index 19edc46fd96b97b9efec5d5f156af12da87ae73d..afbfc431e6a003680098ab0b511fde6edd295d35 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
uses
SysUtils, Variants, Classes,
uses
SysUtils, Variants, Classes,
- MAPDEF, e_graphics, g_basic, g_sound,
+ MAPDEF, g_basic, g_sound,
xdynrec, hashtable, exoma;
type
xdynrec, hashtable, exoma;
type
implementation
implementation
-uses
- Math,
- g_player, g_map, g_panel, g_gfx, g_game, g_textures,
- g_console, g_monsters, g_items, g_phys, g_weapons,
- wadreader, g_main, e_log, g_language,
- g_options, g_net, g_netmsg, utils, xparser, xstreams;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ Math,
+ g_player, g_map, g_panel, g_game,
+ g_console, g_monsters, g_items, g_phys, g_weapons,
+ wadreader, e_log, g_language, e_res,
+ g_options, g_net, g_netmsg, utils, xparser, xstreams
+ ;
const
TRIGGER_SIGNATURE = $58475254; // 'TRGX'
const
TRIGGER_SIGNATURE = $58475254; // 'TRGX'
if (gLifts[PanelID].PanelType = PANEL_LIFTUP) or (gLifts[PanelID].PanelType = PANEL_LIFTDOWN) then
begin
case d of
if (gLifts[PanelID].PanelType = PANEL_LIFTUP) or (gLifts[PanelID].PanelType = PANEL_LIFTDOWN) then
begin
case d of
- 0: t := 0;
- 1: t := 1;
- else t := IfThen(gLifts[PanelID].LiftType = 1, 0, 1);
+ 0: t := LIFTTYPE_UP;
+ 1: t := LIFTTYPE_DOWN;
+ else t := IfThen(gLifts[PanelID].LiftType = LIFTTYPE_DOWN, LIFTTYPE_UP, LIFTTYPE_DOWN);
end
end
else if (gLifts[PanelID].PanelType = PANEL_LIFTLEFT) or (gLifts[PanelID].PanelType = PANEL_LIFTRIGHT) then
begin
case d of
end
end
else if (gLifts[PanelID].PanelType = PANEL_LIFTLEFT) or (gLifts[PanelID].PanelType = PANEL_LIFTRIGHT) then
begin
case d of
- 0: t := 2;
- 1: t := 3;
- else t := IfThen(gLifts[PanelID].LiftType = 2, 3, 2);
+ 0: t := LIFTTYPE_LEFT;
+ 1: t := LIFTTYPE_RIGHT;
+ else t := IfThen(gLifts[PanelID].LiftType = LIFTTYPE_LEFT, LIFTTYPE_RIGHT, LIFTTYPE_LEFT);
end;
end;
end;
end;
@@ -665,11 +668,8 @@ function tr_SpawnShot (ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Bo
var
snd: string;
Projectile: Boolean;
var
snd: string;
Projectile: Boolean;
- TextureID: DWORD;
- Anim: TAnimation;
begin
result := -1;
begin
result := -1;
- TextureID := DWORD(-1);
snd := 'SOUND_WEAPON_FIREROCKET';
Projectile := true;
snd := 'SOUND_WEAPON_FIREROCKET';
Projectile := true;
TRIGGER_SHOT_IMP:
begin
TRIGGER_SHOT_IMP:
begin
- g_Weapon_ball1(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_ball1(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_PLASMA:
begin
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_PLASMA:
begin
- g_Weapon_Plasma(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_Plasma(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREPLASMA';
end;
TRIGGER_SHOT_SPIDER:
begin
snd := 'SOUND_WEAPON_FIREPLASMA';
end;
TRIGGER_SHOT_SPIDER:
begin
- g_Weapon_aplasma(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_aplasma(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREPLASMA';
end;
TRIGGER_SHOT_CACO:
begin
snd := 'SOUND_WEAPON_FIREPLASMA';
end;
TRIGGER_SHOT_CACO:
begin
- g_Weapon_ball2(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_ball2(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_BARON:
begin
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_BARON:
begin
- g_Weapon_ball7(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_ball7(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_MANCUB:
begin
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_MANCUB:
begin
- g_Weapon_manfire(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_manfire(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREBALL';
end;
snd := 'SOUND_WEAPON_FIREBALL';
end;
TRIGGER_SHOT_ROCKET:
begin
TRIGGER_SHOT_ROCKET:
begin
