X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_items.pas;h=eb122d80c4535816860eaa4710c775e7b43f7dd6;hb=4e759d19749e8de5b7d1c8e8ca94a46cbabefae0;hp=30de46830504be65fe4d365ac6c8278fc9734e73;hpb=ac201b02f10ef558087d50f6b03b4519ab567558;p=d2df-sdl.git
diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 30de468..eb122d8 100644
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
@@ -1,13 +1,35 @@
-{$MODE DELPHI}
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *)
+{$INCLUDE ../shared/a_modes.inc}
unit g_items;
interface
uses
- g_textures, g_phys, g_saveload, BinEditor;
+ g_textures, g_phys, g_saveload, BinEditor, MAPDEF;
Type
+ PItem = ^TItem;
TItem = record
+ private
+ //treeNode: Integer;
+ slotIsUsed: Boolean;
+ arrIdx: Integer; // in ggItems
+
+ public
ItemType: Byte;
Respawnable: Boolean;
InitX, InitY: Integer;
@@ -18,6 +40,10 @@ Type
SpawnTrigger: Integer;
Obj: TObj;
Animation: TAnimation;
+
+ procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+
+ property myid: Integer read arrIdx;
end;
procedure g_Items_LoadData();
@@ -33,9 +59,24 @@ procedure g_Items_Remove(ID: DWORD);
procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
procedure g_Items_LoadState(var Mem: TBinMemoryReader);
+procedure g_Items_RestartRound ();
+
+function g_Items_ValidId (idx: Integer): Boolean; inline;
+function g_Items_ByIdx (idx: Integer): PItem;
+function g_Items_ObjByIdx (idx: Integer): PObj;
+
+procedure g_Items_EmitPickupSound (idx: Integer); // at item position
+procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
+
+
+type
+ TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
+
+function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
+
+
var
- gItems: Array of TItem = nil;
- gItemsTexturesID: Array [1..35] of DWORD;
+ gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
gMaxDist: Integer = 1;
ITEM_RESPAWNTIME: Integer = 60 * 36;
@@ -44,8 +85,110 @@ implementation
uses
g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg,
- MAPDEF, e_log;
+ e_log,
+ g_grid, z_aabbtree, binheap;
+
+
+var
+ ggItems: Array of TItem = nil;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+{
+type
+ TDynAABBTreeItemBase = specialize TDynAABBTreeBase;
+
+ TDynAABBTreeItem = class(TDynAABBTreeItemBase)
+ function getFleshAABB (out aabb: AABB2D; flesh: Integer; tag: Integer): Boolean; override;
+ end;
+
+function TDynAABBTreeItem.getFleshAABB (out aabb: AABB2D; flesh: Integer; tag: Integer): Boolean;
+var
+ it: PItem;
+begin
+ result := false;
+ if (flesh < 0) or (flesh > High(ggItems)) then raise Exception.Create('DynTree: trying to get dimensions of inexistant item');
+ it := @ggItems[flesh];
+ if (it.Obj.Rect.Width < 1) or (it.Obj.Rect.Height < 1) then exit;
+ aabb := AABB2D.Create(it.Obj.X, it.Obj.Y, it.Obj.X+it.Obj.Rect.Width-1, it.Obj.Y+it.Obj.Rect.Height-1);
+ if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
+ result := true;
+end;
+}
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+var
+ //itemTree: TDynAABBTreeItem = nil;
+ freeIds: TBinaryHeapInt = nil; // free item ids
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function g_Items_ValidId (idx: Integer): Boolean; inline;
+begin
+ result := false;
+ if (idx < 0) or (idx > High(ggItems)) then exit;
+ //if (ggItems[idx].treeNode = -1) then exit;
+ if not ggItems[idx].slotIsUsed then exit;
+ result := true;
+end;
+
+function g_Items_ByIdx (idx: Integer): PItem;
+begin
+ if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
+ result := @ggItems[idx];
+ //if (result.treeNode = -1) then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
+ if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
+end;
+
+
+function g_Items_ObjByIdx (idx: Integer): PObj;
+begin
+ if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
+ //if (ggItems[idx].treeNode = -1) then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
+ if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
+ result := @ggItems[idx].Obj;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure TItem.positionChanged ();
+//var
+// x, y: Integer;
+begin
+ (*
+ if (treeNode = -1) then
+ begin
+ treeNode := itemTree.insertObject(arrIdx, 0, true); // static object
+ {$IF DEFINED(D2F_DEBUG)}
+ itemTree.getNodeXY(treeNode, x, y);
