DEADSOFTWARE

gl: implement load screen
[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, g_language, g_window,
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);
206 g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
208 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
209 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
210 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
211 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
213 freeIds := TIdPool.Create();
214 end;
217 procedure g_Items_FreeData();
218 begin
219 e_WriteLog('Releasing items data...', TMsgType.Notify);
221 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
222 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
223 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
224 g_Sound_Delete('SOUND_ITEM_GETITEM');
226 freeIds.Free();
227 freeIds := nil;
228 end;
231 procedure releaseItem (idx: Integer);
232 var
233 it: PItem;
234 begin
235 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id');
236 if not freeIds.hasAlloced[LongWord(idx)] then raise Exception.Create('releaseItem: trying to release unallocated item (0)');
237 it := @ggItems[idx];
238 if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)');
239 if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
240 it.slotIsUsed := false;
241 it.alive := False;
242 it.SpawnTrigger := -1;
243 it.ItemType := ITEM_NONE;
244 it.NeedSend := false;
245 freeIds.release(LongWord(idx));
246 end;
249 procedure growItemArrayTo (newsz: Integer);
250 var
251 i, olen: Integer;
252 it: PItem;
253 begin
254 if (newsz < Length(ggItems)) then exit;
255 // no free slots
256 olen := Length(ggItems);
257 SetLength(ggItems, newsz);
258 for i := olen to High(ggItems) do
259 begin
260 it := @ggItems[i];
261 it.slotIsUsed := false;
262 it.arrIdx := i;
263 it.ItemType := ITEM_NONE;
264 it.alive := false;
265 it.SpawnTrigger := -1;
266 it.Respawnable := false;
267 it.NeedSend := false;
268 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
269 end;
270 end;
273 function allocItem (): DWORD;
274 begin
275 result := freeIds.alloc();
276 if (result >= Length(ggItems)) then growItemArrayTo(Integer(result)+64);
277 if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted');
278 if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency');
279 end;
282 // it will be slow if the slot is free (we have to rebuild the heap)
283 function wantItemSlot (slot: Integer): Integer;
284 var
285 olen: Integer;
286 it: PItem;
287 begin
288 if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request');
289 // do we need to grow item storate?
290 olen := Length(ggItems);
291 if (slot >= olen) then growItemArrayTo(slot+64);
293 it := @ggItems[slot];
294 if not it.slotIsUsed then
295 begin
296 freeIds.alloc(LongWord(slot));
297 end
298 else
299 begin
300 if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager');
301 end;
302 it.slotIsUsed := false;
304 result := slot;
305 end;
308 // ////////////////////////////////////////////////////////////////////////// //
309 procedure g_Items_Init ();
310 begin
311 end;
314 procedure g_Items_Free ();
315 begin
316 if (ggItems <> nil) then
317 ggItems := nil;
318 freeIds.clear();
319 end;
322 function g_Items_Create (X, Y: Integer; ItemType: Byte;
323 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
324 var
325 find_id: DWORD;
326 it: PItem;
327 begin
328 if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
330 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
332 it := @ggItems[find_id];
334 if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency');
335 //it.arrIdx := find_id;
336 it.slotIsUsed := true;
338 it.ItemType := ItemType;
339 it.Respawnable := Respawnable;
340 it.InitX := X;
341 it.InitY := Y;
342 it.RespawnTime := 0;
343 it.Fall := Fall;
344 it.alive := True;
345 it.QuietRespawn := False;
346 it.dropped := false;
347 it.NeedSend := false;
349 g_Obj_Init(@it.Obj);
350 it.Obj.X := X;
351 it.Obj.Y := Y;
352 it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
353 it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
355 it.SpawnTrigger := -1;
357 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
358 if AdjCoord then
359 begin
360 with it^ do
361 begin
362 Obj.X := X - (Obj.Rect.Width div 2);
363 Obj.Y := Y - Obj.Rect.Height;
364 InitX := Obj.X;
365 InitY := Obj.Y;
366 end;
367 end;
369 it.Obj.oldX := it.Obj.X;
370 it.Obj.oldY := it.Obj.Y;
372 it.positionChanged();
374 result := find_id;
375 end;
377 procedure g_Items_PreUpdate ();
378 var
379 i: Integer;
380 begin
381 if (ggItems = nil) then Exit;
382 for i := 0 to High(ggItems) do
383 if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then
384 begin
385 ggItems[i].Obj.oldX := ggItems[i].Obj.X;
386 ggItems[i].Obj.oldY := ggItems[i].Obj.Y;
387 end;
388 end;
390 procedure g_Items_Update ();
391 var
392 i, j, k: Integer;
393 m, ItemRespawnTime: Word;
394 r, nxt: Boolean;
395 begin
396 if (ggItems = nil) then exit;
398 // respawn items in 15 seconds regardless of settings during warmup
399 ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
401 for i := 0 to High(ggItems) do
402 begin
403 if (ggItems[i].ItemType = ITEM_NONE) then continue;
