139 property MonsterSleep: Integer read FSleep write FSleep;
140 property MonsterState: Byte read FState write FState;
141 property MonsterRemoved: Boolean read FRemoved write FRemoved;
142 property MonsterPain: Integer read FPain write FPain;
143 property MonsterAnim: Byte read FCurAnim write FCurAnim;
145 property Obj: TObj read FObj;
146 property UID: Word read FUID write FUID;
147 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
149 property GameX: Integer read FObj.X write FObj.X;
150 property GameY: Integer read FObj.Y write FObj.Y;
151 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
152 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
153 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
154 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
155 property GameDirection: TDirection read FDirection write FDirection;
157 property StartID: Integer read FStartID;
158 end;
160 procedure g_Monsters_LoadData();
161 procedure g_Monsters_FreeData();
162 procedure g_Monsters_Init();
163 procedure g_Monsters_Free();
164 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
165 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
166 procedure g_Monsters_Update();
167 procedure g_Monsters_Draw();
168 procedure g_Monsters_DrawHealth();
169 function g_Monsters_Get(UID: Word): TMonster;
170 procedure g_Monsters_killedp();
171 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
172 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
173 function g_Monsters_GetIDByName(name: String): Integer;
174 function g_Monsters_GetNameByID(MonsterType: Byte): String;
175 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
177 var
178 gMonsters: array of TMonster;
180 implementation
182 uses
183 e_log, g_main, g_sound, g_gfx, g_player, g_game,
184 g_weapons, g_triggers, MAPDEF, g_items, g_options,
185 g_console, g_map, Math, SysUtils, g_menu, wadreader,
186 g_language, g_netmsg;
188 const
189 ANIM_SLEEP = 0;
190 ANIM_GO = 1;
191 ANIM_DIE = 2;
192 ANIM_MESS = 3;
193 ANIM_ATTACK = 4;
194 ANIM_ATTACK2 = 5;
195 ANIM_PAIN = 6;
197 STATE_SLEEP = 0;
198 STATE_GO = 1;
199 STATE_RUN = 2;
200 STATE_CLIMB = 3;
201 STATE_DIE = 4;
202 STATE_DEAD = 5;
203 STATE_ATTACK = 6;
204 STATE_SHOOT = 7;
205 STATE_PAIN = 8;
206 STATE_WAIT = 9;
207 STATE_REVIVE = 10;
208 STATE_RUNOUT = 11;
210 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
212 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
213 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
214 record
215 name: String;
216 loop: Boolean;
217 end = ((name: 'SLEEP'; loop: True),
218 (name: 'GO'; loop: True),
219 (name: 'DIE'; loop: False),
220 (name: 'MESS'; loop: False),
221 (name: 'ATTACK'; loop: False),
222 (name: 'ATTACK2'; loop: False),
223 (name: 'PAIN'; loop: False));
225 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
226 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
227 record
228 Name: String;
229 Rect: TRectWH;
230 Health: Word;
231 RunVel: Byte;
232 MinPain: Byte;
233 Pain: Byte;
234 Jump: Byte;
235 end =
236 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
237 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
239 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
240 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
242 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
243 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
245 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
246 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
248 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
249 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
251 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
252 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
254 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
255 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
257 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
258 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
260 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
261 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
263 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
264 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
266 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
267 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
269 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
270 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
272 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
273 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
275 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
276 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
278 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
279 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
281 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
282 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
284 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
285 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
287 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
288 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
290 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
291 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
293 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
294 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
296 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
297 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
298 record
299 LeftAnim: Boolean;
300 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
301 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
302 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
303 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
304 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
305 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
306 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));
307 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))),
309 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
310 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));
311 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))),
313 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
314 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));
315 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))),
317 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
318 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));
319 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))),
321 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
322 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6));
323 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))),
325 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
326 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));
327 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))),
329 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
330 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));
331 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))),
333 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
334 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));
335 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))),
337 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
338 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));
339 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))),
341 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
342 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));
343 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))),
345 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
346 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));
347 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))),
349 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
350 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));
351 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))),
353 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
354 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));
355 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))),
357 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
358 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));
359 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))),
361 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
362 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));
363 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))),
365 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
366 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));
367 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))),
369 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
370 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));
371 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 ))),
373 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
374 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));
375 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))),
377 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
378 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));
379 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))),
381 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
382 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));
383 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))) );
385 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
386 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
388 var
389 pt_x: Integer = 0;
390 pt_xs: Integer = 1;
391 pt_y: Integer = 0;
392 pt_ys: Integer = 1;
393 soulcount: Integer = 0;
395 function FindMonster(): DWORD;
396 var
397 i: Integer;
398 begin
399 if gMonsters <> nil then
400 for i := 0 to High(gMonsters) do
401 if gMonsters[i] = nil then
402 begin
403 Result := i;
404 Exit;
405 end;
407 if gMonsters = nil then
408 begin
409 SetLength(gMonsters, 32);
410 Result := 0;
411 end
412 else
413 begin
414 Result := High(gMonsters) + 1;
415 SetLength(gMonsters, Length(gMonsters) + 32);
416 end;
417 end;
419 function IsFriend(a, b: Byte): Boolean;
420 begin
421 Result := True;
423 // Áî÷êà - âñåì äðóã:
424 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
425 Exit;
427 // Ìîíñòðû îäíîãî âèäà:
428 if a = b then
429 case a of
430 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
431 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
432 Exit; // Ýòè íå áüþò ñâîèõ
433 end;
435 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
436 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
437 Exit;
438 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
439 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
440 Exit;
442 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
443 Result := False;
444 end;
446 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
447 var
448 m: TMonster;
449 UIDType, MonsterType: Byte;
450 begin
451 Result := False;
452 MonsterType := 0;
454 UIDType := g_GetUIDType(SpawnerUID);
455 if UIDType = UID_MONSTER then
456 begin
457 m := g_Monsters_Get(SpawnerUID);
458 if m = nil then Exit;
459 MonsterType := m.FMonsterType;
460 end;
462 case BH of
463 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
464 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
466 BH_KILLER: Result := UIDType = UID_PLAYER;
467 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
468 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
470 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
471 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
472 end;
473 end;
475 function canShoot(m: Byte): Boolean;
476 begin
477 Result := False;
479 case m of
480 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
481 Exit;
482 else
483 Result := True;
484 end;
485 end;
487 function isCorpse(o: PObj; immediately: Boolean): Integer;
488 var
489 a: Integer;
490 begin
491 Result := -1;
493 // Åñëè íóæíà âåðîÿòíîñòü:
494 if not immediately then
495 if Random(8) <> 0 then
496 Exit;
498 if gMonsters = nil then
499 Exit;
501 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
502 for a := 0 to High(gMonsters) do
503 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
504 if g_Obj_Collide(o, @gMonsters[a].FObj) then
505 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
506 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
507 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
508 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
509 begin
510 Result := a;
511 Exit;
512 end;
513 end;
514 end;
516 procedure g_Monsters_LoadData();
517 begin
518 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
520 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
524 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
527 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
531 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
534 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
541 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
548 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
555 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
562 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
569 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
576 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
583 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
590 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
597 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
604 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
611 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
618 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
625 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
632 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
639 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
646 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
647 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
653 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
654 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
660 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
661 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
668 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
673 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
675 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
678 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
679 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
680 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
681 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
682 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
683 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
684 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
685 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
686 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
687 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
689 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
690 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
691 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
693 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
694 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
695 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
696 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
697 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
698 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
703 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
704 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
706 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
707 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
711 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
714 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
715 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
716 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
717 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
718 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
720 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
726 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
727 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
728 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
