DEADSOFTWARE

initial commit:
[d2df-sdl.git] / src / game / g_monsters.pas
1 unit g_monsters;
3 interface
5 uses
6 g_basic, e_graphics, g_phys, g_textures,
7 g_saveload, BinEditor, g_panel;
9 const
10 MONSTATE_SLEEP = 0;
11 MONSTATE_GO = 1;
12 MONSTATE_RUN = 2;
13 MONSTATE_CLIMB = 3;
14 MONSTATE_DIE = 4;
15 MONSTATE_DEAD = 5;
16 MONSTATE_ATTACK = 6;
17 MONSTATE_SHOOT = 7;
18 MONSTATE_PAIN = 8;
19 MONSTATE_WAIT = 9;
20 MONSTATE_REVIVE = 10;
21 MONSTATE_RUNOUT = 11;
23 BH_NORMAL = 0;
24 BH_KILLER = 1;
25 BH_MANIAC = 2;
26 BH_INSANE = 3;
27 BH_CANNIBAL = 4;
28 BH_GOOD = 5;
30 type
31 TMonster = Class (TObject)
32 private
33 FMonsterType: Byte;
34 FUID: Word;
35 FDirection: TDirection;
36 FStartDirection: TDirection;
37 FStartX, FStartY: Integer;
38 FRemoved: Boolean;
39 FHealth: Integer;
40 FMaxHealth: Integer;
41 FState: Byte;
42 FCurAnim: Byte;
43 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
44 FTargetUID: Word;
45 FTargetTime: Integer;
46 FBehaviour: Byte;
47 FAmmo: Integer;
48 FPain: Integer;
49 FSleep: Integer;
50 FPainSound: Boolean;
51 FWaitAttackAnim: Boolean;
52 FChainFire: Boolean;
53 tx, ty: Integer;
54 FStartID: Integer;
55 FObj: TObj;
56 FBloodRed: Byte;
57 FBloodGreen: Byte;
58 FBloodBlue: Byte;
59 FBloodKind: Byte;
60 FShellTimer: Integer;
61 FShellType: Byte;
62 vilefire: TAnimation;
64 FDieTriggers: Array of Integer;
65 FSpawnTrigger: Integer;
67 procedure Turn();
68 function findNewPrey(): Boolean;
69 procedure ActivateTriggers();
71 public
72 FNoRespawn: Boolean;
74 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
75 destructor Destroy(); override;
76 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
77 function Collide(Panel: TPanel): Boolean; overload;
78 function Collide(X, Y: Integer): Boolean; overload;
79 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
80 function Live(): Boolean;
81 procedure SetHealth(aH: Integer);
82 procedure Push(vx, vy: Integer);
83 function Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
84 function Heal(Value: Word): Boolean;
85 procedure BFGHit();
86 procedure Update();
87 procedure ClientUpdate();
88 procedure ClientAttack(wx, wy, tx, ty: Integer);
89 procedure SetDeadAnim;
90 procedure Draw();
91 procedure WakeUp();
92 procedure WakeUpSound();
93 procedure DieSound();
94 procedure PainSound();
95 procedure ActionSound();
96 procedure AddTrigger(t: Integer);
97 procedure ClearTriggers();
98 procedure Respawn();
99 procedure SaveState(var Mem: TBinMemoryWriter);
100 procedure LoadState(var Mem: TBinMemoryReader);
101 procedure SetState(State: Byte; ForceAnim: Byte = 255);
102 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
103 procedure MakeBloodSimple(Count: Word);
104 procedure RevertAnim(R: Boolean = True);
105 function AnimIsReverse: Boolean;
106 function shoot(o: PObj; immediately: Boolean): Boolean;
107 function kick(o: PObj): Boolean;
109 property MonsterType: Byte read FMonsterType;
110 property MonsterHealth: Integer read FHealth write FHealth;
111 property MonsterAmmo: Integer read FAmmo write FAmmo;
112 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
113 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
114 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
115 property MonsterSleep: Integer read FSleep write FSleep;
116 property MonsterState: Byte read FState write FState;
117 property MonsterRemoved: Boolean read FRemoved write FRemoved;
118 property MonsterPain: Integer read FPain write FPain;
119 property MonsterAnim: Byte read FCurAnim write FCurAnim;
121 property Obj: TObj read FObj;
122 property UID: Word read FUID write FUID;
123 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
125 property GameX: Integer read FObj.X write FObj.X;
126 property GameY: Integer read FObj.Y write FObj.Y;
127 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
128 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
129 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
130 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
131 property GameDirection: TDirection read FDirection write FDirection;
133 property StartID: Integer read FStartID;
134 end;
136 procedure g_Monsters_LoadData();
137 procedure g_Monsters_FreeData();
138 procedure g_Monsters_Init();
139 procedure g_Monsters_Free();
140 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
141 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
142 procedure g_Monsters_Update();
143 procedure g_Monsters_Draw();
144 procedure g_Monsters_DrawHealth();
145 function g_Monsters_Get(UID: Word): TMonster;
146 procedure g_Monsters_killedp();
147 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
148 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
149 function g_Monsters_GetIDByName(name: String): Integer;
150 function g_Monsters_GetNameByID(MonsterType: Byte): String;
151 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
153 var
154 gMonsters: array of TMonster;
156 implementation
158 uses
159 e_log, g_main, g_sound, g_gfx, g_player, g_game,
160 g_weapons, g_triggers, MAPDEF, g_items, g_options,
161 g_console, g_map, Math, SysUtils, g_menu, WADEDITOR,
162 g_language, g_netmsg;
164 const
165 ANIM_SLEEP = 0;
166 ANIM_GO = 1;
167 ANIM_DIE = 2;
168 ANIM_MESS = 3;
169 ANIM_ATTACK = 4;
170 ANIM_ATTACK2 = 5;
171 ANIM_PAIN = 6;
173 STATE_SLEEP = 0;
174 STATE_GO = 1;
175 STATE_RUN = 2;
176 STATE_CLIMB = 3;
177 STATE_DIE = 4;
178 STATE_DEAD = 5;
179 STATE_ATTACK = 6;
180 STATE_SHOOT = 7;
181 STATE_PAIN = 8;
182 STATE_WAIT = 9;
183 STATE_REVIVE = 10;
184 STATE_RUNOUT = 11;
186 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
188 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
189 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
190 record
191 name: String;
192 loop: Boolean;
193 end = ((name: 'SLEEP'; loop: True),
194 (name: 'GO'; loop: True),
195 (name: 'DIE'; loop: False),
196 (name: 'MESS'; loop: False),
197 (name: 'ATTACK'; loop: False),
198 (name: 'ATTACK2'; loop: False),
199 (name: 'PAIN'; loop: False));
201 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
202 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
203 record
204 Name: String;
205 Rect: TRectWH;
206 Health: Word;
207 RunVel: Byte;
208 MinPain: Byte;
209 Pain: Byte;
210 Jump: Byte;
211 end =
212 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
213 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
215 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
216 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
218 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
219 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
221 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
222 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
224 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
225 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
227 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
228 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
230 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
231 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
233 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
234 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
236 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
237 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
239 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
240 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
242 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
243 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
245 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
246 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
248 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
249 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
251 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
252 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
254 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
255 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
257 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
258 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
260 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
261 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
263 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
264 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
266 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
267 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
269 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
270 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
272 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
273 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
274 record
275 LeftAnim: Boolean;
276 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
277 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
278 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
279 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
280 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
281 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
282 AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5));
283 AnimDeltaLeft: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5))),
285 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
286 AnimDeltaRight: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4));
287 AnimDeltaLeft: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4))),
289 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
290 AnimDeltaRight: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4));
291 AnimDeltaLeft: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4))),
293 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
294 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4));
295 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))),
297 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
298 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
299 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
301 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
302 AnimDeltaRight: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: 0; Y: -3), (X: 0; Y: -3), (X: -1; Y: -2));
303 AnimDeltaLeft: ((X: -1; Y: -2), (X: -1; Y: -2), (X: -2; Y: 0), (X: -2; Y: 0), (X: -1; Y: -4), (X: -1; Y: -4), (X: 2; Y: -4))),
305 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
306 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
307 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
309 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
310 AnimDeltaRight: ((X: 4; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 0), (X: -1; Y: 0));
311 AnimDeltaLeft: ((X: 0; Y: 0), (X: 2; Y: 0), (X: -1; Y: -1), (X: -1; Y: -1), (X: -2; Y: 0), (X: -2; Y: 0), (X: 1; Y: 0))),
313 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
314 AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4));
315 AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -5), (X: 0; Y: -5), (X: 0; Y: -4), (X: 0; Y: -4), (X: 0; Y: -4))),
317 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
318 AnimDeltaRight: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7));
319 AnimDeltaLeft: ((X: 1; Y:-10), (X: 1; Y:-10), (X:-33; Y:-34), (X:-33; Y:-34), (X:-16; Y:-10), (X:-16; Y:-10), (X: -1; Y: -7))),
321 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
322 AnimDeltaRight: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4));
323 AnimDeltaLeft: ((X: -1; Y: -3), (X: -1; Y: -3), (X: -3; Y: 0), (X: -3; Y: 0), (X: -1; Y: -3), (X: -1; Y: -3), (X: -1; Y: -4))),
325 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
326 AnimDeltaRight: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: -3; Y: -4));
327 AnimDeltaLeft: ((X: -4; Y: -4), (X: -4; Y: -4), (X: -2; Y: 8), (X: -2; Y: 8), (X: -3; Y: -3), (X: -3; Y: -3), (X: 18; Y: -5))),
329 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
330 AnimDeltaRight: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 1; Y: -3));
331 AnimDeltaLeft: ((X: 0; Y: -1), (X: 0; Y: -1), (X: -3; Y: 5), (X: -3; Y: 5), (X: 7; Y: -1), (X: 7; Y: -1), (X: 6; Y: -3))),
333 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
334 AnimDeltaRight: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7));
335 AnimDeltaLeft: ((X: -2; Y: -7), (X: -2; Y: -7), (X: -4; Y: -2), (X: -4; Y: -2), (X: -4; Y: -7), (X: -4; Y: -7), (X:-14; Y: -7))),
337 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
338 AnimDeltaRight: ((X: -1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -1; Y: 4), (X: 6; Y: 2), (X:-24; Y: 4));
339 AnimDeltaLeft: ((X: 1; Y: 4), (X: -1; Y: 4), (X: -2; Y: 4), (X: -2; Y: 4), (X: -2; Y: 2), (X: -5; Y: 4), (X: 26; Y: 4))),
341 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
342 AnimDeltaRight: ((X: 5; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X: 8; Y:-23), (X: -1; Y:-23), (X: 4; Y:-20));
343 AnimDeltaLeft: ((X: -8; Y:-21), (X: 5; Y:-21), (X: 1; Y:-21), (X: 1; Y:-21), (X:-10; Y:-24), (X: 3; Y:-23), (X: -4; Y:-22))),
345 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
346 AnimDeltaRight: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1));
347 AnimDeltaLeft: ((X: -1; Y: 0), (X: -1; Y: 0), (X: -2; Y: -1), (X: -2; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1), (X: -1; Y: -1 ))),
349 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
350 AnimDeltaRight: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15));
351 AnimDeltaLeft: ((X: 0; Y:-15), (X: 0; Y:-15), (X: -1; Y:-15), (X: -1; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15), (X: 0; Y:-15))),
353 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
354 AnimDeltaRight: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26));
355 AnimDeltaLeft: ((X: -2; Y:-26), (X: -2; Y:-26), (X: 0; Y:-26), (X: 0; Y:-26), (X: 2; Y:-26), (X: 15; Y:-26), (X: -2; Y:-26))),
357 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
358 AnimDeltaRight: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6));
359 AnimDeltaLeft: ((X: 0; Y: -6), (X: 0; Y: -6), (X: -2; Y: 0), (X: 2; Y: 0), (X: 1; Y: -6), (X: 1; Y: -6), (X: 0; Y: -6))) );
361 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
362 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
364 var
365 pt_x: Integer = 0;
366 pt_xs: Integer = 1;
367 pt_y: Integer = 0;
368 pt_ys: Integer = 1;
369 soulcount: Integer = 0;
371 function FindMonster(): DWORD;
372 var
373 i: Integer;
374 begin
375 if gMonsters <> nil then
376 for i := 0 to High(gMonsters) do
377 if gMonsters[i] = nil then
378 begin
379 Result := i;
380 Exit;
381 end;
383 if gMonsters = nil then
384 begin
385 SetLength(gMonsters, 32);
386 Result := 0;
387 end
388 else
389 begin
390 Result := High(gMonsters) + 1;
391 SetLength(gMonsters, Length(gMonsters) + 32);
392 end;
393 end;
395 function IsFriend(a, b: Byte): Boolean;
396 begin
397 Result := True;
399 // Áî÷êà - âñåì äðóã:
400 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
401 Exit;
403 // Ìîíñòðû îäíîãî âèäà:
404 if a = b then
405 case a of
406 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
407 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
408 Exit; // Ýòè íå áüþò ñâîèõ
409 end;
411 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
412 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
413 Exit;
414 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
415 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
416 Exit;
418 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
419 Result := False;
420 end;
422 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
423 var
424 m: TMonster;
425 UIDType, MonsterType: Byte;
426 begin
427 Result := False;
428 MonsterType := 0;
430 UIDType := g_GetUIDType(SpawnerUID);
431 if UIDType = UID_MONSTER then
432 begin
433 m := g_Monsters_Get(SpawnerUID);
434 if m = nil then Exit;
435 MonsterType := m.FMonsterType;
436 end;
438 case BH of
439 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
440 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
442 BH_KILLER: Result := UIDType = UID_PLAYER;
443 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
444 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
446 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
447 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
448 end;
449 end;
451 function canShoot(m: Byte): Boolean;
452 begin
453 Result := False;
455 case m of
456 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
457 Exit;
458 else
459 Result := True;
460 end;
461 end;
463 function isCorpse(o: PObj; immediately: Boolean): Integer;
464 var
465 a: Integer;
466 begin
467 Result := -1;
469 // Åñëè íóæíà âåðîÿòíîñòü:
470 if not immediately then
471 if Random(8) <> 0 then
472 Exit;
474 if gMonsters = nil then
475 Exit;
477 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
478 for a := 0 to High(gMonsters) do
479 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
480 if g_Obj_Collide(o, @gMonsters[a].FObj) then
481 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
482 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
483 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
484 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
485 begin
486 Result := a;
487 Exit;
488 end;
489 end;
490 end;