- g_Weapon_Rocket(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_Rocket(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREROCKET';
end;
TRIGGER_SHOT_BFG:
begin
snd := 'SOUND_WEAPON_FIREROCKET';
end;
TRIGGER_SHOT_BFG:
begin
- g_Weapon_BFGShot(wx, wy, dx, dy, 0, -1, True);
+ g_Weapon_BFGShot(wx, wy, dx, dy, 0, -1, True, False);
snd := 'SOUND_WEAPON_FIREBFG';
end;
TRIGGER_SHOT_EXPL:
begin
snd := 'SOUND_WEAPON_FIREBFG';
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;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, wx - 64, wy - 64);
+ {$ENDIF}
Projectile := False;
g_Weapon_Explode(wx, wy, 60, 0);
snd := 'SOUND_WEAPON_EXPLODEROCKET';
Projectile := False;
g_Weapon_Explode(wx, wy, 60, 0);
snd := 'SOUND_WEAPON_EXPLODEROCKET';
TRIGGER_SHOT_BFGEXPL:
begin
TRIGGER_SHOT_BFGEXPL:
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(wx-64, wy-64, Anim);
- Anim.Free();
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, wx - 64, wy - 64);
+ {$ENDIF}
Projectile := False;
g_Weapon_BFG9000(wx, wy, 0);
snd := 'SOUND_WEAPON_EXPLODEBFG';
end;
Projectile := False;
g_Weapon_BFG9000(wx, wy, 0);
snd := 'SOUND_WEAPON_EXPLODEBFG';
end;
+ TRIGGER_SHOT_FLAME:
+ begin
+ g_Weapon_flame(wx, wy, dx, dy, 0, -1, True, False);
+ snd := 'SOUND_GAME_BURNING';
+ end;
+
else exit;
end;
else exit;
end;
dx += Random(tgcAccuracy)-Random(tgcAccuracy);
dy += Random(tgcAccuracy)-Random(tgcAccuracy);
dx += Random(tgcAccuracy)-Random(tgcAccuracy);
dy += Random(tgcAccuracy)-Random(tgcAccuracy);
- tr_SpawnShot(tgcShotType, wx, wy, dx, dy, not tgcQuiet, TargetUID);
+ tr_SpawnShot(tgcShotType, wx, wy, dx, dy, tgcShotSound, TargetUID);
end
else
begin
end
else
begin
procedure tr_MakeEffect (X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean);
procedure tr_MakeEffect (X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean);
-var
- FramesID: DWORD;
- Anim: TAnimation;
begin
begin
- if T = TRIGGER_EFFECT_PARTICLE then
- begin
- case ST of
- TRIGGER_EFFECT_SLIQUID:
- begin
- if (CR = 255) and (CG = 0) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 1, 0, 0, 0)
- else if (CR = 0) and (CG = 255) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 2, 0, 0, 0)
- else if (CR = 0) and (CG = 0) and (CB = 255) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 3, 0, 0, 0)
- else g_GFX_SimpleWater(X, Y, 1, VX, VY, 0, 0, 0, 0);
- end;
- TRIGGER_EFFECT_LLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 4, CR, CG, CB);
- TRIGGER_EFFECT_DLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 5, CR, CG, CB);
- TRIGGER_EFFECT_BLOOD: g_GFX_Blood(X, Y, 1, VX, VY, 0, 0, CR, CG, CB);
- TRIGGER_EFFECT_SPARK: g_GFX_Spark(X, Y, 1, GetAngle2(VX, VY), 0, 0);
- TRIGGER_EFFECT_BUBBLE: g_GFX_Bubbles(X, Y, 1, 0, 0);
+ if T = TRIGGER_EFFECT_PARTICLE then
+ begin
+ {$IFDEF ENABLE_GFX}
+ case ST of
+ TRIGGER_EFFECT_SLIQUID:
+ begin
+ if (CR = 255) and (CG = 0) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 1, 0, 0, 0)
+ else if (CR = 0) and (CG = 255) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 2, 0, 0, 0)
+ else if (CR = 0) and (CG = 0) and (CB = 255) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 3, 0, 0, 0)
+ else g_GFX_SimpleWater(X, Y, 1, VX, VY, 0, 0, 0, 0);
+ end;
+ TRIGGER_EFFECT_LLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 4, CR, CG, CB);
+ TRIGGER_EFFECT_DLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 5, CR, CG, CB);
+ TRIGGER_EFFECT_BLOOD: g_GFX_Blood(X, Y, 1, VX, VY, 0, 0, CR, CG, CB);
+ TRIGGER_EFFECT_SPARK: g_GFX_Spark(X, Y, 1, GetAngle2(VX, VY), 0, 0);
+ TRIGGER_EFFECT_BUBBLE: g_GFX_Bubbles(X, Y, 1, 0, 0);
+ end;
+ {$ENDIF}
+ if ST = TRIGGER_EFFECT_BUBBLE then
+ begin
+ if not Silent then if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', X, Y)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', X, Y);
+ end;