729 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
731 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
732 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
733 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
735 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
736 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
739 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
742 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
743 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
745 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
746 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
748 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
749 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
750 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
752 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
753 end;
755 procedure g_Monsters_FreeData();
756 begin
757 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
759 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
760 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
761 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
762 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
763 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
764 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
765 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
766 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
767 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
768 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
769 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
770 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
771 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
772 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
773 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
774 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
775 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
776 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
778 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
780 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
782 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
783 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
784 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
786 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
787 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
788 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
790 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
791 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
792 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
793 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
794 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
795 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
796 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
797 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
799 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
800 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
801 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
802 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
803 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
805 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
806 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
807 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
808 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
809 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
810 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
811 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
812 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
813 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
814 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
815 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
816 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
817 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
818 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
819 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
820 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
821 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
822 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
830 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
831 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
832 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
838 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
839 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
841 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
842 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
844 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
845 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
846 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
847 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
848 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
849 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
850 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
852 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
853 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
854 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
855 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
856 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
857 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
862 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
866 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
867 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
868 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
869 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
870 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
872 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
873 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
874 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
875 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
876 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
877 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
878 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
879 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
880 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
882 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
883 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
884 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
885 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
886 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
887 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
888 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
889 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
891 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
893 g_Sound_Delete('SOUND_MONSTER_PAIN');
894 g_Sound_Delete('SOUND_MONSTER_PAIN2');
895 g_Sound_Delete('SOUND_MONSTER_ACTION');
896 g_Sound_Delete('SOUND_MONSTER_ACTION2');
897 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
898 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
899 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
900 g_Sound_Delete('SOUND_MONSTER_DIE_1');
901 g_Sound_Delete('SOUND_MONSTER_DIE_2');
902 g_Sound_Delete('SOUND_MONSTER_DIE_3');
903 g_Sound_Delete('SOUND_MONSTER_SLOP');
905 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
906 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
907 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
909 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
910 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
911 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
912 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
913 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
914 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
916 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
917 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
918 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
919 g_Sound_Delete('SOUND_MONSTER_HAHA');
920 g_Sound_Delete('SOUND_MONSTER_TRUP');
922 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
923 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
925 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
926 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
927 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
928 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
930 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
931 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
932 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
933 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
934 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
936 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
937 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
938 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
939 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
940 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
942 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
943 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
944 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
945 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
947 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
948 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
949 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
951 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
952 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
955 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
957 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
958 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
959 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
961 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
962 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
964 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
965 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
966 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
968 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
969 end;
971 procedure g_Monsters_Init();
972 begin
973 soulcount := 0;
974 end;
976 procedure g_Monsters_Free();
977 var
978 a: Integer;
979 begin
980 if gMonsters <> nil then
981 for a := 0 to High(gMonsters) do
982 gMonsters[a].Free();
984 gMonsters := nil;
985 end;
987 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
988 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
989 var
990 find_id: DWORD;
991 begin
992 Result := -1;
994 // Íåò òàêîãî ìîíñòðà:
995 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
996 Exit;
998 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
999 if MonsterType = MONSTER_SOUL then
1000 if soulcount > MAX_SOUL then
1001 Exit
1002 else
1003 soulcount := soulcount + 1;
1005 find_id := FindMonster();
1007 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1009 // Íàñòðàèâàåì ïîëîæåíèå:
1010 with gMonsters[find_id] do
1011 begin
1012 if AdjCoord then
1013 begin
1014 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1015 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1016 end
1017 else
1018 begin
1019 FObj.X := X-FObj.Rect.X;
1020 FObj.Y := Y-FObj.Rect.Y;
1021 end;
1023 FDirection := Direction;
1024 FStartDirection := Direction;
1025 FStartX := GameX;
1026 FStartY := GameY;
1027 end;
1029 Result := find_id;
1030 end;
1032 procedure g_Monsters_killedp();
1033 var
1034 a, h: Integer;
1035 begin
1036 if gMonsters = nil then
1037 Exit;
1039 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1040 h := High(gMonsters);
1041 for a := 0 to h do
1042 if (gMonsters[a] <> nil) then
1043 with gMonsters[a] do
1044 if (FMonsterType = MONSTER_MAN) and
1045 (FState <> STATE_DEAD) and
1046 (FState <> STATE_SLEEP) and
1047 (FState <> STATE_DIE) then
1048 begin
1049 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1050 Exit;
1051 end;
1052 end;
1054 procedure g_Monsters_Update();
1055 var
1056 a: Integer;
1057 begin
1058 // Öåëåóêàçàòåëü:
1059 if gTime mod (GAME_TICK*2) = 0 then
1060 begin
1061 pt_x := pt_x+pt_xs;
1062 pt_y := pt_y+pt_ys;
1063 if Abs(pt_x) > 246 then
1064 pt_xs := -pt_xs;
1065 if Abs(pt_y) > 100 then
1066 pt_ys := -pt_ys;
1067 end;
1069 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1071 if gMonsters <> nil then
1072 for a := 0 to High(gMonsters) do
1073 if (gMonsters[a] <> nil) then
1074 if not gMonsters[a].FRemoved then
1075 begin
1076 if g_Game_IsClient then
1077 gMonsters[a].ClientUpdate()
1078 else
1079 gMonsters[a].Update();
1080 end
1081 else
1082 begin
1083 gMonsters[a].Free();
1084 gMonsters[a] := nil;
1085 end;
1087 gMon := False;
1088 end;
1090 procedure g_Monsters_Draw();
1091 var
1092 a: Integer;
1093 begin
1094 if gMonsters <> nil then
1095 for a := 0 to High(gMonsters) do
1096 if gMonsters[a] <> nil then
1097 gMonsters[a].Draw();
1098 end;
1100 procedure g_Monsters_DrawHealth();
1101 var
1102 a: Integer;
1103 fW, fH: Byte;
1104 begin
1105 if gMonsters = nil then Exit;
1106 e_TextureFontGetSize(gStdFont, fW, fH);
1108 for a := 0 to High(gMonsters) do
1109 if gMonsters[a] <> nil then
1110 begin
1111 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1112 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1113 IntToStr(gMonsters[a].FHealth), gStdFont);
1114 end;
1115 end;
1117 function g_Monsters_Get(UID: Word): TMonster;
1118 var
1119 a: Integer;
1120 begin
1121 Result := nil;
1123 if gMonsters <> nil then
1124 for a := 0 to High(gMonsters) do
1125 if (gMonsters[a] <> nil) and
1126 (gMonsters[a].FUID = UID) then
1127 begin
1128 Result := gMonsters[a];
1129 Break;
1130 end;
1131 end;
1133 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1134 var
1135 count, i: Integer;
1136 b: Byte;
1137 begin
1138 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1139 count := 0;
1140 if gMonsters <> nil then
1141 for i := 0 to High(gMonsters) do
1142 if gMonsters[i] <> nil then
1143 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1144 count := count + 1;
1146 Mem := TBinMemoryWriter.Create((count+1) * 350);
1148 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1149 Mem.WriteInt(pt_x);
1150 Mem.WriteInt(pt_xs);
1151 Mem.WriteInt(pt_y);
1152 Mem.WriteInt(pt_ys);
1154 // Êîëè÷åñòâî ìîíñòðîâ:
1155 Mem.WriteInt(count);
1157 if count = 0 then
1158 Exit;
1160 // Ñîõðàíÿåì ìîíñòðîâ:
1161 for i := 0 to High(gMonsters) do
1162 if gMonsters[i] <> nil then
1163 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1164 begin
1165 // Òèï ìîíñòðà:
1166 b := gMonsters[i].MonsterType;
1167 Mem.WriteByte(b);
1168 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1169 gMonsters[i].SaveState(Mem);
1170 end;
1171 end;
1173 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1174 var
1175 count, i, a: Integer;
1176 b: Byte;
1177 begin
1178 if Mem = nil then
1179 Exit;
1181 g_Monsters_Free();
1183 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1184 Mem.ReadInt(pt_x);
1185 Mem.ReadInt(pt_xs);
1186 Mem.ReadInt(pt_y);
1187 Mem.ReadInt(pt_ys);
1189 // Êîëè÷åñòâî ìîíñòðîâ:
1190 Mem.ReadInt(count);
1192 if count = 0 then
1193 Exit;
1195 // Çàãðóæàåì ìîíñòðîâ:
1196 for a := 0 to count-1 do
1197 begin
1198 // Òèï ìîíñòðà:
1199 Mem.ReadByte(b);
1200 // Ñîçäàåì ìîíñòðà:
1201 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1202 if i < 0 then
1203 begin
1204 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1205 end;
1206 // Çàãðóæàåì äàííûå ìîíñòðà:
1207 gMonsters[i].LoadState(Mem);
1208 end;
1209 end;
1211 function g_Monsters_GetIDByName(name: String): Integer;
1212 var
1213 i: Integer;
1214 begin
1215 name := UpperCase(name);
1216 i := MONSTER_DEMON;
1217 while (i <= MONSTER_MAN) do
1218 begin
1219 if name = MONSTERTABLE[i].Name then
1220 begin
1221 Result := i;
1222 Exit;
1223 end;
1224 Inc(i);
1225 end;
1227 Result := -1;
1228 end;
1230 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1231 begin
1232 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1233 Result := MONSTERTABLE[MonsterType].Name
1234 else
1235 Result := '?';
1236 end;
1238 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1239 begin
1240 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1241 Result := KilledByMonster[MonsterType]
1242 else
