DEADSOFTWARE

game: setup hear points while game update
[d2df-sdl.git] / src / game / g_items.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 unit g_items;
18 interface
20 uses
21 SysUtils, Classes,
22 MAPDEF, g_phys, g_saveload;
24 const
25 ITEM_LAST = ITEM_MAX;
27 Type
28 PItem = ^TItem;
29 TItem = record
30 private
31 //treeNode: Integer;
32 slotIsUsed: Boolean;
33 arrIdx: Integer; // in ggItems
35 public
36 ItemType: Byte;
37 Respawnable: Boolean;
38 InitX, InitY: Integer;
39 RespawnTime: Word;
40 alive: Boolean;
41 Fall: Boolean;
42 QuietRespawn: Boolean;
43 SpawnTrigger: Integer;
44 Obj: TObj;
45 dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
46 NeedSend: Boolean;
48 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
49 procedure getMapBox (out x, y, w, h: Integer); inline;
50 procedure moveBy (dx, dy: Integer); inline;
52 property used: Boolean read slotIsUsed;
53 property myid: Integer read arrIdx;
54 end;
56 procedure g_Items_LoadData();
57 procedure g_Items_FreeData();
58 procedure g_Items_Init();
59 procedure g_Items_Free();
60 function g_Items_Create(X, Y: Integer; ItemType: Byte;
61 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
62 procedure g_Items_SetDrop (ID: DWORD);
63 procedure g_Items_PreUpdate();
64 procedure g_Items_Update();
65 procedure g_Items_Pick(ID: DWORD);
66 procedure g_Items_Remove(ID: DWORD);
67 procedure g_Items_SaveState (st: TStream);
68 procedure g_Items_LoadState (st: TStream);
70 procedure g_Items_RestartRound ();
72 function g_Items_ValidId (idx: Integer): Boolean; inline;
73 function g_Items_ByIdx (idx: Integer): PItem;
74 function g_Items_ObjByIdx (idx: Integer): PObj;
76 procedure g_Items_EmitPickupSound (idx: Integer); // at item position
77 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
79 procedure g_Items_AddDynLights();
82 type
83 TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
85 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
86 function g_Items_NextAlive (startIdx: Integer): PItem;
88 var (* private state *)
89 ggItems: Array of TItem = nil;
91 implementation
93 uses
94 {$IFDEF ENABLE_GFX}
95 g_gfx,
96 {$ENDIF}
97 Math,
98 g_basic, g_sound, g_map,
99 g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
100 e_log, g_options,
101 g_grid, binheap, idpool, utils, xstreams
104 // ////////////////////////////////////////////////////////////////////////// //
105 var
106 freeIds: TIdPool = nil;
109 // ////////////////////////////////////////////////////////////////////////// //
110 function g_Items_ValidId (idx: Integer): Boolean; inline;
111 begin
112 result := false;
113 if (idx < 0) or (idx > High(ggItems)) then exit;
114 if not ggItems[idx].slotIsUsed then exit;
115 result := true;
116 end;
119 function g_Items_ByIdx (idx: Integer): PItem;
120 begin
121 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
122 result := @ggItems[idx];
123 if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
124 end;
127 function g_Items_ObjByIdx (idx: Integer): PObj;
128 begin
129 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
130 if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
131 result := @ggItems[idx].Obj;
132 end;
135 // ////////////////////////////////////////////////////////////////////////// //
136 procedure TItem.positionChanged ();
137 begin
138 NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
139 end;
141 procedure TItem.getMapBox (out x, y, w, h: Integer); inline;
142 begin
143 x := Obj.X+Obj.Rect.X;
144 y := Obj.Y+Obj.Rect.Y;
145 w := Obj.Rect.Width;
146 h := Obj.Rect.Height;
147 end;
149 procedure TItem.moveBy (dx, dy: Integer); inline;
150 begin
151 if (dx <> 0) or (dy <> 0) then
152 begin
153 Obj.X += dx;
154 Obj.Y += dy;
155 positionChanged();
156 end;
157 end;
159 // ////////////////////////////////////////////////////////////////////////// //
160 const
