1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_textures
, g_phys
, g_saveload
, BinEditor
, MAPDEF
;
30 arrIdx
: Integer; // in ggItems
35 InitX
, InitY
: Integer;
39 QuietRespawn
: Boolean;
40 SpawnTrigger
: Integer;
42 Animation
: TAnimation
;
44 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
46 property myid
: Integer read arrIdx
;
49 procedure g_Items_LoadData();
50 procedure g_Items_FreeData();
51 procedure g_Items_Init();
52 procedure g_Items_Free();
53 function g_Items_Create(X
, Y
: Integer; ItemType
: Byte;
54 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
55 procedure g_Items_Update();
56 procedure g_Items_Draw();
57 procedure g_Items_Pick(ID
: DWORD
);
58 procedure g_Items_Remove(ID
: DWORD
);
59 procedure g_Items_SaveState(var Mem
: TBinMemoryWriter
);
60 procedure g_Items_LoadState(var Mem
: TBinMemoryReader
);
62 procedure g_Items_RestartRound ();
64 function g_Items_ValidId (idx
: Integer): Boolean; inline;
65 function g_Items_ByIdx (idx
: Integer): PItem
;
66 function g_Items_ObjByIdx (idx
: Integer): PObj
;
68 procedure g_Items_EmitPickupSound (idx
: Integer); // at item position
69 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
71 procedure g_Items_AddDynLights();
75 TItemEachAliveCB
= function (it
: PItem
): Boolean is nested
; // return `true` to stop
77 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
81 gItemsTexturesID
: Array [1..ITEM_MAX
] of DWORD
;
82 gMaxDist
: Integer = 1; // for sounds
83 ITEM_RESPAWNTIME
: Integer = 60 * 36;
88 g_basic
, e_graphics
, g_sound
, g_main
, g_gfx
, g_map
,
89 Math
, g_game
, g_triggers
, g_console
, SysUtils
, g_player
, g_net
, g_netmsg
,
91 g_grid
, binheap
, idpool
;
95 ggItems
: Array of TItem
= nil;
98 // ////////////////////////////////////////////////////////////////////////// //
100 freeIds
: TIdPool
= nil;
103 // ////////////////////////////////////////////////////////////////////////// //
104 function g_Items_ValidId (idx
: Integer): Boolean; inline;
107 if (idx
< 0) or (idx
> High(ggItems
)) then exit
;
108 if not ggItems
[idx
].slotIsUsed
then exit
;
113 function g_Items_ByIdx (idx
: Integer): PItem
;
115 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
116 result
:= @ggItems
[idx
];
117 if not result
.slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
121 function g_Items_ObjByIdx (idx
: Integer): PObj
;
123 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
124 if not ggItems
[idx
].slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
125 result
:= @ggItems
[idx
].Obj
;
129 // ////////////////////////////////////////////////////////////////////////// //
130 procedure TItem
.positionChanged ();
135 // ////////////////////////////////////////////////////////////////////////// //
137 ITEM_SIGNATURE
= $4D455449; // 'ITEM'
139 ITEMSIZE
: Array [ITEM_MEDKIT_SMALL
..ITEM_MAX
] of Array [0..1] of Byte =
140 (((14), (15)), // MEDKIT_SMALL
141 ((28), (19)), // MEDKIT_LARGE
142 ((28), (19)), // MEDKIT_BLACK
143 ((31), (16)), // ARMOR_GREEN
144 ((31), (16)), // ARMOR_BLUE
145 ((25), (25)), // SPHERE_BLUE
146 ((25), (25)), // SPHERE_WHITE
147 ((24), (47)), // SUIT
148 ((14), (27)), // OXYGEN
149 ((25), (25)), // INVUL
150 ((62), (24)), // WEAPON_SAW
151 ((63), (12)), // WEAPON_SHOTGUN1
152 ((54), (13)), // WEAPON_SHOTGUN2
153 ((54), (16)), // WEAPON_CHAINGUN
154 ((62), (16)), // WEAPON_ROCKETLAUNCHER
155 ((54), (16)), // WEAPON_PLASMA
156 ((61), (36)), // WEAPON_BFG
157 ((54), (16)), // WEAPON_SUPERPULEMET
158 (( 9), (11)), // AMMO_BULLETS
159 ((28), (16)), // AMMO_BULLETS_BOX
160 ((15), ( 7)), // AMMO_SHELLS
161 ((32), (12)), // AMMO_SHELLS_BOX
162 ((12), (27)), // AMMO_ROCKET
163 ((54), (21)), // AMMO_ROCKET_BOX
164 ((15), (12)), // AMMO_CELL
165 ((32), (21)), // AMMO_CELL_BIG
166 ((22), (29)), // AMMO_BACKPACK
167 ((16), (16)), // KEY_RED
168 ((16), (16)), // KEY_GREEN
169 ((16), (16)), // KEY_BLUE
170 (( 1), ( 1)), // WEAPON_KASTET
171 ((43), (16)), // WEAPON_PISTOL
172 ((14), (18)), // BOTTLE
173 ((16), (15)), // HELMET
174 ((32), (24)), // JETPACK
175 ((25), (25)), // INVIS
176 ((53), (20)), // WEAPON_FLAMETHROWER
177 ((13), (20))); // AMMO_FUELCAN
179 procedure InitTextures();
181 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID
[ITEM_MEDKIT_SMALL
]);
182 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID
[ITEM_MEDKIT_LARGE
]);
183 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID
[ITEM_MEDKIT_BLACK
]);
184 g_Texture_Get('ITEM_SUIT', gItemsTexturesID
[ITEM_SUIT
]);
185 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID
[ITEM_OXYGEN
]);
186 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID
[ITEM_WEAPON_SAW
]);
187 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
]);
188 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
]);
189 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
]);
190 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
]);