1243 Result := '?';
1244 end;
1246 { T M o n s t e r : }
1248 procedure TMonster.ActionSound();
1249 begin
1250 case FMonsterType of
1251 MONSTER_IMP:
1252 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1253 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1254 MONSTER_MANCUB:
1255 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1256 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1257 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1258 MONSTER_SPIDER:
1259 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1260 MONSTER_BSP:
1261 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1262 MONSTER_VILE:
1263 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1264 MONSTER_SKEL:
1265 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1266 MONSTER_CYBER:
1268 MONSTER_MAN:
1269 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1270 end;
1271 end;
1273 procedure TMonster.PainSound();
1274 begin
1275 if FPainSound then
1276 Exit;
1278 FPainSound := True;
1279 FPainTicks := 20;
1281 case FMonsterType of
1282 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1283 MONSTER_SKEL, MONSTER_CGUN:
1284 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1285 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1286 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1287 MONSTER_BSP, MONSTER_CYBER:
1288 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1289 MONSTER_VILE:
1290 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1291 MONSTER_MANCUB:
1292 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1293 MONSTER_PAIN:
1294 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1295 MONSTER_MAN:
1296 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1297 end;
1298 end;
1300 procedure TMonster.DieSound();
1301 begin
1302 case FMonsterType of
1303 MONSTER_IMP:
1304 case Random(2) of
1305 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1306 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1307 end;
1308 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1309 case Random(3) of
1310 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1311 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1312 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1313 end;
1314 MONSTER_DEMON:
1315 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1316 MONSTER_BARREL:
1317 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1318 MONSTER_SOUL:
1319 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1320 MONSTER_BSP:
1321 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1322 MONSTER_VILE:
1323 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1324 MONSTER_BARON:
1325 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1326 MONSTER_CACO:
1327 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1328 MONSTER_CYBER:
1329 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1330 MONSTER_KNIGHT:
1331 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1332 MONSTER_MANCUB:
1333 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1334 MONSTER_PAIN:
1335 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1336 MONSTER_SKEL:
1337 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1338 MONSTER_SPIDER:
1339 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1340 MONSTER_MAN:
1341 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1342 end;
1343 end;
1345 procedure TMonster.WakeUpSound();
1346 begin
1347 case FMonsterType of
1348 MONSTER_IMP:
1349 case Random(2) of
1350 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1351 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1352 end;
1353 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1354 case Random(3) of
1355 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1356 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1357 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1358 end;
1359 MONSTER_MAN:
1360 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1361 MONSTER_BSP:
1362 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1363 MONSTER_VILE:
1364 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1365 MONSTER_BARON:
1366 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1367 MONSTER_CACO:
1368 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1369 MONSTER_CYBER:
1370 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1371 MONSTER_KNIGHT:
1372 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1373 MONSTER_MANCUB:
1374 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1375 MONSTER_PAIN:
1376 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1377 MONSTER_DEMON:
1378 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1379 MONSTER_SKEL:
1380 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1381 MONSTER_SPIDER:
1382 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1383 MONSTER_SOUL:
1385 end;
1386 end;
1388 procedure TMonster.BFGHit();
1389 begin
1390 if FMonsterType = MONSTER_FISH then
1391 Exit;
1393 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1394 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1395 {if g_Game_IsServer and g_Game_IsNet then
1396 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1397 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1398 0, NET_GFX_BFG);}
1399 end;
1401 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1402 begin
1403 Result := g_Collide(FObj.X+FObj.Rect.X,
1404 FObj.Y+FObj.Rect.Y,
1405 FObj.Rect.Width,
1406 FObj.Rect.Height,
1407 X, Y,
1408 Width, Height);
1409 end;
1411 function TMonster.Collide(Panel: TPanel): Boolean;
1412 begin
1413 Result := g_Collide(FObj.X+FObj.Rect.X,
1414 FObj.Y+FObj.Rect.Y,
1415 FObj.Rect.Width,
1416 FObj.Rect.Height,
1417 Panel.X, Panel.Y,
1418 Panel.Width, Panel.Height);
1419 end;
1421 function TMonster.Collide(X, Y: Integer): Boolean;
1422 begin
1423 X := X - FObj.X - FObj.Rect.X;
1424 Y := Y - FObj.Y - FObj.Rect.Y;
1425 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1426 (y >= 0) and (y <= FObj.Rect.Height);
1427 end;
1429 procedure TMonster.Respawn;
1430 begin
1431 FObj.Vel.X := 0;
1432 FObj.Vel.Y := 0;
1433 FObj.Accel.X := 0;
1434 FObj.Accel.Y := 0;
1435 FDirection := FStartDirection;
1436 GameX := FStartX;
1437 GameY := FStartY;
1438 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1439 FHealth := MONSTERTABLE[FMonsterType].Health;
1440 FAmmo := 0;
1441 FPain := 0;
1442 FTargetUID := 0;
1443 FTargetTime := 0;
1444 FDieTriggers := nil;
1445 FWaitAttackAnim := False;
1446 FChainFire := False;
1447 FShellTimer := -1;
1449 FState := STATE_SLEEP;
1450 FCurAnim := ANIM_SLEEP;
1452 positionChanged(); // this updates spatial accelerators
1454 if g_Game_IsNet and g_Game_IsServer then
1455 begin
1456 MH_SEND_MonsterPos(FUID);
1457 MH_SEND_MonsterState(FUID);
1458 end;
1459 end;
1461 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1462 var
1463 a: Integer;
1464 FramesID: DWORD;
1465 s: String;
1466 res: Boolean;
1467 begin
1468 if ForcedUID < 0 then
1469 FUID := g_CreateUID(UID_MONSTER)
1470 else
1471 FUID := ForcedUID;
1473 FMonsterType := MonsterType;
1475 g_Obj_Init(@FObj);
1477 FState := STATE_SLEEP;
1478 FCurAnim := ANIM_SLEEP;
1479 FHealth := MONSTERTABLE[MonsterType].Health;
1480 FMaxHealth := FHealth;
1481 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1482 FDieTriggers := nil;
1483 FSpawnTrigger := -1;
1484 FWaitAttackAnim := False;
1485 FChainFire := False;
1486 FStartID := aID;
1487 FNoRespawn := False;
1488 FShellTimer := -1;
1489 FBehaviour := BH_NORMAL;
1490 FFireTime := 0;
1491 FFirePainTime := 0;
1492 FFireAttacker := 0;
1494 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1495 FBloodKind := BLOOD_SPARKS
1496 else
1497 FBloodKind := BLOOD_NORMAL;
1498 if FMonsterType = MONSTER_CACO then
1499 begin
1500 FBloodRed := 0;
1501 FBloodGreen := 0;
1502 FBloodBlue := 150;
1503 end
1504 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1505 begin
1506 FBloodRed := 0;
1507 FBloodGreen := 150;
1508 FBloodBlue := 0;
1509 end
1510 else
1511 begin
1512 FBloodRed := 150;
1513 FBloodGreen := 0;
1514 FBloodBlue := 0;
1515 end;
1517 SetLength(FAnim, Length(ANIMTABLE));
1519 for a := 0 to High(FAnim) do
1520 begin
1521 FAnim[a, D_LEFT] := nil;
1522 FAnim[a, D_RIGHT] := nil;
1523 end;
1525 for a := ANIM_SLEEP to ANIM_PAIN do
1526 if (ANIMTABLE[a].name <> '') and
1527 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1528 begin
1529 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1530 '_'+ANIMTABLE[a].name;
1532 res := g_Frames_Exists(s);
1534 if res then
1535 res := g_Frames_Get(FramesID, s);
1537 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1538 if (not res) then
1539 begin
1540 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1541 if a <> ANIM_MESS then
1542 Continue;
1544 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1545 '_'+ANIMTABLE[ANIM_DIE].name) then
1546 begin
1547 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1548 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1549 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1550 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1551 Continue;
1552 end;
1553 end;
1555 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1556 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1558 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1559 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1560 begin
1561 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1562 '_'+ANIMTABLE[a].name+'_L';
1563 if g_Frames_Exists(s) then
1564 g_Frames_Get(FramesID, s);
1565 end;
1567 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1568 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1569 end;
1571 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1572 if MonsterType = MONSTER_VILE then
1573 begin
1574 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1575 vilefire := TAnimation.Create(FramesID, True, 2);
1576 end
1577 else
1578 vilefire := nil;
1579 end;
1581 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1582 var
1583 c, it: Integer;
1584 p: TPlayer;
1585 begin
1586 Result := False;
1588 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1589 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1590 Exit;
1592 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1593 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1594 begin
1595 FSleep := 20;
1596 if Random(2) = 0 then
1597 FDirection := D_RIGHT
1598 else
1599 FDirection := D_LEFT;
1600 Result := True;
1601 SetState(STATE_RUN);
1602 Exit;
1603 end;
1605 // Ëîâóøêà óáèâàåò ñðàçó:
1606 if t = HIT_TRAP then
1607 FHealth := -100;
1609 // Ðîáîòó óðîíà íåò:
1610 if FMonsterType = MONSTER_ROBO then
1611 aDamage := 0;
1613 // Íàíîñèì óðîí:
1614 if g_Game_IsServer then Dec(FHealth, aDamage);
1616 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1617 if FPain = 0 then
1618 FPain := 3;
1619 FPain := FPain+aDamage;
1621 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1622 if FState <> STATE_PAIN then
1623 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1624 (FMonsterType <> MONSTER_BARREL) then
1625 SetState(STATE_PAIN);
1627 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1628 if (gBloodCount > 0) then
1629 begin
1630 c := Min(aDamage, 200);
1631 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1633 if (VelX = 0) and (VelY = 0) then
1634 MakeBloodSimple(c)
1635 else
1636 case t of
1637 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1638 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1639 end;
1640 end;
1642 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1643 if (SpawnerUID <> FUID) and
1644 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1645 begin
1646 FTargetUID := SpawnerUID;
1647 FTargetTime := 0;
1648 end;
1650 // Çäîðîâüå çàêîí÷èëîñü:
1651 if FHealth <= 0 then
1652 begin
1653 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1654 if (FMonsterType <> MONSTER_BARREL) then
1655 begin
1656 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1657 begin
1658 p := g_Player_Get(SpawnerUID);
1659 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1660 begin
1661 p.MonsterKills := p.MonsterKills+1;
1662 if gGameSettings.GameMode = GM_COOP then
1663 p.Frags := p.Frags + 1;
1664 // Uncomment this if you want to double-kill monsters
1665 //p.FragCombo();
1666 end;
1667 end;
1668 if gLMSRespawn = LMS_RESPAWN_NONE then
1669 begin
1670 Inc(gCoopMonstersKilled);
1671 if g_Game_IsNet then
1672 MH_SEND_GameStats;
1673 end;
1674 end;
1676 // Âûáèðàåì ëóò:
1677 case FMonsterType of
1678 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1679 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1680 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1681 MONSTER_MAN: c := ITEM_KEY_RED;
1682 else c := 0;
1683 end;
1685 // Áðîñàåì ëóò:
1686 if c <> 0 then
1687 begin
1688 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1689 FObj.Y + (FObj.Rect.Height div 2),
1690 c, True, False);
1691 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1692 (FObj.Vel.Y div 2)-Random(4));
1693 positionChanged(); // this updates spatial accelerators
1694 if g_Game_IsServer and g_Game_IsNet then
1695 MH_SEND_ItemSpawn(True, it);
1696 end;
1698 // Òðóï äàëüøå íå èäåò:
1699 FObj.Vel.X := 0;
1701 // Ó òðóïà ðàçìåðû ìåíüøå:
1702 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1703 begin
1704 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1705 FObj.Rect.Height := 12;
1706 end;
1708 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1709 if (FHealth <= -30) and
1710 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1711 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1712 (FMonsterType = MONSTER_MAN)) then
1713 begin
1714 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1715 SetState(STATE_DIE, ANIM_MESS);
1716 end
1717 else
1718 begin
1719 DieSound();
1720 SetState(STATE_DIE);
1721 end;
1723 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1724 if g_Game_IsServer then ActivateTriggers();
1726 FHealth := 0;
1727 end
1728 else
1729 if FState = STATE_SLEEP then
1730 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1731 FPain := MONSTERTABLE[FMonsterType].Pain;
1732 SetState(STATE_GO);
1733 end;
1735 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1736 Result := True;
1737 end;
1739 function TMonster.Heal(Value: Word): Boolean;
1740 begin
1741 Result := False;
1742 if g_Game_IsClient then
1743 Exit;
1744 if not Live then
1745 Exit;
1747 if FHealth < FMaxHealth then
1748 begin
1749 IncMax(FHealth, Value, FMaxHealth);
1750 if g_Game_IsServer and g_Game_IsNet then
1751 MH_SEND_MonsterState(FUID);
1752 Result := True;
1753 end;
1754 end;
1756 destructor TMonster.Destroy();
1757 var
1758 a: Integer;
1759 begin
1760 for a := 0 to High(FAnim) do
1761 begin
1762 FAnim[a, D_LEFT].Free();
1763 FAnim[a, D_RIGHT].Free();
1764 end;
1766 vilefire.Free();
1768 inherited Destroy();
1769 end;
1771 procedure TMonster.Draw();
1772 var
1773 m: TMirrorType;
1774 dx, dy, c: Integer;
1775 o: TObj;
1776 begin
1777 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1778 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1780 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1781 if FMonsterType = MONSTER_VILE then
1782 if FState = STATE_SHOOT then
1783 if GetPos(FTargetUID, @o) then
1784 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1785 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1787 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1788 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1789 sX-128, sY-128, sWidth+256, sHeight+256) then
1790 Exit;
1792 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1793 if FState = STATE_DEAD then
1794 case FMonsterType of
1795 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1796 end;
1798 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1799 if FAnim[FCurAnim, FDirection] <> nil then
1800 begin
1801 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1802 if (FDirection = D_LEFT) and
1803 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1804 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1805 (FMonsterType <> MONSTER_BARREL) then
1806 m := M_HORIZONTAL
1807 else
1808 m := M_NONE;
1810 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1811 if (FDirection = D_LEFT) and
1812 (FMonsterType <> MONSTER_BARREL) then
1813 begin
