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}
23 MAPDEF
, g_textures
, g_phys
, g_saveload
;
31 arrIdx
: Integer; // in ggItems
36 InitX
, InitY
: Integer;
40 QuietRespawn
: Boolean;
41 SpawnTrigger
: Integer;
43 Animation
: TAnimation
;
44 dropped
: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
46 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
48 property myid
: Integer read arrIdx
;
51 procedure g_Items_LoadData();
52 procedure g_Items_FreeData();
53 procedure g_Items_Init();
54 procedure g_Items_Free();
55 function g_Items_Create(X
, Y
: Integer; ItemType
: Byte;
56 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
57 procedure g_Items_SetDrop (ID
: DWORD
);
58 procedure g_Items_Update();
59 procedure g_Items_Draw();
60 procedure g_Items_DrawDrop();
61 procedure g_Items_Pick(ID
: DWORD
);
62 procedure g_Items_Remove(ID
: DWORD
);
63 procedure g_Items_SaveState (st
: TStream
);
64 procedure g_Items_LoadState (st
: TStream
);
66 procedure g_Items_RestartRound ();
68 function g_Items_ValidId (idx
: Integer): Boolean; inline;
69 function g_Items_ByIdx (idx
: Integer): PItem
;
70 function g_Items_ObjByIdx (idx
: Integer): PObj
;
72 procedure g_Items_EmitPickupSound (idx
: Integer); // at item position
73 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
75 procedure g_Items_AddDynLights();
79 TItemEachAliveCB
= function (it
: PItem
): Boolean is nested
; // return `true` to stop
81 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
85 gItemsTexturesID
: Array [1..ITEM_MAX
] of DWORD
;
86 gMaxDist
: Integer = 1; // for sounds
87 ITEM_RESPAWNTIME
: Integer = 60 * 36;
93 g_basic
, e_graphics
, g_sound
, g_main
, g_gfx
, g_map
,
94 g_game
, g_triggers
, g_console
, g_player
, g_net
, g_netmsg
,
96 g_grid
, binheap
, idpool
, utils
, xstreams
;
100 ggItems
: Array of TItem
= nil;
103 // ////////////////////////////////////////////////////////////////////////// //
105 freeIds
: TIdPool
= nil;
108 // ////////////////////////////////////////////////////////////////////////// //
109 function g_Items_ValidId (idx
: Integer): Boolean; inline;
112 if (idx
< 0) or (idx
> High(ggItems
)) then exit
;
113 if not ggItems
[idx
].slotIsUsed
then exit
;
118 function g_Items_ByIdx (idx
: Integer): PItem
;
120 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
121 result
:= @ggItems
[idx
];
122 if not result
.slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
126 function g_Items_ObjByIdx (idx
: Integer): PObj
;
128 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
129 if not ggItems
[idx
].slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
130 result
:= @ggItems
[idx
].Obj
;
134 // ////////////////////////////////////////////////////////////////////////// //
135 procedure TItem
.positionChanged ();
140 // ////////////////////////////////////////////////////////////////////////// //
142 ITEM_SIGNATURE
= $4D455449; // 'ITEM'
144 ITEMSIZE
: Array [ITEM_MEDKIT_SMALL
..ITEM_MAX
] of Array [0..1] of Byte =
145 (((14), (15)), // MEDKIT_SMALL
146 ((28), (19)), // MEDKIT_LARGE
147 ((28), (19)), // MEDKIT_BLACK
148 ((31), (16)), // ARMOR_GREEN
149 ((31), (16)), // ARMOR_BLUE
150 ((25), (25)), // SPHERE_BLUE
151 ((25), (25)), // SPHERE_WHITE
152 ((24), (47)), // SUIT
153 ((14), (27)), // OXYGEN
154 ((25), (25)), // INVUL
155 ((62), (24)), // WEAPON_SAW
156 ((63), (12)), // WEAPON_SHOTGUN1
157 ((54), (13)), // WEAPON_SHOTGUN2
158 ((54), (16)), // WEAPON_CHAINGUN
159 ((62), (16)), // WEAPON_ROCKETLAUNCHER
160 ((54), (16)), // WEAPON_PLASMA
161 ((61), (36)), // WEAPON_BFG
162 ((54), (16)), // WEAPON_SUPERPULEMET
163 (( 9), (11)), // AMMO_BULLETS
164 ((28), (16)), // AMMO_BULLETS_BOX
165 ((15), ( 7)), // AMMO_SHELLS
166 ((32), (12)), // AMMO_SHELLS_BOX
167 ((12), (27)), // AMMO_ROCKET
168 ((54), (21)), // AMMO_ROCKET_BOX
169 ((15), (12)), // AMMO_CELL
170 ((32), (21)), // AMMO_CELL_BIG
171 ((22), (29)), // AMMO_BACKPACK
172 ((16), (16)), // KEY_RED
173 ((16), (16)), // KEY_GREEN
174 ((16), (16)), // KEY_BLUE
175 (( 1), ( 1)), // WEAPON_KASTET
176 ((43), (16)), // WEAPON_PISTOL
177 ((14), (18)), // BOTTLE
178 ((16), (15)), // HELMET
179 ((32), (24)), // JETPACK
180 ((25), (25)), // INVIS
181 ((53), (20)), // WEAPON_FLAMETHROWER
182 ((13), (20))); // AMMO_FUELCAN
184 procedure InitTextures();
186 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID
[ITEM_MEDKIT_SMALL
]);
187 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID
[ITEM_MEDKIT_LARGE
]);
188 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID
[ITEM_MEDKIT_BLACK
]);
189 g_Texture_Get('ITEM_SUIT', gItemsTexturesID
[ITEM_SUIT
]);
190 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID
[ITEM_OXYGEN
]);
191 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID
[ITEM_WEAPON_SAW
]);
192 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
]);
193 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
]);
194 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
]);
