index 02bea1f632bb906c89b5b56a220b757ec2d1b484..878d00df54fd550ab129c634a91405857b5b6635 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
*
* 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.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
Exit;
end;
+// Àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò
+ if (t = HIT_FLAME) and (FMonsterType in [MONSTER_VILE, MONSTER_SOUL]) then
+ begin
+ // Ïðîñíóòüñÿ âñå-òàêè ñòîèò
+ if FState = MONSTATE_SLEEP then
+ SetState(MONSTATE_GO);
+ Exit;
+ end;
+
// Ëîâóøêà óáèâàåò ñðàçó:
if t = HIT_TRAP then
FHealth := -100;
o, co: TObj;
fall: Boolean;
mon: TMonster;
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
label
_end;
begin
// Åñëè ãîðèì - ïîäæèãàåì äðóãèõ ìîíñòðîâ, íî íå íà 100 òèêîâ êàæäûé ðàç:
if FFireTime > 0 then
- for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and (gMonsters[a].alive) and
- (gMonsters[a].FUID <> FUID) and
- g_Obj_Collide(@FObj, @gMonsters[a].Obj) then
- gMonsters[a].CatchFire(FFireAttacker, FFireTime);
+ begin
+ it := monsGrid.forEachInAABB(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height);
+ for mit in it do
+ if mit.UID <> FUID then
+ mit.CatchFire(FFireAttacker, FFireTime);
+ end;
// Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû:
if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or
procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME);
begin
+ if FMonsterType in [MONSTER_SOUL, MONSTER_VILE] then
+ exit; // àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò
if Timeout <= 0 then exit;
+ if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
+ exit; // íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
if FFireTime <= 0 then
g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
FFireTime := Timeout;