1814 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1815 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1817 if m = M_HORIZONTAL then
1818 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1819 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1820 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1821 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1822 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1823 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1824 dx := -dx;
1825 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1826 end;
1827 end
1828 else // Ïðàâàÿ àíèìàöèÿ
1829 begin
1830 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1831 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1832 end;
1834 // Ðèñóåì:
1835 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1836 end;
1838 if g_debug_Frames then
1839 begin
1840 e_DrawQuad(FObj.X+FObj.Rect.X,
1841 FObj.Y+FObj.Rect.Y,
1842 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1843 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1844 0, 255, 0);
1845 end;
1846 end;
1848 procedure TMonster.MakeBloodSimple(Count: Word);
1849 begin
1850 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1851 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1852 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1853 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1854 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1855 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1856 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1857 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1858 end;
1860 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1861 begin
1862 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1863 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1864 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1865 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1866 end;
1868 procedure TMonster.Push(vx, vy: Integer);
1869 begin
1870 FObj.Accel.X := FObj.Accel.X + vx;
1871 FObj.Accel.Y := FObj.Accel.Y + vy;
1872 if g_Game_IsServer and g_Game_IsNet then
1873 MH_SEND_MonsterPos(FUID);
1874 end;
1876 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1877 var
1878 Anim: Byte;
1879 begin
1880 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1881 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1882 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1883 soulcount := soulcount-1;
1885 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1886 case FState of
1887 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1888 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1889 (State <> STATE_GO) then
1890 Exit;
1891 end;
1893 // Ñìåíà ñîñòîÿíèÿ:
1894 FState := State;
1896 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1898 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1899 case FState of
1900 STATE_SLEEP: Anim := ANIM_SLEEP;
1901 STATE_PAIN: Anim := ANIM_PAIN;
1902 STATE_WAIT: Anim := ANIM_SLEEP;
1903 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1904 STATE_SHOOT: Anim := ANIM_ATTACK;
1905 STATE_ATTACK: Anim := ANIM_ATTACK;
1906 STATE_DIE: Anim := ANIM_DIE;
1907 STATE_REVIVE:
1908 begin // íà÷àëè âîñðåøàòüñÿ
1909 Anim := FCurAnim;
1910 FAnim[Anim, FDirection].Revert(True);
1912 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1913 FHealth := MONSTERTABLE[FMonsterType].Health;
1914 FAmmo := 0;
1915 FPain := 0;
1916 end;
1917 else Exit;
1918 end;
1920 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1921 if ForceAnim <> 255 then
1922 Anim := ForceAnim;
1924 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1925 if FCurAnim <> Anim then
1926 if FAnim[Anim, FDirection] <> nil then
1927 begin
1928 FAnim[Anim, FDirection].Reset();
1929 FCurAnim := Anim;
1930 end;
1931 end;
1933 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1934 var
1935 TA: TAnimation;
1936 FramesID: DWORD;
1937 begin
1938 Result := False;
1940 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1941 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1942 begin
1943 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1944 if g_Game_IsServer and g_Game_IsNet then
1945 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1946 Exit;
1947 end;
1949 TA := nil;
1951 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1952 if not silent then
1953 begin
1954 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1955 TA := TAnimation.Create(FramesID, False, 6);
1956 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1957 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1958 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1960 if g_Game_IsServer and g_Game_IsNet then
1961 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1962 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1963 NET_GFX_TELE);
1964 end;
1966 FObj.X := X - FObj.Rect.X;
1967 FObj.Y := Y - FObj.Rect.Y;
1969 if dir = 1 then
1970 FDirection := D_LEFT
1971 else
1972 if dir = 2 then
1973 FDirection := D_RIGHT
1974 else
1975 if dir = 3 then
1976 begin // îáðàòíîå
1977 if FDirection = D_RIGHT then
1978 FDirection := D_LEFT
1979 else
1980 FDirection := D_RIGHT;
1981 end;
1983 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1984 if not silent and (TA <> nil) then
1985 begin
1986 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1987 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1988 TA.Free();
1990 if g_Game_IsServer and g_Game_IsNet then
1991 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1992 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1993 NET_GFX_TELE);
1994 end;
1996 if g_Game_IsServer and g_Game_IsNet then
1997 MH_SEND_MonsterPos(FUID);
1998 Result := True;
1999 end;
2001 procedure TMonster.Update();
2002 var
2003 a, b, sx, sy, wx, wy, oldvelx: Integer;
2004 st: Word;
2005 o, co: TObj;
2006 fall: Boolean;
2007 label
2008 _end;
2009 begin
2010 fall := True;
2012 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2013 if FMonsterType = MONSTER_FISH then
2014 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2015 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2016 fall := False;
2018 // Ëåòàþùèå ìîíòñðû:
2019 if ((FMonsterType = MONSTER_SOUL) or
2020 (FMonsterType = MONSTER_PAIN) or
2021 (FMonsterType = MONSTER_CACO)) and
2022 (FState <> STATE_DIE) and
2023 (FState <> STATE_DEAD) then
2024 fall := False;
2026 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2027 if gTime mod (GAME_TICK*2) <> 0 then
2028 begin
2029 g_Obj_Move(@FObj, fall, True, True);
2030 positionChanged(); // this updates spatial accelerators
2031 Exit;
2032 end;
2034 if FPainTicks > 0 then
2035 Dec(FPainTicks)
2036 else
2037 FPainSound := False;
2039 // Äâèãàåìñÿ:
2040 st := g_Obj_Move(@FObj, fall, True, True);
2041 positionChanged(); // this updates spatial accelerators
2043 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2044 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2045 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2046 begin
2047 FRemoved := True;
2048 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2049 begin
2050 Inc(gCoopMonstersKilled);
2051 if g_Game_IsNet then
2052 MH_SEND_GameStats;
2053 end;
2054 ActivateTriggers();
2055 Exit;
2056 end;
2058 oldvelx := FObj.Vel.X;
2060 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2061 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2062 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2064 if FFireTime > 0 then
2065 begin
2066 if WordBool(st and MOVE_INWATER) then
2067 FFireTime := 0
2068 else
2069 begin
2070 OnFireFlame(1);
2071 FFireTime := FFireTime - 1;
2072 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2073 if FFirePainTime = 0 then
2074 begin
2075 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2076 FFirePainTime := 18;
2077 end
2078 else
2079 FFirePainTime := FFirePainTime - 1;
2080 end;
2081 end;
2083 // Ìåðòâûé íè÷åãî íå äåëàåò:
2084 if (FState = STATE_DEAD) then
2085 goto _end;
2087 // AI ìîíñòðîâ âûêëþ÷åí:
2088 if g_debug_MonsterOff then
2089 begin
2090 FSleep := 1;
2091 if FState <> STATE_SLEEP then
2092 SetState(STATE_SLEEP);
2093 end;
2095 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2096 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2097 case FMonsterType of
2098 MONSTER_FISH:
2099 if Random(4) = 0 then
2100 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2101 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2102 MONSTER_ROBO, MONSTER_BARREL:
2103 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2104 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2105 else begin
2106 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2107 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2108 if Random(2) = 0 then
2109 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2110 else
2111 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2112 end;
2113 end;
2115 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2116 if FMonsterType = MONSTER_BARREL then
2117 begin
2118 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2119 (FAnim[FCurAnim, FDirection].Counter = 0) then
2120 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2121 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2122 60, FUID);
2123 end;
2125 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2126 if FMonsterType = MONSTER_SOUL then
2127 if WordBool(st and MOVE_HITAIR) then
2128 g_Obj_SetSpeed(@FObj, 16);
2130 if FAmmo < 0 then
2131 FAmmo := FAmmo + 1;
2133 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2134 if FObj.Vel.Y < 0 then
2135 if WordBool(st and MOVE_INWATER) then
2136 FObj.Vel.Y := -4;
2138 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2139 FTargetTime := FTargetTime + 1;
2141 // Ãèëüçû
2142 if FShellTimer > -1 then
2143 if FShellTimer = 0 then
2144 begin
2145 if FShellType = SHELL_SHELL then
2146 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2147 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2148 GameVelX, GameVelY-2, SHELL_SHELL)
2149 else if FShellType = SHELL_DBLSHELL then
2150 begin
2151 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2152 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2153 GameVelX-1, GameVelY-2, SHELL_SHELL);
2154 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2155 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2156 GameVelX+1, GameVelY-2, SHELL_SHELL);
2157 end;
2158 FShellTimer := -1;
2159 end else Dec(FShellTimer);
2161 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2162 if fall then
2163 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2164 STATE_ATTACK, STATE_SHOOT]) then
2165 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2166 FObj.Rect.Width, FObj.Rect.Height, 50) then
2167 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2168 (FObj.Accel.Y = 0) then
2169 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2171 case FState of
2172 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2173 begin
2174 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2175 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2176 begin
2177 FPain := MONSTERTABLE[FMonsterType].Pain;
2178 if gSoundEffectsDF then PainSound();
2179 end;
2180 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2181 PainSound();
2183 // Ñíèæàåì áîëü ñî âðåìåíåì:
2184 FPain := FPain - 5;
2186 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2187 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2188 begin
2189 FPain := 0;
2190 FAmmo := -9;
2191 SetState(STATE_GO);
2192 end;
2193 end;
2195 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2196 begin
2197 // Ñïèì:
2198 FSleep := FSleep + 1;
2200 // Ïðîñïàëè äîñòàòî÷íî:
2201 if FSleep >= 18 then
2202 FSleep := 0
2203 else // åùå ñïèì
2204 goto _end;
2206 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2207 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2208 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2209 if (gPlayers <> nil) then
2210 for a := 0 to High(gPlayers) do
2211 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2212 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2213 with gPlayers[a] do
2214 if g_Look(@FObj, @Obj, FDirection) then
2215 begin
2216 FTargetUID := gPlayers[a].UID;
2217 FTargetTime := 0;
2218 WakeUpSound();
2219 SetState(STATE_GO);
2220 Break;
2221 end;
2223 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2224 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2225 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2226 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2227 if gMonsters <> nil then
2228 for a := 0 to High(gMonsters) do
2229 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2230 (gMonsters[a].FUID <> FUID) then
2231 begin
2232 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2233 if (FBehaviour = BH_MANIAC) and
2234 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2235 Continue;
2236 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2237 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2238 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2239 Continue;
2240 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2241 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2242 Continue;
2243 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2244 begin
2245 FTargetUID := gMonsters[a].UID;
2246 FTargetTime := 0;
2247 WakeUpSound();
2248 SetState(STATE_GO);
2249 Break;
2250 end;
2251 end;
2252 end;
2254 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2255 begin
2256 // Æäåì:
2257 FSleep := FSleep - 1;
2259 // Âûæäàëè äîñòàòî÷íî - èäåì:
2260 if FSleep < 0 then
2261 SetState(STATE_GO);
2262 end;
2264 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2265 begin
2266 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2267 if WordBool(st and MOVE_BLOCK) then
2268 begin
2269 Turn();
2270 FSleep := 40;
2271 SetState(STATE_RUNOUT);
2273 goto _end;
2274 end;
2276 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2277 if (FMonsterType = MONSTER_VILE) then
2278 if isCorpse(@FObj, False) <> -1 then
2279 begin
2280 FObj.Vel.X := 0;
2281 SetState(STATE_ATTACK, ANIM_ATTACK2);
2283 goto _end;
2284 end;
2286 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2287 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2288 if not findNewPrey() then
2289 begin // Íîâûõ öåëåé íåò
2290 FTargetUID := 0;
2291 o.X := FObj.X+pt_x;
2292 o.Y := FObj.Y+pt_y;
2293 o.Vel.X := 0;
2294 o.Vel.Y := 0;
2295 o.Accel.X := 0;
2296 o.Accel.Y := 0;
2297 o.Rect := _Rect(0, 0, 0, 1);
2298 end
2299 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2300 GetPos(FTargetUID, @o);
2302 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2303 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2304 begin
2305 FTargetTime := 0;
2306 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2307 begin
2308 if kick(@o) then
2309 goto _end;
2310 end;
2311 end;
2313 // Ðàññòîÿíèå äî öåëè:
2314 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2315 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2317 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2318 if sx > 0 then
2319 FDirection := D_RIGHT
2320 else
2321 FDirection := D_LEFT;
2323 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2324 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2325 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2326 if shoot(@o, False) then
2327 goto _end;
2329 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2330 if Abs(sx) < 40 then
2331 if FMonsterType <> MONSTER_FISH then
2332 begin
2333 FSleep := 15;
2334 SetState(STATE_RUN);
2335 if Random(2) = 0 then
2336 FDirection := D_LEFT
2337 else
2338 FDirection := D_RIGHT;
2340 goto _end;
2341 end;
2343 // Óïåðëèñü â ñòåíó:
2344 if WordBool(st and MOVE_HITWALL) then
2345 begin
2346 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2347 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2348 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2349 FSleep := 4;
2350 SetState(STATE_WAIT);
2352 goto _end;
2353 end;
2355 case FMonsterType of
2356 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2357 else // Íå ëåòàþò:
2358 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2359 (FObj.Accel.Y = 0) then
2360 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2361 // Ïðûæîê ÷åðåç ñòåíó:
2362 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2363 SetState(STATE_CLIMB);
2364 end;
2365 end;
2367 goto _end;
2368 end;
2370 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2371 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2372 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2373 begin
2374 if FMonsterType = MONSTER_FISH then
2375 begin // Ðûáà
2376 if not WordBool(st and MOVE_INWATER) then
2377 begin // Ðûáà âíå âîäû:
2378 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2379 begin // "Ñòîèò" òâåðäî
2380 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2381 if FObj.Accel.Y = 0 then
2382 FObj.Vel.Y := -6;
2383 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2384 end;
2386 // Ðûáå áîëüíî:
2387 SetState(STATE_PAIN);
2388 FPain := FPain + 50;
2389 end
2390 else // Ðûáà â âîäå
2391 begin
2392 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2393 if Abs(sy) > 8 then
2394 FObj.Vel.Y := g_basic.Sign(sy)*4
2395 else
2396 FObj.Vel.Y := 0;
2398 // Ðûáà ïëûâåò ââåðõ:
2399 if FObj.Vel.Y < 0 then
2400 if not g_Obj_CollideWater(@FObj, 0, -16) then
2401 begin
2402 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2403 FObj.Vel.Y := 0;
2404 // Ïëàâàåì òóäà-ñþäà:
2405 if Random(2) = 0 then
2406 FDirection := D_LEFT
2407 else
2408 FDirection := D_RIGHT;
2409 FSleep := 20;
2410 SetState(STATE_RUN);
2411 end;
2412 end;
2413 end
2414 else // Ëåòàþùèå ìîíñòðû
2415 begin
2416 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2417 if Abs(sy) > 8 then
2418 FObj.Vel.Y := g_basic.Sign(sy)*4
2419 else
2420 FObj.Vel.Y := 0;
2421 end;
2422 end
2423 else // "Íàçåìíûå" ìîíñòðû
2424 begin
2425 // Âîçìîæíî, ïèíàåì êóñêè:
2426 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2427 begin
2428 b := Abs(FObj.Vel.X);
2429 if b > 1 then b := b * (Random(8 div b) + 1);
2430 for a := 0 to High(gGibs) do
2431 begin
2432 if gGibs[a].Live and
2433 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2434 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2435 begin
2436 // Ïèíàåì êóñêè
2437 if FObj.Vel.X < 0 then
2438 begin
2439 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2440 end
2441 else
2442 begin
2443 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2444 end;
2445 positionChanged(); // this updates spatial accelerators
2446 end;
2447 end;
2448 end;
2449 // Áîññû ìîãóò ïèíàòü òðóïû:
2450 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2451 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2452 begin
2453 b := Abs(FObj.Vel.X);
2454 if b > 1 then b := b * (Random(8 div b) + 1);
2455 for a := 0 to High(gCorpses) do
2456 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2457 begin
2458 co := gCorpses[a].Obj;
2459 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2460 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2461 // Ïèíàåì òðóïû
2462 if FObj.Vel.X < 0 then
2463 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2464 else
2465 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2466 end;
2467 end;
2468 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2469 if sy < -40 then
2470 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2471 // ñòîèò òâåðäî
2472 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2473 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2474 end;
2476 FSleep := FSleep + 1;
2478 // Èíîãäà ðû÷èì:
2479 if FSleep >= 8 then
2480 begin
2481 FSleep := 0;
2482 if Random(8) = 0 then
2483 ActionSound();
2484 end;
2486 // Áåæèì â âûáðàííóþ ñòîðîíó:
2487 if FDirection = D_RIGHT then
2488 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2489 else
2490 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2492 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2493 if WordBool(st and MOVE_INWATER) then
2494 FObj.Vel.X := FObj.Vel.X div 2
2495 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2496 if FMonsterType = MONSTER_FISH then
2497 FObj.Vel.X := 0;
2498 end;
2500 STATE_RUN: // Ñîñòîÿíèå - Áåã
2501 begin
2502 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2503 if WordBool(st and MOVE_BLOCK) then
2504 begin
2505 Turn();
2506 FSleep := 40;
2507 SetState(STATE_RUNOUT);
2509 goto _end;
2510 end;
2512 FSleep := FSleep - 1;
2514 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2515 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2516 begin
2517 FSleep := 0;
2518 SetState(STATE_GO);
2519 // Ñòåíà - èäåì îáðàòíî:
2520 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2521 Turn();
2522 // Èíîãäà ðû÷èì:
2523 if Random(8) = 0 then
2524 ActionSound();
2525 end;
2527 // Áåæèì â âûáðàííóþ ñòîðîíó:
2528 if FDirection = D_RIGHT then
2529 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2530 else
2531 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2533 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2534 if WordBool(st and MOVE_INWATER) then
2535 FObj.Vel.X := FObj.Vel.X div 2
2536 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2537 if FMonsterType = MONSTER_FISH then
2538 FObj.Vel.X := 0;
2539 end;
2541 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2542 begin
2543 // Âûøëè èç ÁëîêÌîíà:
2544 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2545 FSleep := 0;
2547 FSleep := FSleep - 1;
2549 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2550 if FSleep <= -18 then
2551 begin
2552 FSleep := 0;
2553 SetState(STATE_GO);
2554 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2555 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2556 Turn();
2557 // Èíîãäà ðû÷èì:
2558 if Random(8) = 0 then
2559 ActionSound();
2560 end;
2562 // Áåæèì â âûáðàííóþ ñòîðîíó:
2563 if FDirection = D_RIGHT then
2564 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2565 else
2566 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2568 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2569 if WordBool(st and MOVE_INWATER) then
2570 FObj.Vel.X := FObj.Vel.X div 2
2571 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2572 if FMonsterType = MONSTER_FISH then
2573 FObj.Vel.X := 0;
2574 end;
2576 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2577 begin
2578 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2579 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2580 (not WordBool(st and MOVE_HITWALL)) then
2581 begin
2582 FSleep := 0;
2583 SetState(STATE_GO);
2585 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2586 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2587 begin
2588 Turn();
2589 FSleep := 15;
2590 SetState(STATE_RUN);
2591 end;
2592 end;
2594 // Áåæèì â âûáðàííóþ ñòîðîíó:
2595 if FDirection = D_RIGHT then
2596 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2597 else
2598 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2600 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2601 if WordBool(st and MOVE_INWATER) then
2602 FObj.Vel.X := FObj.Vel.X div 2
2603 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2604 if FMonsterType = MONSTER_FISH then
2605 FObj.Vel.X := 0;
2606 end;
2608 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2609 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2610 begin
2611 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2612 if FMonsterType = MONSTER_SOUL then
2613 begin
2614 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2615 SetState(STATE_GO);
2617 goto _end;
2618 end;
2620 // Çàìåäëÿåìñÿ ïðè àòàêå:
2621 if FMonsterType <> MONSTER_FISH then
2622 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2624 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2625 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2626 begin
2627 // Öåëü ïîãèáëà => èäåì äàëüøå:
2628 if not GetPos(FTargetUID, @o) then
2629 begin
2630 SetState(STATE_GO);
2632 goto _end;
2633 end;
2635 // Öåëü íå âèäíî => èäåì äàëüøå:
2636 if not g_Look(@FObj, @o, FDirection) then
2637 begin
2638 SetState(STATE_GO);
2640 goto _end;
2641 end;
2643 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2644 if g_Obj_CollideWater(@o, 0, 0) then
2645 begin
2646 SetState(STATE_GO);
2648 goto _end;
2649 end;
2651 // Æàðèì öåëü:
2652 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2653 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2654 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2655 end;
2656 end;
2657 end; // case FState of ...
2659 _end:
2661 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2662 if FState = STATE_REVIVE then
2663 if FAnim[FCurAnim, FDirection].Played then
2664 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2665 FAnim[FCurAnim, FDirection].Revert(False);
2666 SetState(STATE_GO);
2667 end;
2669 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2670 if vilefire <> nil then
2671 vilefire.Update();
2673 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2674 if (FState = STATE_DIE) and
2675 (FAnim[FCurAnim, FDirection] <> nil) and
2676 (FAnim[FCurAnim, FDirection].Played) then
2677 begin
2678 // Óìåð:
2679 SetState(STATE_DEAD);
2681 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2682 if (FMonsterType = MONSTER_PAIN) then
2683 begin
2684 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2685 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2686 if sx <> -1 then
2687 begin
2688 gMonsters[sx].SetState(STATE_GO);
2689 gMonsters[sx].FNoRespawn := True;
2690 Inc(gTotalMonsters);
2691 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2692 end;
2694 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2695 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2696 if sx <> -1 then
2697 begin
2698 gMonsters[sx].SetState(STATE_GO);
2699 gMonsters[sx].FNoRespawn := True;
2700 Inc(gTotalMonsters);
2701 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2702 end;
2704 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2705 FObj.Y+FObj.Rect.Y, D_RIGHT);
2706 if sx <> -1 then
2707 begin
2708 gMonsters[sx].SetState(STATE_GO);
2709 gMonsters[sx].FNoRespawn := True;
2710 Inc(gTotalMonsters);
2711 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2712 end;
2713 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2714 end;
2716 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2717 if (FMonsterType = MONSTER_PAIN) or
2718 (FMonsterType = MONSTER_SOUL) or
2719 (FMonsterType = MONSTER_BARREL) then
2720 FRemoved := True;
2721 end;
2723 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2724 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2725 if (FAnim[FCurAnim, FDirection] <> nil) then
2726 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2727 if (FAnim[FCurAnim, FDirection].Played) then
2728 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2729 if FState = STATE_ATTACK then
2730 begin // Ñîñòîÿíèå - Àòàêà
2731 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2732 if FMonsterType <> MONSTER_SOUL then
2733 SetState(STATE_GO);
2734 end
2735 else // Ñîñòîÿíèå - Ñòðåëüáà
2736 begin
2737 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2738 if not FChainFire then
2739 SetState(STATE_GO)
2740 else
2741 begin // Íàäî ñòðåëÿòü åùå
2742 FChainFire := False;
2743 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2744 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2745 FAnim[FCurAnim, FDirection].Reset();
2746 end;
2747 end;
2749 FWaitAttackAnim := False;
2750 end
2752 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2753 if (FMonsterType = MONSTER_SOUL) or
2754 ( (not FWaitAttackAnim) and
2755 (FAnim[FCurAnim, FDirection].CurrentFrame =
2756 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2757 ) then
2758 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2759 if FState = STATE_ATTACK then
2760 begin // Ñîñòîÿíèå - Àòàêà
2761 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2762 if FMonsterType = MONSTER_SOUL then
2763 FAnim[FCurAnim, FDirection].Reset();
2765 case FMonsterType of
2766 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2767 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2768 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2769 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2770 if FMonsterType = MONSTER_SOUL then
2771 SetState(STATE_GO);
2773 MONSTER_FISH:
2774 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2775 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2776 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2778 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2779 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2780 if FCurAnim = ANIM_ATTACK2 then
2781 begin
2782 o := FObj;
2783 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2784 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2785 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2786 end;
2788 MONSTER_VILE:
2789 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2790 if FCurAnim = ANIM_ATTACK2 then
2791 begin
2792 sx := isCorpse(@FObj, True);
2793 if sx <> -1 then
2794 begin // Íàøëè, êîãî âîñêðåñèòü
2795 gMonsters[sx].SetState(STATE_REVIVE);
2796 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2797 // Âîñêðåøàòü - ñåáå âðåäèòü:
2798 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2799 end;
2800 end;
2801 end;
2802 end
2804 else // Ñîñòîÿíèå - Ñòðåëüáà
2805 begin
2806 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2807 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2809 if FDirection = D_LEFT then
2810 begin
2811 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2812 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2813 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2815 wx := FObj.X + wx;
2816 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2818 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2819 case FMonsterType of
2820 MONSTER_IMP:
2821 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2822 MONSTER_ZOMBY:
2823 begin
2824 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2825 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2826 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2827 end;
2828 MONSTER_SERG:
2829 begin
2830 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2831 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2832 FShellTimer := 10;
2833 FShellType := SHELL_SHELL;
2834 end;
2835 MONSTER_MAN:
2836 begin
2837 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2838 FShellTimer := 13;
2839 FShellType := SHELL_DBLSHELL;
2840 FAmmo := -36;
2841 end;
2842 MONSTER_CYBER:
2843 begin
2844 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2845 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2846 end;
2847 MONSTER_SKEL:
2848 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2849 MONSTER_CGUN:
2850 begin
2851 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2852 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2853 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2854 end;
2855 MONSTER_SPIDER:
2856 begin
2857 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2858 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2859 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2860 end;
2861 MONSTER_BSP:
2862 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2863 MONSTER_ROBO:
2864 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2865 MONSTER_MANCUB:
2866 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2867 MONSTER_BARON, MONSTER_KNIGHT:
2868 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2869 MONSTER_CACO:
2870 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2871 MONSTER_PAIN:
2872 begin // Ñîçäàåì Lost_Soul:
2873 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2874 FObj.Y+FObj.Rect.Y, FDirection);
2876 if sx <> -1 then
2877 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2878 gMonsters[sx].FTargetUID := FTargetUID;
2879 GetPos(FTargetUID, @o);
2880 gMonsters[sx].FTargetTime := 0;
2881 gMonsters[sx].FNoRespawn := True;
2882 gMonsters[sx].SetState(STATE_GO);
2883 gMonsters[sx].shoot(@o, True);
2884 Inc(gTotalMonsters);
2886 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2887 end;
2888 end;
2889 end;
2891 if FMonsterType <> MONSTER_PAIN then
2892 if g_Game_IsNet then
2893 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2895 // Ñêîðîñòðåëüíûå ìîíñòðû:
2896 if (FMonsterType = MONSTER_CGUN) or
2897 (FMonsterType = MONSTER_SPIDER) or
2898 (FMonsterType = MONSTER_BSP) or
2899 (FMonsterType = MONSTER_MANCUB) or
2900 (FMonsterType = MONSTER_ROBO) then