161 ITEM_SIGNATURE = $4D455449; // 'ITEM'
163 ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte =
164 (((14), (15)), // MEDKIT_SMALL
165 ((28), (19)), // MEDKIT_LARGE
166 ((28), (19)), // MEDKIT_BLACK
167 ((31), (16)), // ARMOR_GREEN
168 ((31), (16)), // ARMOR_BLUE
169 ((25), (25)), // SPHERE_BLUE
170 ((25), (25)), // SPHERE_WHITE
171 ((24), (47)), // SUIT
172 ((14), (27)), // OXYGEN
173 ((25), (25)), // INVUL
174 ((62), (24)), // WEAPON_SAW
175 ((63), (12)), // WEAPON_SHOTGUN1
176 ((54), (13)), // WEAPON_SHOTGUN2
177 ((54), (16)), // WEAPON_CHAINGUN
178 ((62), (16)), // WEAPON_ROCKETLAUNCHER
179 ((54), (16)), // WEAPON_PLASMA
180 ((61), (36)), // WEAPON_BFG
181 ((54), (16)), // WEAPON_SUPERPULEMET
182 (( 9), (11)), // AMMO_BULLETS
183 ((28), (16)), // AMMO_BULLETS_BOX
184 ((15), ( 7)), // AMMO_SHELLS
185 ((32), (12)), // AMMO_SHELLS_BOX
186 ((12), (27)), // AMMO_ROCKET
187 ((54), (21)), // AMMO_ROCKET_BOX
188 ((15), (12)), // AMMO_CELL
189 ((32), (21)), // AMMO_CELL_BIG
190 ((22), (29)), // AMMO_BACKPACK
191 ((16), (16)), // KEY_RED
192 ((16), (16)), // KEY_GREEN
193 ((16), (16)), // KEY_BLUE
194 (( 1), ( 1)), // WEAPON_KASTET
195 ((43), (16)), // WEAPON_PISTOL
196 ((14), (18)), // BOTTLE
197 ((16), (15)), // HELMET
198 ((32), (24)), // JETPACK
199 ((25), (25)), // INVIS
200 ((53), (20)), // WEAPON_FLAMETHROWER
201 ((13), (20))); // AMMO_FUELCAN
203 procedure g_Items_LoadData();
204 begin
205 e_WriteLog('Loading items data...', TMsgType.Notify);
207 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
208 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
209 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
210 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
212 freeIds := TIdPool.Create();
213 end;
216 procedure g_Items_FreeData();
217 begin
218 e_WriteLog('Releasing items data...', TMsgType.Notify);
220 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
221 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
222 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
223 g_Sound_Delete('SOUND_ITEM_GETITEM');
225 freeIds.Free();
226 freeIds := nil;
227 end;
230 procedure releaseItem (idx: Integer);
231 var
232 it: PItem;
233 begin
234 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id');
235 if not freeIds.hasAlloced[LongWord(idx)] then raise Exception.Create('releaseItem: trying to release unallocated item (0)');
236 it := @ggItems[idx];
237 if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)');
238 if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
239 it.slotIsUsed := false;
240 it.alive := False;
241 it.SpawnTrigger := -1;
242 it.ItemType := ITEM_NONE;
243 it.NeedSend := false;
244 freeIds.release(LongWord(idx));
245 end;
248 procedure growItemArrayTo (newsz: Integer);
249 var
250 i, olen: Integer;
251 it: PItem;
252 begin
253 if (newsz < Length(ggItems)) then exit;
254 // no free slots
255 olen := Length(ggItems);
256 SetLength(ggItems, newsz);
257 for i := olen to High(ggItems) do
258 begin
259 it := @ggItems[i];
260 it.slotIsUsed := false;
261 it.arrIdx := i;
262 it.ItemType := ITEM_NONE;
263 it.alive := false;
264 it.SpawnTrigger := -1;
265 it.Respawnable := false;
266 it.NeedSend := false;
267 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
268 end;
269 end;
272 function allocItem (): DWORD;
273 begin
274 result := freeIds.alloc();
275 if (result >= Length(ggItems)) then growItemArrayTo(Integer(result)+64);
276 if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted');
277 if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency');
278 end;
281 // it will be slow if the slot is free (we have to rebuild the heap)
282 function wantItemSlot (slot: Integer): Integer;
283 var
284 olen: Integer;
285 it: PItem;
286 begin
287 if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request');
288 // do we need to grow item storate?
