index 6698288c33cda673ec4fe9129256171494b1fc1c..437d1f6462c98f8c1c9973dfd3c099c5a4d906cf 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
Enabled: Boolean;
ActivateType: Byte;
Keys: Byte;
- TexturePanel: Integer;
+ TexturePanelGUID: Integer;
TexturePanelType: Word;
TimeOut: Word;
mapId: AnsiString; // trigger id, from map
mapIndex: Integer; // index in fields['trigger'], used in save/load
- //trigShotPanelId: Integer;
- trigPanelId: Integer;
+ trigPanelGUID: Integer;
//TrigData: TTriggerData;
trigData: TDynRecord; // triggerdata; owned by trigger
function trigCenter (): TDFPoint; inline;
public
- property trigShotPanelId: Integer read trigPanelId write trigPanelId;
+ property trigShotPanelGUID: Integer read trigPanelGUID write trigPanelGUID;
end;
function g_Triggers_Create(Trigger: TTrigger; forceInternalIndex: Integer=-1): DWORD;
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_CloseDoor (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
+function tr_OpenDoor (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
+procedure tr_CloseTrap (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean);
+function tr_SetLift (PanelGUID: 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;
+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;
+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;
implementation
uses
- g_player, g_map, Math, g_gfx, g_game, g_textures,
+ 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, SysUtils, e_log, g_language,
g_options, g_net, g_netmsg, utils, xparser;
end;
-function FindTrigger(): DWORD;
+function FindTrigger (): DWORD;
var
i: Integer;
begin
end;
-function tr_CloseDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
+function tr_CloseDoor (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
var
a, b, c: Integer;
+ pan: TPanel;
+ PanelID: Integer;
begin
- Result := False;
-
- if PanelID = -1 then Exit;
+ result := false;
+ pan := g_Map_PanelByGUID(PanelGUID);
+ if (pan = nil) or not pan.isGWall then exit; //!FIXME!TRIGANY!
+ PanelID := pan.arrIdx;
if not d2d then
begin
with gWalls[PanelID] do
begin
- if g_CollidePlayer(X, Y, Width, Height) or
- g_Mons_IsAnyAliveAt(X, Y, Width, Height) then Exit;
-
+ if g_CollidePlayer(X, Y, Width, Height) or g_Mons_IsAnyAliveAt(X, Y, Width, Height) then Exit;
if not Enabled then
begin
if not NoSound then
begin
g_Sound_PlayExAt('SOUND_GAME_DOORCLOSE', X, Y);
- if g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Sound(X, Y, 'SOUND_GAME_DOORCLOSE');
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Sound(X, Y, 'SOUND_GAME_DOORCLOSE');
end;
- g_Map_EnableWall(PanelID);
- Result := True;
+ g_Map_EnableWallGUID(PanelGUID);
+ result := true;
end;
end;
end
else
begin
- if gDoorMap = nil then Exit;
+ if (gDoorMap = nil) then exit;
c := -1;
for a := 0 to High(gDoorMap) do
begin
for b := 0 to High(gDoorMap[a]) do
+ begin
if gDoorMap[a, b] = DWORD(PanelID) then
begin
c := a;
- Break;
+ break;
end;
-
- if c <> -1 then Break;
+ end;
+ if (c <> -1) then break;
end;
- if c = -1 then Exit;
+ if (c = -1) then exit;
for b := 0 to High(gDoorMap[c]) do
+ begin
with gWalls[gDoorMap[c, b]] do
begin
- if g_CollidePlayer(X, Y, Width, Height) or
- g_Mons_IsAnyAliveAt(X, Y, Width, Height) then Exit;
+ if g_CollidePlayer(X, Y, Width, Height) or g_Mons_IsAnyAliveAt(X, Y, Width, Height) then exit;
end;
+ end;
if not NoSound then
+ begin
for b := 0 to High(gDoorMap[c]) do
+ begin
if not gWalls[gDoorMap[c, b]].Enabled then
begin
with gWalls[PanelID] do
begin
g_Sound_PlayExAt('SOUND_GAME_DOORCLOSE', X, Y);
- if g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Sound(X, Y, 'SOUND_GAME_DOORCLOSE');
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Sound(X, Y, 'SOUND_GAME_DOORCLOSE');
end;
- Break;
+ break;
end;
+ end;
+ end;
for b := 0 to High(gDoorMap[c]) do
+ begin
if not gWalls[gDoorMap[c, b]].Enabled then
begin
- g_Map_EnableWall(gDoorMap[c, b]);
- Result := True;
+ g_Map_EnableWall_XXX(gDoorMap[c, b]);
+ result := true;
end;
+ end;
end;
end;
-procedure tr_CloseTrap(PanelID: Integer; NoSound: Boolean; d2d: Boolean);
+
+procedure tr_CloseTrap (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean);
var
a, b, c: Integer;
wx, wy, wh, ww: Integer;
+ pan: TPanel;
+ PanelID: Integer;
function monsDamage (mon: TMonster): Boolean;
begin
end;
begin
- if PanelID = -1 then Exit;
+ pan := g_Map_PanelByGUID(PanelGUID);
+ if (pan = nil) or not pan.isGWall then exit; //!FIXME!TRIGANY!