+ e_WriteLog(Format('item #%d: inserted into the tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);
+ {$ENDIF}
+ end
+ else
+ begin
+ itemTree.getNodeXY(treeNode, x, y);
+ if (Obj.X = x) and (Obj.Y = y) then exit; // nothing to do
+ {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('item #%d: updating tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);{$ENDIF}
+
+ {$IFDEF TRUE}
+ itemTree.updateObject(treeNode);
+ {$ELSE}
+ itemTree.removeObject(treeNode);
+ treeNode := itemTree.insertObject(arrIdx, 0, true); // static object
+ {$ENDIF}
+
+ {$IF DEFINED(D2F_DEBUG)}
+ itemTree.getNodeXY(treeNode, x, y);
+ e_WriteLog(Format('item #%d: updated tree; nodeid=%d; x=%d; y=%d', [arrIdx, treeNode, x, y]), MSG_NOTIFY);
+ {$ENDIF}
+ end;
+ *)
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
const
ITEM_SIGNATURE = $4D455449; // 'ITEM'
@@ -85,7 +228,9 @@ const
((14), (18)), // BOTTLE
((16), (15)), // HELMET
((32), (24)), // JETPACK
- ((25), (25))); // INVIS
+ ((25), (25)), // INVIS
+ ((53), (20)), // WEAPON_FLAMETHROWER
+ ((13), (20))); // AMMO_FUELCAN
procedure InitTextures();
begin
@@ -102,6 +247,7 @@ begin
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]);
@@ -110,6 +256,7 @@ begin
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]);
@@ -152,6 +299,7 @@ begin
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');
@@ -160,6 +308,7 @@ begin
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');
@@ -171,8 +320,12 @@ begin
g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK');
InitTextures();
+
+ //itemTree := TDynAABBTreeItem.Create();
+ freeIds := binHeapNewIntLess();
end;
+
procedure g_Items_FreeData();
begin
e_WriteLog('Releasing items data...', MSG_NOTIFY);
@@ -206,6 +359,7 @@ begin
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');
@@ -214,6 +368,7 @@ begin
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');
@@ -223,434 +378,606 @@ begin
g_Texture_Delete('ITEM_WEAPON_KASTET');
g_Texture_Delete('ITEM_MEDKIT_BLACK');
g_Texture_Delete('ITEM_JETPACK');
+
+ //itemTree.Free();
+ freeIds.Free();
end;
-function FindItem(): DWORD;
+
+procedure releaseItem (idx: Integer);
var
- i: Integer;
+ it: PItem;
begin
- if gItems <> nil then
- for i := 0 to High(gItems) do
- if gItems[i].ItemType = ITEM_NONE then
- begin
- Result := i;
- Exit;
- end;
+ if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id');
+ it := @ggItems[idx];
+ //if (it.treeNode = -1) then raise Exception.Create('releaseItem: trying to release unallocated item');
+ if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item');
+ if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
+ //itemTree.removeObject(it.treeNode);
+ //it.treeNode := -1;
+ it.slotIsUsed := false;
+ if (it.Animation <> nil) then
+ begin
+ it.Animation.Free();
+ it.Animation := nil;
+ end;
+ it.Live := False;
+ it.SpawnTrigger := -1;
+ it.ItemType := ITEM_NONE;
+ freeIds.insert(it.arrIdx);
+end;
- if gItems = nil then
- begin
- SetLength(gItems, 32);
- Result := 0;
- end
- else
+
+function allocItem (): DWORD;
+var
+ i, olen: Integer;
+ it: PItem;
+begin
+ if (freeIds.count = 0) then
+ begin
+ // no free slots
+ olen := Length(ggItems);
+ SetLength(ggItems, olen+64);
+ for i := olen to High(ggItems) do
begin
- Result := High(gItems) + 1;
- SetLength(gItems, Length(gItems) + 32);
+ it := @ggItems[i];
+ //it.treeNode := -1;
+ it.slotIsUsed := false;
+ it.arrIdx := i;
+ it.ItemType := ITEM_NONE;
+ it.Animation := nil;
+ it.Live := false;
+ it.SpawnTrigger := -1;
+ it.Respawnable := false;
+ freeIds.insert(i);
end;
+ end;
+
+ result := freeIds.front;
+ freeIds.popFront();
+
+ if (result > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted');
+ if (ggItems[result].arrIdx <> result) then raise Exception.Create('allocItem: arrIdx inconsistency');
end;
-procedure g_Items_Init();
+
+// it will be slow if the slot is free (we have to rebuild the heap)
+function wantItemSlot (slot: Integer): Integer;
var
- a, b: Integer;
+ i, olen: Integer;
+ it: PItem;
+ rebuildFreeList: Boolean = true;
begin
- if gMapInfo.Height > gPlayerScreenSize.Y then
- a := gMapInfo.Height - gPlayerScreenSize.Y
- else
- a := gMapInfo.Height;
+ if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request');
+ // do we need to grow item storate?
