X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=eb122d80c4535816860eaa4710c775e7b43f7dd6;hb=4c4a0406b07cdfd5051e388e8b00f02e008ed140;hp=f48f7932de0997ccfe5338bdfcf5f2f076189836;hpb=5472594f32e33da0c66606ec9eebc8f798ef6b54;p=d2df-sdl.git diff --git a/src/game/g_items.pas b/src/game/g_items.pas index f48f793..eb122d8 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -13,16 +13,23 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$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; @@ -33,6 +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(); @@ -48,9 +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; @@ -59,8 +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' @@ -100,7 +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 @@ -117,6 +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]); @@ -125,6 +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]); @@ -167,6 +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'); @@ -175,6 +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'); @@ -186,8 +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); @@ -221,6 +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'); @@ -229,6 +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'); @@ -238,434 +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;