DEADSOFTWARE

no more public `gMonsters`
[d2df-sdl.git] / src / game / g_monsters.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_monsters;
19 interface
21 uses
22 g_basic, e_graphics, g_phys, g_textures,
23 g_saveload, BinEditor, g_panel;
25 const
26 MONSTATE_SLEEP = 0;
27 MONSTATE_GO = 1;
28 MONSTATE_RUN = 2;
29 MONSTATE_CLIMB = 3;
30 MONSTATE_DIE = 4;
31 MONSTATE_DEAD = 5;
32 MONSTATE_ATTACK = 6;
33 MONSTATE_SHOOT = 7;
34 MONSTATE_PAIN = 8;
35 MONSTATE_WAIT = 9;
36 MONSTATE_REVIVE = 10;
37 MONSTATE_RUNOUT = 11;
39 BH_NORMAL = 0;
40 BH_KILLER = 1;
41 BH_MANIAC = 2;
42 BH_INSANE = 3;
43 BH_CANNIBAL = 4;
44 BH_GOOD = 5;
46 type
47 TMonster = Class (TObject)
48 private
49 FMonsterType: Byte;
50 FUID: Word;
51 FDirection: TDirection;
52 FStartDirection: TDirection;
53 FStartX, FStartY: Integer;
54 FRemoved: Boolean;
55 FHealth: Integer;
56 FMaxHealth: Integer;
57 FState: Byte;
58 FCurAnim: Byte;
59 FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation;
60 FTargetUID: Word;
61 FTargetTime: Integer;
62 FBehaviour: Byte;
63 FAmmo: Integer;
64 FPain: Integer;
65 FSleep: Integer;
66 FPainSound: Boolean;
67 FPainTicks: Integer;
68 FWaitAttackAnim: Boolean;
69 FChainFire: Boolean;
70 tx, ty: Integer;
71 FStartID: Integer;
72 FObj: TObj;
73 FBloodRed: Byte;
74 FBloodGreen: Byte;
75 FBloodBlue: Byte;
76 FBloodKind: Byte;
77 FShellTimer: Integer;
78 FShellType: Byte;
79 FFirePainTime: Integer;
80 FFireAttacker: Word;
81 vilefire: TAnimation;
83 FDieTriggers: Array of Integer;
84 FSpawnTrigger: Integer;
86 procedure Turn();
87 function findNewPrey(): Boolean;
88 procedure ActivateTriggers();
90 public
91 FNoRespawn: Boolean;
92 FFireTime: Integer;
94 constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
95 destructor Destroy(); override;
96 function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
97 function Collide(Panel: TPanel): Boolean; overload;
98 function Collide(X, Y: Integer): Boolean; overload;
99 function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
100 function Live(): Boolean;
101 procedure SetHealth(aH: Integer);
102 procedure Push(vx, vy: Integer);
103 function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
104 function Heal(Value: Word): Boolean;
105 procedure BFGHit();
106 procedure Update();
107 procedure ClientUpdate();
108 procedure ClientAttack(wx, wy, atx, aty: Integer);
109 procedure SetDeadAnim;
110 procedure Draw();
111 procedure WakeUp();
112 procedure WakeUpSound();
113 procedure DieSound();
114 procedure PainSound();
115 procedure ActionSound();
116 procedure AddTrigger(t: Integer);
117 procedure ClearTriggers();
118 procedure Respawn();
119 procedure SaveState(var Mem: TBinMemoryWriter);
120 procedure LoadState(var Mem: TBinMemoryReader);
121 procedure SetState(State: Byte; ForceAnim: Byte = 255);
122 procedure MakeBloodVector(Count: Word; VelX, VelY: Integer);
123 procedure MakeBloodSimple(Count: Word);
124 procedure RevertAnim(R: Boolean = True);
125 function AnimIsReverse: Boolean;
126 function shoot(o: PObj; immediately: Boolean): Boolean;
127 function kick(o: PObj): Boolean;
128 procedure CatchFire(Attacker: Word);
129 procedure OnFireFlame(Times: DWORD = 1);
131 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
133 property MonsterType: Byte read FMonsterType;
134 property MonsterHealth: Integer read FHealth write FHealth;
135 property MonsterAmmo: Integer read FAmmo write FAmmo;
136 property MonsterTargetUID: Word read FTargetUID write FTargetUID;
137 property MonsterTargetTime: Integer read FTargetTime write FTargetTime;
138 property MonsterBehaviour: Byte read FBehaviour write FBehaviour;
139 property MonsterSleep: Integer read FSleep write FSleep;
140 property MonsterState: Byte read FState write FState;
141 property MonsterRemoved: Boolean read FRemoved write FRemoved;
142 property MonsterPain: Integer read FPain write FPain;
143 property MonsterAnim: Byte read FCurAnim write FCurAnim;
145 property Obj: TObj read FObj;
146 property UID: Word read FUID write FUID;
147 property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger;
149 property GameX: Integer read FObj.X write FObj.X;
150 property GameY: Integer read FObj.Y write FObj.Y;
151 property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
152 property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
153 property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
154 property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
155 property GameDirection: TDirection read FDirection write FDirection;
157 property StartID: Integer read FStartID;
158 end;
160 procedure g_Monsters_LoadData();
161 procedure g_Monsters_FreeData();
162 procedure g_Monsters_Init();
163 procedure g_Monsters_Free();
164 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
165 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
166 procedure g_Monsters_Update();
167 procedure g_Monsters_Draw();
168 procedure g_Monsters_DrawHealth();
169 function g_Monsters_Get(UID: Word): TMonster;
170 procedure g_Monsters_killedp();
171 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
172 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
173 function g_Monsters_GetIDByName(name: String): Integer;
174 function g_Monsters_GetNameByID(MonsterType: Byte): String;
175 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
178 type
179 TEachMonsterCB = function (monidx: Integer; mon: TMonster): Boolean is nested; // return `true` to stop
181 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
183 // throws on invalid uid
184 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
186 // can return null
187 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
189 function g_Mons_AnyAt (x, y: Integer; width, height: Integer): Boolean;
192 implementation
194 uses
195 e_log, g_main, g_sound, g_gfx, g_player, g_game,
196 g_weapons, g_triggers, MAPDEF, g_items, g_options,
197 g_console, g_map, Math, SysUtils, g_menu, wadreader,
198 g_language, g_netmsg;
200 const
201 ANIM_SLEEP = 0;
202 ANIM_GO = 1;
203 ANIM_DIE = 2;
204 ANIM_MESS = 3;
205 ANIM_ATTACK = 4;
206 ANIM_ATTACK2 = 5;
207 ANIM_PAIN = 6;
209 STATE_SLEEP = 0;
210 STATE_GO = 1;
211 STATE_RUN = 2;
212 STATE_CLIMB = 3;
213 STATE_DIE = 4;
214 STATE_DEAD = 5;
215 STATE_ATTACK = 6;
216 STATE_SHOOT = 7;
217 STATE_PAIN = 8;
218 STATE_WAIT = 9;
219 STATE_REVIVE = 10;
220 STATE_RUNOUT = 11;
222 MONSTER_SIGNATURE = $534E4F4D; // 'MONS'
224 // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ:
225 ANIMTABLE: Array [ANIM_SLEEP..ANIM_PAIN] of
226 record
227 name: String;
228 loop: Boolean;
229 end = ((name: 'SLEEP'; loop: True),
230 (name: 'GO'; loop: True),
231 (name: 'DIE'; loop: False),
232 (name: 'MESS'; loop: False),
233 (name: 'ATTACK'; loop: False),
234 (name: 'ATTACK2'; loop: False),
235 (name: 'PAIN'; loop: False));
237 // Òàáëèöà õàðàêòåðèñòèê ìîíñòðîâ:
238 MONSTERTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
239 record
240 Name: String;
241 Rect: TRectWH;
242 Health: Word;
243 RunVel: Byte;
244 MinPain: Byte;
245 Pain: Byte;
246 Jump: Byte;
247 end =
248 ((Name:'DEMON'; Rect:(X:7; Y:8; Width:50; Height:52); Health:60;
249 RunVel: 7; MinPain: 10; Pain: 20; Jump: 10),
251 (Name:'IMP'; Rect:(X:15; Y:10; Width:34; Height:50); Health:25;
252 RunVel: 3; MinPain: 0; Pain: 15; Jump: 10),
254 (Name:'ZOMBY'; Rect:(X:15; Y:8; Width:34; Height:52); Health:15;
255 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
257 (Name:'SERG'; Rect:(X:15; Y:8; Width:34; Height:52); Health:20;
258 RunVel: 3; MinPain: 0; Pain: 10; Jump: 10),
260 (Name:'CYBER'; Rect:(X:24; Y:9; Width:80; Height:110); Health:500;
261 RunVel: 5; MinPain: 50; Pain: 70; Jump: 10),
263 (Name:'CGUN'; Rect:(X:15; Y:4; Width:34; Height:56); Health:60;
264 RunVel: 3; MinPain: 10; Pain: 20; Jump: 10),
266 (Name:'BARON'; Rect:(X:39; Y:32; Width:50; Height:64); Health:150;
267 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
269 (Name:'KNIGHT'; Rect:(X:39; Y:32; Width:50; Height:64); Health:75;
270 RunVel: 3; MinPain: 30; Pain: 40; Jump: 10),
272 (Name:'CACO'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
273 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
275 (Name:'SOUL'; Rect:(X:16; Y:14; Width:32; Height:36); Health:60;
276 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
278 (Name:'PAIN'; Rect:(X:34; Y:36; Width:60; Height:56); Health:100;
279 RunVel: 4; MinPain: 0; Pain: 10; Jump: 4),
281 (Name:'SPIDER'; Rect:(X:23; Y:14; Width:210; Height:100); Health:500;
282 RunVel: 4; MinPain: 50; Pain: 70; Jump: 10),
284 (Name:'BSP'; Rect:(X:14; Y:17; Width:100; Height:42); Health:150;
285 RunVel: 4; MinPain: 0; Pain: 20; Jump: 10),
287 (Name:'MANCUB'; Rect:(X:28; Y:34; Width:72; Height:60); Health:200;
288 RunVel: 3; MinPain: 20; Pain: 40; Jump: 7),
290 (Name:'SKEL'; Rect:(X:30; Y:28; Width:68; Height:72); Health:200;
291 RunVel: 6; MinPain: 20; Pain: 40; Jump: 11),
293 (Name:'VILE'; Rect:(X:30; Y:28; Width:68; Height:72); Health:150;
294 RunVel: 7; MinPain: 10; Pain: 30; Jump: 12),
296 (Name:'FISH'; Rect:(X:6; Y:11; Width:20; Height:10); Health:35;
297 RunVel: 14; MinPain: 10; Pain: 20; Jump: 6),
299 (Name:'BARREL'; Rect:(X:20; Y:13; Width:24; Height:36); Health:20;
300 RunVel: 0; MinPain: 0; Pain: 0; Jump: 0),
302 (Name:'ROBO'; Rect:(X:30; Y:26; Width:68; Height:76); Health:20;
303 RunVel: 3; MinPain: 20; Pain: 40; Jump: 6),
305 (Name:'MAN'; Rect:(X:15; Y:6; Width:34; Height:52); Health:400;
306 RunVel: 8; MinPain: 50; Pain: 70; Jump: 10));
308 // Òàáëèöà ïàðàìåòðîâ àíèìàöèè ìîíñòðîâ:
309 MONSTER_ANIMTABLE: Array [MONSTER_DEMON..MONSTER_MAN] of
310 record
311 LeftAnim: Boolean;
312 wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ
313 AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte;
314 AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
315 AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint;
316 end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN
317 ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON
318 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));
319 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))),
321 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //IMP
322 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));
323 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))),
325 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY
326 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));
327 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))),
329 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG
330 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));
331 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))),
333 (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
334 AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 0; Y: -6), (X: -2; Y: -6));
335 AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-1; Y: -3), (X: 1; Y: -3))),
337 (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
338 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));
339 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))),
341 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //BARON
342 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));
343 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))),
345 (LeftAnim: True; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //KNIGHT
346 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));
347 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))),
349 (LeftAnim: False; wX: 88; wY: 69; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //CACO
350 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));
351 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))),
353 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //SOUL
354 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));
355 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))),
357 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 3, 4, 2, 0, 4); //PAIN
358 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));
359 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))),
361 (LeftAnim: True; wX: 128; wY: 64; AnimSpeed:(3, 2, 4, 4, 1, 0, 4); //SPIDER
362 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));
363 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))),
365 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 2, 3, 4, 1, 0, 4); //BSP
366 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));
367 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))),
369 (LeftAnim: False; wX: 64; wY: 64; AnimSpeed:(3, 2, 2, 4, 2, 0, 4); //MANCUB
370 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));
371 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))),
373 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //SKEL
374 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));
375 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))),
377 (LeftAnim: True; wX: 64; wY: 32; AnimSpeed:(3, 3, 3, 3, 3, 3, 3); //VILE
378 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));
379 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))),
381 (LeftAnim: False; wX: 8; wY: 8; AnimSpeed:(2, 2, 2, 2, 3, 0, 1); //FISH
382 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));
383 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 ))),
385 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 0, 3, 0, 0, 0, 5); //BARREL
386 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));
387 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))),
389 (LeftAnim: False; wX: 95; wY: 57; AnimSpeed:(1, 2, 1, 0, 1, 1, 0); //ROBO
390 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));
391 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))),
393 (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 2, 0, 5); //MAN
394 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));
395 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))) );
397 MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè
398 MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ
400 var
401 gMonsters: array of TMonster;
403 var
404 pt_x: Integer = 0;
405 pt_xs: Integer = 1;
406 pt_y: Integer = 0;
407 pt_ys: Integer = 1;
408 soulcount: Integer = 0;
410 function FindMonster(): DWORD;
411 var
412 i: Integer;
413 begin
414 if gMonsters <> nil then
415 for i := 0 to High(gMonsters) do
416 if gMonsters[i] = nil then
417 begin
418 Result := i;
419 Exit;
420 end;
422 if gMonsters = nil then
423 begin
424 SetLength(gMonsters, 32);
425 Result := 0;
426 end
427 else
428 begin
429 Result := High(gMonsters) + 1;
430 SetLength(gMonsters, Length(gMonsters) + 32);
431 end;
432 end;
434 function IsFriend(a, b: Byte): Boolean;
435 begin
436 Result := True;
438 // Áî÷êà - âñåì äðóã:
439 if (a = MONSTER_BARREL) or (b = MONSTER_BARREL) then
440 Exit;
442 // Ìîíñòðû îäíîãî âèäà:
443 if a = b then
444 case a of
445 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
446 MONSTER_SOUL, MONSTER_PAIN, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
447 Exit; // Ýòè íå áüþò ñâîèõ
448 end;
450 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
451 if (a = MONSTER_SOUL) and (b = MONSTER_PAIN) then
452 Exit;
453 // Pain_Elemental íå ìîæåò ðàíèòü Lost_Soul'à:
454 if (b = MONSTER_SOUL) and (a = MONSTER_PAIN) then
455 Exit;
457 //  îñòàëüíûõ ñëó÷àÿõ - áóäóò áèòü äðóã äðóãà:
458 Result := False;
459 end;
461 function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean;
462 var
463 m: TMonster;
464 UIDType, MonsterType: Byte;
465 begin
466 Result := False;
467 MonsterType := 0;
469 UIDType := g_GetUIDType(SpawnerUID);
470 if UIDType = UID_MONSTER then
471 begin
472 m := g_Monsters_Get(SpawnerUID);
473 if m = nil then Exit;
474 MonsterType := m.FMonsterType;
475 end;
477 case BH of
478 BH_NORMAL: Result := (UIDType = UID_PLAYER) or
479 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
481 BH_KILLER: Result := UIDType = UID_PLAYER;
482 BH_MANIAC: Result := (UIDType = UID_PLAYER) or
483 ((UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType)));
485 BH_INSANE: Result := (UIDType = UID_MONSTER) and (not IsFriend(MonsterType, SelfType));
486 BH_CANNIBAL: Result := (UIDType = UID_MONSTER) and (MonsterType = SelfType);
487 end;
488 end;
490 function canShoot(m: Byte): Boolean;
491 begin
492 Result := False;
494 case m of
495 MONSTER_DEMON, MONSTER_FISH, MONSTER_BARREL:
496 Exit;
497 else
498 Result := True;
499 end;
500 end;
502 function isCorpse(o: PObj; immediately: Boolean): Integer;
503 var
504 a: Integer;
505 begin
506 Result := -1;
508 // Åñëè íóæíà âåðîÿòíîñòü:
509 if not immediately then
510 if Random(8) <> 0 then
511 Exit;
513 if gMonsters = nil then
514 Exit;
516 // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè:
517 for a := 0 to High(gMonsters) do
518 if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then
519 if g_Obj_Collide(o, @gMonsters[a].FObj) then
520 case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü:
521 MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER,
522 MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue;
523 else // Îñòàëüíûõ ìîæíî âîñêðåñèòü
524 begin
525 Result := a;
526 Exit;
527 end;
528 end;
529 end;
531 procedure g_Monsters_LoadData();
532 begin
533 e_WriteLog('Loading monsters data...', MSG_NOTIFY);
535 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False);
536 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3);
537 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4);
538 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1);
539 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2);
540 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4);
541 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6);
542 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True);
543 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9);
544 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2);
545 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1);
546 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2);
547 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4);
548 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5);
549 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True);
550 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9);
551 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2);
552 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1);
553 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2);
554 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4);
