X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=718ff68a3ae6427474ac3faa0f3214cfe5453e15;hb=9dd658c29584dad15efd3e379fee8f1f86ce2458;hp=cd660a29d5a32b034fa0188b869720ce1a34d724;hpb=b8b3691f5a4d6537539f557588cfd6fab79ed4b6;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index cd660a2..718ff68 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -537,6 +537,9 @@ uses {$IFDEF ENABLE_SHELLS} g_shells, {$ENDIF} + {$IFDEF ENABLE_CORPSES} + g_corpses, + {$ENDIF} e_log, g_sound, g_player, g_game, g_weapons, g_triggers, g_items, g_options, g_console, g_map, Math, wadreader, @@ -2070,14 +2073,20 @@ begin end; procedure TMonster.Update(); -var - a, b, sx, sy, wx, wy, oldvelx: Integer; - st: Word; - o, co: TObj; - fall, bubbles: Boolean; - mon: TMonster; - mit: PMonster; - it: TMonsterGrid.Iter; + {$IFDEF ENABLE_CORPSES} + var co: TObj; + {$ENDIF} + {$IF DEFINED(ENABLE_GIBS) OR DEFINED(ENABLE_CORPSES)} + var b: Integer; + {$ENDIF} + var + a, sx, sy, wx, wy, oldvelx: Integer; + st: Word; + o: TObj; + fall, bubbles: Boolean; + mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; label _end; begin @@ -2545,25 +2554,27 @@ begin end; end; {$ENDIF} - // Боссы могут пинать трупы: - if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and - (FObj.Vel.X <> 0) and (gCorpses <> nil) then - begin - b := Abs(FObj.Vel.X); - if b > 1 then b := b * (Random(8 div b) + 1); - for a := 0 to High(gCorpses) do - if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then - begin - co := gCorpses[a].Obj; - if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, - FObj.Rect.Width, 8, @co) and (Random(3) = 0) then - // Пинаем трупы - if FObj.Vel.X < 0 then - gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево - else - gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо - end; - end; + {$IFDEF ENABLE_CORPSES} + // Боссы могут пинать трупы: + if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and + (FObj.Vel.X <> 0) and (gCorpses <> nil) then + begin + b := Abs(FObj.Vel.X); + if b > 1 then b := b * (Random(8 div b) + 1); + for a := 0 to High(gCorpses) do + if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then + begin + co := gCorpses[a].Obj; + if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, + FObj.Rect.Width, 8, @co) and (Random(3) = 0) then + // Пинаем трупы + if FObj.Vel.X < 0 then + gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево + else + gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо + end; + end; + {$ENDIF} // Если цель высоко, то, возможно, прыгаем: if sy < -40 then if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then @@ -3089,11 +3100,14 @@ begin end; procedure TMonster.ClientUpdate(); -var - a, b, sx, sy, oldvelx: Integer; - st: Word; - o, co: TObj; - fall, bubbles: Boolean; + {$IFDEF ENABLE_CORPSES} + var a, b: Integer; co: TObj; + {$ENDIF} + var + sx, sy, oldvelx: Integer; + st: Word; + o: TObj; + fall, bubbles: Boolean; label _end; begin @@ -3420,25 +3434,27 @@ begin end; end; {$ENDIF} - // Боссы могут пинать трупы: - if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and - (FObj.Vel.X <> 0) and (gCorpses <> nil) then - begin - b := Abs(FObj.Vel.X); - if b > 1 then b := b * (Random(8 div b) + 1); - for a := 0 to High(gCorpses) do - if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then - begin - co := gCorpses[a].Obj; - if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, - FObj.Rect.Width, 8, @co) and (Random(3) = 0) then - // Пинаем трупы - if FObj.Vel.X < 0 then - gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево - else - gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо - end; - end; + {$IFDEF ENABLE_CORPSES} + // Боссы могут пинать трупы: + if (FMonsterType in [MONSTER_CYBER, MONSTER_SPIDER, MONSTER_ROBO]) and + (FObj.Vel.X <> 0) and (gCorpses <> nil) then + begin + b := Abs(FObj.Vel.X); + if b > 1 then b := b * (Random(8 div b) + 1); + for a := 0 to High(gCorpses) do + if (gCorpses[a] <> nil) and (gCorpses[a].State > 0) then + begin + co := gCorpses[a].Obj; + if g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, + FObj.Rect.Width, 8, @co) and (Random(3) = 0) then + // Пинаем трупы + if FObj.Vel.X < 0 then + gCorpses[a].Damage(b*2, FUID, -b, Random(7)) // налево + else + gCorpses[a].Damage(b*2, FUID, b, Random(7)); // направо + end; + end; + {$ENDIF} end; FSleep := FSleep + 1;