X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=a69ceaaf811bd9f84f5b07ec41b0e6e2fcf11537;hb=176b2c983b32841d4d93dd322f3b3a5d1f1549b2;hp=07c4df2b1d8e929832c6ac67b97f548de27b3d4d;hpb=6f5375e6179294fde838bcf61f0dafeb4e018ee7;p=d2df-sdl.git diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 07c4df2..a69ceaa 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; @@ -54,6 +57,7 @@ procedure g_Items_Free(); function g_Items_Create(X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; procedure g_Items_SetDrop (ID: DWORD); +procedure g_Items_PreUpdate(); procedure g_Items_Update(); procedure g_Items_Draw(); procedure g_Items_DrawDrop(); @@ -78,12 +82,11 @@ 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 - ITEM_RESPAWNTIME: Integer = 60 * 36; implementation @@ -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; @@ -453,10 +476,7 @@ begin it.slotIsUsed := true; it.ItemType := ItemType; - if g_Game_IsServer and ((ITEM_RESPAWNTIME = 0) or not LongBool(gGameSettings.Options and GAME_OPTION_RESPAWNITEMS)) then - it.Respawnable := False - else - it.Respawnable := Respawnable; + it.Respawnable := Respawnable; it.InitX := X; it.InitY := Y; it.RespawnTime := 0; @@ -464,6 +484,7 @@ begin it.alive := True; it.QuietRespawn := False; it.dropped := false; + it.NeedSend := false; g_Obj_Init(@it.Obj); it.Obj.X := X; @@ -486,6 +507,9 @@ begin end; end; + 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); @@ -504,17 +528,32 @@ begin result := find_id; end; +procedure g_Items_PreUpdate (); +var + i: Integer; +begin + if (ggItems = nil) then Exit; + for i := 0 to High(ggItems) do + if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then + begin + ggItems[i].Obj.oldX := ggItems[i].Obj.X; + ggItems[i].Obj.oldY := ggItems[i].Obj.Y; + end; +end; procedure g_Items_Update (); var i, j, k: Integer; ID: DWord; Anim: TAnimation; - m: Word; + m, ItemRespawnTime: 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); + for i := 0 to High(ggItems) do begin if (ggItems[i].ItemType = ITEM_NONE) then continue; @@ -579,7 +618,10 @@ begin // 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 not (Respawnable and (ItemRespawnTime > 0)) then + g_Items_Remove(i) + else + g_Items_Pick(i); if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); nxt := True; break; @@ -605,6 +647,8 @@ begin Anim.Free(); end; + Obj.oldX := InitX; + Obj.oldY := InitY; Obj.X := InitX; Obj.Y := InitY; Obj.Vel.X := 0; @@ -628,7 +672,7 @@ end; procedure itemsDrawInternal (dropflag: Boolean); var - i: Integer; + i, fX, fY: Integer; it: PItem; begin if (ggItems = nil) then exit; @@ -644,13 +688,14 @@ begin 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], Obj.X, Obj.Y, 0, true, false); + e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false); end else begin - Animation.Draw(Obj.X, Obj.Y, TMirrorType.None); + Animation.Draw(fX, fY, TMirrorType.None); end; if g_debug_Frames then @@ -691,8 +736,10 @@ procedure g_Items_Pick (ID: DWORD); begin if (ID < Length(ggItems)) then begin + ggItems[ID].Obj.oldX := ggItems[ID].Obj.X; + ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y; ggItems[ID].alive := false; - ggItems[ID].RespawnTime := ITEM_RESPAWNTIME; + ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36; end; end; @@ -712,6 +759,8 @@ begin it := @ggItems[ID]; if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync'); + it.Obj.oldX := it.Obj.X; + it.Obj.oldY := it.Obj.Y; trig := it.SpawnTrigger; releaseItem(ID); @@ -815,6 +864,8 @@ begin for i := 0 to High(ggItems) do begin it := @ggItems[i]; + it.Obj.oldX := it.Obj.X; + it.Obj.oldY := it.Obj.Y; if not it.slotIsUsed then continue; if it.Respawnable and (it.ItemType <> ITEM_NONE) then begin @@ -861,6 +912,19 @@ 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);