2901 if not GetPos(FTargetUID, @o) then
2902 // Öåëü ìåðòâà - èùåì íîâóþ:
2903 findNewPrey()
2904 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2905 if shoot(@o, False) then
2906 FChainFire := True;
2907 end;
2909 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2910 FWaitAttackAnim := True;
2911 end;
2913 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2914 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2915 case FState of
2916 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2917 // Çâóêè ïðè ïåðåäâèæåíèè:
2918 case FMonsterType of
2919 MONSTER_CYBER:
2920 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2921 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2922 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2923 MONSTER_SPIDER:
2924 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2925 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2926 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2927 MONSTER_BSP:
2928 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2929 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2930 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2931 MONSTER_ROBO:
2932 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2933 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2934 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2935 end;
2936 end;
2938 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2939 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2940 FObj.Vel.X := oldvelx;
2942 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2943 if FAnim[FCurAnim, FDirection] <> nil then
2944 FAnim[FCurAnim, FDirection].Update();
2945 end;
2947 procedure TMonster.SetDeadAnim;
2948 begin
2949 if FAnim <> nil then
2950 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2951 end;
2953 procedure TMonster.RevertAnim(R: Boolean = True);
2954 begin
2955 if FAnim <> nil then
2956 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2957 FAnim[FCurAnim, FDirection].Revert(R);
2958 end;
2960 function TMonster.AnimIsReverse: Boolean;
2961 begin
2962 if FAnim <> nil then
2963 Result := FAnim[FCurAnim, FDirection].IsReverse
2964 else
2965 Result := False;
2966 end;
2968 procedure TMonster.ClientUpdate();
2969 var
2970 a, b, sx, sy, oldvelx: Integer;
2971 st: Word;
2972 o, co: TObj;
2973 fall: Boolean;
2974 label
2975 _end;
2976 begin
2977 sx := 0; // SHUT UP COMPILER
2978 sy := 0;
2979 fall := True;
2980 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2981 if FMonsterType = MONSTER_FISH then
2982 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2983 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2984 fall := False;
2986 // Ëåòàþùèå ìîíòñðû:
2987 if ((FMonsterType = MONSTER_SOUL) or
2988 (FMonsterType = MONSTER_PAIN) or
2989 (FMonsterType = MONSTER_CACO)) and
2990 (FState <> STATE_DIE) and
2991 (FState <> STATE_DEAD) then
2992 fall := False;
2994 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2995 if gTime mod (GAME_TICK*2) <> 0 then
2996 begin
2997 g_Obj_Move(@FObj, fall, True, True);
2998 positionChanged(); // this updates spatial accelerators
2999 Exit;
3000 end;
3002 if FPainTicks > 0 then
3003 Dec(FPainTicks)
3004 else
3005 FPainSound := False;
3007 // Äâèãàåìñÿ:
3008 st := g_Obj_Move(@FObj, fall, True, True);
3009 positionChanged(); // this updates spatial accelerators
3011 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3012 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3013 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3014 begin
3015 FRemoved := True;
3016 Exit;
3017 end;
3019 oldvelx := FObj.Vel.X;
3021 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3022 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3023 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3025 if FFireTime > 0 then
3026 begin
3027 if WordBool(st and MOVE_INWATER) then
3028 FFireTime := 0
3029 else
3030 begin
3031 OnFireFlame(1);
3032 FFireTime := FFireTime - 1;
3033 end;
3034 end;
3036 // Ìåðòâûé íè÷åãî íå äåëàåò:
3037 if (FState = STATE_DEAD) then
3038 goto _end;
3040 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3041 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3042 case FMonsterType of
3043 MONSTER_FISH:
3044 if Random(4) = 0 then
3045 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3046 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3047 MONSTER_ROBO, MONSTER_BARREL:
3048 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3049 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3050 else begin
3051 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3052 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3053 if Random(2) = 0 then
3054 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3055 else
3056 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3057 end;
3058 end;
3060 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3061 if FMonsterType = MONSTER_BARREL then
3062 begin
3063 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3064 (FAnim[FCurAnim, FDirection].Counter = 0) then
3065 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3066 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3067 60, FUID);
3068 end;
3070 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3071 if FMonsterType = MONSTER_SOUL then
3072 if WordBool(st and MOVE_HITAIR) then
3073 g_Obj_SetSpeed(@FObj, 16);
3075 if FAmmo < 0 then
3076 FAmmo := FAmmo + 1;
3078 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3079 if FObj.Vel.Y < 0 then
3080 if WordBool(st and MOVE_INWATER) then
3081 FObj.Vel.Y := -4;
3083 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3084 FTargetTime := FTargetTime + 1;
3086 if FShellTimer > -1 then
3087 if FShellTimer = 0 then
3088 begin
3089 if FShellType = SHELL_SHELL then
3090 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3091 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3092 GameVelX, GameVelY-2, SHELL_SHELL)
3093 else if FShellType = SHELL_DBLSHELL then
3094 begin
3095 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3096 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3097 GameVelX-1, GameVelY-2, SHELL_SHELL);
3098 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3099 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3100 GameVelX+1, GameVelY-2, SHELL_SHELL);
3101 end;
3102 FShellTimer := -1;
3103 end else Dec(FShellTimer);
3105 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3106 if fall then
3107 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3108 STATE_ATTACK, STATE_SHOOT]) then
3109 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3110 FObj.Rect.Width, FObj.Rect.Height, 50) then
3111 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3112 (FObj.Accel.Y = 0) then
3113 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3115 case FState of
3116 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3117 begin
3118 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3119 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3120 begin
3121 FPain := MONSTERTABLE[FMonsterType].Pain;
3122 if gSoundEffectsDF then PainSound();
3123 end;
3124 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3125 PainSound();
3127 // Ñíèæàåì áîëü ñî âðåìåíåì:
3128 FPain := FPain - 5;
3130 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3131 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3132 begin
3133 SetState(STATE_GO);
3134 FPain := 0;
3135 end;
3136 end;
3138 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3139 begin
3140 // Ñïèì:
3141 FSleep := FSleep + 1;
3143 // Ïðîñïàëè äîñòàòî÷íî:
3144 if FSleep >= 18 then
3145 FSleep := 0
3146 else // åùå ñïèì
3147 goto _end;
3148 end;
3150 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3151 begin
3152 // Æäåì:
3153 FSleep := FSleep - 1;
3154 end;
3156 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3157 begin
3158 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3159 if WordBool(st and MOVE_BLOCK) then
3160 begin
3161 Turn();
3162 FSleep := 40;
3163 SetState(STATE_RUNOUT);
3165 goto _end;
3166 end;
3168 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3169 if (FMonsterType = MONSTER_VILE) then
3170 if isCorpse(@FObj, False) <> -1 then
3171 begin
3172 SetState(STATE_ATTACK, ANIM_ATTACK2);
3173 FObj.Vel.X := 0;
3175 goto _end;
3176 end;
3178 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3179 if Abs(sx) < 40 then
3180 if FMonsterType <> MONSTER_FISH then
3181 begin
3182 SetState(STATE_RUN);
3183 FSleep := 15;
3185 goto _end;
3186 end;
3188 // Óïåðëèñü â ñòåíó:
3189 if WordBool(st and MOVE_HITWALL) then
3190 begin
3191 case FMonsterType of
3192 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3193 else // Íå ëåòàþò:
3194 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3195 (FObj.Accel.Y = 0) then
3196 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3197 // Ïðûæîê ÷åðåç ñòåíó:
3198 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3199 SetState(STATE_CLIMB);
3200 end;
3201 end;
3203 goto _end;
3204 end;
3206 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3207 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3208 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3209 begin
3210 if FMonsterType = MONSTER_FISH then
3211 begin // Ðûáà
3212 if not WordBool(st and MOVE_INWATER) then
3213 begin // Ðûáà âíå âîäû:
3214 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3215 begin // "Ñòîèò" òâåðäî
3216 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3217 if FObj.Accel.Y = 0 then
3218 FObj.Vel.Y := -6;
3219 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3220 end;
3222 // Ðûáå áîëüíî:
3223 SetState(STATE_PAIN);
3224 FPain := FPain + 50;
3225 end
3226 else // Ðûáà â âîäå
3227 begin
3228 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3229 if Abs(sy) > 8 then
3230 FObj.Vel.Y := g_basic.Sign(sy)*4
3231 else
3232 FObj.Vel.Y := 0;
3234 // Ðûáà ïëûâåò ââåðõ:
3235 if FObj.Vel.Y < 0 then
3236 if not g_Obj_CollideWater(@FObj, 0, -16) then
3237 begin
3238 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3239 FObj.Vel.Y := 0;
3240 // Ïëàâàåì òóäà-ñþäà:
3241 SetState(STATE_RUN);
3242 FSleep := 20;
3243 end;
3244 end;
3245 end
3246 else // Ëåòàþùèå ìîíñòðû
3247 begin
3248 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3249 if Abs(sy) > 8 then
3250 FObj.Vel.Y := g_basic.Sign(sy)*4
3251 else
3252 FObj.Vel.Y := 0;
3253 end;
3254 end
3255 else // "Íàçåìíûå" ìîíñòðû
3256 begin
3257 // Âîçìîæíî, ïèíàåì êóñêè:
3258 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3259 begin
3260 b := Abs(FObj.Vel.X);
3261 if b > 1 then b := b * (Random(8 div b) + 1);
3262 for a := 0 to High(gGibs) do
3263 begin
3264 if gGibs[a].Live and
3265 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3266 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3267 begin
3268 // Ïèíàåì êóñêè
3269 if FObj.Vel.X < 0 then
3270 begin
3271 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3272 end
3273 else
3274 begin
3275 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3276 end;
3277 positionChanged(); // this updates spatial accelerators
3278 end;
3279 end;
3280 end;
3281 // Áîññû ìîãóò ïèíàòü òðóïû:
3282 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3283 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3284 begin
3285 b := Abs(FObj.Vel.X);
3286 if b > 1 then b := b * (Random(8 div b) + 1);
3287 for a := 0 to High(gCorpses) do
3288 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3289 begin
3290 co := gCorpses[a].Obj;
3291 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3292 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3293 // Ïèíàåì òðóïû
3294 if FObj.Vel.X < 0 then
3295 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3296 else
3297 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3298 end;
3299 end;
3300 end;
3302 FSleep := FSleep + 1;
3304 // Èíîãäà ðû÷èì:
3305 if FSleep >= 8 then
3306 begin
3307 FSleep := 0;
3308 if Random(8) = 0 then
3309 ActionSound();
3310 end;
3312 // Áåæèì â âûáðàííóþ ñòîðîíó:
3313 if FDirection = D_RIGHT then
3314 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3315 else
3316 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3318 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3319 if WordBool(st and MOVE_INWATER) then
3320 FObj.Vel.X := FObj.Vel.X div 2
3321 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3322 if FMonsterType = MONSTER_FISH then
3323 FObj.Vel.X := 0;
3324 end;
3326 STATE_RUN: // Ñîñòîÿíèå - Áåã
3327 begin
3328 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3329 if WordBool(st and MOVE_BLOCK) then
3330 begin
3331 SetState(STATE_RUNOUT);
3332 FSleep := 40;
3334 goto _end;
3335 end;
3337 FSleep := FSleep - 1;
3339 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3340 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3341 begin
3342 SetState(STATE_GO);
3343 FSleep := 0;
3345 // Èíîãäà ðû÷èì:
3346 if Random(8) = 0 then
3347 ActionSound();
3348 end;
3350 // Áåæèì â âûáðàííóþ ñòîðîíó:
3351 if FDirection = D_RIGHT then
3352 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3353 else
3354 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3356 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3357 if WordBool(st and MOVE_INWATER) then
3358 FObj.Vel.X := FObj.Vel.X div 2
3359 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3360 if FMonsterType = MONSTER_FISH then
3361 FObj.Vel.X := 0;
3362 end;
3364 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3365 begin
3366 // Âûøëè èç ÁëîêÌîíà:
3367 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3368 FSleep := 0;
3370 FSleep := FSleep - 1;
3372 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3373 if FSleep <= -18 then
3374 begin
3375 SetState(STATE_GO);
3376 FSleep := 0;
3378 // Èíîãäà ðû÷èì:
3379 if Random(8) = 0 then
3380 ActionSound();
3381 end;
3383 // Áåæèì â âûáðàííóþ ñòîðîíó:
3384 if FDirection = D_RIGHT then
3385 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3386 else
3387 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3389 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3390 if WordBool(st and MOVE_INWATER) then
3391 FObj.Vel.X := FObj.Vel.X div 2
3392 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3393 if FMonsterType = MONSTER_FISH then
3394 FObj.Vel.X := 0;
3395 end;
3397 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3398 begin
3399 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3400 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3401 (not WordBool(st and MOVE_HITWALL)) then
3402 begin
3403 SetState(STATE_GO);
3404 FSleep := 0;
3406 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3407 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3408 begin
3409 SetState(STATE_RUN);
3410 FSleep := 15;
3411 end;
3412 end;
3414 // Áåæèì â âûáðàííóþ ñòîðîíó:
3415 if FDirection = D_RIGHT then
3416 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3417 else
3418 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3420 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3421 if WordBool(st and MOVE_INWATER) then
3422 FObj.Vel.X := FObj.Vel.X div 2
3423 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3424 if FMonsterType = MONSTER_FISH then
3425 FObj.Vel.X := 0;
3426 end;
3428 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3429 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3430 begin
3431 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3432 if FMonsterType = MONSTER_SOUL then
3433 begin
3434 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3435 SetState(STATE_GO);
3437 goto _end;
3438 end;
3440 // Çàìåäëÿåìñÿ ïðè àòàêå:
3441 if FMonsterType <> MONSTER_FISH then
3442 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3444 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3445 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3446 begin
3447 // Öåëü ïîãèáëà => èäåì äàëüøå:
3448 if not GetPos(FTargetUID, @o) then
3449 begin
3450 SetState(STATE_GO);
3452 goto _end;
3453 end;
3455 // Öåëü íå âèäíî => èäåì äàëüøå:
3456 if not g_Look(@FObj, @o, FDirection) then
3457 begin
3458 SetState(STATE_GO);
3460 goto _end;
3461 end;
3463 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3464 if g_Obj_CollideWater(@o, 0, 0) then
3465 begin
3466 SetState(STATE_GO);
3468 goto _end;
3469 end;
3470 end;
3471 end;
3472 end; // case FState of ...