555 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7);
556 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True);
557 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9);
558 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2);
559 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1);
560 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2);
561 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2);
562 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4);
563 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True);
564 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4);
565 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7);
566 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6);
567 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2);
568 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2);
569 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1);
570 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True);
571 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1);
572 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2);
573 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4);
574 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5);
575 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8);
576 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3);
577 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True);
578 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1);
579 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2);
580 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4);
581 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6);
582 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3);
583 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1);
584 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True);
585 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2);
586 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2);
587 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1);
588 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2);
589 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7);
590 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2);
591 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True);
592 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4);
593 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3);
594 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2);
595 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1);
596 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2);
597 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6);
598 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True);
599 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1);
600 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1);
601 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2);
602 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10);
603 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2);
604 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6);
605 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True);
606 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1);
607 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1);
608 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2);
609 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7);
610 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1);
611 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1);
612 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True);
613 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1);
614 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6);
615 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7);
616 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4);
617 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4);
618 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1);
619 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True);
620 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4);
621 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7);
622 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2);
623 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2);
624 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4);
625 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1);
626 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True);
627 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1);
628 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3);
629 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3);
630 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7);
631 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2);
632 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2);
633 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True);
634 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4);
635 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1);
636 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1);
637 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3);
638 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3);
639 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7);
640 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True);
641 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2);
642 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6);
643 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1);
644 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3);
645 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10);
646 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2);
647 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True);
648 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2);
649 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6);
650 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1);
651 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1);
652 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2);
653 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2);
654 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True);
655 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2);
656 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2);
657 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5);
658 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2);
659 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2);
660 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6);
661 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True);
662 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1);
663 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1);
664 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10);
665 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10);
666 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3);
667 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3);
668 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True);
669 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9);
670 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1);
671 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12);
672 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2);
673 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4);
674 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1);
675 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True);
676 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2);
677 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2);
678 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4);
679 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4);
680 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1);
681 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
682 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
683 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
684 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
685 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
686 g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
688 g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
690 g_Sound_CreateWADEx('SOUND_MONSTER_BARREL_DIE', GameWAD+':MSOUNDS\BARREL_DIE');
692 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN', GameWAD+':MSOUNDS\PAIN');
693 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN2', GameWAD+':MSOUNDS\PAIN2');
694 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION', GameWAD+':MSOUNDS\ACTION');
695 g_Sound_CreateWADEx('SOUND_MONSTER_ACTION2', GameWAD+':MSOUNDS\ACTION2');
696 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_1', GameWAD+':MSOUNDS\ALERT_1');
697 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_2', GameWAD+':MSOUNDS\ALERT_2');
698 g_Sound_CreateWADEx('SOUND_MONSTER_ALERT_3', GameWAD+':MSOUNDS\ALERT_3');
699 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_1', GameWAD+':MSOUNDS\DIE_1');
700 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_2', GameWAD+':MSOUNDS\DIE_2');
701 g_Sound_CreateWADEx('SOUND_MONSTER_DIE_3', GameWAD+':MSOUNDS\DIE_3');
702 g_Sound_CreateWADEx('SOUND_MONSTER_SLOP', GameWAD+':MSOUNDS\SLOP');
704 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ATTACK', GameWAD+':MSOUNDS\DEMON_ATTACK');
705 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_ALERT', GameWAD+':MSOUNDS\DEMON_ALERT');
706 g_Sound_CreateWADEx('SOUND_MONSTER_DEMON_DIE', GameWAD+':MSOUNDS\DEMON_DIE');
708 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_1', GameWAD+':MSOUNDS\IMP_ALERT_1');
709 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ALERT_2', GameWAD+':MSOUNDS\IMP_ALERT_2');
710 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_1', GameWAD+':MSOUNDS\IMP_DIE_1');
711 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_DIE_2', GameWAD+':MSOUNDS\IMP_DIE_2');
712 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ACTION', GameWAD+':MSOUNDS\IMP_ACTION');
713 g_Sound_CreateWADEx('SOUND_MONSTER_IMP_ATTACK', GameWAD+':MSOUNDS\IMP_ATTACK');
715 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_PAIN', GameWAD+':MSOUNDS\MAN_PAIN');
716 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_ALERT', GameWAD+':MSOUNDS\MAN_ALERT');
717 g_Sound_CreateWADEx('SOUND_MONSTER_MAN_DIE', GameWAD+':MSOUNDS\MAN_DIE');
718 g_Sound_CreateWADEx('SOUND_MONSTER_HAHA', GameWAD+':MSOUNDS\HAHA');
719 g_Sound_CreateWADEx('SOUND_MONSTER_TRUP', GameWAD+':MSOUNDS\TRUP');
721 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_ATTACK', GameWAD+':MSOUNDS\SOUL_ATTACK');
722 g_Sound_CreateWADEx('SOUND_MONSTER_SOUL_DIE', GameWAD+':MSOUNDS\SOUL_DIE');
724 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ACTION', GameWAD+':MSOUNDS\BSP_ACTION');
725 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_DIE', GameWAD+':MSOUNDS\BSP_DIE');
726 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_ALERT', GameWAD+':MSOUNDS\BSP_ALERT');
727 g_Sound_CreateWADEx('SOUND_MONSTER_BSP_WALK', GameWAD+':MSOUNDS\BSP_WALK');
729 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ACTION', GameWAD+':MSOUNDS\VILE_ACTION');
730 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_PAIN', GameWAD+':MSOUNDS\VILE_PAIN');
731 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_DIE', GameWAD+':MSOUNDS\VILE_DIE');
732 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ALERT', GameWAD+':MSOUNDS\VILE_ALERT');
733 g_Sound_CreateWADEx('SOUND_MONSTER_VILE_ATTACK', GameWAD+':MSOUNDS\VILE_ATTACK');
735 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ACTION', GameWAD+':MSOUNDS\SKEL_ACTION');
736 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_DIE', GameWAD+':MSOUNDS\SKEL_DIE');
737 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ALERT', GameWAD+':MSOUNDS\SKEL_ALERT');
738 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_ATTACK', GameWAD+':MSOUNDS\SKEL_ATTACK');
739 g_Sound_CreateWADEx('SOUND_MONSTER_SKEL_HIT', GameWAD+':MSOUNDS\SKEL_HIT');
741 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_PAIN', GameWAD+':MSOUNDS\MANCUB_PAIN');
742 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_DIE', GameWAD+':MSOUNDS\MANCUB_DIE');
743 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ALERT', GameWAD+':MSOUNDS\MANCUB_ALERT');
744 g_Sound_CreateWADEx('SOUND_MONSTER_MANCUB_ATTACK', GameWAD+':MSOUNDS\MANCUB_ATTACK');
746 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_PAIN', GameWAD+':MSOUNDS\PAIN_PAIN');
747 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_DIE', GameWAD+':MSOUNDS\PAIN_DIE');
748 g_Sound_CreateWADEx('SOUND_MONSTER_PAIN_ALERT', GameWAD+':MSOUNDS\PAIN_ALERT');
750 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_DIE', GameWAD+':MSOUNDS\BARON_DIE');
751 g_Sound_CreateWADEx('SOUND_MONSTER_BARON_ALERT', GameWAD+':MSOUNDS\BARON_ALERT');
753 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_DIE', GameWAD+':MSOUNDS\CACO_DIE');
754 g_Sound_CreateWADEx('SOUND_MONSTER_CACO_ALERT', GameWAD+':MSOUNDS\CACO_ALERT');
756 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_DIE', GameWAD+':MSOUNDS\CYBER_DIE');
757 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_ALERT', GameWAD+':MSOUNDS\CYBER_ALERT');
758 g_Sound_CreateWADEx('SOUND_MONSTER_CYBER_WALK', GameWAD+':MSOUNDS\CYBER_WALK');
760 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_DIE', GameWAD+':MSOUNDS\KNIGHT_DIE');
761 g_Sound_CreateWADEx('SOUND_MONSTER_KNIGHT_ALERT', GameWAD+':MSOUNDS\KNIGHT_ALERT');
763 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_DIE', GameWAD+':MSOUNDS\SPIDER_DIE');
764 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_ALERT', GameWAD+':MSOUNDS\SPIDER_ALERT');
765 g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK');
767 g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK');
768 end;
770 procedure g_Monsters_FreeData();
771 begin
772 e_WriteLog('Releasing monsters data...', MSG_NOTIFY);
774 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP');
775 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN');
776 g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_DIE');
777 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_SLEEP');
778 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_GO');
779 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE');
780 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS');
781 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK');
782 g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN');
783 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP');
784 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO');
785 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE');
786 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS');
787 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK');
788 g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN');
789 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP');
790 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO');
791 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_DIE');
792 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_MESS');
793 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_ATTACK');
794 g_Frames_DeleteByName('FRAMES_MONSTER_MAN_PAIN');
795 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP');
796 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_SLEEP_L');
797 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO');
798 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_GO_L');
799 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_DIE');
800 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_MESS');
801 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK');
802 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_ATTACK_L');
803 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN');
804 g_Frames_DeleteByName('FRAMES_MONSTER_CGUN_PAIN_L');
805 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_SLEEP');
806 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_GO');
807 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_DIE');
808 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_MESS');
809 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_ATTACK');
810 g_Frames_DeleteByName('FRAMES_MONSTER_IMP_PAIN');
811 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_SLEEP');
812 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_GO');
813 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_DIE');
814 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_ATTACK');
815 g_Frames_DeleteByName('FRAMES_MONSTER_DEMON_PAIN');
816 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_SLEEP');
817 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_GO');
818 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_PAIN');
819 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_ATTACK');
820 g_Frames_DeleteByName('FRAMES_MONSTER_SOUL_DIE');
821 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_SLEEP');
822 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_GO');
823 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_PAIN');
824 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_ATTACK');
825 g_Frames_DeleteByName('FRAMES_MONSTER_FISH_DIE');
826 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_SLEEP');
827 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_GO');
828 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN');
829 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_PAIN_L');
830 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_ATTACK');
831 g_Frames_DeleteByName('FRAMES_MONSTER_SPIDER_DIE');
832 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_SLEEP');
833 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_GO');
834 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN');
835 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_PAIN_L');
836 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_ATTACK');
837 g_Frames_DeleteByName('FRAMES_MONSTER_BSP_DIE');
838 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_SLEEP');
839 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_GO');
840 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_PAIN');
841 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_ATTACK');
842 g_Frames_DeleteByName('FRAMES_MONSTER_CACO_DIE');
843 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_SLEEP');
844 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_GO');
845 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_PAIN');