+ PanelID := pan.arrIdx;
if not d2d then
begin
if (not NoSound) and (not Enabled) then
begin
g_Sound_PlayExAt('SOUND_GAME_SWITCH1', X, Y);
- if g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Sound(X, Y, 'SOUND_GAME_SWITCH1');
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Sound(X, Y, 'SOUND_GAME_SWITCH1');
end;
end;
with gWalls[PanelID] do
begin
if gPlayers <> nil then
+ begin
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and gPlayers[a].Live and
- gPlayers[a].Collide(X, Y, Width, Height) then
+ begin
+ if (gPlayers[a] <> nil) and gPlayers[a].Live and gPlayers[a].Collide(X, Y, Width, Height) then
+ begin
gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
+ end;
+ end;
+ end;
//g_Mons_ForEach(monsDamage);
g_Mons_ForEachAliveAt(wx, wy, ww, wh, monsDamage);
- if not Enabled then g_Map_EnableWall(PanelID);
+ if not Enabled then g_Map_EnableWallGUID(PanelGUID);
end;
end
else
begin
- if gDoorMap = nil then Exit;
+ if (gDoorMap = nil) then exit;
c := -1;
for a := 0 to High(gDoorMap) do
if gDoorMap[a, b] = DWORD(PanelID) then
begin
c := a;
- Break;
+ break;
end;
end;
-
- if c <> -1 then Break;
+ if (c <> -1) then break;
end;
- if c = -1 then Exit;
+ if (c = -1) then exit;
if not NoSound then
begin
with gWalls[gDoorMap[c, b]] do
begin
if gPlayers <> nil then
+ begin
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and gPlayers[a].Live and
- gPlayers[a].Collide(X, Y, Width, Height) then
+ begin
+ if (gPlayers[a] <> nil) and gPlayers[a].Live and gPlayers[a].Collide(X, Y, Width, Height) then
+ begin
gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
+ end;
+ end;
+ end;
//g_Mons_ForEach(monsDamage);
g_Mons_ForEachAliveAt(wx, wy, ww, wh, monsDamage);
gMonsters[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
*)
- if not Enabled then g_Map_EnableWall(gDoorMap[c, b]);
+ if not Enabled then g_Map_EnableWall_XXX(gDoorMap[c, b]);
end;
end;
end;
end;
-function tr_OpenDoor(PanelID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
+
+function tr_OpenDoor (PanelGUID: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
var
a, b, c: Integer;
+ pan: TPanel;
+ PanelID: Integer;
begin
- Result := False;
-
- if PanelID = -1 then Exit;
+ result := false;
+ pan := g_Map_PanelByGUID(PanelGUID);
+ if (pan = nil) or not pan.isGWall then exit; //!FIXME!TRIGANY!
+ PanelID := pan.arrIdx;
if not d2d then
begin
with gWalls[PanelID] do
+ begin
if Enabled then
begin
if not NoSound then
begin
g_Sound_PlayExAt('SOUND_GAME_DOOROPEN', X, Y);
- if g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Sound(X, Y, 'SOUND_GAME_DOOROPEN');
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Sound(X, Y, 'SOUND_GAME_DOOROPEN');
end;
- g_Map_DisableWall(PanelID);
- Result := True;
+ g_Map_DisableWallGUID(PanelGUID);
+ result := true;
end;
+ end
end
else
begin
- if gDoorMap = nil then Exit;
+ if (gDoorMap = nil) then exit;
c := -1;
for a := 0 to High(gDoorMap) do
begin
for b := 0 to High(gDoorMap[a]) do
+ begin
if gDoorMap[a, b] = DWORD(PanelID) then
begin
c := a;
- Break;
+ break;
end;
-
- if c <> -1 then Break;
+ end;
+ if (c <> -1) then break;
end;
- if c = -1 then Exit;
+ if (c = -1) then exit;
if not NoSound then
+ begin
for b := 0 to High(gDoorMap[c]) do
+ begin
if gWalls[gDoorMap[c, b]].Enabled then
begin
with gWalls[PanelID] do
begin
g_Sound_PlayExAt('SOUND_GAME_DOOROPEN', X, Y);
- if g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Sound(X, Y, 'SOUND_GAME_DOOROPEN');
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Sound(X, Y, 'SOUND_GAME_DOOROPEN');
end;
- Break;
+ break;
end;
+ end;
+ end;
for b := 0 to High(gDoorMap[c]) do
+ begin
if gWalls[gDoorMap[c, b]].Enabled then
begin
- g_Map_DisableWall(gDoorMap[c, b]);
- Result := True;
+ g_Map_DisableWall_XXX(gDoorMap[c, b]);
+ result := true;
end;
+ end;
end;
end;
-function tr_SetLift(PanelID: Integer; d: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
+
+function tr_SetLift (PanelGUID: Integer; d: Integer; NoSound: Boolean; d2d: Boolean): Boolean;
var
- a, b, c, t: Integer;
+ a, b, c: Integer;
+ t: Integer = 0;
+ pan: TPanel;
+ PanelID: Integer;
begin
- t := 0;
- Result := False;
-
- if PanelID = -1 then Exit;
+ result := false;
+ pan := g_Map_PanelByGUID(PanelGUID);
+ if (pan = nil) or not pan.isGLift then exit; //!FIXME!TRIGANY!
