1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
22 MAPDEF
, g_textures
, g_phys
, g_saveload
;
30 arrIdx
: Integer; // in ggItems
35 InitX
, InitY
: Integer;
39 QuietRespawn
: Boolean;
40 SpawnTrigger
: Integer;
42 Animation
: TAnimation
;
43 dropped
: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example
46 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
47 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
48 procedure moveBy (dx
, dy
: Integer); inline;
50 property myid
: Integer read arrIdx
;
53 procedure g_Items_LoadData();
54 procedure g_Items_FreeData();
55 procedure g_Items_Init();
56 procedure g_Items_Free();
57 function g_Items_Create(X
, Y
: Integer; ItemType
: Byte;
58 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
59 procedure g_Items_SetDrop (ID
: DWORD
);
60 procedure g_Items_PreUpdate();
61 procedure g_Items_Update();
62 procedure g_Items_Draw();
63 procedure g_Items_DrawDrop();
64 procedure g_Items_Pick(ID
: DWORD
);
65 procedure g_Items_Remove(ID
: DWORD
);
66 procedure g_Items_SaveState (st
: TStream
);
67 procedure g_Items_LoadState (st
: TStream
);
69 procedure g_Items_RestartRound ();
71 function g_Items_ValidId (idx
: Integer): Boolean; inline;
72 function g_Items_ByIdx (idx
: Integer): PItem
;
73 function g_Items_ObjByIdx (idx
: Integer): PObj
;
75 procedure g_Items_EmitPickupSound (idx
: Integer); // at item position
76 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
78 procedure g_Items_AddDynLights();
82 TItemEachAliveCB
= function (it
: PItem
): Boolean is nested
; // return `true` to stop
84 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
85 function g_Items_NextAlive (startIdx
: Integer): PItem
;
88 gItemsTexturesID
: Array [1..ITEM_MAX
] of DWORD
;
89 gMaxDist
: Integer = 1; // for sounds
95 g_basic
, e_graphics
, g_sound
, g_main
, g_gfx
, g_map
,
96 g_game
, g_triggers
, g_console
, g_player
, g_net
, g_netmsg
,
98 g_grid
, binheap
, idpool
, utils
, xstreams
;
102 ggItems
: Array of TItem
= nil;
105 // ////////////////////////////////////////////////////////////////////////// //
107 freeIds
: TIdPool
= nil;
110 // ////////////////////////////////////////////////////////////////////////// //
111 function g_Items_ValidId (idx
: Integer): Boolean; inline;
114 if (idx
< 0) or (idx
> High(ggItems
)) then exit
;
115 if not ggItems
[idx
].slotIsUsed
then exit
;
120 function g_Items_ByIdx (idx
: Integer): PItem
;
122 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
123 result
:= @ggItems
[idx
];
124 if not result
.slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
128 function g_Items_ObjByIdx (idx
: Integer): PObj
;
130 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('g_ItemObjByIdx: invalid index');
131 if not ggItems
[idx
].slotIsUsed
then raise Exception
.Create('g_ItemObjByIdx: requested inexistent item');
132 result
:= @ggItems
[idx
].Obj
;
136 // ////////////////////////////////////////////////////////////////////////// //
137 procedure TItem
.positionChanged ();
139 NeedSend
:= NeedSend
or (Obj
.X
<> Obj
.oldX
) or (Obj
.Y
<> Obj
.oldY
);
142 procedure TItem
.getMapBox (out x
, y
, w
, h
: Integer); inline;
144 x
:= Obj
.X
+Obj
.Rect
.X
;
145 y
:= Obj
.Y
+Obj
.Rect
.Y
;
147 h
:= Obj
.Rect
.Height
;
150 procedure TItem
.moveBy (dx
, dy
: Integer); inline;
152 if (dx
<> 0) or (dy
<> 0) then
160 // ////////////////////////////////////////////////////////////////////////// //
162 ITEM_SIGNATURE
= $4D455449; // 'ITEM'
164 ITEMSIZE
: Array [ITEM_MEDKIT_SMALL
..ITEM_MAX
] of Array [0..1] of Byte =
165 (((14), (15)), // MEDKIT_SMALL
166 ((28), (19)), // MEDKIT_LARGE
167 ((28), (19)), // MEDKIT_BLACK
168 ((31), (16)), // ARMOR_GREEN
169 ((31), (16)), // ARMOR_BLUE
170 ((25), (25)), // SPHERE_BLUE
171 ((25), (25)), // SPHERE_WHITE
172 ((24), (47)), // SUIT
173 ((14), (27)), // OXYGEN
174 ((25), (25)), // INVUL
175 ((62), (24)), // WEAPON_SAW
176 ((63), (12)), // WEAPON_SHOTGUN1
177 ((54), (13)), // WEAPON_SHOTGUN2
178 ((54), (16)), // WEAPON_CHAINGUN
179 ((62), (16)), // WEAPON_ROCKETLAUNCHER
