X-Git-Url: https://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_items.pas;h=b3d8522465bc8b6da4c182b4ef7586e2a1130020;hp=e912c427e11037a5d5fc9687c3578cdf93ae42f7;hb=HEAD;hpb=88ce644db1b40111bdb380f4357fa59bdb5173be diff --git a/src/game/g_items.pas b/src/game/g_items.pas index e912c42..b3d8522 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -1,22 +1,53 @@ +(* 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, 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 + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$INCLUDE ../shared/a_modes.inc} unit g_items; interface uses - g_textures, g_phys, g_saveload, BinEditor; + SysUtils, Classes, + MAPDEF, g_textures, g_phys, g_saveload; Type + PItem = ^TItem; TItem = record - ItemType: Byte; - Respawnable: Boolean; - InitX, InitY: Integer; - RespawnTime: Word; - Live: Boolean; - Fall: Boolean; - QuietRespawn: Boolean; - SpawnTrigger: Integer; - Obj: TObj; - Animation: TAnimation; + private + //treeNode: Integer; + slotIsUsed: Boolean; + arrIdx: Integer; // in ggItems + + public + 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 + 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; procedure g_Items_LoadData(); @@ -25,26 +56,108 @@ 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_PreUpdate(); 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 (); + +function g_Items_ValidId (idx: Integer): Boolean; inline; +function g_Items_ByIdx (idx: Integer): PItem; +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 + +function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; +function g_Items_NextAlive (startIdx: Integer): PItem; var - gItems: Array of TItem = nil; - gItemsTexturesID: Array [1..35] of DWORD; - gMaxDist: Integer = 1; - ITEM_RESPAWNTIME: Integer = 60 * 36; + gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; + gMaxDist: Integer = 1; // for sounds 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, - MAPDEF, e_log; + g_game, g_triggers, g_console, g_player, g_net, g_netmsg, + e_log, + g_grid, binheap, idpool, utils, xstreams; + + +var + ggItems: Array of TItem = nil; + + +// ////////////////////////////////////////////////////////////////////////// // +var + freeIds: TIdPool = nil; + + +// ////////////////////////////////////////////////////////////////////////// // +function g_Items_ValidId (idx: Integer): Boolean; inline; +begin + result := false; + if (idx < 0) or (idx > High(ggItems)) then exit; + if not ggItems[idx].slotIsUsed then exit; + result := true; +end; + +function g_Items_ByIdx (idx: Integer): PItem; +begin + if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); + result := @ggItems[idx]; + if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); +end; + + +function g_Items_ObjByIdx (idx: Integer): PObj; +begin + if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); + if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); + result := @ggItems[idx].Obj; +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 ITEM_SIGNATURE = $4D455449; // 'ITEM' @@ -66,7 +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 @@ -79,28 +192,31 @@ 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 ((32), (24)), // JETPACK - ((25), (25))); // INVIS + ((25), (25)), // INVIS + ((53), (20)), // WEAPON_FLAMETHROWER + ((13), (20))); // AMMO_FUELCAN procedure InitTextures(); 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]); g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]); @@ -109,21 +225,21 @@ begin g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]); g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]); g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]); + g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]); g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]); 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_JETPACK', gItemsTexturesID[ITEM_JETPACK]); + g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]); + g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]); 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'); + 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'); @@ -131,6 +247,7 @@ 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); @@ -141,16 +258,18 @@ 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'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1'); @@ -159,25 +278,26 @@ begin g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS'); g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL'); g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2'); + g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN'); g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK'); g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR'); g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG'); 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'); - g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK'); InitTextures(); + + 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'); + g_Sound_Delete('SOUND_ITEM_GETPOWERUP'); g_Sound_Delete('SOUND_ITEM_GETWEAPON'); g_Sound_Delete('SOUND_ITEM_GETITEM'); @@ -185,6 +305,7 @@ 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'); @@ -195,16 +316,18 @@ 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'); g_Texture_Delete('ITEM_AMMO_SHELLS'); @@ -213,444 +336,745 @@ begin g_Texture_Delete('ITEM_AMMO_ROCKET_BOX'); g_Texture_Delete('ITEM_AMMO_CELL'); g_Texture_Delete('ITEM_AMMO_CELL_BIG'); + g_Texture_Delete('ITEM_AMMO_FUELCAN'); g_Texture_Delete('ITEM_AMMO_BACKPACK'); g_Texture_Delete('ITEM_KEY_RED'); g_Texture_Delete('ITEM_KEY_GREEN'); 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'); - g_Texture_Delete('ITEM_JETPACK'); + + freeIds.Free(); + freeIds := nil; end; -function FindItem(): DWORD; + +procedure releaseItem (idx: Integer); var - i: Integer; + it: PItem; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType = ITEM_NONE then - begin - Result := i; - Exit; - end; + 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 (1)'); + if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); + it.slotIsUsed := false; + if (it.Animation <> nil) then + begin + it.Animation.Free(); + it.Animation := nil; + end; + it.alive := False; + it.SpawnTrigger := -1; + it.ItemType := ITEM_NONE; + it.NeedSend := false; + freeIds.release(LongWord(idx)); +end; - if gItems = nil then - begin - SetLength(gItems, 32); - Result := 0; - end - else - begin - Result := High(gItems) + 1; - SetLength(gItems, Length(gItems) + 32); - end; + +procedure growItemArrayTo (newsz: Integer); +var + i, olen: Integer; + it: PItem; +begin + if (newsz < Length(ggItems)) then exit; + // no free slots + olen := Length(ggItems); + SetLength(ggItems, newsz); + 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.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; -procedure g_Items_Init(); + +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; + + +// it will be slow if the slot is free (we have to rebuild the heap) +function wantItemSlot (slot: Integer): Integer; var - a, b: Integer; + olen: Integer; + it: PItem; begin - if gMapInfo.Height > gPlayerScreenSize.Y then - a := gMapInfo.Height - gPlayerScreenSize.Y - else - a := gMapInfo.Height; + if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request'); + // do we need to grow item storate? + olen := Length(ggItems); + if (slot >= olen) then growItemArrayTo(slot+64); - if gMapInfo.Width > gPlayerScreenSize.X then - b := gMapInfo.Width - gPlayerScreenSize.X + it := @ggItems[slot]; + if not it.slotIsUsed then + begin + freeIds.alloc(LongWord(slot)); + end else - b := gMapInfo.Width; + begin + if not freeIds.hasAlloced[slot] then raise Exception.Create('wantItemSlot: internal error in item idx manager'); + end; + it.slotIsUsed := false; + + result := slot; +end; + +// ////////////////////////////////////////////////////////////////////////// // +procedure g_Items_Init (); +var + a, b: Integer; +begin + if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height; + if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width; gMaxDist := Trunc(Hypot(a, b)); end; -procedure g_Items_Free(); + +procedure g_Items_Free (); var i: Integer; begin - if gItems <> nil then + if (ggItems <> nil) then begin - for i := 0 to High(gItems) do - gItems[i].Animation.Free(); - gItems := nil; + for i := 0 to High(ggItems) do ggItems[i].Animation.Free(); + ggItems := nil; end; + freeIds.clear(); end; -function g_Items_Create(X, Y: Integer; ItemType: Byte; + +function g_Items_Create (X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; var find_id: DWORD; ID: DWORD; + it: PItem; begin - if ForcedID < 0 then - find_id := FindItem() - else - begin - find_id := ForcedID; - if Integer(find_id) > High(gItems) then - SetLength(gItems, find_id + 32); - end; + if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID); + + //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF} + + it := @ggItems[find_id]; + + if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency'); + //it.arrIdx := find_id; + it.slotIsUsed := true; - gItems[find_id].ItemType := ItemType; - gItems[find_id].Respawnable := Respawnable; - if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then - gItems[find_id].Respawnable := False; - gItems[find_id].InitX := X; - gItems[find_id].InitY := Y; - gItems[find_id].RespawnTime := 0; - gItems[find_id].Fall := Fall; - gItems[find_id].Live := True; - gItems[find_id].QuietRespawn := False; - - g_Obj_Init(@gItems[find_id].Obj); - gItems[find_id].Obj.X := X; - gItems[find_id].Obj.Y := Y; - gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0]; - gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1]; - - gItems[find_id].Animation := nil; - gItems[find_id].SpawnTrigger := -1; - -// Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà: + it.ItemType := ItemType; + it.Respawnable := Respawnable; + it.InitX := X; + it.InitY := Y; + it.RespawnTime := 0; + it.Fall := Fall; + it.alive := True; + it.QuietRespawn := False; + it.dropped := false; + it.NeedSend := false; + + g_Obj_Init(@it.Obj); + it.Obj.X := X; + it.Obj.Y := Y; + it.Obj.Rect.Width := ITEMSIZE[ItemType][0]; + it.Obj.Rect.Height := ITEMSIZE[ItemType][1]; + + it.Animation := nil; + it.SpawnTrigger := -1; + + // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà if AdjCoord then - with gItems[find_id] do + begin + with it^ do begin Obj.X := X - (Obj.Rect.Width div 2); Obj.Y := Y - Obj.Rect.Height; InitX := Obj.X; InitY := Obj.Y; end; + end; -// Óñòàíîâêà àíèìàöèè: - with gItems[find_id] do - begin - case ItemType of - ITEM_ARMOR_GREEN: - if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_ARMOR_BLUE: - if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_SPHERE_BLUE: - if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then - Animation := TAnimation.Create(ID, True, 15); - ITEM_SPHERE_WHITE: - if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_INVUL: - if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_INVIS: - if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_BOTTLE: - if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then - Animation := TAnimation.Create(ID, True, 20); - ITEM_HELMET: - if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then - Animation := TAnimation.Create(ID, True, 20); - end; + it.Obj.oldX := it.Obj.X; + it.Obj.oldY := it.Obj.Y; + + // Óñòàíîâêà àíèìàöèè + 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); + ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20); + ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20); end; - Result := find_id; + it.positionChanged(); + + result := find_id; end; -procedure g_Items_Update(); +procedure g_Items_PreUpdate (); +var + i: Integer; +begin + if (ggItems = nil) then Exit; + for i := 0 to High(ggItems) do + if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then + begin + ggItems[i].Obj.oldX := ggItems[i].Obj.X; + ggItems[i].Obj.oldY := ggItems[i].Obj.Y; + end; +end; + +procedure g_Items_Update (); var i, j, k: Integer; - ID: DWORD; + ID: DWord; Anim: TAnimation; - m: Word; + m, ItemRespawnTime{, PowerupRespawnTime}: Word; r, nxt: Boolean; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then - with gItems[i] do + 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 + 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 alive then + begin + if Fall then begin - nxt := False; - - if Live then - begin - if Fall then - begin - m := g_Obj_Move(@Obj, True, True); + m := g_Obj_Move(@Obj, True, True); + positionChanged(); // this updates spatial accelerators - // Ñîïðîòèâëåíèå âîçäóõà: - if gTime mod (GAME_TICK*2) = 0 then - Obj.Vel.X := z_dec(Obj.Vel.X, 1); - // Åñëè âûïàë çà êàðòó: - if WordBool(m and MOVE_FALLOUT) then - begin - if SpawnTrigger = -1 then - g_Items_Pick(i) - else begin - g_Items_Remove(i); - if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i); - end; - Continue; - end; - end; + // Ñîïðîòèâëåíèå âîçäóõà + if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1); - // Åñëè èãðîêè ïîáëèçîñòè: - if gPlayers <> nil then + // Åñëè âûïàë çà êàðòó + if WordBool(m and MOVE_FALLOUT) then + begin + if SpawnTrigger = -1 then begin - j := Random(Length(gPlayers)) - 1; - - for k := 0 to High(gPlayers) do - 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 - begin - if g_Game_IsClient then Continue; - - if not gPlayers[j].PickItem(ItemType, Respawnable, r) then - Continue; - - if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID); - -{ - Doom 2D: Original: - 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 - +2. I_MEGA,I_INVL,I_SUPER - 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 -} - - if gSoundEffectsDF then - begin - if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, - ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - if 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_AMMO_BACKPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y); - end - else - begin - if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, - ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - if 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] then - g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y) - else - g_Sound_PlayExAt('SOUND_ITEM_GETITEM', - gPlayers[j].Obj.X, gPlayers[j].Obj.Y); - end; - - // 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); - - if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); - nxt := True; - Break; - end; - end; - end; + g_Items_Pick(i); + end + else + begin + g_Items_Remove(i); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i); end; - - if nxt then - Continue; + continue; end; + end; + + // Åñëè èãðîêè ïîáëèçîñòè + if (gPlayers <> nil) then + begin + j := Random(Length(gPlayers))-1; - if Respawnable and g_Game_IsServer then + for k := 0 to High(gPlayers) do begin - DecMin(RespawnTime, 0); - if (RespawnTime = 0) and (not Live) then + Inc(j); + if j > High(gPlayers) then j := 0; + + if (gPlayers[j] <> nil) and gPlayers[j].alive and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then begin - if not QuietRespawn then - g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); + if g_Game_IsClient then continue; - if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then + if not gPlayers[j].PickItem(ItemType, Respawnable, r) then continue; + + if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID); + + { + Doom 2D: Original: + 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 + +2. I_MEGA,I_INVL,I_SUPER + 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 + } + g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y); + + // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì + if r then begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim); - Anim.Free(); + if not (Respawnable and (ItemRespawnTime > 0)) then + g_Items_Remove(i) + else + g_Items_Pick(i); + if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); + nxt := True; + break; end; + end; + end; + end; - Obj.X := InitX; - Obj.Y := InitY; - Obj.Vel.X := 0; - Obj.Vel.Y := 0; - Obj.Accel.X := 0; - Obj.Accel.Y := 0; + if nxt then continue; + end; - Live := True; + if Respawnable and g_Game_IsServer then + begin + DecMin(RespawnTime, 0); + if (RespawnTime = 0) and (not alive) then + begin + if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); - if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); - QuietRespawn := False; - end; + if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then + begin + Anim := TAnimation.Create(ID, False, 4); + g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim); + Anim.Free(); end; - if Animation <> nil then - Animation.Update(); + Obj.oldX := InitX; + Obj.oldY := InitY; + Obj.X := InitX; + Obj.Y := InitY; + Obj.Vel.X := 0; + Obj.Vel.Y := 0; + Obj.Accel.X := 0; + Obj.Accel.Y := 0; + positionChanged(); // this updates spatial accelerators + + alive := true; + + if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); + QuietRespawn := false; end; + end; + + if (Animation <> nil) then Animation.Update(); + end; + end; end; -procedure g_Items_Draw(); + +procedure itemsDrawInternal (dropflag: Boolean); var - i: Integer; + i, fX, fY: Integer; + it: PItem; begin - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].Live then - with gItems[i] do - if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, - sX, sY, sWidth, sHeight) then - begin - if Animation = nil then - e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False) - else - Animation.Draw(Obj.X, Obj.Y, M_NONE); + if (ggItems = nil) then exit; - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; + for i := 0 to High(ggItems) do + begin + 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 it^ do + begin + if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then + begin + Obj.lerp(gLerpFactor, fX, fY); + if (Animation = nil) then + begin + e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false); + end + else + begin + Animation.Draw(fX, fY, TMirrorType.None); + end; + + if g_debug_Frames then + begin + e_DrawQuad(Obj.X+Obj.Rect.X, + Obj.Y+Obj.Rect.Y, + Obj.X+Obj.Rect.X+Obj.Rect.Width-1, + Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, + 0, 255, 0); + end; + end; + end; + end; end; -procedure g_Items_Pick(ID: DWORD); + +procedure g_Items_Draw (); begin - gItems[ID].Live := False; - gItems[ID].RespawnTime := ITEM_RESPAWNTIME; + itemsDrawInternal(false); end; -procedure g_Items_Remove(ID: DWORD); +procedure g_Items_DrawDrop (); begin - gItems[ID].ItemType := ITEM_NONE; + itemsDrawInternal(true); +end; - if gItems[ID].Animation <> nil then + +procedure g_Items_SetDrop (ID: DWORD); +begin + if (ID < Length(ggItems)) then begin - gItems[ID].Animation.Free(); - gItems[ID].Animation := nil; + ggItems[ID].dropped := true; + end; +end; + + +procedure g_Items_Pick (ID: DWORD); +begin + 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].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.PowerupRespawnTime, 15) * 36; end; - gItems[ID].Live := False; + // #### 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; - if gItems[ID].SpawnTrigger > -1 then + // 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 - g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger); - gItems[ID].SpawnTrigger := -1; + 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; + + // 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_SaveState(var Mem: TBinMemoryWriter); +procedure g_Items_Remove (ID: DWORD); var - count, i: Integer; - sig: DWORD; + it: PItem; + trig: Integer; begin -// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ: - count := 0; - if gItems <> nil then - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then - count := count + 1; + 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'); - Mem := TBinMemoryWriter.Create((count+1) * 60); + it.Obj.oldX := it.Obj.X; + it.Obj.oldY := it.Obj.Y; + trig := it.SpawnTrigger; -// Êîëè÷åñòâî ïðåäìåòîâ: - Mem.WriteInt(count); + releaseItem(ID); + + if (trig > -1) then g_Triggers_DecreaseSpawner(trig); +end; - if count = 0 then - Exit; - for i := 0 to High(gItems) do - if gItems[i].ItemType <> ITEM_NONE then +procedure g_Items_SaveState (st: TStream); +var + count, i: Integer; + tt: Byte; +begin + // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ + count := 0; + for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then Inc(count); + + // Êîëè÷åñòâî ïðåäìåòîâ + utils.writeInt(st, LongInt(count)); + if (count = 0) then exit; + + for i := 0 to High(ggItems) do + begin + if (ggItems[i].ItemType <> ITEM_NONE) and (ggItems[i].slotIsUsed) then begin - // Ñèãíàòóðà ïðåäìåòà: - sig := ITEM_SIGNATURE; // 'ITEM' - Mem.WriteDWORD(sig); - // Òèï ïðåäìåòà: - Mem.WriteByte(gItems[i].ItemType); - // Åñòü ëè ðåñïàóí: - Mem.WriteBoolean(gItems[i].Respawnable); - // Êîîðäèíàòû ðåñïóíà: - Mem.WriteInt(gItems[i].InitX); - Mem.WriteInt(gItems[i].InitY); - // Âðåìÿ äî ðåñïàóíà: - Mem.WriteWord(gItems[i].RespawnTime); - // Ñóùåñòâóåò ëè ýòîò ïðåäìåò: - Mem.WriteBoolean(gItems[i].Live); - // Ìîæåò ëè îí ïàäàòü: - Mem.WriteBoolean(gItems[i].Fall); - // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò: - Mem.WriteInt(gItems[i].SpawnTrigger); - // Îáúåêò ïðåäìåòà: - Obj_SaveState(@gItems[i].Obj, Mem); + // Ñèãíàòóðà ïðåäìåòà + utils.writeSign(st, 'ITEM'); + utils.writeInt(st, Byte(0)); + // Òèï ïðåäìåòà + tt := ggItems[i].ItemType; + if ggItems[i].dropped then tt := tt or $80; + utils.writeInt(st, Byte(tt)); + // Åñòü ëè ðåñïàóí + utils.writeBool(st, ggItems[i].Respawnable); + // Êîîðäèíàòû ðåñïóíà + utils.writeInt(st, LongInt(ggItems[i].InitX)); + utils.writeInt(st, LongInt(ggItems[i].InitY)); + // Âðåìÿ äî ðåñïàóíà + utils.writeInt(st, Word(ggItems[i].RespawnTime)); + // Ñóùåñòâóåò ëè ýòîò ïðåäìåò + utils.writeBool(st, ggItems[i].alive); + // Ìîæåò ëè îí ïàäàòü + utils.writeBool(st, ggItems[i].Fall); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò + utils.writeInt(st, LongInt(ggItems[i].SpawnTrigger)); + // Îáúåêò ïðåäìåòà + 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; + // Êîëè÷åñòâî ïðåäìåòîâ + 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 // 'ITEM' + // Ñèãíàòóðà ïðåäìåòà + 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 + b := utils.readByte(st); // bit7=1: monster drop + // Ñîçäàåì ïðåäìåò + i := g_Items_Create(0, 0, b and $7F, False, False); + if ((b and $80) <> 0) then g_Items_SetDrop(i); + // Åñòü ëè ðåñïàóí + ggItems[i].Respawnable := utils.readBool(st); + // Êîîðäèíàòû ðåñïóíà + ggItems[i].InitX := utils.readLongInt(st); + ggItems[i].InitY := utils.readLongInt(st); + // Âðåìÿ äî ðåñïàóíà + ggItems[i].RespawnTime := utils.readWord(st); + // Ñóùåñòâóåò ëè ýòîò ïðåäìåò + ggItems[i].alive := utils.readBool(st); + // Ìîæåò ëè îí ïàäàòü + ggItems[i].Fall := utils.readBool(st); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò + ggItems[i].SpawnTrigger := utils.readLongInt(st); + // Îáúåêò ïðåäìåòà + Obj_LoadState(@ggItems[i].Obj, st); + end; +end; + + +procedure g_Items_RestartRound (); +var + i: Integer; + it: PItem; +begin + for i := 0 to High(ggItems) do + begin + it := @ggItems[i]; + it.Obj.oldX := it.Obj.X; + it.Obj.oldY := it.Obj.Y; + if not it.slotIsUsed then continue; + if it.Respawnable and (it.ItemType <> ITEM_NONE) then + begin + it.QuietRespawn := True; + it.RespawnTime := 0; + end + else + begin + g_Items_Remove(i); + if g_Game_IsNet then MH_SEND_ItemDestroy(True, i); + end; + end; +end; + + +function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; +var + idx: Integer; +begin + result := false; + if (ggItems = nil) or not assigned(cb) then exit; + + if backwards then + begin + for idx := High(ggItems) downto 0 do + begin + if ggItems[idx].alive and ggItems[idx].slotIsUsed then + begin + result := cb(@ggItems[idx]); + if result then exit; + end; + end; + end + else + begin + for idx := 0 to High(ggItems) do + begin + if ggItems[idx].alive and ggItems[idx].slotIsUsed then + begin + result := cb(@ggItems[idx]); + if result then exit; + end; + end; + 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); +var + it: PItem; +begin + if not g_Items_ValidId(idx) then exit; + it := @ggItems[idx]; + g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y); +end; + +procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer); +var + it: PItem; +begin + if not g_Items_ValidId(idx) then exit; + + it := @ggItems[idx]; + if gSoundEffectsDF then + begin + 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_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_SUPERCHAINGUN, ITEM_WEAPON_FLAMETHROWER, + ITEM_AMMO_BACKPACK] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); + end + else begin - raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); + g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); + end; + end + else + begin + 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_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_SUPERCHAINGUN, ITEM_WEAPON_FLAMETHROWER] then + begin + g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); + end + else + begin + g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); end; - // Òèï ïðåäìåòà: - Mem.ReadByte(b); - // Ñîçäàåì ïðåäìåò: - i := g_Items_Create(0, 0, b, False, False); - // Åñòü ëè ðåñïàóí: - Mem.ReadBoolean(gItems[i].Respawnable); - // Êîîðäèíàòû ðåñïóíà: - Mem.ReadInt(gItems[i].InitX); - Mem.ReadInt(gItems[i].InitY); - // Âðåìÿ äî ðåñïàóíà: - Mem.ReadWord(gItems[i].RespawnTime); - // Ñóùåñòâóåò ëè ýòîò ïðåäìåò: - Mem.ReadBoolean(gItems[i].Live); - // Ìîæåò ëè îí ïàäàòü: - Mem.ReadBoolean(gItems[i].Fall); - // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò: - Mem.ReadInt(gItems[i].SpawnTrigger); - // Îáúåêò ïðåäìåòà: - Obj_LoadState(@gItems[i].Obj, Mem); 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.