846 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_ATTACK');
847 g_Frames_DeleteByName('FRAMES_MONSTER_PAIN_DIE');
848 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP');
849 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_SLEEP_L');
850 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_GO');
851 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN');
852 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_PAIN_L');
853 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK');
854 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_ATTACK_L');
855 g_Frames_DeleteByName('FRAMES_MONSTER_BARON_DIE');
856 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP');
857 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_SLEEP_L');
858 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_GO');
859 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN');
860 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_PAIN_L');
861 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK');
862 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_ATTACK_L');
863 g_Frames_DeleteByName('FRAMES_MONSTER_KNIGHT_DIE');
864 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_SLEEP');
865 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_GO');
866 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_PAIN');
867 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_ATTACK');
868 g_Frames_DeleteByName('FRAMES_MONSTER_MANCUB_DIE');
869 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP');
870 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_SLEEP_L');
871 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_GO');
872 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN');
873 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_PAIN_L');
874 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK');
875 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK_L');
876 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2');
877 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_ATTACK2_L');
878 g_Frames_DeleteByName('FRAMES_MONSTER_SKEL_DIE');
879 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP');
880 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_SLEEP_L');
881 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_GO');
882 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN');
883 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_PAIN_L');
884 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK');
885 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK_L');
886 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2');
887 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_ATTACK2_L');
888 g_Frames_DeleteByName('FRAMES_MONSTER_VILE_DIE');
889 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_SLEEP');
890 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_GO');
891 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK');
892 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_ATTACK2');
893 g_Frames_DeleteByName('FRAMES_MONSTER_ROBO_DIE');
894 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP');
895 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_SLEEP_L');
896 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO');
897 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_GO_L');
898 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN');
899 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
900 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
901 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
902 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
903 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
904 g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
906 g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
908 g_Sound_Delete('SOUND_MONSTER_PAIN');
909 g_Sound_Delete('SOUND_MONSTER_PAIN2');
910 g_Sound_Delete('SOUND_MONSTER_ACTION');
911 g_Sound_Delete('SOUND_MONSTER_ACTION2');
912 g_Sound_Delete('SOUND_MONSTER_ALERT_1');
913 g_Sound_Delete('SOUND_MONSTER_ALERT_2');
914 g_Sound_Delete('SOUND_MONSTER_ALERT_3');
915 g_Sound_Delete('SOUND_MONSTER_DIE_1');
916 g_Sound_Delete('SOUND_MONSTER_DIE_2');
917 g_Sound_Delete('SOUND_MONSTER_DIE_3');
918 g_Sound_Delete('SOUND_MONSTER_SLOP');
920 g_Sound_Delete('SOUND_MONSTER_DEMON_ATTACK');
921 g_Sound_Delete('SOUND_MONSTER_DEMON_ALERT');
922 g_Sound_Delete('SOUND_MONSTER_DEMON_DIE');
924 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_1');
925 g_Sound_Delete('SOUND_MONSTER_IMP_ALERT_2');
926 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_1');
927 g_Sound_Delete('SOUND_MONSTER_IMP_DIE_2');
928 g_Sound_Delete('SOUND_MONSTER_IMP_ACTION');
929 g_Sound_Delete('SOUND_MONSTER_IMP_ATTACK');
931 g_Sound_Delete('SOUND_MONSTER_MAN_PAIN');
932 g_Sound_Delete('SOUND_MONSTER_MAN_ALERT');
933 g_Sound_Delete('SOUND_MONSTER_MAN_DIE');
934 g_Sound_Delete('SOUND_MONSTER_HAHA');
935 g_Sound_Delete('SOUND_MONSTER_TRUP');
937 g_Sound_Delete('SOUND_MONSTER_SOUL_ATTACK');
938 g_Sound_Delete('SOUND_MONSTER_SOUL_DIE');
940 g_Sound_Delete('SOUND_MONSTER_BSP_ACTION');
941 g_Sound_Delete('SOUND_MONSTER_BSP_DIE');
942 g_Sound_Delete('SOUND_MONSTER_BSP_ALERT');
943 g_Sound_Delete('SOUND_MONSTER_BSP_WALK');
945 g_Sound_Delete('SOUND_MONSTER_VILE_ACTION');
946 g_Sound_Delete('SOUND_MONSTER_VILE_PAIN');
947 g_Sound_Delete('SOUND_MONSTER_VILE_DIE');
948 g_Sound_Delete('SOUND_MONSTER_VILE_ALERT');
949 g_Sound_Delete('SOUND_MONSTER_VILE_ATTACK');
951 g_Sound_Delete('SOUND_MONSTER_SKEL_ACTION');
952 g_Sound_Delete('SOUND_MONSTER_SKEL_DIE');
953 g_Sound_Delete('SOUND_MONSTER_SKEL_ALERT');
954 g_Sound_Delete('SOUND_MONSTER_SKEL_ATTACK');
955 g_Sound_Delete('SOUND_MONSTER_SKEL_HIT');
957 g_Sound_Delete('SOUND_MONSTER_MANCUB_PAIN');
958 g_Sound_Delete('SOUND_MONSTER_MANCUB_DIE');
959 g_Sound_Delete('SOUND_MONSTER_MANCUB_ALERT');
960 g_Sound_Delete('SOUND_MONSTER_MANCUB_ATTACK');
962 g_Sound_Delete('SOUND_MONSTER_PAIN_PAIN');
963 g_Sound_Delete('SOUND_MONSTER_PAIN_DIE');
964 g_Sound_Delete('SOUND_MONSTER_PAIN_ALERT');
966 g_Sound_Delete('SOUND_MONSTER_BARON_DIE');
967 g_Sound_Delete('SOUND_MONSTER_BARON_ALERT');
969 g_Sound_Delete('SOUND_MONSTER_CACO_DIE');
970 g_Sound_Delete('SOUND_MONSTER_CACO_ALERT');
972 g_Sound_Delete('SOUND_MONSTER_CYBER_DIE');
973 g_Sound_Delete('SOUND_MONSTER_CYBER_ALERT');
974 g_Sound_Delete('SOUND_MONSTER_CYBER_WALK');
976 g_Sound_Delete('SOUND_MONSTER_KNIGHT_DIE');
977 g_Sound_Delete('SOUND_MONSTER_KNIGHT_ALERT');
979 g_Sound_Delete('SOUND_MONSTER_SPIDER_DIE');
980 g_Sound_Delete('SOUND_MONSTER_SPIDER_ALERT');
981 g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK');
983 g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK');
984 end;
986 procedure g_Monsters_Init();
987 begin
988 soulcount := 0;
989 end;
991 procedure g_Monsters_Free();
992 var
993 a: Integer;
994 begin
995 if gMonsters <> nil then
996 for a := 0 to High(gMonsters) do
997 gMonsters[a].Free();
999 gMonsters := nil;
1000 end;
1002 function g_Monsters_Create(MonsterType: Byte; X, Y: Integer;
1003 Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster;
1004 var
1005 find_id: DWORD;
1006 begin
1007 result := nil;
1009 // Íåò òàêîãî ìîíñòðà
1010 if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit;
1012 // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ
1013 if MonsterType = MONSTER_SOUL then
1014 begin
1015 if soulcount > MAX_SOUL then exit;
1016 soulcount := soulcount + 1;
1017 end;
1019 find_id := FindMonster();
1021 gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID);
1023 // Íàñòðàèâàåì ïîëîæåíèå
1024 with gMonsters[find_id] do
1025 begin
1026 if AdjCoord then
1027 begin
1028 FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2);
1029 FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height;
1030 end
1031 else
1032 begin
1033 FObj.X := X-FObj.Rect.X;
1034 FObj.Y := Y-FObj.Rect.Y;
1035 end;
1037 FDirection := Direction;
1038 FStartDirection := Direction;
1039 FStartX := GameX;
1040 FStartY := GameY;
1041 end;
1043 result := {find_id}gMonsters[find_id];
1044 end;
1046 procedure g_Monsters_killedp();
1047 var
1048 a, h: Integer;
1049 begin
1050 if gMonsters = nil then
1051 Exit;
1053 // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà:
1054 h := High(gMonsters);
1055 for a := 0 to h do
1056 if (gMonsters[a] <> nil) then
1057 with gMonsters[a] do
1058 if (FMonsterType = MONSTER_MAN) and
1059 (FState <> STATE_DEAD) and
1060 (FState <> STATE_SLEEP) and
1061 (FState <> STATE_DIE) then
1062 begin
1063 g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y);
1064 Exit;
1065 end;
1066 end;
1068 procedure g_Monsters_Update();
1069 var
1070 a: Integer;
1071 begin
1072 // Öåëåóêàçàòåëü:
1073 if gTime mod (GAME_TICK*2) = 0 then
1074 begin
1075 pt_x := pt_x+pt_xs;
1076 pt_y := pt_y+pt_ys;
1077 if Abs(pt_x) > 246 then
1078 pt_xs := -pt_xs;
1079 if Abs(pt_y) > 100 then
1080 pt_ys := -pt_ys;
1081 end;
1083 gMon := True; // Äëÿ ðàáîòû BlockMon'à
1085 if gMonsters <> nil then
1086 for a := 0 to High(gMonsters) do
1087 if (gMonsters[a] <> nil) then
1088 if not gMonsters[a].FRemoved then
1089 begin
1090 if g_Game_IsClient then
1091 gMonsters[a].ClientUpdate()
1092 else
1093 gMonsters[a].Update();
1094 end
1095 else
1096 begin
1097 gMonsters[a].Free();
1098 gMonsters[a] := nil;
1099 end;
1101 gMon := False;
1102 end;
1104 procedure g_Monsters_Draw();
1105 var
1106 a: Integer;
1107 begin
1108 if gMonsters <> nil then
1109 for a := 0 to High(gMonsters) do
1110 if gMonsters[a] <> nil then
1111 gMonsters[a].Draw();
1112 end;
1114 procedure g_Monsters_DrawHealth();
1115 var
1116 a: Integer;
1117 fW, fH: Byte;
1118 begin
1119 if gMonsters = nil then Exit;
1120 e_TextureFontGetSize(gStdFont, fW, fH);
1122 for a := 0 to High(gMonsters) do
1123 if gMonsters[a] <> nil then
1124 begin
1125 e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X,
1126 gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH,
1127 IntToStr(gMonsters[a].FHealth), gStdFont);
1128 end;
1129 end;
1131 function g_Monsters_Get(UID: Word): TMonster;
1132 var
1133 a: Integer;
1134 begin
1135 Result := nil;
1137 if gMonsters <> nil then
1138 for a := 0 to High(gMonsters) do
1139 if (gMonsters[a] <> nil) and
1140 (gMonsters[a].FUID = UID) then
1141 begin
1142 Result := gMonsters[a];
1143 Break;
1144 end;
1145 end;
1147 procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter);
1148 var
1149 count, i: Integer;
1150 b: Byte;
1151 begin
1152 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ:
1153 count := 0;
1154 if gMonsters <> nil then
1155 for i := 0 to High(gMonsters) do
1156 if gMonsters[i] <> nil then
1157 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1158 count := count + 1;
1160 Mem := TBinMemoryWriter.Create((count+1) * 350);
1162 // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ:
1163 Mem.WriteInt(pt_x);
1164 Mem.WriteInt(pt_xs);
1165 Mem.WriteInt(pt_y);
1166 Mem.WriteInt(pt_ys);
1168 // Êîëè÷åñòâî ìîíñòðîâ:
1169 Mem.WriteInt(count);
1171 if count = 0 then
1172 Exit;
1174 // Ñîõðàíÿåì ìîíñòðîâ:
1175 for i := 0 to High(gMonsters) do
1176 if gMonsters[i] <> nil then
1177 if gMonsters[i].FMonsterType <> MONSTER_NONE then
1178 begin
1179 // Òèï ìîíñòðà:
1180 b := gMonsters[i].MonsterType;
1181 Mem.WriteByte(b);
1182 // Ñîõðàíÿåì äàííûå ìîíñòðà:
1183 gMonsters[i].SaveState(Mem);
1184 end;
1185 end;
1187 procedure g_Monsters_LoadState(var Mem: TBinMemoryReader);
1188 var
1189 count, a: Integer;
1190 b: Byte;
1191 mon: TMonster;
1192 begin
1193 if Mem = nil then exit;
1195 g_Monsters_Free();
1197 // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ
1198 Mem.ReadInt(pt_x);
1199 Mem.ReadInt(pt_xs);
1200 Mem.ReadInt(pt_y);
1201 Mem.ReadInt(pt_ys);
1203 // Êîëè÷åñòâî ìîíñòðîâ
1204 Mem.ReadInt(count);
1206 if count = 0 then exit;
1208 // Çàãðóæàåì ìîíñòðîâ
1209 for a := 0 to count-1 do
1210 begin
1211 // Òèï ìîíñòðà
1212 Mem.ReadByte(b);
1213 // Ñîçäàåì ìîíñòðà
1214 mon := g_Monsters_Create(b, 0, 0, D_LEFT);
1215 if mon = nil then raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)');
1216 // Çàãðóæàåì äàííûå ìîíñòðà
1217 mon.LoadState(Mem);
1218 end;
1219 end;
1221 function g_Monsters_GetIDByName(name: String): Integer;
1222 var
1223 i: Integer;
1224 begin
1225 name := UpperCase(name);
1226 i := MONSTER_DEMON;
1227 while (i <= MONSTER_MAN) do
1228 begin
1229 if name = MONSTERTABLE[i].Name then
1230 begin
1231 Result := i;
1232 Exit;
1233 end;
1234 Inc(i);
1235 end;
1237 Result := -1;
1238 end;
1240 function g_Monsters_GetNameByID(MonsterType: Byte): String;
1241 begin
1242 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1243 Result := MONSTERTABLE[MonsterType].Name
1244 else
1245 Result := '?';
1246 end;
1248 function g_Monsters_GetKilledBy(MonsterType: Byte): String;
1249 begin
1250 if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then
1251 Result := KilledByMonster[MonsterType]
1252 else
1253 Result := '?';
1254 end;
1256 { T M o n s t e r : }
1258 procedure TMonster.ActionSound();
1259 begin
1260 case FMonsterType of
1261 MONSTER_IMP:
1262 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ACTION', FObj.X, FObj.Y);
1263 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN,
1264 MONSTER_MANCUB:
1265 g_Sound_PlayExAt('SOUND_MONSTER_ACTION', FObj.X, FObj.Y);
1266 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1267 MONSTER_KNIGHT, MONSTER_PAIN, MONSTER_DEMON,
1268 MONSTER_SPIDER:
1269 g_Sound_PlayExAt('SOUND_MONSTER_ACTION2', FObj.X, FObj.Y);
1270 MONSTER_BSP:
1271 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ACTION', FObj.X, FObj.Y);
1272 MONSTER_VILE:
1273 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ACTION', FObj.X, FObj.Y);
1274 MONSTER_SKEL:
1275 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ACTION', FObj.X, FObj.Y);
1276 MONSTER_CYBER:
1278 MONSTER_MAN:
1279 g_Sound_PlayExAt('SOUND_MONSTER_HAHA', FObj.X, FObj.Y);
1280 end;
1281 end;
1283 procedure TMonster.PainSound();
1284 begin
1285 if FPainSound then
1286 Exit;
1288 FPainSound := True;
1289 FPainTicks := 20;
1291 case FMonsterType of
1292 MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
1293 MONSTER_SKEL, MONSTER_CGUN:
1294 g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
1295 MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
1296 MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
1297 MONSTER_BSP, MONSTER_CYBER:
1298 g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
1299 MONSTER_VILE:
1300 g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
1301 MONSTER_MANCUB:
1302 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_PAIN', FObj.X, FObj.Y);
1303 MONSTER_PAIN:
1304 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_PAIN', FObj.X, FObj.Y);
1305 MONSTER_MAN:
1306 g_Sound_PlayExAt('SOUND_MONSTER_MAN_PAIN', FObj.X, FObj.Y);
1307 end;
1308 end;
1310 procedure TMonster.DieSound();
1311 begin
1312 case FMonsterType of
1313 MONSTER_IMP:
1314 case Random(2) of
1315 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_1', FObj.X, FObj.Y);
1316 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_DIE_2', FObj.X, FObj.Y);
1317 end;
1318 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1319 case Random(3) of
1320 0: g_Sound_PlayExAt('SOUND_MONSTER_DIE_1', FObj.X, FObj.Y);
1321 1: g_Sound_PlayExAt('SOUND_MONSTER_DIE_2', FObj.X, FObj.Y);
1322 2: g_Sound_PlayExAt('SOUND_MONSTER_DIE_3', FObj.X, FObj.Y);
1323 end;
1324 MONSTER_DEMON:
1325 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_DIE', FObj.X, FObj.Y);
1326 MONSTER_BARREL:
1327 g_Sound_PlayExAt('SOUND_MONSTER_BARREL_DIE', FObj.X, FObj.Y);
1328 MONSTER_SOUL:
1329 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_DIE', FObj.X, FObj.Y);
1330 MONSTER_BSP:
1331 g_Sound_PlayExAt('SOUND_MONSTER_BSP_DIE', FObj.X, FObj.Y);
1332 MONSTER_VILE:
1333 g_Sound_PlayExAt('SOUND_MONSTER_VILE_DIE', FObj.X, FObj.Y);
1334 MONSTER_BARON:
1335 g_Sound_PlayExAt('SOUND_MONSTER_BARON_DIE', FObj.X, FObj.Y);
1336 MONSTER_CACO:
1337 g_Sound_PlayExAt('SOUND_MONSTER_CACO_DIE', FObj.X, FObj.Y);
1338 MONSTER_CYBER:
1339 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_DIE', FObj.X, FObj.Y);
1340 MONSTER_KNIGHT:
1341 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_DIE', FObj.X, FObj.Y);
1342 MONSTER_MANCUB:
1343 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_DIE', FObj.X, FObj.Y);
1344 MONSTER_PAIN:
1345 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_DIE', FObj.X, FObj.Y);
1346 MONSTER_SKEL:
1347 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_DIE', FObj.X, FObj.Y);
1348 MONSTER_SPIDER:
1349 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_DIE', FObj.X, FObj.Y);
1350 MONSTER_MAN:
1351 g_Sound_PlayExAt('SOUND_MONSTER_MAN_DIE', FObj.X, FObj.Y);
1352 end;
1353 end;
1355 procedure TMonster.WakeUpSound();
1356 begin
1357 case FMonsterType of
1358 MONSTER_IMP:
1359 case Random(2) of
1360 0: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_1', FObj.X, FObj.Y);
1361 1: g_Sound_PlayExAt('SOUND_MONSTER_IMP_ALERT_2', FObj.X, FObj.Y);
1362 end;
1363 MONSTER_ZOMBY, MONSTER_SERG, MONSTER_CGUN:
1364 case Random(3) of
1365 0: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_1', FObj.X, FObj.Y);
1366 1: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_2', FObj.X, FObj.Y);
1367 2: g_Sound_PlayExAt('SOUND_MONSTER_ALERT_3', FObj.X, FObj.Y);
1368 end;
1369 MONSTER_MAN:
1370 g_Sound_PlayExAt('SOUND_MONSTER_MAN_ALERT', FObj.X, FObj.Y);
1371 MONSTER_BSP:
1372 g_Sound_PlayExAt('SOUND_MONSTER_BSP_ALERT', FObj.X, FObj.Y);
1373 MONSTER_VILE:
1374 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ALERT', FObj.X, FObj.Y);
1375 MONSTER_BARON:
1376 g_Sound_PlayExAt('SOUND_MONSTER_BARON_ALERT', FObj.X, FObj.Y);
1377 MONSTER_CACO:
1378 g_Sound_PlayExAt('SOUND_MONSTER_CACO_ALERT', FObj.X, FObj.Y);
1379 MONSTER_CYBER:
1380 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_ALERT', FObj.X, FObj.Y);
1381 MONSTER_KNIGHT:
1382 g_Sound_PlayExAt('SOUND_MONSTER_KNIGHT_ALERT', FObj.X, FObj.Y);
1383 MONSTER_MANCUB:
1384 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ALERT', FObj.X, FObj.Y);
1385 MONSTER_PAIN:
1386 g_Sound_PlayExAt('SOUND_MONSTER_PAIN_ALERT', FObj.X, FObj.Y);
1387 MONSTER_DEMON:
1388 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ALERT', FObj.X, FObj.Y);
1389 MONSTER_SKEL:
1390 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ALERT', FObj.X, FObj.Y);
1391 MONSTER_SPIDER:
1392 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_ALERT', FObj.X, FObj.Y);