492 procedure g_Monsters_LoadData();
493 begin
494 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
496 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
497 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
498 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
499 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
500 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
501 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
502 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
503 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
504 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
505 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
506 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
507 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
508 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
509 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
510 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
511 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
512 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
513 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
514 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
515 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
516 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
517 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
518 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
519 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
520 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
521 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
522 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
523 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
524 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
525 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
526 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
527 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
528 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
529 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
530 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
531 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
532 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
533 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
534 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
535 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
538 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
542 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
545 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
549 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
552 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
556 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
559 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
563 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
566 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
570 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
573 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
577 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
580 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
584 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
587 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
591 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
594 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
598 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
601 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
605 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
608 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
612 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
615 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
619 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
622 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
626 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
629 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
633 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
636 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
640 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
647 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
649 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
651 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
652 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
653 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
654 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
655 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
656 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
657 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
658 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
659 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
660 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
661 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
663 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
664 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
665 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
667 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
668 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
669 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
670 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
671 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
672 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
674 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
675 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
676 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
677 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
678 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
680 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
681 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
683 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
684 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
685 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
686 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
688 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
689 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
690 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
691 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
692 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
694 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
696 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
697 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
698 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
700 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
701 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
702 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
703 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
706 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
707 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
709 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
710 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
712 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
713 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
715 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
716 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
719 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
720 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
723 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
724 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
726 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
727 end;
729 procedure g_Monsters_FreeData();
730 begin
731 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
733 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
734 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
735 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
736 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
737 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
738 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
739 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
740 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
741 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
742 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
743 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
744 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
745 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
746 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
747 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
748 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
749 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
750 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
751 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
752 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
753 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
754 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
755 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
756 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
757 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
758 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
759 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
760 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
761 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
762 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
763 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
764 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
765 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
766 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
767 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
768 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
769 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
770 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
771 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
772 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
773 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
774 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
775 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
776 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
777 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
778 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
779 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
781 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
782 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
784 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
789 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
790 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
791 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
792 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
793 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
794 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
795 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
796 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
802 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
803 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
804 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
805 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
806 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
807 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
808 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
809 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
810 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
812 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
813 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
814 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
815 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
816 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
817 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
820 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
821 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
822 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
823 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
824 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
825 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
826 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
827 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
832 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
833 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
834 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
835 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
836 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
837 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
840 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
841 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
842 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
843 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
844 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
845 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
846 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
847 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
850 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
851 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
852 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
853 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
854 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
856 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
857 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
858 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
859 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
860 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
863 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
865 g_Sound_Delete('SOUND_MONSTER_PAIN');
866 g_Sound_Delete('SOUND_MONSTER_PAIN2');
867 g_Sound_Delete('SOUND_MONSTER_ACTION');
868 g_Sound_Delete('SOUND_MONSTER_ACTION2');
869 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
870 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
871 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
872 g_Sound_Delete('SOUND_MONSTER_DIE_1');
873 g_Sound_Delete('SOUND_MONSTER_DIE_2');
874 g_Sound_Delete('SOUND_MONSTER_DIE_3');
875 g_Sound_Delete('SOUND_MONSTER_SLOP');
877 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
878 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
879 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
881 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
882 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
883 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
884 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
885 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
886 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
888 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
889 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
890 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
891 g_Sound_Delete('SOUND_MONSTER_HAHA');
892 g_Sound_Delete('SOUND_MONSTER_TRUP');
894 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
895 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
897 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
898 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
899 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
900 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
902 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
903 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
904 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
905 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
906 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
908 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
909 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
910 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
911 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
912 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
914 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
915 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
916 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
917 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
919 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
920 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
921 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
923 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
926 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
927 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
929 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
930 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
931 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
933 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
934 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
936 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
937 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
938 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
940 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
941 end;
943 procedure g_Monsters_Init();
944 begin