180 ((54), (16)), // WEAPON_PLASMA
181 ((61), (36)), // WEAPON_BFG
182 ((54), (16)), // WEAPON_SUPERPULEMET
183 (( 9), (11)), // AMMO_BULLETS
184 ((28), (16)), // AMMO_BULLETS_BOX
185 ((15), ( 7)), // AMMO_SHELLS
186 ((32), (12)), // AMMO_SHELLS_BOX
187 ((12), (27)), // AMMO_ROCKET
188 ((54), (21)), // AMMO_ROCKET_BOX
189 ((15), (12)), // AMMO_CELL
190 ((32), (21)), // AMMO_CELL_BIG
191 ((22), (29)), // AMMO_BACKPACK
192 ((16), (16)), // KEY_RED
193 ((16), (16)), // KEY_GREEN
194 ((16), (16)), // KEY_BLUE
195 (( 1), ( 1)), // WEAPON_KASTET
196 ((43), (16)), // WEAPON_PISTOL
197 ((14), (18)), // BOTTLE
198 ((16), (15)), // HELMET
199 ((32), (24)), // JETPACK
200 ((25), (25)), // INVIS
201 ((53), (20)), // WEAPON_FLAMETHROWER
202 ((13), (20))); // AMMO_FUELCAN
204 procedure InitTextures();
206 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID
[ITEM_MEDKIT_SMALL
]);
207 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID
[ITEM_MEDKIT_LARGE
]);
208 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID
[ITEM_MEDKIT_BLACK
]);
209 g_Texture_Get('ITEM_SUIT', gItemsTexturesID
[ITEM_SUIT
]);
210 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID
[ITEM_OXYGEN
]);
211 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID
[ITEM_WEAPON_SAW
]);
212 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
]);
213 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
]);
214 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
]);
215 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
]);
216 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID
[ITEM_WEAPON_PLASMA
]);
217 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID
[ITEM_WEAPON_BFG
]);
218 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
]);
219 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
]);
220 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID
[ITEM_AMMO_BULLETS
]);
221 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID
[ITEM_AMMO_BULLETS_BOX
]);
222 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID
[ITEM_AMMO_SHELLS
]);
223 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID
[ITEM_AMMO_SHELLS_BOX
]);
224 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID
[ITEM_AMMO_ROCKET
]);
225 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID
[ITEM_AMMO_ROCKET_BOX
]);
226 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID
[ITEM_AMMO_CELL
]);
227 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID
[ITEM_AMMO_CELL_BIG
]);
228 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID
[ITEM_AMMO_FUELCAN
]);
229 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID
[ITEM_AMMO_BACKPACK
]);
230 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID
[ITEM_KEY_RED
]);
231 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID
[ITEM_KEY_GREEN
]);
232 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID
[ITEM_KEY_BLUE
]);
233 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID
[ITEM_WEAPON_KASTET
]);
234 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID
[ITEM_WEAPON_PISTOL
]);
237 procedure g_Items_LoadData();
239 e_WriteLog('Loading items data...', TMsgType
.Notify
);
241 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD
+':SOUNDS\RESPAWNITEM');
242 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD
+':SOUNDS\GETRULEZ');
243 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD
+':SOUNDS\GETWEAPON');
244 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD
+':SOUNDS\GETITEM');
246 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD
+':TEXTURES\SBLUE', 32, 32, 4, True);
247 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD
+':TEXTURES\SWHITE', 32, 32, 4, True);
248 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD
+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
249 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD
+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
250 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD
+':TEXTURES\JETPACK', 32, 32, 3, True);
251 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD
+':TEXTURES\INVUL', 32, 32, 4, True);
252 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD
+':TEXTURES\INVIS', 32, 32, 4, True);
253 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD
+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
254 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD
+':TEXTURES\BOTTLE', 16, 32, 4, True);
255 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD
+':TEXTURES\HELMET', 16, 16, 4, True);
256 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD
+':TEXTURES\FLAGRED', 64, 64, 5, False);
257 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD
+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
258 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD
+':TEXTURES\FLAGDOM', 64, 64, 5, False);
259 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD
+':TEXTURES\MED1');
260 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD
+':TEXTURES\MED2');
261 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD
+':TEXTURES\SAW');
262 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD
+':TEXTURES\PISTOL');
263 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
264 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD
+':TEXTURES\SHOTGUN1');
265 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD
+':TEXTURES\SHOTGUN2');
266 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD
+':TEXTURES\MGUN');
267 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD
+':TEXTURES\RLAUNCHER');
268 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD
+':TEXTURES\PGUN');
269 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD
+':TEXTURES\BFG');
270 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD
+':TEXTURES\SPULEMET');
271 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD
+':TEXTURES\FLAMETHROWER');
272 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD
+':TEXTURES\CLIP');
273 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD
+':TEXTURES\AMMO');
274 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD
+':TEXTURES\SHELL1');
275 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD
+':TEXTURES\SHELL2');
276 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD
+':TEXTURES\ROCKET');
277 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD
+':TEXTURES\ROCKETS');
278 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD
+':TEXTURES\CELL');
279 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD
+':TEXTURES\CELL2');
280 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD
+':TEXTURES\FUELCAN');
281 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD
+':TEXTURES\BPACK');
282 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD
+':TEXTURES\KEYR');
283 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD
+':TEXTURES\KEYG');
284 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD
+':TEXTURES\KEYB');
285 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD
+':TEXTURES\OXYGEN');
286 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD
+':TEXTURES\SUIT');
287 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
288 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD
+':TEXTURES\BMED');
292 freeIds
:= TIdPool
.Create();
296 procedure g_Items_FreeData();
298 e_WriteLog('Releasing items data...', TMsgType
.Notify
);
300 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
301 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
302 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
303 g_Sound_Delete('SOUND_ITEM_GETITEM');
305 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
306 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
307 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
308 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
309 g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
310 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
311 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
312 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
313 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
314 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
315 g_Frames_DeleteByName('FRAMES_FLAG_RED');
316 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
317 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
318 g_Texture_Delete('ITEM_MEDKIT_SMALL');
319 g_Texture_Delete('ITEM_MEDKIT_LARGE');
320 g_Texture_Delete('ITEM_WEAPON_SAW');
321 g_Texture_Delete('ITEM_WEAPON_PISTOL');
322 g_Texture_Delete('ITEM_WEAPON_KASTET');
323 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
324 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
325 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
326 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
327 g_Texture_Delete('ITEM_WEAPON_PLASMA');
328 g_Texture_Delete('ITEM_WEAPON_BFG');
329 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
330 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
331 g_Texture_Delete('ITEM_AMMO_BULLETS');
332 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
333 g_Texture_Delete('ITEM_AMMO_SHELLS');
334 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
335 g_Texture_Delete('ITEM_AMMO_ROCKET');
336 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
337 g_Texture_Delete('ITEM_AMMO_CELL');
338 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
339 g_Texture_Delete('ITEM_AMMO_FUELCAN');
340 g_Texture_Delete('ITEM_AMMO_BACKPACK');
341 g_Texture_Delete('ITEM_KEY_RED');
342 g_Texture_Delete('ITEM_KEY_GREEN');
343 g_Texture_Delete('ITEM_KEY_BLUE');
344 g_Texture_Delete('ITEM_OXYGEN');
345 g_Texture_Delete('ITEM_SUIT');
346 g_Texture_Delete('ITEM_WEAPON_KASTET');
347 g_Texture_Delete('ITEM_MEDKIT_BLACK');
354 procedure releaseItem (idx
: Integer);
358 if (idx
< 0) or (idx
> High(ggItems
)) then raise Exception
.Create('releaseItem: invalid item id');
359 if not freeIds
.hasAlloced
[LongWord(idx
)] then raise Exception
.Create('releaseItem: trying to release unallocated item (0)');
361 if not it
.slotIsUsed
then raise Exception
.Create('releaseItem: trying to release unallocated item (1)');
362 if (it
.arrIdx
<> idx
) then raise Exception
.Create('releaseItem: arrIdx inconsistency');
363 it
.slotIsUsed
:= false;
364 if (it
.Animation
<> nil) then
370 it
.SpawnTrigger
:= -1;
371 it
.ItemType
:= ITEM_NONE
;
372 it
.NeedSend
:= false;
373 freeIds
.release(LongWord(idx
));
377 procedure growItemArrayTo (newsz
: Integer);
382 if (newsz
< Length(ggItems
)) then exit
;
384 olen
:= Length(ggItems
);
385 SetLength(ggItems
, newsz
);
386 for i
:= olen
to High(ggItems
) do
389 it
.slotIsUsed
:= false;
391 it
.ItemType
:= ITEM_NONE
;
394 it
.SpawnTrigger
:= -1;
395 it
.Respawnable
:= false;
396 it
.NeedSend
:= false;
397 //if not freeIds.hasFree[LongWord(i)] then raise Exception.Create('internal error in item idx manager');
402 function allocItem (): DWORD
;
404 result
:= freeIds
.alloc();
405 if (result
>= Length(ggItems
)) then growItemArrayTo(Integer(result
)+64);
406 if (Integer(result
) > High(ggItems
)) then raise Exception
.Create('allocItem: freeid list corrupted');
407 if (ggItems
[result
].arrIdx
<> Integer(result
)) then raise Exception
.Create('allocItem: arrIdx inconsistency');
411 // it will be slow if the slot is free (we have to rebuild the heap)
412 function wantItemSlot (slot
: Integer): Integer;
417 if (slot
< 0) or (slot
> $0fffffff) then raise Exception
.Create('wantItemSlot: bad item slot request');
418 // do we need to grow item storate?
419 olen
:= Length(ggItems
);
420 if (slot
>= olen
) then growItemArrayTo(slot
+64);
422 it
:= @ggItems
[slot
];
423 if not it
.slotIsUsed
then
425 freeIds
.alloc(LongWord(slot
));
429 if not freeIds
.hasAlloced
[slot
] then raise Exception
.Create('wantItemSlot: internal error in item idx manager');
431 it
.slotIsUsed
:= false;
437 // ////////////////////////////////////////////////////////////////////////// //
438 procedure g_Items_Init ();
442 if gMapInfo
.Height
> gPlayerScreenSize
.Y
then a
:= gMapInfo
.Height
-gPlayerScreenSize
.Y
else a
:= gMapInfo
.Height
;
443 if gMapInfo
.Width
> gPlayerScreenSize
.X
then b
:= gMapInfo
.Width
-gPlayerScreenSize
.X
else b
:= gMapInfo
.Width
;
444 gMaxDist
:= Trunc(Hypot(a
, b
));
448 procedure g_Items_Free ();
452 if (ggItems
<> nil) then
454 for i
:= 0 to High(ggItems
) do ggItems
[i
].Animation
.Free();
461 function g_Items_Create (X
, Y
: Integer; ItemType
: Byte;
462 Fall
, Respawnable
: Boolean; AdjCoord
: Boolean = False; ForcedID
: Integer = -1): DWORD
;
468 if ForcedID
< 0 then find_id
:= allocItem() else find_id
:= wantItemSlot(ForcedID
);
470 //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF}
472 it
:= @ggItems
[find_id
];
474 if (it
.arrIdx
<> Integer(find_id
)) then raise Exception
.Create('g_Items_Create: arrIdx inconsistency');
475 //it.arrIdx := find_id;
476 it
.slotIsUsed
:= true;
478 it
.ItemType
:= ItemType
;
479 it
.Respawnable
:= Respawnable
;
485 it
.QuietRespawn
:= False;
487 it
.NeedSend
:= false;
492 it
.Obj
.Rect
.Width
:= ITEMSIZE
[ItemType
][0];
493 it
.Obj
.Rect
.Height
:= ITEMSIZE
[ItemType
][1];
496 it
.SpawnTrigger
:= -1;
498 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà
503 Obj
.X
:= X
- (Obj
.Rect
.Width
div 2);
504 Obj
.Y
:= Y
- Obj
.Rect
.Height
;
510 it
.Obj
.oldX
:= it
.Obj
.X
;
511 it
.Obj
.oldY
:= it
.Obj
.Y
;
513 // Óñòàíîâêà àíèìàöèè
515 ITEM_ARMOR_GREEN
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORGREEN') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
516 ITEM_ARMOR_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_ARMORBLUE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
517 ITEM_JETPACK
: if g_Frames_Get(ID
, 'FRAMES_ITEM_JETPACK') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
518 ITEM_SPHERE_BLUE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BLUESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 15);
519 ITEM_SPHERE_WHITE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_WHITESPHERE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
520 ITEM_INVUL
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVUL') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
521 ITEM_INVIS
: if g_Frames_Get(ID
, 'FRAMES_ITEM_INVIS') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
522 ITEM_BOTTLE
: if g_Frames_Get(ID
, 'FRAMES_ITEM_BOTTLE') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
523 ITEM_HELMET
: if g_Frames_Get(ID
, 'FRAMES_ITEM_HELMET') then it
.Animation
:= TAnimation
.Create(ID
, True, 20);
526 it
.positionChanged();
531 procedure g_Items_PreUpdate ();
535 if (ggItems
= nil) then Exit
;
536 for i
:= 0 to High(ggItems
) do
537 if (ggItems
[i
].ItemType
<> ITEM_NONE
) and ggItems
[i
].slotIsUsed
then
539 ggItems
[i
].Obj
.oldX
:= ggItems
[i
].Obj
.X
;
540 ggItems
[i
].Obj
.oldY
:= ggItems
[i
].Obj
.Y
;
544 procedure g_Items_Update ();
549 m
, ItemRespawnTime
, RulezRespawnTime
: Word;
552 if (ggItems
= nil) then exit
;
554 // respawn items in 15 seconds regardless of settings during warmup
555 ItemRespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.ItemRespawnTime
, 15);
556 RulezRespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.RulezRespawnTime
, 15);
558 for i
:= 0 to High(ggItems
) do
560 if (ggItems
[i
].ItemType
= ITEM_NONE
) then continue
;
561 if not ggItems
[i
].slotIsUsed
then continue
; // just in case
571 m
:= g_Obj_Move(@Obj
, True, True);
572 positionChanged(); // this updates spatial accelerators
574 // Ñîïðîòèâëåíèå âîçäóõà
575 if gTime
mod (GAME_TICK
*2) = 0 then Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
577 // Åñëè âûïàë çà êàðòó
578 if WordBool(m
and MOVE_FALLOUT
) then
580 if SpawnTrigger
= -1 then
587 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
593 // Åñëè èãðîêè ïîáëèçîñòè
594 if (gPlayers
<> nil) then
596 j
:= Random(Length(gPlayers
))-1;
598 for k
:= 0 to High(gPlayers
) do
601 if j
> High(gPlayers
) then j
:= 0;
603 if (gPlayers
[j
] <> nil) and gPlayers
[j
].alive
and g_Obj_Collide(@gPlayers
[j
].Obj
, @Obj
) then
605 if g_Game_IsClient
then continue
;
607 if not gPlayers
[j
].PickItem(ItemType
, Respawnable
, r
) then continue
;
609 if g_Game_IsNet
then MH_SEND_PlayerStats(gPlayers
[j
].UID
);
613 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
614 +2. I_MEGA,I_INVL,I_SUPER
615 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
617 g_Items_EmitPickupSoundAt(i
, gPlayers
[j
].Obj
.X
, gPlayers
[j
].Obj
.Y
);
619 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
622 if not (Respawnable
and (ItemRespawnTime
> 0)) then
626 if g_Game_IsNet
then MH_SEND_ItemDestroy(False, i
);
634 if nxt
then continue
;
637 if Respawnable
and g_Game_IsServer
then
639 DecMin(RespawnTime
, 0);
640 if (RespawnTime
= 0) and (not alive
) then
642 if not QuietRespawn
then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX
, InitY
);
644 if g_Frames_Get(ID
, 'FRAMES_ITEM_RESPAWN') then
646 Anim
:= TAnimation
.Create(ID
, False, 4);
647 g_GFX_OnceAnim(InitX
+(Obj
.Rect
.Width
div 2)-16, InitY
+(Obj
.Rect
.Height
div 2)-16, Anim
);
659 positionChanged(); // this updates spatial accelerators
663 if g_Game_IsNet
then MH_SEND_ItemSpawn(QuietRespawn
, i
);
664 QuietRespawn
:= false;
668 if (Animation
<> nil) then Animation
.Update();
674 procedure itemsDrawInternal (dropflag
: Boolean);
679 if (ggItems
= nil) then exit
;
681 for i
:= 0 to High(ggItems
) do
684 if (not it
.slotIsUsed
) or (it
.ItemType
= ITEM_NONE
) then continue
; // just in case
685 if not it
.alive
then continue
;
686 if (it
.dropped
<> dropflag
) then continue
;
690 if g_Collide(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
, sX
, sY
, sWidth
, sHeight
) then
692 Obj
.lerp(gLerpFactor
, fX
, fY
);
693 if (Animation
= nil) then
695 e_Draw(gItemsTexturesID
[ItemType
], fX
, fY
, 0, true, false);
699 Animation
.Draw(fX
, fY
, TMirrorType
.None
);
702 if g_debug_Frames
then
704 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
706 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
707 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
716 procedure g_Items_Draw ();
718 itemsDrawInternal(false);
721 procedure g_Items_DrawDrop ();
723 itemsDrawInternal(true);
727 procedure g_Items_SetDrop (ID
: DWORD
);
729 if (ID
< Length(ggItems
)) then
731 ggItems
[ID
].dropped
:= true;
736 procedure g_Items_Pick (ID
: DWORD
);
738 if (ID
< Length(ggItems
)) then
740 ggItems
[ID
].Obj
.oldX
:= ggItems
[ID
].Obj
.X
;
741 ggItems
[ID
].Obj
.oldY
:= ggItems
[ID
].Obj
.Y
;
742 ggItems
[ID
].alive
:= false;
744 // Items respawn timer
745 ggItems
[ID
].RespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.ItemRespawnTime
, 15) * 36;
747 // Rulez respawn timer
748 if ggItems
[ID
].ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
749 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
, ITEM_SUIT
] then
751 ggItems
[ID
].RespawnTime
:= IfThen(gLMSRespawn
= LMS_RESPAWN_NONE
, gGameSettings
.RulezRespawnTime
, 15) * 36;
754 // #### Random powerup respawn ####
755 if LongBool(gGameSettings
.Options
and GAME_OPTION_RULEZRANDOM
) then
757 if ggItems
[ID
].ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
758 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
, ITEM_SUIT
] then
760 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.RulezRespawnTime
+ RandomRange(-gGameSettings
.RulezRespawnRandom
, gGameSettings
.RulezRespawnRandom
+ 1)) * 36);
761 //e_logwritefln ('Randomized rulez %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
765 // #### Random item respawn ####
766 // Randomize respawn for all items (excluding rulez)
767 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMALLRANDOM
) then
769 if ggItems
[ID
].ItemType
in [ITEM_MEDKIT_SMALL
, ITEM_MEDKIT_LARGE
, ITEM_ARMOR_GREEN
,
770 ITEM_ARMOR_BLUE
, ITEM_BOTTLE
, ITEM_HELMET
, ITEM_OXYGEN
,
771 ITEM_AMMO_BULLETS
, ITEM_AMMO_BULLETS_BOX
, ITEM_AMMO_SHELLS
,
772 ITEM_AMMO_SHELLS_BOX
, ITEM_AMMO_ROCKET
, ITEM_AMMO_ROCKET_BOX
,
773 ITEM_AMMO_CELL
, ITEM_AMMO_CELL_BIG
, ITEM_AMMO_FUELCAN
,
774 ITEM_AMMO_BACKPACK
, ITEM_WEAPON_SAW
, ITEM_WEAPON_SHOTGUN1
,
775 ITEM_WEAPON_SHOTGUN2
, ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
,
776 ITEM_WEAPON_PLASMA
, ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
,
777 ITEM_WEAPON_FLAMETHROWER
] then
779 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
780 //e_logwritefln ('Randomized item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
784 // Randomize respawn for heal/armor
785 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMHELPRANDOM
) then
787 if ggItems
[ID
].ItemType
in [ITEM_MEDKIT_SMALL
, ITEM_MEDKIT_LARGE
, ITEM_ARMOR_GREEN
,
788 ITEM_ARMOR_BLUE
, ITEM_BOTTLE
, ITEM_HELMET
, ITEM_OXYGEN
,
789 ITEM_AMMO_BACKPACK
] then
791 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
792 //e_logwritefln ('Randomized help item %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
796 // Randomize respawn for ammo
797 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMAMMORANDOM
) then
799 if ggItems
[ID
].ItemType
in [ITEM_AMMO_BULLETS
, ITEM_AMMO_BULLETS_BOX
, ITEM_AMMO_SHELLS
,
800 ITEM_AMMO_SHELLS_BOX
, ITEM_AMMO_ROCKET
, ITEM_AMMO_ROCKET_BOX
,
801 ITEM_AMMO_CELL
, ITEM_AMMO_CELL_BIG
, ITEM_AMMO_FUELCAN
] then
803 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
804 //e_logwritefln ('Randomized ammo %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
808 // Randomize respawn for weapons
809 if LongBool(gGameSettings
.Options
and GAME_OPTION_ITEMWEAPONRANDOM
) then
811 if ggItems
[ID
].ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
812 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
813 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
] then
815 ggItems
[ID
].RespawnTime
:= Max(1, (gGameSettings
.ItemRespawnTime
+ RandomRange(-gGameSettings
.ItemRespawnRandom
, gGameSettings
.ItemRespawnRandom
+ 1)) * 36);
816 //e_logwritefln ('Randomized weapon %s time: %s', [ggItems[ID].ItemType, ggItems[ID].RespawnTime]);
822 procedure g_Items_Remove (ID
: DWORD
);
827 if not g_Items_ValidId(ID
) then
829 //writeln('g_Items_Remove: invalid item id: ', ID);
830 raise Exception
.Create('g_Items_Remove: invalid item id');
835 if (it
.arrIdx
<> Integer(ID
)) then raise Exception
.Create('g_Items_Remove: arrIdx desync');
837 it
.Obj
.oldX
:= it
.Obj
.X
;
838 it
.Obj
.oldY
:= it
.Obj
.Y
;
839 trig
:= it
.SpawnTrigger
;
843 if (trig
> -1) then g_Triggers_DecreaseSpawner(trig
);
847 procedure g_Items_SaveState (st
: TStream
);
852 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ
854 for i
:= 0 to High(ggItems
) do if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then Inc(count
);
856 // Êîëè÷åñòâî ïðåäìåòîâ
857 utils
.writeInt(st
, LongInt(count
));
858 if (count
= 0) then exit
;
860 for i
:= 0 to High(ggItems
) do
862 if (ggItems
[i
].ItemType
<> ITEM_NONE
) and (ggItems
[i
].slotIsUsed
) then
864 // Ñèãíàòóðà ïðåäìåòà
865 utils
.writeSign(st
, 'ITEM');
866 utils
.writeInt(st
, Byte(0));
868 tt
:= ggItems
[i
].ItemType
;
869 if ggItems
[i
].dropped
then tt
:= tt
or $80;
870 utils
.writeInt(st
, Byte(tt
));
872 utils
.writeBool(st
, ggItems
[i
].Respawnable
);
873 // Êîîðäèíàòû ðåñïóíà
874 utils
.writeInt(st
, LongInt(ggItems
[i
].InitX
));
875 utils
.writeInt(st
, LongInt(ggItems
[i
].InitY
));
877 utils
.writeInt(st
, Word(ggItems
[i
].RespawnTime
));
878 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
879 utils
.writeBool(st
, ggItems
[i
].alive
);
880 // Ìîæåò ëè îí ïàäàòü
881 utils
.writeBool(st
, ggItems
[i
].Fall
);
882 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
883 utils
.writeInt(st
, LongInt(ggItems
[i
].SpawnTrigger
));
885 Obj_SaveState(st
, @ggItems
[i
].Obj
);
891 procedure g_Items_LoadState (st
: TStream
);
893 count
, i
, a
: Integer;
900 // Êîëè÷åñòâî ïðåäìåòîâ
901 count
:= utils
.readLongInt(st
);
902 if (count
= 0) then exit
;
903 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid number of items');
905 for a
:= 0 to count
-1 do
907 // Ñèãíàòóðà ïðåäìåòà
908 if not utils
.checkSign(st
, 'ITEM') then raise XStreamError
.Create('invalid item signature');
909 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid item version');
911 b
:= utils
.readByte(st
); // bit7=1: monster drop
913 i
:= g_Items_Create(0, 0, b
and $7F, False, False);
914 if ((b
and $80) <> 0) then g_Items_SetDrop(i