1393 MONSTER_SOUL:
1395 end;
1396 end;
1398 procedure TMonster.BFGHit();
1399 begin
1400 if FMonsterType = MONSTER_FISH then
1401 Exit;
1403 g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1404 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
1405 {if g_Game_IsServer and g_Game_IsNet then
1406 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1407 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1408 0, NET_GFX_BFG);}
1409 end;
1411 function TMonster.Collide(X, Y: Integer; Width, Height: Word): Boolean;
1412 begin
1413 Result := g_Collide(FObj.X+FObj.Rect.X,
1414 FObj.Y+FObj.Rect.Y,
1415 FObj.Rect.Width,
1416 FObj.Rect.Height,
1417 X, Y,
1418 Width, Height);
1419 end;
1421 function TMonster.Collide(Panel: TPanel): Boolean;
1422 begin
1423 Result := g_Collide(FObj.X+FObj.Rect.X,
1424 FObj.Y+FObj.Rect.Y,
1425 FObj.Rect.Width,
1426 FObj.Rect.Height,
1427 Panel.X, Panel.Y,
1428 Panel.Width, Panel.Height);
1429 end;
1431 function TMonster.Collide(X, Y: Integer): Boolean;
1432 begin
1433 X := X - FObj.X - FObj.Rect.X;
1434 Y := Y - FObj.Y - FObj.Rect.Y;
1435 Result := (x >= 0) and (x <= FObj.Rect.Width) and
1436 (y >= 0) and (y <= FObj.Rect.Height);
1437 end;
1439 procedure TMonster.Respawn;
1440 begin
1441 FObj.Vel.X := 0;
1442 FObj.Vel.Y := 0;
1443 FObj.Accel.X := 0;
1444 FObj.Accel.Y := 0;
1445 FDirection := FStartDirection;
1446 GameX := FStartX;
1447 GameY := FStartY;
1448 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1449 FHealth := MONSTERTABLE[FMonsterType].Health;
1450 FAmmo := 0;
1451 FPain := 0;
1452 FTargetUID := 0;
1453 FTargetTime := 0;
1454 FDieTriggers := nil;
1455 FWaitAttackAnim := False;
1456 FChainFire := False;
1457 FShellTimer := -1;
1459 FState := STATE_SLEEP;
1460 FCurAnim := ANIM_SLEEP;
1462 positionChanged(); // this updates spatial accelerators
1464 if g_Game_IsNet and g_Game_IsServer then
1465 begin
1466 MH_SEND_MonsterPos(FUID);
1467 MH_SEND_MonsterState(FUID);
1468 end;
1469 end;
1471 constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1);
1472 var
1473 a: Integer;
1474 FramesID: DWORD;
1475 s: String;
1476 res: Boolean;
1477 begin
1478 if ForcedUID < 0 then
1479 FUID := g_CreateUID(UID_MONSTER)
1480 else
1481 FUID := ForcedUID;
1483 FMonsterType := MonsterType;
1485 g_Obj_Init(@FObj);
1487 FState := STATE_SLEEP;
1488 FCurAnim := ANIM_SLEEP;
1489 FHealth := MONSTERTABLE[MonsterType].Health;
1490 FMaxHealth := FHealth;
1491 FObj.Rect := MONSTERTABLE[MonsterType].Rect;
1492 FDieTriggers := nil;
1493 FSpawnTrigger := -1;
1494 FWaitAttackAnim := False;
1495 FChainFire := False;
1496 FStartID := aID;
1497 FNoRespawn := False;
1498 FShellTimer := -1;
1499 FBehaviour := BH_NORMAL;
1500 FFireTime := 0;
1501 FFirePainTime := 0;
1502 FFireAttacker := 0;
1504 if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then
1505 FBloodKind := BLOOD_SPARKS
1506 else
1507 FBloodKind := BLOOD_NORMAL;
1508 if FMonsterType = MONSTER_CACO then
1509 begin
1510 FBloodRed := 0;
1511 FBloodGreen := 0;
1512 FBloodBlue := 150;
1513 end
1514 else if FMonsterType in [MONSTER_BARON, MONSTER_KNIGHT] then
1515 begin
1516 FBloodRed := 0;
1517 FBloodGreen := 150;
1518 FBloodBlue := 0;
1519 end
1520 else
1521 begin
1522 FBloodRed := 150;
1523 FBloodGreen := 0;
1524 FBloodBlue := 0;
1525 end;
1527 SetLength(FAnim, Length(ANIMTABLE));
1529 for a := 0 to High(FAnim) do
1530 begin
1531 FAnim[a, D_LEFT] := nil;
1532 FAnim[a, D_RIGHT] := nil;
1533 end;
1535 for a := ANIM_SLEEP to ANIM_PAIN do
1536 if (ANIMTABLE[a].name <> '') and
1537 (MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a] <> 0) then
1538 begin
1539 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1540 '_'+ANIMTABLE[a].name;
1542 res := g_Frames_Exists(s);
1544 if res then
1545 res := g_Frames_Get(FramesID, s);
1547 // Åñëè íåò òàêîé àíèìàöèè, òî ïðîáóåì çàìåíèòü åå íà àíèìàöèþ ñìåðòè:
1548 if (not res) then
1549 begin
1550 // Çàìåíÿåì òîëüêî ANIM_MESS íà ANIM_DIE:
1551 if a <> ANIM_MESS then
1552 Continue;
1554 if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1555 '_'+ANIMTABLE[ANIM_DIE].name) then
1556 begin
1557 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1558 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1559 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop,
1560 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]);
1561 Continue;
1562 end;
1563 end;
1565 FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1566 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1568 // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì:
1569 if MONSTER_ANIMTABLE[MonsterType].LeftAnim then
1570 begin
1571 s := 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+
1572 '_'+ANIMTABLE[a].name+'_L';
1573 if g_Frames_Exists(s) then
1574 g_Frames_Get(FramesID, s);
1575 end;
1577 FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop,
1578 MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]);
1579 end;
1581 // Äëÿ êîëäóíà çàãðóæàåì òàêæå àíèìàöèþ îãíÿ:
1582 if MonsterType = MONSTER_VILE then
1583 begin
1584 g_Frames_Get(FramesID, 'FRAMES_FIRE');
1585 vilefire := TAnimation.Create(FramesID, True, 2);
1586 end
1587 else
1588 vilefire := nil;
1589 end;
1591 function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean;
1592 var
1593 c, it: Integer;
1594 p: TPlayer;
1595 begin
1596 Result := False;
1598 // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó:
1599 if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then
1600 Exit;
1602 // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà:
1603 if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then
1604 begin
1605 FSleep := 20;
1606 if Random(2) = 0 then
1607 FDirection := D_RIGHT
1608 else
1609 FDirection := D_LEFT;
1610 Result := True;
1611 SetState(STATE_RUN);
1612 Exit;
1613 end;
1615 // Ëîâóøêà óáèâàåò ñðàçó:
1616 if t = HIT_TRAP then
1617 FHealth := -100;
1619 // Ðîáîòó óðîíà íåò:
1620 if FMonsterType = MONSTER_ROBO then
1621 aDamage := 0;
1623 // Íàíîñèì óðîí:
1624 if g_Game_IsServer then Dec(FHealth, aDamage);
1626 // Óñèëèâàåì áîëü ìîíñòðà îò óðîíà:
1627 if FPain = 0 then
1628 FPain := 3;
1629 FPain := FPain+aDamage;
1631 // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå:
1632 if FState <> STATE_PAIN then
1633 if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and
1634 (FMonsterType <> MONSTER_BARREL) then
1635 SetState(STATE_PAIN);
1637 // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè:
1638 if (gBloodCount > 0) then
1639 begin
1640 c := Min(aDamage, 200);
1641 c := c*gBloodCount - (aDamage div 4) + Random(c div 2);
1643 if (VelX = 0) and (VelY = 0) then
1644 MakeBloodSimple(c)
1645 else
1646 case t of
1647 HIT_TRAP, HIT_ACID, HIT_ELECTRO, HIT_FLAME: MakeBloodSimple(c);
1648 HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, VelX, VelY);
1649 end;
1650 end;
1652 // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ:
1653 if (SpawnerUID <> FUID) and
1654 (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then
1655 begin
1656 FTargetUID := SpawnerUID;
1657 FTargetTime := 0;
1658 end;
1660 // Çäîðîâüå çàêîí÷èëîñü:
1661 if FHealth <= 0 then
1662 begin
1663 // Åñëè ýòî íå áî÷êà è óáèë èãðîê, òî åìó +1:
1664 if (FMonsterType <> MONSTER_BARREL) then
1665 begin
1666 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1667 begin
1668 p := g_Player_Get(SpawnerUID);
1669 if (p <> nil) and (gLMSRespawn = LMS_RESPAWN_NONE) then
1670 begin
1671 p.MonsterKills := p.MonsterKills+1;
1672 if gGameSettings.GameMode = GM_COOP then
1673 p.Frags := p.Frags + 1;
1674 // Uncomment this if you want to double-kill monsters
1675 //p.FragCombo();
1676 end;
1677 end;
1678 if gLMSRespawn = LMS_RESPAWN_NONE then
1679 begin
1680 Inc(gCoopMonstersKilled);
1681 if g_Game_IsNet then
1682 MH_SEND_GameStats;
1683 end;
1684 end;
1686 // Âûáèðàåì ëóò:
1687 case FMonsterType of
1688 MONSTER_ZOMBY: c := ITEM_AMMO_BULLETS;
1689 MONSTER_SERG: c := ITEM_WEAPON_SHOTGUN1;
1690 MONSTER_CGUN: c := ITEM_WEAPON_CHAINGUN;
1691 MONSTER_MAN: c := ITEM_KEY_RED;
1692 else c := 0;
1693 end;
1695 // Áðîñàåì ëóò:
1696 if c <> 0 then
1697 begin
1698 it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2),
1699 FObj.Y + (FObj.Rect.Height div 2),
1700 c, True, False);
1701 g_Obj_Push(g_ItemObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7),
1702 (FObj.Vel.Y div 2)-Random(4));
1703 positionChanged(); // this updates spatial accelerators
1704 if g_Game_IsServer and g_Game_IsNet then
1705 MH_SEND_ItemSpawn(True, it);
1706 end;
1708 // Òðóï äàëüøå íå èäåò:
1709 FObj.Vel.X := 0;
1711 // Ó òðóïà ðàçìåðû ìåíüøå:
1712 if (FMonsterType <> MONSTER_FISH) and (FMonsterType <> MONSTER_PAIN) then
1713 begin
1714 FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12;
1715 FObj.Rect.Height := 12;
1716 end;
1718 // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó:
1719 if (FHealth <= -30) and
1720 ((FMonsterType = MONSTER_IMP) or (FMonsterType = MONSTER_ZOMBY) or
1721 (FMonsterType = MONSTER_SERG) or (FMonsterType = MONSTER_CGUN) or
1722 (FMonsterType = MONSTER_MAN)) then
1723 begin
1724 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
1725 SetState(STATE_DIE, ANIM_MESS);
1726 end
1727 else
1728 begin
1729 DieSound();
1730 SetState(STATE_DIE);
1731 end;
1733 // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà:
1734 if g_Game_IsServer then ActivateTriggers();
1736 FHealth := 0;
1737 end
1738 else
1739 if FState = STATE_SLEEP then
1740 begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì:
1741 FPain := MONSTERTABLE[FMonsterType].Pain;
1742 SetState(STATE_GO);
1743 end;
1745 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID);
1746 Result := True;
1747 end;
1749 function TMonster.Heal(Value: Word): Boolean;
1750 begin
1751 Result := False;
1752 if g_Game_IsClient then
1753 Exit;
1754 if not Live then
1755 Exit;
1757 if FHealth < FMaxHealth then
1758 begin
1759 IncMax(FHealth, Value, FMaxHealth);
1760 if g_Game_IsServer and g_Game_IsNet then
1761 MH_SEND_MonsterState(FUID);
1762 Result := True;
1763 end;
1764 end;
1766 destructor TMonster.Destroy();
1767 var
1768 a: Integer;
1769 begin
1770 for a := 0 to High(FAnim) do
1771 begin
1772 FAnim[a, D_LEFT].Free();
1773 FAnim[a, D_RIGHT].Free();
1774 end;
1776 vilefire.Free();
1778 inherited Destroy();
1779 end;
1781 procedure TMonster.Draw();
1782 var
1783 m: TMirrorType;
1784 dx, dy, c: Integer;
1785 o: TObj;
1786 begin
1787 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, 'TYPE: '+IntToStr(FMonsterType));
1788 //e_CharFont_Print(gMenuSmallFont, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y+16, 'STATE: '+IntToStr(FState));
1790 // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü:
1791 if FMonsterType = MONSTER_VILE then
1792 if FState = STATE_SHOOT then
1793 if GetPos(FTargetUID, @o) then
1794 vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32,
1795 o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE);
1797 // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì:
1798 if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height,
1799 sX-128, sY-128, sWidth+256, sHeight+256) then
1800 Exit;
1802 // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ:
1803 if FState = STATE_DEAD then
1804 case FMonsterType of
1805 MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit;
1806 end;
1808 // Åñòü ÷òî ðèñîâàòü ïðè òåêóùåì ïîâåäåíèè:
1809 if FAnim[FCurAnim, FDirection] <> nil then
1810 begin
1811 // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ:
1812 if (FDirection = D_LEFT) and
1813 ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or
1814 (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and
1815 (FMonsterType <> MONSTER_BARREL) then
1816 m := M_HORIZONTAL
1817 else
1818 m := M_NONE;
1820 // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà:
1821 if (FDirection = D_LEFT) and
1822 (FMonsterType <> MONSTER_BARREL) then
1823 begin
1824 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X;
1825 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y;
1827 if m = M_HORIZONTAL then
1828 begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè
1829 // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1830 c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width;
1831 // Ðàññòîÿíèå îò êðàÿ õèò áîêñà äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå:
1832 dx := FAnim[FCurAnim, FDirection].Width - c - MONSTERTABLE[FMonsterType].Rect.X;
1833 // Ò.ê. äâèãàòü òåêñòóðó íóæíî áóäåò â ïðîòèâîïîëîæíîì íàïðàâëåíèè:
1834 dx := -dx;
1835 // Ýòî çíà÷èò: dX := -frameWidth - animDeltaX + hitX + hitWidth + hitX
1836 end;
1837 end
1838 else // Ïðàâàÿ àíèìàöèÿ
1839 begin
1840 dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].X;
1841 dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaRight[FCurAnim].Y;
1842 end;
1844 // Ðèñóåì:
1845 FAnim[FCurAnim, FDirection].Draw(Obj.X+dx, Obj.Y+dy, m);
1846 end;
1848 if g_debug_Frames then
1849 begin
1850 e_DrawQuad(FObj.X+FObj.Rect.X,
1851 FObj.Y+FObj.Rect.Y,
1852 FObj.X+FObj.Rect.X+FObj.Rect.Width-1,
1853 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-1,
1854 0, 255, 0);
1855 end;
1856 end;
1858 procedure TMonster.MakeBloodSimple(Count: Word);
1859 begin
1860 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8,
1861 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1862 Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3),
1863 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1864 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-8,
1865 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1866 Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3,
1867 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1868 end;
1870 procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer);
1871 begin
1872 g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
1873 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
1874 Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3,
1875 FBloodRed, FBloodGreen, FBloodBlue, FBloodKind);
1876 end;
1878 procedure TMonster.Push(vx, vy: Integer);
1879 begin
1880 FObj.Accel.X := FObj.Accel.X + vx;
1881 FObj.Accel.Y := FObj.Accel.Y + vy;
1882 if g_Game_IsServer and g_Game_IsNet then
1883 MH_SEND_MonsterPos(FUID);
1884 end;
1886 procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255);
1887 var
1888 Anim: Byte;
1889 begin
1890 // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul,
1891 // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ:
1892 if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then
1893 soulcount := soulcount-1;
1895 // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü:
1896 case FState of
1897 STATE_DIE, STATE_DEAD, STATE_REVIVE:
1898 if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and
1899 (State <> STATE_GO) then
1900 Exit;
1901 end;
1903 // Ñìåíà ñîñòîÿíèÿ:
1904 FState := State;
1906 if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID, ForceAnim);
1908 // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè:
1909 case FState of
1910 STATE_SLEEP: Anim := ANIM_SLEEP;
1911 STATE_PAIN: Anim := ANIM_PAIN;
1912 STATE_WAIT: Anim := ANIM_SLEEP;
1913 STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO;
1914 STATE_SHOOT: Anim := ANIM_ATTACK;
1915 STATE_ATTACK: Anim := ANIM_ATTACK;
1916 STATE_DIE: Anim := ANIM_DIE;
1917 STATE_REVIVE:
1918 begin // íà÷àëè âîñðåøàòüñÿ
1919 Anim := FCurAnim;
1920 FAnim[Anim, FDirection].Revert(True);
1922 FObj.Rect := MONSTERTABLE[FMonsterType].Rect;
1923 FHealth := MONSTERTABLE[FMonsterType].Health;
1924 FAmmo := 0;
1925 FPain := 0;
1926 end;
1927 else Exit;
1928 end;
1930 // Íàäî ñìåíèòü àíèìàöèþ íà íåñòàíäàðòíóþ:
1931 if ForceAnim <> 255 then
1932 Anim := ForceAnim;
1934 // Åñëè àíèìàöèÿ íîâàÿ - ïåðåçàïóñêàåì å¸:
1935 if FCurAnim <> Anim then
1936 if FAnim[Anim, FDirection] <> nil then
1937 begin
1938 FAnim[Anim, FDirection].Reset();
1939 FCurAnim := Anim;
1940 end;
1941 end;
1943 function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
1944 var
1945 TA: TAnimation;
1946 FramesID: DWORD;
1947 begin
1948 Result := False;
1950 //  òî÷êå íàçíà÷åíèÿ ñòåíà:
1951 if g_CollideLevel(X, Y, FObj.Rect.Width, FObj.Rect.Height) then
1952 begin
1953 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj.X, FObj.Y);
1954 if g_Game_IsServer and g_Game_IsNet then
1955 MH_SEND_Sound(FObj.X, FObj.Y, 'SOUND_GAME_NOTELEPORT');
1956 Exit;
1957 end;
1959 TA := nil;
1961 // Ýôôåêò òåëåïîðòà â ïîçèöèè ìîíñòðà:
1962 if not silent then
1963 begin
1964 if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
1965 TA := TAnimation.Create(FramesID, False, 6);
1966 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
1967 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1968 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1970 if g_Game_IsServer and g_Game_IsNet then
1971 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1972 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1,
1973 NET_GFX_TELE);
1974 end;
1976 FObj.X := X - FObj.Rect.X;
1977 FObj.Y := Y - FObj.Rect.Y;
1979 if dir = 1 then
1980 FDirection := D_LEFT
1981 else
1982 if dir = 2 then
1983 FDirection := D_RIGHT
1984 else
1985 if dir = 3 then
1986 begin // îáðàòíîå
1987 if FDirection = D_RIGHT then
1988 FDirection := D_LEFT
1989 else
1990 FDirection := D_RIGHT;
1991 end;
1993 // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ:
1994 if not silent and (TA <> nil) then
1995 begin
1996 g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
1997 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
1998 TA.Free();
2000 if g_Game_IsServer and g_Game_IsNet then
2001 MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
2002 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0,
2003 NET_GFX_TELE);
2004 end;
2006 if g_Game_IsServer and g_Game_IsNet then
2007 MH_SEND_MonsterPos(FUID);
2008 Result := True;
2009 end;
2011 procedure TMonster.Update();
2012 var
2013 a, b, sx, sy, wx, wy, oldvelx: Integer;
2014 st: Word;
2015 o, co: TObj;
2016 fall: Boolean;
2017 mon: TMonster;
2018 label
2019 _end;
2020 begin
2021 fall := True;
2023 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2024 if FMonsterType = MONSTER_FISH then
2025 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2026 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2027 fall := False;
2029 // Ëåòàþùèå ìîíòñðû:
2030 if ((FMonsterType = MONSTER_SOUL) or
2031 (FMonsterType = MONSTER_PAIN) or
2032 (FMonsterType = MONSTER_CACO)) and
2033 (FState <> STATE_DIE) and
2034 (FState <> STATE_DEAD) then
