From: binarymaster Date: Thu, 13 Oct 2016 07:34:53 +0000 (+0300) Subject: Merge FGSFDS branch, fix build X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=3349a0b38bc1fae71b758cb1686d4f6d0bf4f926;p=d2df-sdl.git Merge FGSFDS branch, fix build --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index d961bae..938e071 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -20,7 +20,7 @@ interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5; + SysUtils, g_sound, g_gui, g_scripts, MAPSTRUCT, wadreader, md5; type TGameSettings = record @@ -1098,6 +1098,9 @@ begin g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False); g_Menu_Init(); + + g_Scripts_Init(); + g_Scripts_Load('game.conprint("ass")'); gMusic := TMusic.Create(); gMusic.SetByName('MUSIC_MENU'); diff --git a/src/game/g_map.pas b/src/game/g_map.pas index cb934b8..9cc29e3 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -55,7 +55,6 @@ type Direction: TDirection; end; - function g_Map_Load(Res: String): Boolean; function g_Map_GetMapInfo(Res: String): TMapInfo; function g_Map_GetMapsList(WADName: String): SArray; @@ -82,6 +81,8 @@ function g_Map_HaveFlagPoints(): Boolean; procedure g_Map_ResetFlag(Flag: Byte); procedure g_Map_DrawFlags(); +function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel; + procedure g_Map_SaveState(Var Mem: TBinMemoryWriter); procedure g_Map_LoadState(Var Mem: TBinMemoryReader); @@ -142,7 +143,14 @@ const MUSIC_SIGNATURE = $4953554D; // 'MUSI' FLAG_SIGNATURE = $47414C46; // 'FLAG' +type + TPanelID = record + PWhere: ^TPanelArray; + PArrID: Integer; + end; + var + PanelById: array of TPanelID; Textures: TLevelTextureArray; RespawnPoints: Array of TRespawnPoint; FlagPoints: Array [FLAG_RED..FLAG_BLUE] of PFlagPoint; @@ -362,6 +370,11 @@ begin panels^[len].SaveIt := True; Result := len; + + len := Length(PanelByID); + SetLength(PanelByID, len + 1); + PanelByID[len].PWhere := panels; + PanelByID[len].PArrID := Result; end; function CreateNullTexture(RecName: String): Integer; @@ -909,7 +922,6 @@ var end; FileName, mapResName, s, TexName, ScrStr: String; Data, ScrText: Pointer; - ScrEnd: PByte; Len, ScrLen: Integer; ok, isAnim, trigRef: Boolean; CurTex, ntn: Integer; @@ -1586,6 +1598,8 @@ begin gDoorMap := nil; gLiftMap := nil; + + PanelByID := nil; end; procedure g_Map_Update(); @@ -2301,4 +2315,15 @@ begin ///// ///// end; +function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel; +var + Arr: TPanelArray; +begin + Result := nil; + if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit; + Arr := PanelByID[PanelID].PWhere^; + PanelArrayID := PanelByID[PanelID].PArrID; + Result := Addr(Arr[PanelByID[PanelID].PArrID]); +end; + end. diff --git a/src/game/g_net.pas b/src/game/g_net.pas index 8c5a9ea..bfc581a 100644 --- a/src/game/g_net.pas +++ b/src/game/g_net.pas @@ -22,7 +22,7 @@ uses e_log, e_fixedbuffer, ENet, ENetTypes, ENetPlatform, Classes; const - NET_PROTOCOL_VER = 166; + NET_PROTOCOL_VER = 167; NET_MAXCLIENTS = 24; NET_CHANS = 11; diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 869da64..58b008f 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -146,7 +146,7 @@ procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_E procedure MH_SEND_Info(ID: Byte); procedure MH_SEND_Chat(Txt: string; Mode: Byte; ID: Integer = NET_EVERYONE); procedure MH_SEND_Effect(X, Y: Integer; Ang: SmallInt; Kind: Byte; ID: Integer = NET_EVERYONE); -procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE); +procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE); procedure MH_SEND_CreateShot(Proj: LongInt; ID: Integer = NET_EVERYONE); procedure MH_SEND_UpdateShot(Proj: LongInt; ID: Integer = NET_EVERYONE); procedure MH_SEND_DeleteShot(Proj: LongInt; X, Y: LongInt; Loud: Boolean = True; ID: Integer = NET_EVERYONE); @@ -838,12 +838,18 @@ begin g_Net_Host_Send(ID, False, NET_CHAN_GAME); end; -procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE); +procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE); begin e_Buffer_Write(@NetOut, Byte(NET_MSG_SND)); e_Buffer_Write(@NetOut, Name); - e_Buffer_Write(@NetOut, X); - e_Buffer_Write(@NetOut, Y); + if Pos then + begin + e_Buffer_Write(@NetOut, Byte(1)); + e_Buffer_Write(@NetOut, X); + e_Buffer_Write(@NetOut, Y); + end + else + e_Buffer_Write(@NetOut, Byte(0)); g_Net_Host_Send(ID, False, NET_CHAN_GAME); end; @@ -1555,11 +1561,18 @@ procedure MC_RECV_Sound(P: Pointer); var Name: string; X, Y: Integer; + Pos: Boolean; begin Name := e_Raw_Read_String(P); - X := e_Raw_Read_LongInt(P); - Y := e_Raw_Read_LongInt(P); - g_Sound_PlayExAt(Name, X, Y); + Pos := e_Raw_Read_Byte(P) <> 0; + if Pos then + begin + X := e_Raw_Read_LongInt(P); + Y := e_Raw_Read_LongInt(P); + g_Sound_PlayExAt(Name, X, Y); + end + else + g_Sound_PlayEx(Name); end; procedure MC_RECV_CreateShot(P: Pointer); diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas index 8897c47..5034697 100644 --- a/src/game/g_panel.pas +++ b/src/game/g_panel.pas @@ -73,6 +73,7 @@ type procedure LoadState(var Mem: TBinMemoryReader); end; + PPanel = ^TPanel; TPanelArray = Array of TPanel; implementation diff --git a/src/game/g_triggers.pas b/src/game/g_triggers.pas index 2ff2170..c151653 100644 --- a/src/game/g_triggers.pas +++ b/src/game/g_triggers.pas @@ -65,7 +65,7 @@ type function g_Triggers_Create(Trigger: TTrigger): DWORD; procedure g_Triggers_Update(); -procedure g_Triggers_Press(ID: DWORD; ActivateType: Byte); +procedure g_Triggers_Press(ID: DWORD; ActivateType: Byte; ActivateUID: Word = 0); function g_Triggers_PressR(X, Y: Integer; Width, Height: Word; UID: Word; ActivateType: Byte; IgnoreList: DWArray = nil): DWArray; procedure g_Triggers_PressL(X1, Y1, X2, Y2: Integer; UID: DWORD; ActivateType: Byte); @@ -76,6 +76,19 @@ procedure g_Triggers_Free(); procedure g_Triggers_SaveState(var Mem: TBinMemoryWriter); procedure g_Triggers_LoadState(var Mem: TBinMemoryReader); +function tr_Message(MKind: Integer; MText: string; MSendTo: Integer; MTime: Integer; ActivateUID: Integer): Boolean; + +function tr_CloseDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; +function tr_OpenDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; +procedure tr_CloseTrap(PanelID: Integer; NoSound: Boolean; d2d: Boolean); +function tr_SetLift(PanelID: Integer; d: Integer; NoSound: Boolean; d2d: Boolean): Boolean; + +function tr_Teleport(ActivateUID: Integer; TX, TY: Integer; TDir: Integer; Silent: Boolean; D2D: Boolean): Boolean; +function tr_Push(ActivateUID: Integer; VX, VY: Integer; ResetVel: Boolean): Boolean; + +procedure tr_MakeEffect(X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean); +function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer; + var gTriggerClientID: Integer = 0; gTriggers: array of TTrigger; @@ -118,7 +131,7 @@ begin end; end; -function CloseDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; +function tr_CloseDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; var a, b, c: Integer; begin @@ -193,7 +206,7 @@ begin end; end; -procedure CloseTrap(PanelID: Integer; NoSound: Boolean; d2d: Boolean); +procedure tr_CloseTrap(PanelID: Integer; NoSound: Boolean; d2d: Boolean); var a, b, c: Integer; begin @@ -277,7 +290,7 @@ begin end; end; -function OpenDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; +function tr_OpenDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean; var a, b, c: Integer; begin @@ -340,7 +353,7 @@ begin end; end; -function SetLift(PanelID: Integer; d: Integer; NoSound: Boolean; d2d: Boolean): Boolean; +function tr_SetLift(PanelID: Integer; d: Integer; NoSound: Boolean; d2d: Boolean): Boolean; var a, b, c, t: Integer; begin @@ -414,195 +427,206 @@ begin end; end; -procedure MakeShot(var Trigger: TTrigger; wx, wy, dx, dy: Integer; TargetUID: Word); +function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer; var - Projectile: Boolean; snd: string; + Projectile: Boolean; TextureID: DWORD; Anim: TAnimation; begin - with Trigger do - if (Data.ShotAmmo = 0) or - ((Data.ShotAmmo > 0) and (ShotAmmoCount > 0)) then - begin - if (Data.ShotPanelID <> -1) and (ShotPanelTime = 0) then + Result := -1; + snd := 'SOUND_WEAPON_FIREROCKET'; + Projectile := True; + case ShotType of + TRIGGER_SHOT_PISTOL: begin - g_Map_SwitchTexture(ShotPanelType, Data.ShotPanelID); - ShotPanelTime := 4; // òèêîâ íà âñïûøêó âûñòðåëà + g_Weapon_pistol(wx, wy, dx, dy, 0, True); + snd := 'SOUND_WEAPON_FIREPISTOL'; + Projectile := False; + if ShotSound then + begin + g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); + if g_Game_IsNet then + MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1); + end; end; - if Data.ShotIntSight > 0 then - ShotSightTimeout := 180; // ~= 5 ñåêóíä + TRIGGER_SHOT_BULLET: + begin + g_Weapon_mgun(wx, wy, dx, dy, 0, True); + if gSoundEffectsDF then snd := 'SOUND_WEAPON_FIRECGUN' + else snd := 'SOUND_WEAPON_FIREPISTOL'; + Projectile := False; + if ShotSound then + begin + g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); + if g_Game_IsNet then + MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1); + end; + end; - if ShotAmmoCount > 0 then Dec(ShotAmmoCount); - Projectile := True; - snd := 'SOUND_WEAPON_FIREROCKET'; + TRIGGER_SHOT_SHOTGUN: + begin + g_Weapon_Shotgun(wx, wy, dx, dy, 0, True); + snd := 'SOUND_WEAPON_FIRESHOTGUN'; + Projectile := False; + if ShotSound then + begin + g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); + if g_Game_IsNet then + MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL2); + end; + end; - dx := dx + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); - dy := dy + Random(Data.ShotAccuracy) - Random(Data.ShotAccuracy); + TRIGGER_SHOT_SSG: + begin + g_Weapon_DShotgun(wx, wy, dx, dy, 0, True); + snd := 'SOUND_WEAPON_FIRESHOTGUN2'; + Projectile := False; + if ShotSound then + begin + g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); + g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); + if g_Game_IsNet then + MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL3); + end; + end; - case Data.ShotType of - TRIGGER_SHOT_PISTOL: - begin - g_Weapon_pistol(wx, wy, dx, dy, 0, True); - Projectile := False; - snd := 'SOUND_WEAPON_FIREPISTOL'; - if Data.ShotSound then - begin - g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); - if g_Game_IsNet then - MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1); - end; - end; + TRIGGER_SHOT_IMP: + begin + g_Weapon_ball1(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREBALL'; + end; - TRIGGER_SHOT_BULLET: - begin - g_Weapon_mgun(wx, wy, dx, dy, 0, True); - Projectile := False; - if gSoundEffectsDF then snd := 'SOUND_WEAPON_FIRECGUN' - else snd := 'SOUND_WEAPON_FIREPISTOL'; - if Data.ShotSound then - begin - g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); - if g_Game_IsNet then - MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1); - end; - end; + TRIGGER_SHOT_PLASMA: + begin + g_Weapon_Plasma(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREPLASMA'; + end; - TRIGGER_SHOT_SHOTGUN: - begin - g_Weapon_Shotgun(wx, wy, dx, dy, 0, True); - Projectile := False; - snd := 'SOUND_WEAPON_FIRESHOTGUN'; - if Data.ShotSound then - begin - g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); - if g_Game_IsNet then - MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL2); - end; - end; + TRIGGER_SHOT_SPIDER: + begin + g_Weapon_aplasma(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREPLASMA'; + end; - TRIGGER_SHOT_SSG: - begin - g_Weapon_DShotgun(wx, wy, dx, dy, 0, True); - Projectile := False; - snd := 'SOUND_WEAPON_FIRESHOTGUN2'; - if Data.ShotSound then - begin - g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); - g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL); - if g_Game_IsNet then - MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL3); - end; - end; + TRIGGER_SHOT_CACO: + begin + g_Weapon_ball2(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREBALL'; + end; - TRIGGER_SHOT_IMP: - begin - g_Weapon_ball1(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREBALL'; - end; + TRIGGER_SHOT_BARON: + begin + g_Weapon_ball7(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREBALL'; + end; - TRIGGER_SHOT_PLASMA: - begin - g_Weapon_Plasma(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREPLASMA'; - end; + TRIGGER_SHOT_MANCUB: + begin + g_Weapon_manfire(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREBALL'; + end; - TRIGGER_SHOT_SPIDER: - begin - g_Weapon_aplasma(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREPLASMA'; - end; + TRIGGER_SHOT_REV: + begin + g_Weapon_revf(wx, wy, dx, dy, 0, ShotTarget, -1, True); + snd := 'SOUND_WEAPON_FIREREV'; + end; - TRIGGER_SHOT_CACO: - begin - g_Weapon_ball2(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREBALL'; - end; + TRIGGER_SHOT_ROCKET: + begin + g_Weapon_Rocket(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREROCKET'; + end; - TRIGGER_SHOT_BARON: - begin - g_Weapon_ball7(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREBALL'; - end; + TRIGGER_SHOT_BFG: + begin + g_Weapon_BFGShot(wx, wy, dx, dy, 0, -1, True); + snd := 'SOUND_WEAPON_FIREBFG'; + end; - TRIGGER_SHOT_MANCUB: - begin - g_Weapon_manfire(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREBALL'; - end; + TRIGGER_SHOT_EXPL: + begin + if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then + begin + Anim := TAnimation.Create(TextureID, False, 6); + Anim.Blending := False; + g_GFX_OnceAnim(wx-64, wy-64, Anim); + Anim.Free(); + end; + Projectile := False; + g_Weapon_Explode(wx, wy, 60, 0); + snd := 'SOUND_WEAPON_EXPLODEROCKET'; + end; - TRIGGER_SHOT_REV: - begin - g_Weapon_revf(wx, wy, dx, dy, 0, TargetUID, -1, True); - snd := 'SOUND_WEAPON_FIREREV'; - end; + TRIGGER_SHOT_BFGEXPL: + begin + if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then + begin + Anim := TAnimation.Create(TextureID, False, 6); + Anim.Blending := False; + g_GFX_OnceAnim(wx-64, wy-64, Anim); + Anim.Free(); + end; + Projectile := False; + g_Weapon_BFG9000(wx, wy, 0); + snd := 'SOUND_WEAPON_EXPLODEBFG'; + end; - TRIGGER_SHOT_ROCKET: - begin - g_Weapon_Rocket(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREROCKET'; - end; + else exit; + end; - TRIGGER_SHOT_BFG: - begin - g_Weapon_BFGShot(wx, wy, dx, dy, 0, -1, True); - snd := 'SOUND_WEAPON_FIREBFG'; - end; + if g_Game_IsNet and g_Game_IsServer then + case ShotType of + TRIGGER_SHOT_EXPL: + MH_SEND_Effect(wx, wy, Byte(ShotSound), NET_GFX_EXPLODE); + TRIGGER_SHOT_BFGEXPL: + MH_SEND_Effect(wx, wy, Byte(ShotSound), NET_GFX_BFGEXPL); + else + begin + if Projectile then + MH_SEND_CreateShot(LastShotID); + if ShotSound then + MH_SEND_Sound(wx, wy, snd); + end; + end; - TRIGGER_SHOT_EXPL: - begin - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(wx-64, wy-64, Anim); - Anim.Free(); - end; - Projectile := False; - g_Weapon_Explode(wx, wy, 60, 0); - snd := 'SOUND_WEAPON_EXPLODEROCKET'; - end; + if ShotSound then + g_Sound_PlayExAt(snd, wx, wy); - TRIGGER_SHOT_BFGEXPL: - begin - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(wx-64, wy-64, Anim); - Anim.Free(); - end; - Projectile := False; - g_Weapon_BFG9000(wx, wy, 0); - snd := 'SOUND_WEAPON_EXPLODEBFG'; - end; + if Projectile then + Result := LastShotID; +end; + +procedure MakeShot(var Trigger: TTrigger; wx, wy, dx, dy: Integer; TargetUID: Word); +begin + with Trigger do + if (Data.ShotAmmo = 0) or + ((Data.ShotAmmo > 0) and (ShotAmmoCount > 0)) then + begin + if (Data.ShotPanelID <> -1) and (ShotPanelTime = 0) then + begin + g_Map_SwitchTexture(ShotPanelType, Data.ShotPanelID); + ShotPanelTime := 4; // òèêîâ íà âñïûøêó âûñòðåëà end; - if g_Game_IsNet and g_Game_IsServer then - case Data.ShotType of - TRIGGER_SHOT_EXPL: - MH_SEND_Effect(wx, wy, Byte(Data.ShotSound), NET_GFX_EXPLODE); - TRIGGER_SHOT_BFGEXPL: - MH_SEND_Effect(wx, wy, Byte(Data.ShotSound), NET_GFX_BFGEXPL); - else - begin - if Projectile then - MH_SEND_CreateShot(LastShotID); - if Data.ShotSound then - MH_SEND_Sound(wx, wy, snd); - end; - end; + if Data.ShotIntSight > 0 then + ShotSightTimeout := 180; // ~= 5 ñåêóíä + + if ShotAmmoCount > 0 then Dec(ShotAmmoCount); - if Data.ShotSound then - g_Sound_PlayExAt(snd, wx, wy); + 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 if (Data.ShotIntReload > 0) and (ShotReloadTime = 0) then ShotReloadTime := Data.ShotIntReload; // òèêîâ íà ïåðåçàðÿäêó ïóøêè end; -procedure MakeEffect(X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean); +procedure tr_MakeEffect(X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean); var FramesID: DWORD; Anim: TAnimation; @@ -672,6 +696,233 @@ begin end; end; +function tr_Teleport(ActivateUID: Integer; TX, TY: Integer; TDir: Integer; Silent: Boolean; D2D: Boolean): Boolean; +var + p: TPlayer; + m: TMonster; +begin + Result := False; + if (ActivateUID < 0) or (ActivateUID > $FFFF) then Exit; + case g_GetUIDType(ActivateUID) of + UID_PLAYER: + begin + p := g_Player_Get(ActivateUID); + if p = nil then + Exit; + + if D2D then + begin + if p.TeleportTo(TX-(p.Obj.Rect.Width div 2), + TY-p.Obj.Rect.Height, + Silent, + TDir) then + Result := True; + end + else + if p.TeleportTo(TX, TY, Silent, TDir) then + Result := True; + end; + + UID_MONSTER: + begin + m := g_Monsters_Get(ActivateUID); + if m = nil then + Exit; + + if D2D then + begin + if m.TeleportTo(TX-(p.Obj.Rect.Width div 2), + TY-p.Obj.Rect.Height, + Silent, + TDir) then + Result := True; + end + else + if m.TeleportTo(TX, TY, Silent, TDir) then + Result := True; + end; + end; +end; + +function tr_Push(ActivateUID: Integer; VX, VY: Integer; ResetVel: Boolean): Boolean; +var + p: TPlayer; + m: TMonster; +begin + Result := True; + if (ActivateUID < 0) or (ActivateUID > $FFFF) then Exit; + case g_GetUIDType(ActivateUID) of + UID_PLAYER: + begin + p := g_Player_Get(ActivateUID); + if p = nil then + Exit; + + if ResetVel then + begin + p.GameVelX := 0; + p.GameVelY := 0; + p.GameAccelX := 0; + p.GameAccelY := 0; + end; + + p.Push(VX, VY); + end; + + UID_MONSTER: + begin + m := g_Monsters_Get(ActivateUID); + if m = nil then + Exit; + + if ResetVel then + begin + m.GameVelX := 0; + m.GameVelY := 0; + m.GameAccelX := 0; + m.GameAccelY := 0; + end; + + m.Push(VX, VY); + end; + end; +end; + +function tr_Message(MKind: Integer; MText: string; MSendTo: Integer; MTime: Integer; ActivateUID: Integer): Boolean; +var + msg: string; + p: TPlayer; + i: Integer; +begin + Result := True; + if (ActivateUID < 0) or (ActivateUID > $FFFF) then Exit; + msg := b_Text_Format(MText); + case MSendTo of + 0: // activator + begin + if g_GetUIDType(ActivateUID) = UID_PLAYER then + begin + if g_Game_IsWatchedPlayer(ActivateUID) then + begin + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + end + else + begin + p := g_Player_Get(ActivateUID); + if