+ PanelID := pan.arrIdx;
- if (gLifts[PanelID].PanelType = PANEL_LIFTUP) or
- (gLifts[PanelID].PanelType = PANEL_LIFTDOWN) then
+ 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);
end
- else if (gLifts[PanelID].PanelType = PANEL_LIFTLEFT) or
- (gLifts[PanelID].PanelType = PANEL_LIFTRIGHT) then
+ 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);
end;
+ end;
if not d2d then
begin
with gLifts[PanelID] do
- if LiftType <> t then
+ begin
+ if (LiftType <> t) then
begin
- g_Map_SetLift(PanelID, t);
-
- {if not NoSound then
- g_Sound_PlayExAt('SOUND_GAME_SWITCH0', X, Y);}
- Result := True;
+ g_Map_SetLiftGUID(PanelGUID, t); //???
+ //if not NoSound then g_Sound_PlayExAt('SOUND_GAME_SWITCH0', X, Y);
+ result := true;
end;
+ end;
end
else // Êàê â D2d
begin
- if gLiftMap = nil then Exit;
+ if (gLiftMap = nil) then exit;
c := -1;
for a := 0 to High(gLiftMap) do
begin
for b := 0 to High(gLiftMap[a]) do
- if gLiftMap[a, b] = DWORD(PanelID) then
+ begin
+ if (gLiftMap[a, b] = DWORD(PanelID)) then
begin
c := a;
- Break;
+ break;
end;
-
- if c <> -1 then Break;
+ end;
+ if (c <> -1) then break;
end;
- if c = -1 then Exit;
+ if (c = -1) then exit;
{if not NoSound then
for b := 0 to High(gLiftMap[c]) do
end;}
for b := 0 to High(gLiftMap[c]) do
+ begin
with gLifts[gLiftMap[c, b]] do
- if LiftType <> t then
+ begin
+ if (LiftType <> t) then
begin
- g_Map_SetLift(gLiftMap[c, b], t);
-
- Result := True;
+ g_Map_SetLift_XXX(gLiftMap[c, b], t);
+ result := true;
end;
+ end;
+ end;
end;
end;
-function tr_SpawnShot(ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer;
+
+function tr_SpawnShot (ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Boolean; ShotTarget: Word): Integer;
var
snd: string;
Projectile: Boolean;
TextureID: DWORD;
Anim: TAnimation;
begin
- Result := -1;
+ result := -1;
TextureID := DWORD(-1);
snd := 'SOUND_WEAPON_FIREROCKET';
- Projectile := True;
+ Projectile := true;
+
case ShotType of
TRIGGER_SHOT_PISTOL:
begin
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);
+ if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1);
end;
end;
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);
+ if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1);
end;
end;
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);
+ if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL2);
end;
end;
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);
+ if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL3);
end;
end;
end;
if g_Game_IsNet and g_Game_IsServer then
+ begin
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);
+ 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);
+ if Projectile then MH_SEND_CreateShot(LastShotID);
+ if ShotSound then MH_SEND_Sound(wx, wy, snd);
end;
end;
+ end;
- if ShotSound then
- g_Sound_PlayExAt(snd, wx, wy);
+ if ShotSound then g_Sound_PlayExAt(snd, wx, wy);
- if Projectile then
- Result := LastShotID;
+ if Projectile then Result := LastShotID;
end;
-procedure MakeShot(var Trigger: TTrigger; wx, wy, dx, dy: Integer; TargetUID: Word);
+
+procedure MakeShot (var Trigger: TTrigger; wx, wy, dx, dy: Integer; TargetUID: Word);
begin
with Trigger do
- if (trigData.trigShotAmmo = 0) or
- ((trigData.trigShotAmmo > 0) and (ShotAmmoCount > 0)) then
+ begin
+ if (trigData.trigShotAmmo = 0) or ((trigData.trigShotAmmo > 0) and (ShotAmmoCount > 0)) then
begin
- if (trigShotPanelID <> -1) and (ShotPanelTime = 0) then
+ if (trigShotPanelGUID <> -1) and (ShotPanelTime = 0) then
begin
- g_Map_SwitchTexture(ShotPanelType, trigShotPanelID);
+ g_Map_SwitchTextureGUID(ShotPanelType, trigShotPanelGUID);