945 soulcount := 0;
946 end;
948 procedure g_Monsters_Free();
949 var
950 a: Integer;
951 begin
952 if gMonsters <> nil then
953 for a := 0 to High(gMonsters) do
954 gMonsters[a].Free();
956 gMonsters := nil;
957 end;
959 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
960 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer;
961 var
962 find_id: DWORD;
963 begin
964 Result := -1;
966 // Íåò òàêîãî ìîíñòðà:
967 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then
968 Exit;
970 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ:
971 if MonsterType = MONSTER_SOUL then
972 if soulcount > MAX_SOUL then
973 Exit
974 else
975 soulcount := soulcount + 1;
977 find_id := FindMonster();
979 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
981 // Íàñòðàèâàåì ïîëîæåíèå:
982 with gMonsters[find_id] do
983 begin
984 if AdjCoord then
985 begin
986 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
987 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
988 end
989 else
990 begin
991 FObj.X := X-FObj.Rect.X;
992 FObj.Y := Y-FObj.Rect.Y;
993 end;
995 FDirection := Direction;
996 FStartDirection := Direction;
997 FStartX := GameX;
998 FStartY := GameY;
999 end;
1001 Result := find_id;
1002 end;
1004 procedure g_Monsters_killedp();
1005 var
1006 a, h: Integer;
1007 begin
1008 if gMonsters = nil then
1009 Exit;
1011 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1012 h := High(gMonsters);
1013 for a := 0 to h do
1014 if (gMonsters[a] <> nil) then
1015 with gMonsters[a] do
1016 if (FMonsterType = MONSTER_MAN) and
1017 (FState <> STATE_DEAD) and
1018 (FState <> STATE_SLEEP) and
1019 (FState <> STATE_DIE) then
1020 begin
1021 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1022 Exit;
1023 end;
1024 end;
1026 procedure g_Monsters_Update();
1027 var
1028 a: Integer;
1029 begin
1030 // Öåëåóêàçàòåëü:
1031 if gTime mod (GAME_TICK*2) = 0 then
1032 begin
1033 pt_x := pt_x+pt_xs;
1034 pt_y := pt_y+pt_ys;
1035 if Abs(pt_x) > 246 then
1036 pt_xs := -pt_xs;
1037 if Abs(pt_y) > 100 then
1038 pt_ys := -pt_ys;
1039 end;
1041 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1043 if gMonsters <> nil then
1044 for a := 0 to High(gMonsters) do
1045 if (gMonsters[a] <> nil) then
1046 if not gMonsters[a].FRemoved then
1047 begin
1048 if g_Game_IsClient then
1049 gMonsters[a].ClientUpdate()
1050 else
1051 gMonsters[a].Update();
1052 end
1053 else
1054 begin
1055 gMonsters[a].Free();
1056 gMonsters[a] := nil;
1057 end;
1059 gMon := False;
1060 end;
1062 procedure g_Monsters_Draw();
1063 var
1064 a: Integer;
1065 begin
1066 if gMonsters <> nil then
1067 for a := 0 to High(gMonsters) do
1068 if gMonsters[a] <> nil then
1069 gMonsters[a].Draw();
1070 end;
1072 procedure g_Monsters_DrawHealth();
1073 var
1074 a: Integer;
1075 fW, fH: Byte;
1076 begin
1077 if gMonsters = nil then Exit;
1078 e_TextureFontGetSize(gStdFont, fW, fH);
1080 for a := 0 to High(gMonsters) do
1081 if gMonsters[a] <> nil then
1082 begin
1083 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1084 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1085 IntToStr(gMonsters[a].FHealth), gStdFont);
1086 end;
1087 end;
1089 function g_Monsters_Get(UID: Word): TMonster;
1090 var
1091 a: Integer;
1092 begin
1093 Result := nil;
1095 if gMonsters <> nil then
1096 for a := 0 to High(gMonsters) do
1097 if (gMonsters[a] <> nil) and
1098 (gMonsters[a].FUID = UID) then
1099 begin
1100 Result := gMonsters[a];
1101 Break;
1102 end;
1103 end;
1105 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1106 var
1107 count, i: Integer;
1108 b: Byte;
1109 begin
1110 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1111 count := 0;
1112 if gMonsters <> nil then
1113 for i := 0 to High(gMonsters) do
1114 if gMonsters[i] <> nil then
1115 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1116 count := count + 1;
1118 Mem := TBinMemoryWriter.Create((count+1) * 350);
1120 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1121 Mem.WriteInt(pt_x);
1122 Mem.WriteInt(pt_xs);
1123 Mem.WriteInt(pt_y);
1124 Mem.WriteInt(pt_ys);
1126 // Êîëè÷åñòâî ìîíñòðîâ:
1127 Mem.WriteInt(count);
1129 if count = 0 then
1130 Exit;
1132 // Ñîõðàíÿåì ìîíñòðîâ:
1133 for i := 0 to High(gMonsters) do
1134 if gMonsters[i] <> nil then
1135 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1136 begin
1137 // Òèï ìîíñòðà:
1138 b := gMonsters[i].MonsterType;
1139 Mem.WriteByte(b);
1140 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1141 gMonsters[i].SaveState(Mem);
1142 end;
1143 end;
1145 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1146 var
1147 count, i, a: Integer;
1148 b: Byte;
1149 begin
1150 if Mem = nil then
1151 Exit;
1153 g_Monsters_Free();
1155 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1156 Mem.ReadInt(pt_x);
1157 Mem.ReadInt(pt_xs);
1158 Mem.ReadInt(pt_y);
1159 Mem.ReadInt(pt_ys);
1161 // Êîëè÷åñòâî ìîíñòðîâ:
1162 Mem.ReadInt(count);
1164 if count = 0 then
1165 Exit;
1167 // Çàãðóæàåì ìîíñòðîâ:
1168 for a := 0 to count-1 do
1169 begin
1170 // Òèï ìîíñòðà:
1171 Mem.ReadByte(b);
1172 // Ñîçäàåì ìîíñòðà:
1173 i := g_Monsters_Create(b, 0, 0, D_LEFT);
1174 if i < 0 then
1175 begin
1176 raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1177 end;
1178 // Çàãðóæàåì äàííûå ìîíñòðà:
1179 gMonsters[i].LoadState(Mem);
1180 end;
1181 end;
1183 function g_Monsters_GetIDByName(name: String): Integer;
1184 var
1185 i: Integer;
1186 begin
1187 name := UpperCase(name);
1188 i := MONSTER_DEMON;
1189 while (i <= MONSTER_MAN) do
1190 begin
1191 if name = MONSTERTABLE[i].Name then
1192 begin
1193 Result := i;
1194 Exit;
1195 end;
1196 Inc(i);
1197 end;
1199 Result := -1;
1200 end;
1202 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1203 begin
1204 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1205 Result := MONSTERTABLE[MonsterType].Name;
1206 end;
1208 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1209 begin
1210 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1211 Result := KilledByMonster[MonsterType]
1212 else
1213 Result := '?';
1214 end;
1216 { T M o n s t e r : }
1218 procedure TMonster.ActionSound();
1219 begin
1220 case FMonsterType of
1221 MONSTER_IMP:
1222 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1223 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1224 MONSTER_MANCUB:
1225 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1226 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1227 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1228 MONSTER_SPIDER:
1229 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1230 MONSTER_BSP:
1231 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1232 MONSTER_VILE:
1233 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1234 MONSTER_SKEL:
1235 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1236 MONSTER_CYBER:
1238 MONSTER_MAN:
1239 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1240 end;
1241 end;
1243 procedure TMonster.PainSound();
1244 begin
1245 if FPainSound then
1246 Exit;
1248 FPainSound := True;
1250 case FMonsterType of
1251 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1252 MONSTER_SKEL, MONSTER_CGUN:
1253 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1254 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1255 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1256 MONSTER_CYBER:
1257 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1258 MONSTER_VILE:
1259 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1260 MONSTER_MANCUB:
1261 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1262 MONSTER_PAIN:
1263 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1264 MONSTER_MAN:
1265 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1266 end;
1267 end;
1269 procedure TMonster.DieSound();
1270 begin
1271 case FMonsterType of
1272 MONSTER_IMP:
1273 case Random(2) of
1274 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1275 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1276 end;
1277 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1278 case Random(3) of
1279 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1280 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1281 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1282 end;
1283 MONSTER_DEMON:
1284 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1285 MONSTER_BARREL:
1286 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1287 MONSTER_SOUL:
1288 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1289 MONSTER_BSP:
1290 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1291 MONSTER_VILE:
1292 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1293 MONSTER_BARON:
1294 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1295 MONSTER_CACO:
1296 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1297 MONSTER_CYBER:
1298 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1299 MONSTER_KNIGHT:
1300 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1301 MONSTER_MANCUB:
1302 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1303 MONSTER_PAIN:
1304 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1305 MONSTER_SKEL:
1306 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1307 MONSTER_SPIDER:
1308 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1309 MONSTER_MAN:
1310 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1311 end;
1312 end;
1314 procedure TMonster.WakeUpSound();
1315 begin
1316 case FMonsterType of
1317 MONSTER_IMP:
1318 case Random(2) of
1319 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1320 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1321 end;
1322 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1323 case Random(3) of
1324 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1325 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1326 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1327 end;
1328 MONSTER_MAN:
1329 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1330 MONSTER_BSP:
1331 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1332 MONSTER_VILE:
1333 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1334 MONSTER_BARON:
1335 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1336 MONSTER_CACO:
1337 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1338 MONSTER_CYBER:
1339 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1340 MONSTER_KNIGHT:
1341 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1342 MONSTER_MANCUB:
1343 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1344 MONSTER_PAIN:
1345 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1346 MONSTER_DEMON:
1347 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1348 MONSTER_SKEL:
1349 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1350 MONSTER_SPIDER:
1351 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1352 MONSTER_SOUL:
1354 end;
1355 end;
1357 procedure TMonster.BFGHit();
1358 begin
1359 if FMonsterType = MONSTER_FISH then
1360 Exit;
1362 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1363 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1364 {if g_Game_IsServer and g_Game_IsNet then
1365 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1366 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1367 0, NET_GFX_BFG);}
1368 end;
1370 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1371 begin
1372 Result := g_Collide(FObj.X+FObj.Rect.X,
1373 FObj.Y+FObj.Rect.Y,
1374 FObj.Rect.Width,
1375 FObj.Rect.Height,
1376 X, Y,
1377 Width, Height);
1378 end;
1380 function TMonster.Collide(Panel: TPanel): Boolean;
1381 begin
1382 Result := g_Collide(FObj.X+FObj.Rect.X,
1383 FObj.Y+FObj.Rect.Y,
1384 FObj.Rect.Width,
1385 FObj.Rect.Height,
1386 Panel.X, Panel.Y,
1387 Panel.Width, Panel.Height);
1388 end;
1390 function TMonster.Collide(X, Y: Integer): Boolean;
1391 begin
1392 X := X - FObj.X - FObj.Rect.X;
1393 Y := Y - FObj.Y - FObj.Rect.Y;
1394 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1395 (y >= 0) and (y <= FObj.Rect.Height);
1396 end;
1398 procedure TMonster.Respawn;
1399 begin
1400 FObj.Vel.X := 0;
1401 FObj.Vel.Y := 0;
1402 FObj.Accel.X := 0;
1403 FObj.Accel.Y := 0;
1404 FDirection := FStartDirection;
1405 GameX := FStartX;
1406 GameY := FStartY;
1407 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1408 FHealth := MONSTERTABLE[FMonsterType].Health;
1409 FAmmo := 0;
1410 FPain := 0;
1411 FTargetUID := 0;
1412 FTargetTime := 0;
1413 FDieTriggers := nil;
1414 FWaitAttackAnim := False;
1415 FChainFire := False;
1416 FShellTimer := -1;
1418 FState := STATE_SLEEP;
1419 FCurAnim := ANIM_SLEEP;
1421 if g_Game_IsNet and g_Game_IsServer then
1422 begin
1423 MH_SEND_MonsterPos(FUID);
1424 MH_SEND_MonsterState(FUID);
1425 end;
1426 end;
1428 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1429 var
1430 a: Integer;
1431 FramesID: DWORD;
1432 s: String;
1433 res: Boolean;
1434 begin
1435 if ForcedUID < 0 then
1436 FUID := g_CreateUID(UID_MONSTER)
1437 else
1438 FUID := ForcedUID;
1440 FMonsterType := MonsterType;
1442 g_Obj_Init(@FObj);
1444 FState := STATE_SLEEP;
1445 FCurAnim := ANIM_SLEEP;
1446 FHealth := MONSTERTABLE[MonsterType].Health;
1447 FMaxHealth := FHealth;
1448 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1449 FDieTriggers := nil;
1450 FSpawnTrigger := -1;
1451 FWaitAttackAnim := False;
1452 FChainFire := False;
1453 FStartID := aID;
1454 FNoRespawn := False;
1455 FShellTimer := -1;
1456 FBehaviour := BH_NORMAL;
1458 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1459 FBloodKind := BLOOD_SPARKS
1460 else
1461 FBloodKind := BLOOD_NORMAL;
1462 if FMonsterType = MONSTER_CACO then
1463 begin
1464 FBloodRed := 0;
1465 FBloodGreen := 0;
1466 FBloodBlue := 150;
1467 end
1468 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1469 begin
1470 FBloodRed := 0;
1471 FBloodGreen := 150;
1472 FBloodBlue := 0;
1473 end
1474 else
1475 begin
1476 FBloodRed := 150;
1477 FBloodGreen := 0;
1478 FBloodBlue := 0;
1479 end;
1481 SetLength(FAnim, Length(ANIMTABLE));
1483 for a := 0 to High(FAnim) do
1484 begin
1485 FAnim[a, D_LEFT] := nil;
1486 FAnim[a, D_RIGHT] := nil;
1487 end;
1489 for a := ANIM_SLEEP to ANIM_PAIN do
1490 if (ANIMTABLE[a].name <> '') and
1491 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1492 begin
1493 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1494 '_'+ANIMTABLE[a].name;
1496 res := g_Frames_Exists(s);
1498 if res then
1499 res := g_Frames_Get(FramesID, s);
1501 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1502 if (not res) then
1503 begin
1504 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1505 if a <> ANIM_MESS then
1506 Continue;
1508 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1509 '_'+ANIMTABLE[ANIM_DIE].name) then
1510 begin
1511 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1512 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1513 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1514 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1515 Continue;
1516 end;
1517 end;
1519 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1520 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1522 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1523 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1524 begin
1525 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1526 '_'+ANIMTABLE[a].name+'_L';
1527 if g_Frames_Exists(s) then
1528 g_Frames_Get(FramesID, s);
1529 end;
1531 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1532 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1533 end;
1535 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1536 if MonsterType = MONSTER_VILE then
1537 begin
1538 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1539 vilefire := TAnimation.Create(FramesID, True, 2);
1540 end
1541 else
1542 vilefire := nil;
1543 end;
1545 function TMonster.Damage(Damage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1546 var
1547 c, it: Integer;
1548 p: TPlayer;
1549 begin
1550 Result := False;
1552 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1553 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1554 Exit;
1556 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1557 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1558 begin
1559 FSleep := 20;
1560 if Random(2) = 0 then
1561 FDirection := D_RIGHT
1562 else
1563 FDirection := D_LEFT;
1564 Result := True;
1565 SetState(STATE_RUN);
1566 Exit;
1567 end;
1569 // Ëîâóøêà óáèâàåò ñðàçó:
1570 if t = HIT_TRAP then
1571 FHealth := -100;
1573 // Ðîáîòó óðîíà íåò:
1574 if FMonsterType = MONSTER_ROBO then
1575 Damage := 0;
1577 // Íàíîñèì óðîí:
1578 if g_Game_IsServer then Dec(FHealth, Damage);
1580 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1581 if FPain = 0 then
1582 FPain := 3;
1583 FPain := FPain+Damage;
1585 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1586 if FState <> STATE_PAIN then
1587 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1588 (FMonsterType <> MONSTER_BARREL) then
1589 SetState(STATE_PAIN);
1591 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1592 if (gBloodCount > 0) then
1593 begin
1594 c := Min(Damage, 200);
1595 c := c*gBloodCount - (Damage div 4) + Random(c div 2);
1597 if (VelX = 0) and (VelY = 0) then
1598 MakeBloodSimple(c)
1599 else
1600 case t of