191 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID
[ITEM_WEAPON_PLASMA
]);
192 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID
[ITEM_WEAPON_BFG
]);
193 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
]);
194 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
]);
195 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID
[ITEM_AMMO_BULLETS
]);
196 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID
[ITEM_AMMO_BULLETS_BOX
]);
197 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID
[ITEM_AMMO_SHELLS
]);
198 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID
[ITEM_AMMO_SHELLS_BOX
]);
199 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID
[ITEM_AMMO_ROCKET
]);
200 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID
[ITEM_AMMO_ROCKET_BOX
]);
201 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID
[ITEM_AMMO_CELL
]);
202 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID
[ITEM_AMMO_CELL_BIG
]);
203 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID
[ITEM_AMMO_FUELCAN
]);
204 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID
[ITEM_AMMO_BACKPACK
]);
205 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID
[ITEM_KEY_RED
]);
206 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID
[ITEM_KEY_GREEN
]);
207 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID
[ITEM_KEY_BLUE
]);
208 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID
[ITEM_WEAPON_KASTET
]);
209 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID
[ITEM_WEAPON_PISTOL
]);
210 g_Texture_Get('ITEM_JETPACK', gItemsTexturesID
[ITEM_JETPACK
]);
213 procedure g_Items_LoadData();
215 e_WriteLog('Loading items data...', MSG_NOTIFY
);
217 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD
+':SOUNDS\RESPAWNITEM');
218 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD
+':SOUNDS\GETRULEZ');
219 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD
+':SOUNDS\GETWEAPON');
220 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD
+':SOUNDS\GETITEM');
222 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD
+':TEXTURES\SBLUE', 32, 32, 4, True);
223 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD
+':TEXTURES\SWHITE', 32, 32, 4, True);
224 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD
+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
225 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD
+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
226 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD
+':TEXTURES\INVUL', 32, 32, 4, True);
227 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD
+':TEXTURES\INVIS', 32, 32, 4, True);
228 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD
+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
229 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD
+':TEXTURES\BOTTLE', 16, 32, 4, True);
230 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD
+':TEXTURES\HELMET', 16, 16, 4, True);
231 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD
+':TEXTURES\FLAGRED', 64, 64, 5, False);
232 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD
+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
233 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD
+':TEXTURES\FLAGDOM', 64, 64, 5, False);
234 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD
+':TEXTURES\MED1');
235 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD
+':TEXTURES\MED2');
236 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD
+':TEXTURES\SAW');
237 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD
+':TEXTURES\PISTOL');
238 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
239 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD
+':TEXTURES\SHOTGUN1');
240 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD
+':TEXTURES\SHOTGUN2');
241 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD
+':TEXTURES\MGUN');
242 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD
+':TEXTURES\RLAUNCHER');
243 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD
+':TEXTURES\PGUN');
244 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD
+':TEXTURES\BFG');
245 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD
+':TEXTURES\SPULEMET');
246 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD
+':TEXTURES\FLAMETHROWER');
247 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD
+':TEXTURES\CLIP');
248 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD
+':TEXTURES\AMMO');
249 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD
+':TEXTURES\SHELL1');
250 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD
+':TEXTURES\SHELL2');
251 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD
+':TEXTURES\ROCKET');
252 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD
+':TEXTURES\ROCKETS');
253 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD
+':TEXTURES\CELL');
254 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD
+':TEXTURES\CELL2');
