DEADSOFTWARE

Game: Use proper syntax of sets for game options instead of raw bitwise operations
[d2df-sdl.git] / src / game / g_triggers.pas
index 2509650d413b5ccc9af45f390ad91339bd4a30ad..3a1bec2ccbf37a95c84c49de76b6da6bc45c10c0 100644 (file)
@@ -884,13 +884,7 @@ begin
       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:
-      begin
-        g_GFX_Bubbles(X, Y, 1, 0, 0);
-        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;
+      TRIGGER_EFFECT_BUBBLE: g_Game_Effect_Bubbles(X, Y, 1, 0, 0, Silent);
     end;
   end;
 
@@ -2111,7 +2105,7 @@ begin
                     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
+                      if not (((tgcKind = HIT_ACID) and (p.FPowerups[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);
@@ -2355,14 +2349,14 @@ begin
 
   // Íå ñîçäàâàòü âûõîä, åñëè èãðà áåç âûõîäà
   if (aTrigger.TriggerType = TRIGGER_EXIT) and
-     (not LongBool(gGameSettings.Options and GAME_OPTION_ALLOWEXIT)) then
+     (not (TGameOption.ALLOW_EXIT in gGameSettings.Options)) then
   begin
     aTrigger.TriggerType := TRIGGER_NONE;
   end;
 
   // Åñëè ìîíñòðû çàïðåùåíû, îòìåíÿåì òðèããåð
   if (aTrigger.TriggerType = TRIGGER_SPAWNMONSTER) and
-     (not LongBool(gGameSettings.Options and GAME_OPTION_MONSTERS)) and
+     (not (TGameOption.MONSTERS in gGameSettings.Options)) and
      (gGameSettings.GameType <> GT_SINGLE) then
   begin
     aTrigger.TriggerType := TRIGGER_NONE;