X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=4337fffe3a2760fafd0d50a6778793ca4e61025c;hb=4e8250f5f1da2e651513065f6ce44921e80dbd0c;hp=7331242b7672c3675c54be4b14d630736dfbbd95;hpb=3bc42852ee39fff79d1c9b66dd2a55d262a0d9f5;p=d2df-sdl.git diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 7331242..4337fff 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -41,8 +41,11 @@ Type Obj: TObj; Animation: TAnimation; 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 positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + procedure getMapBox (out x, y, w, h: Integer); inline; + procedure moveBy (dx, dy: Integer); inline; property myid: Integer read arrIdx; end; @@ -79,7 +82,7 @@ type TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; - +function g_Items_NextAlive (startIdx: Integer): PItem; var gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; @@ -133,8 +136,26 @@ end; // ////////////////////////////////////////////////////////////////////////// // procedure TItem.positionChanged (); begin + NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY); end; +procedure TItem.getMapBox (out x, y, w, h: Integer); inline; +begin + x := Obj.X+Obj.Rect.X; + y := Obj.Y+Obj.Rect.Y; + w := Obj.Rect.Width; + h := Obj.Rect.Height; +end; + +procedure TItem.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + Obj.X += dx; + Obj.Y += dy; + positionChanged(); + end; +end; // ////////////////////////////////////////////////////////////////////////// // const @@ -348,6 +369,7 @@ begin it.alive := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; + it.NeedSend := false; freeIds.release(LongWord(idx)); end; @@ -371,6 +393,7 @@ begin it.alive := false; it.SpawnTrigger := -1; it.Respawnable := false; + it.NeedSend := false; //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager'); end; end; @@ -461,6 +484,7 @@ begin it.alive := True; it.QuietRespawn := False; it.dropped := false; + it.NeedSend := false; g_Obj_Init(@it.Obj); it.Obj.X := X; @@ -522,13 +546,14 @@ var i, j, k: Integer; ID: DWord; Anim: TAnimation; - m, ItemRespawnTime: Word; + m, ItemRespawnTime, RulezRespawnTime: Word; r, nxt: Boolean; begin if (ggItems = nil) then exit; // respawn items in 15 seconds regardless of settings during warmup ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15); + RulezRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15); for i := 0 to High(ggItems) do begin @@ -715,11 +740,85 @@ begin ggItems[ID].Obj.oldX := ggItems[ID].Obj.X; ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y; ggItems[ID].alive := false; + + // Items respawn timer ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36; + + // Rulez respawn timer + if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, + ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then + begin + ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15) * 36; + end; + + // #### Random powerup respawn #### + if LongBool(gGameSettings.Options and GAME_OPTION_RULEZRANDOM) then + begin + if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, + ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then + begin + ggItems[ID].RespawnTime := Max(1, (gGameSettings.RulezRespawnTime + RandomRange(-gGameSettings.RulezRespawnRandom, gGameSettings.RulezRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized rulez time: %s', [ggItems[ID].RespawnTime]); + end; + end; + + // #### Random item respawn #### + // Randomize respawn for all items (excluding rulez) + if LongBool(gGameSettings.Options and GAME_OPTION_ITEMALLRANDOM) then + begin + if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN, + ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN, + ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS, + ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX, + ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN, + ITEM_AMMO_BACKPACK, ITEM_WEAPON_SAW, 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 + ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized item time: %s', [ggItems[ID].RespawnTime]); + end; + end; + + // Randomize respawn for heal/armor + if LongBool(gGameSettings.Options and GAME_OPTION_ITEMHELPRANDOM) then + begin + if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN, + ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN, + ITEM_AMMO_BACKPACK] then + begin + ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized help item time: %s', [ggItems[ID].RespawnTime]); + end; + end; + + // Randomize respawn for ammo + if LongBool(gGameSettings.Options and GAME_OPTION_ITEMAMMORANDOM) then + begin + if ggItems[ID].ItemType in [ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS, + ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX, + ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN] then + begin + ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized ammo time: %s', [ggItems[ID].RespawnTime]); + end; + end; + + // Randomize respawn for weapons + if LongBool(gGameSettings.Options and GAME_OPTION_ITEMWEAPONRANDOM) then + begin + if ggItems[ID].ItemType in [ITEM_WEAPON_SAW, 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 + ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized weapons time: %s', [ggItems[ID].RespawnTime]); + end; + end; end; end; - procedure g_Items_Remove (ID: DWORD); var it: PItem; @@ -888,6 +987,19 @@ begin end; end; +function g_Items_NextAlive (startIdx: Integer): PItem; +var + idx: Integer; +begin + result := nil; + if (ggItems = nil) or (startIdx >= High(ggItems)) then exit; + for idx := startIdx + 1 to High(ggItems) do + if ggItems[idx].alive and ggItems[idx].slotIsUsed then + begin + result := @ggItems[idx]; + exit; + end; +end; // ////////////////////////////////////////////////////////////////////////// // procedure g_Items_EmitPickupSound (idx: Integer);