1601 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1602 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1603 end;
1604 end;
1606 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1607 if (SpawnerUID <> FUID) and
1608 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1609 begin
1610 FTargetUID := SpawnerUID;
1611 FTargetTime := 0;
1612 end;
1614 // Çäîðîâüå çàêîí÷èëîñü:
1615 if FHealth <= 0 then
1616 begin
1617 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1618 if (FMonsterType <> MONSTER_BARREL) then
1619 begin
1620 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1621 begin
1622 p := g_Player_Get(SpawnerUID);
1623 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1624 begin
1625 p.MonsterKills := p.MonsterKills+1;
1626 if gGameSettings.GameMode = GM_COOP then
1627 p.Frags := p.Frags + 1;
1628 // Uncomment this if you want to double-kill monsters
1629 //p.FragCombo();
1630 end;
1631 end;
1632 if gLMSRespawn = LMS_RESPAWN_NONE then
1633 begin
1634 Inc(gCoopMonstersKilled);
1635 if g_Game_IsNet then
1636 MH_SEND_GameStats;
1637 end;
1638 end;
1640 // Âûáèðàåì ëóò:
1641 case FMonsterType of
1642 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1643 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1644 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1645 MONSTER_MAN: c := ITEM_KEY_RED;
1646 else c := 0;
1647 end;
1649 // Áðîñàåì ëóò:
1650 if c <> 0 then
1651 begin
1652 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1653 FObj.Y + (FObj.Rect.Height div 2),
1654 c, True, False);
1655 g_Obj_Push(@gItems[it].Obj, (FObj.Vel.X div 2)-3+Random(7),
1656 (FObj.Vel.Y div 2)-Random(4));
1657 if g_Game_IsServer and g_Game_IsNet then
1658 MH_SEND_ItemSpawn(True, it);
1659 end;
1661 // Òðóï äàëüøå íå èäåò:
1662 FObj.Vel.X := 0;
1664 // Ó òðóïà ðàçìåðû ìåíüøå:
1665 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1666 begin
1667 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1668 FObj.Rect.Height := 12;
1669 end;
1671 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1672 if (FHealth <= -30) and
1673 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1674 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1675 (FMonsterType = MONSTER_MAN)) then
1676 begin
1677 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1678 SetState(STATE_DIE, ANIM_MESS);
1679 end
1680 else
1681 begin
1682 DieSound();
1683 SetState(STATE_DIE);
1684 end;
1686 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1687 if g_Game_IsServer then ActivateTriggers();
1689 FHealth := 0;
1690 end
1691 else
1692 if FState = STATE_SLEEP then
1693 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1694 FPain := MONSTERTABLE[FMonsterType].Pain;
1695 SetState(STATE_GO);
1696 end;
1698 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1699 Result := True;
1700 end;
1702 function TMonster.Heal(Value: Word): Boolean;
1703 begin
1704 Result := False;
1705 if g_Game_IsClient then
1706 Exit;
1707 if not Live then
1708 Exit;
1710 if FHealth < FMaxHealth then
1711 begin
1712 IncMax(FHealth, Value, FMaxHealth);
1713 if g_Game_IsServer and g_Game_IsNet then
1714 MH_SEND_MonsterState(FUID);
1715 Result := True;
1716 end;
1717 end;
1719 destructor TMonster.Destroy();
1720 var
1721 a: Integer;
1722 begin
1723 for a := 0 to High(FAnim) do
1724 begin
1725 FAnim[a, D_LEFT].Free();
1726 FAnim[a, D_RIGHT].Free();
1727 end;
1729 vilefire.Free();
1731 inherited Destroy();
1732 end;
1734 procedure TMonster.Draw();
1735 var
1736 m: TMirrorType;
1737 dx, dy, c: Integer;
1738 o: TObj;
1739 begin
1740 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1741 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1743 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1744 if FMonsterType = MONSTER_VILE then
1745 if FState = STATE_SHOOT then
1746 if GetPos(FTargetUID, @o) then
1747 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1748 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1750 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1751 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1752 sX-128, sY-128, sWidth+256, sHeight+256) then
1753 Exit;
1755 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1756 if FState = STATE_DEAD then
1757 case FMonsterType of
1758 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1759 end;
1761 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1762 if FAnim[FCurAnim, FDirection] <> nil then
1763 begin
1764 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1765 if (FDirection = D_LEFT) and
1766 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1767 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1768 (FMonsterType <> MONSTER_BARREL) then
1769 m := M_HORIZONTAL
1770 else
1771 m := M_NONE;
1773 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1774 if (FDirection = D_LEFT) and
1775 (FMonsterType <> MONSTER_BARREL) then
1776 begin
1777 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1778 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1780 if m = M_HORIZONTAL then
1781 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1782 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1783 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1784 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1785 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1786 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1787 dx := -dx;
1788 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1789 end;
1790 end
1791 else // Ïðàâàÿ àíèìàöèÿ
1792 begin
1793 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1794 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1795 end;
1797 // Ðèñóåì:
1798 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1799 end;
1801 if g_debug_Frames then
1802 begin
1803 e_DrawQuad(FObj.X+FObj.Rect.X,
1804 FObj.Y+FObj.Rect.Y,
1805 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1806 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1807 0, 255, 0);
1808 end;
1809 end;
1811 procedure TMonster.MakeBloodSimple(Count: Word);
1812 begin
1813 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1814 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1815 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1816 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1817 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1818 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1819 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1820 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1821 end;
1823 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1824 begin
1825 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1826 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1827 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1828 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1829 end;
1831 procedure TMonster.Push(vx, vy: Integer);
1832 begin
1833 FObj.Accel.X := FObj.Accel.X + vx;
1834 FObj.Accel.Y := FObj.Accel.Y + vy;
1835 if g_Game_IsServer and g_Game_IsNet then
1836 MH_SEND_MonsterPos(FUID);
1837 end;
1839 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1840 var
1841 Anim: Byte;
1842 begin
1843 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1844 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1845 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1846 soulcount := soulcount-1;
1848 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1849 case FState of
1850 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1851 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1852 (State <> STATE_GO) then
1853 Exit;
1854 end;
1856 // Ñìåíà ñîñòîÿíèÿ:
1857 FState := State;
1859 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1861 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1862 case FState of
1863 STATE_SLEEP: Anim := ANIM_SLEEP;
1864 STATE_PAIN: Anim := ANIM_PAIN;
1865 STATE_WAIT: Anim := ANIM_SLEEP;
1866 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1867 STATE_SHOOT: Anim := ANIM_ATTACK;
1868 STATE_ATTACK: Anim := ANIM_ATTACK;
1869 STATE_DIE: Anim := ANIM_DIE;
1870 STATE_REVIVE:
1871 begin // íà÷àëè âîñðåøàòüñÿ
1872 Anim := FCurAnim;
1873 FAnim[Anim, FDirection].Revert(True);
1875 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1876 FHealth := MONSTERTABLE[FMonsterType].Health;
1877 FAmmo := 0;
1878 FPain := 0;
1879 end;
1880 else Exit;
1881 end;
1883 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1884 if ForceAnim <> 255 then
1885 Anim := ForceAnim;
1887 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1888 if FCurAnim <> Anim then
1889 if FAnim[Anim, FDirection] <> nil then
1890 begin
1891 FAnim[Anim, FDirection].Reset();
1892 FCurAnim := Anim;
1893 end;
1894 end;
1896 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1897 var
1898 TA: TAnimation;
1899 FramesID: DWORD;
1900 begin
1901 Result := False;
1903 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1904 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1905 begin
1906 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1907 if g_Game_IsServer and g_Game_IsNet then
1908 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1909 Exit;
1910 end;
1912 TA := nil;
1914 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1915 if not silent then
1916 begin
1917 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1918 TA := TAnimation.Create(FramesID, False, 6);
1919 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1920 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1921 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1923 if g_Game_IsServer and g_Game_IsNet then
1924 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1925 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1926 NET_GFX_TELE);
1927 end;
1929 FObj.X := X - FObj.Rect.X;
1930 FObj.Y := Y - FObj.Rect.Y;
1932 if dir = 1 then
1933 FDirection := D_LEFT
1934 else
1935 if dir = 2 then
1936 FDirection := D_RIGHT
1937 else
1938 if dir = 3 then
1939 begin // îáðàòíîå
1940 if FDirection = D_RIGHT then
1941 FDirection := D_LEFT
1942 else
1943 FDirection := D_RIGHT;
1944 end;
1946 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1947 if not silent and (TA <> nil) then
1948 begin
1949 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1950 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1951 TA.Free();
1953 if g_Game_IsServer and g_Game_IsNet then
1954 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1955 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
1956 NET_GFX_TELE);
1957 end;
1959 if g_Game_IsServer and g_Game_IsNet then
1960 MH_SEND_MonsterPos(FUID);
1961 Result := True;
1962 end;
1964 procedure TMonster.Update();
1965 var
1966 a, b, sx, sy, wx, wy, oldvelx: Integer;
1967 st: Word;
1968 o, co: TObj;
1969 fall: Boolean;
1970 label
1971 _end;
1972 begin
1973 fall := True;
1975 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
1976 if FMonsterType = MONSTER_FISH then
1977 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
1978 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
1979 fall := False;
1981 // Ëåòàþùèå ìîíòñðû:
1982 if ((FMonsterType = MONSTER_SOUL) or
1983 (FMonsterType = MONSTER_PAIN) or
1984 (FMonsterType = MONSTER_CACO)) and
1985 (FState <> STATE_DIE) and
1986 (FState <> STATE_DEAD) then
1987 fall := False;
1989 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
1990 if gTime mod (GAME_TICK*2) <> 0 then
1991 begin
1992 g_Obj_Move(@FObj, fall, True, True);
1993 Exit;
1994 end;
1996 FPainSound := False;
1998 // Äâèãàåìñÿ:
1999 st := g_Obj_Move(@FObj, fall, True, True);
2001 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2002 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2003 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2004 begin
2005 FRemoved := True;
2006 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2007 begin
2008 Inc(gCoopMonstersKilled);
2009 if g_Game_IsNet then
2010 MH_SEND_GameStats;
2011 end;
2012 ActivateTriggers();
2013 Exit;
2014 end;
2016 oldvelx := FObj.Vel.X;
2018 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2019 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2020 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2022 // Ìåðòâûé íè÷åãî íå äåëàåò:
2023 if (FState = STATE_DEAD) then
2024 goto _end;
2026 // AI ìîíñòðîâ âûêëþ÷åí:
2027 if g_debug_MonsterOff then
2028 begin
2029 FSleep := 1;
2030 if FState <> STATE_SLEEP then
2031 SetState(STATE_SLEEP);
2032 end;
2034 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2035 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2036 case FMonsterType of
2037 MONSTER_FISH:
2038 if Random(4) = 0 then
2039 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2040 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2041 MONSTER_ROBO, MONSTER_BARREL:
2042 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2043 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2044 else begin
2045 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2046 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2047 if Random(2) = 0 then
2048 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2049 else
2050 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2051 end;
2052 end;
2054 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2055 if FMonsterType = MONSTER_BARREL then
2056 begin
2057 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2058 (FAnim[FCurAnim, FDirection].Counter = 0) then
2059 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2060 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2061 60, FUID);
2062 end;
2064 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2065 if FMonsterType = MONSTER_SOUL then
2066 if WordBool(st and MOVE_HITAIR) then
2067 g_Obj_SetSpeed(@FObj, 16);
2069 if FAmmo < 0 then
2070 FAmmo := FAmmo + 1;
2072 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2073 if FObj.Vel.Y < 0 then
2074 if WordBool(st and MOVE_INWATER) then
2075 FObj.Vel.Y := -4;
2077 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2078 FTargetTime := FTargetTime + 1;
2080 // Ãèëüçû
2081 if FShellTimer > -1 then
2082 if FShellTimer = 0 then
2083 begin
2084 if FShellType = SHELL_SHELL then
2085 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2086 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2087 GameVelX, GameVelY-2, SHELL_SHELL)
2088 else if FShellType = SHELL_DBLSHELL then
2089 begin
2090 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2091 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2092 GameVelX-1, GameVelY-2, SHELL_SHELL);
2093 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2094 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2095 GameVelX+1, GameVelY-2, SHELL_SHELL);
2096 end;
2097 FShellTimer := -1;
2098 end else Dec(FShellTimer);
2100 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2101 if fall then
2102 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2103 STATE_ATTACK, STATE_SHOOT]) then
2104 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2105 FObj.Rect.Width, FObj.Rect.Height, 50) then
2106 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2107 (FObj.Accel.Y = 0) then
2108 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2110 case FState of
2111 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2112 begin
2113 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2114 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2115 begin
2116 FPain := MONSTERTABLE[FMonsterType].Pain;
2117 if gSoundEffectsDF then PainSound();
2118 end;
2120 // Ñíèæàåì áîëü ñî âðåìåíåì:
2121 FPain := FPain - 5;
2123 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2124 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2125 begin
2126 FPain := 0;
2127 FAmmo := -9;
2128 SetState(STATE_GO);
2129 end;
2130 end;
2132 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2133 begin
2134 // Ñïèì:
2135 FSleep := FSleep + 1;
2137 // Ïðîñïàëè äîñòàòî÷íî:
2138 if FSleep >= 18 then
2139 FSleep := 0
2140 else // åùå ñïèì
2141 goto _end;
2143 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2144 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2145 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2146 if (gPlayers <> nil) then
2147 for a := 0 to High(gPlayers) do
2148 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2149 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2150 with gPlayers[a] do
2151 if g_Look(@FObj, @Obj, FDirection) then
2152 begin
2153 FTargetUID := gPlayers[a].UID;
2154 FTargetTime := 0;
2155 WakeUpSound();
2156 SetState(STATE_GO);
2157 Break;
2158 end;
2160 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2161 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2162 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2163 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2164 if gMonsters <> nil then
2165 for a := 0 to High(gMonsters) do
2166 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2167 (gMonsters[a].FUID <> FUID) then
2168 begin
2169 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2170 if (FBehaviour = BH_MANIAC) and
2171 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2172 Continue;
2173 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2174 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2175 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2176 Continue;
