X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_triggers.pas;h=999db6b3ad32f1dad2dd127da468182a24abcdd6;hb=ae5dd5cd82a0c9548c27d2e646de1492e66d98df;hp=29ea42ee3ddf3b1702d8a0569a4a490600ee6672;hpb=1b0f87b9a64f04be222df8d8d2de059cb139c98d;p=d2df-sdl.git diff --git a/src/game/g_triggers.pas b/src/game/g_triggers.pas index 29ea42e..999db6b 100644 --- a/src/game/g_triggers.pas +++ b/src/game/g_triggers.pas @@ -214,10 +214,7 @@ var function monsDamage (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and mon.Live and g_Obj_Collide(wx, wy, ww, wh, @mon.Obj) then - begin - mon.Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP); - end; + if g_Obj_Collide(wx, wy, ww, wh, @mon.Obj) then mon.Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP); end; begin @@ -248,7 +245,8 @@ begin gPlayers[a].Collide(X, Y, Width, Height) then gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP); - g_Mons_ForEach(monsDamage); + //g_Mons_ForEach(monsDamage); + g_Mons_ForEachAliveAt(wx, wy, ww, wh, monsDamage); if not Enabled then g_Map_EnableWall(PanelID); end; @@ -304,7 +302,8 @@ begin gPlayers[a].Collide(X, Y, Width, Height) then gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP); - g_Mons_ForEach(monsDamage); + //g_Mons_ForEach(monsDamage); + g_Mons_ForEachAliveAt(wx, wy, ww, wh, monsDamage); (* if gMonsters <> nil then for a := 0 to High(gMonsters) do @@ -648,7 +647,7 @@ begin dx := dx + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); dy := dy + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); - + tr_SpawnShot(Data.ShotType, wx, wy, dx, dy, Data.ShotSound, TargetUID); end else @@ -989,7 +988,7 @@ var function monsShotTarget (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then + if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then begin xd := mon.GameX + mon.Obj.Rect.Width div 2; yd := mon.GameY + mon.Obj.Rect.Height div 2; @@ -1001,7 +1000,7 @@ var function monsShotTargetMonPlr (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then + if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then begin xd := mon.GameX + mon.Obj.Rect.Width div 2; yd := mon.GameY + mon.Obj.Rect.Height div 2; @@ -1013,7 +1012,7 @@ var function monShotTargetPlrMon (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then + if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then begin xd := mon.GameX + mon.Obj.Rect.Width div 2; yd := mon.GameY + mon.Obj.Rect.Height div 2; @@ -1930,7 +1929,8 @@ begin case Data.ShotTarget of TRIGGER_SHOT_TARGET_MON: // monsters - g_Mons_ForEach(monsShotTarget); + //TODO: accelerate this! + g_Mons_ForEachAlive(monsShotTarget); TRIGGER_SHOT_TARGET_PLR: // players if gPlayers <> nil then @@ -1972,7 +1972,8 @@ begin TRIGGER_SHOT_TARGET_MONPLR: // monsters then players begin - g_Mons_ForEach(monsShotTargetMonPlr); + //TODO: accelerate this! + g_Mons_ForEachAlive(monsShotTargetMonPlr); if (TargetUID = 0) and (gPlayers <> nil) then for idx := Low(gPlayers) to High(gPlayers) do @@ -1998,7 +1999,11 @@ begin TargetUID := gPlayers[idx].UID; break; end; - if TargetUID = 0 then g_Mons_ForEach(monShotTargetPlrMon); + if TargetUID = 0 then + begin + //TODO: accelerate this! + g_Mons_ForEachAlive(monShotTargetPlrMon); + end; end; else begin @@ -2448,6 +2453,7 @@ begin (TimeOut = 0) and (Keys = 0) then // Åñëè íå íóæíû êëþ÷è begin //g_Mons_ForEach(monsNear); + //Alive?! g_Mons_ForEachAt(gTriggers[a].X, gTriggers[a].Y, gTriggers[a].Width, gTriggers[a].Height, monsNear); end;