289 olen := Length(ggItems);
290 if (slot >= olen) then growItemArrayTo(slot+64);
292 it := @ggItems[slot];
293 if not it.slotIsUsed then
294 begin
295 freeIds.alloc(LongWord(slot));
296 end
297 else
298 begin
299 if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager');
300 end;
301 it.slotIsUsed := false;
303 result := slot;
304 end;
307 // ////////////////////////////////////////////////////////////////////////// //
308 procedure g_Items_Init ();
309 begin
310 end;
313 procedure g_Items_Free ();
314 begin
315 if (ggItems <> nil) then
316 ggItems := nil;
317 freeIds.clear();
318 end;
321 function g_Items_Create (X, Y: Integer; ItemType: Byte;
322 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
323 var
324 find_id: DWORD;
325 it: PItem;
326 begin
327 if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
329 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
331 it := @ggItems[find_id];
333 if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency');
334 //it.arrIdx := find_id;
335 it.slotIsUsed := true;
337 it.ItemType := ItemType;
338 it.Respawnable := Respawnable;
339 it.InitX := X;
340 it.InitY := Y;
341 it.RespawnTime := 0;
342 it.Fall := Fall;
343 it.alive := True;
344 it.QuietRespawn := False;
345 it.dropped := false;
346 it.NeedSend := false;
348 g_Obj_Init(@it.Obj);
349 it.Obj.X := X;
350 it.Obj.Y := Y;
351 it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
352 it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
354 it.SpawnTrigger := -1;
356 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
357 if AdjCoord then
358 begin
359 with it^ do
360 begin
361 Obj.X := X - (Obj.Rect.Width div 2);
362 Obj.Y := Y - Obj.Rect.Height;
363 InitX := Obj.X;
364 InitY := Obj.Y;
365 end;
366 end;
368 it.Obj.oldX := it.Obj.X;
369 it.Obj.oldY := it.Obj.Y;
371 it.positionChanged();
373 result := find_id;
374 end;
376 procedure g_Items_PreUpdate ();
377 var
378 i: Integer;
379 begin
380 if (ggItems = nil) then Exit;
381 for i := 0 to High(ggItems) do
382 if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then
383 begin
384 ggItems[i].Obj.oldX := ggItems[i].Obj.X;
385 ggItems[i].Obj.oldY := ggItems[i].Obj.Y;
386 end;
387 end;
389 procedure g_Items_Update ();
390 var
391 i, j, k: Integer;
392 m, ItemRespawnTime: Word;
393 r, nxt: Boolean;
394 begin
395 if (ggItems = nil) then exit;
397 // respawn items in 15 seconds regardless of settings during warmup
398 ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
400 for i := 0 to High(ggItems) do
401 begin
402 if (ggItems[i].ItemType = ITEM_NONE) then continue;
403 if not ggItems[i].slotIsUsed then continue; // just in case
405 with ggItems[i] do
406 begin
407 nxt := False;
409 if alive then
410 begin
411 if Fall then
412 begin
413 m := g_Obj_Move(@Obj, True, True);
414 positionChanged(); // this updates spatial accelerators
416 // Ñîïðîòèâëåíèå âîçäóõà
417 if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1);
419 // Åñëè âûïàë çà êàðòó
420 if WordBool(m and MOVE_FALLOUT) then
421 begin
422 if SpawnTrigger = -1 then
423 begin
424 g_Items_Pick(i);
425 end
426 else
427 begin
428 g_Items_Remove(i);
429 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
430 end;
431 continue;
432 end;
433 end;
435 // Åñëè èãðîêè ïîáëèçîñòè
436 if (gPlayers <> nil) then
437 begin
438 j := Random(Length(gPlayers))-1;
440 for k := 0 to High(gPlayers) do
441 begin
442 Inc(j);
443 if j > High(gPlayers) then j := 0;
445 if (gPlayers[j] <> nil) and gPlayers[j].alive and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
446 begin
447 if g_Game_IsClient then continue;
449 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue;
451 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
454 Doom 2D: Original:
455 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
456 +2. I_MEGA,I_INVL,I_SUPER
457 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
459 g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
461 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
462 if r then
463 begin
464 if not (Respawnable and (ItemRespawnTime > 0)) then
465 g_Items_Remove(i)
466 else
467 g_Items_Pick(i);
468 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
469 nxt := True;
470 break;
471 end;
472 end;
473 end;
474 end;
476 if nxt then continue;
477 end;
479 if Respawnable and g_Game_IsServer then
480 begin
481 DecMin(RespawnTime, 0);
482 if (RespawnTime = 0) and (not alive) then
483 begin