2177 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2178 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2179 Continue;
2180 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2181 begin
2182 FTargetUID := gMonsters[a].UID;
2183 FTargetTime := 0;
2184 WakeUpSound();
2185 SetState(STATE_GO);
2186 Break;
2187 end;
2188 end;
2189 end;
2191 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2192 begin
2193 // Æäåì:
2194 FSleep := FSleep - 1;
2196 // Âûæäàëè äîñòàòî÷íî - èäåì:
2197 if FSleep < 0 then
2198 SetState(STATE_GO);
2199 end;
2201 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2202 begin
2203 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2204 if WordBool(st and MOVE_BLOCK) then
2205 begin
2206 Turn();
2207 FSleep := 40;
2208 SetState(STATE_RUNOUT);
2210 goto _end;
2211 end;
2213 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2214 if (FMonsterType = MONSTER_VILE) then
2215 if isCorpse(@FObj, False) <> -1 then
2216 begin
2217 FObj.Vel.X := 0;
2218 SetState(STATE_ATTACK, ANIM_ATTACK2);
2220 goto _end;
2221 end;
2223 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2224 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2225 if not findNewPrey() then
2226 begin // Íîâûõ öåëåé íåò
2227 FTargetUID := 0;
2228 o.X := FObj.X+pt_x;
2229 o.Y := FObj.Y+pt_y;
2230 o.Vel.X := 0;
2231 o.Vel.Y := 0;
2232 o.Accel.X := 0;
2233 o.Accel.Y := 0;
2234 o.Rect := _Rect(0, 0, 0, 1);
2235 end
2236 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2237 GetPos(FTargetUID, @o);
2239 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2240 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2241 begin
2242 FTargetTime := 0;
2243 if kick(@o) then
2244 goto _end;
2245 end;
2247 // Ðàññòîÿíèå äî öåëè:
2248 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2249 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2251 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2252 if sx > 0 then
2253 FDirection := D_RIGHT
2254 else
2255 FDirection := D_LEFT;
2257 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2258 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2259 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2260 if shoot(@o, False) then
2261 goto _end;
2263 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2264 if Abs(sx) < 40 then
2265 if FMonsterType <> MONSTER_FISH then
2266 begin
2267 FSleep := 15;
2268 SetState(STATE_RUN);
2269 if Random(2) = 0 then
2270 FDirection := D_LEFT
2271 else
2272 FDirection := D_RIGHT;
2274 goto _end;
2275 end;
2277 // Óïåðëèñü â ñòåíó:
2278 if WordBool(st and MOVE_HITWALL) then
2279 begin
2280 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2281 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2282 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2283 FSleep := 4;
2284 SetState(STATE_WAIT);
2286 goto _end;
2287 end;
2289 case FMonsterType of
2290 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2291 else // Íå ëåòàþò:
2292 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2293 (FObj.Accel.Y = 0) then
2294 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2295 // Ïðûæîê ÷åðåç ñòåíó:
2296 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2297 SetState(STATE_CLIMB);
2298 end;
2299 end;
2301 goto _end;
2302 end;
2304 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2305 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2306 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2307 begin
2308 if FMonsterType = MONSTER_FISH then
2309 begin // Ðûáà
2310 if not WordBool(st and MOVE_INWATER) then
2311 begin // Ðûáà âíå âîäû:
2312 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2313 begin // "Ñòîèò" òâåðäî
2314 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2315 if FObj.Accel.Y = 0 then
2316 FObj.Vel.Y := -6;
2317 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2318 end;
2320 // Ðûáå áîëüíî:
2321 SetState(STATE_PAIN);
2322 FPain := FPain + 50;
2323 end
2324 else // Ðûáà â âîäå
2325 begin
2326 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2327 if Abs(sy) > 8 then
2328 FObj.Vel.Y := g_basic.Sign(sy)*4
2329 else
2330 FObj.Vel.Y := 0;
2332 // Ðûáà ïëûâåò ââåðõ:
2333 if FObj.Vel.Y < 0 then
2334 if not g_Obj_CollideWater(@FObj, 0, -16) then
2335 begin
2336 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2337 FObj.Vel.Y := 0;
2338 // Ïëàâàåì òóäà-ñþäà:
2339 if Random(2) = 0 then
2340 FDirection := D_LEFT
2341 else
2342 FDirection := D_RIGHT;
2343 FSleep := 20;
2344 SetState(STATE_RUN);
2345 end;
2346 end;
2347 end
2348 else // Ëåòàþùèå ìîíñòðû
2349 begin
2350 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2351 if Abs(sy) > 8 then
2352 FObj.Vel.Y := g_basic.Sign(sy)*4
2353 else
2354 FObj.Vel.Y := 0;
2355 end;
2356 end
2357 else // "Íàçåìíûå" ìîíñòðû
2358 begin
2359 // Âîçìîæíî, ïèíàåì êóñêè:
2360 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2361 begin
2362 b := Abs(FObj.Vel.X);
2363 if b > 1 then b := b * (Random(8 div b) + 1);
2364 for a := 0 to High(gGibs) do
2365 if gGibs[a].Live and
2366 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2367 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2368 // Ïèíàåì êóñêè
2369 if FObj.Vel.X < 0 then
2370 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
2371 else
2372 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2373 end;
2374 // Áîññû ìîãóò ïèíàòü òðóïû:
2375 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2376 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2377 begin
2378 b := Abs(FObj.Vel.X);
2379 if b > 1 then b := b * (Random(8 div b) + 1);
2380 for a := 0 to High(gCorpses) do
2381 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2382 begin
2383 co := gCorpses[a].Obj;
2384 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2385 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2386 // Ïèíàåì òðóïû
2387 if FObj.Vel.X < 0 then
2388 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2389 else
2390 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2391 end;
2392 end;
2393 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2394 if sy < -40 then
2395 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2396 // ñòîèò òâåðäî
2397 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2398 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2399 end;
2401 FSleep := FSleep + 1;
2403 // Èíîãäà ðû÷èì:
2404 if FSleep >= 8 then
2405 begin
2406 FSleep := 0;
2407 if Random(8) = 0 then
2408 ActionSound();
2409 end;
2411 // Áåæèì â âûáðàííóþ ñòîðîíó:
2412 if FDirection = D_RIGHT then
2413 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2414 else
2415 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2417 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2418 if WordBool(st and MOVE_INWATER) then
2419 FObj.Vel.X := FObj.Vel.X div 2
2420 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2421 if FMonsterType = MONSTER_FISH then
2422 FObj.Vel.X := 0;
2423 end;
2425 STATE_RUN: // Ñîñòîÿíèå - Áåã
2426 begin
2427 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2428 if WordBool(st and MOVE_BLOCK) then
2429 begin
2430 Turn();
2431 FSleep := 40;
2432 SetState(STATE_RUNOUT);
2434 goto _end;
2435 end;
2437 FSleep := FSleep - 1;
2439 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2440 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2441 begin
2442 FSleep := 0;
2443 SetState(STATE_GO);
2444 // Ñòåíà - èäåì îáðàòíî:
2445 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2446 Turn();
2447 // Èíîãäà ðû÷èì:
2448 if Random(8) = 0 then
2449 ActionSound();
2450 end;
2452 // Áåæèì â âûáðàííóþ ñòîðîíó:
2453 if FDirection = D_RIGHT then
2454 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2455 else
2456 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2458 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2459 if WordBool(st and MOVE_INWATER) then
2460 FObj.Vel.X := FObj.Vel.X div 2
2461 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2462 if FMonsterType = MONSTER_FISH then
2463 FObj.Vel.X := 0;
2464 end;
2466 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2467 begin
2468 // Âûøëè èç ÁëîêÌîíà:
2469 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2470 FSleep := 0;
2472 FSleep := FSleep - 1;
2474 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2475 if FSleep <= -18 then
2476 begin
2477 FSleep := 0;
2478 SetState(STATE_GO);
2479 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2480 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2481 Turn();
2482 // Èíîãäà ðû÷èì:
2483 if Random(8) = 0 then
2484 ActionSound();
2485 end;
2487 // Áåæèì â âûáðàííóþ ñòîðîíó:
2488 if FDirection = D_RIGHT then
2489 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2490 else
2491 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2493 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2494 if WordBool(st and MOVE_INWATER) then
2495 FObj.Vel.X := FObj.Vel.X div 2
2496 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2497 if FMonsterType = MONSTER_FISH then
2498 FObj.Vel.X := 0;
2499 end;
2501 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2502 begin
2503 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2504 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2505 (not WordBool(st and MOVE_HITWALL)) then
2506 begin
2507 FSleep := 0;
2508 SetState(STATE_GO);
2510 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2511 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2512 begin
2513 Turn();
2514 FSleep := 15;
2515 SetState(STATE_RUN);
2516 end;
2517 end;
2519 // Áåæèì â âûáðàííóþ ñòîðîíó:
2520 if FDirection = D_RIGHT then
2521 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2522 else
2523 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2525 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2526 if WordBool(st and MOVE_INWATER) then
2527 FObj.Vel.X := FObj.Vel.X div 2
2528 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2529 if FMonsterType = MONSTER_FISH then
2530 FObj.Vel.X := 0;
2531 end;
2533 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2534 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2535 begin
2536 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2537 if FMonsterType = MONSTER_SOUL then
2538 begin
2539 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2540 SetState(STATE_GO);
2542 goto _end;
2543 end;
2545 // Çàìåäëÿåìñÿ ïðè àòàêå:
2546 if FMonsterType <> MONSTER_FISH then
2547 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2549 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2550 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2551 begin
2552 // Öåëü ïîãèáëà => èäåì äàëüøå:
2553 if not GetPos(FTargetUID, @o) then
2554 begin
2555 SetState(STATE_GO);
2557 goto _end;
2558 end;
2560 // Öåëü íå âèäíî => èäåì äàëüøå:
2561 if not g_Look(@FObj, @o, FDirection) then
2562 begin
2563 SetState(STATE_GO);
2565 goto _end;
2566 end;
2568 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2569 if g_Obj_CollideWater(@o, 0, 0) then
2570 begin
2571 SetState(STATE_GO);
2573 goto _end;
2574 end;
2576 // Æàðèì öåëü:
2577 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2578 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2579 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2580 end;
2581 end;
2582 end; // case FState of ...
2584 _end:
2586 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2587 if FState = STATE_REVIVE then
2588 if FAnim[FCurAnim, FDirection].Played then
2589 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2590 FAnim[FCurAnim, FDirection].Revert(False);
2591 SetState(STATE_GO);
2592 end;
2594 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2595 if vilefire <> nil then
2596 vilefire.Update();
2598 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2599 if (FState = STATE_DIE) and
2600 (FAnim[FCurAnim, FDirection] <> nil) and
2601 (FAnim[FCurAnim, FDirection].Played) then
2602 begin
2603 // Óìåð:
2604 SetState(STATE_DEAD);
2606 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2607 if (FMonsterType = MONSTER_PAIN) then
2608 begin
2609 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2610 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2611 if sx <> -1 then
2612 begin
2613 gMonsters[sx].SetState(STATE_GO);
2614 gMonsters[sx].FNoRespawn := True;
2615 Inc(gTotalMonsters);
2616 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2617 end;
2619 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2620 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2621 if sx <> -1 then
2622 begin
2623 gMonsters[sx].SetState(STATE_GO);
2624 gMonsters[sx].FNoRespawn := True;
2625 Inc(gTotalMonsters);
2626 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2627 end;
2629 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2630 FObj.Y+FObj.Rect.Y, D_RIGHT);
2631 if sx <> -1 then
2632 begin
2633 gMonsters[sx].SetState(STATE_GO);
2634 gMonsters[sx].FNoRespawn := True;
2635 Inc(gTotalMonsters);
2636 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2637 end;
2638 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2639 end;
2641 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2642 if (FMonsterType = MONSTER_PAIN) or
2643 (FMonsterType = MONSTER_SOUL) or
2644 (FMonsterType = MONSTER_BARREL) then
2645 FRemoved := True;
2646 end;
2648 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2649 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2650 if (FAnim[FCurAnim, FDirection] <> nil) then
2651 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2652 if (FAnim[FCurAnim, FDirection].Played) then
2653 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2654 if FState = STATE_ATTACK then
2655 begin // Ñîñòîÿíèå - Àòàêà
2656 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2657 if FMonsterType <> MONSTER_SOUL then
2658 SetState(STATE_GO);
2659 end
2660 else // Ñîñòîÿíèå - Ñòðåëüáà
2661 begin
2662 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2663 if not FChainFire then
2664 SetState(STATE_GO)
2665 else
2666 begin // Íàäî ñòðåëÿòü åùå
2667 FChainFire := False;
2668 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2669 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2670 FAnim[FCurAnim, FDirection].Reset();
2671 end;
2672 end;
2674 FWaitAttackAnim := False;
2675 end
2677 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2678 if (FMonsterType = MONSTER_SOUL) or
2679 ( (not FWaitAttackAnim) and
2680 (FAnim[FCurAnim, FDirection].CurrentFrame =
2681 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2682 ) then
2683 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2684 if FState = STATE_ATTACK then
2685 begin // Ñîñòîÿíèå - Àòàêà
2686 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2687 if FMonsterType = MONSTER_SOUL then
2688 FAnim[FCurAnim, FDirection].Reset();
2690 case FMonsterType of
2691 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2692 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2693 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2694 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2695 if FMonsterType = MONSTER_SOUL then
2696 SetState(STATE_GO);
2698 MONSTER_FISH:
2699 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2700 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2701 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2703 MONSTER_SKEL, MONSTER_ROBO:
2704 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2705 if FCurAnim = ANIM_ATTACK2 then
2706 begin
2707 o := FObj;
2708 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
2709 if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
2710 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2711 end;
2713 MONSTER_VILE:
2714 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2715 if FCurAnim = ANIM_ATTACK2 then
2716 begin
2717 sx := isCorpse(@FObj, True);
2718 if sx <> -1 then
2719 begin // Íàøëè, êîãî âîñêðåñèòü
2720 gMonsters[sx].SetState(STATE_REVIVE);
2721 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2722 // Âîñêðåøàòü - ñåáå âðåäèòü:
2723 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2724 end;
2725 end;
2726 end;
2727 end
2729 else // Ñîñòîÿíèå - Ñòðåëüáà
2730 begin
2731 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2732 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2734 if FDirection = D_LEFT then
2735 begin
2736 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2737 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2738 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2740 wx := FObj.X + wx;
2741 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2743 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2744 case FMonsterType of
2745 MONSTER_IMP:
2746 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2747 MONSTER_ZOMBY:
2748 begin
2749 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2750 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2751 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2752 end;
2753 MONSTER_SERG:
2754 begin
2755 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2756 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2757 FShellTimer := 10;
2758 FShellType := SHELL_SHELL;
2759 end;
2760 MONSTER_MAN:
2761 begin
2762 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2763 FShellTimer := 13;
2764 FShellType := SHELL_DBLSHELL;
2765 FAmmo := -36;