195 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
]);
196 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID
[ITEM_WEAPON_PLASMA
]);
197 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID
[ITEM_WEAPON_BFG
]);
198 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
]);
199 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
]);
200 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID
[ITEM_AMMO_BULLETS
]);
201 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID
[ITEM_AMMO_BULLETS_BOX
]);
202 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID
[ITEM_AMMO_SHELLS
]);
203 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID
[ITEM_AMMO_SHELLS_BOX
]);
204 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID
[ITEM_AMMO_ROCKET
]);
205 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID
[ITEM_AMMO_ROCKET_BOX
]);
206 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID
[ITEM_AMMO_CELL
]);
207 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID
[ITEM_AMMO_CELL_BIG
]);
208 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID
[ITEM_AMMO_FUELCAN
]);
209 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID
[ITEM_AMMO_BACKPACK
]);
210 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID
[ITEM_KEY_RED
]);
211 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID
[ITEM_KEY_GREEN
]);
212 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID
[ITEM_KEY_BLUE
]);
213 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID
[ITEM_WEAPON_KASTET
]);
214 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID
[ITEM_WEAPON_PISTOL
]);
217 procedure g_Items_LoadData();
219 e_WriteLog('Loading items data...', TMsgType
.Notify
);
221 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD
+':SOUNDS\RESPAWNITEM');
222 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD
+':SOUNDS\GETRULEZ');
223 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD
+':SOUNDS\GETWEAPON');
224 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD
+':SOUNDS\GETITEM');
226 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD
+':TEXTURES\SBLUE', 32, 32, 4, True);
227 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD
+':TEXTURES\SWHITE', 32, 32, 4, True);
228 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD
+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
229 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD
+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
230 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD
+':TEXTURES\JETPACK', 32, 32, 3, True);
231 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD
+':TEXTURES\INVUL', 32, 32, 4, True);
232 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD
+':TEXTURES\INVIS', 32, 32, 4, True);
233 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD
+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
234 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD
+':TEXTURES\BOTTLE', 16, 32, 4, True);
235 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD
+':TEXTURES\HELMET', 16, 16, 4, True);
236 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD
+':TEXTURES\FLAGRED', 64, 64, 5, False);
237 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD
+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
238 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD
+':TEXTURES\FLAGDOM', 64, 64, 5, False);
239 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD
+':TEXTURES\MED1');
240 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD
+':TEXTURES\MED2');
241 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD
+':TEXTURES\SAW');
242 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD
+':TEXTURES\PISTOL');
243 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
244 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD
+':TEXTURES\SHOTGUN1');
245 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD
+':TEXTURES\SHOTGUN2');
246 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD
+':TEXTURES\MGUN');
247 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD
+':TEXTURES\RLAUNCHER');
248 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD
+':TEXTURES\PGUN');
249 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD
+':TEXTURES\BFG');
250 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD
+':TEXTURES\SPULEMET');
251 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD
+':TEXTURES\FLAMETHROWER');
252 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD
+':TEXTURES\CLIP');
253 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD
+':TEXTURES\AMMO');
254 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD
+':TEXTURES\SHELL1');
255 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD
+':TEXTURES\SHELL2');
256 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD
+':TEXTURES\ROCKET');
257 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD
+':TEXTURES\ROCKETS');
258 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD
+':TEXTURES\CELL');