484 if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
485 {$IFDEF ENABLE_GFX}
486 g_GFX_QueueEffect(
487 R_GFX_ITEM_RESPAWN,
488 InitX + (Obj.Rect.Width div 2) - 16,
489 InitY + (Obj.Rect.Height div 2) - 16
490 );
491 {$ENDIF}
492 Obj.oldX := InitX;
493 Obj.oldY := InitY;
494 Obj.X := InitX;
495 Obj.Y := InitY;
496 Obj.Vel.X := 0;
497 Obj.Vel.Y := 0;
498 Obj.Accel.X := 0;
499 Obj.Accel.Y := 0;
500 positionChanged(); // this updates spatial accelerators
502 alive := true;
504 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
505 QuietRespawn := false;
506 end;
507 end;
508 end;
509 end;
510 end;
512 procedure g_Items_SetDrop (ID: DWORD);
513 begin
514 if (ID < Length(ggItems)) then
515 begin
516 ggItems[ID].dropped := true;
517 end;
518 end;
521 procedure g_Items_Pick (ID: DWORD);
522 begin
523 if (ID < Length(ggItems)) then
524 begin
525 ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
526 ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
527 ggItems[ID].alive := false;
528 ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
529 end;
530 end;
533 procedure g_Items_Remove (ID: DWORD);
534 var
535 it: PItem;
536 trig: Integer;
537 begin
538 if not g_Items_ValidId(ID) then
539 begin
540 //writeln('g_Items_Remove: invalid item id: ', ID);
541 raise Exception.Create('g_Items_Remove: invalid item id');
542 //exit;
543 end;
545 it := @ggItems[ID];
546 if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
548 it.Obj.oldX := it.Obj.X;
549 it.Obj.oldY := it.Obj.Y;
550 trig := it.SpawnTrigger;
552 releaseItem(ID);
554 if (trig > -1) then g_Triggers_DecreaseSpawner(trig);
555 end;
558 procedure g_Items_SaveState (st: TStream);
559 var
560 count, i: Integer;
561 tt: Byte;
562 begin
563 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
564 count := 0;
565 for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count);
567 // Êîëè÷åñòâî ïðåäìåòîâ
568 utils.writeInt(st, LongInt(count));
569 if (count = 0) then exit;
571 for i := 0 to High(ggItems) do
572 begin
573 if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then
574 begin
575 // Ñèãíàòóðà ïðåäìåòà
576 utils.writeSign(st, 'ITEM');
577 utils.writeInt(st, Byte(0));
578 // Òèï ïðåäìåòà
579 tt := ggItems[i].ItemType;
580 if ggItems[i].dropped then tt := tt or $80;
581 utils.writeInt(st, Byte(tt));
582 // Åñòü ëè ðåñïàóí
583 utils.writeBool(st, ggItems[i].Respawnable);
584 // Êîîðäèíàòû ðåñïóíà
585 utils.writeInt(st, LongInt(ggItems[i].InitX));
586 utils.writeInt(st, LongInt(ggItems[i].InitY));
587 // Âðåìÿ äî ðåñïàóíà
588 utils.writeInt(st, Word(ggItems[i].RespawnTime));
589 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
590 utils.writeBool(st, ggItems[i].alive);
591 // Ìîæåò ëè îí ïàäàòü
592 utils.writeBool(st, ggItems[i].Fall);
593 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
594 utils.writeInt(st, LongInt(ggItems[i].SpawnTrigger));
595 // Îáúåêò ïðåäìåòà
596 Obj_SaveState(st, @ggItems[i].Obj);
597 end;
598 end;
599 end;
602 procedure g_Items_LoadState (st: TStream);
603 var
604 count, i, a: Integer;
605 b: Byte;
606 begin
607 assert(st <> nil);
609 g_Items_Free();
611 // Êîëè÷åñòâî ïðåäìåòîâ
612 count := utils.readLongInt(st);
613 if (count = 0) then exit;
614 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid number of items');
616 for a := 0 to count-1 do
617 begin
618 // Ñèãíàòóðà ïðåäìåòà
619 if not utils.checkSign(st, 'ITEM') then raise XStreamError.Create('invalid item signature');
620 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid item version');
621 // Òèï ïðåäìåòà
622 b := utils.readByte(st); // bit7=1: monster drop
623 // Ñîçäàåì ïðåäìåò
624 i := g_Items_Create(0, 0, b and $7F, False, False);
625 if ((b and $80) <> 0) then g_Items_SetDrop(i);
626 // Åñòü ëè ðåñïàóí
627 ggItems[i].Respawnable := utils.readBool(st);
628 // Êîîðäèíàòû ðåñïóíà
629 ggItems[i].InitX := utils.readLongInt(st);
630 ggItems[i].InitY := utils.readLongInt(st);
631 // Âðåìÿ äî ðåñïàóíà
632 ggItems[i].RespawnTime := utils.readWord(st);
633 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
634 ggItems[i].alive := utils.readBool(st);
635 // Ìîæåò ëè îí ïàäàòü
636 ggItems[i].Fall := utils.readBool(st);
637 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
638 ggItems[i].SpawnTrigger := utils.readLongInt(st);
639 // Îáúåêò ïðåäìåòà
640 Obj_LoadState(@ggItems[i].Obj, st);
641 end;
642 end;
645 procedure g_Items_RestartRound ();
646 var
647 i: Integer;
648 it: PItem;
649 begin
