1 (* Copyright (C) Doom 2D: Forever Developers
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.
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.
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/>.
15 {$INCLUDE ../shared/a_modes.inc}
22 MAPDEF
, g_textures
, g_phys
, g_saveload
;
30 arrIdx
: Integer; // in ggItems
35 InitX
, InitY
: Integer;
39 QuietRespawn
: Boolean;
40 SpawnTrigger
: Integer;
42 Animation
: TAnimation
;
43 dropped
: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
46 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
47 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
48 procedure moveBy (dx
, dy
: Integer); inline;
50 property myid
: Integer read arrIdx
;
53 procedure g_Items_LoadData();
54 procedure g_Items_FreeData();
55 procedure g_Items_Init();
56 procedure g_Items_Free();
57 function g_Items_Create(X
, Y
: Integer; ItemType
: Byte;
58 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
59 procedure g_Items_SetDrop (ID
: DWORD
);
60 procedure g_Items_PreUpdate();
61 procedure g_Items_Update();
62 procedure g_Items_Draw();
63 procedure g_Items_DrawDrop();
64 procedure g_Items_Pick(ID
: DWORD
);
65 procedure g_Items_Remove(ID
: DWORD
);
66 procedure g_Items_SaveState (st
: TStream
);
67 procedure g_Items_LoadState (st
: TStream
);
69 procedure g_Items_RestartRound ();
71 function g_Items_ValidId (idx
: Integer): Boolean; inline;
72 function g_Items_ByIdx (idx
: Integer): PItem
;
73 function g_Items_ObjByIdx (idx
: Integer): PObj
;
75 procedure g_Items_EmitPickupSound (idx
: Integer); // at item position
76 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
78 procedure g_Items_AddDynLights();
82 TItemEachAliveCB
= function (it
: PItem
): Boolean is nested
; // return `true` to stop
84 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
85 function g_Items_NextAlive (startIdx
: Integer): PItem
;
88 gItemsTexturesID
: Array [1..ITEM_MAX
] of DWORD
;
89 gMaxDist
: Integer = 1; // for sounds
95 g_basic
, e_graphics
, g_sound
, g_main
, g_gfx
, g_map
,
96 g_game
, g_triggers
, g_console
, g_player
, g_net
, g_netmsg
,
98 g_grid
, binheap
, idpool
, utils
, xstreams
;
102 ggItems
: Array of TItem
= nil;
105 // ////////////////////////////////////////////////////////////////////////// //
107 freeIds
: TIdPool
= nil;
110 // ////////////////////////////////////////////////////////////////////////// //
111 function g_Items_ValidId (idx
: Integer): Boolean; inline;
114 if (idx
< 0) or (idx
> High(ggItems
)) then exit
;
115 if not ggItems
[idx
].slotIsUsed
then exit
;
120 function g_Items_ByIdx (idx
: Integer): PItem
;
122 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
123 result
:= @ggItems
[idx
];
124 if not result
.slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
128 function g_Items_ObjByIdx (idx
: Integer): PObj
;
130 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
131 if not ggItems
[idx
].slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
132 result
:= @ggItems
[idx
].Obj
;
136 // ////////////////////////////////////////////////////////////////////////// //
137 procedure TItem
.positionChanged ();
139 NeedSend
:= NeedSend
or (Obj
.X
<> Obj
.oldX
) or (Obj
.Y
<> Obj
.oldY
);
142 procedure TItem
.getMapBox (out x
, y
, w
, h
: Integer); inline;
144 x
:= Obj
.X
+Obj
.Rect
.X
;
145 y
:= Obj
.Y
+Obj
.Rect
.Y
;
147 h
:= Obj
.Rect
.Height
;
150 procedure TItem
.moveBy (dx
, dy
: Integer); inline;
152 if (dx
<> 0) or (dy
<> 0) then
160 // ////////////////////////////////////////////////////////////////////////// //
162 ITEM_SIGNATURE
= $4D455449; // 'ITEM'
164 ITEMSIZE
: Array [ITEM_MEDKIT_SMALL
..ITEM_MAX
] of Array [0..1] of Byte =
165 (((14), (15)), // MEDKIT_SMALL
166 ((28), (19)), // MEDKIT_LARGE
167 ((28), (19)), // MEDKIT_BLACK
168 ((31), (16)), // ARMOR_GREEN
169 ((31), (16)), // ARMOR_BLUE
170 ((25), (25)), // SPHERE_BLUE
171 ((25), (25)), // SPHERE_WHITE
172 ((24), (47)), // SUIT
173 ((14), (27)), // OXYGEN
174 ((25), (25)), // INVUL
175 ((62), (24)), // WEAPON_SAW
