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f002507dca346a254e8c1cef3e1bfd76bda38fc8
[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
89 gMaxDist: Integer = 1; // for sounds
91 var (* private state *)
92 ggItems: Array of TItem = nil;
94 implementation
96 uses
97 {$IFDEF ENABLE_GFX}
98 g_gfx,
99 {$ENDIF}
100 Math,
101 g_basic, g_sound, g_map,
102 g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
103 e_log, g_options,
104 g_grid, binheap, idpool, utils, xstreams
107 // ////////////////////////////////////////////////////////////////////////// //
108 var
109 freeIds: TIdPool = nil;
112 // ////////////////////////////////////////////////////////////////////////// //
113 function g_Items_ValidId (idx: Integer): Boolean; inline;
114 begin
115 result := false;
116 if (idx < 0) or (idx > High(ggItems)) then exit;
117 if not ggItems[idx].slotIsUsed then exit;
118 result := true;
119 end;
122 function g_Items_ByIdx (idx: Integer): PItem;
123 begin
124 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
125 result := @ggItems[idx];
126 if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
127 end;
130 function g_Items_ObjByIdx (idx: Integer): PObj;
131 begin
132 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
133 if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
134 result := @ggItems[idx].Obj;
135 end;
138 // ////////////////////////////////////////////////////////////////////////// //
139 procedure TItem.positionChanged ();
140 begin
141 NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
142 end;
144 procedure TItem.getMapBox (out x, y, w, h: Integer); inline;
145 begin
146 x := Obj.X+Obj.Rect.X;
147 y := Obj.Y+Obj.Rect.Y;
148 w := Obj.Rect.Width;
149 h := Obj.Rect.Height;
150 end;
152 procedure TItem.moveBy (dx, dy: Integer); inline;
153 begin
154 if (dx <> 0) or (dy <> 0) then
155 begin
156 Obj.X += dx;
157 Obj.Y += dy;
158 positionChanged();
159 end;
160 end;
162 // ////////////////////////////////////////////////////////////////////////// //
163 const
164 ITEM_SIGNATURE = $4D455449; // 'ITEM'
166 ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte =
167 (((14), (15)), // MEDKIT_SMALL
168 ((28), (19)), // MEDKIT_LARGE
169 ((28), (19)), // MEDKIT_BLACK
170 ((31), (16)), // ARMOR_GREEN
171 ((31), (16)), // ARMOR_BLUE
172 ((25), (25)), // SPHERE_BLUE
173 ((25), (25)), // SPHERE_WHITE
174 ((24), (47)), // SUIT
175 ((14), (27)), // OXYGEN
176 ((25), (25)), // INVUL
177 ((62), (24)), // WEAPON_SAW
178 ((63), (12)), // WEAPON_SHOTGUN1
179 ((54), (13)), // WEAPON_SHOTGUN2
180 ((54), (16)), // WEAPON_CHAINGUN
181 ((62), (16)), // WEAPON_ROCKETLAUNCHER
182 ((54), (16)), // WEAPON_PLASMA
183 ((61), (36)), // WEAPON_BFG
184 ((54), (16)), // WEAPON_SUPERPULEMET
185 (( 9), (11)), // AMMO_BULLETS
186 ((28), (16)), // AMMO_BULLETS_BOX
187 ((15), ( 7)), // AMMO_SHELLS
188 ((32), (12)), // AMMO_SHELLS_BOX
189 ((12), (27)), // AMMO_ROCKET
190 ((54), (21)), // AMMO_ROCKET_BOX
191 ((15), (12)), // AMMO_CELL
192 ((32), (21)), // AMMO_CELL_BIG
193 ((22), (29)), // AMMO_BACKPACK
194 ((16), (16)), // KEY_RED
195 ((16), (16)), // KEY_GREEN
196 ((16), (16)), // KEY_BLUE
197 (( 1), ( 1)), // WEAPON_KASTET
198 ((43), (16)), // WEAPON_PISTOL
199 ((14), (18)), // BOTTLE
200 ((16), (15)), // HELMET
201 ((32), (24)), // JETPACK
202 ((25), (25)), // INVIS
203 ((53), (20)), // WEAPON_FLAMETHROWER
204 ((13), (20))); // AMMO_FUELCAN
206 procedure g_Items_LoadData();
207 begin
208 e_WriteLog('Loading items data...', TMsgType.Notify);
210 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
211 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
212 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
213 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
215 freeIds := TIdPool.Create();
216 end;
