diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 7331242b7672c3675c54be4b14d630736dfbbd95..4f0bd805167ee1d9f615b0900da7b4c05d25b43e 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
Obj: TObj;
Animation: TAnimation;
dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
+ NeedSend: Boolean;
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
property myid: Integer read arrIdx;
end;
TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
-
+function g_Items_NextAlive (startIdx: Integer): PItem;
var
gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
// ////////////////////////////////////////////////////////////////////////// //
procedure TItem.positionChanged ();
begin
+ NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
end;
+procedure TItem.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := Obj.X+Obj.Rect.X;
+ y := Obj.Y+Obj.Rect.Y;
+ w := Obj.Rect.Width;
+ h := Obj.Rect.Height;
+end;
+
+procedure TItem.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ Obj.X += dx;
+ Obj.Y += dy;
+ positionChanged();
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
const
it.alive := False;
it.SpawnTrigger := -1;
it.ItemType := ITEM_NONE;
+ it.NeedSend := false;
freeIds.release(LongWord(idx));
end;
it.alive := false;
it.SpawnTrigger := -1;
it.Respawnable := false;
+ it.NeedSend := false;
//if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
end;
end;
it.alive := True;
it.QuietRespawn := False;
it.dropped := false;
+ it.NeedSend := false;
g_Obj_Init(@it.Obj);
it.Obj.X := X;
i, j, k: Integer;
ID: DWord;
Anim: TAnimation;
- m, ItemRespawnTime: Word;
+ m, ItemRespawnTime, RulezRespawnTime: Word;
r, nxt: Boolean;
begin
if (ggItems = nil) then exit;
// respawn items in 15 seconds regardless of settings during warmup
ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
+ RulezRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15);
for i := 0 to High(ggItems) do
begin
ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
ggItems[ID].alive := false;
+
+ // Items respawn timer
ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
+
+ // Rulez respawn timer
+ if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
+ ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then
+ begin
+ ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.RulezRespawnTime, 15) * 36;
+ end;
+
+ // #### Random powerup respawn ####
+ if LongBool(gGameSettings.Options and GAME_OPTION_RULEZRANDOM) then
+ begin
+ if ggItems[ID].ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
+ ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK, ITEM_SUIT] then
+ begin
+ ggItems[ID].RespawnTime := Max(1, (gGameSettings.RulezRespawnTime + RandomRange(-gGameSettings.RulezRespawnRandom, gGameSettings.RulezRespawnRandom + 1)) * 36);
+ //e_logwritefln ('Randomized rulez %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
+ end;
+ end;
+
+ // #### Random item respawn ####
+ // Randomize respawn for all items (excluding rulez)
+ if LongBool(gGameSettings.Options and GAME_OPTION_ITEMALLRANDOM) then
+ begin
+ if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN,
+ ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN,
+ ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS,
+ ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX,
+ ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN,
+ ITEM_AMMO_BACKPACK, ITEM_WEAPON_SAW, 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
+ ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+ //e_logwritefln ('Randomized item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
+ end;
+ end;
+
+ // Randomize respawn for heal/armor
+ if LongBool(gGameSettings.Options and GAME_OPTION_ITEMHELPRANDOM) then
+ begin
+ if ggItems[ID].ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_ARMOR_GREEN,
+ ITEM_ARMOR_BLUE, ITEM_BOTTLE, ITEM_HELMET, ITEM_OXYGEN,
+ ITEM_AMMO_BACKPACK] then
+ begin
+ ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+ //e_logwritefln ('Randomized help item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
+ end;
+ end;
+
+ // Randomize respawn for ammo
+ if LongBool(gGameSettings.Options and GAME_OPTION_ITEMAMMORANDOM) then
+ begin
+ if ggItems[ID].ItemType in [ITEM_AMMO_BULLETS, ITEM_AMMO_BULLETS_BOX, ITEM_AMMO_SHELLS,
+ ITEM_AMMO_SHELLS_BOX, ITEM_AMMO_ROCKET, ITEM_AMMO_ROCKET_BOX,
+ ITEM_AMMO_CELL, ITEM_AMMO_CELL_BIG, ITEM_AMMO_FUELCAN] then
+ begin
+ ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+ //e_logwritefln ('Randomized ammo %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
+ end;
+ end;
+
+ // Randomize respawn for weapons
+ if LongBool(gGameSettings.Options and GAME_OPTION_ITEMWEAPONRANDOM) then
+ begin
+ if ggItems[ID].ItemType in [ITEM_WEAPON_SAW, 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
+ ggItems[ID].RespawnTime := Max(1, (gGameSettings.ItemRespawnTime + RandomRange(-gGameSettings.ItemRespawnRandom, gGameSettings.ItemRespawnRandom + 1)) * 36);
+ //e_logwritefln ('Randomized weapon %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
+ end;
+ end;
end;
end;
-
procedure g_Items_Remove (ID: DWORD);
var
it: PItem;
end;
end;
+function g_Items_NextAlive (startIdx: Integer): PItem;
+var
+ idx: Integer;
+begin
+ result := nil;
+ if (ggItems = nil) or (startIdx >= High(ggItems)) then exit;
+ for idx := startIdx + 1 to High(ggItems) do
+ if ggItems[idx].alive and ggItems[idx].slotIsUsed then
+ begin
+ result := @ggItems[idx];
+ exit;
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
procedure g_Items_EmitPickupSound (idx: Integer);