DEADSOFTWARE

use idpool to allocate new item object
[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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 unit g_items;
19 interface
21 uses
22 g_textures, g_phys, g_saveload, BinEditor, MAPDEF;
24 Type
25 PItem = ^TItem;
26 TItem = record
27 private
28 //treeNode: Integer;
29 slotIsUsed: Boolean;
30 arrIdx: Integer; // in ggItems
32 public
33 ItemType: Byte;
34 Respawnable: Boolean;
35 InitX, InitY: Integer;
36 RespawnTime: Word;
37 Live: Boolean;
38 Fall: Boolean;
39 QuietRespawn: Boolean;
40 SpawnTrigger: Integer;
41 Obj: TObj;
42 Animation: TAnimation;
44 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
46 property myid: Integer read arrIdx;
47 end;
49 procedure g_Items_LoadData();
50 procedure g_Items_FreeData();
51 procedure g_Items_Init();
52 procedure g_Items_Free();
53 function g_Items_Create(X, Y: Integer; ItemType: Byte;
54 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
55 procedure g_Items_Update();
56 procedure g_Items_Draw();
57 procedure g_Items_Pick(ID: DWORD);
58 procedure g_Items_Remove(ID: DWORD);
59 procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
60 procedure g_Items_LoadState(var Mem: TBinMemoryReader);
62 procedure g_Items_RestartRound ();
64 function g_Items_ValidId (idx: Integer): Boolean; inline;
65 function g_Items_ByIdx (idx: Integer): PItem;
66 function g_Items_ObjByIdx (idx: Integer): PObj;
68 procedure g_Items_EmitPickupSound (idx: Integer); // at item position
69 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
72 type
73 TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop
75 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
78 var
79 gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
80 gMaxDist: Integer = 1; // for sounds
81 ITEM_RESPAWNTIME: Integer = 60 * 36;
83 implementation
85 uses
86 g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
87 Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg,
88 e_log,
89 g_grid, binheap, idpool;
92 var
93 ggItems: Array of TItem = nil;
96 // ////////////////////////////////////////////////////////////////////////// //
97 var
98 freeIds: TIdPool = nil;
101 // ////////////////////////////////////////////////////////////////////////// //
102 function g_Items_ValidId (idx: Integer): Boolean; inline;
103 begin
104 result := false;
105 if (idx < 0) or (idx > High(ggItems)) then exit;
106 if not ggItems[idx].slotIsUsed then exit;
107 result := true;
108 end;
111 function g_Items_ByIdx (idx: Integer): PItem;
112 begin
113 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
114 result := @ggItems[idx];
115 if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
116 end;
119 function g_Items_ObjByIdx (idx: Integer): PObj;
120 begin
121 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index');
122 if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item');
123 result := @ggItems[idx].Obj;
124 end;
127 // ////////////////////////////////////////////////////////////////////////// //
128 procedure TItem.positionChanged ();
129 begin
130 end;
133 // ////////////////////////////////////////////////////////////////////////// //
134 const
135 ITEM_SIGNATURE = $4D455449; // 'ITEM'
137 ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte =
138 (((14), (15)), // MEDKIT_SMALL
139 ((28), (19)), // MEDKIT_LARGE
140 ((28), (19)), // MEDKIT_BLACK
141 ((31), (16)), // ARMOR_GREEN
142 ((31), (16)), // ARMOR_BLUE
143 ((25), (25)), // SPHERE_BLUE
144 ((25), (25)), // SPHERE_WHITE
145 ((24), (47)), // SUIT
146 ((14), (27)), // OXYGEN
147 ((25), (25)), // INVUL
148 ((62), (24)), // WEAPON_SAW
149 ((63), (12)), // WEAPON_SHOTGUN1
150 ((54), (13)), // WEAPON_SHOTGUN2
151 ((54), (16)), // WEAPON_CHAINGUN
152 ((62), (16)), // WEAPON_ROCKETLAUNCHER
153 ((54), (16)), // WEAPON_PLASMA
154 ((61), (36)), // WEAPON_BFG
155 ((54), (16)), // WEAPON_SUPERPULEMET
156 (( 9), (11)), // AMMO_BULLETS
157 ((28), (16)), // AMMO_BULLETS_BOX
158 ((15), ( 7)), // AMMO_SHELLS
159 ((32), (12)), // AMMO_SHELLS_BOX
160 ((12), (27)), // AMMO_ROCKET
161 ((54), (21)), // AMMO_ROCKET_BOX
162 ((15), (12)), // AMMO_CELL
163 ((32), (21)), // AMMO_CELL_BIG
164 ((22), (29)), // AMMO_BACKPACK
165 ((16), (16)), // KEY_RED
166 ((16), (16)), // KEY_GREEN
167 ((16), (16)), // KEY_BLUE
168 (( 1), ( 1)), // WEAPON_KASTET
169 ((43), (16)), // WEAPON_PISTOL
170 ((14), (18)), // BOTTLE
171 ((16), (15)), // HELMET
172 ((32), (24)), // JETPACK
173 ((25), (25)), // INVIS
174 ((53), (20)), // WEAPON_FLAMETHROWER
175 ((13), (20))); // AMMO_FUELCAN
177 procedure InitTextures();
178 begin
179 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
180 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
181 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
182 g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
183 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
184 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
185 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
186 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