219 procedure g_Items_FreeData();
220 begin
221 e_WriteLog('Releasing items data...', TMsgType.Notify);
223 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
224 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
225 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
226 g_Sound_Delete('SOUND_ITEM_GETITEM');
228 freeIds.Free();
229 freeIds := nil;
230 end;
233 procedure releaseItem (idx: Integer);
234 var
235 it: PItem;
236 begin
237 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id');
238 if not freeIds.hasAlloced[LongWord(idx)] then raise Exception.Create('releaseItem: trying to release unallocated item (0)');
239 it := @ggItems[idx];
240 if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)');
241 if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
242 it.slotIsUsed := false;
243 it.alive := False;
244 it.SpawnTrigger := -1;
245 it.ItemType := ITEM_NONE;
246 it.NeedSend := false;
247 freeIds.release(LongWord(idx));
248 end;
251 procedure growItemArrayTo (newsz: Integer);
252 var
253 i, olen: Integer;
254 it: PItem;
255 begin
256 if (newsz < Length(ggItems)) then exit;
257 // no free slots
258 olen := Length(ggItems);
259 SetLength(ggItems, newsz);
260 for i := olen to High(ggItems) do
261 begin
262 it := @ggItems[i];
263 it.slotIsUsed := false;
264 it.arrIdx := i;
265 it.ItemType := ITEM_NONE;
266 it.alive := false;
267 it.SpawnTrigger := -1;
268 it.Respawnable := false;
269 it.NeedSend := false;
270 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
271 end;
272 end;
275 function allocItem (): DWORD;
276 begin
277 result := freeIds.alloc();
278 if (result >= Length(ggItems)) then growItemArrayTo(Integer(result)+64);
279 if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted');
280 if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency');
281 end;
284 // it will be slow if the slot is free (we have to rebuild the heap)
285 function wantItemSlot (slot: Integer): Integer;
286 var
287 olen: Integer;
288 it: PItem;
289 begin
290 if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request');
291 // do we need to grow item storate?
292 olen := Length(ggItems);
293 if (slot >= olen) then growItemArrayTo(slot+64);
295 it := @ggItems[slot];
296 if not it.slotIsUsed then
297 begin
298 freeIds.alloc(LongWord(slot));
299 end
300 else
301 begin
302 if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager');
303 end;
304 it.slotIsUsed := false;
306 result := slot;
307 end;
310 // ////////////////////////////////////////////////////////////////////////// //
311 procedure g_Items_Init ();
312 var
313 a, b: Integer;
314 begin
315 if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height;
316 if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width;
317 gMaxDist := Trunc(Hypot(a, b));
318 end;
321 procedure g_Items_Free ();
322 begin
323 if (ggItems <> nil) then
324 ggItems := nil;
325 freeIds.clear();
326 end;
329 function g_Items_Create (X, Y: Integer; ItemType: Byte;
330 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
331 var
332 find_id: DWORD;
333 it: PItem;
334 begin
335 if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
337 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
339 it := @ggItems[find_id];
341 if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency');
342 //it.arrIdx := find_id;
343 it.slotIsUsed := true;
345 it.ItemType := ItemType;
346 it.Respawnable := Respawnable;
347 it.InitX := X;
348 it.InitY := Y;
349 it.RespawnTime := 0;
350 it.Fall := Fall;
351 it.alive := True;
352 it.QuietRespawn := False;
353 it.dropped := false;
354 it.NeedSend := false;
356 g_Obj_Init(@it.Obj);
357 it.Obj.X := X;
358 it.Obj.Y := Y;
359 it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
360 it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
362 it.SpawnTrigger := -1;