ShotPanelTime := 4; // òèêîâ íà âñïûøêó âûñòðåëà
end;
- if trigData.trigShotIntSight > 0 then
- ShotSightTimeout := 180; // ~= 5 ñåêóíä
+ if (trigData.trigShotIntSight > 0) then ShotSightTimeout := 180; // ~= 5 ñåêóíä
- if ShotAmmoCount > 0 then Dec(ShotAmmoCount);
+ if (ShotAmmoCount > 0) then Dec(ShotAmmoCount);
- dx := dx + Random(trigData.trigShotAccuracy) - Random(trigData.trigShotAccuracy);
- dy := dy + Random(trigData.trigShotAccuracy) - Random(trigData.trigShotAccuracy);
+ dx += Random(trigData.trigShotAccuracy)-Random(trigData.trigShotAccuracy);
+ dy += Random(trigData.trigShotAccuracy)-Random(trigData.trigShotAccuracy);
tr_SpawnShot(trigData.trigShotType, wx, wy, dx, dy, trigData.trigShotSound, TargetUID);
end
else
+ begin
if (trigData.trigShotIntReload > 0) and (ShotReloadTime = 0) then
+ begin
ShotReloadTime := trigData.trigShotIntReload; // òèêîâ íà ïåðåçàðÿäêó ïóøêè
+ end;
+ end;
+ end;
end;
-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
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);
+ 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);
+ 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;
+ end;
+
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);
+ if not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
g_GFX_OnceAnim(X-32, Y-32, Anim);
Anim.Free();
end;
- if Send and g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Effect(X, Y, Byte(not Silent), NET_GFX_TELE);
+ 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);
+ if not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
g_GFX_OnceAnim(X-16, Y-16, Anim);
Anim.Free();
end;
- if Send and g_Game_IsServer and g_Game_IsNet then
- MH_SEND_Effect(X-16, Y-16, Byte(not Silent), NET_GFX_RESPAWN);
+ 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);
+ if not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
g_GFX_OnceAnim(X-32, Y-128, Anim);
Anim.Free();
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);
+ 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;
+ end;
end;
-function tr_Teleport(ActivateUID: Integer; TX, TY: Integer; TDir: Integer; Silent: Boolean; D2D: Boolean): Boolean;
+
+function tr_Teleport (ActivateUID: Integer; TX, TY: Integer; TDir: Integer; Silent: Boolean; D2D: Boolean): Boolean;
var
p: TPlayer;
m: TMonster;
UID_PLAYER:
begin
p := g_Player_Get(ActivateUID);
- if p = nil then
- Exit;
-
+ 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
+ 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;
+ begin
+ if p.TeleportTo(TX, TY, Silent, TDir) then result := true;
+ end;
end;
-
UID_MONSTER:
begin
m := g_Monsters_ByUID(ActivateUID);
- if m = nil then
- Exit;
-
+ 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
+ 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;
+ begin
+ if m.TeleportTo(TX, TY, Silent, TDir) then result := true;
+ end;
end;
end;
end;
-function tr_Push(ActivateUID: Integer; VX, VY: Integer; ResetVel: Boolean): Boolean;
+
+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;
+ 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 p = nil then Exit;
if ResetVel then
begin
UID_MONSTER:
begin
m := g_Monsters_ByUID(ActivateUID);
- if m = nil then
- Exit;
+ if m = nil then Exit;
if ResetVel then
begin
end;
end;
-function tr_Message(MKind: Integer; MText: string; MSendTo: Integer; MTime: Integer; ActivateUID: Integer): Boolean;
+
+function tr_Message (MKind: Integer; MText: string; MSendTo: Integer; MTime: Integer; ActivateUID: Integer): Boolean;
var
msg: string;
p: TPlayer;
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);
+ 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);
