X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_triggers.pas;h=40de5b4d42199ffe0cca71090bec55d38848841a;hp=97c135b207d454b9bf6d87af002df3286fbd6f23;hb=00c73a7e4b162b8adb061e4b4715ee35ba9a2df5;hpb=5472594f32e33da0c66606ec9eebc8f798ef6b54 diff --git a/src/game/g_triggers.pas b/src/game/g_triggers.pas index 97c135b..40de5b4 100644 --- a/src/game/g_triggers.pas +++ b/src/game/g_triggers.pas @@ -65,17 +65,30 @@ 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); -procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte); +procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte; IgnoreTrigger: Integer = -1); procedure g_Triggers_OpenAll(); procedure g_Triggers_DecreaseSpawner(ID: DWORD); 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; TID: DWORD): Integer; + var gTriggerClientID: Integer = 0; gTriggers: array of TTrigger; @@ -88,7 +101,7 @@ uses g_player, g_map, Math, g_gfx, g_game, g_textures, g_console, g_monsters, g_items, g_phys, g_weapons, wadreader, g_main, SysUtils, e_log, g_language, - g_options, g_net, g_netmsg; + g_options, g_net, g_netmsg, g_scripts; const TRIGGER_SIGNATURE = $52475254; // 'TRGR' @@ -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 @@ -209,7 +222,6 @@ begin MH_SEND_Sound(X, Y, 'SOUND_GAME_SWITCH1'); end; - with gWalls[PanelID] do begin if gPlayers <> nil then @@ -278,7 +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 @@ -341,7 +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 @@ -415,195 +427,207 @@ 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; TID: DWORD): 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; + TextureID := DWORD(-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, TID); + 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 Data.ShotSound then - g_Sound_PlayExAt(snd, wx, wy); + if ShotAmmoCount > 0 then Dec(ShotAmmoCount); + + 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, ID); 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; @@ -673,6 +697,233 @@ 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-(m.Obj.Rect.Width div 2), + TY-m.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; @@ -686,7 +937,6 @@ var Anim: TAnimation; UIDType: Byte; TargetUID: Word; - msg: string; begin Result := False; if g_Game_IsClient then @@ -720,64 +970,22 @@ 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; @@ -787,13 +995,13 @@ 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; @@ -802,7 +1010,7 @@ 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 @@ -847,7 +1055,7 @@ 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 @@ -863,7 +1071,7 @@ 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 @@ -879,7 +1087,7 @@ 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 @@ -969,10 +1177,12 @@ 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); @@ -1032,9 +1242,6 @@ begin NET_GFX_FIRE); end; end; - - if g_Game_IsNet then - MH_SEND_MonsterSpawn(gMonsters[i].UID); end; if g_Game_IsNet then begin @@ -1176,47 +1383,12 @@ 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: @@ -1555,131 +1727,9 @@ 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; @@ -1939,13 +1989,20 @@ 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); end; TimeOut := Data.FXWait; end; + + TRIGGER_SCRIPT: + begin + g_Scripts_ProcExec(Data.SCRProc, [ID, ActivateUID, actType, Data.SCRArg], 'map'); + TimeOut := 0; + Result := True; + end; end; end; @@ -2171,7 +2228,7 @@ 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; @@ -2182,7 +2239,7 @@ 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; @@ -2333,9 +2390,9 @@ 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; @@ -2416,7 +2473,7 @@ begin end; end; -procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte); +procedure g_Triggers_PressC(CX, CY: Integer; Radius: Word; UID: Word; ActivateType: Byte; IgnoreTrigger: Integer = -1); var a: Integer; k: Byte; @@ -2442,7 +2499,8 @@ begin rsq := Radius * Radius; for a := 0 to High(gTriggers) do - if (gTriggers[a].TriggerType <> TRIGGER_NONE) and + if (gTriggers[a].ID <> DWORD(IgnoreTrigger)) and + (gTriggers[a].TriggerType <> TRIGGER_NONE) and (gTriggers[a].TimeOut = 0) and ((gTriggers[a].Keys and k) = gTriggers[a].Keys) and ByteBool(gTriggers[a].ActivateType and ActivateType) then @@ -2477,7 +2535,7 @@ 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;