3474 _end:
3476 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3477 if FState = STATE_REVIVE then
3478 if FAnim[FCurAnim, FDirection].Played then
3479 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3480 FAnim[FCurAnim, FDirection].Revert(False);
3481 SetState(STATE_GO);
3482 end;
3484 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3485 if vilefire <> nil then
3486 vilefire.Update();
3488 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3489 if (FState = STATE_DIE) and
3490 (FAnim[FCurAnim, FDirection] <> nil) and
3491 (FAnim[FCurAnim, FDirection].Played) then
3492 begin
3493 // Óìåð:
3494 SetState(STATE_DEAD);
3496 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3497 if (FMonsterType = MONSTER_PAIN) or
3498 (FMonsterType = MONSTER_SOUL) or
3499 (FMonsterType = MONSTER_BARREL) then
3500 FRemoved := True
3501 else
3502 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3503 end;
3505 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3506 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3507 if (FAnim[FCurAnim, FDirection] <> nil) then
3508 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3509 if (FAnim[FCurAnim, FDirection].Played) then
3510 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3511 if FState = STATE_ATTACK then
3512 begin // Ñîñòîÿíèå - Àòàêà
3513 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3514 if FMonsterType <> MONSTER_SOUL then
3515 SetState(STATE_GO);
3516 end
3517 else // Ñîñòîÿíèå - Ñòðåëüáà
3518 begin
3519 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3520 if not FChainFire then
3521 SetState(STATE_GO)
3522 else
3523 begin // Íàäî ñòðåëÿòü åùå
3524 FChainFire := False;
3525 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3526 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3527 FAnim[FCurAnim, FDirection].Reset();
3528 end;
3529 end;
3531 FWaitAttackAnim := False;
3532 end
3534 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3535 if (FMonsterType = MONSTER_SOUL) or
3536 ( (not FWaitAttackAnim) and
3537 (FAnim[FCurAnim, FDirection].CurrentFrame =
3538 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3539 ) then
3540 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3541 if FState = STATE_ATTACK then
3542 begin // Ñîñòîÿíèå - Àòàêà
3543 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3544 if FMonsterType = MONSTER_SOUL then
3545 FAnim[FCurAnim, FDirection].Reset();
3547 case FMonsterType of
3548 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3549 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3550 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3551 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3552 if FMonsterType = MONSTER_SOUL then
3553 SetState(STATE_GO);
3555 MONSTER_FISH:
3556 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3558 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3559 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3560 if FCurAnim = ANIM_ATTACK2 then
3561 begin
3562 o := FObj;
3563 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3564 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3565 end;
3567 MONSTER_VILE:
3568 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3569 if FCurAnim = ANIM_ATTACK2 then
3570 begin
3571 sx := isCorpse(@FObj, True);
3572 if sx <> -1 then
3573 begin // Íàøëè, êîãî âîñêðåñèòü
3574 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3575 // Âîñêðåøàòü - ñåáå âðåäèòü:
3576 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3577 end;
3578 end;
3579 end;
3580 end
3582 else // Ñîñòîÿíèå - Ñòðåëüáà
3583 begin
3584 // Ñêîðîñòðåëüíûå ìîíñòðû:
3585 if (FMonsterType = MONSTER_CGUN) or
3586 (FMonsterType = MONSTER_SPIDER) or
3587 (FMonsterType = MONSTER_BSP) or
3588 (FMonsterType = MONSTER_MANCUB) or
3589 (FMonsterType = MONSTER_ROBO) then
3590 if not GetPos(FTargetUID, @o) then
3591 // Öåëü ìåðòâà - èùåì íîâóþ:
3592 findNewPrey()
3593 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3594 if shoot(@o, False) then
3595 FChainFire := True;
3596 end;
3598 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3599 FWaitAttackAnim := True;
3600 end;
3602 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3603 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3604 case FState of
3605 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3606 // Çâóêè ïðè ïåðåäâèæåíèè:
3607 case FMonsterType of
3608 MONSTER_CYBER:
3609 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3610 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3611 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3612 MONSTER_SPIDER:
3613 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3614 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3615 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3616 MONSTER_BSP:
3617 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3618 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3619 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3620 MONSTER_ROBO:
3621 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3622 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3623 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3624 end;
3625 end;
3627 // Êîñòûëü äëÿ ïîòîêîâ
3628 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3629 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3630 FObj.Vel.X := oldvelx;
3632 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3633 if FAnim[FCurAnim, FDirection] <> nil then
3634 FAnim[FCurAnim, FDirection].Update();
3635 end;
3637 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3638 begin
3639 case FMonsterType of
3640 MONSTER_ZOMBY:
3641 begin
3642 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3643 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3644 end;
3645 MONSTER_SERG:
3646 begin
3647 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3648 FShellTimer := 10;
3649 FShellType := SHELL_SHELL;
3650 end;
3651 MONSTER_MAN:
3652 begin
3653 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3654 FShellTimer := 13;
3655 FShellType := SHELL_DBLSHELL;
3656 end;
3657 MONSTER_CGUN, MONSTER_SPIDER:
3658 begin
3659 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3660 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3661 end;
3662 MONSTER_IMP:
3663 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3664 MONSTER_CYBER:
3665 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3666 MONSTER_SKEL:
3667 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3668 MONSTER_BSP:
3669 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3670 MONSTER_ROBO:
3671 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3672 MONSTER_MANCUB:
3673 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3674 MONSTER_BARON, MONSTER_KNIGHT:
3675 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3676 MONSTER_CACO:
3677 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3678 end;
3679 end;
3681 procedure TMonster.Turn();
3682 begin
3683 // Ðàçâîðà÷èâàåìñÿ:
3684 if FDirection = D_LEFT then
3685 FDirection := D_RIGHT
3686 else
3687 FDirection := D_LEFT;
3689 // Áåæèì â âûáðàííóþ ñòîðîíó:
3690 if FDirection = D_RIGHT then
3691 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3692 else
3693 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3694 end;
3696 function TMonster.findNewPrey(): Boolean;
3697 var
3698 a: DWORD;
3699 l, l2: Integer;
3700 PlayersSee, MonstersSee: Array of DWORD;
3701 PlayerNear, MonsterNear: Integer;
3702 begin
3703 Result := False;
3704 SetLength(MonstersSee, 0);
3705 SetLength(PlayersSee, 0);
3707 FTargetUID := 0;
3708 l := 32000;
3709 PlayerNear := -1;
3710 MonsterNear := -1;
3712 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3713 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3714 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3715 for a := 0 to High(gPlayers) do
3716 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3717 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3718 begin
3719 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3720 begin
3721 SetLength(PlayersSee, Length(PlayersSee) + 1);
3722 PlayersSee[High(PlayersSee)] := a;
3723 end;
3724 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3725 Abs(gPlayers[a].GameY-FObj.Y);
3726 if l2 < l then
3727 begin
3728 l := l2;
3729 PlayerNear := Integer(a);
3730 end;
3731 end;
3733 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3734 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3735 for a := 0 to High(gMonsters) do
3736 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3737 (gMonsters[a].FUID <> FUID) then
3738 begin
3739 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3740 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3741 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3742 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3743 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3744 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3745 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3746 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3748 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3749 begin
3750 SetLength(MonstersSee, Length(MonstersSee) + 1);
3751 MonstersSee[High(MonstersSee)] := a;
3752 end;
3753 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3754 Abs(gMonsters[a].FObj.Y-FObj.Y);
3755 if l2 < l then
3756 begin
3757 l := l2;
3758 MonsterNear := Integer(a);
3759 end;
3760 end;
3762 case FBehaviour of
3763 BH_NORMAL, BH_KILLER:
3764 begin
3765 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3766 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3767 begin
3768 a := PlayersSee[Random(Length(PlayersSee))];
3769 FTargetUID := gPlayers[a].UID;
3770 end;
3771 // Çàòåì ïîáëèçîñòè
3772 if (FTargetUID = 0) and (PlayerNear > -1) then
3773 begin
3774 a := PlayerNear;
3775 FTargetUID := gPlayers[a].UID;
3776 end;
3777 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3778 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3779 begin
3780 a := MonstersSee[Random(Length(MonstersSee))];
3781 FTargetUID := gMonsters[a].UID;
3782 end;
3783 // Çàòåì ïîáëèçîñòè
3784 if (FTargetUID = 0) and (MonsterNear > -1) then
3785 begin
3786 a := MonsterNear;
3787 FTargetUID := gMonsters[a].UID;
3788 end;
3789 end;
3790 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3791 begin
3792 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3793 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3794 begin
3795 a := PlayersSee[Random(Length(PlayersSee))];
3796 FTargetUID := gPlayers[a].UID;
3797 end;
3798 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3799 begin
3800 a := MonstersSee[Random(Length(MonstersSee))];
3801 FTargetUID := gMonsters[a].UID;
3802 end;
3803 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3804 if (FTargetUID = 0) and (PlayerNear > -1) then
3805 begin
3806 a := PlayerNear;
3807 FTargetUID := gPlayers[a].UID;
3808 end;
3809 if (FTargetUID = 0) and (MonsterNear > -1) then
3810 begin
3811 a := MonsterNear;
3812 FTargetUID := gMonsters[a].UID;
3813 end;
3814 end;
3815 end;
3817 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3818 if FTargetUID = 0 then
3819 begin
3820 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3821 if FBehaviour = BH_INSANE then