176 ((63), (12)), // WEAPON_SHOTGUN1
177 ((54), (13)), // WEAPON_SHOTGUN2
178 ((54), (16)), // WEAPON_CHAINGUN
179 ((62), (16)), // WEAPON_ROCKETLAUNCHER
180 ((54), (16)), // WEAPON_PLASMA
181 ((61), (36)), // WEAPON_BFG
182 ((54), (16)), // WEAPON_SUPERCHAINGUN
183 (( 9), (11)), // AMMO_BULLETS
184 ((28), (16)), // AMMO_BULLETS_BOX
185 ((15), ( 7)), // AMMO_SHELLS
186 ((32), (12)), // AMMO_SHELLS_BOX
187 ((12), (27)), // AMMO_ROCKET
188 ((54), (21)), // AMMO_ROCKET_BOX
189 ((15), (12)), // AMMO_CELL
190 ((32), (21)), // AMMO_CELL_BIG
191 ((22), (29)), // AMMO_BACKPACK
192 ((16), (16)), // KEY_RED
193 ((16), (16)), // KEY_GREEN
194 ((16), (16)), // KEY_BLUE
195 (( 1), ( 1)), // WEAPON_IRONFIST
196 ((43), (16)), // WEAPON_PISTOL
197 ((14), (18)), // BOTTLE
198 ((16), (15)), // HELMET
199 ((32), (24)), // JETPACK
200 ((25), (25)), // INVIS
201 ((53), (20)), // WEAPON_FLAMETHROWER
202 ((13), (20))); // AMMO_FUELCAN
204 procedure InitTextures();
206 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID
[ITEM_MEDKIT_SMALL
]);
207 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID
[ITEM_MEDKIT_LARGE
]);
208 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID
[ITEM_MEDKIT_BLACK
]);
209 g_Texture_Get('ITEM_WEAPON_IRONFIST', gItemsTexturesID
[ITEM_WEAPON_IRONFIST
]);
210 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID
[ITEM_WEAPON_SAW
]);
211 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID
[ITEM_WEAPON_PISTOL
]);
212 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
]);
213 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
]);
214 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
]);
215 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
]);
216 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID
[ITEM_WEAPON_PLASMA
]);
217 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID
[ITEM_WEAPON_BFG
]);
218 g_Texture_Get('ITEM_WEAPON_SUPERCHAINGUN', gItemsTexturesID
[ITEM_WEAPON_SUPERCHAINGUN
]);
219 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
]);
220 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID
[ITEM_AMMO_BULLETS
]);
221 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID
[ITEM_AMMO_BULLETS_BOX
]);
222 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID
[ITEM_AMMO_SHELLS
]);
223 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID
[ITEM_AMMO_SHELLS_BOX
]);
224 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID
[ITEM_AMMO_ROCKET
]);
225 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID
[ITEM_AMMO_ROCKET_BOX
]);
226 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID
[ITEM_AMMO_CELL
]);
227 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID
[ITEM_AMMO_CELL_BIG
]);
228 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID
[ITEM_AMMO_FUELCAN
]);
229 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID
[ITEM_AMMO_BACKPACK
]);
230 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID
[ITEM_KEY_RED
]);
231 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID
[ITEM_KEY_GREEN
]);
232 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID
[ITEM_KEY_BLUE
]);
233 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID
[ITEM_OXYGEN
]);
234 g_Texture_Get('ITEM_SUIT', gItemsTexturesID
[ITEM_SUIT
]);
237 procedure g_Items_LoadData();
239 e_WriteLog('Loading items data...', TMsgType
.Notify
);
241 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD
+':SOUNDS\RESPAWNITEM');
242 g_Sound_CreateWADEx('SOUND_ITEM_GETPOWERUP', GameWAD
+':SOUNDS\GETPOWERUP');
243 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD
+':SOUNDS\GETWEAPON');
244 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD
+':SOUNDS\GETITEM');
246 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD
+':TEXTURES\SBLUE', 32, 32, 4, True);
247 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD
+':TEXTURES\SWHITE', 32, 32, 4, True);
248 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD
+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
249 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD
+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
250 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD
+':TEXTURES\JETPACK', 32, 32, 3, True);
251 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD
+':TEXTURES\INVUL', 32, 32, 4, True);
252 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD
+':TEXTURES\INVIS', 32, 32, 4, True);
253 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD
+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
254 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD
+':TEXTURES\BOTTLE', 16, 32, 4, True);
255 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD
+':TEXTURES\HELMET', 16, 16, 4, True);
256 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD
+':TEXTURES\FLAGRED', 64, 64, 5, False);
257 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD
+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
258 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD
+':TEXTURES\FLAGDOM', 64, 64, 5, False);
259 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD
+':TEXTURES\MED1');
260 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD
+':TEXTURES\MED2');
261 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD
+':TEXTURES\BMED');
262 g_Texture_CreateWADEx('ITEM_WEAPON_IRONFIST', GameWAD
+':TEXTURES\IRONFIST');
263 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD
+':TEXTURES\SAW');
264 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD
+':TEXTURES\PISTOL');
265 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD
+':TEXTURES\SHOTGUN1');
266 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD
+':TEXTURES\SHOTGUN2');
267 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD
+':TEXTURES\MGUN');
268 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD
+':TEXTURES\RLAUNCHER');
269 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD
+':TEXTURES\PGUN');
270 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD
+':TEXTURES\BFG');
271 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERCHAINGUN', GameWAD
+':TEXTURES\SCHAINGUN');
272 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD
+':TEXTURES\FLAMETHROWER');
273 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD
+':TEXTURES\CLIP');
274 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD
+':TEXTURES\AMMO');
275 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD
+':TEXTURES\SHELL1');
276 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD
+':TEXTURES\SHELL2');
277 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD
+':TEXTURES\ROCKET');
278 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD
+':TEXTURES\ROCKETS');
279 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD
+':TEXTURES\CELL');
280 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD
+':TEXTURES\CELL2');
281 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD
+':TEXTURES\FUELCAN');
282 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD
+':TEXTURES\BPACK');
283 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD
+':TEXTURES\KEYR');
284 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD
+':TEXTURES\KEYG');
285 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD
+':TEXTURES\KEYB');
286 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD
+':TEXTURES\OXYGEN');
287 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD
+':TEXTURES\SUIT');
291 freeIds
:= TIdPool
.Create();
295 procedure g_Items_FreeData();
297 e_WriteLog('Releasing items data...', TMsgType
.Notify
);
299 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
300 g_Sound_Delete('SOUND_ITEM_GETPOWERUP');
301 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
302 g_Sound_Delete('SOUND_ITEM_GETITEM');
304 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
305 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
306 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
307 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
308 g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
309 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