g_Game_IsNet and (p.FClientID >= 0) then + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM, p.FClientID) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg, p.FClientID); + end; + end; + end; + + 1: // activator's team + begin + if g_GetUIDType(ActivateUID) = UID_PLAYER then + begin + p := g_Player_Get(ActivateUID); + if g_Game_IsWatchedTeam(p.Team) then + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + + if g_Game_IsNet then + begin + for i := Low(gPlayers) to High(gPlayers) do + if (gPlayers[i].Team = p.Team) and (gPlayers[i].FClientID >= 0) then + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg, gPlayers[i].FClientID); + end; + end; + end; + + 2: // activator's enemy team + begin + if g_GetUIDType(ActivateUID) = UID_PLAYER then + begin + p := g_Player_Get(ActivateUID); + if g_Game_IsWatchedTeam(p.Team) then + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + + if g_Game_IsNet then + begin + for i := Low(gPlayers) to High(gPlayers) do + if (gPlayers[i].Team <> p.Team) and (gPlayers[i].FClientID >= 0) then + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg, gPlayers[i].FClientID); + end; + end; + end; + + 3: // red team + begin + if g_Game_IsWatchedTeam(TEAM_RED) then + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + + if g_Game_IsNet then + begin + for i := Low(gPlayers) to High(gPlayers) do + if (gPlayers[i].Team = TEAM_RED) and (gPlayers[i].FClientID >= 0) then + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg, gPlayers[i].FClientID); + end; + end; + + 4: // blue team + begin + if g_Game_IsWatchedTeam(TEAM_BLUE) then + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + + if g_Game_IsNet then + begin + for i := Low(gPlayers) to High(gPlayers) do + if (gPlayers[i].Team = TEAM_BLUE) and (gPlayers[i].FClientID >= 0) then + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg, gPlayers[i].FClientID); + end; + end; + + 5: // everyone + begin + if MKind = 0 then + g_Console_Add(msg, True) + else if MKind = 1 then + g_Game_Message(msg, MTime); + + if g_Game_IsNet then + begin + if MKind = 0 then + MH_SEND_Chat(msg, NET_CHAT_SYSTEM) + else if MKind = 1 then + MH_SEND_GameEvent(NET_EV_BIGTEXT, MTime, msg); + end; + end; + end; +end; + function ActivateTrigger(var Trigger: TTrigger; actType: Byte): Boolean; var animonce: Boolean; @@ -685,7 +936,6 @@ var Anim: TAnimation; UIDType: Byte; TargetUID: Word; - msg: string; begin Result := False; if g_Game_IsClient then @@ -719,64 +969,22 @@ begin TRIGGER_TELEPORT: begin - case g_GetUIDType(ActivateUID) of - UID_PLAYER: - begin - p := g_Player_Get(ActivateUID); - if p = nil then - Exit; - - if Data.d2d_teleport then - begin - if p.TeleportTo(Data.TargetPoint.X-(p.Obj.Rect.Width div 2), - Data.TargetPoint.Y-p.Obj.Rect.Height, - Data.silent_teleport, - Data.TlpDir) then - Result := True; - end - else - if p.TeleportTo(Data.TargetPoint.X, - Data.TargetPoint.Y, - Data.silent_teleport, - Data.TlpDir) then - Result := True; - end; - - UID_MONSTER: - begin - m := g_Monsters_Get(ActivateUID); - if m = nil then - Exit; - - if Data.d2d_teleport then - begin - if m.TeleportTo(Data.TargetPoint.X-(m.Obj.Rect.Width div 2), - Data.TargetPoint.Y-m.Obj.Rect.Height, - Data.silent_teleport, - Data.TlpDir) then - Result := True; - end - else - if m.TeleportTo(Data.TargetPoint.X, - Data.TargetPoint.Y, - Data.silent_teleport, - Data.TlpDir) then - Result := True; - end; - end; - + Result := tr_Teleport(ActivateUID, + Data.TargetPoint.X, Data.TargetPoint.Y, + Data.TlpDir, Data.silent_teleport, + Data.d2d_teleport); TimeOut := 0; end; TRIGGER_OPENDOOR: begin - Result := OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); + Result := tr_OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); TimeOut := 0; end; TRIGGER_CLOSEDOOR: begin - Result := CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); + Result := tr_CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); TimeOut := 0; end; @@ -786,13 +994,13 @@ begin begin if gWalls[Data.PanelID].Enabled then begin - Result := OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); + Result := tr_OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); if TriggerType = TRIGGER_DOOR5 then DoorTime := 180; end else - Result := CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); + Result := tr_CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); if Result then TimeOut := 18; @@ -801,7 +1009,7 @@ begin TRIGGER_CLOSETRAP, TRIGGER_TRAP: begin - CloseTrap(Data.PanelID, Data.NoSound, Data.d2d_doors); + tr_CloseTrap(Data.PanelID, Data.NoSound, Data.d2d_doors); if TriggerType = TRIGGER_TRAP then begin @@ -846,7 +1054,7 @@ begin TRIGGER_LIFTUP: begin - Result := SetLift(Data.PanelID, 0, Data.NoSound, Data.d2d_doors); + Result := tr_SetLift(Data.PanelID, 0, Data.NoSound, Data.d2d_doors); TimeOut := 0; if (not Data.NoSound) and Result then begin @@ -862,7 +1070,7 @@ begin TRIGGER_LIFTDOWN: begin - Result := SetLift(Data.PanelID, 1, Data.NoSound, Data.d2d_doors); + Result := tr_SetLift(Data.PanelID, 1, Data.NoSound, Data.d2d_doors); TimeOut := 0; if (not Data.NoSound) and Result then begin @@ -878,7 +1086,7 @@ begin TRIGGER_LIFT: begin - Result := SetLift(Data.PanelID, 3, Data.NoSound, Data.d2d_doors); + Result := tr_SetLift(Data.PanelID, 3, Data.NoSound, Data.d2d_doors); if Result then begin @@ -968,10 +1176,12 @@ begin gMonsters[i].SetHealth(Data.MonHealth); // Óñòàíàâëèâàåì ïîâåäåíèå: gMonsters[i].MonsterBehaviour := Data.MonBehav; + gMonsters[i].FNoRespawn := True; + if g_Game_IsNet then + MH_SEND_MonsterSpawn(gMonsters[i].UID); // Èäåì èñêàòü öåëü, åñëè íàäî: if Data.MonActive then gMonsters[i].WakeUp(); - gMonsters[i].FNoRespawn := True; if Data.MonType <> MONSTER_BARREL then Inc(gTotalMonsters); @@ -1031,9 +1241,6 @@ begin NET_GFX_FIRE); end; end; - - if g_Game_IsNet then - MH_SEND_MonsterSpawn(gMonsters[i].UID); end; if g_Game_IsNet then begin @@ -1175,47 +1382,12 @@ begin TRIGGER_PUSH: begin - case g_GetUIDType(ActivateUID) of - UID_PLAYER: - begin - p := g_Player_Get(ActivateUID); - if p = nil then - Exit; - - if Data.ResetVel then - begin - p.GameVelX := 0; - p.GameVelY := 0; - p.GameAccelX := 0; - p.GameAccelY := 0; - end; - - pAngle := -DegToRad(Data.PushAngle); - p.Push(Floor(Cos(pAngle)*Data.PushForce), - Floor(Sin(pAngle)*Data.PushForce)); - end; - - UID_MONSTER: - begin - m := g_Monsters_Get(ActivateUID); - if m = nil then - Exit; - if Data.ResetVel then - begin - m.GameVelX := 0; - m.GameVelY := 0; - m.GameAccelX := 0; - m.GameAccelY := 0; - end; - - pAngle := -DegToRad(Data.PushAngle); - m.Push(Floor(Cos(pAngle)*Data.PushForce), - Floor(Sin(pAngle)*Data.PushForce)); - end; - end; - + pAngle := -DegToRad(Data.PushAngle); + Result := tr_Push(ActivateUID, + Floor(Cos(pAngle)*Data.PushForce), + Floor(Sin(pAngle)*Data.PushForce), + Data.ResetVel); TimeOut := 0; - Result := True; end; TRIGGER_SCORE: @@ -1554,131 +1726,9 @@ begin TRIGGER_MESSAGE: begin - msg := b_Text_Format(Data.MessageText); - case Data.MessageSendTo of - 0: // activator - begin - if g_GetUIDType(ActivateUID) = UID_PLAYER then - begin - if g_Game_IsWatchedPlayer(ActivateUID) then - begin - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - end - else - begin - p := g_Player_Get(ActivateUID); - if g_Game_IsNet and (p.FClientID >= 0) then - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM, p.FClientID) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg, p.FClientID); - end; - end; - end; - - 1: // activator's team - begin - if g_GetUIDType(ActivateUID) = UID_PLAYER