2766 end;
2767 MONSTER_CYBER:
2768 begin
2769 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2770 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2771 end;
2772 MONSTER_SKEL:
2773 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2774 MONSTER_CGUN:
2775 begin
2776 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2777 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2778 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2779 end;
2780 MONSTER_SPIDER:
2781 begin
2782 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2783 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2784 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2785 end;
2786 MONSTER_BSP:
2787 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2788 MONSTER_ROBO:
2789 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2790 MONSTER_MANCUB:
2791 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2792 MONSTER_BARON, MONSTER_KNIGHT:
2793 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2794 MONSTER_CACO:
2795 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2796 MONSTER_PAIN:
2797 begin // Ñîçäàåì Lost_Soul:
2798 sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2799 FObj.Y+FObj.Rect.Y, FDirection);
2801 if sx <> -1 then
2802 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2803 gMonsters[sx].FTargetUID := FTargetUID;
2804 GetPos(FTargetUID, @o);
2805 gMonsters[sx].FTargetTime := 0;
2806 gMonsters[sx].FNoRespawn := True;
2807 gMonsters[sx].SetState(STATE_GO);
2808 gMonsters[sx].shoot(@o, True);
2809 Inc(gTotalMonsters);
2811 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2812 end;
2813 end;
2814 end;
2816 if FMonsterType <> MONSTER_PAIN then
2817 if g_Game_IsNet then
2818 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2820 // Ñêîðîñòðåëüíûå ìîíñòðû:
2821 if (FMonsterType = MONSTER_CGUN) or
2822 (FMonsterType = MONSTER_SPIDER) or
2823 (FMonsterType = MONSTER_BSP) or
2824 (FMonsterType = MONSTER_MANCUB) or
2825 (FMonsterType = MONSTER_ROBO) then
2826 if not GetPos(FTargetUID, @o) then
2827 // Öåëü ìåðòâà - èùåì íîâóþ:
2828 findNewPrey()
2829 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2830 if shoot(@o, False) then
2831 FChainFire := True;
2832 end;
2834 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2835 FWaitAttackAnim := True;
2836 end;
2838 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2839 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2840 case FState of
2841 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2842 // Çâóêè ïðè ïåðåäâèæåíèè:
2843 case FMonsterType of
2844 MONSTER_CYBER:
2845 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2846 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2847 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2848 MONSTER_SPIDER:
2849 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2850 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2851 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2852 MONSTER_BSP:
2853 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2854 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2855 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2856 MONSTER_ROBO:
2857 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2858 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2859 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2860 end;
2861 end;
2863 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2864 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2865 FObj.Vel.X := oldvelx;
2867 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2868 if FAnim[FCurAnim, FDirection] <> nil then
2869 FAnim[FCurAnim, FDirection].Update();
2870 end;
2872 procedure TMonster.SetDeadAnim;
2873 begin
2874 if FAnim <> nil then
2875 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2876 end;
2878 procedure TMonster.RevertAnim(R: Boolean = True);
2879 begin
2880 if FAnim <> nil then
2881 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2882 FAnim[FCurAnim, FDirection].Revert(R);
2883 end;
2885 function TMonster.AnimIsReverse: Boolean;
2886 begin
2887 if FAnim <> nil then
2888 Result := FAnim[FCurAnim, FDirection].IsReverse
2889 else
2890 Result := False;
2891 end;
2893 procedure TMonster.ClientUpdate();
2894 var
2895 a, b, sx, sy, oldvelx: Integer;
2896 st: Word;
2897 o, co: TObj;
2898 fall: Boolean;
2899 label
2900 _end;
2901 begin
2902 sx := 0; // SHUT UP COMPILER
2903 sy := 0;
2904 fall := True;
2905 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2906 if FMonsterType = MONSTER_FISH then
2907 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2908 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2909 fall := False;
2911 // Ëåòàþùèå ìîíòñðû:
2912 if ((FMonsterType = MONSTER_SOUL) or
2913 (FMonsterType = MONSTER_PAIN) or
2914 (FMonsterType = MONSTER_CACO)) and
2915 (FState <> STATE_DIE) and
2916 (FState <> STATE_DEAD) then
2917 fall := False;
2919 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2920 if gTime mod (GAME_TICK*2) <> 0 then
2921 begin
2922 g_Obj_Move(@FObj, fall, True, True);
2923 Exit;
2924 end;
2926 FPainSound := False;
2928 // Äâèãàåìñÿ:
2929 st := g_Obj_Move(@FObj, fall, True, True);
2931 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2932 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2933 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2934 begin
2935 FRemoved := True;
2936 Exit;
2937 end;
2939 oldvelx := FObj.Vel.X;
2941 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2942 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2943 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2945 // Ìåðòâûé íè÷åãî íå äåëàåò:
2946 if (FState = STATE_DEAD) then
2947 goto _end;
2949 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2950 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2951 case FMonsterType of
2952 MONSTER_FISH:
2953 if Random(4) = 0 then
2954 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2955 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2956 MONSTER_ROBO, MONSTER_BARREL:
2957 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2958 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2959 else begin
2960 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2961 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2962 if Random(2) = 0 then
2963 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2964 else
2965 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2966 end;
2967 end;
2969 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2970 if FMonsterType = MONSTER_BARREL then
2971 begin
2972 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2973 (FAnim[FCurAnim, FDirection].Counter = 0) then
2974 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2975 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2976 60, FUID);
2977 end;
2979 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2980 if FMonsterType = MONSTER_SOUL then
2981 if WordBool(st and MOVE_HITAIR) then
2982 g_Obj_SetSpeed(@FObj, 16);
2984 if FAmmo < 0 then
2985 FAmmo := FAmmo + 1;
2987 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2988 if FObj.Vel.Y < 0 then
2989 if WordBool(st and MOVE_INWATER) then
2990 FObj.Vel.Y := -4;
2992 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2993 FTargetTime := FTargetTime + 1;
2995 if FShellTimer > -1 then
2996 if FShellTimer = 0 then
2997 begin
2998 if FShellType = SHELL_SHELL then
2999 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3000 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3001 GameVelX, GameVelY-2, SHELL_SHELL)
3002 else if FShellType = SHELL_DBLSHELL then
3003 begin
3004 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3005 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3006 GameVelX-1, GameVelY-2, SHELL_SHELL);
3007 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3008 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3009 GameVelX+1, GameVelY-2, SHELL_SHELL);
3010 end;
3011 FShellTimer := -1;
3012 end else Dec(FShellTimer);
3014 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3015 if fall then
3016 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3017 STATE_ATTACK, STATE_SHOOT]) then
3018 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3019 FObj.Rect.Width, FObj.Rect.Height, 50) then
3020 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3021 (FObj.Accel.Y = 0) then
3022 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3024 case FState of
3025 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3026 begin
3027 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3028 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3029 begin
3030 FPain := MONSTERTABLE[FMonsterType].Pain;
3031 PainSound();
3032 end;
3034 // Ñíèæàåì áîëü ñî âðåìåíåì:
3035 FPain := FPain - 5;
3037 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3038 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3039 begin
3040 SetState(STATE_GO);
3041 FPain := 0;
3042 end;
3043 end;
3045 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3046 begin
3047 // Ñïèì:
3048 FSleep := FSleep + 1;
3050 // Ïðîñïàëè äîñòàòî÷íî:
3051 if FSleep >= 18 then
3052 FSleep := 0
3053 else // åùå ñïèì
3054 goto _end;
3055 end;
3057 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3058 begin
3059 // Æäåì:
3060 FSleep := FSleep - 1;
3061 end;
3063 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3064 begin
3065 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3066 if WordBool(st and MOVE_BLOCK) then
3067 begin
3068 Turn();
3069 FSleep := 40;
3070 SetState(STATE_RUNOUT);
3072 goto _end;
3073 end;
3075 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3076 if (FMonsterType = MONSTER_VILE) then
3077 if isCorpse(@FObj, False) <> -1 then
3078 begin
3079 SetState(STATE_ATTACK, ANIM_ATTACK2);
3080 FObj.Vel.X := 0;
3082 goto _end;
3083 end;
3085 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3086 if Abs(sx) < 40 then
3087 if FMonsterType <> MONSTER_FISH then
3088 begin
3089 SetState(STATE_RUN);
3090 FSleep := 15;
3092 goto _end;
3093 end;
3095 // Óïåðëèñü â ñòåíó:
3096 if WordBool(st and MOVE_HITWALL) then
3097 begin
3098 case FMonsterType of
3099 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3100 else // Íå ëåòàþò:
3101 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3102 (FObj.Accel.Y = 0) then
3103 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3104 // Ïðûæîê ÷åðåç ñòåíó:
3105 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3106 SetState(STATE_CLIMB);
3107 end;
3108 end;
3110 goto _end;
3111 end;
3113 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3114 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3115 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3116 begin
3117 if FMonsterType = MONSTER_FISH then
3118 begin // Ðûáà
3119 if not WordBool(st and MOVE_INWATER) then
3120 begin // Ðûáà âíå âîäû:
3121 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3122 begin // "Ñòîèò" òâåðäî
3123 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3124 if FObj.Accel.Y = 0 then
3125 FObj.Vel.Y := -6;
3126 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3127 end;
3129 // Ðûáå áîëüíî:
3130 SetState(STATE_PAIN);
3131 FPain := FPain + 50;
3132 end
3133 else // Ðûáà â âîäå
3134 begin
3135 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3136 if Abs(sy) > 8 then
3137 FObj.Vel.Y := g_basic.Sign(sy)*4
3138 else
3139 FObj.Vel.Y := 0;
3141 // Ðûáà ïëûâåò ââåðõ:
3142 if FObj.Vel.Y < 0 then
3143 if not g_Obj_CollideWater(@FObj, 0, -16) then
3144 begin
3145 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3146 FObj.Vel.Y := 0;
3147 // Ïëàâàåì òóäà-ñþäà:
3148 SetState(STATE_RUN);
3149 FSleep := 20;
3150 end;
3151 end;
3152 end
3153 else // Ëåòàþùèå ìîíñòðû
3154 begin
3155 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3156 if Abs(sy) > 8 then
3157 FObj.Vel.Y := g_basic.Sign(sy)*4
3158 else
3159 FObj.Vel.Y := 0;
3160 end;
3161 end
3162 else // "Íàçåìíûå" ìîíñòðû
3163 begin
3164 // Âîçìîæíî, ïèíàåì êóñêè:
3165 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3166 begin
3167 b := Abs(FObj.Vel.X);
3168 if b > 1 then b := b * (Random(8 div b) + 1);
3169 for a := 0 to High(gGibs) do
3170 if gGibs[a].Live and
3171 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3172 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3173 // Ïèíàåì êóñêè
3174 if FObj.Vel.X < 0 then
3175 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
3176 else
3177 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3178 end;
3179 // Áîññû ìîãóò ïèíàòü òðóïû:
3180 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3181 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3182 begin
3183 b := Abs(FObj.Vel.X);
3184 if b > 1 then b := b * (Random(8 div b) + 1);
3185 for a := 0 to High(gCorpses) do
3186 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3187 begin
3188 co := gCorpses[a].Obj;
3189 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3190 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3191 // Ïèíàåì òðóïû
3192 if FObj.Vel.X < 0 then
3193 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3194 else
3195 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3196 end;
3197 end;
3198 end;
3200 FSleep := FSleep + 1;
3202 // Èíîãäà ðû÷èì:
3203 if FSleep >= 8 then
3204 begin
3205 FSleep := 0;
3206 if Random(8) = 0 then
3207 ActionSound();
3208 end;
3210 // Áåæèì â âûáðàííóþ ñòîðîíó:
3211 if FDirection = D_RIGHT then
3212 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3213 else
3214 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3216 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3217 if WordBool(st and MOVE_INWATER) then
3218 FObj.Vel.X := FObj.Vel.X div 2
3219 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3220 if FMonsterType = MONSTER_FISH then
3221 FObj.Vel.X := 0;
3222 end;
3224 STATE_RUN: // Ñîñòîÿíèå - Áåã
3225 begin
3226 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3227 if WordBool(st and MOVE_BLOCK) then
3228 begin
3229 SetState(STATE_RUNOUT);
3230 FSleep := 40;
3232 goto _end;
3233 end;
3235 FSleep := FSleep - 1;
3237 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3238 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3239 begin
3240 SetState(STATE_GO);
3241 FSleep := 0;
3243 // Èíîãäà ðû÷èì:
3244 if Random(8) = 0 then
3245 ActionSound();
3246 end;
3248 // Áåæèì â âûáðàííóþ ñòîðîíó:
3249 if FDirection = D_RIGHT then
3250 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3251 else
3252 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3254 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3255 if WordBool(st and MOVE_INWATER) then
3256 FObj.Vel.X := FObj.Vel.X div 2
3257 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3258 if FMonsterType = MONSTER_FISH then
3259 FObj.Vel.X := 0;
3260 end;
3262 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3263 begin
3264 // Âûøëè èç ÁëîêÌîíà:
3265 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3266 FSleep := 0;
3268 FSleep := FSleep - 1;
3270 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3271 if FSleep <= -18 then
3272 begin
3273 SetState(STATE_GO);
3274 FSleep := 0;
3276 // Èíîãäà ðû÷èì:
3277 if Random(8) = 0 then
3278 ActionSound();
3279 end;
3281 // Áåæèì â âûáðàííóþ ñòîðîíó:
3282 if FDirection = D_RIGHT then
3283 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3284 else
3285 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3287 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3288 if WordBool(st and MOVE_INWATER) then
3289 FObj.Vel.X := FObj.Vel.X div 2
3290 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3291 if FMonsterType = MONSTER_FISH then
3292 FObj.Vel.X := 0;
3293 end;
3295 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3296 begin
3297 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3298 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3299 (not WordBool(st and MOVE_HITWALL)) then
3300 begin
3301 SetState(STATE_GO);
3302 FSleep := 0;
3304 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3305 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3306 begin
3307 SetState(STATE_RUN);
3308 FSleep := 15;
3309 end;
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_ATTACK, // Ñîñòîÿíèå - Àòàêà
3327 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3328 begin
3329 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3330 if FMonsterType = MONSTER_SOUL then
3331 begin
3332 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3333 SetState(STATE_GO);
3335 goto _end;
3336 end;
3338 // Çàìåäëÿåìñÿ ïðè àòàêå:
3339 if FMonsterType <> MONSTER_FISH then
3340 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3342 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3343 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3344 begin
3345 // Öåëü ïîãèáëà => èäåì äàëüøå:
3346 if not GetPos(FTargetUID, @o) then
3347 begin
3348 SetState(STATE_GO);
3350 goto _end;
3351 end;
3353 // Öåëü íå âèäíî => èäåì äàëüøå:
3354 if not g_Look(@FObj, @o, FDirection) then
3355 begin
3356 SetState(STATE_GO);
3358 goto _end;
3359 end;
3361 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3362 if g_Obj_CollideWater(@o, 0, 0) then
3363 begin
3364 SetState(STATE_GO);
3366 goto _end;
3367 end;
3368 end;
3369 end;
3370 end; // case FState of ...