+ begin
+ 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;
end;
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);
+ begin
+ if MKind = 0 then g_Console_Add(msg, True)
+ else if MKind = 1 then g_Game_Message(msg, MTime);
+ end;
if g_Game_IsNet then
begin
for i := Low(gPlayers) to High(gPlayers) do
+ begin
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);
+ begin
+ 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;
end;
end;
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);
+ begin
+ if MKind = 0 then g_Console_Add(msg, True)
+ else if MKind = 1 then g_Game_Message(msg, MTime);
+ end;
if g_Game_IsNet then
begin
for i := Low(gPlayers) to High(gPlayers) do
+ begin
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);
+ begin
+ 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;
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);
+ begin
+ if MKind = 0 then g_Console_Add(msg, True)
+ else if MKind = 1 then g_Game_Message(msg, MTime);
+ end;
if g_Game_IsNet then
begin
for i := Low(gPlayers) to High(gPlayers) do
+ begin
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);
+ begin
+ 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;
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);
+ begin
+ if MKind = 0 then g_Console_Add(msg, True)
+ else if MKind = 1 then g_Game_Message(msg, MTime);
+ end;
if g_Game_IsNet then
begin
for i := Low(gPlayers) to High(gPlayers) do
+ begin
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);
+ begin
+ 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;
end;
5: // everyone
begin
- if MKind = 0 then
- g_Console_Add(msg, True)
- else if MKind = 1 then
- g_Game_Message(msg, MTime);
+ 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);
+ 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 tr_ShotAimCheck(var Trigger: TTrigger; Obj: PObj): Boolean;
+
+function tr_ShotAimCheck (var Trigger: TTrigger; Obj: PObj): Boolean;
begin
result := false;
with Trigger do
begin
- if TriggerType <> TRIGGER_SHOT then
- Exit;
- Result := (trigData.trigShotAim and TRIGGER_SHOT_AIM_ALLMAP > 0)
+ if TriggerType <> TRIGGER_SHOT then Exit;
+ result := (trigData.trigShotAim and TRIGGER_SHOT_AIM_ALLMAP > 0)
or g_Obj_Collide(X, Y, Width, Height, Obj);
- if Result and (trigData.trigShotAim and TRIGGER_SHOT_AIM_TRACE > 0) then
- Result := g_TraceVector(trigData.trigShotPos.X,
- trigData.trigShotPos.Y,
+ if result and (trigData.trigShotAim and TRIGGER_SHOT_AIM_TRACE > 0) then
+ begin
+ result := g_TraceVector(trigData.trigShotPos.X, trigData.trigShotPos.Y,
Obj^.X + Obj^.Rect.X + (Obj^.Rect.Width div 2),
Obj^.Y + Obj^.Rect.Y + (Obj^.Rect.Height div 2));
+ end;
end;
end;
-function ActivateTrigger(var Trigger: TTrigger; actType: Byte): Boolean;
+
+function ActivateTrigger (var Trigger: TTrigger; actType: Byte): Boolean;
var
animonce: Boolean;
p: TPlayer;
m: TMonster;
+ pan: TPanel;
idx, k, wx, wy, xd, yd: Integer;
iid: LongWord;
coolDown: Boolean;
end;
begin
- Result := False;
- if g_Game_IsClient then
- Exit;
+ result := false;
+ if g_Game_IsClient 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 not Trigger.Enabled then exit;
+ if (Trigger.TimeOut <> 0) and (actType <> ACTIVATE_CUSTOM) then exit;
+ if gLMSRespawn = LMS_RESPAWN_WARMUP then exit;
animonce := False;
TRIGGER_OPENDOOR:
begin
- Result := tr_OpenDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
+ Result := tr_OpenDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
TimeOut := 0;
end;
TRIGGER_CLOSEDOOR:
begin
- Result := tr_CloseDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