364 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
365 if AdjCoord then
366 begin
367 with it^ do
368 begin
369 Obj.X := X - (Obj.Rect.Width div 2);
370 Obj.Y := Y - Obj.Rect.Height;
371 InitX := Obj.X;
372 InitY := Obj.Y;
373 end;
374 end;
376 it.Obj.oldX := it.Obj.X;
377 it.Obj.oldY := it.Obj.Y;
379 it.positionChanged();
381 result := find_id;
382 end;
384 procedure g_Items_PreUpdate ();
385 var
386 i: Integer;
387 begin
388 if (ggItems = nil) then Exit;
389 for i := 0 to High(ggItems) do
390 if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then
391 begin
392 ggItems[i].Obj.oldX := ggItems[i].Obj.X;
393 ggItems[i].Obj.oldY := ggItems[i].Obj.Y;
394 end;
395 end;
397 procedure g_Items_Update ();
398 var
399 i, j, k: Integer;
400 m, ItemRespawnTime: Word;
401 r, nxt: Boolean;
402 begin
403 if (ggItems = nil) then exit;
405 // respawn items in 15 seconds regardless of settings during warmup
406 ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
408 for i := 0 to High(ggItems) do
409 begin
410 if (ggItems[i].ItemType = ITEM_NONE) then continue;
411 if not ggItems[i].slotIsUsed then continue; // just in case
413 with ggItems[i] do
414 begin
415 nxt := False;
417 if alive then
418 begin
419 if Fall then
420 begin
421 m := g_Obj_Move(@Obj, True, True);
422 positionChanged(); // this updates spatial accelerators
424 // Ñîïðîòèâëåíèå âîçäóõà
425 if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1);
427 // Åñëè âûïàë çà êàðòó
428 if WordBool(m and MOVE_FALLOUT) then
429 begin
430 if SpawnTrigger = -1 then
431 begin
432 g_Items_Pick(i);
433 end
434 else
435 begin
436 g_Items_Remove(i);
437 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
438 end;
439 continue;
440 end;
441 end;
443 // Åñëè èãðîêè ïîáëèçîñòè
444 if (gPlayers <> nil) then
445 begin
446 j := Random(Length(gPlayers))-1;
448 for k := 0 to High(gPlayers) do
449 begin
450 Inc(j);
451 if j > High(gPlayers) then j := 0;
453 if (gPlayers[j] <> nil) and gPlayers[j].alive and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
454 begin
455 if g_Game_IsClient then continue;
457 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue;
459 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
462 Doom 2D: Original:
463 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
464 +2. I_MEGA,I_INVL,I_SUPER
465 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
467 g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
469 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
470 if r then
471 begin
472 if not (Respawnable and (ItemRespawnTime > 0)) then
473 g_Items_Remove(i)
474 else
475 g_Items_Pick(i);
476 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
477 nxt := True;
478 break;
479 end;
480 end;
481 end;
482 end;
484 if nxt then continue;
485 end;
487 if Respawnable and g_Game_IsServer then
488 begin
489 DecMin(RespawnTime, 0);
490 if (RespawnTime = 0) and (not alive) then
491 begin
492 if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
493 {$IFDEF ENABLE_GFX}
494 g_GFX_QueueEffect(
495 R_GFX_ITEM_RESPAWN,
496 InitX + (Obj.Rect.Width div 2) - 16,
497 InitY + (Obj.Rect.Height div 2) - 16
498 );
499 {$ENDIF}
500 Obj.oldX := InitX;
501 Obj.oldY := InitY;
502 Obj.X := InitX;
503 Obj.Y := InitY;
504 Obj.Vel.X := 0;
505 Obj.Vel.Y := 0;
506 Obj.Accel.X := 0;
507 Obj.Accel.Y := 0;
508 positionChanged(); // this updates spatial accelerators
510 alive := true;
512 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
513 QuietRespawn := false;
514 end;
515 end;
516 end;
517 end;
518 end;
520 procedure g_Items_SetDrop (ID: DWORD);
521 begin
522 if (ID < Length(ggItems)) then
523 begin
524 ggItems[ID].dropped := true;
525 end;
526 end;
529 procedure g_Items_Pick (ID: DWORD);
530 begin
531 if (ID < Length(ggItems)) then
532 begin