310 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
311 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
312 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
313 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
314 g_Frames_DeleteByName('FRAMES_FLAG_RED');
315 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
316 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
317 g_Texture_Delete('ITEM_MEDKIT_SMALL');
318 g_Texture_Delete('ITEM_MEDKIT_LARGE');
319 g_Texture_Delete('ITEM_MEDKIT_BLACK');
320 g_Texture_Delete('ITEM_WEAPON_IRONFIST');
321 g_Texture_Delete('ITEM_WEAPON_SAW');
322 g_Texture_Delete('ITEM_WEAPON_PISTOL');
323 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
324 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
325 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
326 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
327 g_Texture_Delete('ITEM_WEAPON_PLASMA');
328 g_Texture_Delete('ITEM_WEAPON_BFG');
329 g_Texture_Delete('ITEM_WEAPON_SUPERCHAINGUN');
330 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
331 g_Texture_Delete('ITEM_AMMO_BULLETS');
332 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
333 g_Texture_Delete('ITEM_AMMO_SHELLS');
334 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
335 g_Texture_Delete('ITEM_AMMO_ROCKET');
336 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
337 g_Texture_Delete('ITEM_AMMO_CELL');
338 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
339 g_Texture_Delete('ITEM_AMMO_FUELCAN');
340 g_Texture_Delete('ITEM_AMMO_BACKPACK');
341 g_Texture_Delete('ITEM_KEY_RED');
342 g_Texture_Delete('ITEM_KEY_GREEN');
343 g_Texture_Delete('ITEM_KEY_BLUE');
344 g_Texture_Delete('ITEM_OXYGEN');
345 g_Texture_Delete('ITEM_SUIT');
352 procedure releaseItem (idx
: Integer);
356 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('releaseItem: invalid item id');
357 if not freeIds
.hasAlloced
[LongWord(idx
)] then raise Exception
.Create('releaseItem: trying to release unallocated item (0)');
359 if not it
.slotIsUsed
then raise Exception
.Create('releaseItem: trying to release unallocated item (1)');
360 if (it
.arrIdx
<> idx
) then raise Exception
.Create('releaseItem: arrIdx inconsistency');
361 it
.slotIsUsed
:= false;
362 if (it
.Animation
<> nil) then
368 it
.SpawnTrigger
:= -1;
369 it
.ItemType
:= ITEM_NONE
;
370 it
.NeedSend
:= false;
371 freeIds
.release(LongWord(idx
));
375 procedure growItemArrayTo (newsz
: Integer);
380 if (newsz
< Length(ggItems
)) then exit
;
382 olen
:= Length(ggItems
);
383 SetLength(ggItems
, newsz
);
384 for i
:= olen
to High(ggItems
) do
387 it
.slotIsUsed
:= false;
389 it
.ItemType
:= ITEM_NONE
;
392 it
.SpawnTrigger
:= -1;
393 it
.Respawnable
:= false;
394 it
.NeedSend
:= false;
395 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
400 function allocItem (): DWORD
;
402 result
:= freeIds
.alloc();
403 if (result
>= Length(ggItems
)) then growItemArrayTo(Integer(result
)+64);
404 if (Integer(result
) > High(ggItems
)) then raise Exception
.Create('allocItem: freeid list corrupted');
405 if (ggItems
[result
].arrIdx
<> Integer(result
)) then raise Exception
.Create('allocItem: arrIdx inconsistency');
409 // it will be slow if the slot is free (we have to rebuild the heap)
410 function wantItemSlot (slot
: Integer): Integer;
415 if (slot
< 0) or (slot
> $0fffffff) then raise Exception
.Create('wantItemSlot: bad item slot request');
416 // do we need to grow item storate?
417 olen
:= Length(ggItems
);
418 if (slot
>= olen
) then growItemArrayTo(slot
+64);
420 it
:= @ggItems
[slot
];
421 if not it
.slotIsUsed
then
423 freeIds
.alloc(LongWord(slot
));
427 if not freeIds
.hasAlloced
[slot
] then raise Exception
.Create('wantItemSlot: internal error in item idx manager');
429 it
.slotIsUsed
:= false;
435 // ////////////////////////////////////////////////////////////////////////// //
436 procedure g_Items_Init ();
440 if gMapInfo
.Height
> gPlayerScreenSize
.Y
then a
:= gMapInfo
.Height
-gPlayerScreenSize
.Y