255 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD
+':TEXTURES\FUELCAN');
256 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD
+':TEXTURES\BPACK');
257 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD
+':TEXTURES\KEYR');
258 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD
+':TEXTURES\KEYG');
259 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD
+':TEXTURES\KEYB');
260 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD
+':TEXTURES\OXYGEN');
261 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD
+':TEXTURES\SUIT');
262 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
263 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD
+':TEXTURES\BMED');
264 g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD
+':TEXTURES\JETPACK');
268 freeIds
:= TIdPool
.Create();
272 procedure g_Items_FreeData();
274 e_WriteLog('Releasing items data...', MSG_NOTIFY
);
276 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
277 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
278 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
279 g_Sound_Delete('SOUND_ITEM_GETITEM');
281 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
282 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
283 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
284 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
285 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
286 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
287 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
288 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
289 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
290 g_Frames_DeleteByName('FRAMES_FLAG_RED');
291 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
292 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
293 g_Texture_Delete('ITEM_MEDKIT_SMALL');
294 g_Texture_Delete('ITEM_MEDKIT_LARGE');
295 g_Texture_Delete('ITEM_WEAPON_SAW');
296 g_Texture_Delete('ITEM_WEAPON_PISTOL');
297 g_Texture_Delete('ITEM_WEAPON_KASTET');
298 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
299 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
300 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
301 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
302 g_Texture_Delete('ITEM_WEAPON_PLASMA');
303 g_Texture_Delete('ITEM_WEAPON_BFG');
304 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
305 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
306 g_Texture_Delete('ITEM_AMMO_BULLETS');
307 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
308 g_Texture_Delete('ITEM_AMMO_SHELLS');
309 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
310 g_Texture_Delete('ITEM_AMMO_ROCKET');
311 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
312 g_Texture_Delete('ITEM_AMMO_CELL');
313 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
314 g_Texture_Delete('ITEM_AMMO_FUELCAN');
315 g_Texture_Delete('ITEM_AMMO_BACKPACK');
316 g_Texture_Delete('ITEM_KEY_RED');
317 g_Texture_Delete('ITEM_KEY_GREEN');
318 g_Texture_Delete('ITEM_KEY_BLUE');
319 g_Texture_Delete('ITEM_OXYGEN');
320 g_Texture_Delete('ITEM_SUIT');
321 g_Texture_Delete('ITEM_WEAPON_KASTET');
322 g_Texture_Delete('ITEM_MEDKIT_BLACK');
323 g_Texture_Delete('ITEM_JETPACK');
330 procedure releaseItem (idx
: Integer);
334 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('releaseItem: invalid item id');
335 if not freeIds
.hasAlloced
[LongWord(idx
)] then raise Exception
.Create('releaseItem: trying to release unallocated item (0)');
337 if not it
.slotIsUsed
then raise Exception
.Create('releaseItem: trying to release unallocated item (1)');
338 if (it
.arrIdx
<> idx
) then raise Exception
.Create('releaseItem: arrIdx inconsistency');
339 it
.slotIsUsed
:= false;
340 if (it
.Animation
<> nil) then
346 it
.SpawnTrigger
:= -1;
347 it
.ItemType
:= ITEM_NONE
;
348 freeIds
.release(LongWord(idx
));
352 procedure growItemArrayTo (newsz
: Integer);
357 if (newsz
< Length(ggItems
)) then exit
;
359 olen
:= Length(ggItems
);
360 SetLength(ggItems
, newsz
);
361 for i
:= olen
to High(ggItems
) do
364 it
.slotIsUsed
:= false;
366 it
.ItemType
:= ITEM_NONE
;
369 it
.SpawnTrigger
:= -1;
370 it
.Respawnable
:= false;
371 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
376 function allocItem (): DWORD
;
378 result
:= freeIds
.alloc();
379 if (result
>= Length(ggItems
)) then growItemArrayTo(Integer(result
)+64);
380 if (Integer(result
) > High(ggItems
)) then raise Exception
.Create('allocItem: freeid list corrupted');
381 if (ggItems
[result
].arrIdx
<> Integer(result
)) then raise Exception
.Create('allocItem: arrIdx inconsistency');
385 // it will be slow if the slot is free (we have to rebuild the heap)
386 function wantItemSlot (slot
: Integer): Integer;
391 if (slot
< 0) or (slot
> $0fffffff) then raise Exception
.Create('wantItemSlot: bad item slot request');
392 // do we need to grow item storate?