404 if not ggItems[i].slotIsUsed then continue; // just in case
406 with ggItems[i] do
407 begin
408 nxt := False;
410 if alive then
411 begin
412 if Fall then
413 begin
414 m := g_Obj_Move(@Obj, True, True);
415 positionChanged(); // this updates spatial accelerators
417 // Ñîïðîòèâëåíèå âîçäóõà
418 if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1);
420 // Åñëè âûïàë çà êàðòó
421 if WordBool(m and MOVE_FALLOUT) then
422 begin
423 if SpawnTrigger = -1 then
424 begin
425 g_Items_Pick(i);
426 end
427 else
428 begin
429 g_Items_Remove(i);
430 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
431 end;
432 continue;
433 end;
434 end;
436 // Åñëè èãðîêè ïîáëèçîñòè
437 if (gPlayers <> nil) then
438 begin
439 j := Random(Length(gPlayers))-1;
441 for k := 0 to High(gPlayers) do
442 begin
443 Inc(j);
444 if j > High(gPlayers) then j := 0;
446 if (gPlayers[j] <> nil) and gPlayers[j].alive and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
447 begin
448 if g_Game_IsClient then continue;
450 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue;
452 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
455 Doom 2D: Original:
456 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
457 +2. I_MEGA,I_INVL,I_SUPER
458 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
460 g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
462 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
463 if r then
464 begin
465 if not (Respawnable and (ItemRespawnTime > 0)) then
466 g_Items_Remove(i)
467 else
468 g_Items_Pick(i);
469 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
470 nxt := True;
471 break;
472 end;
473 end;
474 end;
475 end;
477 if nxt then continue;
478 end;
480 if Respawnable and g_Game_IsServer then
481 begin
482 DecMin(RespawnTime, 0);
483 if (RespawnTime = 0) and (not alive) then
484 begin
485 if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
486 {$IFDEF ENABLE_GFX}
487 g_GFX_QueueEffect(
488 R_GFX_ITEM_RESPAWN,
489 InitX + (Obj.Rect.Width div 2) - 16,
490 InitY + (Obj.Rect.Height div 2) - 16
491 );
492 {$ENDIF}
493 Obj.oldX := InitX;
494 Obj.oldY := InitY;
495 Obj.X := InitX;
496 Obj.Y := InitY;
497 Obj.Vel.X := 0;
498 Obj.Vel.Y := 0;
499 Obj.Accel.X := 0;
500 Obj.Accel.Y := 0;
501 positionChanged(); // this updates spatial accelerators
503 alive := true;
505 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
506 QuietRespawn := false;
507 end;
508 end;
509 end;
510 end;
511 end;
513 procedure g_Items_SetDrop (ID: DWORD);
514 begin
515 if (ID < Length(ggItems)) then
516 begin
517 ggItems[ID].dropped := true;
518 end;
519 end;
522 procedure g_Items_Pick (ID: DWORD);
523 begin
524 if (ID < Length(ggItems)) then
525 begin
526 ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
527 ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
528 ggItems[ID].alive := false;
529 ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
530 end;
531 end;
534 procedure g_Items_Remove (ID: DWORD);
535 var
536 it: PItem;
537 trig: Integer;
538 begin
539 if not g_Items_ValidId(ID) then
540 begin
541 //writeln('g_Items_Remove: invalid item id: ', ID);
542 raise Exception.Create('g_Items_Remove: invalid item id');
543 //exit;
544 end;
546 it := @ggItems[ID];
547 if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
549 it.Obj.oldX := it.Obj.X;
550 it.Obj.oldY := it.Obj.Y;
551 trig := it.SpawnTrigger;
553 releaseItem(ID);
555 if (trig > -1) then g_Triggers_DecreaseSpawner(trig);
556 end;
559 procedure g_Items_SaveState (st: TStream);
560 var
561 count, i: Integer;
562 tt: Byte;
563 begin
564 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
565 count := 0;
566 for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count);
568 // Êîëè÷åñòâî ïðåäìåòîâ
569 utils.writeInt(st, LongInt(count));
570 if (count = 0) then exit;
572 for i := 0 to High(ggItems) do
573 begin
574 if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then
575 begin
576 // Ñèãíàòóðà ïðåäìåòà
577 utils.writeSign(st, 'ITEM');
578 utils.writeInt(st, Byte(0));
579 // Òèï ïðåäìåòà
580 tt := ggItems[i].ItemType;
581 if ggItems[i].dropped then tt := tt or $80;
582 utils.writeInt(st, Byte(tt));
583 // Åñòü ëè ðåñïàóí
584 utils.writeBool(st, ggItems[i].Respawnable);
585 // Êîîðäèíàòû ðåñïóíà
586 utils.writeInt(st, LongInt(ggItems[i].InitX));
587 utils.writeInt(st, LongInt(ggItems[i].InitY));
588 // Âðåìÿ äî ðåñïàóíà
589 utils.writeInt(st, Word(ggItems[i].RespawnTime));
590 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
591 utils.writeBool(st, ggItems[i].alive);
592 // Ìîæåò ëè îí ïàäàòü
593 utils.writeBool(st, ggItems[i].Fall);
594 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
595 utils.writeInt(st, LongInt(ggItems[i].SpawnTrigger));
596 // Îáúåêò ïðåäìåòà
597 Obj_SaveState(st, @ggItems[i].Obj);
598 end;
599 end;
600 end;
603 procedure g_Items_LoadState (st: TStream);
604 var
605 count, i, a: Integer;
606 b: Byte;
607 begin
608 assert(st <> nil);
610 g_Items_Free();
612 // Êîëè÷åñòâî ïðåäìåòîâ
613 count := utils.readLongInt(st);
614 if (count = 0) then exit;
615 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid number of items');