else a
:= gMapInfo
.Height
;
441 if gMapInfo
.Width
> gPlayerScreenSize
.X
then b
:= gMapInfo
.Width
-gPlayerScreenSize
.X
else b
:= gMapInfo
.Width
;
442 gMaxDist
:= Trunc(Hypot(a
, b
));
446 procedure g_Items_Free ();
450 if (ggItems
<> nil) then
452 for i
:= 0 to High(ggItems
) do ggItems
[i
].Animation
.Free();
459 function g_Items_Create (X
, Y
: Integer; ItemType
: Byte;
460 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
466 if ForcedID
< 0 then find_id
:= allocItem() else find_id
:= wantItemSlot(ForcedID
);
468 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
470 it
:= @ggItems
[find_id
];
472 if (it
.arrIdx
<> Integer(find_id
)) then raise Exception
.Create('g_Items_Create: arrIdx inconsistency');
473 //it.arrIdx := find_id;
474 it
.slotIsUsed
:= true;
476 it
.ItemType
:= ItemType
;
477 it
.Respawnable
:= Respawnable
;
483 it
.QuietRespawn
:= False;
485 it
.NeedSend
:= false;
490 it
.Obj
.Rect
.Width
:= ITEMSIZE
[ItemType
][0];
491 it
.Obj
.Rect
.Height
:= ITEMSIZE
[ItemType
][1];
494 it
.SpawnTrigger
:= -1;
496 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
501 Obj
.X
:= X
- (Obj
.Rect
.Width
div 2);
502 Obj
.Y
:= Y
- Obj
.Rect
.Height
;
508 it
.Obj
.oldX
:= it
.Obj
.X
;
509 it
.Obj
.oldY
:= it
.Obj
.Y
;
511 // Óñòàíîâêà àíèìàöèè
513 ITEM_ARMOR_GREEN
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORGREEN') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
514 ITEM_ARMOR_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORBLUE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
515 ITEM_JETPACK
: if g_Frames_Get(ID
, 'FRAMES_ITEM_JETPACK') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
516 ITEM_SPHERE_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BLUESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
517 ITEM_SPHERE_WHITE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_WHITESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
518 ITEM_INVUL
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVUL') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
519 ITEM_INVIS
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVIS') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
520 ITEM_BOTTLE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BOTTLE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
521 ITEM_HELMET
: if g_Frames_Get(ID
, 'FRAMES_ITEM_HELMET') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
524 it
.positionChanged();
529 procedure g_Items_PreUpdate ();
533 if (ggItems
= nil) then Exit
;
534 for i
:= 0 to High(ggItems
) do
535 if (ggItems
[i
].ItemType
<> ITEM_NONE
) and ggItems
[i
].slotIsUsed
then
537 ggItems
[i
].Obj
.oldX
:= ggItems
[i
].Obj
.X
;
538 ggItems
[i
].Obj
.oldY
:= ggItems
[i
].Obj
.Y
;
542 procedure g_Items_Update ();
547 m
, ItemRespawnTime
{, PowerupRespawnTime}: Word;
550 if (ggItems
= nil) then exit
;
552 // respawn items in 15 seconds regardless of settings during warmup
553 ItemRespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.ItemRespawnTime
, 15);
554 //PowerupRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.PowerupRespawnTime, 15);
556 for i
:= 0 to High(ggItems
) do
558 if (ggItems
[i
].ItemType
= ITEM_NONE
) then continue
;
559 if not ggItems
[i
].slotIsUsed
then continue
; // just in case
569 m
:= g_Obj_Move(@Obj
, True, True);
570 positionChanged(); // this updates spatial accelerators
572 // Ñîïðîòèâëåíèå âîçäóõà
573 if gTime
mod (GAME_TICK
*2) = 0 then Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
575 // Åñëè âûïàë çà êàðòó
576 if WordBool(m
and MOVE_FALLOUT
) then
578 if SpawnTrigger
= -1 then
585 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
591 // Åñëè èãðîêè ïîáëèçîñòè
592 if (gPlayers
<> nil) then
594 j
:= Random(Length(gPlayers
))-1;
596 for k
:= 0 to High(gPlayers
) do
599 if j
> High(gPlayers
) then j
:= 0;
601 if (gPlayers
[j
] <> nil) and gPlayers
[j
].alive
and g_Obj_Collide(@gPlayers
[j
].Obj
, @Obj
) then
603 if g_Game_IsClient
then continue
;
605 if not gPlayers
[j
].PickItem(ItemType