+ Result := tr_CloseDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
TimeOut := 0;
end;
TRIGGER_DOOR, TRIGGER_DOOR5:
begin
- if trigPanelID <> -1 then
+ pan := g_Map_PanelByGUID(trigPanelGUID);
+ if (pan <> nil) and pan.isGWall then
begin
- if gWalls[trigPanelID].Enabled then
- begin
- Result := tr_OpenDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
-
- if TriggerType = TRIGGER_DOOR5 then
- DoorTime := 180;
- end
+ if gWalls[{trigPanelID}pan.arrIdx].Enabled then
+ begin
+ result := tr_OpenDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
+ if (TriggerType = TRIGGER_DOOR5) then DoorTime := 180;
+ end
else
- Result := tr_CloseDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
+ begin
+ result := tr_CloseDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
+ end;
- if Result then
- TimeOut := 18;
+ if result then TimeOut := 18;
end;
end;
TRIGGER_CLOSETRAP, TRIGGER_TRAP:
begin
- tr_CloseTrap(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
+ tr_CloseTrap(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
if TriggerType = TRIGGER_TRAP then
begin
TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF:
begin
- PressCount := PressCount + 1;
-
- if PressTime = -1 then
- PressTime := trigData.trigWait;
-
- if coolDown then
- TimeOut := 18
- else
- TimeOut := 0;
+ PressCount += 1;
+ if PressTime = -1 then PressTime := trigData.trigWait;
+ if coolDown then TimeOut := 18 else TimeOut := 0;
Result := True;
end;
TRIGGER_LIFTUP:
begin
- Result := tr_SetLift(trigPanelID, 0, trigData.trigNoSound, trigData.trigd2d_doors);
+ Result := tr_SetLift(trigPanelGUID, 0, trigData.trigNoSound, trigData.trigd2d_doors);
TimeOut := 0;
if (not trigData.trigNoSound) and Result then begin
TRIGGER_LIFTDOWN:
begin
- Result := tr_SetLift(trigPanelID, 1, trigData.trigNoSound, trigData.trigd2d_doors);
+ Result := tr_SetLift(trigPanelGUID, 1, trigData.trigNoSound, trigData.trigd2d_doors);
TimeOut := 0;
if (not trigData.trigNoSound) and Result then begin
TRIGGER_LIFT:
begin
- Result := tr_SetLift(trigPanelID, 3, trigData.trigNoSound, trigData.trigd2d_doors);
+ Result := tr_SetLift(trigPanelGUID, 3, trigData.trigNoSound, trigData.trigd2d_doors);
if Result then
begin
end;
end;
- if Result and (Trigger.TexturePanel <> -1) then
- g_Map_SwitchTexture(Trigger.TexturePanelType, Trigger.TexturePanel, IfThen(animonce, 2, 1));
+ if Result {and (Trigger.TexturePanel <> -1)} then
+ begin
+ g_Map_SwitchTextureGUID(Trigger.TexturePanelType, Trigger.TexturePanelGUID, IfThen(animonce, 2, 1));
+ end;
end;
var
mon: TMonster;
+ pan: TPanel;
begin
if (tgMonsList = nil) then tgMonsList := TSimpleMonsterList.Create();
// Åñòü òðèããåð:
if TriggerType <> TRIGGER_NONE then
begin
- // Óìåíüøàåì âðåìÿ äî çàêðûòèÿ äâåðè (îòêðûòèÿ ëîâóøêè):
- if DoorTime > 0 then
- DoorTime := DoorTime - 1;
- // Óìåíüøàåì âðåìÿ îæèäàíèÿ ïîñëå íàæàòèÿ:
- if PressTime > 0 then
- PressTime := PressTime - 1;
- // Ïðîâåðÿåì èãðîêîâ è ìîíñòðîâ, êîòîðûõ ðàíåå çàïîìíèëè:
+ // Óìåíüøàåì âðåìÿ äî çàêðûòèÿ äâåðè (îòêðûòèÿ ëîâóøêè)
+ if DoorTime > 0 then DoorTime := DoorTime - 1;
+ // Óìåíüøàåì âðåìÿ îæèäàíèÿ ïîñëå íàæàòèÿ
+ if PressTime > 0 then PressTime := PressTime - 1;
+ // Ïðîâåðÿåì èãðîêîâ è ìîíñòðîâ, êîòîðûõ ðàíåå çàïîìíèëè:
if (TriggerType = TRIGGER_DAMAGE) or (TriggerType = TRIGGER_HEALTH) then
+ begin
for b := 0 to High(Activators) do
begin
// Óìåíüøàåì âðåìÿ äî ïîâòîðíîãî âîçäåéñòâèÿ:
if Activators[b].TimeOut > 0 then
- Dec(Activators[b].TimeOut)
+ begin
+ Dec(Activators[b].TimeOut);
+ end
else
- Continue;
+ begin
+ continue;
+ end;
// Ñ÷èòàåì, ÷òî îáúåêò ïîêèíóë çîíó äåéñòâèÿ òðèããåðà