2035 fall := False;
2037 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
2038 if gTime mod (GAME_TICK*2) <> 0 then
2039 begin
2040 g_Obj_Move(@FObj, fall, True, True);
2041 positionChanged(); // this updates spatial accelerators
2042 Exit;
2043 end;
2045 if FPainTicks > 0 then
2046 Dec(FPainTicks)
2047 else
2048 FPainSound := False;
2050 // Äâèãàåìñÿ:
2051 st := g_Obj_Move(@FObj, fall, True, True);
2052 positionChanged(); // this updates spatial accelerators
2054 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
2055 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
2056 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
2057 begin
2058 FRemoved := True;
2059 if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then
2060 begin
2061 Inc(gCoopMonstersKilled);
2062 if g_Game_IsNet then
2063 MH_SEND_GameStats;
2064 end;
2065 ActivateTriggers();
2066 Exit;
2067 end;
2069 oldvelx := FObj.Vel.X;
2071 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
2072 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
2073 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2075 if FFireTime > 0 then
2076 begin
2077 if WordBool(st and MOVE_INWATER) then
2078 FFireTime := 0
2079 else
2080 begin
2081 OnFireFlame(1);
2082 FFireTime := FFireTime - 1;
2083 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2084 if FFirePainTime = 0 then
2085 begin
2086 Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
2087 FFirePainTime := 18;
2088 end
2089 else
2090 FFirePainTime := FFirePainTime - 1;
2091 end;
2092 end;
2094 // Ìåðòâûé íè÷åãî íå äåëàåò:
2095 if (FState = STATE_DEAD) then
2096 goto _end;
2098 // AI ìîíñòðîâ âûêëþ÷åí:
2099 if g_debug_MonsterOff then
2100 begin
2101 FSleep := 1;
2102 if FState <> STATE_SLEEP then
2103 SetState(STATE_SLEEP);
2104 end;
2106 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
2107 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
2108 case FMonsterType of
2109 MONSTER_FISH:
2110 if Random(4) = 0 then
2111 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2112 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2113 MONSTER_ROBO, MONSTER_BARREL:
2114 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
2115 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
2116 else begin
2117 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
2118 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
2119 if Random(2) = 0 then
2120 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
2121 else
2122 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
2123 end;
2124 end;
2126 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
2127 if FMonsterType = MONSTER_BARREL then
2128 begin
2129 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
2130 (FAnim[FCurAnim, FDirection].Counter = 0) then
2131 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2132 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
2133 60, FUID);
2134 end;
2136 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
2137 if FMonsterType = MONSTER_SOUL then
2138 if WordBool(st and MOVE_HITAIR) then
2139 g_Obj_SetSpeed(@FObj, 16);
2141 if FAmmo < 0 then
2142 FAmmo := FAmmo + 1;
2144 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
2145 if FObj.Vel.Y < 0 then
2146 if WordBool(st and MOVE_INWATER) then
2147 FObj.Vel.Y := -4;
2149 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
2150 FTargetTime := FTargetTime + 1;
2152 // Ãèëüçû
2153 if FShellTimer > -1 then
2154 if FShellTimer = 0 then
2155 begin
2156 if FShellType = SHELL_SHELL then
2157 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2158 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2159 GameVelX, GameVelY-2, SHELL_SHELL)
2160 else if FShellType = SHELL_DBLSHELL then
2161 begin
2162 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2163 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2164 GameVelX-1, GameVelY-2, SHELL_SHELL);
2165 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2166 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
2167 GameVelX+1, GameVelY-2, SHELL_SHELL);
2168 end;
2169 FShellTimer := -1;
2170 end else Dec(FShellTimer);
2172 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
2173 if fall then
2174 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
2175 STATE_ATTACK, STATE_SHOOT]) then
2176 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
2177 FObj.Rect.Width, FObj.Rect.Height, 50) then
2178 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2179 (FObj.Accel.Y = 0) then
2180 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2182 case FState of
2183 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
2184 begin
2185 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
2186 if FPain >= MONSTERTABLE[FMonsterType].Pain then
2187 begin
2188 FPain := MONSTERTABLE[FMonsterType].Pain;
2189 if gSoundEffectsDF then PainSound();
2190 end;
2191 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
2192 PainSound();
2194 // Ñíèæàåì áîëü ñî âðåìåíåì:
2195 FPain := FPain - 5;
2197 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
2198 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
2199 begin
2200 FPain := 0;
2201 FAmmo := -9;
2202 SetState(STATE_GO);
2203 end;
2204 end;
2206 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
2207 begin
2208 // Ñïèì:
2209 FSleep := FSleep + 1;
2211 // Ïðîñïàëè äîñòàòî÷íî:
2212 if FSleep >= 18 then
2213 FSleep := 0
2214 else // åùå ñïèì
2215 goto _end;
2217 // Íà èãðîêîâ èäóò òîëüêî îáû÷íûå ìîíñòðû, êèëëåðû è ìàíüÿêè
2218 if (FBehaviour = BH_NORMAL) or (FBehaviour = BH_KILLER) or (FBehaviour = BH_MANIAC) then
2219 // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó:
2220 if (gPlayers <> nil) then
2221 for a := 0 to High(gPlayers) do
2222 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
2223 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
2224 with gPlayers[a] do
2225 if g_Look(@FObj, @Obj, FDirection) then
2226 begin
2227 FTargetUID := gPlayers[a].UID;
2228 FTargetTime := 0;
2229 WakeUpSound();
2230 SetState(STATE_GO);
2231 Break;
2232 end;
2234 // Íà ìîíñòðîâ òÿíåò ìàíüÿêîâ, ïîåõàâøèõ è êàííèáàëîâ
2235 if (FTargetUID = 0) and ((FBehaviour = BH_MANIAC)
2236 or (FBehaviour = BH_INSANE) or (FBehaviour = BH_CANNIBAL)) then
2237 // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì:
2238 if gMonsters <> nil then
2239 for a := 0 to High(gMonsters) do
2240 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
2241 (gMonsters[a].FUID <> FUID) then
2242 begin
2243 // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé
2244 if (FBehaviour = BH_MANIAC) and
2245 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2246 Continue;
2247 // Ïîåõàâøèå òàêæå, íî ìîãóò îáîçëèòüñÿ íà áî÷êó
2248 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL) and
2249 (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
2250 Continue;
2251 // Êàííèáàëû íàïàäàþò íà ñåáå ïîäîáíûõ
2252 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
2253 Continue;
2254 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
2255 begin
2256 FTargetUID := gMonsters[a].UID;
2257 FTargetTime := 0;
2258 WakeUpSound();
2259 SetState(STATE_GO);
2260 Break;
2261 end;
2262 end;
2263 end;
2265 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
2266 begin
2267 // Æäåì:
2268 FSleep := FSleep - 1;
2270 // Âûæäàëè äîñòàòî÷íî - èäåì:
2271 if FSleep < 0 then
2272 SetState(STATE_GO);
2273 end;
2275 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
2276 begin
2277 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2278 if WordBool(st and MOVE_BLOCK) then
2279 begin
2280 Turn();
2281 FSleep := 40;
2282 SetState(STATE_RUNOUT);
2284 goto _end;
2285 end;
2287 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
2288 if (FMonsterType = MONSTER_VILE) then
2289 if isCorpse(@FObj, False) <> -1 then
2290 begin
2291 FObj.Vel.X := 0;
2292 SetState(STATE_ATTACK, ANIM_ATTACK2);
2294 goto _end;
2295 end;
2297 // Öåëü ïîãèáëà èëè äàâíî æäåì:
2298 if (not GetPos(FTargetUID, @o)) or (FTargetTime > MAX_ATM) then
2299 if not findNewPrey() then
2300 begin // Íîâûõ öåëåé íåò
2301 FTargetUID := 0;
2302 o.X := FObj.X+pt_x;
2303 o.Y := FObj.Y+pt_y;
2304 o.Vel.X := 0;
2305 o.Vel.Y := 0;
2306 o.Accel.X := 0;
2307 o.Accel.Y := 0;
2308 o.Rect := _Rect(0, 0, 0, 1);
2309 end
2310 else // Íîâàÿ öåëü åñòü - áåðåì åå êîîðäèíàòû
2311 GetPos(FTargetUID, @o);
2313 // Öåëü î÷åíü áëèçêî - ïèíàåì:
2314 if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
2315 begin
2316 FTargetTime := 0;
2317 if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
2318 begin
2319 if kick(@o) then
2320 goto _end;
2321 end;
2322 end;
2324 // Ðàññòîÿíèå äî öåëè:
2325 sx := o.X+o.Rect.X+(o.Rect.Width div 2)-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
2326 sy := o.Y+o.Rect.Y+(o.Rect.Height div 2)-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
2328 // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè:
2329 if sx > 0 then
2330 FDirection := D_RIGHT
2331 else
2332 FDirection := D_LEFT;
2334 // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì:
2335 if canShoot(FMonsterType) and (FTargetUID <> 0) then
2336 if Abs(sx) > Abs(sy) then // óãîë âûñòðåëà óäîáíûé
2337 if shoot(@o, False) then
2338 goto _end;
2340 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
2341 if Abs(sx) < 40 then
2342 if FMonsterType <> MONSTER_FISH then
2343 begin
2344 FSleep := 15;
2345 SetState(STATE_RUN);
2346 if Random(2) = 0 then
2347 FDirection := D_LEFT
2348 else
2349 FDirection := D_RIGHT;
2351 goto _end;
2352 end;
2354 // Óïåðëèñü â ñòåíó:
2355 if WordBool(st and MOVE_HITWALL) then
2356 begin
2357 if g_Triggers_PressR(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width,
2358 FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then
2359 begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå
2360 FSleep := 4;
2361 SetState(STATE_WAIT);
2363 goto _end;
2364 end;
2366 case FMonsterType of
2367 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
2368 else // Íå ëåòàþò:
2369 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
2370 (FObj.Accel.Y = 0) then
2371 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
2372 // Ïðûæîê ÷åðåç ñòåíó:
2373 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2374 SetState(STATE_CLIMB);
2375 end;
2376 end;
2378 goto _end;
2379 end;
2381 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
2382 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
2383 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
2384 begin
2385 if FMonsterType = MONSTER_FISH then
2386 begin // Ðûáà
2387 if not WordBool(st and MOVE_INWATER) then
2388 begin // Ðûáà âíå âîäû:
2389 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2390 begin // "Ñòîèò" òâåðäî
2391 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
2392 if FObj.Accel.Y = 0 then
2393 FObj.Vel.Y := -6;
2394 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
2395 end;
2397 // Ðûáå áîëüíî:
2398 SetState(STATE_PAIN);
2399 FPain := FPain + 50;
2400 end
2401 else // Ðûáà â âîäå
2402 begin
2403 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2404 if Abs(sy) > 8 then
2405 FObj.Vel.Y := g_basic.Sign(sy)*4
2406 else
2407 FObj.Vel.Y := 0;
2409 // Ðûáà ïëûâåò ââåðõ:
2410 if FObj.Vel.Y < 0 then
2411 if not g_Obj_CollideWater(@FObj, 0, -16) then
2412 begin
2413 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
2414 FObj.Vel.Y := 0;
2415 // Ïëàâàåì òóäà-ñþäà:
2416 if Random(2) = 0 then
2417 FDirection := D_LEFT
2418 else
2419 FDirection := D_RIGHT;
2420 FSleep := 20;
2421 SetState(STATE_RUN);
2422 end;
2423 end;
2424 end
2425 else // Ëåòàþùèå ìîíñòðû
2426 begin
2427 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
2428 if Abs(sy) > 8 then
2429 FObj.Vel.Y := g_basic.Sign(sy)*4
2430 else
2431 FObj.Vel.Y := 0;
2432 end;
2433 end
2434 else // "Íàçåìíûå" ìîíñòðû
2435 begin
2436 // Âîçìîæíî, ïèíàåì êóñêè:
2437 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
2438 begin
2439 b := Abs(FObj.Vel.X);
2440 if b > 1 then b := b * (Random(8 div b) + 1);
2441 for a := 0 to High(gGibs) do
2442 begin
2443 if gGibs[a].Live and
2444 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2445 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
2446 begin
2447 // Ïèíàåì êóñêè
2448 if FObj.Vel.X < 0 then
2449 begin
2450 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
2451 end
2452 else
2453 begin
2454 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
2455 end;
2456 positionChanged(); // this updates spatial accelerators
2457 end;
2458 end;
2459 end;
2460 // Áîññû ìîãóò ïèíàòü òðóïû:
2461 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
2462 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
2463 begin
2464 b := Abs(FObj.Vel.X);
2465 if b > 1 then b := b * (Random(8 div b) + 1);
2466 for a := 0 to High(gCorpses) do
2467 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
2468 begin
2469 co := gCorpses[a].Obj;
2470 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
2471 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
2472 // Ïèíàåì òðóïû
2473 if FObj.Vel.X < 0 then
2474 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
2475 else
2476 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
2477 end;
2478 end;
2479 // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
2480 if sy < -40 then
2481 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
2482 // ñòîèò òâåðäî
2483 if (Random(4) = 0) and (FObj.Accel.Y = 0) then
2484 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
2485 end;
2487 FSleep := FSleep + 1;
2489 // Èíîãäà ðû÷èì:
2490 if FSleep >= 8 then
2491 begin
2492 FSleep := 0;
2493 if Random(8) = 0 then
2494 ActionSound();
2495 end;
2497 // Áåæèì â âûáðàííóþ ñòîðîíó:
2498 if FDirection = D_RIGHT then
2499 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2500 else
2501 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2503 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2504 if WordBool(st and MOVE_INWATER) then
2505 FObj.Vel.X := FObj.Vel.X div 2
2506 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2507 if FMonsterType = MONSTER_FISH then
2508 FObj.Vel.X := 0;
2509 end;
2511 STATE_RUN: // Ñîñòîÿíèå - Áåã
2512 begin
2513 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
2514 if WordBool(st and MOVE_BLOCK) then
2515 begin
2516 Turn();
2517 FSleep := 40;
2518 SetState(STATE_RUNOUT);
2520 goto _end;
2521 end;
2523 FSleep := FSleep - 1;
2525 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
2526 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
2527 begin
2528 FSleep := 0;
2529 SetState(STATE_GO);
2530 // Ñòåíà - èäåì îáðàòíî:
2531 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2532 Turn();
2533 // Èíîãäà ðû÷èì:
2534 if Random(8) = 0 then
2535 ActionSound();
2536 end;
2538 // Áåæèì â âûáðàííóþ ñòîðîíó:
2539 if FDirection = D_RIGHT then
2540 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2541 else
2542 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2544 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2545 if WordBool(st and MOVE_INWATER) then
2546 FObj.Vel.X := FObj.Vel.X div 2
2547 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2548 if FMonsterType = MONSTER_FISH then
2549 FObj.Vel.X := 0;
2550 end;
2552 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
2553 begin
2554 // Âûøëè èç ÁëîêÌîíà:
2555 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
2556 FSleep := 0;
2558 FSleep := FSleep - 1;
2560 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
2561 if FSleep <= -18 then
2562 begin
2563 FSleep := 0;
2564 SetState(STATE_GO);
2565 // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî:
2566 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2567 Turn();
2568 // Èíîãäà ðû÷èì:
2569 if Random(8) = 0 then
2570 ActionSound();
2571 end;
2573 // Áåæèì â âûáðàííóþ ñòîðîíó:
2574 if FDirection = D_RIGHT then
2575 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2576 else
2577 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2579 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2580 if WordBool(st and MOVE_INWATER) then
2581 FObj.Vel.X := FObj.Vel.X div 2
2582 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2583 if FMonsterType = MONSTER_FISH then
2584 FObj.Vel.X := 0;
2585 end;
2587 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
2588 begin
2589 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
2590 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
2591 (not WordBool(st and MOVE_HITWALL)) then
2592 begin
2593 FSleep := 0;
2594 SetState(STATE_GO);
2596 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
2597 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
2598 begin
2599 Turn();
2600 FSleep := 15;
2601 SetState(STATE_RUN);
2602 end;
2603 end;
2605 // Áåæèì â âûáðàííóþ ñòîðîíó:
2606 if FDirection = D_RIGHT then
2607 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
2608 else
2609 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
2611 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
2612 if WordBool(st and MOVE_INWATER) then
2613 FObj.Vel.X := FObj.Vel.X div 2
2614 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
2615 if FMonsterType = MONSTER_FISH then
2616 FObj.Vel.X := 0;
2617 end;
2619 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
2620 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
2621 begin
2622 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
2623 if FMonsterType = MONSTER_SOUL then
2624 begin
2625 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
2626 SetState(STATE_GO);
2628 goto _end;
2629 end;
2631 // Çàìåäëÿåìñÿ ïðè àòàêå:
2632 if FMonsterType <> MONSTER_FISH then
2633 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
2635 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
2636 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
2637 begin
2638 // Öåëü ïîãèáëà => èäåì äàëüøå:
2639 if not GetPos(FTargetUID, @o) then
2640 begin
2641 SetState(STATE_GO);
2643 goto _end;
2644 end;
2646 // Öåëü íå âèäíî => èäåì äàëüøå:
2647 if not g_Look(@FObj, @o, FDirection) then
2648 begin
2649 SetState(STATE_GO);
2651 goto _end;
2652 end;
2654 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
2655 if g_Obj_CollideWater(@o, 0, 0) then
2656 begin
2657 SetState(STATE_GO);
2659 goto _end;
2660 end;
2662 // Æàðèì öåëü:
2663 tx := o.X+o.Rect.X+(o.Rect.Width div 2);
2664 ty := o.Y+o.Rect.Y+(o.Rect.Height div 2);
2665 g_Weapon_HitUID(FTargetUID, 2, FUID, HIT_SOME);
2666 end;
2667 end;
2668 end; // case FState of ...