end;
end;
- end;
if T = TRIGGER_EFFECT_ANIMATION then
begin
case ST of
EFFECT_TELEPORT: begin
if T = TRIGGER_EFFECT_ANIMATION then
begin
case ST of
EFFECT_TELEPORT: begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- if not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
- g_GFX_OnceAnim(X-32, Y-32, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_TELEPORT_FAST, X - 32, Y - 32);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X, Y, Byte(not Silent), NET_GFX_TELE);
end;
EFFECT_RESPAWN: begin
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X, Y, Byte(not Silent), NET_GFX_TELE);
end;
EFFECT_RESPAWN: begin
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- if not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
- g_GFX_OnceAnim(X-16, Y-16, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X - 16, Y - 16);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-16, Y-16, Byte(not Silent), NET_GFX_RESPAWN);
end;
EFFECT_FIRE: begin
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-16, Y-16, Byte(not Silent), NET_GFX_RESPAWN);
end;
EFFECT_FIRE: begin
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- if not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
- g_GFX_OnceAnim(X-32, Y-128, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_FIRE, X - 32, Y - 128);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-32, Y-128, Byte(not Silent), NET_GFX_FIRE);
end;
end;
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-32, Y-128, Byte(not Silent), NET_GFX_FIRE);
end;
end;
iid: LongWord;
coolDown: Boolean;
pAngle: Real;
iid: LongWord;
coolDown: Boolean;
pAngle: Real;
- FramesID: DWORD;
- Anim: TAnimation;
UIDType: Byte;
TargetUID: Word;
it: PItem;
UIDType: Byte;
TargetUID: Word;
it: PItem;
if not Trigger.Enabled then exit;
if (Trigger.TimeOut <> 0) and (actType <> ACTIVATE_CUSTOM) then exit;
if not Trigger.Enabled then exit;
if (Trigger.TimeOut <> 0) and (actType <> ACTIVATE_CUSTOM) then exit;
- if (gLMSRespawn = LMS_RESPAWN_WARMUP) then exit;
+ if (gLMSRespawn > LMS_RESPAWN_NONE) then exit;
if (Trigger.exoCheck <> nil) then
begin
if (Trigger.exoCheck <> nil) then
begin
begin
Enabled := False;
Result := True;
begin
Enabled := False;
Result := True;
- if gLMSRespawn = LMS_RESPAWN_NONE then
+ p := g_Player_Get(ActivateUID);
+ p.GetSecret();
+ Inc(gCoopSecretsFound);
+ if g_Game_IsNet then
begin
begin
- g_Player_Get(ActivateUID).GetSecret();
- Inc(gCoopSecretsFound);
- if g_Game_IsNet then MH_SEND_GameStats();
+ MH_SEND_GameStats();
+ MH_SEND_GameEvent(NET_EV_SECRET, p.UID, '');
end;
end;
end;
end;
for k := 1 to tgcMonsCount do
begin
if (actType = ACTIVATE_CUSTOM) and (tgcDelay > 0) then
for k := 1 to tgcMonsCount do
begin
if (actType = ACTIVATE_CUSTOM) and (tgcDelay > 0) then
- SpawnCooldown := tgcDelay;
+ SpawnCooldown := -1; // Çàäåðæêà âûñòàâèòñÿ ìîíñòðîì ïðè óíè÷òîæåíèè
if (tgcMax > 0) and (SpawnedCount >= tgcMax) then
Break;
if (tgcMax > 0) and (SpawnedCount >= tgcMax) then
Break;
gMonstersSpawned[High(gMonstersSpawned)] := mon.UID;
end;
gMonstersSpawned[High(gMonstersSpawned)] := mon.UID;
end;
- if tgcMax > 0 then
- begin
- mon.SpawnTrigger := ID;
- Inc(SpawnedCount);
- end;
+ mon.SpawnTrigger := ID;
+ if tgcMax > 0 then Inc(SpawnedCount);
case tgcEffect of
case tgcEffect of
- EFFECT_TELEPORT: begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
- mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32, Anim);
- Anim.Free();
- end;
+ EFFECT_TELEPORT:
+ begin
+ g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT_FAST,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+ mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
- EFFECT_RESPAWN: begin
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
- mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