393 olen
:= Length(ggItems
);
394 if (slot
>= olen
) then growItemArrayTo(slot
+64);
396 it
:= @ggItems
[slot
];
397 if not it
.slotIsUsed
then
399 freeIds
.alloc(LongWord(slot
));
403 if not freeIds
.hasAlloced
[slot
] then raise Exception
.Create('wantItemSlot: internal error in item idx manager');
405 it
.slotIsUsed
:= false;
411 // ////////////////////////////////////////////////////////////////////////// //
412 procedure g_Items_Init ();
416 if gMapInfo
.Height
> gPlayerScreenSize
.Y
then a
:= gMapInfo
.Height
-gPlayerScreenSize
.Y
else a
:= gMapInfo
.Height
;
417 if gMapInfo
.Width
> gPlayerScreenSize
.X
then b
:= gMapInfo
.Width
-gPlayerScreenSize
.X
else b
:= gMapInfo
.Width
;
418 gMaxDist
:= Trunc(Hypot(a
, b
));
422 procedure g_Items_Free ();
426 if (ggItems
<> nil) then
428 for i
:= 0 to High(ggItems
) do ggItems
[i
].Animation
.Free();
435 function g_Items_Create (X
, Y
: Integer; ItemType
: Byte;
436 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
442 if ForcedID
< 0 then find_id
:= allocItem() else find_id
:= wantItemSlot(ForcedID
);
444 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
446 it
:= @ggItems
[find_id
];
448 if (it
.arrIdx
<> Integer(find_id
)) then raise Exception
.Create('g_Items_Create: arrIdx inconsistency');
449 //it.arrIdx := find_id;
450 it
.slotIsUsed
:= true;
452 it
.ItemType
:= ItemType
;
453 it
.Respawnable
:= Respawnable
;
454 if g_Game_IsServer
and (ITEM_RESPAWNTIME
= 0) then it
.Respawnable
:= False;
460 it
.QuietRespawn
:= False;
465 it
.Obj
.Rect
.Width
:= ITEMSIZE
[ItemType
][0];
466 it
.Obj
.Rect
.Height
:= ITEMSIZE
[ItemType
][1];
469 it
.SpawnTrigger
:= -1;
471 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
476 Obj
.X
:= X
- (Obj
.Rect
.Width
div 2);
477 Obj
.Y
:= Y
- Obj
.Rect
.Height
;
483 // Óñòàíîâêà àíèìàöèè
485 ITEM_ARMOR_GREEN
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORGREEN') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
486 ITEM_ARMOR_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORBLUE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
487 ITEM_SPHERE_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BLUESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
488 ITEM_SPHERE_WHITE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_WHITESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
489 ITEM_INVUL
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVUL') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
490 ITEM_INVIS
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVIS') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
491 ITEM_BOTTLE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BOTTLE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
492 ITEM_HELMET
: if g_Frames_Get(ID
, 'FRAMES_ITEM_HELMET') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
495 it
.positionChanged();
501 procedure g_Items_Update ();
509 if (ggItems
= nil) then exit
;
511 for i
:= 0 to High(ggItems
) do
513 if (ggItems
[i
].ItemType
= ITEM_NONE
) then continue
;
523 m
:= g_Obj_Move(@Obj
, True, True);
524 positionChanged(); // this updates spatial accelerators
526 // Ñîïðîòèâëåíèå âîçäóõà
527 if gTime
mod (GAME_TICK
*2) = 0 then Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
529 // Åñëè âûïàë çà êàðòó
530 if WordBool(m
and MOVE_FALLOUT
) then
532 if SpawnTrigger
= -1 then
539 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
545 // Åñëè èãðîêè ïîáëèçîñòè
546 if (gPlayers
<> nil) then
548 j
:= Random(Length(gPlayers
))-1;
550 for k
:= 0 to High(gPlayers
) do
553 if j
> High(gPlayers
) then j
:= 0;
555 if (gPlayers
[j
] <> nil) and gPlayers
[j
].Live
and g_Obj_Collide(@gPlayers
[j
].Obj
, @Obj
) then