259 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD
+':TEXTURES\CELL2');
260 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD
+':TEXTURES\FUELCAN');
261 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD
+':TEXTURES\BPACK');
262 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD
+':TEXTURES\KEYR');
263 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD
+':TEXTURES\KEYG');
264 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD
+':TEXTURES\KEYB');
265 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD
+':TEXTURES\OXYGEN');
266 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD
+':TEXTURES\SUIT');
267 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
268 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD
+':TEXTURES\BMED');
272 freeIds
:= TIdPool
.Create();
276 procedure g_Items_FreeData();
278 e_WriteLog('Releasing items data...', TMsgType
.Notify
);
280 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
281 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
282 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
283 g_Sound_Delete('SOUND_ITEM_GETITEM');
285 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
286 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
287 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
288 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
289 g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
290 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
291 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
292 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
293 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
294 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
295 g_Frames_DeleteByName('FRAMES_FLAG_RED');
296 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
297 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
298 g_Texture_Delete('ITEM_MEDKIT_SMALL');
299 g_Texture_Delete('ITEM_MEDKIT_LARGE');
300 g_Texture_Delete('ITEM_WEAPON_SAW');
301 g_Texture_Delete('ITEM_WEAPON_PISTOL');
302 g_Texture_Delete('ITEM_WEAPON_KASTET');
303 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
304 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
305 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
306 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
307 g_Texture_Delete('ITEM_WEAPON_PLASMA');
308 g_Texture_Delete('ITEM_WEAPON_BFG');
309 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
310 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
311 g_Texture_Delete('ITEM_AMMO_BULLETS');
312 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
313 g_Texture_Delete('ITEM_AMMO_SHELLS');
314 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
315 g_Texture_Delete('ITEM_AMMO_ROCKET');
316 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
317 g_Texture_Delete('ITEM_AMMO_CELL');
318 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
319 g_Texture_Delete('ITEM_AMMO_FUELCAN');
320 g_Texture_Delete('ITEM_AMMO_BACKPACK');
321 g_Texture_Delete('ITEM_KEY_RED');
322 g_Texture_Delete('ITEM_KEY_GREEN');
323 g_Texture_Delete('ITEM_KEY_BLUE');
324 g_Texture_Delete('ITEM_OXYGEN');
325 g_Texture_Delete('ITEM_SUIT');
326 g_Texture_Delete('ITEM_WEAPON_KASTET');
327 g_Texture_Delete('ITEM_MEDKIT_BLACK');
334 procedure releaseItem (idx
: Integer);
338 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('releaseItem: invalid item id');
339 if not freeIds
.hasAlloced
[LongWord(idx
)] then raise Exception
.Create('releaseItem: trying to release unallocated item (0)');
341 if not it
.slotIsUsed
then raise Exception
.Create('releaseItem: trying to release unallocated item (1)');
342 if (it
.arrIdx
<> idx
) then raise Exception
.Create('releaseItem: arrIdx inconsistency');
343 it
.slotIsUsed
:= false;
344 if (it
.Animation
<> nil) then
350 it
.SpawnTrigger
:= -1;
351 it
.ItemType
:= ITEM_NONE
;
352 freeIds
.release(LongWord(idx
));
356 procedure growItemArrayTo (newsz
: Integer);
361 if (newsz
< Length(ggItems
)) then exit
;
363 olen
:= Length(ggItems
);
364 SetLength(ggItems
, newsz
);
365 for i
:= olen
to High(ggItems
) do
368 it
.slotIsUsed
:= false;
370 it
.ItemType
:= ITEM_NONE
;
373 it
.SpawnTrigger
:= -1;
374 it
.Respawnable
:= false;
375 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
380 function allocItem (): DWORD
;
382 result
:= freeIds
.alloc();
383 if (result
>= Length(ggItems
)) then growItemArrayTo(Integer(result
)+64);
384 if (Integer(result
) > High(ggItems
)) then raise Exception
.Create('allocItem: freeid list corrupted');
385 if (ggItems
[result
].arrIdx
<> Integer(result
)) then raise Exception
.Create('allocItem: arrIdx inconsistency');
389 // it will be slow if the slot is free (we have to rebuild the heap)
390 function wantItemSlot (slot
: Integer): Integer;
395 if (slot
< 0) or (slot
> $0fffffff) then raise Exception
.Create('wantItemSlot: bad item slot request');
396 // do we need to grow item storate?