3372 _end:
3374 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3375 if FState = STATE_REVIVE then
3376 if FAnim[FCurAnim, FDirection].Played then
3377 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3378 FAnim[FCurAnim, FDirection].Revert(False);
3379 SetState(STATE_GO);
3380 end;
3382 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3383 if vilefire <> nil then
3384 vilefire.Update();
3386 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3387 if (FState = STATE_DIE) and
3388 (FAnim[FCurAnim, FDirection] <> nil) and
3389 (FAnim[FCurAnim, FDirection].Played) then
3390 begin
3391 // Óìåð:
3392 SetState(STATE_DEAD);
3394 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3395 if (FMonsterType = MONSTER_PAIN) or
3396 (FMonsterType = MONSTER_SOUL) or
3397 (FMonsterType = MONSTER_BARREL) then
3398 FRemoved := True
3399 else
3400 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3401 end;
3403 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3404 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3405 if (FAnim[FCurAnim, FDirection] <> nil) then
3406 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3407 if (FAnim[FCurAnim, FDirection].Played) then
3408 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3409 if FState = STATE_ATTACK then
3410 begin // Ñîñòîÿíèå - Àòàêà
3411 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3412 if FMonsterType <> MONSTER_SOUL then
3413 SetState(STATE_GO);
3414 end
3415 else // Ñîñòîÿíèå - Ñòðåëüáà
3416 begin
3417 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3418 if not FChainFire then
3419 SetState(STATE_GO)
3420 else
3421 begin // Íàäî ñòðåëÿòü åùå
3422 FChainFire := False;
3423 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3424 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3425 FAnim[FCurAnim, FDirection].Reset();
3426 end;
3427 end;
3429 FWaitAttackAnim := False;
3430 end
3432 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3433 if (FMonsterType = MONSTER_SOUL) or
3434 ( (not FWaitAttackAnim) and
3435 (FAnim[FCurAnim, FDirection].CurrentFrame =
3436 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3437 ) then
3438 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3439 if FState = STATE_ATTACK then
3440 begin // Ñîñòîÿíèå - Àòàêà
3441 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3442 if FMonsterType = MONSTER_SOUL then
3443 FAnim[FCurAnim, FDirection].Reset();
3445 case FMonsterType of
3446 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3447 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3448 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3449 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3450 if FMonsterType = MONSTER_SOUL then
3451 SetState(STATE_GO);
3453 MONSTER_FISH:
3454 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3456 MONSTER_SKEL, MONSTER_ROBO:
3457 // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3458 if FCurAnim = ANIM_ATTACK2 then
3459 begin
3460 o := FObj;
3461 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
3462 g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
3463 end;
3465 MONSTER_VILE:
3466 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3467 if FCurAnim = ANIM_ATTACK2 then
3468 begin
3469 sx := isCorpse(@FObj, True);
3470 if sx <> -1 then
3471 begin // Íàøëè, êîãî âîñêðåñèòü
3472 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3473 // Âîñêðåøàòü - ñåáå âðåäèòü:
3474 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3475 end;
3476 end;
3477 end;
3478 end
3480 else // Ñîñòîÿíèå - Ñòðåëüáà
3481 begin
3482 // Ñêîðîñòðåëüíûå ìîíñòðû:
3483 if (FMonsterType = MONSTER_CGUN) or
3484 (FMonsterType = MONSTER_SPIDER) or
3485 (FMonsterType = MONSTER_BSP) or
3486 (FMonsterType = MONSTER_MANCUB) or
3487 (FMonsterType = MONSTER_ROBO) then
3488 if not GetPos(FTargetUID, @o) then
3489 // Öåëü ìåðòâà - èùåì íîâóþ:
3490 findNewPrey()
3491 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3492 if shoot(@o, False) then
3493 FChainFire := True;
3494 end;
3496 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3497 FWaitAttackAnim := True;
3498 end;
3500 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3501 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3502 case FState of
3503 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3504 // Çâóêè ïðè ïåðåäâèæåíèè:
3505 case FMonsterType of
3506 MONSTER_CYBER:
3507 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3508 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3509 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3510 MONSTER_SPIDER:
3511 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3512 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3513 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3514 MONSTER_BSP:
3515 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3516 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3517 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3518 MONSTER_ROBO:
3519 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3520 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3521 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3522 end;
3523 end;
3525 // Êîñòûëü äëÿ ïîòîêîâ
3526 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3527 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3528 FObj.Vel.X := oldvelx;
3530 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3531 if FAnim[FCurAnim, FDirection] <> nil then
3532 FAnim[FCurAnim, FDirection].Update();
3533 end;
3535 procedure TMonster.ClientAttack(wx, wy, tx, ty: Integer);
3536 begin
3537 case FMonsterType of
3538 MONSTER_ZOMBY:
3539 begin
3540 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3541 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3542 end;
3543 MONSTER_SERG:
3544 begin
3545 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3546 FShellTimer := 10;
3547 FShellType := SHELL_SHELL;
3548 end;
3549 MONSTER_MAN:
3550 begin
3551 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3552 FShellTimer := 13;
3553 FShellType := SHELL_DBLSHELL;
3554 end;
3555 MONSTER_CGUN, MONSTER_SPIDER:
3556 begin
3557 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3558 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3559 end;
3560 MONSTER_IMP:
3561 g_Weapon_ball1(wx, wy, tx, ty, FUID);
3562 MONSTER_CYBER:
3563 g_Weapon_rocket(wx, wy, tx, ty, FUID);
3564 MONSTER_SKEL:
3565 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
3566 MONSTER_BSP:
3567 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
3568 MONSTER_ROBO:
3569 g_Weapon_plasma(wx, wy, tx, ty, FUID);
3570 MONSTER_MANCUB:
3571 g_Weapon_manfire(wx, wy, tx, ty, FUID);
3572 MONSTER_BARON, MONSTER_KNIGHT:
3573 g_Weapon_ball7(wx, wy, tx, ty, FUID);
3574 MONSTER_CACO:
3575 g_Weapon_ball2(wx, wy, tx, ty, FUID);
3576 end;
3577 end;
3579 procedure TMonster.Turn();
3580 begin
3581 // Ðàçâîðà÷èâàåìñÿ:
3582 if FDirection = D_LEFT then
3583 FDirection := D_RIGHT
3584 else
3585 FDirection := D_LEFT;
3587 // Áåæèì â âûáðàííóþ ñòîðîíó:
3588 if FDirection = D_RIGHT then
3589 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3590 else
3591 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3592 end;
3594 function TMonster.findNewPrey(): Boolean;
3595 var
3596 a: DWORD;
3597 l, l2: Integer;
3598 PlayersSee, MonstersSee: Array of DWORD;
3599 PlayerNear, MonsterNear: Integer;
3600 begin
3601 Result := False;
3602 SetLength(MonstersSee, 0);
3603 SetLength(PlayersSee, 0);
3605 FTargetUID := 0;
3606 l := 32000;
3607 PlayerNear := -1;
3608 MonsterNear := -1;
3610 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3611 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3612 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3613 for a := 0 to High(gPlayers) do
3614 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3615 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3616 begin
3617 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3618 begin
3619 SetLength(PlayersSee, Length(PlayersSee) + 1);
3620 PlayersSee[High(PlayersSee)] := a;
3621 end;
3622 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3623 Abs(gPlayers[a].GameY-FObj.Y);
3624 if l2 < l then
3625 begin
3626 l := l2;
3627 PlayerNear := Integer(a);
3628 end;
3629 end;
3631 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3632 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3633 for a := 0 to High(gMonsters) do
3634 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3635 (gMonsters[a].FUID <> FUID) then
3636 begin
3637 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3638 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3639 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3640 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3641 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3642 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3643 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3644 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3646 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3647 begin
3648 SetLength(MonstersSee, Length(MonstersSee) + 1);
3649 MonstersSee[High(MonstersSee)] := a;
3650 end;
3651 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3652 Abs(gMonsters[a].FObj.Y-FObj.Y);
3653 if l2 < l then
3654 begin
3655 l := l2;
3656 MonsterNear := Integer(a);
3657 end;
3658 end;
3660 case FBehaviour of
3661 BH_NORMAL, BH_KILLER:
3662 begin
3663 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3664 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3665 begin
3666 a := PlayersSee[Random(Length(PlayersSee))];
3667 FTargetUID := gPlayers[a].UID;
3668 end;
3669 // Çàòåì ïîáëèçîñòè
3670 if (FTargetUID = 0) and (PlayerNear > -1) then
3671 begin
3672 a := PlayerNear;
3673 FTargetUID := gPlayers[a].UID;
3674 end;
3675 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3676 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3677 begin
3678 a := MonstersSee[Random(Length(MonstersSee))];
3679 FTargetUID := gMonsters[a].UID;
3680 end;
3681 // Çàòåì ïîáëèçîñòè
3682 if (FTargetUID = 0) and (MonsterNear > -1) then
3683 begin
3684 a := MonsterNear;
3685 FTargetUID := gMonsters[a].UID;
3686 end;
3687 end;
3688 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3689 begin
3690 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3691 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3692 begin
3693 a := PlayersSee[Random(Length(PlayersSee))];
3694 FTargetUID := gPlayers[a].UID;
3695 end;
3696 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3697 begin
3698 a := MonstersSee[Random(Length(MonstersSee))];
3699 FTargetUID := gMonsters[a].UID;
3700 end;
3701 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3702 if (FTargetUID = 0) and (PlayerNear > -1) then
3703 begin
3704 a := PlayerNear;
3705 FTargetUID := gPlayers[a].UID;
3706 end;