2670 _end:
2672 // Ñîñòîÿíèå - Âîñêðåøåíèå:
2673 if FState = STATE_REVIVE then
2674 if FAnim[FCurAnim, FDirection].Played then
2675 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
2676 FAnim[FCurAnim, FDirection].Revert(False);
2677 SetState(STATE_GO);
2678 end;
2680 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
2681 if vilefire <> nil then
2682 vilefire.Update();
2684 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
2685 if (FState = STATE_DIE) and
2686 (FAnim[FCurAnim, FDirection] <> nil) and
2687 (FAnim[FCurAnim, FDirection].Played) then
2688 begin
2689 // Óìåð:
2690 SetState(STATE_DEAD);
2692 // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à:
2693 if (FMonsterType = MONSTER_PAIN) then
2694 begin
2695 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30,
2696 FObj.Y+FObj.Rect.Y+20, D_LEFT);
2697 if mon <> nil then
2698 begin
2699 mon.SetState(STATE_GO);
2700 mon.FNoRespawn := True;
2701 Inc(gTotalMonsters);
2702 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2703 end;
2705 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
2706 FObj.Y+FObj.Rect.Y+20, D_RIGHT);
2707 if mon <> nil then
2708 begin
2709 mon.SetState(STATE_GO);
2710 mon.FNoRespawn := True;
2711 Inc(gTotalMonsters);
2712 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2713 end;
2715 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15,
2716 FObj.Y+FObj.Rect.Y, D_RIGHT);
2717 if mon <> nil then
2718 begin
2719 mon.SetState(STATE_GO);
2720 mon.FNoRespawn := True;
2721 Inc(gTotalMonsters);
2722 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2723 end;
2724 if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID);
2725 end;
2727 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
2728 if (FMonsterType = MONSTER_PAIN) or
2729 (FMonsterType = MONSTER_SOUL) or
2730 (FMonsterType = MONSTER_BARREL) then
2731 FRemoved := True;
2732 end;
2734 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
2735 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
2736 if (FAnim[FCurAnim, FDirection] <> nil) then
2737 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
2738 if (FAnim[FCurAnim, FDirection].Played) then
2739 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
2740 if FState = STATE_ATTACK then
2741 begin // Ñîñòîÿíèå - Àòàêà
2742 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
2743 if FMonsterType <> MONSTER_SOUL then
2744 SetState(STATE_GO);
2745 end
2746 else // Ñîñòîÿíèå - Ñòðåëüáà
2747 begin
2748 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
2749 if not FChainFire then
2750 SetState(STATE_GO)
2751 else
2752 begin // Íàäî ñòðåëÿòü åùå
2753 FChainFire := False;
2754 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
2755 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
2756 FAnim[FCurAnim, FDirection].Reset();
2757 end;
2758 end;
2760 FWaitAttackAnim := False;
2761 end
2763 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
2764 if (FMonsterType = MONSTER_SOUL) or
2765 ( (not FWaitAttackAnim) and
2766 (FAnim[FCurAnim, FDirection].CurrentFrame =
2767 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
2768 ) then
2769 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
2770 if FState = STATE_ATTACK then
2771 begin // Ñîñòîÿíèå - Àòàêà
2772 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
2773 if FMonsterType = MONSTER_SOUL then
2774 FAnim[FCurAnim, FDirection].Reset();
2776 case FMonsterType of
2777 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
2778 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
2779 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
2780 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
2781 if FMonsterType = MONSTER_SOUL then
2782 SetState(STATE_GO);
2784 MONSTER_FISH:
2785 // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì:
2786 if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
2787 g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
2789 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
2790 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
2791 if FCurAnim = ANIM_ATTACK2 then
2792 begin
2793 o := FObj;
2794 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
2795 if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
2796 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
2797 end;
2799 MONSTER_VILE:
2800 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
2801 if FCurAnim = ANIM_ATTACK2 then
2802 begin
2803 sx := isCorpse(@FObj, True);
2804 if sx <> -1 then
2805 begin // Íàøëè, êîãî âîñêðåñèòü
2806 gMonsters[sx].SetState(STATE_REVIVE);
2807 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
2808 // Âîñêðåøàòü - ñåáå âðåäèòü:
2809 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
2810 end;
2811 end;
2812 end;
2813 end
2815 else // Ñîñòîÿíèå - Ñòðåëüáà
2816 begin
2817 // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ:
2818 wx := MONSTER_ANIMTABLE[FMonsterType].wX;
2820 if FDirection = D_LEFT then
2821 begin
2822 wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2));
2823 wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx;
2824 end; // Ýòî çíà÷èò: wx := hitX + (hitWidth / 2) - (wx - (hitX + (hitWidth / 2)))
2826 wx := FObj.X + wx;
2827 wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY;
2829 // Äåëàåì âûñòðåë íóæíûì îðóæèåì:
2830 case FMonsterType of
2831 MONSTER_IMP:
2832 g_Weapon_ball1(wx, wy, tx, ty, FUID);
2833 MONSTER_ZOMBY:
2834 begin
2835 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
2836 g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False);
2837 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2838 end;
2839 MONSTER_SERG:
2840 begin
2841 g_Weapon_shotgun(wx, wy, tx, ty, FUID);
2842 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
2843 FShellTimer := 10;
2844 FShellType := SHELL_SHELL;
2845 end;
2846 MONSTER_MAN:
2847 begin
2848 g_Weapon_dshotgun(wx, wy, tx, ty, FUID);
2849 FShellTimer := 13;
2850 FShellType := SHELL_DBLSHELL;
2851 FAmmo := -36;
2852 end;
2853 MONSTER_CYBER:
2854 begin
2855 g_Weapon_rocket(wx, wy, tx, ty, FUID);
2856 // MH_SEND_MonsterAttack(FUID, wx, wy, tx, ty);
2857 end;
2858 MONSTER_SKEL:
2859 g_Weapon_revf(wx, wy, tx, ty, FUID, FTargetUID);
2860 MONSTER_CGUN:
2861 begin
2862 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2863 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2864 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
2865 end;
2866 MONSTER_SPIDER:
2867 begin
2868 g_Weapon_mgun(wx, wy, tx, ty, FUID);
2869 if not gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
2870 g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
2871 end;
2872 MONSTER_BSP:
2873 g_Weapon_aplasma(wx, wy, tx, ty, FUID);
2874 MONSTER_ROBO:
2875 g_Weapon_plasma(wx, wy, tx, ty, FUID);
2876 MONSTER_MANCUB:
2877 g_Weapon_manfire(wx, wy, tx, ty, FUID);
2878 MONSTER_BARON, MONSTER_KNIGHT:
2879 g_Weapon_ball7(wx, wy, tx, ty, FUID);
2880 MONSTER_CACO:
2881 g_Weapon_ball2(wx, wy, tx, ty, FUID);
2882 MONSTER_PAIN:
2883 begin // Ñîçäàåì Lost_Soul:
2884 mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2),
2885 FObj.Y+FObj.Rect.Y, FDirection);
2887 if mon <> nil then
2888 begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé:
2889 mon.FTargetUID := FTargetUID;
2890 GetPos(FTargetUID, @o);
2891 mon.FTargetTime := 0;
2892 mon.FNoRespawn := True;
2893 mon.SetState(STATE_GO);
2894 mon.shoot(@o, True);
2895 Inc(gTotalMonsters);
2897 if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID);
2898 end;
2899 end;
2900 end;
2902 if FMonsterType <> MONSTER_PAIN then
2903 if g_Game_IsNet then
2904 MH_SEND_MonsterShot(FUID, wx, wy, tx, ty);
2906 // Ñêîðîñòðåëüíûå ìîíñòðû:
2907 if (FMonsterType = MONSTER_CGUN) or
2908 (FMonsterType = MONSTER_SPIDER) or
2909 (FMonsterType = MONSTER_BSP) or
2910 (FMonsterType = MONSTER_MANCUB) or
2911 (FMonsterType = MONSTER_ROBO) then
2912 if not GetPos(FTargetUID, @o) then
2913 // Öåëü ìåðòâà - èùåì íîâóþ:
2914 findNewPrey()
2915 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
2916 if shoot(@o, False) then
2917 FChainFire := True;
2918 end;
2920 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
2921 FWaitAttackAnim := True;
2922 end;
2924 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
2925 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
2926 case FState of
2927 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
2928 // Çâóêè ïðè ïåðåäâèæåíèè:
2929 case FMonsterType of
2930 MONSTER_CYBER:
2931 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2932 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2933 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
2934 MONSTER_SPIDER:
2935 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2936 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2937 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
2938 MONSTER_BSP:
2939 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2940 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
2941 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2942 MONSTER_ROBO:
2943 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
2944 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
2945 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
2946 end;
2947 end;
2949 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
2950 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
2951 FObj.Vel.X := oldvelx;
2953 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
2954 if FAnim[FCurAnim, FDirection] <> nil then
2955 FAnim[FCurAnim, FDirection].Update();
2956 end;
2958 procedure TMonster.SetDeadAnim;
2959 begin
2960 if FAnim <> nil then
2961 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
2962 end;
2964 procedure TMonster.RevertAnim(R: Boolean = True);
2965 begin
2966 if FAnim <> nil then
2967 if FAnim[FCurAnim, FDirection].IsReverse <> R then
2968 FAnim[FCurAnim, FDirection].Revert(R);
2969 end;
2971 function TMonster.AnimIsReverse: Boolean;
2972 begin
2973 if FAnim <> nil then
2974 Result := FAnim[FCurAnim, FDirection].IsReverse
2975 else
2976 Result := False;
2977 end;
2979 procedure TMonster.ClientUpdate();
2980 var
2981 a, b, sx, sy, oldvelx: Integer;
2982 st: Word;
2983 o, co: TObj;
2984 fall: Boolean;
2985 label
2986 _end;
2987 begin
2988 sx := 0; // SHUT UP COMPILER
2989 sy := 0;
2990 fall := True;
2991 // Ðûáû "ëåòàþò" òîëüêî â âîäå:
2992 if FMonsterType = MONSTER_FISH then
2993 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
2994 if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then
2995 fall := False;
2997 // Ëåòàþùèå ìîíòñðû:
2998 if ((FMonsterType = MONSTER_SOUL) or
2999 (FMonsterType = MONSTER_PAIN) or
3000 (FMonsterType = MONSTER_CACO)) and
3001 (FState <> STATE_DIE) and
3002 (FState <> STATE_DEAD) then
3003 fall := False;
3005 // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì:
3006 if gTime mod (GAME_TICK*2) <> 0 then
3007 begin
3008 g_Obj_Move(@FObj, fall, True, True);
3009 positionChanged(); // this updates spatial accelerators
3010 Exit;
3011 end;
3013 if FPainTicks > 0 then
3014 Dec(FPainTicks)
3015 else
3016 FPainSound := False;
3018 // Äâèãàåìñÿ:
3019 st := g_Obj_Move(@FObj, fall, True, True);
3020 positionChanged(); // this updates spatial accelerators
3022 // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
3023 if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
3024 (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then
3025 begin
3026 FRemoved := True;
3027 Exit;
3028 end;
3030 oldvelx := FObj.Vel.X;
3032 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
3033 if (FState = STATE_DIE) or (FState = STATE_DEAD) then
3034 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3036 if FFireTime > 0 then
3037 begin
3038 if WordBool(st and MOVE_INWATER) then
3039 FFireTime := 0
3040 else
3041 begin
3042 OnFireFlame(1);
3043 FFireTime := FFireTime - 1;
3044 end;
3045 end;
3047 // Ìåðòâûé íè÷åãî íå äåëàåò:
3048 if (FState = STATE_DEAD) then
3049 goto _end;
3051 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
3052 if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
3053 case FMonsterType of
3054 MONSTER_FISH:
3055 if Random(4) = 0 then
3056 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3057 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3058 MONSTER_ROBO, MONSTER_BARREL:
3059 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
3060 FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
3061 else begin
3062 g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
3063 FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
3064 if Random(2) = 0 then
3065 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
3066 else
3067 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
3068 end;
3069 end;
3071 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
3072 if FMonsterType = MONSTER_BARREL then
3073 begin
3074 if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and
3075 (FAnim[FCurAnim, FDirection].Counter = 0) then
3076 g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3077 FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16,
3078 60, FUID);
3079 end;
3081 // Lost_Soul âûëåòåë èç âîäû => óñêîðÿåòñÿ:
3082 if FMonsterType = MONSTER_SOUL then
3083 if WordBool(st and MOVE_HITAIR) then
3084 g_Obj_SetSpeed(@FObj, 16);
3086 if FAmmo < 0 then
3087 FAmmo := FAmmo + 1;
3089 // Åñëè íà÷àëè âñïëûâàòü, òî ïðîäîëæàåì:
3090 if FObj.Vel.Y < 0 then
3091 if WordBool(st and MOVE_INWATER) then
3092 FObj.Vel.Y := -4;
3094 // Òàéìåð - æäåì ïîñëå ïîòåðè öåëè:
3095 FTargetTime := FTargetTime + 1;
3097 if FShellTimer > -1 then
3098 if FShellTimer = 0 then
3099 begin
3100 if FShellType = SHELL_SHELL then
3101 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3102 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3103 GameVelX, GameVelY-2, SHELL_SHELL)
3104 else if FShellType = SHELL_DBLSHELL then
3105 begin
3106 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3107 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3108 GameVelX-1, GameVelY-2, SHELL_SHELL);
3109 g_Player_CreateShell(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
3110 FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
3111 GameVelX+1, GameVelY-2, SHELL_SHELL);
3112 end;
3113 FShellTimer := -1;
3114 end else Dec(FShellTimer);
3116 // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè:
3117 if fall then
3118 if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT,
3119 STATE_ATTACK, STATE_SHOOT]) then
3120 if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
3121 FObj.Rect.Width, FObj.Rect.Height, 50) then
3122 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3123 (FObj.Accel.Y = 0) then
3124 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3126 case FState of
3127 STATE_PAIN: // Ñîñòîÿíèå - Áîëü
3128 begin
3129 // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò:
3130 if FPain >= MONSTERTABLE[FMonsterType].Pain then
3131 begin
3132 FPain := MONSTERTABLE[FMonsterType].Pain;
3133 if gSoundEffectsDF then PainSound();
3134 end;
3135 if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
3136 PainSound();
3138 // Ñíèæàåì áîëü ñî âðåìåíåì:
3139 FPain := FPain - 5;
3141 // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå:
3142 if FPain <= MONSTERTABLE[FMonsterType].MinPain then
3143 begin
3144 SetState(STATE_GO);
3145 FPain := 0;
3146 end;
3147 end;
3149 STATE_SLEEP: // Ñîñòîÿíèå - Ñîí
3150 begin
3151 // Ñïèì:
3152 FSleep := FSleep + 1;
3154 // Ïðîñïàëè äîñòàòî÷íî:
3155 if FSleep >= 18 then
3156 FSleep := 0
3157 else // åùå ñïèì
3158 goto _end;
3159 end;
3161 STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå
3162 begin
3163 // Æäåì:
3164 FSleep := FSleep - 1;
3165 end;
3167 STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè)
3168 begin
3169 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3170 if WordBool(st and MOVE_BLOCK) then
3171 begin
3172 Turn();
3173 FSleep := 40;
3174 SetState(STATE_RUNOUT);
3176 goto _end;
3177 end;
3179 // Åñëè ìîíñòð - êîëäóí, òî ïðîáóåì âîñêðåñèòü êîãî-íèáóäü:
3180 if (FMonsterType = MONSTER_VILE) then
3181 if isCorpse(@FObj, False) <> -1 then
3182 begin
3183 SetState(STATE_ATTACK, ANIM_ATTACK2);
3184 FObj.Vel.X := 0;
3186 goto _end;
3187 end;
3189 // Åñëè öåëü ïî÷òè íà îäíîé âåðòèêàëè - áåãàåì òóäà-ñþäà:
3190 if Abs(sx) < 40 then
3191 if FMonsterType <> MONSTER_FISH then
3192 begin
3193 SetState(STATE_RUN);
3194 FSleep := 15;
3196 goto _end;
3197 end;
3199 // Óïåðëèñü â ñòåíó:
3200 if WordBool(st and MOVE_HITWALL) then
3201 begin
3202 case FMonsterType of
3203 MONSTER_CACO, MONSTER_SOUL, MONSTER_PAIN, MONSTER_FISH: ;
3204 else // Íå ëåòàþò:
3205 if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and
3206 (FObj.Accel.Y = 0) then
3207 begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè
3208 // Ïðûæîê ÷åðåç ñòåíó:
3209 FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump;
3210 SetState(STATE_CLIMB);
3211 end;
3212 end;
3214 goto _end;
3215 end;
3217 // Ìîíñòðû, íå ïîäâåðæåííûå ãðàâèòàöèè:
3218 if (FMonsterType = MONSTER_CACO) or (FMonsterType = MONSTER_SOUL) or
3219 (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_FISH) then
3220 begin
3221 if FMonsterType = MONSTER_FISH then
3222 begin // Ðûáà
3223 if not WordBool(st and MOVE_INWATER) then
3224 begin // Ðûáà âíå âîäû:
3225 if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then
3226 begin // "Ñòîèò" òâåðäî
3227 // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè:
3228 if FObj.Accel.Y = 0 then
3229 FObj.Vel.Y := -6;
3230 FObj.Accel.X := FObj.Accel.X - 8 + Random(17);
3231 end;
3233 // Ðûáå áîëüíî:
3234 SetState(STATE_PAIN);
3235 FPain := FPain + 50;
3236 end
3237 else // Ðûáà â âîäå
3238 begin
3239 // Ïëûâåì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3240 if Abs(sy) > 8 then
3241 FObj.Vel.Y := g_basic.Sign(sy)*4
3242 else
3243 FObj.Vel.Y := 0;
3245 // Ðûáà ïëûâåò ââåðõ:
3246 if FObj.Vel.Y < 0 then
3247 if not g_Obj_CollideWater(@FObj, 0, -16) then
3248 begin
3249 // Âñïëûëè äî ïîâåðõíîñòè - ñòîï:
3250 FObj.Vel.Y := 0;
3251 // Ïëàâàåì òóäà-ñþäà:
3252 SetState(STATE_RUN);
3253 FSleep := 20;
3254 end;
3255 end;
3256 end
3257 else // Ëåòàþùèå ìîíñòðû
3258 begin
3259 // Ëåòèì â ñòîðîíó öåëè ïî-âåðòèêàëè:
3260 if Abs(sy) > 8 then
3261 FObj.Vel.Y := g_basic.Sign(sy)*4
3262 else
3263 FObj.Vel.Y := 0;
3264 end;
3265 end
3266 else // "Íàçåìíûå" ìîíñòðû
3267 begin
3268 // Âîçìîæíî, ïèíàåì êóñêè:
3269 if (FObj.Vel.X <> 0) and (gGibs <> nil) then
3270 begin
3271 b := Abs(FObj.Vel.X);
3272 if b > 1 then b := b * (Random(8 div b) + 1);
3273 for a := 0 to High(gGibs) do
3274 begin
3275 if gGibs[a].Live and
3276 g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3277 FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
3278 begin
3279 // Ïèíàåì êóñêè
3280 if FObj.Vel.X < 0 then
3281 begin
3282 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120); // íàëåâî
3283 end
3284 else
3285 begin
3286 g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
3287 end;
3288 positionChanged(); // this updates spatial accelerators
3289 end;
3290 end;
3291 end;
3292 // Áîññû ìîãóò ïèíàòü òðóïû:
3293 if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and
3294 (FObj.Vel.X <> 0) and (gCorpses <> nil) then
3295 begin
3296 b := Abs(FObj.Vel.X);
3297 if b > 1 then b := b * (Random(8 div b) + 1);
3298 for a := 0 to High(gCorpses) do
3299 if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then
3300 begin
3301 co := gCorpses[a].Obj;
3302 if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
3303 FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
3304 // Ïèíàåì òðóïû
3305 if FObj.Vel.X < 0 then
3306 gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
3307 else
3308 gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
3309 end;
3310 end;
3311 end;
3313 FSleep := FSleep + 1;
3315 // Èíîãäà ðû÷èì:
3316 if FSleep >= 8 then
3317 begin
3318 FSleep := 0;
3319 if Random(8) = 0 then
3320 ActionSound();
3321 end;
3323 // Áåæèì â âûáðàííóþ ñòîðîíó:
3324 if FDirection = D_RIGHT then
3325 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3326 else
3327 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3329 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3330 if WordBool(st and MOVE_INWATER) then
3331 FObj.Vel.X := FObj.Vel.X div 2
3332 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3333 if FMonsterType = MONSTER_FISH then
3334 FObj.Vel.X := 0;
3335 end;
3337 STATE_RUN: // Ñîñòîÿíèå - Áåã
3338 begin
3339 // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî:
3340 if WordBool(st and MOVE_BLOCK) then
3341 begin
3342 SetState(STATE_RUNOUT);
3343 FSleep := 40;
3345 goto _end;
3346 end;
3348 FSleep := FSleep - 1;
3350 // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã:
3351 if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then
3352 begin
3353 SetState(STATE_GO);
3354 FSleep := 0;
3356 // Èíîãäà ðû÷èì:
3357 if Random(8) = 0 then
3358 ActionSound();
3359 end;
3361 // Áåæèì â âûáðàííóþ ñòîðîíó:
3362 if FDirection = D_RIGHT then
3363 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3364 else
3365 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3367 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3368 if WordBool(st and MOVE_INWATER) then
3369 FObj.Vel.X := FObj.Vel.X div 2
3370 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3371 if FMonsterType = MONSTER_FISH then
3372 FObj.Vel.X := 0;
3373 end;
3375 STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî
3376 begin
3377 // Âûøëè èç ÁëîêÌîíà:
3378 if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then
3379 FSleep := 0;
3381 FSleep := FSleep - 1;
3383 // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã:
3384 if FSleep <= -18 then
3385 begin
3386 SetState(STATE_GO);
3387 FSleep := 0;
3389 // Èíîãäà ðû÷èì:
3390 if Random(8) = 0 then
3391 ActionSound();
3392 end;
3394 // Áåæèì â âûáðàííóþ ñòîðîíó:
3395 if FDirection = D_RIGHT then
3396 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3397 else
3398 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3400 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3401 if WordBool(st and MOVE_INWATER) then
3402 FObj.Vel.X := FObj.Vel.X div 2
3403 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3404 if FMonsterType = MONSTER_FISH then
3405 FObj.Vel.X := 0;
3406 end;
3408 STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó)
3409 begin
3410 // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã:
3411 if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or
3412 (not WordBool(st and MOVE_HITWALL)) then
3413 begin
3414 SetState(STATE_GO);
3415 FSleep := 0;
3417 // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå:
3418 if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then
3419 begin
3420 SetState(STATE_RUN);
3421 FSleep := 15;
3422 end;
3423 end;
3425 // Áåæèì â âûáðàííóþ ñòîðîíó:
3426 if FDirection = D_RIGHT then
3427 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3428 else
3429 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3431 // Åñëè â âîäå, òî çàìåäëÿåìñÿ:
3432 if WordBool(st and MOVE_INWATER) then
3433 FObj.Vel.X := FObj.Vel.X div 2
3434 else // Ðûáàì íå íóæíî çàìåäëÿòüñÿ
3435 if FMonsterType = MONSTER_FISH then
3436 FObj.Vel.X := 0;
3437 end;
3439 STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà
3440 STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà
3441 begin
3442 // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã:
3443 if FMonsterType = MONSTER_SOUL then
3444 begin
3445 if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then
3446 SetState(STATE_GO);
3448 goto _end;
3449 end;
3451 // Çàìåäëÿåìñÿ ïðè àòàêå:
3452 if FMonsterType <> MONSTER_FISH then
3453 FObj.Vel.X := z_dec(FObj.Vel.X, 1);
3455 // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí:
3456 if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then
3457 begin
3458 // Öåëü ïîãèáëà => èäåì äàëüøå:
3459 if not GetPos(FTargetUID, @o) then
3460 begin
3461 SetState(STATE_GO);
3463 goto _end;
3464 end;
3466 // Öåëü íå âèäíî => èäåì äàëüøå:
3467 if not g_Look(@FObj, @o, FDirection) then
3468 begin
3469 SetState(STATE_GO);
3471 goto _end;
3472 end;
3474 // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå:
3475 if g_Obj_CollideWater(@o, 0, 0) then
3476 begin
3477 SetState(STATE_GO);
3479 goto _end;
3480 end;
3481 end;
3482 end;
3483 end; // case FState of ...