533 ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
534 ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
535 ggItems[ID].alive := false;
536 ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
537 end;
538 end;
541 procedure g_Items_Remove (ID: DWORD);
542 var
543 it: PItem;
544 trig: Integer;
545 begin
546 if not g_Items_ValidId(ID) then
547 begin
548 //writeln('g_Items_Remove: invalid item id: ', ID);
549 raise Exception.Create('g_Items_Remove: invalid item id');
550 //exit;
551 end;
553 it := @ggItems[ID];
554 if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
556 it.Obj.oldX := it.Obj.X;
557 it.Obj.oldY := it.Obj.Y;
558 trig := it.SpawnTrigger;
560 releaseItem(ID);
562 if (trig > -1) then g_Triggers_DecreaseSpawner(trig);
563 end;
566 procedure g_Items_SaveState (st: TStream);
567 var
568 count, i: Integer;
569 tt: Byte;
570 begin
571 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
572 count := 0;
573 for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count);
575 // Êîëè÷åñòâî ïðåäìåòîâ
576 utils.writeInt(st, LongInt(count));
577 if (count = 0) then exit;
579 for i := 0 to High(ggItems) do
580 begin
581 if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then
582 begin
583 // Ñèãíàòóðà ïðåäìåòà
584 utils.writeSign(st, 'ITEM');
585 utils.writeInt(st, Byte(0));
586 // Òèï ïðåäìåòà
587 tt := ggItems[i].ItemType;
588 if ggItems[i].dropped then tt := tt or $80;
589 utils.writeInt(st, Byte(tt));
590 // Åñòü ëè ðåñïàóí
591 utils.writeBool(st, ggItems[i].Respawnable);
592 // Êîîðäèíàòû ðåñïóíà
593 utils.writeInt(st, LongInt(ggItems[i].InitX));
594 utils.writeInt(st, LongInt(ggItems[i].InitY));
595 // Âðåìÿ äî ðåñïàóíà
596 utils.writeInt(st, Word(ggItems[i].RespawnTime));
597 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
598 utils.writeBool(st, ggItems[i].alive);
599 // Ìîæåò ëè îí ïàäàòü
600 utils.writeBool(st, ggItems[i].Fall);
601 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
602 utils.writeInt(st, LongInt(ggItems[i].SpawnTrigger));
603 // Îáúåêò ïðåäìåòà
604 Obj_SaveState(st, @ggItems[i].Obj);
605 end;
606 end;
607 end;
610 procedure g_Items_LoadState (st: TStream);
611 var
612 count, i, a: Integer;
613 b: Byte;
614 begin
615 assert(st <> nil);
617 g_Items_Free();
619 // Êîëè÷åñòâî ïðåäìåòîâ
620 count := utils.readLongInt(st);
621 if (count = 0) then exit;
622 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid number of items');
624 for a := 0 to count-1 do
625 begin
626 // Ñèãíàòóðà ïðåäìåòà
627 if not utils.checkSign(st, 'ITEM') then raise XStreamError.Create('invalid item signature');
628 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid item version');
629 // Òèï ïðåäìåòà
630 b := utils.readByte(st); // bit7=1: monster drop
631 // Ñîçäàåì ïðåäìåò
632 i := g_Items_Create(0, 0, b and $7F, False, False);
633 if ((b and $80) <> 0) then g_Items_SetDrop(i);
634 // Åñòü ëè ðåñïàóí
635 ggItems[i].Respawnable := utils.readBool(st);
636 // Êîîðäèíàòû ðåñïóíà
637 ggItems[i].InitX := utils.readLongInt(st);
638 ggItems[i].InitY := utils.readLongInt(st);
639 // Âðåìÿ äî ðåñïàóíà
640 ggItems[i].RespawnTime := utils.readWord(st);
641 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
642 ggItems[i].alive := utils.readBool(st);
643 // Ìîæåò ëè îí ïàäàòü
644 ggItems[i].Fall := utils.readBool(st);
645 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
646 ggItems[i].SpawnTrigger := utils.readLongInt(st);
647 // Îáúåêò ïðåäìåòà
648 Obj_LoadState(@ggItems[i].Obj, st);
649 end;
650 end;
653 procedure g_Items_RestartRound ();
654 var
655 i: Integer;
656 it: PItem;
657 begin
658 for i := 0 to High(ggItems) do
659 begin
660 it := @ggItems[i];
661 it.Obj.oldX := it.Obj.X;
662 it.Obj.oldY := it.Obj.Y;
663 if not it.slotIsUsed then continue;
664 if it.Respawnable and (it.ItemType <> ITEM_NONE) then