557 if g_Game_IsClient
then continue
;
559 if not gPlayers
[j
].PickItem(ItemType
, Respawnable
, r
) then continue
;
561 if g_Game_IsNet
then MH_SEND_PlayerStats(gPlayers
[j
].UID
);
565 1. I_NONE,I_CLIP,I_SHEL,I_ROCKET,I_CELL,I_AMMO,I_SBOX,I_RBOX,I_CELP,I_BPACK,I_CSAW,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2
566 +2. I_MEGA,I_INVL,I_SUPER
567 3. I_STIM,I_MEDI,I_ARM1,I_ARM2,I_AQUA,I_KEYR,I_KEYG,I_KEYB,I_SUIT,I_RTORCH,I_GTORCH,I_BTORCH,I_GOR1,I_FCAN
569 g_Items_EmitPickupSoundAt(i
, gPlayers
[j
].Obj
.X
, gPlayers
[j
].Obj
.Y
);
571 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
574 if not Respawnable
then g_Items_Remove(i
) else g_Items_Pick(i
);
575 if g_Game_IsNet
then MH_SEND_ItemDestroy(False, i
);
583 if nxt
then continue
;
586 if Respawnable
and g_Game_IsServer
then
588 DecMin(RespawnTime
, 0);
589 if (RespawnTime
= 0) and (not Live
) then
591 if not QuietRespawn
then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX
, InitY
);
593 if g_Frames_Get(ID
, 'FRAMES_ITEM_RESPAWN') then
595 Anim
:= TAnimation
.Create(ID
, False, 4);
596 g_GFX_OnceAnim(InitX
+(Obj
.Rect
.Width
div 2)-16, InitY
+(Obj
.Rect
.Height
div 2)-16, Anim
);
606 positionChanged(); // this updates spatial accelerators
610 if g_Game_IsNet
then MH_SEND_ItemSpawn(QuietRespawn
, i
);
611 QuietRespawn
:= false;
615 if (Animation
<> nil) then Animation
.Update();
621 procedure g_Items_Draw ();
625 if (ggItems
= nil) then exit
;
627 for i
:= 0 to High(ggItems
) do
629 if not ggItems
[i
].Live
then continue
;
633 if g_Collide(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
, sX
, sY
, sWidth
, sHeight
) then
635 if (Animation
= nil) then
637 e_Draw(gItemsTexturesID
[ItemType
], Obj
.X
, Obj
.Y
, 0, true, false);
641 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
644 if g_debug_Frames
then
646 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
648 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
649 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
658 procedure g_Items_Pick (ID
: DWORD
);
660 ggItems
[ID
].Live
:= false;
661 ggItems
[ID
].RespawnTime
:= ITEM_RESPAWNTIME
;
665 procedure g_Items_Remove (ID
: DWORD
);
670 if not g_Items_ValidId(ID
) then raise Exception
.Create('g_Items_Remove: invalid item id');
673 if (it
.arrIdx
<> Integer(ID
)) then raise Exception
.Create('g_Items_Remove: arrIdx desync');
675 trig
:= it
.SpawnTrigger
;
679 if (trig
> -1) then g_Triggers_DecreaseSpawner(trig
);
683 procedure g_Items_SaveState (var Mem
: TBinMemoryWriter
);
688 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
690 if (ggItems
<> nil) then
692 for i
:= 0 to High(ggItems
) do if (ggItems
[i
].ItemType
<> ITEM_NONE
) then Inc(count
);
695 Mem
:= TBinMemoryWriter
.Create((count
+1) * 60);
697 // Êîëè÷åñòâî ïðåäìåòîâ
700 if (count
= 0) then exit
;
702 for i
:= 0 to High(ggItems
) do
704 if (ggItems
[i
].ItemType
<> ITEM_NONE
) then
706 // Ñèãíàòóðà ïðåäìåòà
707 sig
:= ITEM_SIGNATURE
; // 'ITEM'
710 Mem
.WriteByte(ggItems
[i
].ItemType
);
712 Mem
.WriteBoolean(ggItems
[i
].Respawnable
);
713 // Êîîðäèíàòû ðåñïóíà
714 Mem
.WriteInt(ggItems
[i
].InitX
);
715 Mem
.WriteInt(ggItems
[i
].InitY
);
717 Mem
.WriteWord(ggItems
[i
].RespawnTime
);
718 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
719 Mem
.WriteBoolean(ggItems
[i
].Live
);
720 // Ìîæåò ëè îí ïàäàòü
721 Mem
.WriteBoolean(ggItems
[i
].Fall
);
722 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
723 Mem
.WriteInt(ggItems
[i
].SpawnTrigger
);
725 Obj_SaveState(@ggItems
[i
].Obj
, Mem
);
731 procedure g_Items_LoadState (var Mem
: TBinMemoryReader
);
733 count
, i
, a
: Integer;
737 if (Mem
= nil) then exit
;
741 // Êîëè÷åñòâî ïðåäìåòîâ
744 if (count
