DEADSOFTWARE

Game: Fix missing sound from the bubble effect in liquids
[d2df-sdl.git] / src / game / g_monsters.pas
index 02e7ed589ae6fa4b69b7b686ebd50f69ee5752af..d8adad853402974c802ba9bfbd3f58761809835e 100644 (file)
@@ -2468,7 +2468,7 @@ var
   a, b, sx, sy, wx, wy, oldvelx: Integer;
   st: Word;
   o, co: TObj;
-  fall: Boolean;
+  fall, bubbles: Boolean;
   mon: TMonster;
   mit: PMonster;
   it: TMonsterGrid.Iter;
@@ -2476,6 +2476,7 @@ label
   _end;
 begin
   fall := True;
+  bubbles := True;
 
 // Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup
   if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
@@ -2574,23 +2575,23 @@ begin
 
 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
   if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
+  begin
     case FMonsterType of
       MONSTER_FISH:
-        if Random(4) = 0 then
+        if Random(4) <> 0 then bubbles := False else
           g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
                         FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
       MONSTER_ROBO, MONSTER_BARREL:
         g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
                       FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
-      else begin
+      else
         g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
                       FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
-        if Random(2) = 0 then
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-        else
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
     end;
+    if bubbles then if Random(2) = 0
+      then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
+      else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
+  end;
 
 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
   if FMonsterType = MONSTER_BARREL then
@@ -2938,9 +2939,9 @@ begin
                                    FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
                     // Ïèíàåì òðóïû
                     if FObj.Vel.X < 0 then
-                      gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
+                      gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // íàëåâî
                     else
-                      gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
+                      gCorpses[a].Damage(b*2, FUID, b, Random(7)); // íàïðàâî
                 end;
             end;
           // Åñëè öåëü âûñîêî, òî, âîçìîæíî, ïðûãàåì:
@@ -3462,13 +3463,14 @@ var
   a, b, sx, sy, oldvelx: Integer;
   st: Word;
   o, co: TObj;
-  fall: Boolean;
+  fall, bubbles: Boolean;
 label
   _end;
 begin
   sx := 0; // SHUT UP COMPILER
   sy := 0;
   fall := True;
+  bubbles := True;
 
 // Ìîíñòð ñòàòè÷åí ïîêà èäåò warmup
   if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
@@ -3535,23 +3537,23 @@ begin
 
 // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå:
   if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then
+  begin
     case FMonsterType of
       MONSTER_FISH:
-        if Random(4) = 0 then
+        if Random(4) <> 0 then bubbles := False else
           g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
                         FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
       MONSTER_ROBO, MONSTER_BARREL:
         g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width),
                       FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0);
-      else begin
+      else
         g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4),
                       FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4);
-        if Random(2) = 0 then
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
-        else
-          g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
-      end;
     end;
+    if bubbles then if Random(2) = 0
+      then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
+      else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
+  end;
 
 // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ:
   if FMonsterType = MONSTER_BARREL then
@@ -3788,9 +3790,9 @@ begin
                                    FObj.Rect.Width, 8, @co) and (Random(3) = 0) then
                     // Ïèíàåì òðóïû
                     if FObj.Vel.X < 0 then
-                      gCorpses[a].Damage(b*2, -b, Random(7)) // íàëåâî
+                      gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // íàëåâî
                     else
-                      gCorpses[a].Damage(b*2, b, Random(7)); // íàïðàâî
+                      gCorpses[a].Damage(b*2, FUID, b, Random(7)); // íàïðàâî
                 end;
             end;
           end;
@@ -4663,6 +4665,8 @@ begin
       FAnim[i, TDirection.D_RIGHT].LoadState(st);
     end;
   end;
+  // update cache
+  self.positionChanged
 end;