3822 FTargetUID := FUID
3823 else
3824 FTargetTime := MAX_ATM;
3825 end
3826 else
3827 begin // Öåëü íàøëè
3828 FTargetTime := 0;
3829 Result := True;
3830 end;
3831 end;
3833 function TMonster.kick(o: PObj): Boolean;
3834 begin
3835 Result := False;
3837 case FMonsterType of
3838 MONSTER_FISH:
3839 begin
3840 SetState(STATE_ATTACK);
3841 Result := True;
3842 end;
3843 MONSTER_DEMON:
3844 begin
3845 SetState(STATE_ATTACK);
3846 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3847 Result := True;
3848 end;
3849 MONSTER_IMP:
3850 begin
3851 SetState(STATE_ATTACK);
3852 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3853 Result := True;
3854 end;
3855 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3856 begin
3857 SetState(STATE_ATTACK, ANIM_ATTACK2);
3858 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3859 Result := True;
3860 end;
3861 MONSTER_BARON, MONSTER_KNIGHT,
3862 MONSTER_CACO, MONSTER_MANCUB:
3863 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3864 if not g_Game_IsClient then Result := shoot(o, True);
3865 end;
3866 end;
3868 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3869 var
3870 xd, yd, m: Integer;
3871 begin
3872 Result := False;
3874 // Ñòðåëÿòü ðàíî:
3875 if FAmmo < 0 then
3876 Exit;
3878 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3879 if not immediately then
3880 case FMonsterType of
3881 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3882 Exit; // íå ñòðåëÿþò
3883 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3884 begin
3885 FAmmo := FAmmo + 1;
3886 // Âðåìÿ âûñòðåëà óïóùåíî:
3887 if FAmmo >= 50 then
3888 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3889 end;
3890 MONSTER_MAN: ;
3891 MONSTER_MANCUB:
3892 begin
3893 FAmmo := FAmmo + 1;
3894 // Âðåìÿ âûñòðåëà óïóùåíî:
3895 if FAmmo >= 5 then
3896 FAmmo := -50;
3897 end;
3898 MONSTER_SPIDER:
3899 begin
3900 FAmmo := FAmmo + 1;
3901 // Âðåìÿ âûñòðåëà óïóùåíî:
3902 if FAmmo >= 100 then
3903 FAmmo := -50;
3904 end;
3905 MONSTER_CYBER:
3906 begin
3907 // Ñòðåëÿåò íå âñåãäà:
3908 if Random(2) = 0 then
3909 Exit;
3910 FAmmo := FAmmo + 1;
3911 // Âðåìÿ âûñòðåëà óïóùåíî:
3912 if FAmmo >= 10 then
3913 FAmmo := -50;
3914 end;
3915 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3916 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3917 MONSTER_VILE: if Random(8) <> 0 then Exit;
3918 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3919 else if Random(16) <> 0 then Exit;
3920 end;
3922 // Öåëè íå âèäíî:
3923 if not g_Look(@FObj, o, FDirection) then
3924 Exit;
3926 FTargetTime := 0;
3928 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3929 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3931 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3932 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3933 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3934 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3935 Exit;
3937 case FMonsterType of
3938 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3939 begin
3940 SetState(STATE_SHOOT);
3941 {nn}
3942 end;
3943 MONSTER_SKEL:
3944 begin
3945 SetState(STATE_SHOOT);
3946 {nn}
3947 end;
3948 MONSTER_VILE:
3949 begin // Çàæèãàåì îãîíü
3950 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3951 ty := o^.Y+o^.Rect.Y;
3952 SetState(STATE_SHOOT);
3954 vilefire.Reset();
3956 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3957 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3958 end;
3959 MONSTER_SOUL:
3960 begin // Ëåòèò â ñòîðîíó öåëè:
3961 SetState(STATE_ATTACK);
3962 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3964 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3965 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3966 m := Max(Abs(xd), Abs(yd));
3967 if m = 0 then
3968 m := 1;
3970 FObj.Vel.X := (xd*16) div m;
3971 FObj.Vel.Y := (yd*16) div m;
3972 end;
3973 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3974 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3975 begin
3976 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3977 if FMonsterType = MONSTER_MANCUB then
3978 if FAmmo = 1 then
3979 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3981 SetState(STATE_SHOOT);
3982 end;
3983 else Exit;
3984 end;
3986 Result := True;
3987 end;
3989 function TMonster.Live(): Boolean;
3990 begin
3991 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3992 end;
3994 procedure TMonster.SetHealth(aH: Integer);
3995 begin
3996 if (aH > 0) and (aH < 1000000) then
3997 begin
3998 FHealth := aH;
3999 if FHealth > FMaxHealth then
4000 FMaxHealth := FHealth;
4001 end;
4002 end;
4004 procedure TMonster.WakeUp();
4005 begin
4006 if g_Game_IsClient then Exit;
4007 SetState(STATE_GO);
4008 FTargetTime := MAX_ATM;
4009 WakeUpSound();
4010 end;
4012 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4013 var
4014 i: Integer;
4015 sig: DWORD;
4016 b: Byte;
4017 anim: Boolean;
4018 begin
4019 if Mem = nil then
4020 Exit;
4022 // Ñèãíàòóðà ìîíñòðà:
4023 sig := MONSTER_SIGNATURE; // 'MONS'
4024 Mem.WriteDWORD(sig);
4025 // UID ìîíñòðà:
4026 Mem.WriteWord(FUID);
4027 // Íàïðàâëåíèå:
4028 if FDirection = D_LEFT then
4029 b := 1
4030 else // D_RIGHT
4031 b := 2;
4032 Mem.WriteByte(b);
4033 // Íàäî ëè óäàëèòü åãî:
4034 Mem.WriteBoolean(FRemoved);
4035 // Îñòàëîñü çäîðîâüÿ:
4036 Mem.WriteInt(FHealth);
4037 // Ñîñòîÿíèå:
4038 Mem.WriteByte(FState);
4039 // Òåêóùàÿ àíèìàöèÿ:
4040 Mem.WriteByte(FCurAnim);
4041 // UID öåëè:
4042 Mem.WriteWord(FTargetUID);
4043 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4044 Mem.WriteInt(FTargetTime);
4045 // Ïîâåäåíèå ìîíñòðà:
4046 Mem.WriteByte(FBehaviour);
4047 // Ãîòîâíîñòü ê âûñòðåëó:
4048 Mem.WriteInt(FAmmo);
4049 // Áîëü:
4050 Mem.WriteInt(FPain);
4051 // Âðåìÿ îæèäàíèÿ:
4052 Mem.WriteInt(FSleep);
4053 // Îçâó÷èâàòü ëè áîëü:
4054 Mem.WriteBoolean(FPainSound);
4055 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4056 Mem.WriteBoolean(FWaitAttackAnim);
4057 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4058 Mem.WriteBoolean(FChainFire);
4059 // Ïîäëåæèò ëè ðåñïàâíó:
4060 Mem.WriteBoolean(FNoRespawn);
4061 // Êîîðäèíàòû öåëè:
4062 Mem.WriteInt(tx);
4063 Mem.WriteInt(ty);
4064 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4065 Mem.WriteInt(FStartID);
4066 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4067 Mem.WriteInt(FSpawnTrigger);
4068 // Îáúåêò ìîíñòðà:
4069 Obj_SaveState(@FObj, Mem);
4070 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4071 anim := vilefire <> nil;
4072 Mem.WriteBoolean(anim);
4073 // Åñëè åñòü - ñîõðàíÿåì:
4074 if anim then
4075 vilefire.SaveState(Mem);
4076 // Àíèìàöèè:
4077 for i := ANIM_SLEEP to ANIM_PAIN do
4078 begin
4079 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4080 anim := FAnim[i, D_LEFT] <> nil;
4081 Mem.WriteBoolean(anim);
4082 // Åñëè åñòü - ñîõðàíÿåì:
4083 if anim then
4084 FAnim[i, D_LEFT].SaveState(Mem);
4085 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4086 anim := FAnim[i, D_RIGHT] <> nil;
4087 Mem.WriteBoolean(anim);
4088 // Åñëè åñòü - ñîõðàíÿåì:
4089 if anim then
4090 FAnim[i, D_RIGHT].SaveState(Mem);
4091 end;
4092 end;
4094 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4095 var
4096 i: Integer;
4097 sig: DWORD;
4098 b: Byte;
4099 anim: Boolean;
4100 begin
4101 if Mem = nil then
4102 Exit;
4104 // Ñèãíàòóðà ìîíñòðà:
4105 Mem.ReadDWORD(sig);
4106 if sig <> MONSTER_SIGNATURE then // 'MONS'
4107 begin
4108 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4109 end;
4110 // UID ìîíñòðà:
4111 Mem.ReadWord(FUID);
4112 // Íàïðàâëåíèå:
4113 Mem.ReadByte(b);
4114 if b = 1 then
4115 FDirection := D_LEFT
4116 else // b = 2
4117 FDirection := D_RIGHT;
4118 // Íàäî ëè óäàëèòü åãî:
4119 Mem.ReadBoolean(FRemoved);
4120 // Îñòàëîñü çäîðîâüÿ:
4121 Mem.ReadInt(FHealth);
4122 // Ñîñòîÿíèå:
4123 Mem.ReadByte(FState);
4124 // Òåêóùàÿ àíèìàöèÿ:
4125 Mem.ReadByte(FCurAnim);
4126 // UID öåëè:
4127 Mem.ReadWord(FTargetUID);
4128 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4129 Mem.ReadInt(FTargetTime);
4130 // Ïîâåäåíèå ìîíñòðà:
4131 Mem.ReadByte(FBehaviour);
4132 // Ãîòîâíîñòü ê âûñòðåëó:
4133 Mem.ReadInt(FAmmo);
4134 // Áîëü:
4135 Mem.ReadInt(FPain);
4136 // Âðåìÿ îæèäàíèÿ:
4137 Mem.ReadInt(FSleep);
4138 // Îçâó÷èâàòü ëè áîëü:
4139 Mem.ReadBoolean(FPainSound);
4140 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4141 Mem.ReadBoolean(FWaitAttackAnim);
4142 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4143 Mem.ReadBoolean(FChainFire);
4144 // Ïîäëåæèò ëè ðåñïàâíó
4145 Mem.ReadBoolean(FNoRespawn);
4146 // Êîîðäèíàòû öåëè:
4147 Mem.ReadInt(tx);
4148 Mem.ReadInt(ty);
4149 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4150 Mem.ReadInt(FStartID);
4151 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4152 Mem.ReadInt(FSpawnTrigger);
4153 // Îáúåêò ìîíñòðà:
4154 Obj_LoadState(@FObj, Mem);
4155 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4156 Mem.ReadBoolean(anim);
4157 // Åñëè åñòü - çàãðóæàåì:
4158 if anim then
4159 begin
4160 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4161 vilefire.LoadState(Mem);
4162 end;
4163 // Àíèìàöèè:
4164 for i := ANIM_SLEEP to ANIM_PAIN do
4165 begin
4166 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4167 Mem.ReadBoolean(anim);
4168 // Åñëè åñòü - çàãðóæàåì:
4169 if anim then
4170 begin
4171 Assert(FAnim[i, D_LEFT] <> nil,
4172 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4173 FAnim[i, D_LEFT].LoadState(Mem);
4174 end;
4175 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4176 Mem.ReadBoolean(anim);
4177 // Åñëè åñòü - çàãðóæàåì:
4178 if anim then
4179 begin
4180 Assert(FAnim[i, D_RIGHT] <> nil,
4181 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4182 FAnim[i, D_RIGHT].LoadState(Mem);
4183 end;
4184 end;
4185 end;
4187 procedure TMonster.ActivateTriggers();
4188 var
4189 a: Integer;
4190 begin
4191 if FDieTriggers <> nil then
4192 for a := 0 to High(FDieTriggers) do
4193 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4194 if FSpawnTrigger > -1 then
4195 begin
4196 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4197 FSpawnTrigger := -1;
4198 end;
4199 end;
4201 procedure TMonster.AddTrigger(t: Integer);
4202 begin
4203 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4204 FDieTriggers[High(FDieTriggers)] := t;
4205 end;
4207 procedure TMonster.ClearTriggers();
4208 begin
4209 SetLength(FDieTriggers, 0);
4210 end;
4212 procedure TMonster.CatchFire(Attacker: Word);
4213 begin
4214 FFireTime := 100;
4215 FFireAttacker := Attacker;
4216 if g_Game_IsNet and g_Game_IsServer then
4217 MH_SEND_MonsterState(FUID);
4218 end;
4220 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4221 var
4222 id, i: DWORD;
4223 Anim: TAnimation;
4224 begin
4225 if (Random(10) = 1) and (Times = 1) then
4226 Exit;
4228 if g_Frames_Get(id, 'FRAMES_FLAME') then
4229 begin
4230 for i := 1 to Times do
4231 begin
4232 Anim := TAnimation.Create(id, False, 3);
4233 Anim.Alpha := 0;
4234 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4235 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4236 Anim.Free();
4237 end;
4238 end;
4239 end;
4241 //WARNING! call this after monster position was changed, or coldet will not work right!
4242 procedure TMonster.positionChanged ();
4243 begin
4244 end;
4246 end.