= 0) then Exit
;
746 for a
:= 0 to count
-1 do
748 // Ñèãíàòóðà ïðåäìåòà
750 if (sig
<> ITEM_SIGNATURE
) then raise EBinSizeError
.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM'
754 i
:= g_Items_Create(0, 0, b
, False, False);
756 Mem
.ReadBoolean(ggItems
[i
].Respawnable
);
757 // Êîîðäèíàòû ðåñïóíà
758 Mem
.ReadInt(ggItems
[i
].InitX
);
759 Mem
.ReadInt(ggItems
[i
].InitY
);
761 Mem
.ReadWord(ggItems
[i
].RespawnTime
);
762 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
763 Mem
.ReadBoolean(ggItems
[i
].Live
);
764 // Ìîæåò ëè îí ïàäàòü
765 Mem
.ReadBoolean(ggItems
[i
].Fall
);
766 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
767 Mem
.ReadInt(ggItems
[i
].SpawnTrigger
);
769 Obj_LoadState(@ggItems
[i
].Obj
, Mem
);
774 procedure g_Items_RestartRound ();
779 for i
:= 0 to High(ggItems
) do
782 if it
.Respawnable
then
784 it
.QuietRespawn
:= True;
790 if g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
796 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
801 if (ggItems
= nil) or not assigned(cb
) then exit
;
805 for idx
:= High(ggItems
) downto 0 do
807 if ggItems
[idx
].Live
then
809 result
:= cb(@ggItems
[idx
]);
816 for idx
:= 0 to High(ggItems
) do
818 if ggItems
[idx
].Live
then
820 result
:= cb(@ggItems
[idx
]);
828 // ////////////////////////////////////////////////////////////////////////// //
829 procedure g_Items_EmitPickupSound (idx
: Integer);
833 if not g_Items_ValidId(idx
) then exit
;
835 g_Items_EmitPickupSoundAt(idx
, it
.Obj
.X
, it
.Obj
.Y
);
838 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
842 if not g_Items_ValidId(idx
) then exit
;
845 if gSoundEffectsDF
then
847 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
848 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
] then
850 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
852 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
853 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
854 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
,
855 ITEM_AMMO_BACKPACK
] then
857 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
861 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
866 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_SUIT
,
867 ITEM_MEDKIT_BLACK
, ITEM_INVUL
, ITEM_INVIS
, ITEM_JETPACK
] then
869 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
871 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
872 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
873 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
] then
875 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
879 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
885 procedure g_Items_AddDynLights();
890 for f
:= 0 to High(ggItems
) do
893 if not it
.Live
then continue
;
895 ITEM_KEY_RED
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 1.0, 0.0, 0.0, 0.6);
896 ITEM_KEY_GREEN
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 0.0, 1.0, 0.0, 0.6);
897 ITEM_KEY_BLUE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 0.0, 0.0, 1.0, 0.6);
898 ITEM_ARMOR_GREEN
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 42, 0.0, 1.0, 0.0, 0.6);
899 ITEM_ARMOR_BLUE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 42, 0.0, 0.0, 1.0, 0.6);
900 ITEM_SPHERE_BLUE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 0.0, 1.0, 0.0, 0.6);
901 ITEM_SPHERE_WHITE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 1.0, 1.0, 1.0, 0.6);
902 ITEM_INVUL
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 1.0, 0.0, 0.0, 0.6);
903 ITEM_INVIS
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 1.0, 1.0, 0.0, 0.6);
904 ITEM_BOTTLE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 32, 0.0, 0.0, 1.0, 0.6);