+ EFFECT_RESPAWN:
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_ITEM_RESPAWN,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
+ mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
- EFFECT_FIRE: begin
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
- mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128, Anim);
- Anim.Free();
- end;
+ EFFECT_FIRE:
+ begin
+ g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_FIRE,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+ mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128, 1,
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128, 1,
for k := 1 to tgcItemCount do
begin
if (actType = ACTIVATE_CUSTOM) and (tgcDelay > 0) then
for k := 1 to tgcItemCount do
begin
if (actType = ACTIVATE_CUSTOM) and (tgcDelay > 0) then
- SpawnCooldown := tgcDelay;
+ SpawnCooldown := -1; // Çàäåðæêà âûñòàâèòñÿ èòåìîì ïðè óíè÷òîæåíèè
if (tgcMax > 0) and (SpawnedCount >= tgcMax) then
Break;
if (tgcMax > 0) and (SpawnedCount >= tgcMax) then
Break;
Result := True;
Result := True;
- if tgcMax > 0 then
- begin
- it := g_Items_ByIdx(iid);
- it.SpawnTrigger := ID;
- Inc(SpawnedCount);
- end;
+ it := g_Items_ByIdx(iid);
+ it.SpawnTrigger := ID;
+ if tgcMax > 0 then Inc(SpawnedCount);
case tgcEffect of
case tgcEffect of
- EFFECT_TELEPORT: begin
+ EFFECT_TELEPORT:
+ begin
it := g_Items_ByIdx(iid);
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
- it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT_FAST,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+ it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
- EFFECT_RESPAWN: begin
+ EFFECT_RESPAWN:
+ begin
it := g_Items_ByIdx(iid);
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
- it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_ITEM_RESPAWN,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
+ it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
- EFFECT_FIRE: begin
+ EFFECT_FIRE:
+ begin
it := g_Items_ByIdx(iid);
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
- it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_FIRE,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+ it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, 1,
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, 1,
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
- Inc(gTeamStat[TEAM_RED].Goals, tgcScoreCount); // Red Scores
+ Inc(gTeamStat[TEAM_RED].Score, tgcScoreCount); // Red Scores
if tgcScoreCon then
begin
if tgcScoreCon then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
- Dec(gTeamStat[TEAM_RED].Goals, tgcScoreCount); // Red Fouls
+ Dec(gTeamStat[TEAM_RED].Score, tgcScoreCount); // Red Fouls
if tgcScoreCon then
begin
if tgcScoreCon then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
- Inc(gTeamStat[TEAM_BLUE].Goals, tgcScoreCount); // Blue Scores
+ Inc(gTeamStat[TEAM_BLUE].Score, tgcScoreCount); // Blue Scores
if tgcScoreCon then
begin
if tgcScoreCon then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
if ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE))
or ((tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
- Dec(gTeamStat[TEAM_BLUE].Goals, tgcScoreCount); // Blue Fouls
+ Dec(gTeamStat[TEAM_BLUE].Score, tgcScoreCount); // Blue Fouls
if tgcScoreCon then
begin
if tgcScoreCon then
begin
begin
if (tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then
begin
begin
if (tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then
begin
- Inc(gTeamStat[TEAM_RED].Goals, tgcScoreCount); // Red Scores
+ Inc(gTeamStat[TEAM_RED].Score, tgcScoreCount); // Red Scores
if tgcScoreCon then
begin
if tgcScoreCon then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then
begin
- Dec(gTeamStat[TEAM_RED].Goals, tgcScoreCount); // Red Fouls