+ olen := Length(ggItems);
+ if (slot >= olen) then
+ begin
+ // need more spice!
+ SetLength(ggItems, slot+64);
+ // add free slots to free list
+ for i := olen to High(ggItems) do
+ begin
+ it := @ggItems[i];
+ //it.treeNode := -1;
+ it.slotIsUsed := false;
+ it.arrIdx := i;
+ it.ItemType := ITEM_NONE;
+ it.Animation := nil;
+ it.Live := false;
+ it.SpawnTrigger := -1;
+ it.Respawnable := false;
+ if (i <> slot) then freeIds.insert(i);
+ end;
+ rebuildFreeList := false;
+ end;
- if gMapInfo.Width > gPlayerScreenSize.X then
- b := gMapInfo.Width - gPlayerScreenSize.X
+ it := @ggItems[slot];
+ if {(it.treeNode = -1)} not it.slotIsUsed then
+ begin
+ // this is unused slot; get it, and rebuild id list
+ if rebuildFreeList then
+ begin
+ freeIds.clear();
+ for i := 0 to High(ggItems) do
+ begin
+ if (i <> slot) and {(ggItems[i].treeNode = -1)} (not it.slotIsUsed) then freeIds.insert(i);
+ end;
+ end;
+ end
else
- b := gMapInfo.Width;
+ begin
+ // it will be readded
+ //itemTree.removeObject(it.treeNode);
+ //it.treeNode := -1;
+ it.slotIsUsed := false;
+ end;
+ result := slot;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure g_Items_Init ();
+var
+ a, b: Integer;
+begin
+ if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height;
+ if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width;
gMaxDist := Trunc(Hypot(a, b));
end;
-procedure g_Items_Free();
+
+procedure g_Items_Free ();
var
i: Integer;
begin
- if gItems <> nil then
+ if (ggItems <> nil) then
begin
- for i := 0 to High(gItems) do
- gItems[i].Animation.Free();
- gItems := nil;
+ for i := 0 to High(ggItems) do ggItems[i].Animation.Free();
+ ggItems := nil;
end;
+ //if (itemTree <> nil) then itemTree.reset();
+ freeIds.clear();
end;
-function g_Items_Create(X, Y: Integer; ItemType: Byte;
+
+function g_Items_Create (X, Y: Integer; ItemType: Byte;
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 := FindItem()
- else
- begin
- find_id := ForcedID;
- if Integer(find_id) > High(gItems) then
- SetLength(gItems, find_id + 32);
- end;
-
- gItems[find_id].ItemType := ItemType;
- gItems[find_id].Respawnable := Respawnable;
- if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then
- gItems[find_id].Respawnable := False;
- gItems[find_id].InitX := X;
- gItems[find_id].InitY := Y;
- gItems[find_id].RespawnTime := 0;
- gItems[find_id].Fall := Fall;
- gItems[find_id].Live := True;
- gItems[find_id].QuietRespawn := False;
-
- g_Obj_Init(@gItems[find_id].Obj);
- gItems[find_id].Obj.X := X;
- gItems[find_id].Obj.Y := Y;
- gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0];
- gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1];
-
- gItems[find_id].Animation := nil;
- gItems[find_id].SpawnTrigger := -1;
-
-// Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà:
+ if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
+
+ {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
+
+ it := @ggItems[find_id];
+
+ //if (it.treeNode <> -1) then raise Exception.Create('g_Items_Create: trying to reuse already allocated item');
+ if (it.arrIdx <> find_id) then raise Exception.Create('g_Items_Create: arrIdx inconsistency');
+ //it.treeNode := -1;
+ //it.arrIdx := find_id;
+ it.slotIsUsed := true;
+
+ it.ItemType := ItemType;
+ it.Respawnable := Respawnable;
+ if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False;
+ it.InitX := X;
+ it.InitY := Y;
+ it.RespawnTime := 0;
+ it.Fall := Fall;
+ it.Live := True;
+ it.QuietRespawn := False;
+
+ g_Obj_Init(@it.Obj);
+ it.Obj.X := X;
+ it.Obj.Y := Y;
+ it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
+ it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
+
+ it.Animation := nil;
+ it.SpawnTrigger := -1;
+
+ // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
if AdjCoord then
- with gItems[find_id] do
+ begin
+ with it^ do
begin
Obj.X := X - (Obj.Rect.Width div 2);
Obj.Y := Y - Obj.Rect.Height;
InitX := Obj.X;
InitY := Obj.Y;
end;
+ end;
-// Óñòàíîâêà àíèìàöèè:
- with gItems[find_id] do
- begin
- case ItemType of
- ITEM_ARMOR_GREEN:
- if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_ARMOR_BLUE:
- if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_SPHERE_BLUE:
- if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then
- Animation := TAnimation.Create(ID, True, 15);
- ITEM_SPHERE_WHITE:
- if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_INVUL:
- if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_INVIS:
- if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_BOTTLE:
- if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then
- Animation := TAnimation.Create(ID, True, 20);
- ITEM_HELMET:
- if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then
- Animation := TAnimation.Create(ID, True, 20);
- end;
+ // 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_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);
end;
- Result := find_id;
+ it.positionChanged();
+
+ result := find_id;
end;
-procedure g_Items_Update();
+
+procedure g_Items_Update ();
var
i, j, k: Integer;
- ID: DWORD;
+ ID: DWord;
Anim: TAnimation;
m: Word;
r, nxt: Boolean;
begin
- if gItems <> nil then
- for i := 0 to High(gItems) do
- if gItems[i].ItemType <> ITEM_NONE then
- with gItems[i] do
+ if (ggItems = nil) then exit;
+
+ for i := 0 to High(ggItems) do
+ begin
+ if (ggItems[i].ItemType = ITEM_NONE) then continue;
+
+ with ggItems[i] do
+ begin
+ nxt := False;
+
+ if Live then
+ begin
+ if Fall then
begin
- nxt := False;
+ m := g_Obj_Move(@Obj, True, True);
+ positionChanged(); // this updates spatial accelerators
+
+ // Ñîïðîòèâëåíèå âîçäóõà
+ if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1);
- if Live then
+ // Åñëè âûïàë çà êàðòó
+ if WordBool(m and MOVE_FALLOUT) then
begin
- if Fall then
+ if SpawnTrigger = -1 then
begin
- m := g_Obj_Move(@Obj, True, True);
-
- // Ñîïðîòèâëåíèå âîçäóõà:
- if gTime mod (GAME_TICK*2) = 0 then
- Obj.Vel.X := z_dec(Obj.Vel.X, 1);
- // Åñëè âûïàë çà êàðòó:
- if WordBool(m and MOVE_FALLOUT) then
- begin
- if SpawnTrigger = -1 then
- g_Items_Pick(i)
- else begin
- g_Items_Remove(i);
- if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
- end;
- Continue;
- end;
+ g_Items_Pick(i);
+ end
+ else
+ begin
+ g_Items_Remove(i);
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
end;
+ continue;
+ end;
+ end;
- // Åñëè èãðîêè ïîáëèçîñòè:
- if gPlayers <> nil then
- begin
- j := Random(Length(gPlayers)) - 1;
+ // Åñëè èãðîêè ïîáëèçîñòè
+ if (gPlayers <> nil) then
+ begin
+ j := Random(Length(gPlayers))-1;
- for k := 0 to High(gPlayers) do
- begin
- Inc(j);
- if j > High(gPlayers) then
- j := 0;
+ for k := 0 to High(gPlayers) do
+ begin
+ Inc(j);
+ if j > High(gPlayers) then j := 0;
- if (gPlayers[j] <> nil) and gPlayers[j].Live and
- g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
- begin
- if g_Game_IsClient then Continue;
+ if (gPlayers[j] <> nil) and gPlayers[j].Live and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
+ begin
+ if g_Game_IsClient then continue;
- if not gPlayers[j].PickItem(ItemType, Respawnable, r) then
- Continue;
+ if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue;
- if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
+ if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
-{
- Doom 2D: Original:
- 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
- +2. I_MEGA,I_INVL,I_SUPER
- 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
-}
+ {
+ Doom 2D: Original:
+ 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
+ +2. I_MEGA,I_INVL,I_SUPER
+ 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
+ }
+ g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
- if gSoundEffectsDF then
- begin
- if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
- ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
- else
- if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
- ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
- ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
- else
- g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
- end
- else
- begin
- if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
- ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
- else
- if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
- ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
- ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then
- g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
- else
- g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
- gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
- end;
-
- // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
- if r then
- begin
- if not Respawnable then
- g_Items_Remove(i)
- else
- g_Items_Pick(i);
-
- if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
- nxt := True;
- Break;
- end;
- end;
+ // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
+ if r then
+ begin
+ if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
+ if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
+ nxt := True;
+ break;
end;
end;
-
- if nxt then
- Continue;
end;
+ end;
- if Respawnable and g_Game_IsServer then
- begin
- DecMin(RespawnTime, 0);
- if (RespawnTime = 0) and (not Live) then
- begin
- if not QuietRespawn then
- g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
+ if nxt then continue;
+ end;
- 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;
+ if Respawnable and g_Game_IsServer then
+ begin
+ DecMin(RespawnTime, 0);
+ if (RespawnTime = 0) and (not Live) then
+ begin
+ if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
- Obj.X := InitX;
- Obj.Y := InitY;
- Obj.Vel.X := 0;
- Obj.Vel.Y := 0;
- Obj.Accel.X := 0;
- Obj.Accel.Y := 0;
+ 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;
- Live := True;
+ Obj.X := InitX;
+ Obj.Y := InitY;
+ Obj.Vel.X := 0;
+ Obj.Vel.Y := 0;
+ Obj.Accel.X := 0;
+ Obj.Accel.Y := 0;
+ positionChanged(); // this updates spatial accelerators
- if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
- QuietRespawn := False;
- end;
- end;
+ Live := true;
- if Animation <> nil then
- Animation.Update();
+ if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
+ QuietRespawn := false;
end;
+ end;
+
+ if (Animation <> nil) then Animation.Update();
+ end;
+ end;
end;
-procedure g_Items_Draw();
+
+procedure g_Items_Draw ();
var
i: Integer;
begin
- if gItems <> nil then
- for i := 0 to High(gItems) do
- if gItems[i].Live then
- with gItems[i] do
- if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
- sX, sY, sWidth, sHeight) then
- begin
- if Animation = nil then
- e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False)
- else
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
+ if (ggItems = nil) then exit;
- 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;
+ for i := 0 to High(ggItems) do
+ begin
+ if not ggItems[i].Live then continue;
+
+ with ggItems[i] do
+ begin
+ if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
+ begin
+ if (Animation = nil) then
+ begin
+ e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false);
+ end
+ else
+ begin
+ Animation.Draw(Obj.X, Obj.Y, M_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_Pick(ID: DWORD);
+
+procedure g_Items_Pick (ID: DWORD);