397 olen
:= Length(ggItems
);
398 if (slot
>= olen
) then growItemArrayTo(slot
+64);
400 it
:= @ggItems
[slot
];
401 if not it
.slotIsUsed
then
403 freeIds
.alloc(LongWord(slot
));
407 if not freeIds
.hasAlloced
[slot
] then raise Exception
.Create('wantItemSlot: internal error in item idx manager');
409 it
.slotIsUsed
:= false;
415 // ////////////////////////////////////////////////////////////////////////// //
416 procedure g_Items_Init ();
420 if gMapInfo
.Height
> gPlayerScreenSize
.Y
then a
:= gMapInfo
.Height
-gPlayerScreenSize
.Y
else a
:= gMapInfo
.Height
;
421 if gMapInfo
.Width
> gPlayerScreenSize
.X
then b
:= gMapInfo
.Width
-gPlayerScreenSize
.X
else b
:= gMapInfo
.Width
;
422 gMaxDist
:= Trunc(Hypot(a
, b
));
426 procedure g_Items_Free ();
430 if (ggItems
<> nil) then
432 for i
:= 0 to High(ggItems
) do ggItems
[i
].Animation
.Free();
439 function g_Items_Create (X
, Y
: Integer; ItemType
: Byte;
440 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
446 if ForcedID
< 0 then find_id
:= allocItem() else find_id
:= wantItemSlot(ForcedID
);
448 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
450 it
:= @ggItems
[find_id
];
452 if (it
.arrIdx
<> Integer(find_id
)) then raise Exception
.Create('g_Items_Create: arrIdx inconsistency');
453 //it.arrIdx := find_id;
454 it
.slotIsUsed
:= true;
456 it
.ItemType
:= ItemType
;
457 it
.Respawnable
:= Respawnable
;
458 if g_Game_IsServer
and (ITEM_RESPAWNTIME
= 0) then it
.Respawnable
:= False;
464 it
.QuietRespawn
:= False;
470 it
.Obj
.Rect
.Width
:= ITEMSIZE
[ItemType
][0];
471 it
.Obj
.Rect
.Height
:= ITEMSIZE
[ItemType
][1];
474 it
.SpawnTrigger
:= -1;
476 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
481 Obj
.X
:= X
- (Obj
.Rect
.Width
div 2);
482 Obj
.Y
:= Y
- Obj
.Rect
.Height
;
488 // Óñòàíîâêà àíèìàöèè
490 ITEM_ARMOR_GREEN
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORGREEN') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
491 ITEM_ARMOR_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORBLUE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
492 ITEM_JETPACK
: if g_Frames_Get(ID
, 'FRAMES_ITEM_JETPACK') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
493 ITEM_SPHERE_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BLUESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
494 ITEM_SPHERE_WHITE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_WHITESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
495 ITEM_INVUL
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVUL') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
496 ITEM_INVIS
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVIS') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
497 ITEM_BOTTLE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BOTTLE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
498 ITEM_HELMET
: if g_Frames_Get(ID
, 'FRAMES_ITEM_HELMET') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
501 it
.positionChanged();
507 procedure g_Items_Update ();
515 if (ggItems
= nil) then exit
;
517 for i
:= 0 to High(ggItems
) do
519 if (ggItems
[i
].ItemType
= ITEM_NONE
) then continue
;
520 if not ggItems
[i
].slotIsUsed
then continue
; // just in case
530 m
:= g_Obj_Move(@Obj
, True, True);
531 positionChanged(); // this updates spatial accelerators
533 // Ñîïðîòèâëåíèå âîçäóõà
534 if gTime
mod (GAME_TICK
*2) = 0 then Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
536 // Åñëè âûïàë çà êàðòó
537 if WordBool(m
and MOVE_FALLOUT
) then
539 if SpawnTrigger
= -1 then
546 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
552 // Åñëè èãðîêè ïîáëèçîñòè
553 if (gPlayers
<> nil) then
555 j
:= Random(Length(gPlayers
))-1;
557 for k
:= 0 to High(gPlayers
) do
560 if j
> High(gPlayers
) then j
:= 0;
562 if (gPlayers
[j
] <> nil) and gPlayers
[j
].alive
and g_Obj_Collide(@gPlayers
[j
].Obj
, @Obj
) then
564 if g_Game_IsClient
then continue
;
566 if not gPlayers
[j
].PickItem(ItemType
, Respawnable
, r
) then continue
;
568 if g_Game_IsNet
then MH_SEND_PlayerStats(gPlayers
[j
].UID
);
