Smaxx patch with tuning by me:
- hogs might worry/panic if they're next to explosives (grenade, dynamite, etc.)
- play sndVaporice for each fire extinguished only once (not 3 times)
- allow "on attack" voices/sounds for weapons (similar to water melon bomb)
- allow one voice/sound to be played during emotes
- print protocol version in version info (console)
- rope sounds (disabled atm)
- landscape background
- optimized/rewrote explosion drawing
- fixed "StopSound" called with an inactive sound to stop some random sound
- disabled npott
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2007 Andrey Korotaev <unC0Rr@gmail.com>
*
* 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; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uTriggers;
interface
uses SDLh, uConsts;
type TTrigAction = (taSpawnGear, taSuccessFinish, taFailFinish);
procedure AddTriggerSpawner(id, Ticks, Lives: Longword; GearType: TGearType; X, Y: LongInt; GearTriggerId: Longword);
procedure AddTriggerSuccess(id, Ticks, Lives: Longword);
procedure AddTriggerFail(id, Ticks, Lives: Longword);
procedure TickTrigger(id: Longword);
implementation
uses uGears, uFloat, uMisc, uWorld;
type PTrigger = ^TTrigger;
TTrigger = record
id: Longword;
Ticks: Longword;
Lives: Longword;
TicksPerLife: LongWord;
Action: TTrigAction;
X, Y: LongInt;
SpawnGearType: TGearType;
SpawnGearTriggerId: Longword;
Next: PTrigger;
end;
var TriggerList: PTrigger = nil;
function AddTrigger(id, Ticks, Lives: Longword): PTrigger;
var tmp: PTrigger;
begin
new(tmp);
FillChar(tmp^, sizeof(TTrigger), 0);
tmp^.id:= id;
tmp^.Ticks:= Ticks;
tmp^.TicksPerLife:= Ticks;
tmp^.Lives:= Lives;
if TriggerList <> nil then tmp^.Next:= TriggerList;
TriggerList:= tmp;
AddTrigger:= tmp
end;
procedure AddTriggerSpawner(id, Ticks, Lives: Longword; GearType: TGearType; X, Y: LongInt; GearTriggerId: Longword);
var tmp: PTrigger;
begin
if (Ticks = 0) or (Lives = 0) then exit;
tmp:= AddTrigger(id, Ticks, Lives);
tmp^.Action:= taSpawnGear;
tmp^.X:= X;
tmp^.Y:= Y;
tmp^.SpawnGearType:= GearType;
tmp^.SpawnGearTriggerId:= GearTriggerId
end;
procedure AddTriggerSuccess(id, Ticks, Lives: Longword);
begin
with AddTrigger(id, Ticks, Lives)^ do
Action:= taSuccessFinish
end;
procedure AddTriggerFail(id, Ticks, Lives: Longword);
begin
with AddTrigger(id, Ticks, Lives)^ do
Action:= taFailFinish
end;
procedure TickTriggerT(Trigger: PTrigger);
begin
{$IFDEF DEBUGFILE}AddFileLog('Tick trigger (type: ' + inttostr(LongWord(Trigger^.Action)) + ')');{$ENDIF}
with Trigger^ do
case Action of
taSpawnGear: begin
FollowGear:= AddGear(X, Y, SpawnGearType, 0, _0, _0, 0);
FollowGear^.TriggerId:= SpawnGearTriggerId
end;
taSuccessFinish: begin
GameState:= gsExit
end;
taFailFinish: begin
GameState:= gsExit
end
end
end;
procedure TickTrigger(id: Longword);
var t, pt, nt: PTrigger;
begin
t:= TriggerList;
pt:= nil;
while (t <> nil) do
begin
nt:= t^.Next;
if (t^.id = id) then
begin
dec(t^.Ticks);
if (t^.Ticks = 0) then
begin
TickTriggerT(t);
dec(t^.Lives);
t^.Ticks:= t^.TicksPerLife;
if (t^.Lives = 0) then
begin
if t = TriggerList then
begin
TriggerList:= nt;
Dispose(t)
end
else
begin
pt^.Next:= nt;
Dispose(t);
t:= pt
end
end
end
end;
pt:= t;
t:= nt
end
end;
end.