X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=8f369bb61926fe6247ee2c9c1923c334042110d2;hb=bd40762ed00ea73717966bb0e5a44ae73a179be0;hp=0aa9d560ab9b00cd002fbca4ac994b9f80a76ede;hpb=d55f78661cd9bd77609beed2552d7dd6262ad65c;p=d2df-sdl.git diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 0aa9d56..8f369bb 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -19,7 +19,10 @@ interface uses SysUtils, Classes, - MAPDEF, g_textures, g_phys, g_saveload; + MAPDEF, g_phys, g_saveload; + +const + ITEM_LAST = ITEM_MAX; Type PItem = ^TItem; @@ -39,12 +42,14 @@ Type QuietRespawn: Boolean; SpawnTrigger: Integer; 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 used: Boolean read slotIsUsed; property myid: Integer read arrIdx; end; @@ -57,8 +62,6 @@ function g_Items_Create(X, Y: Integer; ItemType: Byte; 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); @@ -80,25 +83,23 @@ 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; - 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_game, g_triggers, g_console, g_player, g_net, g_netmsg, - e_log, - g_grid, binheap, idpool, utils, xstreams; - - -var - ggItems: Array of TItem = nil; - + uses + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} + Math, + g_basic, g_sound, g_map, + g_game, g_triggers, g_console, g_player, g_net, g_netmsg, + e_log, g_options, g_language, g_window, + g_grid, binheap, idpool, utils, xstreams + ; // ////////////////////////////////////////////////////////////////////////// // var @@ -137,6 +138,23 @@ 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 @@ -182,94 +200,16 @@ const ((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_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False); g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM'); g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ'); 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; @@ -283,50 +223,6 @@ begin 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; @@ -342,11 +238,6 @@ begin if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)'); if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); it.slotIsUsed := false; - if (it.Animation <> nil) then - begin - it.Animation.Free(); - it.Animation := nil; - end; it.alive := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; @@ -370,7 +261,6 @@ begin it.slotIsUsed := false; it.arrIdx := i; it.ItemType := ITEM_NONE; - it.Animation := nil; it.alive := false; it.SpawnTrigger := -1; it.Respawnable := false; @@ -417,24 +307,14 @@ 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 (); -var - i: Integer; begin if (ggItems <> nil) then - begin - for i := 0 to High(ggItems) do ggItems[i].Animation.Free(); ggItems := nil; - end; freeIds.clear(); end; @@ -443,7 +323,6 @@ 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 := allocItem() else find_id := wantItemSlot(ForcedID); @@ -473,7 +352,6 @@ begin 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 @@ -491,19 +369,6 @@ begin it.Obj.oldX := it.Obj.X; it.Obj.oldY := it.Obj.Y; - // 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); - end; - it.positionChanged(); result := find_id; @@ -525,8 +390,6 @@ end; procedure g_Items_Update (); var i, j, k: Integer; - ID: DWord; - Anim: TAnimation; m, ItemRespawnTime: Word; r, nxt: Boolean; begin @@ -620,14 +483,13 @@ 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; - + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect( + R_GFX_ITEM_RESPAWN, + InitX + (Obj.Rect.Width div 2) - 16, + InitY + (Obj.Rect.Height div 2) - 16 + ); + {$ENDIF} Obj.oldX := InitX; Obj.oldY := InitY; Obj.X := InitX; @@ -644,66 +506,10 @@ begin QuietRespawn := false; end; end; - - if (Animation <> nil) then Animation.Update(); - end; - 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 @@ -893,6 +699,19 @@ 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);