index 1c9040aabb0f5cf0b5f052fbaa88958827cb5530..cde1aad4dff139c91b8ffdf65997fa9ce4ba1a3e 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$MODE DELPHI}
unit g_monsters;
interface
FPain: Integer;
FSleep: Integer;
FPainSound: Boolean;
+ FPainTicks: Integer;
FWaitAttackAnim: Boolean;
FChainFire: Boolean;
tx, ty: Integer;
uses
e_log, g_main, g_sound, g_gfx, g_player, g_game,
g_weapons, g_triggers, MAPDEF, g_items, g_options,
- g_console, g_map, Math, SysUtils, g_menu, WADEDITOR,
+ g_console, g_map, Math, SysUtils, g_menu, wadreader,
g_language, g_netmsg;
const
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));
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))),
- (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 0, 3); //CYBER
- AnimDeltaRight: ((X: 2; Y: -6), (X: 2; Y: -6), (X: -3; Y: -4), (X: -3; Y: -4), (X: 25; Y: -6), (X: 25; Y: -6), (X: -2; Y: -6));
- AnimDeltaLeft: ((X: 3; Y: -3), (X: 3; Y: -3), (X: -3; Y: -4), (X: -3; Y: -4), (X:-26; Y: -3), (X:-26; Y: -3), (X: 1; Y: -3))),
+ (LeftAnim: True; wX: 70; wY: 73; AnimSpeed:(3, 3, 3, 3, 3, 4, 3); //CYBER
+ 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));
+ 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))),
(LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 2, 2, 1, 0, 4); //CGUN
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));
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2);
+ g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2);
+ g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2);
g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9);
g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False);
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_PAIN_L');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK_L');
+ g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2');
+ g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_ATTACK2_L');
g_Frames_DeleteByName('FRAMES_MONSTER_CYBER_DIE');
g_Sound_Delete('SOUND_MONSTER_BARREL_DIE');
Exit;
FPainSound := True;
+ FPainTicks := 20;
case FMonsterType of
MONSTER_IMP, MONSTER_ZOMBY, MONSTER_SERG,
g_Sound_PlayExAt('SOUND_MONSTER_PAIN', FObj.X, FObj.Y);
MONSTER_SOUL, MONSTER_BARON, MONSTER_CACO,
MONSTER_KNIGHT, MONSTER_DEMON, MONSTER_SPIDER,
- MONSTER_CYBER:
+ MONSTER_BSP, MONSTER_CYBER:
g_Sound_PlayExAt('SOUND_MONSTER_PAIN2', FObj.X, FObj.Y);
MONSTER_VILE:
g_Sound_PlayExAt('SOUND_MONSTER_VILE_PAIN', FObj.X, FObj.Y);
Exit;
end;
- FPainSound := False;
+ if FPainTicks > 0 then
+ Dec(FPainTicks)
+ else
+ FPainSound := False;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
FPain := MONSTERTABLE[FMonsterType].Pain;
if gSoundEffectsDF then PainSound();
end;
+ if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
+ PainSound();
// Ñíèæàåì áîëü ñî âðåìåíåì:
FPain := FPain - 5;
if g_Obj_Collide(@FObj, @o) and (FTargetUID <> 0) then
begin
FTargetTime := 0;
- if kick(@o) then
- goto _end;
+ if (FMonsterType <> MONSTER_CYBER) or (Random(2) = 0) then
+ begin
+ if kick(@o) then
+ goto _end;
+ end;
end;
// Ðàññòîÿíèå äî öåëè:
if g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_MONSTER_FISH_ATTACK', FObj.X, FObj.Y);
- MONSTER_SKEL, MONSTER_ROBO:
- // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
+ // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
if FCurAnim = ANIM_ATTACK2 then
begin
o := FObj;
- o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
- if g_Weapon_Hit(@o, 50, FUID, HIT_SOME) <> 0 then
+ o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
+ if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y);
end;
Exit;
end;
- FPainSound := False;
+ if FPainTicks > 0 then
+ Dec(FPainTicks)
+ else
+ FPainSound := False;
// Äâèãàåìñÿ:
st := g_Obj_Move(@FObj, fall, True, True);
if FPain >= MONSTERTABLE[FMonsterType].Pain then
begin
FPain := MONSTERTABLE[FMonsterType].Pain;
- PainSound();
+ if gSoundEffectsDF then PainSound();
end;
+ if (not gSoundEffectsDF) and (FPain >= MONSTERTABLE[FMonsterType].MinPain) then
+ PainSound();
// Ñíèæàåì áîëü ñî âðåìåíåì:
FPain := FPain - 5;
MONSTER_FISH:
g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME);
- MONSTER_SKEL, MONSTER_ROBO:
- // Ðîáîò èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
+ // Ðîáîò, êèáåð èëè ñêåëåò ñèëüíî ïèíàþòñÿ:
if FCurAnim = ANIM_ATTACK2 then
begin
o := FObj;
- o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*50;
- g_Weapon_Hit(@o, 50, FUID, HIT_SOME);
+ o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50);
+ g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME);
end;
MONSTER_VILE:
g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y);
Result := True;
end;
- MONSTER_SKEL:
- begin
- SetState(STATE_ATTACK, ANIM_ATTACK2);
- g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);
- Result := True;
- end;
- MONSTER_ROBO:
+ MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER:
begin
SetState(STATE_ATTACK, ANIM_ATTACK2);
g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y);