- if (trigData.trigDamageInterval = 0) and (Activators[b].TimeOut < 65530) then
- Activators[b].TimeOut := 0;
+ if (trigData.trigDamageInterval = 0) and (Activators[b].TimeOut < 65530) then Activators[b].TimeOut := 0;
end;
+ end;
- // Îáðàáàòûâàåì ñïàâíåðû:
+ // Îáðàáàòûâàåì ñïàâíåðû
if Enabled and AutoSpawn then
+ begin
if SpawnCooldown = 0 then
begin
- // Åñëè ïðèøëî âðåìÿ, ñïàâíèì ìîíñòðà:
+ // Åñëè ïðèøëî âðåìÿ, ñïàâíèì ìîíñòðà
if (TriggerType = TRIGGER_SPAWNMONSTER) and (trigData.trigMonDelay > 0) then
begin
ActivateUID := 0;
ActivateTrigger(gTriggers[a], ACTIVATE_CUSTOM);
end;
- // Åñëè ïðèøëî âðåìÿ, ñïàâíèì ïðåäìåò:
+ // Åñëè ïðèøëî âðåìÿ, ñïàâíèì ïðåäìåò
if (TriggerType = TRIGGER_SPAWNITEM) and (trigData.trigItemDelay > 0) then
begin
ActivateUID := 0;
ActivateTrigger(gTriggers[a], ACTIVATE_CUSTOM);
end;
- end else // Óìåíüøàåì âðåìÿ îæèäàíèÿ:
+ end
+ else
+ begin
+ // Óìåíüøàåì âðåìÿ îæèäàíèÿ
Dec(SpawnCooldown);
+ end;
+ end;
- // Îáðàáàòûâàåì ñîáûòèÿ òðèããåðà "Òóðåëü":
+ // Îáðàáàòûâàåì ñîáûòèÿ òðèããåðà "Òóðåëü"
if TriggerType = TRIGGER_SHOT then
begin
if ShotPanelTime > 0 then
begin
Dec(ShotPanelTime);
- if ShotPanelTime = 0 then
- g_Map_SwitchTexture(ShotPanelType, trigShotPanelID);
+ if ShotPanelTime = 0 then g_Map_SwitchTextureGUID(ShotPanelType, trigShotPanelGUID);
end;
if ShotSightTime > 0 then
begin
Dec(ShotSightTime);
- if ShotSightTime = 0 then
- ShotSightTarget := ShotSightTargetN;
+ if ShotSightTime = 0 then ShotSightTarget := ShotSightTargetN;
end;
if ShotSightTimeout > 0 then
begin
Dec(ShotSightTimeout);
- if ShotSightTimeout = 0 then
- ShotSightTarget := 0;
+ if ShotSightTimeout = 0 then ShotSightTarget := 0;
end;
if ShotReloadTime > 0 then
begin
Dec(ShotReloadTime);
- if ShotReloadTime = 0 then
- ShotAmmoCount := trigData.trigShotAmmo;
+ if ShotReloadTime = 0 then ShotAmmoCount := trigData.trigShotAmmo;
end;
end;
- // Òðèããåð "Çâóê" óæå îòûãðàë, åñëè íóæíî åùå - ïåðåçàïóñêàåì:
+ // Òðèããåð "Çâóê" óæå îòûãðàë, åñëè íóæíî åùå - ïåðåçàïóñêàåì
if Enabled and (TriggerType = TRIGGER_SOUND) and (Sound <> nil) then
+ begin
if (SoundPlayCount > 0) and (not Sound.IsPlaying()) then
begin
- if trigData.trigPlayCount > 0 then // Åñëè 0 - èãðàåì çâóê áåñêîíå÷íî
- SoundPlayCount := SoundPlayCount - 1;
+ if trigData.trigPlayCount > 0 then SoundPlayCount -= 1; // Åñëè 0 - èãðàåì çâóê áåñêîíå÷íî
if trigData.trigLocal then
- Sound.PlayVolumeAt(X+(Width div 2), Y+(Height div 2), trigData.trigVolume/255.0)
+ begin
+ Sound.PlayVolumeAt(X+(Width div 2), Y+(Height div 2), trigData.trigVolume/255.0);
+ end
else
+ begin
Sound.PlayPanVolume((trigData.trigPan-127.0)/128.0, trigData.trigVolume/255.0);
- if Sound.IsPlaying() and g_Game_IsNet and g_Game_IsServer then
- MH_SEND_TriggerSound(gTriggers[a]);
+ end;
+ if Sound.IsPlaying() and g_Game_IsNet and g_Game_IsServer then MH_SEND_TriggerSound(gTriggers[a]);
end;
+ end;
- // Òðèããåð "Ëîâóøêà" - ïîðà îòêðûâàòü:
- if (TriggerType = TRIGGER_TRAP) and (DoorTime = 0) and (trigPanelID <> -1) then
+ // Òðèããåð "Ëîâóøêà" - ïîðà îòêðûâàòü
+ if (TriggerType = TRIGGER_TRAP) and (DoorTime = 0) and (g_Map_PanelByGUID(trigPanelGUID) <> nil) then
begin
- tr_OpenDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors);
+ tr_OpenDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors);
DoorTime := -1;
end;
- // Òðèããåð "Äâåðü 5 ñåê" - ïîðà çàêðûâàòü:
- if (TriggerType = TRIGGER_DOOR5) and (DoorTime = 0) and (trigPanelID <> -1) then
+ // Òðèããåð "Äâåðü 5 ñåê" - ïîðà çàêðûâàòü
+ if (TriggerType = TRIGGER_DOOR5) and (DoorTime = 0) and (g_Map_PanelByGUID(trigPanelGUID) <> nil) then
begin
- // Óæå çàêðûòà:
- if gWalls[trigPanelID].Enabled then