650 for i := 0 to High(ggItems) do
651 begin
652 it := @ggItems[i];
653 it.Obj.oldX := it.Obj.X;
654 it.Obj.oldY := it.Obj.Y;
655 if not it.slotIsUsed then continue;
656 if it.Respawnable and (it.ItemType <> ITEM_NONE) then
657 begin
658 it.QuietRespawn := True;
659 it.RespawnTime := 0;
660 end
661 else
662 begin
663 g_Items_Remove(i);
664 if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
665 end;
666 end;
667 end;
670 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
671 var
672 idx: Integer;
673 begin
674 result := false;
675 if (ggItems = nil) or not assigned(cb) then exit;
677 if backwards then
678 begin
679 for idx := High(ggItems) downto 0 do
680 begin
681 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
682 begin
683 result := cb(@ggItems[idx]);
684 if result then exit;
685 end;
686 end;
687 end
688 else
689 begin
690 for idx := 0 to High(ggItems) do
691 begin
692 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
693 begin
694 result := cb(@ggItems[idx]);
695 if result then exit;
696 end;
697 end;
698 end;
699 end;
701 function g_Items_NextAlive (startIdx: Integer): PItem;
702 var
703 idx: Integer;
704 begin
705 result := nil;
706 if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
707 for idx := startIdx + 1 to High(ggItems) do
708 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
709 begin
710 result := @ggItems[idx];
711 exit;
712 end;
713 end;
715 // ////////////////////////////////////////////////////////////////////////// //
716 procedure g_Items_EmitPickupSound (idx: Integer);
717 var
718 it: PItem;
719 begin
720 if not g_Items_ValidId(idx) then exit;
721 it := @ggItems[idx];
722 g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y);
723 end;
725 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
726 var
727 it: PItem;
728 begin
729 if not g_Items_ValidId(idx) then exit;
731 it := @ggItems[idx];
732 if gSoundEffectsDF then
733 begin
734 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
735 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
736 begin
737 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
738 end
739 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
740 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
741 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
742 ITEM_AMMO_BACKPACK] then
743 begin
744 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
745 end
746 else
747 begin
748 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
749 end;
750 end
751 else
752 begin
753 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
754 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
755 begin
756 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
757 end
758 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
759 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
760 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
761 begin
762 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
763 end
764 else
765 begin
766 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
767 end;
768 end;
769 end;
772 procedure g_Items_AddDynLights();
773 var
774 f: Integer;
775 it: PItem;
776 begin
777 for f := 0 to High(ggItems) do
778 begin
779 it := @ggItems[f];
780 if not it.alive then continue;
781 case it.ItemType of
782 ITEM_KEY_RED: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 24, 1.0, 0.0, 0.0, 0.6);
783 ITEM_KEY_GREEN: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 24, 0.0, 1.0, 0.0, 0.6);
784 ITEM_KEY_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 24, 0.0, 0.0, 1.0, 0.6);
785 ITEM_ARMOR_GREEN: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 1.0, 0.0, 0.6);
786 ITEM_ARMOR_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 42, 0.0, 0.0, 1.0, 0.6);
787 ITEM_JETPACK: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 1.0, 0.6);
788 ITEM_SPHERE_BLUE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 0.0, 1.0, 0.0, 0.6);
789 ITEM_SPHERE_WHITE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 1.0, 0.6);
790 ITEM_INVUL: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 0.0, 0.0, 0.6);
791 ITEM_INVIS: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 32, 1.0, 1.0, 0.0, 0.6);
792 ITEM_BOTTLE: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 16, 0.0, 0.0, 0.8, 0.6);
793 ITEM_HELMET: g_AddDynLight(it.Obj.X+(it.Obj.Rect.Width div 2), it.Obj.Y+(it.Obj.Rect.Height div 2), 16, 0.0, 0.8, 0.0, 0.6);
794 end;
795 end;
796 end;
799 end.