572 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
573 +2. I_MEGA,I_INVL,I_SUPER
574 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
576 g_Items_EmitPickupSoundAt(i
, gPlayers
[j
].Obj
.X
, gPlayers
[j
].Obj
.Y
);
578 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
581 if not Respawnable
then g_Items_Remove(i
) else g_Items_Pick(i
);
582 if g_Game_IsNet
then MH_SEND_ItemDestroy(False, i
);
590 if nxt
then continue
;
593 if Respawnable
and g_Game_IsServer
then
595 DecMin(RespawnTime
, 0);
596 if (RespawnTime
= 0) and (not alive
) then
598 if not QuietRespawn
then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX
, InitY
);
600 if g_Frames_Get(ID
, 'FRAMES_ITEM_RESPAWN') then
602 Anim
:= TAnimation
.Create(ID
, False, 4);
603 g_GFX_OnceAnim(InitX
+(Obj
.Rect
.Width
div 2)-16, InitY
+(Obj
.Rect
.Height
div 2)-16, Anim
);
613 positionChanged(); // this updates spatial accelerators
617 if g_Game_IsNet
then MH_SEND_ItemSpawn(QuietRespawn
, i
);
618 QuietRespawn
:= false;
622 if (Animation
<> nil) then Animation
.Update();
628 procedure itemsDrawInternal (dropflag
: Boolean);
633 if (ggItems
= nil) then exit
;
635 for i
:= 0 to High(ggItems
) do
638 if (not it
.slotIsUsed
) or (it
.ItemType
= ITEM_NONE
) then continue
; // just in case
639 if not it
.alive
then continue
;
640 if (it
.dropped
<> dropflag
) then continue
;
644 if g_Collide(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
, sX
, sY
, sWidth
, sHeight
) then
646 if (Animation
= nil) then
648 e_Draw(gItemsTexturesID
[ItemType
], Obj
.X
, Obj
.Y
, 0, true, false);
652 Animation
.Draw(Obj
.X
, Obj
.Y
, TMirrorType
.None
);
655 if g_debug_Frames
then
657 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
659 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
660 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
669 procedure g_Items_Draw ();
671 itemsDrawInternal(false);
674 procedure g_Items_DrawDrop ();
676 itemsDrawInternal(true);
680 procedure g_Items_SetDrop (ID
: DWORD
);
682 if (ID
< Length(ggItems
)) then
684 ggItems
[ID
].dropped
:= true;
689 procedure g_Items_Pick (ID
: DWORD
);
691 if (ID
< Length(ggItems
)) then
693 ggItems
[ID
].alive
:= false;
694 ggItems
[ID
].RespawnTime
:= ITEM_RESPAWNTIME
;
699 procedure g_Items_Remove (ID
: DWORD
);
704 if not g_Items_ValidId(ID
) then
706 //writeln('g_Items_Remove: invalid item id: ', ID);
707 raise Exception
.Create('g_Items_Remove: invalid item id');
712 if (it
.arrIdx
<> Integer(ID
)) then raise Exception
.Create('g_Items_Remove: arrIdx desync');
714 trig
:= it
.SpawnTrigger
;
718 if (trig
> -1) then g_Triggers_DecreaseSpawner(trig
);
722 procedure g_Items_SaveState (st
: TStream
);
727 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
729 for i
:= 0 to High(ggItems
) do if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then Inc(count
);
731 // Êîëè÷åñòâî ïðåäìåòîâ
732 utils
.writeInt(st
, LongInt(count
));
733 if (count
= 0) then exit
;
735 for i
:= 0 to High(ggItems
) do
737 if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then
739 // Ñèãíàòóðà ïðåäìåòà
740 utils
.writeSign(st
, 'ITEM');
741 utils
.writeInt(st
, Byte(0));
743 tt
:= ggItems
[i
].ItemType
;
744 if ggItems
[i
].dropped
then tt
:= tt
or $80;
745 utils
.writeInt(st
, Byte(tt
));
747 utils
.writeBool(st
, ggItems
[i
].Respawnable
);
748 // Êîîðäèíàòû ðåñïóíà
749 utils
.writeInt(st
, LongInt(ggItems
[i
].InitX
));
750 utils
.writeInt(st
, LongInt(ggItems
[i
].InitY
));
752 utils
.writeInt(st
, Word(ggItems
[i
].RespawnTime
));
753 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
754 utils
.writeBool(st
, ggItems
[i
].alive
);
755 // Ìîæåò ëè îí ïàäàòü
756 utils
.writeBool(st
, ggItems
[i
].Fall
);
757 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
758 utils
.writeInt(st
, LongInt(ggItems
[i
].SpawnTrigger
));
760 Obj_SaveState(st
, @ggItems
[i
].Obj
);
766 procedure g_Items_LoadState (st
: TStream
);
768 count
, i
, a
: Integer;
775 // Êîëè÷åñòâî ïðåäìåòîâ
776 count
:= utils
.readLongInt(st
);
777 if (count
= 0) then exit
;
778 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid number of items');