, Respawnable
, r
) then continue
;
607 if g_Game_IsNet
then MH_SEND_PlayerStats(gPlayers
[j
].UID
);
611 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
612 +2. I_MEGA,I_INVL,I_SUPER
613 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
615 g_Items_EmitPickupSoundAt(i
, gPlayers
[j
].Obj
.X
, gPlayers
[j
].Obj
.Y
);
617 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
620 if not (Respawnable
and (ItemRespawnTime
> 0)) then
624 if g_Game_IsNet
then MH_SEND_ItemDestroy(False, i
);
632 if nxt
then continue
;
635 if Respawnable
and g_Game_IsServer
then
637 DecMin(RespawnTime
, 0);
638 if (RespawnTime
= 0) and (not alive
) then
640 if not QuietRespawn
then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX
, InitY
);
642 if g_Frames_Get(ID
, 'FRAMES_ITEM_RESPAWN') then
644 Anim
:= TAnimation
.Create(ID
, False, 4);
645 g_GFX_OnceAnim(InitX
+(Obj
.Rect
.Width
div 2)-16, InitY
+(Obj
.Rect
.Height
div 2)-16, Anim
);
657 positionChanged(); // this updates spatial accelerators
661 if g_Game_IsNet
then MH_SEND_ItemSpawn(QuietRespawn
, i
);
662 QuietRespawn
:= false;
666 if (Animation
<> nil) then Animation
.Update();
672 procedure itemsDrawInternal (dropflag
: Boolean);
677 if (ggItems
= nil) then exit
;
679 for i
:= 0 to High(ggItems
) do
682 if (not it
.slotIsUsed
) or (it
.ItemType
= ITEM_NONE
) then continue
; // just in case
683 if not it
.alive
then continue
;
684 if (it
.dropped
<> dropflag
) then continue
;
688 if g_Collide(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
, sX
, sY
, sWidth
, sHeight
) then
690 Obj
.lerp(gLerpFactor
, fX
, fY
);
691 if (Animation
= nil) then
693 e_Draw(gItemsTexturesID
[ItemType
], fX
, fY
, 0, true, false);
697 Animation
.Draw(fX
, fY
, TMirrorType
.None
);
700 if g_debug_Frames
then
702 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
704 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
705 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
714 procedure g_Items_Draw ();
716 itemsDrawInternal(false);
719 procedure g_Items_DrawDrop ();
721 itemsDrawInternal(true);
725 procedure g_Items_SetDrop (ID
: DWORD
);
727 if (ID
< Length(ggItems
)) then
729 ggItems
[ID
].dropped
:= true;
734 procedure g_Items_Pick (ID
: DWORD
);
736 if (ID
< Length(ggItems
)) then
738 ggItems
[ID
].Obj
.oldX
:= ggItems
[ID
].Obj
.X
;
739 ggItems
[ID
].Obj
.oldY
:= ggItems
[ID
].Obj
.Y
;
740 ggItems
[ID
].alive
:= false;
742 // Items respawn timer
743 ggItems
[ID
].RespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.ItemRespawnTime
, 15) * 36;
745 // Powerup respawn timer
746 if ggItems
[ID
].ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
747 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
, ITEM_SUIT
] then
749 ggItems
[ID
].RespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.PowerupRespawnTime
, 15) * 36;
752 // #### Random powerup respawn ####
753 if LongBool(gGameSettings
.Options
and GAME_OPTION_POWERUPRANDOM
) then
755 if ggItems
[ID
].ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
756 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
, ITEM_SUIT
] then
758 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.PowerupRespawnTime
+
759 RandomRange(-gGameSettings
.PowerupRespawnRandom
, gGameSettings
.PowerupRespawnRandom
+ 1)) * 36);
760 //e_logwritefln ('Randomized powerup %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
764 // #### Random item respawn ####
765 // Randomize respawn for all items (excluding powerups)
766 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMALLRANDOM
) then
768 if ggItems
[ID
].ItemType
in [ITEM_MEDKIT_SMALL
, ITEM_MEDKIT_LARGE
, ITEM_ARMOR_GREEN
,
769 ITEM_ARMOR_BLUE
, ITEM_BOTTLE
, ITEM_HELMET
, ITEM_OXYGEN
,
770 ITEM_AMMO_BULLETS
, ITEM_AMMO_BULLETS_BOX
, ITEM_AMMO_SHELLS
,
771 ITEM_AMMO_SHELLS_BOX
, ITEM_AMMO_ROCKET
, ITEM_AMMO_ROCKET_BOX
,
772 ITEM_AMMO_CELL
, ITEM_AMMO_CELL_BIG
, ITEM_AMMO_FUELCAN
,
773 ITEM_AMMO_BACKPACK
, ITEM_WEAPON_SAW
, ITEM_WEAPON_SHOTGUN1
,
774 ITEM_WEAPON_SHOTGUN2
, ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