187 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
188 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
189 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
190 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
191 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
192 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]);
193 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
194 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
195 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
196 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
197 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
198 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
199 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
200 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
201 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]);
202 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
203 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
204 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
205 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
206 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
207 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
208 g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]);
209 end;
211 procedure g_Items_LoadData();
212 begin
213 e_WriteLog('Loading items data...', MSG_NOTIFY);
215 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
216 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
217 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
218 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
220 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
221 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
222 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
223 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
224 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
225 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
226 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
227 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True);
228 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True);
229 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False);
230 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
231 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False);
232 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1');
233 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2');
234 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW');
235 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL');
236 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
237 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1');
238 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2');
239 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN');
240 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER');
241 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN');
242 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG');
243 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET');
244 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER');
245 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP');
246 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO');
247 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1');
248 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2');
249 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET');
250 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS');
251 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL');
252 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2');
253 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN');
254 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK');
255 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR');
256 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG');
257 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB');
258 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN');
259 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
260 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
261 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
262 g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK');
264 InitTextures();
266 freeIds := TIdPool.Create();
267 end;
270 procedure g_Items_FreeData();
271 begin
272 e_WriteLog('Releasing items data...', MSG_NOTIFY);
274 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
275 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
276 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
277 g_Sound_Delete('SOUND_ITEM_GETITEM');
279 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
280 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
281 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
282 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
283 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
284 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
285 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
286 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
287 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
288 g_Frames_DeleteByName('FRAMES_FLAG_RED');
289 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
290 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
291 g_Texture_Delete('ITEM_MEDKIT_SMALL');
292 g_Texture_Delete('ITEM_MEDKIT_LARGE');
293 g_Texture_Delete('ITEM_WEAPON_SAW');
294 g_Texture_Delete('ITEM_WEAPON_PISTOL');
295 g_Texture_Delete('ITEM_WEAPON_KASTET');
296 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
297 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
298 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
299 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
300 g_Texture_Delete('ITEM_WEAPON_PLASMA');
301 g_Texture_Delete('ITEM_WEAPON_BFG');
302 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
303 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
304 g_Texture_Delete('ITEM_AMMO_BULLETS');
305 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
306 g_Texture_Delete('ITEM_AMMO_SHELLS');
307 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
308 g_Texture_Delete('ITEM_AMMO_ROCKET');
309 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
310 g_Texture_Delete('ITEM_AMMO_CELL');
311 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
312 g_Texture_Delete('ITEM_AMMO_FUELCAN');
313 g_Texture_Delete('ITEM_AMMO_BACKPACK');
314 g_Texture_Delete('ITEM_KEY_RED');
315 g_Texture_Delete('ITEM_KEY_GREEN');
316 g_Texture_Delete('ITEM_KEY_BLUE');
317 g_Texture_Delete('ITEM_OXYGEN');
318 g_Texture_Delete('ITEM_SUIT');
319 g_Texture_Delete('ITEM_WEAPON_KASTET');
320 g_Texture_Delete('ITEM_MEDKIT_BLACK');
321 g_Texture_Delete('ITEM_JETPACK');
323 freeIds.Free();
324 freeIds := nil;
325 end;
328 procedure releaseItem (idx: Integer);
329 var
330 it: PItem;
331 begin
332 if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id');
333 if not freeIds.hasAlloced[LongWord(idx)] then raise Exception.Create('releaseItem: trying to release unallocated item (0)');
334 it := @ggItems[idx];
335 if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)');
336 if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency');
337 it.slotIsUsed := false;
338 if (it.Animation <> nil) then
339 begin
340 it.Animation.Free();
341 it.Animation := nil;
342 end;
343 it.Live := False;
344 it.SpawnTrigger := -1;
345 it.ItemType := ITEM_NONE;
346 freeIds.release(LongWord(idx));
347 end;
350 procedure growItemArrayTo (newsz: Integer);
351 var
352 i, olen: Integer;
353 it: PItem;
354 begin
355 if (newsz < Length(ggItems)) then exit;
356 // no free slots
357 olen := Length(ggItems);
358 SetLength(ggItems, newsz);
359 for i := olen to High(ggItems) do
360 begin
361 it := @ggItems[i];
362 it.slotIsUsed := false;
363 it.arrIdx := i;
364 it.ItemType := ITEM_NONE;
365 it.Animation := nil;
366 it.Live := false;
367 it.SpawnTrigger := -1;
368 it.Respawnable := false;
369 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
370 end;
371 end;
374 function allocItem (): DWORD;
375 begin
376 result := freeIds.alloc();
377 if (result >= Length(ggItems)) then growItemArrayTo(Integer(result)+64);
378 if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted');
379 if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency');
380 end;
383 // it will be slow if the slot is free (we have to rebuild the heap)
384 function wantItemSlot (slot: Integer): Integer;
385 var
386 olen: Integer;
387 it: PItem;
388 begin
389 if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request');
390 // do we need to grow item storate?
391 olen := Length(ggItems);
392 if (slot >= olen) then growItemArrayTo(slot+64);
394 it := @ggItems[slot];
395 if not it.slotIsUsed then
396 begin
397 freeIds.alloc(LongWord(slot));
398 end
399 else
400 begin
401 if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager');
402 end;
403 it.slotIsUsed := false;
405 result := slot;
406 end;
409 // ////////////////////////////////////////////////////////////////////////// //
410 procedure g_Items_Init ();
411 var
412 a, b: Integer;
413 begin
414 if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height;
415 if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width;
416 gMaxDist := Trunc(Hypot(a, b));
417 end;
420 procedure g_Items_Free ();
421 var
422 i: Integer;
423 begin
424 if (ggItems <> nil) then
425 begin
426 for i := 0 to High(ggItems) do ggItems[i].Animation.Free();
427 ggItems := nil;
428 end;
429 freeIds.clear();
430 end;
433 function g_Items_Create (X, Y: Integer; ItemType: Byte;
434 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
435 var
436 find_id: DWORD;
437 ID: DWORD;
438 it: PItem;
439 begin
440 if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID);
442 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
444 it := @ggItems[find_id];
446 if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency');
447 //it.arrIdx := find_id;
448 it.slotIsUsed := true;
450 it.ItemType := ItemType;
451 it.Respawnable := Respawnable;
452 if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False;
453 it.InitX := X;
454 it.InitY := Y;
455 it.RespawnTime := 0;
456 it.Fall := Fall;
457 it.Live := True;
458 it.QuietRespawn := False;
460 g_Obj_Init(@it.Obj);
461 it.Obj.X := X;
462 it.Obj.Y := Y;
463 it.Obj.Rect.Width := ITEMSIZE[ItemType][0];
464 it.Obj.Rect.Height := ITEMSIZE[ItemType][1];
466 it.Animation := nil;
467 it.SpawnTrigger := -1;
469 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
470 if AdjCoord then
471 begin
472 with it^ do
473 begin
474 Obj.X := X - (Obj.Rect.Width div 2);
475 Obj.Y := Y - Obj.Rect.Height;
476 InitX := Obj.X;
477 InitY := Obj.Y;
478 end;
479 end;
481 // Óñòàíîâêà àíèìàöèè
482 case it.ItemType of
483 ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
484 ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20);
485 ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15);
486 ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20);
487 ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20);
488 ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20);
489 ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20);
490 ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20);
491 end;
493 it.positionChanged();
495 result := find_id;
496 end;
499 procedure g_Items_Update ();
500 var
501 i, j, k: Integer;
502 ID: DWord;
503 Anim: TAnimation;
504 m: Word;
505 r, nxt: Boolean;
506 begin
507 if (ggItems = nil) then exit;
509 for i := 0 to High(ggItems) do
510 begin
511 if (ggItems[i].ItemType = ITEM_NONE) then continue;
513 with ggItems[i] do
514 begin
515 nxt := False;
517 if Live then
518 begin
519 if Fall then
520 begin
521 m := g_Obj_Move(@Obj, True, True);
522 positionChanged(); // this updates spatial accelerators
524 // Ñîïðîòèâëåíèå âîçäóõà
525 if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1);
527 // Åñëè âûïàë çà êàðòó
528 if WordBool(m and MOVE_FALLOUT) then
529 begin
530 if SpawnTrigger = -1 then
531 begin
532 g_Items_Pick(i);
533 end
534 else
535 begin
536 g_Items_Remove(i);
537 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
538 end;
539 continue;
540 end;
541 end;
543 // Åñëè èãðîêè ïîáëèçîñòè
544 if (gPlayers <> nil) then
545 begin
546 j := Random(Length(gPlayers))-1;
548 for k := 0 to High(gPlayers) do
549 begin
550 Inc(j);
551 if j > High(gPlayers) then j := 0;
553 if (gPlayers[j] <> nil) and gPlayers[j].Live and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
554 begin
555 if g_Game_IsClient then continue;
557 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue;
559 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
562 Doom 2D: Original:
563 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
564 +2. I_MEGA,I_INVL,I_SUPER
565 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
567 g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
569 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
570 if r then
571 begin
572 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
573 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
574 nxt := True;
575 break;
576 end;
577 end;
578 end;
579 end;
581 if nxt then continue;
582 end;
584 if Respawnable and g_Game_IsServer then
585 begin
586 DecMin(RespawnTime, 0);
587 if (RespawnTime = 0) and (not Live) then
588 begin
589 if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
591 if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
592 begin
593 Anim := TAnimation.Create(ID, False, 4);
594 g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim);
595 Anim.Free();
596 end;
598 Obj.X := InitX;
599 Obj.Y := InitY;
600 Obj.Vel.X := 0;
601 Obj.Vel.Y := 0;
602 Obj.Accel.X := 0;
603 Obj.Accel.Y := 0;
604 positionChanged(); // this updates spatial accelerators
606 Live := true;
608 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
609 QuietRespawn := false;
610 end;
611 end;
613 if (Animation <> nil) then Animation.Update();
614 end;
615 end;
616 end;
619 procedure g_Items_Draw ();
620 var
621 i: Integer;
622 begin
623 if (ggItems = nil) then exit;
625 for i := 0 to High(ggItems) do
626 begin
627 if not ggItems[i].Live then continue;
629 with ggItems[i] do
630 begin
631 if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
632 begin
633 if (Animation = nil) then
634 begin
635 e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false);
636 end
637 else
638 begin
639 Animation.Draw(Obj.X, Obj.Y, M_NONE);
640 end;
642 if g_debug_Frames then
643 begin
644 e_DrawQuad(Obj.X+Obj.Rect.X,
645 Obj.Y+Obj.Rect.Y,
646 Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
647 Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
648 0, 255, 0);
649 end;
650 end;
651 end;
652 end;
653 end;
656 procedure g_Items_Pick (ID: DWORD);
657 begin
658 ggItems[ID].Live := false;
659 ggItems[ID].RespawnTime := ITEM_RESPAWNTIME;
660 end;
663 procedure g_Items_Remove (ID: DWORD);
664 var
665 it: PItem;
666 trig: Integer;
667 begin
668 if not g_Items_ValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id');
670 it := @ggItems[ID];
671 if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
673 trig := it.SpawnTrigger;
675 releaseItem(ID);
677 if (trig > -1) then g_Triggers_DecreaseSpawner(trig);
678 end;
681 procedure g_Items_SaveState (var Mem: TBinMemoryWriter);
682 var
683 count, i: Integer;
684 sig: DWORD;
685 begin
686 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
687 count := 0;
688 if (ggItems <> nil) then
689 begin
690 for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count);
691 end;
693 Mem := TBinMemoryWriter.Create((count+1) * 60);
695 // Êîëè÷åñòâî ïðåäìåòîâ
696 Mem.WriteInt(count);
698 if (count = 0) then exit;
700 for i := 0 to High(ggItems) do
701 begin
702 if (ggItems[i].ItemType <> ITEM_NONE) then
703 begin
704 // Ñèãíàòóðà ïðåäìåòà
705 sig := ITEM_SIGNATURE; // 'ITEM'
706 Mem.WriteDWORD(sig);
707 // Òèï ïðåäìåòà
708 Mem.WriteByte(ggItems[i].ItemType);
709 // Åñòü ëè ðåñïàóí
710 Mem.WriteBoolean(ggItems[i].Respawnable);
711 // Êîîðäèíàòû ðåñïóíà
712 Mem.WriteInt(ggItems[i].InitX);
713 Mem.WriteInt(ggItems[i].InitY);
714 // Âðåìÿ äî ðåñïàóíà
715 Mem.WriteWord(ggItems[i].RespawnTime);
716 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
717 Mem.WriteBoolean(ggItems[i].Live);
718 // Ìîæåò ëè îí ïàäàòü
719 Mem.WriteBoolean(ggItems[i].Fall);
720 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
721 Mem.WriteInt(ggItems[i].SpawnTrigger);
722 // Îáúåêò ïðåäìåòà
723 Obj_SaveState(@ggItems[i].Obj, Mem);
724 end;
725 end;
726 end;
729 procedure g_Items_LoadState (var Mem: TBinMemoryReader);
730 var
731 count, i, a: Integer;
732 sig: DWORD;
733 b: Byte;
734 begin
735 if (Mem = nil) then exit;
737 g_Items_Free();
739 // Êîëè÷åñòâî ïðåäìåòîâ
740 Mem.ReadInt(count);
742 if (count = 0) then Exit;
744 for a := 0 to count-1 do
745 begin
746 // Ñèãíàòóðà ïðåäìåòà
747 Mem.ReadDWORD(sig);
748 if (sig <> ITEM_SIGNATURE) then raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM'
749 // Òèï ïðåäìåòà
750 Mem.ReadByte(b);
751 // Ñîçäàåì ïðåäìåò
752 i := g_Items_Create(0, 0, b, False, False);
753 // Åñòü ëè ðåñïàóí
754 Mem.ReadBoolean(ggItems[i].Respawnable);
755 // Êîîðäèíàòû ðåñïóíà
756 Mem.ReadInt(ggItems[i].InitX);
757 Mem.ReadInt(ggItems[i].InitY);
758 // Âðåìÿ äî ðåñïàóíà
759 Mem.ReadWord(ggItems[i].RespawnTime);
760 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
761 Mem.ReadBoolean(ggItems[i].Live);
762 // Ìîæåò ëè îí ïàäàòü
763 Mem.ReadBoolean(ggItems[i].Fall);
764 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
765 Mem.ReadInt(ggItems[i].SpawnTrigger);
766 // Îáúåêò ïðåäìåòà
767 Obj_LoadState(@ggItems[i].Obj, Mem);
768 end;
769 end;
772 procedure g_Items_RestartRound ();
773 var
774 i: Integer;
775 it: PItem;
776 begin
777 for i := 0 to High(ggItems) do
778 begin
779 it := @ggItems[i];
780 if it.Respawnable then
781 begin
782 it.QuietRespawn := True;
783 it.RespawnTime := 0;
784 end
785 else
786 begin
787 g_Items_Remove(i);
788 if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
789 end;
790 end;
791 end;
794 function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean;
795 var
796 idx: Integer;
797 begin
798 result := false;
799 if (ggItems = nil) or not assigned(cb) then exit;
801 if backwards then
802 begin
803 for idx := High(ggItems) downto 0 do
804 begin
805 if ggItems[idx].Live then
806 begin
807 result := cb(@ggItems[idx]);
808 if result then exit;
809 end;
810 end;
811 end
812 else
813 begin
814 for idx := 0 to High(ggItems) do
815 begin
816 if ggItems[idx].Live then
817 begin
818 result := cb(@ggItems[idx]);
819 if result then exit;
820 end;
821 end;
822 end;
823 end;
826 // ////////////////////////////////////////////////////////////////////////// //
827 procedure g_Items_EmitPickupSound (idx: Integer);
828 var
829 it: PItem;
830 begin
831 if not g_Items_ValidId(idx) then exit;
832 it := @ggItems[idx];
833 g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y);
834 end;
836 procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer);
837 var
838 it: PItem;
839 begin
840 if not g_Items_ValidId(idx) then exit;
842 it := @ggItems[idx];
843 if gSoundEffectsDF then
844 begin
845 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
846 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
847 begin
848 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
849 end
850 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
851 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
852 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
853 ITEM_AMMO_BACKPACK] then
854 begin
855 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
856 end
857 else
858 begin
859 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
860 end;
861 end
862 else
863 begin
864 if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
865 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
866 begin
867 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y);
868 end
869 else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
870 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
871 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
872 begin
873 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y);
874 end
875 else
876 begin
877 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y);
878 end;
879 end;
880 end;
882 end.