3485 _end:
3487 // Ñîñòîÿíèå - Âîñêðåøåíèå:
3488 if FState = STATE_REVIVE then
3489 if FAnim[FCurAnim, FDirection].Played then
3490 begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå:
3491 FAnim[FCurAnim, FDirection].Revert(False);
3492 SetState(STATE_GO);
3493 end;
3495 // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò:
3496 if vilefire <> nil then
3497 vilefire.Update();
3499 // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà:
3500 if (FState = STATE_DIE) and
3501 (FAnim[FCurAnim, FDirection] <> nil) and
3502 (FAnim[FCurAnim, FDirection].Played) then
3503 begin
3504 // Óìåð:
3505 SetState(STATE_DEAD);
3507 // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ:
3508 if (FMonsterType = MONSTER_PAIN) or
3509 (FMonsterType = MONSTER_SOUL) or
3510 (FMonsterType = MONSTER_BARREL) then
3511 FRemoved := True
3512 else
3513 FAnim[FCurAnim, FDirection].CurrentFrame := FAnim[FCurAnim, FDirection].TotalFrames - 1;
3514 end;
3516 // Ñîâåðøåíèå àòàêè è ñòðåëüáû:
3517 if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then
3518 if (FAnim[FCurAnim, FDirection] <> nil) then
3519 // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü
3520 if (FAnim[FCurAnim, FDirection].Played) then
3521 begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã
3522 if FState = STATE_ATTACK then
3523 begin // Ñîñòîÿíèå - Àòàêà
3524 // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã:
3525 if FMonsterType <> MONSTER_SOUL then
3526 SetState(STATE_GO);
3527 end
3528 else // Ñîñòîÿíèå - Ñòðåëüáà
3529 begin
3530 // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç:
3531 if not FChainFire then
3532 SetState(STATE_GO)
3533 else
3534 begin // Íàäî ñòðåëÿòü åùå
3535 FChainFire := False;
3536 // Ò.ê. ñîñòîÿíèå íå èçìåíèëîñü, è íóæåí
3537 // íîâûé öèêë îæèäàíèÿ çàâåðøåíèÿ àíèìàöèè:
3538 FAnim[FCurAnim, FDirection].Reset();
3539 end;
3540 end;
3542 FWaitAttackAnim := False;
3543 end
3545 else // Àíèìàöèÿ àòàêè åùå èäåò (èñêëþ÷åíèå - Lost_Soul):
3546 if (FMonsterType = MONSTER_SOUL) or
3547 ( (not FWaitAttackAnim) and
3548 (FAnim[FCurAnim, FDirection].CurrentFrame =
3549 (FAnim[FCurAnim, FDirection].TotalFrames div 2))
3550 ) then
3551 begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè
3552 if FState = STATE_ATTACK then
3553 begin // Ñîñòîÿíèå - Àòàêà
3554 // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè:
3555 if FMonsterType = MONSTER_SOUL then
3556 FAnim[FCurAnim, FDirection].Reset();
3558 case FMonsterType of
3559 MONSTER_SOUL, MONSTER_IMP, MONSTER_DEMON:
3560 // Ãðûçåì ïåðâîãî ïîïàâøåãîñÿ:
3561 if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then
3562 // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã:
3563 if FMonsterType = MONSTER_SOUL then
3564 SetState(STATE_GO);
3566 MONSTER_FISH:
3567 g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
3569 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3570 // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
3571 if FCurAnim = ANIM_ATTACK2 then
3572 begin
3573 o := FObj;
3574 o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
3575 g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
3576 end;
3578 MONSTER_VILE:
3579 // Êîëäóí ïûòàåòñÿ âîñêðåøàòü:
3580 if FCurAnim = ANIM_ATTACK2 then
3581 begin
3582 sx := isCorpse(@FObj, True);
3583 if sx <> -1 then
3584 begin // Íàøëè, êîãî âîñêðåñèòü
3585 g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y);
3586 // Âîñêðåøàòü - ñåáå âðåäèòü:
3587 {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);}
3588 end;
3589 end;
3590 end;
3591 end
3593 else // Ñîñòîÿíèå - Ñòðåëüáà
3594 begin
3595 // Ñêîðîñòðåëüíûå ìîíñòðû:
3596 if (FMonsterType = MONSTER_CGUN) or
3597 (FMonsterType = MONSTER_SPIDER) or
3598 (FMonsterType = MONSTER_BSP) or
3599 (FMonsterType = MONSTER_MANCUB) or
3600 (FMonsterType = MONSTER_ROBO) then
3601 if not GetPos(FTargetUID, @o) then
3602 // Öåëü ìåðòâà - èùåì íîâóþ:
3603 findNewPrey()
3604 else // Öåëü æèâà - ïðîäîëæàåì ñòðåëÿòü:
3605 if shoot(@o, False) then
3606 FChainFire := True;
3607 end;
3609 // Àòàêà òîëüêî 1 ðàç çà àíèìàöèþ àòàêè:
3610 FWaitAttackAnim := True;
3611 end;
3613 // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè:
3614 if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then
3615 case FState of
3616 STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT:
3617 // Çâóêè ïðè ïåðåäâèæåíèè:
3618 case FMonsterType of
3619 MONSTER_CYBER:
3620 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3621 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3622 g_Sound_PlayExAt('SOUND_MONSTER_CYBER_WALK', FObj.X, FObj.Y);
3623 MONSTER_SPIDER:
3624 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3625 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3626 g_Sound_PlayExAt('SOUND_MONSTER_SPIDER_WALK', FObj.X, FObj.Y);
3627 MONSTER_BSP:
3628 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3629 (FAnim[FCurAnim, FDirection].CurrentFrame = 2) then
3630 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3631 MONSTER_ROBO:
3632 if (FAnim[FCurAnim, FDirection].CurrentFrame = 0) or
3633 (FAnim[FCurAnim, FDirection].CurrentFrame = 5) then
3634 g_Sound_PlayExAt('SOUND_MONSTER_BSP_WALK', FObj.X, FObj.Y);
3635 end;
3636 end;
3638 // Êîñòûëü äëÿ ïîòîêîâ
3639 if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and
3640 not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then
3641 FObj.Vel.X := oldvelx;
3643 // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò:
3644 if FAnim[FCurAnim, FDirection] <> nil then
3645 FAnim[FCurAnim, FDirection].Update();
3646 end;
3648 procedure TMonster.ClientAttack(wx, wy, atx, aty: Integer);
3649 begin
3650 case FMonsterType of
3651 MONSTER_ZOMBY:
3652 begin
3653 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy);
3654 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3655 end;
3656 MONSTER_SERG:
3657 begin
3658 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx, wy);
3659 FShellTimer := 10;
3660 FShellType := SHELL_SHELL;
3661 end;
3662 MONSTER_MAN:
3663 begin
3664 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', wx, wy);
3665 FShellTimer := 13;
3666 FShellType := SHELL_DBLSHELL;
3667 end;
3668 MONSTER_CGUN, MONSTER_SPIDER:
3669 begin
3670 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx, wy);
3671 g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
3672 end;
3673 MONSTER_IMP:
3674 g_Weapon_ball1(wx, wy, atx, aty, FUID);
3675 MONSTER_CYBER:
3676 g_Weapon_rocket(wx, wy, atx, aty, FUID);
3677 MONSTER_SKEL:
3678 g_Weapon_revf(wx, wy, atx, aty, FUID, FTargetUID);
3679 MONSTER_BSP:
3680 g_Weapon_aplasma(wx, wy, atx, aty, FUID);
3681 MONSTER_ROBO:
3682 g_Weapon_plasma(wx, wy, atx, aty, FUID);
3683 MONSTER_MANCUB:
3684 g_Weapon_manfire(wx, wy, atx, aty, FUID);
3685 MONSTER_BARON, MONSTER_KNIGHT:
3686 g_Weapon_ball7(wx, wy, atx, aty, FUID);
3687 MONSTER_CACO:
3688 g_Weapon_ball2(wx, wy, atx, aty, FUID);
3689 end;
3690 end;
3692 procedure TMonster.Turn();
3693 begin
3694 // Ðàçâîðà÷èâàåìñÿ:
3695 if FDirection = D_LEFT then
3696 FDirection := D_RIGHT
3697 else
3698 FDirection := D_LEFT;
3700 // Áåæèì â âûáðàííóþ ñòîðîíó:
3701 if FDirection = D_RIGHT then
3702 FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel
3703 else
3704 FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel;
3705 end;
3707 function TMonster.findNewPrey(): Boolean;
3708 var
3709 a: DWORD;
3710 l, l2: Integer;
3711 PlayersSee, MonstersSee: Array of DWORD;
3712 PlayerNear, MonsterNear: Integer;
3713 begin
3714 Result := False;
3715 SetLength(MonstersSee, 0);
3716 SetLength(PlayersSee, 0);
3718 FTargetUID := 0;
3719 l := 32000;
3720 PlayerNear := -1;
3721 MonsterNear := -1;
3723 // Ïîåõàâøèå, êàííèáàëû, è äîáðûå èãðîêîâ íå òðîãàþò
3724 if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and
3725 (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then
3726 for a := 0 to High(gPlayers) do
3727 if (gPlayers[a] <> nil) and (gPlayers[a].Live)
3728 and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
3729 begin
3730 if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then
3731 begin
3732 SetLength(PlayersSee, Length(PlayersSee) + 1);
3733 PlayersSee[High(PlayersSee)] := a;
3734 end;
3735 l2 := Abs(gPlayers[a].GameX-FObj.X)+
3736 Abs(gPlayers[a].GameY-FObj.Y);
3737 if l2 < l then
3738 begin
3739 l := l2;
3740 PlayerNear := Integer(a);
3741 end;
3742 end;
3744 // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ
3745 if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then
3746 for a := 0 to High(gMonsters) do
3747 if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
3748 (gMonsters[a].FUID <> FUID) then
3749 begin
3750 if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then
3751 Continue; // Êàííèáàëû àòàêóþò òîëüêî ñîðîäè÷åé
3752 if (FBehaviour = BH_INSANE) and (gMonsters[a].FMonsterType <> MONSTER_BARREL)
3753 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3754 Continue; // Ïîåõàâøèå íå òðîãàþò äðóçåé, íî èì íå íðàâÿòñÿ áî÷êè
3755 if ((FBehaviour = BH_NORMAL) or (FBehaviour = BH_MANIAC))
3756 and (IsFriend(gMonsters[a].FMonsterType, FMonsterType)) then
3757 Continue; // Îñòàâøèåñÿ òèïû, êðîìå êàííèáàëîâ, íå òðîãàþò ñâîèõ äðóçåé
3759 if g_Look(@FObj, @gMonsters[a].Obj, FDirection) then
3760 begin
3761 SetLength(MonstersSee, Length(MonstersSee) + 1);
3762 MonstersSee[High(MonstersSee)] := a;
3763 end;
3764 l2 := Abs(gMonsters[a].FObj.X-FObj.X)+
3765 Abs(gMonsters[a].FObj.Y-FObj.Y);
3766 if l2 < l then
3767 begin
3768 l := l2;
3769 MonsterNear := Integer(a);
3770 end;
3771 end;
3773 case FBehaviour of
3774 BH_NORMAL, BH_KILLER:
3775 begin
3776 // Îáû÷íûé è êèëëåð ñíà÷àëà èùóò èãðîêîâ â ïîëå çðåíèÿ
3777 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3778 begin
3779 a := PlayersSee[Random(Length(PlayersSee))];
3780 FTargetUID := gPlayers[a].UID;
3781 end;
3782 // Çàòåì ïîáëèçîñòè
3783 if (FTargetUID = 0) and (PlayerNear > -1) then
3784 begin
3785 a := PlayerNear;
3786 FTargetUID := gPlayers[a].UID;
3787 end;
3788 // Ïîòîì îáû÷íûå èùóò ìîíñòðîâ â ïîëå çðåíèÿ
3789 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3790 begin
3791 a := MonstersSee[Random(Length(MonstersSee))];
3792 FTargetUID := gMonsters[a].UID;
3793 end;
3794 // Çàòåì ïîáëèçîñòè
3795 if (FTargetUID = 0) and (MonsterNear > -1) then
3796 begin
3797 a := MonsterNear;
3798 FTargetUID := gMonsters[a].UID;
3799 end;
3800 end;
3801 BH_MANIAC, BH_INSANE, BH_CANNIBAL:
3802 begin
3803 // Ìàíüÿêè, ïîåõàâøèå è êàííèáàëû ñíà÷àëà èñòðåáëÿþò âñ¸ â ïîëå çðåíèÿ
3804 if (FTargetUID = 0) and (Length(PlayersSee) > 0) then
3805 begin
3806 a := PlayersSee[Random(Length(PlayersSee))];
3807 FTargetUID := gPlayers[a].UID;
3808 end;
3809 if (FTargetUID = 0) and (Length(MonstersSee) > 0) then
3810 begin
3811 a := MonstersSee[Random(Length(MonstersSee))];
3812 FTargetUID := gMonsters[a].UID;
3813 end;
3814 // Çàòåì èùóò êîãî-òî ïîáëèçîñòè
3815 if (FTargetUID = 0) and (PlayerNear > -1) then
3816 begin
3817 a := PlayerNear;
3818 FTargetUID := gPlayers[a].UID;
3819 end;
3820 if (FTargetUID = 0) and (MonsterNear > -1) then
3821 begin
3822 a := MonsterNear;
3823 FTargetUID := gMonsters[a].UID;
3824 end;
3825 end;
3826 end;
3828 // Åñëè è ìîíñòðîâ íåò - íà÷èíàåì æäàòü öåëü:
3829 if FTargetUID = 0 then
3830 begin
3831 // Ïîåõàâøèé ïûòàåòñÿ ñàìîóáèòüñÿ
3832 if FBehaviour = BH_INSANE then
3833 FTargetUID := FUID
3834 else
3835 FTargetTime := MAX_ATM;
3836 end
3837 else
3838 begin // Öåëü íàøëè
3839 FTargetTime := 0;
3840 Result := True;
3841 end;
3842 end;
3844 function TMonster.kick(o: PObj): Boolean;
3845 begin
3846 Result := False;
3848 case FMonsterType of
3849 MONSTER_FISH:
3850 begin
3851 SetState(STATE_ATTACK);
3852 Result := True;
3853 end;
3854 MONSTER_DEMON:
3855 begin
3856 SetState(STATE_ATTACK);
3857 g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y);
3858 Result := True;
3859 end;
3860 MONSTER_IMP:
3861 begin
3862 SetState(STATE_ATTACK);
3863 g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
3864 Result := True;
3865 end;