begin
- gItems[ID].Live := False;
- gItems[ID].RespawnTime := ITEM_RESPAWNTIME;
+ ggItems[ID].Live := false;
+ ggItems[ID].RespawnTime := ITEM_RESPAWNTIME;
end;
-procedure g_Items_Remove(ID: DWORD);
+
+procedure g_Items_Remove (ID: DWORD);
+var
+ it: PItem;
+ trig: Integer;
+{$IF DEFINED(D2F_DEBUG)}
+ //x, y: Integer;
+{$ENDIF}
begin
- gItems[ID].ItemType := ITEM_NONE;
+ if not g_Items_ValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id');
- if gItems[ID].Animation <> nil then
- begin
- gItems[ID].Animation.Free();
- gItems[ID].Animation := nil;
- end;
+ it := @ggItems[ID];
+ if (it.arrIdx <> ID) then raise Exception.Create('g_Items_Remove: arrIdx desync');
- gItems[ID].Live := False;
+ {$IF DEFINED(D2F_DEBUG)}
+ //itemTree.getNodeXY(it.treeNode, x, y);
+ //e_WriteLog(Format('removing item #%d: updating tree; nodeid=%d; x=%d; y=%d (%d,%d)', [it.arrIdx, it.treeNode, x, y, it.Obj.X, it.Obj.Y]), MSG_NOTIFY);
+ {$ENDIF}
- if gItems[ID].SpawnTrigger > -1 then
- begin
- g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger);
- gItems[ID].SpawnTrigger := -1;
- end;
+ trig := it.SpawnTrigger;
+
+ releaseItem(ID);
+
+ if (trig > -1) then g_Triggers_DecreaseSpawner(trig);
end;
-procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
+
+procedure g_Items_SaveState (var Mem: TBinMemoryWriter);
var
count, i: Integer;
sig: DWORD;
begin
-// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ:
+ // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
count := 0;
- if gItems <> nil then
- for i := 0 to High(gItems) do
- if gItems[i].ItemType <> ITEM_NONE then
- count := count + 1;
+ if (ggItems <> nil) then
+ begin
+ for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count);
+ end;
Mem := TBinMemoryWriter.Create((count+1) * 60);
-// Êîëè÷åñòâî ïðåäìåòîâ:
+ // Êîëè÷åñòâî ïðåäìåòîâ
Mem.WriteInt(count);
- if count = 0 then
- Exit;
+ if (count = 0) then exit;
- for i := 0 to High(gItems) do
- if gItems[i].ItemType <> ITEM_NONE then
+ for i := 0 to High(ggItems) do
+ begin
+ if (ggItems[i].ItemType <> ITEM_NONE) then
begin
- // Ñèãíàòóðà ïðåäìåòà:
+ // Ñèãíàòóðà ïðåäìåòà
sig := ITEM_SIGNATURE; // 'ITEM'
Mem.WriteDWORD(sig);
- // Òèï ïðåäìåòà:
- Mem.WriteByte(gItems[i].ItemType);
- // Åñòü ëè ðåñïàóí:
- Mem.WriteBoolean(gItems[i].Respawnable);
- // Êîîðäèíàòû ðåñïóíà:
- Mem.WriteInt(gItems[i].InitX);
- Mem.WriteInt(gItems[i].InitY);
- // Âðåìÿ äî ðåñïàóíà:
- Mem.WriteWord(gItems[i].RespawnTime);
- // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
- Mem.WriteBoolean(gItems[i].Live);
- // Ìîæåò ëè îí ïàäàòü:
- Mem.WriteBoolean(gItems[i].Fall);
- // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
- Mem.WriteInt(gItems[i].SpawnTrigger);
- // Îáúåêò ïðåäìåòà:
- Obj_SaveState(@gItems[i].Obj, Mem);
+ // Òèï ïðåäìåòà
+ Mem.WriteByte(ggItems[i].ItemType);
+ // Åñòü ëè ðåñïàóí
+ Mem.WriteBoolean(ggItems[i].Respawnable);
+ // Êîîðäèíàòû ðåñïóíà
+ Mem.WriteInt(ggItems[i].InitX);
+ Mem.WriteInt(ggItems[i].InitY);
+ // Âðåìÿ äî ðåñïàóíà
+ Mem.WriteWord(ggItems[i].RespawnTime);
+ // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
+ Mem.WriteBoolean(ggItems[i].Live);
+ // Ìîæåò ëè îí ïàäàòü
+ Mem.WriteBoolean(ggItems[i].Fall);
+ // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
+ Mem.WriteInt(ggItems[i].SpawnTrigger);
+ // Îáúåêò ïðåäìåòà
+ Obj_SaveState(@ggItems[i].Obj, Mem);
end;
+ end;
end;
-procedure g_Items_LoadState(var Mem: TBinMemoryReader);
+
+procedure g_Items_LoadState (var Mem: TBinMemoryReader);
var
count, i, a: Integer;
sig: DWORD;
b: Byte;
begin
- if Mem = nil then
- Exit;
+ if (Mem = nil) then exit;
g_Items_Free();
-// Êîëè÷åñòâî ïðåäìåòîâ:
+ // Êîëè÷åñòâî ïðåäìåòîâ
Mem.ReadInt(count);
- if count = 0 then