);
916 ggItems
[i
].Respawnable
:= utils
.readBool(st
);
917 // Êîîðäèíàòû ðåñïóíà
918 ggItems
[i
].InitX
:= utils
.readLongInt(st
);
919 ggItems
[i
].InitY
:= utils
.readLongInt(st
);
921 ggItems
[i
].RespawnTime
:= utils
.readWord(st
);
922 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò
923 ggItems
[i
].alive
:= utils
.readBool(st
);
924 // Ìîæåò ëè îí ïàäàòü
925 ggItems
[i
].Fall
:= utils
.readBool(st
);
926 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò
927 ggItems
[i
].SpawnTrigger
:= utils
.readLongInt(st
);
929 Obj_LoadState(@ggItems
[i
].Obj
, st
);
934 procedure g_Items_RestartRound ();
939 for i
:= 0 to High(ggItems
) do
942 it
.Obj
.oldX
:= it
.Obj
.X
;
943 it
.Obj
.oldY
:= it
.Obj
.Y
;
944 if not it
.slotIsUsed
then continue
;
945 if it
.Respawnable
and (it
.ItemType
<> ITEM_NONE
) then
947 it
.QuietRespawn
:= True;
953 if g_Game_IsNet
then MH_SEND_ItemDestroy(True, i
);
959 function g_Items_ForEachAlive (cb
: TItemEachAliveCB
; backwards
: Boolean=false): Boolean;
964 if (ggItems
= nil) or not assigned(cb
) then exit
;
968 for idx
:= High(ggItems
) downto 0 do
970 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
972 result
:= cb(@ggItems
[idx
]);
979 for idx
:= 0 to High(ggItems
) do
981 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
983 result
:= cb(@ggItems
[idx
]);
990 function g_Items_NextAlive (startIdx
: Integer): PItem
;
995 if (ggItems
= nil) or (startIdx
>= High(ggItems
)) then exit
;
996 for idx
:= startIdx
+ 1 to High(ggItems
) do
997 if ggItems
[idx
].alive
and ggItems
[idx
].slotIsUsed
then
999 result
:= @ggItems
[idx
];
1004 // ////////////////////////////////////////////////////////////////////////// //
1005 procedure g_Items_EmitPickupSound (idx
: Integer);
1009 if not g_Items_ValidId(idx
) then exit
;
1010 it
:= @ggItems
[idx
];
1011 g_Items_EmitPickupSoundAt(idx
, it
.Obj
.X
, it
.Obj
.Y
);
1014 procedure g_Items_EmitPickupSoundAt (idx
, x
, y
: Integer);
1018 if not g_Items_ValidId(idx
) then exit
;
1020 it
:= @ggItems
[idx
];
1021 if gSoundEffectsDF
then
1023 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_INVUL
,
1024 ITEM_INVIS
, ITEM_MEDKIT_BLACK
, ITEM_JETPACK
] then
1026 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
1028 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
1029 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
1030 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
,
1031 ITEM_AMMO_BACKPACK
] then
1033 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
1037 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
1042 if it
.ItemType
in [ITEM_SPHERE_BLUE
, ITEM_SPHERE_WHITE
, ITEM_SUIT
,
1043 ITEM_MEDKIT_BLACK
, ITEM_INVUL
, ITEM_INVIS
, ITEM_JETPACK
] then
1045 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x
, y
);
1047 else if it
.ItemType
in [ITEM_WEAPON_SAW
, ITEM_WEAPON_PISTOL
, ITEM_WEAPON_SHOTGUN1
, ITEM_WEAPON_SHOTGUN2
,
1048 ITEM_WEAPON_CHAINGUN
, ITEM_WEAPON_ROCKETLAUNCHER
, ITEM_WEAPON_PLASMA
,
1049 ITEM_WEAPON_BFG
, ITEM_WEAPON_SUPERPULEMET
, ITEM_WEAPON_FLAMETHROWER
] then
1051 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x
, y
);
1055 g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x
, y
);
1061 procedure g_Items_AddDynLights();
1066 for f
:= 0 to High(ggItems
) do
1069 if not it
.alive
then continue
;
1071 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);
1072 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);
1073 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);
1074 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);
1075 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);
1076 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);
1077 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);
1078 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);
1079 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);
1080 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);
1081 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);
1082 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);