617 for a := 0 to count-1 do
618 begin
619 // Ñèãíàòóðà ïðåäìåòà
620 if not utils.checkSign(st, 'ITEM') then raise XStreamError.Create('invalid item signature');
621 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid item version');
622 // Òèï ïðåäìåòà
623 b := utils.readByte(st); // bit7=1: monster drop
624 // Ñîçäàåì ïðåäìåò
625 i := g_Items_Create(0, 0, b and $7F, False, False);
626 if ((b and $80) <> 0) then g_Items_SetDrop(i);
627 // Åñòü ëè ðåñïàóí
628 ggItems[i].Respawnable := utils.readBool(st);
629 // Êîîðäèíàòû ðåñïóíà
630 ggItems[i].InitX := utils.readLongInt(st);
631 ggItems[i].InitY := utils.readLongInt(st);
632 // Âðåìÿ äî ðåñïàóíà
633 ggItems[i].RespawnTime := utils.readWord(st);
634 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
635 ggItems[i].alive := utils.readBool(st);
636 // Ìîæåò ëè îí ïàäàòü
637 ggItems[i].Fall := utils.readBool(st);
638 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
639 ggItems[i].SpawnTrigger := utils.readLongInt(st);
640 // Îáúåêò ïðåäìåòà
641 Obj_LoadState(@ggItems[i].Obj, st);
642 end;
643 end;
646 procedure g_Items_RestartRound ();
647 var
648 i: Integer;
649 it: PItem;
650 begin
651 for i := 0 to High(ggItems) do
652 begin
653 it := @ggItems[i];
654 it.Obj.oldX := it.Obj.X;
655 it.Obj.oldY := it.Obj.Y;
656 if not it.slotIsUsed then continue;
657 if it.Respawnable and (it.ItemType <> ITEM_NONE) then
658 begin
659 it.QuietRespawn := True;
660 it.RespawnTime := 0;
661 end
662 else
663 begin
664 g_Items_Remove(i);
665 if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
666 end;
667 end;
668 end;
671 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
672 var
673 idx: Integer;
674 begin
675 result := false;
676 if (ggItems = nil) or not assigned(cb) then exit;
678 if backwards then
679 begin
680 for idx := High(ggItems) downto 0 do
681 begin
682 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
683 begin
684 result := cb(@ggItems[idx]);
685 if result then exit;
686 end;
687 end;
688 end
689 else
690 begin
691 for idx := 0 to High(ggItems) do
692 begin
693 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
694 begin
695 result := cb(@ggItems[idx]);
696 if result then exit;
697 end;
698 end;
699 end;
700 end;
702 function g_Items_NextAlive (startIdx: Integer): PItem;
703 var
704 idx: Integer;
705 begin
706 result := nil;
707 if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
708 for idx := startIdx + 1 to High(ggItems) do
709 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
710 begin
711 result := @ggItems[idx];
712 exit;
713 end;
714 end;
716 // ////////////////////////////////////////////////////////////////////////// //
717 procedure g_Items_EmitPickupSound (idx: Integer);
718 var
719 it: PItem;
720 begin
721 if not g_Items_ValidId(idx) then exit;
722 it := @ggItems[idx];
723 g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y);
724 end;
726 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
727 var
728 it: PItem;
729 begin
730 if not g_Items_ValidId(idx) then exit;
732 it := @ggItems[idx];
733 if gSoundEffectsDF then
734 begin
735 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
736 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
737 begin
738 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
739 end
740 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
741 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
742 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
743 ITEM_AMMO_BACKPACK] then
744 begin
745 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
746 end
747 else
748 begin
749 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
750 end;
751 end
752 else
753 begin
754 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
755 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
756 begin
757 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
758 end
759 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
760 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
761 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
762 begin
763 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
764 end
765 else
766 begin
767 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
768 end;
769 end;
770 end;
773 procedure g_Items_AddDynLights();
774 var
775 f: Integer;
776 it: PItem;
777 begin
778 for f := 0 to High(ggItems) do
779 begin
780 it := @ggItems[f];
781 if not it.alive then continue;
782 case it.ItemType of
783 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);
784 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);
785 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);
786 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);
787 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);
788 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);
789 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);
790 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);
791 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);
792 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);
793 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);
794 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);
795 end;
796 end;
797 end;
800 end.