- Exit;
+ if (count = 0) then Exit;
for a := 0 to count-1 do
begin
- // Ñèãíàòóðà ïðåäìåòà:
+ // Ñèãíàòóðà ïðåäìåòà
Mem.ReadDWORD(sig);
- if sig <> ITEM_SIGNATURE then // 'ITEM'
- begin
- raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature');
- end;
- // Òèï ïðåäìåòà:
+ if (sig <> ITEM_SIGNATURE) then raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM'
+ // Òèï ïðåäìåòà
Mem.ReadByte(b);
- // Ñîçäàåì ïðåäìåò:
+ // Ñîçäàåì ïðåäìåò
i := g_Items_Create(0, 0, b, False, False);
- // Åñòü ëè ðåñïàóí:
- Mem.ReadBoolean(gItems[i].Respawnable);
- // Êîîðäèíàòû ðåñïóíà:
- Mem.ReadInt(gItems[i].InitX);
- Mem.ReadInt(gItems[i].InitY);
- // Âðåìÿ äî ðåñïàóíà:
- Mem.ReadWord(gItems[i].RespawnTime);
- // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
- Mem.ReadBoolean(gItems[i].Live);
- // Ìîæåò ëè îí ïàäàòü:
- Mem.ReadBoolean(gItems[i].Fall);
- // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
- Mem.ReadInt(gItems[i].SpawnTrigger);
- // Îáúåêò ïðåäìåòà:
- Obj_LoadState(@gItems[i].Obj, Mem);
+ // Åñòü ëè ðåñïàóí
+ Mem.ReadBoolean(ggItems[i].Respawnable);
+ // Êîîðäèíàòû ðåñïóíà
+ Mem.ReadInt(ggItems[i].InitX);
+ Mem.ReadInt(ggItems[i].InitY);
+ // Âðåìÿ äî ðåñïàóíà
+ Mem.ReadWord(ggItems[i].RespawnTime);
+ // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
+ Mem.ReadBoolean(ggItems[i].Live);
+ // Ìîæåò ëè îí ïàäàòü
+ Mem.ReadBoolean(ggItems[i].Fall);
+ // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
+ Mem.ReadInt(ggItems[i].SpawnTrigger);
+ // Îáúåêò ïðåäìåòà
+ Obj_LoadState(@ggItems[i].Obj, Mem);
+ end;
+end;
+
+
+procedure g_Items_RestartRound ();
+var
+ i: Integer;
+ it: PItem;
+begin
+ for i := 0 to High(ggItems) do
+ begin
+ it := @ggItems[i];
+ if it.Respawnable then
+ begin
+ it.QuietRespawn := True;
+ it.RespawnTime := 0;
+ end
+ else
+ begin
+ g_Items_Remove(i);
+ if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
+ end;
+ end;
+end;
+
+
+function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
+var
+ idx: Integer;
+begin
+ result := false;
+ if (ggItems = nil) or not assigned(cb) then exit;
+
+ if backwards then
+ begin
+ for idx := High(ggItems) downto 0 do
+ begin
+ if ggItems[idx].Live then
+ begin
+ result := cb(@ggItems[idx]);
+ if result then exit;
+ end;
+ end;
+ end
+ else
+ begin
+ for idx := 0 to High(ggItems) do
+ begin
+ if ggItems[idx].Live then
+ begin
+ result := cb(@ggItems[idx]);
+ if result then exit;
+ end;
+ end;
+ end;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+procedure g_Items_EmitPickupSound (idx: Integer);
+var
+ it: PItem;
+begin
+ if not g_Items_ValidId(idx) then exit;
+ it := @ggItems[idx];
+ g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y);
+end;
+
+procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
+var
+ it: PItem;
+begin
+ if not g_Items_ValidId(idx) then exit;
+
+ it := @ggItems[idx];
+ if gSoundEffectsDF then
+ begin
+ if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
+ ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
+ end
+ else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
+ ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
+ ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
+ ITEM_AMMO_BACKPACK] then
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
+ end
+ else
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
+ end;
+ end
+ else
+ begin
+ if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
+ ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
+ end
+ else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
+ ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
+ ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
+ end
+ else
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
+ end;
end;
end;