- DoorTime := -1
- else // Ïîêà îòêðûòà - çàêðûâàåì
- if tr_CloseDoor(trigPanelID, trigData.trigNoSound, trigData.trigd2d_doors) then
+ pan := g_Map_PanelByGUID(trigPanelGUID);
+ if (pan <> nil) and pan.isGWall then
+ begin
+ // Óæå çàêðûòà
+ if {gWalls[trigPanelID].Enabled} pan.Enabled then
+ begin
DoorTime := -1;
+ end
+ else
+ begin
+ // Ïîêà îòêðûòà - çàêðûâàåì
+ if tr_CloseDoor(trigPanelGUID, trigData.trigNoSound, trigData.trigd2d_doors) then DoorTime := -1;
+ end;
+ end;
end;
// Òðèããåð - ðàñøèðèòåëü èëè ïåðåêëþ÷àòåëü, è ïðîøëà çàäåðæêà, è íàæàëè íóæíîå ÷èñëî ðàç:
if (TriggerType in [TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF]) and
(PressTime = 0) and (PressCount >= trigData.trigCount) then
begin
- // Ñáðàñûâàåì çàäåðæêó àêòèâàöèè:
+ // Ñáðàñûâàåì çàäåðæêó àêòèâàöèè:
PressTime := -1;
- // Ñáðàñûâàåì ñ÷åò÷èê íàæàòèé:
- if trigData.trigCount > 0 then
- PressCount := PressCount - trigData.trigCount
- else
- PressCount := 0;
+ // Ñáðàñûâàåì ñ÷åò÷èê íàæàòèé:
+ if trigData.trigCount > 0 then PressCount -= trigData.trigCount else PressCount := 0;
- // Îïðåäåëÿåì èçìåíÿåìûå èì òðèããåðû:
+ // Îïðåäåëÿåì èçìåíÿåìûå èì òðèããåðû:
for b := 0 to High(gTriggers) do
+ begin
if g_Collide(trigData.trigtX, trigData.trigtY, trigData.trigtWidth, trigData.trigtHeight, gTriggers[b].X, gTriggers[b].Y,
gTriggers[b].Width, gTriggers[b].Height) and
((b <> a) or (trigData.trigWait > 0)) then
Affected[High(Affected)] := b;
end;
end;
- // Âûáèðàåì îäèí èç òðèããåðîâ äëÿ ðàñøèðèòåëÿ, åñëè âêëþ÷åí ðàíäîì:
+ end;
+
+ // if we have panelid, assume that it will switch the moving platform
+ if (trigPanelGUID >= 0) then
+ begin
+ end;
+
+ // Âûáèðàåì îäèí èç òðèããåðîâ äëÿ ðàñøèðèòåëÿ, åñëè âêëþ÷åí ðàíäîì:
if (TriggerType = TRIGGER_PRESS) and trigData.trigExtRandom then
begin
if (Length(Affected) > 0) then
end;
end
else //  ïðîòèâíîì ñëó÷àå ðàáîòàåì êàê îáû÷íî:
+ begin
for i := 0 to High(Affected) do
begin
b := Affected[i];
end;
end;
end;
+ end;
SetLength(Affected, 0);
end;
b := False;
for a := 0 to High(gTriggers) do
+ begin
with gTriggers[a] do
+ begin
if (TriggerType = TRIGGER_OPENDOOR) or
(TriggerType = TRIGGER_DOOR5) or
(TriggerType = TRIGGER_DOOR) then
begin
- tr_OpenDoor(trigPanelID, True, trigData.trigd2d_doors);
+ tr_OpenDoor(trigPanelGUID, True, trigData.trigd2d_doors);
if TriggerType = TRIGGER_DOOR5 then DoorTime := 180;
b := True;
end;
+ end;
+ end;
if b then g_Sound_PlayEx('SOUND_GAME_DOOROPEN');
end;
// Êëþ÷è, íåîáõîäèìûå äëÿ àêòèâàöèè:
Mem.WriteByte(gTriggers[i].Keys);
// ID ïàíåëè, òåêñòóðà êîòîðîé èçìåíèòñÿ:
- Mem.WriteInt(gTriggers[i].TexturePanel);
+ Mem.WriteInt(gTriggers[i].TexturePanelGUID);
// Òèï ýòîé ïàíåëè:
Mem.WriteWord(gTriggers[i].TexturePanelType);
// Âíóòðåííèé íîìåð äðóãîé ïàíåëè (ïî ñ÷àñòëèâîé ñëó÷àéíîñòè îí áóäåò ñîâïàäàòü ñ òåì, ÷òî ñîçäàíî ïðè çàãðóçêå êàðòû)
- Mem.WriteInt(gTriggers[i].trigPanelId);
+ Mem.WriteInt(gTriggers[i].trigPanelGUID);
// Âðåìÿ äî âîçìîæíîñòè àêòèâàöèè:
Mem.WriteWord(gTriggers[i].TimeOut);
// UID òîãî, êòî àêòèâèðîâàë ýòîò òðèããåð:
// Êëþ÷è, íåîáõîäèìûå äëÿ àêòèâàöèè:
Mem.ReadByte(gTriggers[i].Keys);
// ID ïàíåëè, òåêñòóðà êîòîðîé èçìåíèòñÿ:
- Mem.ReadInt(gTriggers[i].TexturePanel);
+ Mem.ReadInt(gTriggers[i].TexturePanelGUID);
// Òèï ýòîé ïàíåëè:
Mem.ReadWord(gTriggers[i].TexturePanelType);
// Âíóòðåííèé íîìåð äðóãîé ïàíåëè (ïî ñ÷àñòëèâîé ñëó÷àéíîñòè îí áóäåò ñîâïàäàòü ñ òåì, ÷òî ñîçäàíî ïðè çàãðóçêå êàðòû)
- Mem.ReadInt(gTriggers[i].trigPanelId);
+ Mem.ReadInt(gTriggers[i].trigPanelGUID);
// Âðåìÿ äî âîçìîæíîñòè àêòèâàöèè:
Mem.ReadWord(gTriggers[i].TimeOut);
// UID òîãî, êòî àêòèâèðîâàë ýòîò òðèããåð: