diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index a69ceaaf811bd9f84f5b07ec41b0e6e2fcf11537..636b682b61a97f1471a33927cc8c8c0a72574932 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
QuietRespawn: Boolean;
SpawnTrigger: Integer;
Obj: TObj;
- Animation: TAnimation;
+ Animation: TAnimationState;
dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
NeedSend: Boolean;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
+ property used: Boolean read slotIsUsed;
property myid: Integer read arrIdx;
end;
procedure g_Items_SetDrop (ID: DWORD);
procedure g_Items_PreUpdate();
procedure g_Items_Update();
-procedure g_Items_Draw();
-procedure g_Items_DrawDrop();
procedure g_Items_Pick(ID: DWORD);
procedure g_Items_Remove(ID: DWORD);
procedure g_Items_SaveState (st: TStream);
function g_Items_NextAlive (startIdx: Integer): PItem;
var
- gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
gMaxDist: Integer = 1; // for sounds
+ var (* private state *)
+ ggItems: Array of TItem = nil;
+
implementation
uses
Math,
- g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
+ g_basic, g_sound, g_gfx, g_map,
g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
- e_log,
+ e_log, g_options,
g_grid, binheap, idpool, utils, xstreams;
-
-var
- ggItems: Array of TItem = nil;
-
-
// ////////////////////////////////////////////////////////////////////////// //
var
freeIds: TIdPool = nil;
((53), (20)), // WEAPON_FLAMETHROWER
((13), (20))); // AMMO_FUELCAN
-procedure InitTextures();
-begin
- g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
- g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
- g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
- g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
- g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
- g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
- g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
- g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
- g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
- g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
- g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
- g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]);
- g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
- g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
- g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
- g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
- g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
- g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
- g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
- g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
- g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]);
- g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
- g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
- g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
- g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
- g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
- g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
-end;
-
procedure g_Items_LoadData();
begin
e_WriteLog('Loading items data...', TMsgType.Notify);
g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK', 32, 32, 3, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False);
- g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
- g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False);
- g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1');
- g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2');
- g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW');
- g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL');
- g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
- g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1');
- g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2');
- g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN');
- g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER');
- g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN');
- g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG');
- g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET');
- g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER');
- g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP');
- g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO');
- g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1');
- g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2');
- g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET');
- g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS');
- g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL');
- g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2');
- g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN');
- g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK');
- g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR');
- g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG');
- g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB');
- g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN');
- g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
- g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
- g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
-
- InitTextures();
-
freeIds := TIdPool.Create();
end;
g_Sound_Delete('SOUND_ITEM_GETWEAPON');
g_Sound_Delete('SOUND_ITEM_GETITEM');
- g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
- g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
- g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
- g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
- g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
- g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
- g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
- g_Frames_DeleteByName('FRAMES_FLAG_RED');
- g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
- g_Frames_DeleteByName('FRAMES_FLAG_DOM');
- g_Texture_Delete('ITEM_MEDKIT_SMALL');
- g_Texture_Delete('ITEM_MEDKIT_LARGE');
- g_Texture_Delete('ITEM_WEAPON_SAW');
- g_Texture_Delete('ITEM_WEAPON_PISTOL');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
- g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
- g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
- g_Texture_Delete('ITEM_WEAPON_PLASMA');
- g_Texture_Delete('ITEM_WEAPON_BFG');
- g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
- g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
- g_Texture_Delete('ITEM_AMMO_BULLETS');
- g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
- g_Texture_Delete('ITEM_AMMO_SHELLS');
- g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
- g_Texture_Delete('ITEM_AMMO_ROCKET');
- g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
- g_Texture_Delete('ITEM_AMMO_CELL');
- g_Texture_Delete('ITEM_AMMO_CELL_BIG');
- g_Texture_Delete('ITEM_AMMO_FUELCAN');
- g_Texture_Delete('ITEM_AMMO_BACKPACK');
- g_Texture_Delete('ITEM_KEY_RED');
- g_Texture_Delete('ITEM_KEY_GREEN');
- g_Texture_Delete('ITEM_KEY_BLUE');
- g_Texture_Delete('ITEM_OXYGEN');
- g_Texture_Delete('ITEM_SUIT');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_MEDKIT_BLACK');
-
freeIds.Free();
freeIds := nil;
end;
Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
var
find_id: DWORD;
- ID: DWORD;
it: PItem;
begin
if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
// Óñòàíîâêà àíèìàöèè
case it.ItemType of
- ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_JETPACK: if g_Frames_Get(ID, 'FRAMES_ITEM_JETPACK') then it.Animation := TAnimation.Create(ID, True, 15);
- ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15);
- ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20);
- ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20);
+ ITEM_ARMOR_GREEN: it.Animation := TAnimationState.Create(True, 20, 3);
+ ITEM_ARMOR_BLUE: it.Animation := TAnimationState.Create(True, 20, 3);
+ ITEM_JETPACK: it.Animation := TAnimationState.Create(True, 15, 3);
+ ITEM_SPHERE_BLUE: it.Animation := TAnimationState.Create(True, 15, 4);
+ ITEM_SPHERE_WHITE: it.Animation := TAnimationState.Create(True, 20, 4);
+ ITEM_INVUL: it.Animation := TAnimationState.Create(True, 20, 4);
+ ITEM_INVIS: it.Animation := TAnimationState.Create(True, 20, 4);
+ ITEM_BOTTLE: it.Animation := TAnimationState.Create(True, 20, 4);
+ ITEM_HELMET: it.Animation := TAnimationState.Create(True, 20, 4);
end;
it.positionChanged();
procedure g_Items_Update ();
var
i, j, k: Integer;
- ID: DWord;
- Anim: TAnimation;
m, ItemRespawnTime: Word;
r, nxt: Boolean;
begin
if (RespawnTime = 0) and (not alive) then
begin
if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
-
- if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
-
+ g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, InitX + (Obj.Rect.Width div 2) - 16, InitY + (Obj.Rect.Height div 2) - 16);
Obj.oldX := InitX;
Obj.oldY := InitY;
Obj.X := InitX;
end;
end;
-
-procedure itemsDrawInternal (dropflag: Boolean);
-var
- i, fX, fY: Integer;
- it: PItem;
-begin
- if (ggItems = nil) then exit;
-
- for i := 0 to High(ggItems) do
- begin
- it := @ggItems[i];
- if (not it.slotIsUsed) or (it.ItemType = ITEM_NONE) then continue; // just in case
- if not it.alive then continue;
- if (it.dropped <> dropflag) then continue;
-
- with it^ do
- begin
- if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
- begin
- Obj.lerp(gLerpFactor, fX, fY);
- if (Animation = nil) then
- begin
- e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false);
- end
- else
- begin
- Animation.Draw(fX, fY, TMirrorType.None);
- end;
-
- if g_debug_Frames then
- begin
- e_DrawQuad(Obj.X+Obj.Rect.X,
- Obj.Y+Obj.Rect.Y,
- Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
- Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
- 0, 255, 0);
- end;
- end;
- end;
- end;
-end;
-
-
-procedure g_Items_Draw ();
-begin
- itemsDrawInternal(false);
-end;
-
-procedure g_Items_DrawDrop ();
-begin
- itemsDrawInternal(true);
-end;
-
-
procedure g_Items_SetDrop (ID: DWORD);
begin
if (ID < Length(ggItems)) then