X-Git-Url: https://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=ae047f82b8afcc86bfa283e05012af0964c9b3a5;hp=27dbc75bf19abf1ced60905a43afd6212a3ac526;hb=92655287ffab368ec7bf450fa3d82fb2328a7b99;hpb=082b546b38711030b4490facbefa37a331cb1a37 diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 27dbc75..ae047f8 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -1,9 +1,8 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -19,7 +18,8 @@ unit g_items; interface uses - g_textures, g_phys, g_saveload, BinEditor, MAPDEF; + SysUtils, Classes, + MAPDEF, g_textures, g_phys, g_saveload; Type PItem = ^TItem; @@ -30,16 +30,17 @@ Type arrIdx: Integer; // in ggItems public - ItemType: Byte; - Respawnable: Boolean; - InitX, InitY: Integer; - RespawnTime: Word; - Live: Boolean; - Fall: Boolean; - QuietRespawn: Boolean; - SpawnTrigger: Integer; - Obj: TObj; - Animation: TAnimation; + ItemType: Byte; + Respawnable: Boolean; + InitX, InitY: Integer; + RespawnTime: Word; + alive: Boolean; + Fall: Boolean; + QuietRespawn: Boolean; + SpawnTrigger: Integer; + 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 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! @@ -52,12 +53,14 @@ procedure g_Items_Init(); procedure g_Items_Free(); function g_Items_Create(X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; +procedure g_Items_SetDrop (ID: DWORD); procedure g_Items_Update(); procedure g_Items_Draw(); +procedure g_Items_DrawDrop(); procedure g_Items_Pick(ID: DWORD); procedure g_Items_Remove(ID: DWORD); -procedure g_Items_SaveState(var Mem: TBinMemoryWriter); -procedure g_Items_LoadState(var Mem: TBinMemoryReader); +procedure g_Items_SaveState (st: TStream); +procedure g_Items_LoadState (st: TStream); procedure g_Items_RestartRound (); @@ -68,6 +71,8 @@ function g_Items_ObjByIdx (idx: Integer): PObj; procedure g_Items_EmitPickupSound (idx: Integer); // at item position procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer); +procedure g_Items_AddDynLights(); + type TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop @@ -77,16 +82,17 @@ function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): var gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; - gMaxDist: Integer = 1; + gMaxDist: Integer = 1; // for sounds ITEM_RESPAWNTIME: Integer = 60 * 36; implementation uses + Math, g_basic, e_graphics, g_sound, g_main, g_gfx, g_map, - Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg, + g_game, g_triggers, g_console, g_player, g_net, g_netmsg, e_log, - g_grid, binheap; + g_grid, binheap, idpool, utils, xstreams; var @@ -95,7 +101,7 @@ var // ////////////////////////////////////////////////////////////////////////// // var - freeIds: TBinaryHeapInt = nil; // free item ids + freeIds: TIdPool = nil; // ////////////////////////////////////////////////////////////////////////// // @@ -205,12 +211,11 @@ begin g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]); g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]); g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]); - g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]); end; procedure g_Items_LoadData(); begin - e_WriteLog('Loading items data...', MSG_NOTIFY); + e_WriteLog('Loading items data...', TMsgType.Notify); g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM'); g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ'); @@ -221,6 +226,7 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True); + g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK', 32, 32, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True); @@ -259,17 +265,16 @@ begin g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT'); g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED'); - g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK'); InitTextures(); - freeIds := binHeapNewIntLess(); + freeIds := TIdPool.Create(); end; procedure g_Items_FreeData(); begin - e_WriteLog('Releasing items data...', MSG_NOTIFY); + e_WriteLog('Releasing items data...', TMsgType.Notify); g_Sound_Delete('SOUND_ITEM_RESPAWNITEM'); g_Sound_Delete('SOUND_ITEM_GETRULEZ'); @@ -280,6 +285,7 @@ begin g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE'); g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN'); g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE'); + g_Frames_DeleteByName('FRAMES_ITEM_JETPACK'); g_Frames_DeleteByName('FRAMES_ITEM_INVUL'); g_Frames_DeleteByName('FRAMES_ITEM_INVIS'); g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN'); @@ -318,9 +324,9 @@ begin g_Texture_Delete('ITEM_SUIT'); g_Texture_Delete('ITEM_WEAPON_KASTET'); g_Texture_Delete('ITEM_MEDKIT_BLACK'); - g_Texture_Delete('ITEM_JETPACK'); freeIds.Free(); + freeIds := nil; end; @@ -329,8 +335,9 @@ var it: PItem; begin if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id'); + if not freeIds.hasAlloced[LongWord(idx)] then raise Exception.Create('releaseItem: trying to release unallocated item (0)'); it := @ggItems[idx]; - if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item'); + if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)'); if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); it.slotIsUsed := false; if (it.Animation <> nil) then @@ -338,40 +345,41 @@ begin it.Animation.Free(); it.Animation := nil; end; - it.Live := False; + it.alive := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; - freeIds.insert(it.arrIdx); + freeIds.release(LongWord(idx)); end; -function allocItem (): DWORD; +procedure growItemArrayTo (newsz: Integer); var i, olen: Integer; it: PItem; begin - if (freeIds.count = 0) then + if (newsz < Length(ggItems)) then exit; + // no free slots + olen := Length(ggItems); + SetLength(ggItems, newsz); + for i := olen to High(ggItems) do begin - // no free slots - olen := Length(ggItems); - SetLength(ggItems, olen+64); - for i := olen to High(ggItems) do - begin - it := @ggItems[i]; - it.slotIsUsed := false; - it.arrIdx := i; - it.ItemType := ITEM_NONE; - it.Animation := nil; - it.Live := false; - it.SpawnTrigger := -1; - it.Respawnable := false; - freeIds.insert(i); - end; + it := @ggItems[i]; + it.slotIsUsed := false; + it.arrIdx := i; + it.ItemType := ITEM_NONE; + it.Animation := nil; + it.alive := false; + it.SpawnTrigger := -1; + it.Respawnable := false; + //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager'); end; +end; - result := freeIds.front; - freeIds.popFront(); +function allocItem (): DWORD; +begin + result := freeIds.alloc(); + if (result >= Length(ggItems)) then growItemArrayTo(Integer(result)+64); if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted'); if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency'); end; @@ -380,51 +388,24 @@ end; // it will be slow if the slot is free (we have to rebuild the heap) function wantItemSlot (slot: Integer): Integer; var - i, olen: Integer; + olen: Integer; it: PItem; - rebuildFreeList: Boolean = true; begin if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request'); // do we need to grow item storate? olen := Length(ggItems); - if (slot >= olen) then - begin - // need more spice! - SetLength(ggItems, slot+64); - // add free slots to free list - for i := olen to High(ggItems) do - begin - it := @ggItems[i]; - it.slotIsUsed := false; - it.arrIdx := i; - it.ItemType := ITEM_NONE; - it.Animation := nil; - it.Live := false; - it.SpawnTrigger := -1; - it.Respawnable := false; - if (i <> slot) then freeIds.insert(i); - end; - rebuildFreeList := false; - end; + if (slot >= olen) then growItemArrayTo(slot+64); it := @ggItems[slot]; if not it.slotIsUsed then begin - // this is unused slot; get it, and rebuild id list - if rebuildFreeList then - begin - freeIds.clear(); - for i := 0 to High(ggItems) do - begin - if (i <> slot) and (not it.slotIsUsed) then freeIds.insert(i); - end; - end; + freeIds.alloc(LongWord(slot)); end else begin - // it will be readded - it.slotIsUsed := false; + if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager'); end; + it.slotIsUsed := false; result := slot; end; @@ -463,7 +444,7 @@ var begin if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID); - {$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF} + //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF} it := @ggItems[find_id]; @@ -473,13 +454,13 @@ begin it.ItemType := ItemType; it.Respawnable := Respawnable; - if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False; it.InitX := X; it.InitY := Y; it.RespawnTime := 0; it.Fall := Fall; - it.Live := True; + it.alive := True; it.QuietRespawn := False; + it.dropped := false; g_Obj_Init(@it.Obj); it.Obj.X := X; @@ -506,6 +487,7 @@ begin case it.ItemType of ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_JETPACK: if g_Frames_Get(ID, 'FRAMES_ITEM_JETPACK') then it.Animation := TAnimation.Create(ID, True, 15); ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15); ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20); @@ -527,18 +509,20 @@ var Anim: TAnimation; m: Word; r, nxt: Boolean; + actualRespawnable: Boolean; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin if (ggItems[i].ItemType = ITEM_NONE) then continue; + if not ggItems[i].slotIsUsed then continue; // just in case with ggItems[i] do begin nxt := False; - if Live then + if alive then begin if Fall then begin @@ -574,7 +558,7 @@ begin Inc(j); if j > High(gPlayers) then j := 0; - if (gPlayers[j] <> nil) and gPlayers[j].Live and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then + if (gPlayers[j] <> nil) and gPlayers[j].alive and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then begin if g_Game_IsClient then continue; @@ -593,7 +577,9 @@ begin // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì if r then begin - if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i); + actualRespawnable := Respawnable + and ((ITEM_RESPAWNTIME > 0) and LongBool(gGameSettings.Options and GAME_OPTION_RESPAWNITEMS)); + if not actualRespawnable then g_Items_Remove(i) else g_Items_Pick(i); if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); nxt := True; break; @@ -608,7 +594,7 @@ begin if Respawnable and g_Game_IsServer then begin DecMin(RespawnTime, 0); - if (RespawnTime = 0) and (not Live) then + if (RespawnTime = 0) and (not alive) then begin if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); @@ -627,7 +613,7 @@ begin Obj.Accel.Y := 0; positionChanged(); // this updates spatial accelerators - Live := true; + alive := true; if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); QuietRespawn := false; @@ -640,17 +626,21 @@ begin end; -procedure g_Items_Draw (); +procedure itemsDrawInternal (dropflag: Boolean); var i: Integer; + it: PItem; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin - if not ggItems[i].Live then continue; + it := @ggItems[i]; + if (not it.slotIsUsed) or (it.ItemType = ITEM_NONE) then continue; // just in case + if not it.alive then continue; + if (it.dropped <> dropflag) then continue; - with ggItems[i] do + with it^ do begin if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then begin @@ -660,7 +650,7 @@ begin end else begin - Animation.Draw(Obj.X, Obj.Y, M_NONE); + Animation.Draw(Obj.X, Obj.Y, TMirrorType.None); end; if g_debug_Frames then @@ -677,10 +667,33 @@ begin end; +procedure g_Items_Draw (); +begin + itemsDrawInternal(false); +end; + +procedure g_Items_DrawDrop (); +begin + itemsDrawInternal(true); +end; + + +procedure g_Items_SetDrop (ID: DWORD); +begin + if (ID < Length(ggItems)) then + begin + ggItems[ID].dropped := true; + end; +end; + + procedure g_Items_Pick (ID: DWORD); begin - ggItems[ID].Live := false; - ggItems[ID].RespawnTime := ITEM_RESPAWNTIME; + if (ID < Length(ggItems)) then + begin + ggItems[ID].alive := false; + ggItems[ID].RespawnTime := ITEM_RESPAWNTIME; + end; end; @@ -689,7 +702,12 @@ var it: PItem; trig: Integer; begin - if not g_Items_ValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id'); + if not g_Items_ValidId(ID) then + begin + //writeln('g_Items_Remove: invalid item id: ', ID); + raise Exception.Create('g_Items_Remove: invalid item id'); + //exit; + end; it := @ggItems[ID]; if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync'); @@ -702,93 +720,89 @@ begin end; -procedure g_Items_SaveState (var Mem: TBinMemoryWriter); +procedure g_Items_SaveState (st: TStream); var count, i: Integer; - sig: DWORD; + tt: Byte; begin // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ count := 0; - if (ggItems <> nil) then - begin - for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count); - end; - - Mem := TBinMemoryWriter.Create((count+1) * 60); + for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count); // Êîëè÷åñòâî ïðåäìåòîâ - Mem.WriteInt(count); - + utils.writeInt(st, LongInt(count)); if (count = 0) then exit; for i := 0 to High(ggItems) do begin - if (ggItems[i].ItemType <> ITEM_NONE) then + if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then begin // Ñèãíàòóðà ïðåäìåòà - sig := ITEM_SIGNATURE; // 'ITEM' - Mem.WriteDWORD(sig); + utils.writeSign(st, 'ITEM'); + utils.writeInt(st, Byte(0)); // Òèï ïðåäìåòà - Mem.WriteByte(ggItems[i].ItemType); + tt := ggItems[i].ItemType; + if ggItems[i].dropped then tt := tt or $80; + utils.writeInt(st, Byte(tt)); // Åñòü ëè ðåñïàóí - Mem.WriteBoolean(ggItems[i].Respawnable); + utils.writeBool(st, ggItems[i].Respawnable); // Êîîðäèíàòû ðåñïóíà - Mem.WriteInt(ggItems[i].InitX); - Mem.WriteInt(ggItems[i].InitY); + utils.writeInt(st, LongInt(ggItems[i].InitX)); + utils.writeInt(st, LongInt(ggItems[i].InitY)); // Âðåìÿ äî ðåñïàóíà - Mem.WriteWord(ggItems[i].RespawnTime); + utils.writeInt(st, Word(ggItems[i].RespawnTime)); // Ñóùåñòâóåò ëè ýòîò ïðåäìåò - Mem.WriteBoolean(ggItems[i].Live); + utils.writeBool(st, ggItems[i].alive); // Ìîæåò ëè îí ïàäàòü - Mem.WriteBoolean(ggItems[i].Fall); + utils.writeBool(st, ggItems[i].Fall); // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò - Mem.WriteInt(ggItems[i].SpawnTrigger); + utils.writeInt(st, LongInt(ggItems[i].SpawnTrigger)); // Îáúåêò ïðåäìåòà - Obj_SaveState(@ggItems[i].Obj, Mem); + Obj_SaveState(st, @ggItems[i].Obj); end; end; end; -procedure g_Items_LoadState (var Mem: TBinMemoryReader); +procedure g_Items_LoadState (st: TStream); var count, i, a: Integer; - sig: DWORD; b: Byte; begin - if (Mem = nil) then exit; + assert(st <> nil); g_Items_Free(); // Êîëè÷åñòâî ïðåäìåòîâ - Mem.ReadInt(count); - - if (count = 0) then Exit; + count := utils.readLongInt(st); + if (count = 0) then exit; + if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid number of items'); for a := 0 to count-1 do begin // Ñèãíàòóðà ïðåäìåòà - Mem.ReadDWORD(sig); - if (sig <> ITEM_SIGNATURE) then raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM' + if not utils.checkSign(st, 'ITEM') then raise XStreamError.Create('invalid item signature'); + if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid item version'); // Òèï ïðåäìåòà - Mem.ReadByte(b); + b := utils.readByte(st); // bit7=1: monster drop // Ñîçäàåì ïðåäìåò - i := g_Items_Create(0, 0, b, False, False); + i := g_Items_Create(0, 0, b and $7F, False, False); + if ((b and $80) <> 0) then g_Items_SetDrop(i); // Åñòü ëè ðåñïàóí - Mem.ReadBoolean(ggItems[i].Respawnable); + ggItems[i].Respawnable := utils.readBool(st); // Êîîðäèíàòû ðåñïóíà - Mem.ReadInt(ggItems[i].InitX); - Mem.ReadInt(ggItems[i].InitY); + ggItems[i].InitX := utils.readLongInt(st); + ggItems[i].InitY := utils.readLongInt(st); // Âðåìÿ äî ðåñïàóíà - Mem.ReadWord(ggItems[i].RespawnTime); + ggItems[i].RespawnTime := utils.readWord(st); // Ñóùåñòâóåò ëè ýòîò ïðåäìåò - Mem.ReadBoolean(ggItems[i].Live); + ggItems[i].alive := utils.readBool(st); // Ìîæåò ëè îí ïàäàòü - Mem.ReadBoolean(ggItems[i].Fall); + ggItems[i].Fall := utils.readBool(st); // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò - Mem.ReadInt(ggItems[i].SpawnTrigger); + ggItems[i].SpawnTrigger := utils.readLongInt(st); // Îáúåêò ïðåäìåòà - Obj_LoadState(@ggItems[i].Obj, Mem); + Obj_LoadState(@ggItems[i].Obj, st); end; end; @@ -801,7 +815,8 @@ begin for i := 0 to High(ggItems) do begin it := @ggItems[i]; - if it.Respawnable then + if not it.slotIsUsed then continue; + if it.Respawnable and (it.ItemType <> ITEM_NONE) then begin it.QuietRespawn := True; it.RespawnTime := 0; @@ -826,7 +841,7 @@ begin begin for idx := High(ggItems) downto 0 do begin - if ggItems[idx].Live then + if ggItems[idx].alive and ggItems[idx].slotIsUsed then begin result := cb(@ggItems[idx]); if result then exit; @@ -837,7 +852,7 @@ begin begin for idx := 0 to High(ggItems) do begin - if ggItems[idx].Live then + if ggItems[idx].alive and ggItems[idx].slotIsUsed then begin result := cb(@ggItems[idx]); if result then exit; @@ -903,4 +918,32 @@ begin end; end; + +procedure g_Items_AddDynLights(); +var + f: Integer; + it: PItem; +begin + for f := 0 to High(ggItems) do + begin + it := @ggItems[f]; + if not it.alive then continue; + case it.ItemType of + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + 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); + end; + end; +end; + + end.