780 for a
:= 0 to count
-1 do
782 // Ñèãíàòóðà ïðåäìåòà
783 if not utils
.checkSign(st
, 'ITEM') then raise XStreamError
.Create('invalid item signature');
784 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid item version');
786 b
:= utils
.readByte(st
); // bit7=1: monster drop
788 i
:= g_Items_Create(0, 0, b
and $7F, False, False);
789 if ((b
and $80) <> 0) then g_Items_SetDrop(i
);
791 ggItems
[i
].Respawnable
:= utils
.readBool(st
);
792 // Êîîðäèíàòû ðåñïóíà
793 ggItems
[i
].InitX
:= utils
.readLongInt(st
);
794 ggItems
[i
].InitY
:= utils
.readLongInt(st
);
796 ggItems
[i
].RespawnTime
:= utils
.readWord(st
);
797 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
798 ggItems
[i
].alive
:= utils
.readBool(st
);
799 // Ìîæåò ëè îí ïàäàòü
800 ggItems
[i
].Fall
:= utils
.readBool(st
);
801 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
802 ggItems
[i
].SpawnTrigger
:= utils
.readLongInt(st
);
804 Obj_LoadState(@ggItems
[i
].Obj
, st
);
809 procedure g_Items_RestartRound ();
814 for i
:= 0 to High(ggItems
) do
817 if not it
.slotIsUsed
then continue
;
818 if it
.Respawnable
and (it
.ItemType
<> ITEM_NONE
) then
820 it
.QuietRespawn
:= True;
826 if g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
832 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
837 if (ggItems
= nil) or not assigned(cb
) then exit
;
841 for idx
:= High(ggItems
) downto 0 do
843 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
845 result
:= cb(@ggItems
[idx
]);
852 for idx
:= 0 to High(ggItems
) do
854 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
856 result
:= cb(@ggItems
[idx
]);
864 // ////////////////////////////////////////////////////////////////////////// //
865 procedure g_Items_EmitPickupSound (idx
: Integer);
869 if not g_Items_ValidId(idx
) then exit
;
871 g_Items_EmitPickupSoundAt(idx
, it
.Obj
.X
, it
.Obj
.Y
);
874 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
878 if not g_Items_ValidId(idx
) then exit
;
881 if gSoundEffectsDF
then
883 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
884 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
] then
886 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
888 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
889 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
890 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
,
891 ITEM_AMMO_BACKPACK
] then
893 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
897 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
902 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_SUIT
,
903 ITEM_MEDKIT_BLACK
, ITEM_INVUL
, ITEM_INVIS
, ITEM_JETPACK
] then
905 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
907 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
908 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
909 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
] then
911 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
915 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
921 procedure g_Items_AddDynLights();
926 for f
:= 0 to High(ggItems
) do
929 if not it
.alive
then continue
;
931 ITEM_KEY_RED
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 24, 1.0, 0.0, 0.0, 0.6);
932 ITEM_KEY_GREEN
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 24, 0.0, 1.0, 0.0, 0.6);
933 ITEM_KEY_BLUE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 24, 0.0, 0.0, 1.0, 0.6);
934 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);
935 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);
936 ITEM_JETPACK
: 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);
937 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);
938 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);
939 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);
940 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);
941 ITEM_BOTTLE
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 16, 0.0, 0.0, 0.8, 0.6);
942 ITEM_HELMET
: g_AddDynLight(it
.Obj
.X
+(it
.Obj
.Rect
.Width
div 2), it
.Obj
.Y
+(it
.Obj
.Rect
.Height
div 2), 16, 0.0, 0.8, 0.0, 0.6);