3707 if (FTargetUID = 0) and (MonsterNear > -1) then
3708 begin
3709 a := MonsterNear;
3710 FTargetUID := gMonsters[a].UID;
3711 end;
3712 end;
3713 end;
3715 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3716 if FTargetUID = 0 then
3717 begin
3718 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3719 if FBehaviour = BH_INSANE then
3720 FTargetUID := FUID
3721 else
3722 FTargetTime := MAX_ATM;
3723 end
3724 else
3725 begin // Öåëü íàøëè
3726 FTargetTime := 0;
3727 Result := True;
3728 end;
3729 end;
3731 function TMonster.kick(o: PObj): Boolean;
3732 begin
3733 Result := False;
3735 case FMonsterType of
3736 MONSTER_FISH:
3737 begin
3738 SetState(STATE_ATTACK);
3739 Result := True;
3740 end;
3741 MONSTER_DEMON:
3742 begin
3743 SetState(STATE_ATTACK);
3744 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3745 Result := True;
3746 end;
3747 MONSTER_IMP:
3748 begin
3749 SetState(STATE_ATTACK);
3750 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3751 Result := True;
3752 end;
3753 MONSTER_SKEL:
3754 begin
3755 SetState(STATE_ATTACK, ANIM_ATTACK2);
3756 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3757 Result := True;
3758 end;
3759 MONSTER_ROBO:
3760 begin
3761 SetState(STATE_ATTACK, ANIM_ATTACK2);
3762 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3763 Result := True;
3764 end;
3765 MONSTER_BARON, MONSTER_KNIGHT,
3766 MONSTER_CACO, MONSTER_MANCUB:
3767 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3768 if not g_Game_IsClient then Result := shoot(o, True);
3769 end;
3770 end;
3772 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3773 var
3774 xd, yd, m: Integer;
3775 begin
3776 Result := False;
3778 // Ñòðåëÿòü ðàíî:
3779 if FAmmo < 0 then
3780 Exit;
3782 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3783 if not immediately then
3784 case FMonsterType of
3785 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3786 Exit; // íå ñòðåëÿþò
3787 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3788 begin
3789 FAmmo := FAmmo + 1;
3790 // Âðåìÿ âûñòðåëà óïóùåíî:
3791 if FAmmo >= 50 then
3792 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3793 end;
3794 MONSTER_MAN: ;
3795 MONSTER_MANCUB:
3796 begin
3797 FAmmo := FAmmo + 1;
3798 // Âðåìÿ âûñòðåëà óïóùåíî:
3799 if FAmmo >= 5 then
3800 FAmmo := -50;
3801 end;
3802 MONSTER_SPIDER:
3803 begin
3804 FAmmo := FAmmo + 1;
3805 // Âðåìÿ âûñòðåëà óïóùåíî:
3806 if FAmmo >= 100 then
3807 FAmmo := -50;
3808 end;
3809 MONSTER_CYBER:
3810 begin
3811 // Ñòðåëÿåò íå âñåãäà:
3812 if Random(2) = 0 then
3813 Exit;
3814 FAmmo := FAmmo + 1;
3815 // Âðåìÿ âûñòðåëà óïóùåíî:
3816 if FAmmo >= 10 then
3817 FAmmo := -50;
3818 end;
3819 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3820 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3821 MONSTER_VILE: if Random(8) <> 0 then Exit;
3822 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3823 else if Random(16) <> 0 then Exit;
3824 end;
3826 // Öåëè íå âèäíî:
3827 if not g_Look(@FObj, o, FDirection) then
3828 Exit;
3830 FTargetTime := 0;
3832 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3833 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3835 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3836 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3837 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3838 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3839 Exit;
3841 case FMonsterType of
3842 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3843 begin
3844 SetState(STATE_SHOOT);
3845 {nn}
3846 end;
3847 MONSTER_SKEL:
3848 begin
3849 SetState(STATE_SHOOT);
3850 {nn}
3851 end;
3852 MONSTER_VILE:
3853 begin // Çàæèãàåì îãîíü
3854 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3855 ty := o^.Y+o^.Rect.Y;
3856 SetState(STATE_SHOOT);
3858 vilefire.Reset();
3860 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3861 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3862 end;
3863 MONSTER_SOUL:
3864 begin // Ëåòèò â ñòîðîíó öåëè:
3865 SetState(STATE_ATTACK);
3866 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3868 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3869 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3870 m := Max(Abs(xd), Abs(yd));
3871 if m = 0 then
3872 m := 1;
3874 FObj.Vel.X := (xd*16) div m;
3875 FObj.Vel.Y := (yd*16) div m;
3876 end;
3877 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3878 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3879 begin
3880 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3881 if FMonsterType = MONSTER_MANCUB then
3882 if FAmmo = 1 then
3883 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3885 SetState(STATE_SHOOT);
3886 end;
3887 else Exit;
3888 end;
3890 Result := True;
3891 end;
3893 function TMonster.Live(): Boolean;
3894 begin
3895 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
3896 end;
3898 procedure TMonster.SetHealth(aH: Integer);
3899 begin
3900 if (aH > 0) and (aH < 1000000) then
3901 begin
3902 FHealth := aH;
3903 if FHealth > FMaxHealth then
3904 FMaxHealth := FHealth;
3905 end;
3906 end;
3908 procedure TMonster.WakeUp();
3909 begin
3910 if g_Game_IsClient then Exit;
3911 SetState(STATE_GO);
3912 FTargetTime := MAX_ATM;
3913 WakeUpSound();
3914 end;
3916 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
3917 var
3918 i: Integer;
3919 sig: DWORD;
3920 b: Byte;
3921 anim: Boolean;
3922 begin
3923 if Mem = nil then
3924 Exit;
3926 // Ñèãíàòóðà ìîíñòðà:
3927 sig := MONSTER_SIGNATURE; // 'MONS'
3928 Mem.WriteDWORD(sig);
3929 // UID ìîíñòðà:
3930 Mem.WriteWord(FUID);
3931 // Íàïðàâëåíèå:
3932 if FDirection = D_LEFT then
3933 b := 1
3934 else // D_RIGHT
3935 b := 2;
3936 Mem.WriteByte(b);
3937 // Íàäî ëè óäàëèòü åãî:
3938 Mem.WriteBoolean(FRemoved);
3939 // Îñòàëîñü çäîðîâüÿ:
3940 Mem.WriteInt(FHealth);
3941 // Ñîñòîÿíèå:
3942 Mem.WriteByte(FState);
3943 // Òåêóùàÿ àíèìàöèÿ:
3944 Mem.WriteByte(FCurAnim);
3945 // UID öåëè:
3946 Mem.WriteWord(FTargetUID);
3947 // Âðåìÿ ïîñëå ïîòåðè öåëè:
3948 Mem.WriteInt(FTargetTime);
3949 // Ïîâåäåíèå ìîíñòðà:
3950 Mem.WriteByte(FBehaviour);
3951 // Ãîòîâíîñòü ê âûñòðåëó:
3952 Mem.WriteInt(FAmmo);
3953 // Áîëü:
3954 Mem.WriteInt(FPain);
3955 // Âðåìÿ îæèäàíèÿ:
3956 Mem.WriteInt(FSleep);
3957 // Îçâó÷èâàòü ëè áîëü:
3958 Mem.WriteBoolean(FPainSound);
3959 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
3960 Mem.WriteBoolean(FWaitAttackAnim);
3961 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
3962 Mem.WriteBoolean(FChainFire);
3963 // Ïîäëåæèò ëè ðåñïàâíó:
3964 Mem.WriteBoolean(FNoRespawn);
3965 // Êîîðäèíàòû öåëè:
3966 Mem.WriteInt(tx);
3967 Mem.WriteInt(ty);
3968 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
3969 Mem.WriteInt(FStartID);
3970 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
3971 Mem.WriteInt(FSpawnTrigger);
3972 // Îáúåêò ìîíñòðà:
3973 Obj_SaveState(@FObj, Mem);
3974 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
3975 anim := vilefire <> nil;
3976 Mem.WriteBoolean(anim);
3977 // Åñëè åñòü - ñîõðàíÿåì:
3978 if anim then
3979 vilefire.SaveState(Mem);
3980 // Àíèìàöèè:
3981 for i := ANIM_SLEEP to ANIM_PAIN do
3982 begin
3983 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
3984 anim := FAnim[i, D_LEFT] <> nil;
3985 Mem.WriteBoolean(anim);
3986 // Åñëè åñòü - ñîõðàíÿåì:
3987 if anim then
3988 FAnim[i, D_LEFT].SaveState(Mem);
3989 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
3990 anim := FAnim[i, D_RIGHT] <> nil;
3991 Mem.WriteBoolean(anim);
3992 // Åñëè åñòü - ñîõðàíÿåì:
3993 if anim then
3994 FAnim[i, D_RIGHT].SaveState(Mem);
3995 end;
3996 end;
3998 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
3999 var
4000 i: Integer;
4001 sig: DWORD;
4002 b: Byte;
4003 anim: Boolean;
4004 begin
4005 if Mem = nil then
4006 Exit;
4008 // Ñèãíàòóðà ìîíñòðà:
4009 Mem.ReadDWORD(sig);
4010 if sig <> MONSTER_SIGNATURE then // 'MONS'
4011 begin
4012 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4013 end;
4014 // UID ìîíñòðà:
4015 Mem.ReadWord(FUID);
4016 // Íàïðàâëåíèå:
4017 Mem.ReadByte(b);
4018 if b = 1 then
4019 FDirection := D_LEFT
4020 else // b = 2
4021 FDirection := D_RIGHT;
4022 // Íàäî ëè óäàëèòü åãî:
4023 Mem.ReadBoolean(FRemoved);
4024 // Îñòàëîñü çäîðîâüÿ:
4025 Mem.ReadInt(FHealth);
4026 // Ñîñòîÿíèå:
4027 Mem.ReadByte(FState);
4028 // Òåêóùàÿ àíèìàöèÿ:
4029 Mem.ReadByte(FCurAnim);
4030 // UID öåëè:
4031 Mem.ReadWord(FTargetUID);
4032 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4033 Mem.ReadInt(FTargetTime);
4034 // Ïîâåäåíèå ìîíñòðà:
4035 Mem.ReadByte(FBehaviour);
4036 // Ãîòîâíîñòü ê âûñòðåëó:
4037 Mem.ReadInt(FAmmo);
4038 // Áîëü:
4039 Mem.ReadInt(FPain);
4040 // Âðåìÿ îæèäàíèÿ:
4041 Mem.ReadInt(FSleep);
4042 // Îçâó÷èâàòü ëè áîëü:
4043 Mem.ReadBoolean(FPainSound);
4044 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4045 Mem.ReadBoolean(FWaitAttackAnim);
4046 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4047 Mem.ReadBoolean(FChainFire);
4048 // Ïîäëåæèò ëè ðåñïàâíó
4049 Mem.ReadBoolean(FNoRespawn);
4050 // Êîîðäèíàòû öåëè:
4051 Mem.ReadInt(tx);
4052 Mem.ReadInt(ty);
4053 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4054 Mem.ReadInt(FStartID);
4055 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4056 Mem.ReadInt(FSpawnTrigger);
4057 // Îáúåêò ìîíñòðà:
4058 Obj_LoadState(@FObj, Mem);
4059 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4060 Mem.ReadBoolean(anim);
4061 // Åñëè åñòü - çàãðóæàåì:
4062 if anim then
4063 begin
4064 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4065 vilefire.LoadState(Mem);
4066 end;
4067 // Àíèìàöèè:
4068 for i := ANIM_SLEEP to ANIM_PAIN do
4069 begin
4070 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4071 Mem.ReadBoolean(anim);
4072 // Åñëè åñòü - çàãðóæàåì:
4073 if anim then
4074 begin
4075 Assert(FAnim[i, D_LEFT] <> nil,
4076 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4077 FAnim[i, D_LEFT].LoadState(Mem);
4078 end;
4079 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4080 Mem.ReadBoolean(anim);
4081 // Åñëè åñòü - çàãðóæàåì:
4082 if anim then
4083 begin
4084 Assert(FAnim[i, D_RIGHT] <> nil,
4085 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4086 FAnim[i, D_RIGHT].LoadState(Mem);
4087 end;
4088 end;
4089 end;
4091 procedure TMonster.ActivateTriggers();
4092 var
4093 a: Integer;
4094 begin
4095 if FDieTriggers <> nil then
4096 for a := 0 to High(FDieTriggers) do
4097 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4098 if FSpawnTrigger > -1 then
4099 begin
4100 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4101 FSpawnTrigger := -1;
4102 end;
4103 end;
4105 procedure TMonster.AddTrigger(t: Integer);
4106 begin
4107 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4108 FDieTriggers[High(FDieTriggers)] := t;
4109 end;
4111 procedure TMonster.ClearTriggers();
4112 begin
4113 SetLength(FDieTriggers, 0);
4114 end;
4116 end.