then - begin - p := g_Player_Get(ActivateUID); - if g_Game_IsWatchedTeam(p.Team) then - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - - if g_Game_IsNet then - begin - for i := Low(gPlayers) to High(gPlayers) do - if (gPlayers[i].Team = p.Team) and (gPlayers[i].FClientID >= 0) then - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg, gPlayers[i].FClientID); - end; - end; - end; - - 2: // activator's enemy team - begin - if g_GetUIDType(ActivateUID) = UID_PLAYER then - begin - p := g_Player_Get(ActivateUID); - if g_Game_IsWatchedTeam(p.Team) then - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - - if g_Game_IsNet then - begin - for i := Low(gPlayers) to High(gPlayers) do - if (gPlayers[i].Team <> p.Team) and (gPlayers[i].FClientID >= 0) then - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg, gPlayers[i].FClientID); - end; - end; - end; - - 3: // red team - begin - if g_Game_IsWatchedTeam(TEAM_RED) then - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - - if g_Game_IsNet then - begin - for i := Low(gPlayers) to High(gPlayers) do - if (gPlayers[i].Team = TEAM_RED) and (gPlayers[i].FClientID >= 0) then - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg, gPlayers[i].FClientID); - end; - end; - - 4: // blue team - begin - if g_Game_IsWatchedTeam(TEAM_BLUE) then - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - - if g_Game_IsNet then - begin - for i := Low(gPlayers) to High(gPlayers) do - if (gPlayers[i].Team = TEAM_BLUE) and (gPlayers[i].FClientID >= 0) then - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM, gPlayers[i].FClientID) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg, gPlayers[i].FClientID); - end; - end; - - 5: // everyone - begin - if Data.MessageKind = 0 then - g_Console_Add(msg, True) - else if Data.MessageKind = 1 then - g_Game_Message(msg, Data.MessageTime); - - if g_Game_IsNet then - begin - if Data.MessageKind = 0 then - MH_SEND_Chat(msg, NET_CHAT_SYSTEM) - else if Data.MessageKind = 1 then - MH_SEND_GameEvent(NET_EV_BIGTEXT, Data.MessageTime, msg); - end; - end; - end; + Result := tr_Message(Data.MessageKind, Data.MessageText, + Data.MessageSendTo, Data.MessageTime, + ActivateUID); TimeOut := 18; end; @@ -1938,7 +1988,7 @@ begin if Data.FXSpreadR > 0 then xd := xd + Random(Data.FXSpreadR + 1); if Data.FXSpreadU > 0 then yd := yd - Random(Data.FXSpreadU + 1); if Data.FXSpreadD > 0 then yd := yd + Random(Data.FXSpreadD + 1); - MakeEffect(wx, wy, xd, yd, + tr_MakeEffect(wx, wy, xd, yd, Data.FXType, Data.FXSubType, Data.FXColorR, Data.FXColorG, Data.FXColorB, True, False); Dec(i); @@ -2177,7 +2227,7 @@ begin // Òðèããåð "Ëîâóøêà" - ïîðà îòêðûâàòü: if (TriggerType = TRIGGER_TRAP) and (DoorTime = 0) and (Data.PanelID <> -1) then begin - OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); + tr_OpenDoor(Data.PanelID, Data.NoSound, Data.d2d_doors); DoorTime := -1; end; @@ -2188,7 +2238,7 @@ begin if gWalls[Data.PanelID].Enabled then DoorTime := -1 else // Ïîêà îòêðûòà - çàêðûâàåì - if CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors) then + if tr_CloseDoor(Data.PanelID, Data.NoSound, Data.d2d_doors) then DoorTime := -1; end; @@ -2339,9 +2389,9 @@ begin end; end; -procedure g_Triggers_Press(ID: DWORD; ActivateType: Byte); +procedure g_Triggers_Press(ID: DWORD; ActivateType: Byte; ActivateUID: Word = 0); begin - gTriggers[ID].ActivateUID := 0; + gTriggers[ID].ActivateUID := ActivateUID; ActivateTrigger(gTriggers[ID], ActivateType); end; @@ -2483,7 +2533,7 @@ begin (TriggerType = TRIGGER_DOOR5) or (TriggerType = TRIGGER_DOOR) then begin - OpenDoor(Data.PanelID, True, Data.d2d_doors); + tr_OpenDoor(Data.PanelID, True, Data.d2d_doors); if TriggerType = TRIGGER_DOOR5 then DoorTime := 180; b := True; end;