,
775 ITEM_WEAPON_PLASMA
, ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERCHAINGUN
,
776 ITEM_WEAPON_FLAMETHROWER
] then
778 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
779 //e_logwritefln ('Randomized item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
783 // Randomize respawn for heal/armor
784 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMHELPRANDOM
) then
786 if ggItems
[ID
].ItemType
in [ITEM_MEDKIT_SMALL
, ITEM_MEDKIT_LARGE
, ITEM_ARMOR_GREEN
,
787 ITEM_ARMOR_BLUE
, ITEM_BOTTLE
, ITEM_HELMET
, ITEM_OXYGEN
,
788 ITEM_AMMO_BACKPACK
] then
790 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
791 //e_logwritefln ('Randomized help item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
795 // Randomize respawn for ammo
796 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMAMMORANDOM
) then
798 if ggItems
[ID
].ItemType
in [ITEM_AMMO_BULLETS
, ITEM_AMMO_BULLETS_BOX
, ITEM_AMMO_SHELLS
,
799 ITEM_AMMO_SHELLS_BOX
, ITEM_AMMO_ROCKET
, ITEM_AMMO_ROCKET_BOX
,
800 ITEM_AMMO_CELL
, ITEM_AMMO_CELL_BIG
, ITEM_AMMO_FUELCAN
] then
802 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
803 //e_logwritefln ('Randomized ammo %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
807 // Randomize respawn for weapons
808 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMWEAPONRANDOM
) then
810 if ggItems
[ID
].ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
811 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
812 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERCHAINGUN
, ITEM_WEAPON_FLAMETHROWER
] then
814 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
815 //e_logwritefln ('Randomized weapon %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
821 procedure g_Items_Remove (ID
: DWORD
);
826 if not g_Items_ValidId(ID
) then
828 //writeln('g_Items_Remove: invalid item id: ', ID);
829 raise Exception
.Create('g_Items_Remove: invalid item id');
834 if (it
.arrIdx
<> Integer(ID
)) then raise Exception
.Create('g_Items_Remove: arrIdx desync');
836 it
.Obj
.oldX
:= it
.Obj
.X
;
837 it
.Obj
.oldY
:= it
.Obj
.Y
;
838 trig
:= it
.SpawnTrigger
;
842 if (trig
> -1) then g_Triggers_DecreaseSpawner(trig
);
846 procedure g_Items_SaveState (st
: TStream
);
851 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
853 for i
:= 0 to High(ggItems
) do if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then Inc(count
);
855 // Êîëè÷åñòâî ïðåäìåòîâ
856 utils
.writeInt(st
, LongInt(count
));
857 if (count
= 0) then exit
;
859 for i
:= 0 to High(ggItems
) do
861 if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then
863 // Ñèãíàòóðà ïðåäìåòà
864 utils
.writeSign(st
, 'ITEM');
865 utils
.writeInt(st
, Byte(0));
867 tt
:= ggItems
[i
].ItemType
;
868 if ggItems
[i
].dropped
then tt
:= tt
or $80;
869 utils
.writeInt(st
, Byte(tt
));
871 utils
.writeBool(st
, ggItems
[i
].Respawnable
);
872 // Êîîðäèíàòû ðåñïóíà
873 utils
.writeInt(st
, LongInt(ggItems
[i
].InitX
));
874 utils
.writeInt(st
, LongInt(ggItems
[i
].InitY
));
876 utils
.writeInt(st
, Word(ggItems
[i
].RespawnTime
));
877 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
878 utils
.writeBool(st
, ggItems
[i
].alive
);
879 // Ìîæåò ëè îí ïàäàòü
880 utils
.writeBool(st
, ggItems
[i
].Fall
);
881 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
882 utils
.writeInt(st
, LongInt(ggItems
[i
].SpawnTrigger
));
884 Obj_SaveState(st
, @ggItems
[i
].Obj
);
890 procedure g_Items_LoadState (st
: TStream
);
892 count
, i
, a
: Integer;
899 // Êîëè÷åñòâî ïðåäìåòîâ
900 count
:= utils
.readLongInt(st
);
901 if (count
= 0) then exit
;
902 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid number of items');
904 for a
:= 0 to count
-1 do
906 // Ñèãíàòóðà ïðåäìåòà
907 if not utils
.checkSign(st
, 'ITEM') then raise XStreamError
.Create('invalid item signature');
908 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid item version');
910 b
:= utils
.readByte(st
); // bit7=1: monster drop
912 i
:= g_Items_Create(0, 0, b
and $7F, False, False);
913 if ((b
and $80) <> 0) then g_Items_SetDrop(i
);
915 ggItems
[i
].Respawnable
:= utils
.readBool(st
);
916 // Êîîðäèíàòû ðåñïóíà
917 ggItems
[i
].InitX
:= utils
.readLongInt(st
);
918 ggItems
[i
].InitY
:= utils
.readLongInt(st
);
920 ggItems
[i
].RespawnTime
:= utils
.readWord(st
);
921 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
922 ggItems
[i
].alive
:= utils
.readBool(st
);
923 // Ìîæåò ëè îí ïàäàòü
924 ggItems
[i
].Fall
:= utils
.readBool(st
);
925 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
926 ggItems
[i
].SpawnTrigger
:= utils
.readLongInt(st
);
928 Obj_LoadState(@ggItems
[i
].Obj
, st
);
933 procedure g_Items_RestartRound ();
938 for i
:= 0 to High(ggItems
) do
941 it
.Obj
.oldX
:= it
.Obj
.X
;
942 it
.Obj
.oldY
:= it
.Obj
.Y
;
943 if not it
.slotIsUsed
then continue
;
944 if it
.Respawnable
and (it
.ItemType
<> ITEM_NONE
) then
946 it
.QuietRespawn
:= True;
952 if g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
958 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
963 if (ggItems
= nil) or not assigned(cb
) then exit
;
967 for idx
:= High(ggItems
) downto 0 do
969 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
971 result
:= cb(@ggItems
[idx
]);
978 for idx
:= 0 to High(ggItems
) do
980 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
982 result
:= cb(@ggItems
[idx
]);
989 function g_Items_NextAlive (startIdx
: Integer): PItem
;
994 if (ggItems
= nil) or (startIdx
>= High(ggItems
)) then exit
;
995 for idx
:= startIdx
+ 1 to High(ggItems
) do
996 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
998 result
:= @ggItems
[idx
];
1003 // ////////////////////////////////////////////////////////////////////////// //
1004 procedure g_Items_EmitPickupSound (idx
: Integer);
1008 if not g_Items_ValidId(idx
) then exit
;
1009 it
:= @ggItems
[idx
];
1010 g_Items_EmitPickupSoundAt(idx
, it
.Obj
.X
, it
.Obj
.Y
);
1013 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
1017 if not g_Items_ValidId(idx
) then exit
;
1019 it
:= @ggItems
[idx
];
1020 if gSoundEffectsDF
then
1022 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
, ITEM_INVIS
,
1023 ITEM_JETPACK
, ITEM_MEDKIT_BLACK
] then
1025 g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', x
, y
);
1027 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
1028 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
1029 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERCHAINGUN
, ITEM_WEAPON_FLAMETHROWER
,
1030 ITEM_AMMO_BACKPACK
] then
1032 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
1036 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
1041 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
, ITEM_INVIS
,
1042 ITEM_SUIT
, ITEM_JETPACK
, ITEM_MEDKIT_BLACK
] then
1044 g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', x
, y
);
1046 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
1047 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
1048 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERCHAINGUN
, ITEM_WEAPON_FLAMETHROWER
] then
1050 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
1054 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
1060 procedure g_Items_AddDynLights();
1065 for f
:= 0 to High(ggItems
) do
1068 if not it
.alive
then continue
;
1070 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);
1071 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);
1072 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);
1073 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);
1074 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);
1075 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);
1076 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);
1077 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);
1078 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);
1079 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);
1080 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);
1081 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);