665 begin
666 it.QuietRespawn := True;
667 it.RespawnTime := 0;
668 end
669 else
670 begin
671 g_Items_Remove(i);
672 if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
673 end;
674 end;
675 end;
678 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
679 var
680 idx: Integer;
681 begin
682 result := false;
683 if (ggItems = nil) or not assigned(cb) then exit;
685 if backwards then
686 begin
687 for idx := High(ggItems) downto 0 do
688 begin
689 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
690 begin
691 result := cb(@ggItems[idx]);
692 if result then exit;
693 end;
694 end;
695 end
696 else
697 begin
698 for idx := 0 to High(ggItems) do
699 begin
700 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
701 begin
702 result := cb(@ggItems[idx]);
703 if result then exit;
704 end;
705 end;
706 end;
707 end;
709 function g_Items_NextAlive (startIdx: Integer): PItem;
710 var
711 idx: Integer;
712 begin
713 result := nil;
714 if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
715 for idx := startIdx + 1 to High(ggItems) do
716 if ggItems[idx].alive and ggItems[idx].slotIsUsed then
717 begin
718 result := @ggItems[idx];
719 exit;
720 end;
721 end;
723 // ////////////////////////////////////////////////////////////////////////// //
724 procedure g_Items_EmitPickupSound (idx: Integer);
725 var
726 it: PItem;
727 begin
728 if not g_Items_ValidId(idx) then exit;
729 it := @ggItems[idx];
730 g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y);
731 end;
733 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
734 var
735 it: PItem;
736 begin
737 if not g_Items_ValidId(idx) then exit;
739 it := @ggItems[idx];
740 if gSoundEffectsDF then
741 begin
742 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
743 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
744 begin
745 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
746 end
747 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
748 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
749 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
750 ITEM_AMMO_BACKPACK] then
751 begin
752 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
753 end
754 else
755 begin
756 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
757 end;
758 end
759 else
760 begin
761 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
762 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
763 begin
764 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
765 end
766 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
767 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
768 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
769 begin
770 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
771 end
772 else
773 begin
774 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
775 end;
776 end;
777 end;
780 procedure g_Items_AddDynLights();
781 var
782 f: Integer;
783 it: PItem;
784 begin
785 for f := 0 to High(ggItems) do
786 begin
787 it := @ggItems[f];
788 if not it.alive then continue;
789 case it.ItemType of
790 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);
791 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);
792 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);
793 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);
794 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);
795 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);
796 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);
797 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);
798 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);
799 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);
800 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);
801 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);
802 end;
803 end;
804 end;
807 end.