index 437d1f6462c98f8c1c9973dfd3c099c5a4d906cf..97648af9e91d01cbbf3bdec3123aa363864d80fc 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
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 (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;
-
-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;
gSecretsCount: Integer = 0;
gMonstersSpawned: array of LongInt = nil;
+
implementation
uses
begin
pan := g_Map_PanelByGUID(PanelGUID);
+ {
+ if (pan = nil) then
+ begin
+ e_LogWritefln('tr_CloseTrap: pguid=%s; NO PANEL!', [PanelGUID], MSG_WARNING);
+ end
+ else
+ begin
+ e_LogWritefln('tr_CloseTrap: pguid=%s; isGWall=%s; arrIdx=%s', [PanelGUID, pan.isGWall, pan.arrIdx]);
+ end;
+ }
if (pan = nil) or not pan.isGWall then exit; //!FIXME!TRIGANY!
PanelID := pan.arrIdx;
begin
for a := 0 to High(gPlayers) do
begin
- if (gPlayers[a] <> nil) and gPlayers[a].Live and gPlayers[a].Collide(X, Y, Width, Height) then
+ if (gPlayers[a] <> nil) and gPlayers[a].alive and gPlayers[a].Collide(X, Y, Width, Height) then
begin
gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
end;
begin
for a := 0 to High(gPlayers) do
begin
- if (gPlayers[a] <> nil) and gPlayers[a].Live and gPlayers[a].Collide(X, Y, Width, Height) then
+ if (gPlayers[a] <> nil) and gPlayers[a].alive and gPlayers[a].Collide(X, Y, Width, Height) then
begin
gPlayers[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
end;
(*
if gMonsters <> nil then
for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and gMonsters[a].Live and
+ if (gMonsters[a] <> nil) and gMonsters[a].alive and
g_Obj_Collide(X, Y, Width, Height, @gMonsters[a].Obj) then
gMonsters[a].Damage(TRAP_DAMAGE, 0, 0, 0, HIT_TRAP);
*)
function monsShotTarget (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
+ if mon.alive and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
begin
xd := mon.GameX + mon.Obj.Rect.Width div 2;
yd := mon.GameY + mon.Obj.Rect.Height div 2;
function monsShotTargetMonPlr (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
+ if mon.alive and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
begin
xd := mon.GameX + mon.Obj.Rect.Width div 2;
yd := mon.GameY + mon.Obj.Rect.Height div 2;
function monShotTargetPlrMon (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
+ if mon.alive and tr_ShotAimCheck(Trigger, @(mon.Obj)) then
begin
xd := mon.GameX + mon.Obj.Rect.Width div 2;
yd := mon.GameY + mon.Obj.Rect.Height div 2;
TRIGGER_SHOT_TARGET_PLR: // players
if gPlayers <> nil then
for idx := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[idx] <> nil) and gPlayers[idx].Live and
+ if (gPlayers[idx] <> nil) and gPlayers[idx].alive and
tr_ShotAimCheck(Trigger, @(gPlayers[idx].Obj)) then
begin
xd := gPlayers[idx].GameX + PLAYER_RECT_CX;
TRIGGER_SHOT_TARGET_RED: // red team
if gPlayers <> nil then
for idx := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[idx] <> nil) and gPlayers[idx].Live and
+ if (gPlayers[idx] <> nil) and gPlayers[idx].alive and
(gPlayers[idx].Team = TEAM_RED) and
tr_ShotAimCheck(Trigger, @(gPlayers[idx].Obj)) then
begin
TRIGGER_SHOT_TARGET_BLUE: // blue team
if gPlayers <> nil then
for idx := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[idx] <> nil) and gPlayers[idx].Live and
+ if (gPlayers[idx] <> nil) and gPlayers[idx].alive and
(gPlayers[idx].Team = TEAM_BLUE) and
tr_ShotAimCheck(Trigger, @(gPlayers[idx].Obj)) then
begin
if (TargetUID = 0) and (gPlayers <> nil) then
for idx := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[idx] <> nil) and gPlayers[idx].Live and
+ if (gPlayers[idx] <> nil) and gPlayers[idx].alive and
tr_ShotAimCheck(Trigger, @(gPlayers[idx].Obj)) then
begin
xd := gPlayers[idx].GameX + PLAYER_RECT_CX;
begin
if gPlayers <> nil then
for idx := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[idx] <> nil) and gPlayers[idx].Live and
+ if (gPlayers[idx] <> nil) and gPlayers[idx].alive and
tr_ShotAimCheck(Trigger, @(gPlayers[idx].Obj)) then
begin
xd := gPlayers[idx].GameX + PLAYER_RECT_CX;
Trigger.mapIndex := mapidx;
if (Trigger.trigData.trigRec <> nil) then
begin
- Trigger.trigData := Trigger.trigData.trigRec.clone();
+ Trigger.trigData := Trigger.trigData.trigRec.clone({Trigger.trigData.headerRec}nil);
end
else
begin
end;
end;
+ //HACK!
// if we have panelid, assume that it will switch the moving platform
- if (trigPanelGUID >= 0) then
+ pan := g_Map_PanelByGUID(trigPanelGUID);
+ if (pan <> nil) then
begin
+ case TriggerType of
+ TRIGGER_PRESS: pan.movingActive := true; // what to do here?
+ TRIGGER_ON: pan.movingActive := true;
+ TRIGGER_OFF: pan.movingActive := false;
+ TRIGGER_ONOFF: pan.movingActive := not pan.movingActive;
+ end;
end;
// Âûáèðàåì îäèí èç òðèããåðîâ äëÿ ðàñøèðèòåëÿ, åñëè âêëþ÷åí ðàíäîì:
if gPlayers[b] <> nil then
with gPlayers[b] do
// Æèâ, åñòü íóæíûå êëþ÷è è îí ðÿäîì:
- if Live and ((gTriggers[a].Keys and GetKeys) = gTriggers[a].Keys) and
+ if alive and ((gTriggers[a].Keys and GetKeys) = gTriggers[a].Keys) and
Collide(X, Y, Width, Height) then
begin
gTriggers[a].ActivateUID := UID;
procedure g_Triggers_Press(ID: DWORD; ActivateType: Byte; ActivateUID: Word = 0);
begin
+ if (ID >= Length(gTriggers)) then exit;
gTriggers[ID].ActivateUID := ActivateUID;
ActivateTrigger(gTriggers[ID], ActivateType);
end;