+ Dec(gTeamStat[TEAM_RED].Score, tgcScoreCount); // Red Fouls
if tgcScoreCon then
begin
if tgcScoreCon then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_ADD) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then
begin
- Inc(gTeamStat[TEAM_BLUE].Goals, tgcScoreCount); // Blue Scores
+ Inc(gTeamStat[TEAM_BLUE].Score, tgcScoreCount); // Blue Scores
if tgcScoreCon then
begin
if tgcScoreCon then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then
begin
end;
if (tgcScoreAction = TRIGGER_SCORE_ACTION_SUB) and (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then
begin
- Dec(gTeamStat[TEAM_BLUE].Goals, tgcScoreCount); // Blue Fouls
+ Dec(gTeamStat[TEAM_BLUE].Score, tgcScoreCount); // Blue Fouls
if tgcScoreCon then
begin
if tgcScoreCon then
begin
end;
end;
// Âûèãðûø
end;
end;
// Âûèãðûø
- if (tgcScoreAction = TRIGGER_SCORE_ACTION_WIN) and (gGameSettings.GoalLimit > 0) then
+ if (tgcScoreAction = TRIGGER_SCORE_ACTION_WIN) and (gGameSettings.ScoreLimit > 0) then
begin
// Ñâîåé èëè ÷óæîé êîìàíäû
if (tgcScoreTeam in [TRIGGER_SCORE_TEAM_MINE_RED, TRIGGER_SCORE_TEAM_MINE_BLUE]) and (g_GetUIDType(ActivateUID) = UID_PLAYER) then
begin
// Ñâîåé èëè ÷óæîé êîìàíäû
if (tgcScoreTeam in [TRIGGER_SCORE_TEAM_MINE_RED, TRIGGER_SCORE_TEAM_MINE_BLUE]) and (g_GetUIDType(ActivateUID) = UID_PLAYER) then
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED)) // Red Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED)) // Red Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
begin
- if gTeamStat[TEAM_RED].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_RED].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_RED].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_RED].Score := gGameSettings.ScoreLimit;
if tgcScoreCon then
begin
if tgcScoreCon then
begin
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE)) // Blue Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE)) // Blue Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
begin
- if gTeamStat[TEAM_BLUE].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_BLUE].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_BLUE].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_BLUE].Score := gGameSettings.ScoreLimit;
if tgcScoreCon then
begin
if tgcScoreCon then
begin
begin
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then // Red Wins
begin
begin
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then // Red Wins
begin
- if gTeamStat[TEAM_RED].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_RED].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_RED].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_RED].Score := gGameSettings.ScoreLimit;
Result := True;
end;
end;
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then // Blue Wins
begin
Result := True;
end;
end;
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then // Blue Wins
begin
- if gTeamStat[TEAM_BLUE].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_BLUE].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_BLUE].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_BLUE].Score := gGameSettings.ScoreLimit;
Result := True;
end;
end;
end;
end;
// Ïðîèãðûø
Result := True;
end;
end;
end;
end;
// Ïðîèãðûø
- if (tgcScoreAction = TRIGGER_SCORE_ACTION_LOOSE) and (gGameSettings.GoalLimit > 0) then
+ if (tgcScoreAction = TRIGGER_SCORE_ACTION_LOOSE) and (gGameSettings.ScoreLimit > 0) then
begin
// Ñâîåé èëè ÷óæîé êîìàíäû
if (tgcScoreTeam in [TRIGGER_SCORE_TEAM_MINE_RED, TRIGGER_SCORE_TEAM_MINE_BLUE]) and (g_GetUIDType(ActivateUID) = UID_PLAYER) then
begin
// Ñâîåé èëè ÷óæîé êîìàíäû
if (tgcScoreTeam in [TRIGGER_SCORE_TEAM_MINE_RED, TRIGGER_SCORE_TEAM_MINE_BLUE]) and (g_GetUIDType(ActivateUID) = UID_PLAYER) then
p := g_Player_Get(ActivateUID);
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE)) // Red Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
p := g_Player_Get(ActivateUID);
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_BLUE)) // Red Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_RED)) then
- if gTeamStat[TEAM_RED].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_RED].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_RED].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_RED].Score := gGameSettings.ScoreLimit;
if tgcScoreCon then
if tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED then
if tgcScoreCon then
if tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED then
end;
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED)) // Blue Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
end;
if ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED) and (p.Team = TEAM_RED)) // Blue Wins
or ((tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_BLUE) and (p.Team = TEAM_BLUE)) then
- if gTeamStat[TEAM_BLUE].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_BLUE].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_BLUE].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_BLUE].Score := gGameSettings.ScoreLimit;
if tgcScoreCon then
if tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED then
if tgcScoreCon then
if tgcScoreTeam = TRIGGER_SCORE_TEAM_MINE_RED then
begin
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then // Red Wins
begin
begin
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_BLUE) then // Red Wins
begin
- if gTeamStat[TEAM_RED].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_RED].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_RED].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_RED].Score := gGameSettings.ScoreLimit;
Result := True;
end;
end;
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then // Blue Wins
begin
Result := True;
end;
end;
if (tgcScoreTeam = TRIGGER_SCORE_TEAM_FORCE_RED) then // Blue Wins
begin
- if gTeamStat[TEAM_BLUE].Goals < SmallInt(gGameSettings.GoalLimit) then
+ if gTeamStat[TEAM_BLUE].Score < SmallInt(gGameSettings.ScoreLimit) then
begin
begin
- gTeamStat[TEAM_BLUE].Goals := gGameSettings.GoalLimit;
+ gTeamStat[TEAM_BLUE].Score := gGameSettings.ScoreLimit;
Result := True;
end;
end;
Result := True;
end;
end;
// Íàíîñèì óðîí èãðîêó
if (TriggerType = TRIGGER_DAMAGE) and (tgcAmount > 0) then
// Íàíîñèì óðîí èãðîêó
if (TriggerType = TRIGGER_DAMAGE) and (tgcAmount > 0) then
- p.Damage(tgcAmount, 0, 0, 0, HIT_SOME);
+ begin
+ // Êèñëîòíûé óðîí íå íàíîñèòñÿ êîãäà åñòü êîñòþì
+ // "Âîäÿíîé" óðîí íå íàíîñèòñÿ êîãäà åñòü êèñëîðîä
+ if not (((tgcKind = HIT_ACID) and (p.FMegaRulez[MR_SUIT] > gTime)) or
+ ((tgcKind = HIT_WATER) and (p.Air > 0))) then
+ p.Damage(tgcAmount, 0, 0, 0, tgcKind);
+ if (tgcKind = HIT_FLAME) then p.CatchFire(0);
+ end;
// Ëå÷èì èãðîêà
if (TriggerType = TRIGGER_HEALTH) and (tgcAmount > 0) then
// Ëå÷èì èãðîêà
if (TriggerType = TRIGGER_HEALTH) and (tgcAmount > 0) then
// Íàíîñèì óðîí ìîíñòðó
if (TriggerType = TRIGGER_DAMAGE) and (tgcAmount > 0) then
// Íàíîñèì óðîí ìîíñòðó
if (TriggerType = TRIGGER_DAMAGE) and (tgcAmount > 0) then
- m.Damage(tgcAmount, 0, 0, 0, HIT_SOME);
+ begin
+ m.Damage(tgcAmount, 0, 0, 0, tgcKind);
+ if (tgcKind = HIT_FLAME) then m.CatchFire(0);
+ end;
// Ëå÷èì ìîíñòðà
if (TriggerType = TRIGGER_HEALTH) and (tgcAmount > 0) then
// Ëå÷èì ìîíñòðà
if (TriggerType = TRIGGER_HEALTH) and (tgcAmount > 0) then
function g_Triggers_Create (aTrigger: TTrigger; trec: TDynRecord; forceInternalIndex: Integer=-1): DWORD;
var
find_id: DWORD;
function g_Triggers_Create (aTrigger: TTrigger; trec: TDynRecord; forceInternalIndex: Integer=-1): DWORD;
var
find_id: DWORD;
- fn, mapw: AnsiString;
+ fn: AnsiString;
f, olen: Integer;
ptg: PTrigger;
begin
f, olen: Integer;
ptg: PTrigger;
begin
// Åùå íåò òàêîãî çâóêà
if not g_Sound_Exists(ptg.tgcSoundName) then
begin
// Åùå íåò òàêîãî çâóêà
if not g_Sound_Exists(ptg.tgcSoundName) then
begin
- fn := g_ExtractWadName(ptg.tgcSoundName);
- if (fn = '') then
- begin // Çâóê â ôàéëå ñ êàðòîé
- mapw := g_ExtractWadName(gMapInfo.Map);
- fn := mapw+':'+g_ExtractFilePathName(ptg.tgcSoundName);
- end
- else // Çâóê â îòäåëüíîì ôàéëå
- begin
- fn := GameDir + '/wads/' + ptg.tgcSoundName;
- end;
-
+ fn := e_GetResourcePath(WadDirs, ptg.tgcSoundName, g_ExtractWadName(gMapInfo.Map));
//e_LogWritefln('loading trigger sound ''%s''', [fn]);
if not g_Sound_CreateWADEx(ptg.tgcSoundName, fn) then
begin
//e_LogWritefln('loading trigger sound ''%s''', [fn]);
if not g_Sound_CreateWADEx(ptg.tgcSoundName, fn) then
begin
// Åùå íåò òàêîé ìóçûêè
if not g_Sound_Exists(ptg.tgcMusicName) then
begin
// Åùå íåò òàêîé ìóçûêè
if not g_Sound_Exists(ptg.tgcMusicName) then
begin
- fn := g_ExtractWadName(ptg.tgcMusicName);
-
- if fn = '' then
- begin // Ìóçûêà â ôàéëå ñ êàðòîé
- mapw := g_ExtractWadName(gMapInfo.Map);
- fn := mapw+':'+g_ExtractFilePathName(ptg.tgcMusicName);
- end
- else // Ìóçûêà â ôàéëå ñ êàðòîé
- begin
- fn := GameDir+'/wads/'+ptg.tgcMusicName;
- end;
-
+ fn := e_GetResourcePath(WadDirs, ptg.tgcMusicName, g_ExtractWadName(gMapInfo.Map));
if not g_Sound_CreateWADEx(ptg.tgcMusicName, fn, True) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_TR_SOUND], [fn, ptg.tgcMusicName]));
if not g_Sound_CreateWADEx(ptg.tgcMusicName, fn, True) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_TR_SOUND], [fn, ptg.tgcMusicName]));
begin
if (tgMonsList = nil) then tgMonsList := TSimpleMonsterList.Create();
begin
if (tgMonsList = nil) then tgMonsList := TSimpleMonsterList.Create();
- if gTriggers = nil then
- Exit;
+ if gTriggers = nil then Exit;
+ if gLMSRespawn > LMS_RESPAWN_NONE then Exit; // don't update triggers at all
+
SetLength(Affected, 0);
for a := 0 to High(gTriggers) do
SetLength(Affected, 0);
for a := 0 to High(gTriggers) do
begin
if (SoundPlayCount > 0) and (not Sound.IsPlaying()) then
begin
begin
if (SoundPlayCount > 0) and (not Sound.IsPlaying()) then
begin
- if tgcPlayCount > 0 then SoundPlayCount -= 1; // Åñëè 0 - èãðàåì çâóê áåñêîíå÷íî
+ if tgcPlayCount > 0 then Dec(SoundPlayCount); (* looped sound if zero *)
if tgcLocal then
if tgcLocal then
- begin
- Sound.PlayVolumeAt(X+(Width div 2), Y+(Height div 2), tgcVolume/255.0);
- end
+ Sound.PlayVolumeAtRect(X, Y, Width, Height, tgcVolume / 255.0)
else
else
- begin
- Sound.PlayPanVolume((tgcPan-127.0)/128.0, tgcVolume/255.0);
- end;
- if Sound.IsPlaying() and g_Game_IsNet and g_Game_IsServer then MH_SEND_TriggerSound(gTriggers[a]);
- end;
+ Sound.PlayPanVolume((tgcPan - 127.0) / 128.0, tgcVolume / 255.0);
+ if Sound.IsPlaying() and g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_TriggerSound(gTriggers[a])
+ end
end;
// Òðèããåð "Ëîâóøêà" - ïîðà îòêðûâàòü
end;
// Òðèããåð "Ëîâóøêà" - ïîðà îòêðûâàòü
procedure g_Triggers_DecreaseSpawner(ID: DWORD);
begin
if (gTriggers <> nil) then
procedure g_Triggers_DecreaseSpawner(ID: DWORD);
begin
if (gTriggers <> nil) then
- if gTriggers[ID].SpawnedCount > 0 then
- Dec(gTriggers[ID].SpawnedCount);
+ begin
+ if gTriggers[ID].tgcMax > 0 then
+ begin
+ if gTriggers[ID].SpawnedCount > 0 then
+ Dec(gTriggers[ID].SpawnedCount);
+ end;
+ if gTriggers[ID].tgcDelay > 0 then
+ begin
+ if gTriggers[ID].SpawnCooldown < 0 then
+ gTriggers[ID].SpawnCooldown := gTriggers[ID].tgcDelay;
+ end;
+ end;
end;
end;
-
procedure g_Triggers_Free ();
var
a: Integer;
procedure g_Triggers_Free ();
var
a: Integer;