3866 MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
3867 begin
3868 SetState(STATE_ATTACK, ANIM_ATTACK2);
3869 g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
3870 Result := True;
3871 end;
3872 MONSTER_BARON, MONSTER_KNIGHT,
3873 MONSTER_CACO, MONSTER_MANCUB:
3874 // Ýòè ìîíñòðû íå ïèíàþò - îíè ñòðåëÿþò â óïîð:
3875 if not g_Game_IsClient then Result := shoot(o, True);
3876 end;
3877 end;
3879 function TMonster.shoot(o: PObj; immediately: Boolean): Boolean;
3880 var
3881 xd, yd, m: Integer;
3882 begin
3883 Result := False;
3885 // Ñòðåëÿòü ðàíî:
3886 if FAmmo < 0 then
3887 Exit;
3889 // Æäàòü âðåìåíè ãîòîâíîñòè ê âûñòðåëó:
3890 if not immediately then
3891 case FMonsterType of
3892 MONSTER_FISH, MONSTER_BARREL, MONSTER_DEMON:
3893 Exit; // íå ñòðåëÿþò
3894 MONSTER_CGUN, MONSTER_BSP, MONSTER_ROBO:
3895 begin
3896 FAmmo := FAmmo + 1;
3897 // Âðåìÿ âûñòðåëà óïóùåíî:
3898 if FAmmo >= 50 then
3899 FAmmo := IfThen(FMonsterType = MONSTER_ROBO, -200, -50);
3900 end;
3901 MONSTER_MAN: ;
3902 MONSTER_MANCUB:
3903 begin
3904 FAmmo := FAmmo + 1;
3905 // Âðåìÿ âûñòðåëà óïóùåíî:
3906 if FAmmo >= 5 then
3907 FAmmo := -50;
3908 end;
3909 MONSTER_SPIDER:
3910 begin
3911 FAmmo := FAmmo + 1;
3912 // Âðåìÿ âûñòðåëà óïóùåíî:
3913 if FAmmo >= 100 then
3914 FAmmo := -50;
3915 end;
3916 MONSTER_CYBER:
3917 begin
3918 // Ñòðåëÿåò íå âñåãäà:
3919 if Random(2) = 0 then
3920 Exit;
3921 FAmmo := FAmmo + 1;
3922 // Âðåìÿ âûñòðåëà óïóùåíî:
3923 if FAmmo >= 10 then
3924 FAmmo := -50;
3925 end;
3926 MONSTER_BARON, MONSTER_KNIGHT: if Random(8) <> 0 then Exit;
3927 MONSTER_SKEL: if Random(32) <> 0 then Exit;
3928 MONSTER_VILE: if Random(8) <> 0 then Exit;
3929 MONSTER_PAIN: if Random(8) <> 0 then Exit;
3930 else if Random(16) <> 0 then Exit;
3931 end;
3933 // Öåëè íå âèäíî:
3934 if not g_Look(@FObj, o, FDirection) then
3935 Exit;
3937 FTargetTime := 0;
3939 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2)+((o^.Vel.X{+o^.Accel.X})*12);
3940 ty := o^.Y+o^.Rect.Y+(o^.Rect.Height div 2)+((o^.Vel.Y{+o^.Accel.Y})*12);
3942 // Ðàçíèöà ïî âûñîòå áîëüøå ðàçíèöû ïî ãîðèçîíòàëè
3943 // (íå ìîæåò ñòðåëÿòü ïîä òàêèì áîëüøèì óãëîì):
3944 if Abs(tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2))) <
3945 Abs(ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2))) then
3946 Exit;
3948 case FMonsterType of
3949 MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO:
3950 begin
3951 SetState(STATE_SHOOT);
3952 {nn}
3953 end;
3954 MONSTER_SKEL:
3955 begin
3956 SetState(STATE_SHOOT);
3957 {nn}
3958 end;
3959 MONSTER_VILE:
3960 begin // Çàæèãàåì îãîíü
3961 tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2);
3962 ty := o^.Y+o^.Rect.Y;
3963 SetState(STATE_SHOOT);
3965 vilefire.Reset();
3967 g_Sound_PlayExAt('SOUND_MONSTER_VILE_ATTACK', FObj.X, FObj.Y);
3968 g_Sound_PlayExAt('SOUND_FIRE', o^.X, o^.Y);
3969 end;
3970 MONSTER_SOUL:
3971 begin // Ëåòèò â ñòîðîíó öåëè:
3972 SetState(STATE_ATTACK);
3973 g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y);
3975 xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2));
3976 yd := ty-(FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2));
3977 m := Max(Abs(xd), Abs(yd));
3978 if m = 0 then
3979 m := 1;
3981 FObj.Vel.X := (xd*16) div m;
3982 FObj.Vel.Y := (yd*16) div m;
3983 end;
3984 MONSTER_MANCUB, MONSTER_ZOMBY, MONSTER_SERG, MONSTER_BSP, MONSTER_ROBO,
3985 MONSTER_CYBER, MONSTER_CGUN, MONSTER_SPIDER, MONSTER_PAIN, MONSTER_MAN:
3986 begin
3987 // Ìàíêóáóñ ðÿâêàåò ïåðåä ïåðâîé àòàêîé:
3988 if FMonsterType = MONSTER_MANCUB then
3989 if FAmmo = 1 then
3990 g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y);
3992 SetState(STATE_SHOOT);
3993 end;
3994 else Exit;
3995 end;
3997 Result := True;
3998 end;
4000 function TMonster.Live(): Boolean;
4001 begin
4002 Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0);
4003 end;
4005 procedure TMonster.SetHealth(aH: Integer);
4006 begin
4007 if (aH > 0) and (aH < 1000000) then
4008 begin
4009 FHealth := aH;
4010 if FHealth > FMaxHealth then
4011 FMaxHealth := FHealth;
4012 end;
4013 end;
4015 procedure TMonster.WakeUp();
4016 begin
4017 if g_Game_IsClient then Exit;
4018 SetState(STATE_GO);
4019 FTargetTime := MAX_ATM;
4020 WakeUpSound();
4021 end;
4023 procedure TMonster.SaveState(var Mem: TBinMemoryWriter);
4024 var
4025 i: Integer;
4026 sig: DWORD;
4027 b: Byte;
4028 anim: Boolean;
4029 begin
4030 if Mem = nil then
4031 Exit;
4033 // Ñèãíàòóðà ìîíñòðà:
4034 sig := MONSTER_SIGNATURE; // 'MONS'
4035 Mem.WriteDWORD(sig);
4036 // UID ìîíñòðà:
4037 Mem.WriteWord(FUID);
4038 // Íàïðàâëåíèå:
4039 if FDirection = D_LEFT then
4040 b := 1
4041 else // D_RIGHT
4042 b := 2;
4043 Mem.WriteByte(b);
4044 // Íàäî ëè óäàëèòü åãî:
4045 Mem.WriteBoolean(FRemoved);
4046 // Îñòàëîñü çäîðîâüÿ:
4047 Mem.WriteInt(FHealth);
4048 // Ñîñòîÿíèå:
4049 Mem.WriteByte(FState);
4050 // Òåêóùàÿ àíèìàöèÿ:
4051 Mem.WriteByte(FCurAnim);
4052 // UID öåëè:
4053 Mem.WriteWord(FTargetUID);
4054 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4055 Mem.WriteInt(FTargetTime);
4056 // Ïîâåäåíèå ìîíñòðà:
4057 Mem.WriteByte(FBehaviour);
4058 // Ãîòîâíîñòü ê âûñòðåëó:
4059 Mem.WriteInt(FAmmo);
4060 // Áîëü:
4061 Mem.WriteInt(FPain);
4062 // Âðåìÿ îæèäàíèÿ:
4063 Mem.WriteInt(FSleep);
4064 // Îçâó÷èâàòü ëè áîëü:
4065 Mem.WriteBoolean(FPainSound);
4066 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4067 Mem.WriteBoolean(FWaitAttackAnim);
4068 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4069 Mem.WriteBoolean(FChainFire);
4070 // Ïîäëåæèò ëè ðåñïàâíó:
4071 Mem.WriteBoolean(FNoRespawn);
4072 // Êîîðäèíàòû öåëè:
4073 Mem.WriteInt(tx);
4074 Mem.WriteInt(ty);
4075 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4076 Mem.WriteInt(FStartID);
4077 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4078 Mem.WriteInt(FSpawnTrigger);
4079 // Îáúåêò ìîíñòðà:
4080 Obj_SaveState(@FObj, Mem);
4081 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4082 anim := vilefire <> nil;
4083 Mem.WriteBoolean(anim);
4084 // Åñëè åñòü - ñîõðàíÿåì:
4085 if anim then
4086 vilefire.SaveState(Mem);
4087 // Àíèìàöèè:
4088 for i := ANIM_SLEEP to ANIM_PAIN do
4089 begin
4090 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4091 anim := FAnim[i, D_LEFT] <> nil;
4092 Mem.WriteBoolean(anim);
4093 // Åñëè åñòü - ñîõðàíÿåì:
4094 if anim then
4095 FAnim[i, D_LEFT].SaveState(Mem);
4096 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4097 anim := FAnim[i, D_RIGHT] <> nil;
4098 Mem.WriteBoolean(anim);
4099 // Åñëè åñòü - ñîõðàíÿåì:
4100 if anim then
4101 FAnim[i, D_RIGHT].SaveState(Mem);
4102 end;
4103 end;
4105 procedure TMonster.LoadState(var Mem: TBinMemoryReader);
4106 var
4107 i: Integer;
4108 sig: DWORD;
4109 b: Byte;
4110 anim: Boolean;
4111 begin
4112 if Mem = nil then
4113 Exit;
4115 // Ñèãíàòóðà ìîíñòðà:
4116 Mem.ReadDWORD(sig);
4117 if sig <> MONSTER_SIGNATURE then // 'MONS'
4118 begin
4119 raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature');
4120 end;
4121 // UID ìîíñòðà:
4122 Mem.ReadWord(FUID);
4123 // Íàïðàâëåíèå:
4124 Mem.ReadByte(b);
4125 if b = 1 then
4126 FDirection := D_LEFT
4127 else // b = 2
4128 FDirection := D_RIGHT;
4129 // Íàäî ëè óäàëèòü åãî:
4130 Mem.ReadBoolean(FRemoved);
4131 // Îñòàëîñü çäîðîâüÿ:
4132 Mem.ReadInt(FHealth);
4133 // Ñîñòîÿíèå:
4134 Mem.ReadByte(FState);
4135 // Òåêóùàÿ àíèìàöèÿ:
4136 Mem.ReadByte(FCurAnim);
4137 // UID öåëè:
4138 Mem.ReadWord(FTargetUID);
4139 // Âðåìÿ ïîñëå ïîòåðè öåëè:
4140 Mem.ReadInt(FTargetTime);
4141 // Ïîâåäåíèå ìîíñòðà:
4142 Mem.ReadByte(FBehaviour);
4143 // Ãîòîâíîñòü ê âûñòðåëó:
4144 Mem.ReadInt(FAmmo);
4145 // Áîëü:
4146 Mem.ReadInt(FPain);
4147 // Âðåìÿ îæèäàíèÿ:
4148 Mem.ReadInt(FSleep);
4149 // Îçâó÷èâàòü ëè áîëü:
4150 Mem.ReadBoolean(FPainSound);
4151 // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè:
4152 Mem.ReadBoolean(FWaitAttackAnim);
4153 // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå:
4154 Mem.ReadBoolean(FChainFire);
4155 // Ïîäëåæèò ëè ðåñïàâíó
4156 Mem.ReadBoolean(FNoRespawn);
4157 // Êîîðäèíàòû öåëè:
4158 Mem.ReadInt(tx);
4159 Mem.ReadInt(ty);
4160 // ID ìîíñòðà ïðè ñòàðòå êàðòû:
4161 Mem.ReadInt(FStartID);
4162 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà:
4163 Mem.ReadInt(FSpawnTrigger);
4164 // Îáúåêò ìîíñòðà:
4165 Obj_LoadState(@FObj, Mem);
4166 // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà:
4167 Mem.ReadBoolean(anim);
4168 // Åñëè åñòü - çàãðóæàåì:
4169 if anim then
4170 begin
4171 Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim');
4172 vilefire.LoadState(Mem);
4173 end;
4174 // Àíèìàöèè:
4175 for i := ANIM_SLEEP to ANIM_PAIN do
4176 begin
4177 // Åñòü ëè ëåâàÿ àíèìàöèÿ:
4178 Mem.ReadBoolean(anim);
4179 // Åñëè åñòü - çàãðóæàåì:
4180 if anim then
4181 begin
4182 Assert(FAnim[i, D_LEFT] <> nil,
4183 'TMonster.LoadState: no '+IntToStr(i)+'_left anim');
4184 FAnim[i, D_LEFT].LoadState(Mem);
4185 end;
4186 // Åñòü ëè ïðàâàÿ àíèìàöèÿ:
4187 Mem.ReadBoolean(anim);
4188 // Åñëè åñòü - çàãðóæàåì:
4189 if anim then
4190 begin
4191 Assert(FAnim[i, D_RIGHT] <> nil,
4192 'TMonster.LoadState: no '+IntToStr(i)+'_right anim');
4193 FAnim[i, D_RIGHT].LoadState(Mem);
4194 end;
4195 end;
4196 end;
4198 procedure TMonster.ActivateTriggers();
4199 var
4200 a: Integer;
4201 begin
4202 if FDieTriggers <> nil then
4203 for a := 0 to High(FDieTriggers) do
4204 g_Triggers_Press(FDieTriggers[a], ACTIVATE_MONSTERPRESS);
4205 if FSpawnTrigger > -1 then
4206 begin
4207 g_Triggers_DecreaseSpawner(FSpawnTrigger);
4208 FSpawnTrigger := -1;
4209 end;
4210 end;
4212 procedure TMonster.AddTrigger(t: Integer);
4213 begin
4214 SetLength(FDieTriggers, Length(FDieTriggers)+1);
4215 FDieTriggers[High(FDieTriggers)] := t;
4216 end;
4218 procedure TMonster.ClearTriggers();
4219 begin
4220 SetLength(FDieTriggers, 0);
4221 end;
4223 procedure TMonster.CatchFire(Attacker: Word);
4224 begin
4225 FFireTime := 100;
4226 FFireAttacker := Attacker;
4227 if g_Game_IsNet and g_Game_IsServer then
4228 MH_SEND_MonsterState(FUID);
4229 end;
4231 procedure TMonster.OnFireFlame(Times: DWORD = 1);
4232 var
4233 id, i: DWORD;
4234 Anim: TAnimation;
4235 begin
4236 if (Random(10) = 1) and (Times = 1) then
4237 Exit;
4239 if g_Frames_Get(id, 'FRAMES_FLAME') then
4240 begin
4241 for i := 1 to Times do
4242 begin
4243 Anim := TAnimation.Create(id, False, 3);
4244 Anim.Alpha := 0;
4245 g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
4246 Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
4247 Anim.Free();
4248 end;
4249 end;
4250 end;
4252 //WARNING! call this after monster position was changed, or coldet will not work right!
4253 procedure TMonster.positionChanged ();
4254 begin
4255 end;
4258 // ////////////////////////////////////////////////////////////////////////// //
4259 function g_Mons_ForEach (cb: TEachMonsterCB): Boolean;
4260 var
4261 idx: Integer;
4262 begin
4263 result := false;
4264 if (gMonsters = nil) or not assigned(cb) then exit;
4265 for idx := 0 to High(gMonsters) do
4266 begin
4267 if (gMonsters[idx] <> nil) then
4268 begin
4269 result := cb(idx, gMonsters[idx]);
4270 if result then exit;
4271 end;
4272 end;
4273 end;
4276 // throws on invalid uid
4277 function g_Mons_ByIdx (uid: Integer): TMonster; inline;
4278 begin
4279 result := g_Mons_ByIdx_NC(uid);
4280 if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id');
4281 end;
4284 // can return null
4285 function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline;
4286 begin
4287 if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end;
4288 result := gMonsters[uid];
4289 end;
4292 function g_Mons_AnyAt (x, y: Integer; width, height: Integer): Boolean;
4293 var
4294 idx: Integer;
4295 begin
4296 result := false;
4297 if (width < 1) or (height < 1) then exit;
4299 for idx := 0 to High(gMonsters) do
4300 begin
4301 if (gMonsters[idx] <> nil) and gMonsters[idx].Live then
4302 begin
4303 if g_Obj_Collide(x, y, width, height, @gMonsters[idx].Obj) then
4304 begin
4305 result := True;
4306 exit;
4307 end;
4308 end;
4309 end;
4310 end;
4313 end.