X-Git-Url: https://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=b3d8522465bc8b6da4c182b4ef7586e2a1130020;hp=7331242b7672c3675c54be4b14d630736dfbbd95;hb=HEAD;hpb=3bc42852ee39fff79d1c9b66dd2a55d262a0d9f5 diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 7331242..b3d8522 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -41,8 +41,11 @@ Type 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; @@ -79,7 +82,7 @@ type 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; @@ -133,8 +136,26 @@ end; // ////////////////////////////////////////////////////////////////////////// // 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 @@ -158,7 +179,7 @@ const ((62), (16)), // WEAPON_ROCKETLAUNCHER ((54), (16)), // WEAPON_PLASMA ((61), (36)), // WEAPON_BFG - ((54), (16)), // WEAPON_SUPERPULEMET + ((54), (16)), // WEAPON_SUPERCHAINGUN (( 9), (11)), // AMMO_BULLETS ((28), (16)), // AMMO_BULLETS_BOX ((15), ( 7)), // AMMO_SHELLS @@ -171,7 +192,7 @@ const ((16), (16)), // KEY_RED ((16), (16)), // KEY_GREEN ((16), (16)), // KEY_BLUE - (( 1), ( 1)), // WEAPON_KASTET + (( 1), ( 1)), // WEAPON_IRONFIST ((43), (16)), // WEAPON_PISTOL ((14), (18)), // BOTTLE ((16), (15)), // HELMET @@ -185,16 +206,16 @@ begin g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]); g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]); g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]); - g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]); - g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]); + g_Texture_Get('ITEM_WEAPON_IRONFIST', gItemsTexturesID[ITEM_WEAPON_IRONFIST]); g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]); + g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]); g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]); g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]); g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]); g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]); g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]); g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]); - g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]); + g_Texture_Get('ITEM_WEAPON_SUPERCHAINGUN', gItemsTexturesID[ITEM_WEAPON_SUPERCHAINGUN]); g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]); g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]); g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]); @@ -209,8 +230,8 @@ begin g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]); g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]); 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_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]); + g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]); end; procedure g_Items_LoadData(); @@ -218,7 +239,7 @@ begin 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'); + g_Sound_CreateWADEx('SOUND_ITEM_GETPOWERUP', GameWAD+':SOUNDS\GETPOWERUP'); g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON'); g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM'); @@ -237,16 +258,17 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False); g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1'); g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2'); + g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED'); + g_Texture_CreateWADEx('ITEM_WEAPON_IRONFIST', GameWAD+':TEXTURES\IRONFIST'); g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW'); g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL'); - g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2'); g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER'); g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG'); - g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET'); + g_Texture_CreateWADEx('ITEM_WEAPON_SUPERCHAINGUN', GameWAD+':TEXTURES\SCHAINGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO'); @@ -263,8 +285,6 @@ begin g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB'); g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN'); 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'); InitTextures(); @@ -277,7 +297,7 @@ begin e_WriteLog('Releasing items data...', TMsgType.Notify); g_Sound_Delete('SOUND_ITEM_RESPAWNITEM'); - g_Sound_Delete('SOUND_ITEM_GETRULEZ'); + g_Sound_Delete('SOUND_ITEM_GETPOWERUP'); g_Sound_Delete('SOUND_ITEM_GETWEAPON'); g_Sound_Delete('SOUND_ITEM_GETITEM'); @@ -296,16 +316,17 @@ begin g_Frames_DeleteByName('FRAMES_FLAG_DOM'); g_Texture_Delete('ITEM_MEDKIT_SMALL'); g_Texture_Delete('ITEM_MEDKIT_LARGE'); + g_Texture_Delete('ITEM_MEDKIT_BLACK'); + g_Texture_Delete('ITEM_WEAPON_IRONFIST'); g_Texture_Delete('ITEM_WEAPON_SAW'); g_Texture_Delete('ITEM_WEAPON_PISTOL'); - g_Texture_Delete('ITEM_WEAPON_KASTET'); g_Texture_Delete('ITEM_WEAPON_SHOTGUN1'); g_Texture_Delete('ITEM_WEAPON_SHOTGUN2'); g_Texture_Delete('ITEM_WEAPON_CHAINGUN'); g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER'); g_Texture_Delete('ITEM_WEAPON_PLASMA'); g_Texture_Delete('ITEM_WEAPON_BFG'); - g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET'); + g_Texture_Delete('ITEM_WEAPON_SUPERCHAINGUN'); g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER'); g_Texture_Delete('ITEM_AMMO_BULLETS'); g_Texture_Delete('ITEM_AMMO_BULLETS_BOX'); @@ -322,8 +343,6 @@ begin g_Texture_Delete('ITEM_KEY_BLUE'); g_Texture_Delete('ITEM_OXYGEN'); g_Texture_Delete('ITEM_SUIT'); - g_Texture_Delete('ITEM_WEAPON_KASTET'); - g_Texture_Delete('ITEM_MEDKIT_BLACK'); freeIds.Free(); freeIds := nil; @@ -348,6 +367,7 @@ begin it.alive := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; + it.NeedSend := false; freeIds.release(LongWord(idx)); end; @@ -371,6 +391,7 @@ begin 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; @@ -461,6 +482,7 @@ begin it.alive := True; it.QuietRespawn := False; it.dropped := false; + it.NeedSend := false; g_Obj_Init(@it.Obj); it.Obj.X := X; @@ -522,13 +544,14 @@ var i, j, k: Integer; ID: DWord; Anim: TAnimation; - m, ItemRespawnTime: Word; + m, ItemRespawnTime{, PowerupRespawnTime}: 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); + //PowerupRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.PowerupRespawnTime, 15); for i := 0 to High(ggItems) do begin @@ -710,15 +733,83 @@ end; procedure g_Items_Pick (ID: DWORD); begin - if (ID < Length(ggItems)) then + if ID >= Length(ggItems) then exit; + + 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; + + // Powerup 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].Obj.oldX := ggItems[ID].Obj.X; - ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y; - ggItems[ID].alive := false; - ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36; + ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.PowerupRespawnTime, 15) * 36; + end; + + // #### Random powerup respawn #### + if (TGameOption.POWERUP_RANDOM in gGameSettings.Options) and (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.PowerupRespawnTime + + RandomRange(-gGameSettings.PowerupRespawnRandom, gGameSettings.PowerupRespawnRandom + 1)) * 36); + //e_logwritefln ('Randomized powerup %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]); + end; + + // #### Random item respawn #### + // Randomize respawn for all items (excluding powerups) + if (TGameOption.ITEM_ALL_RANDOM in gGameSettings.Options) and (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_SUPERCHAINGUN, 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; + + // Randomize respawn for heal/armor + if (TGameOption.ITEM_LIFE_RANDOM in gGameSettings.Options) and (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; + + // Randomize respawn for ammo + if (TGameOption.ITEM_AMMO_RANDOM in gGameSettings.Options) and (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 (TGameOption.ITEM_WEAPON_RANDOM in gGameSettings.Options) and (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_SUPERCHAINGUN, + 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; procedure g_Items_Remove (ID: DWORD); var @@ -888,6 +979,19 @@ begin 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); @@ -908,14 +1012,14 @@ begin it := @ggItems[idx]; if gSoundEffectsDF then begin - if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, - ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then + if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, ITEM_INVIS, + ITEM_JETPACK, ITEM_MEDKIT_BLACK] then begin - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); + g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', x, y); end else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERCHAINGUN, ITEM_WEAPON_FLAMETHROWER, ITEM_AMMO_BACKPACK] then begin g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); @@ -927,14 +1031,14 @@ begin end else begin - if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, - ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then + if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, ITEM_INVIS, + ITEM_SUIT, ITEM_JETPACK, ITEM_MEDKIT_BLACK] then begin - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); + g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', x, y); end else if it.ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, 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 + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERCHAINGUN, ITEM_WEAPON_FLAMETHROWER] then begin g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); end