/usr/src/castle-game-engine-6.4/game/castleitems.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 | {
Copyright 2006-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Items, things that can be picked up, carried and used. }
unit CastleItems;
{$I castleconf.inc}
interface
uses Generics.Collections,
CastleBoxes, X3DNodes, CastleScene, CastleVectors, CastleUtils,
CastleClassUtils, Classes, CastleImages, CastleGLUtils,
CastleResources, CastleGLImages,
CastleXMLConfig, CastleSoundEngine, CastleFrustum,
Castle3D, CastleTransform, CastleColors, CastleDebugTransform;
type
TInventoryItem = class;
TInventoryItemClass = class of TInventoryItem;
{ Basic resource of an item that can be picked up, used and such.
A "resource" is an information shared by all items of given type,
for example you can have two instances of class TItemResource:
Sword and LifePotion. (Actually, TItemWeaponResource, which is a descendant
of TItemResource, sounds like a better candidate for the Sword.)
Using them, you can create milions of actual swords and life potions,
and place them of your level (as well as in inventories of creatures
able to carry items). Every life potion (TInventoryItem instance)
may keep some individual information (for example, how much of the potion
is already used/drunk), but all life potions will share the same
TItemResource instance, so e.g. they all will be displayed using the same model
on 3D level (TItemResource.BaseAnimation) and the same image in 2D inventory
(TItemResource.Image). }
TItemResource = class(T3DResource)
strict private
FBaseAnimation: T3DResourceAnimation;
FCaption: string;
FImageURL: string;
FImage: TEncodedImage;
FGLImage: TGLImage;
private
{ The largest possible bounding box of the 3D item,
taking into account that actual item 3D model will be rotated when
placed on world. You usually want to add current item position to this. }
function BoundingBoxRotated(const GravityUp: TVector3): TBox3D;
protected
procedure PrepareCore(const Params: TPrepareParams;
const DoProgress: boolean); override;
{ Which TInventoryItem descendant to create when constructing item
of this resource by CreateItem. }
function ItemClass: TInventoryItemClass; virtual;
public
constructor Create(const AName: string); override;
destructor Destroy; override;
procedure LoadFromFile(ResourceConfig: TCastleConfig); override;
{ Nice caption to display. }
property Caption: string read FCaption;
property BaseAnimation: T3DResourceAnimation read FBaseAnimation;
{ 2D image representing an item, to be used when showing inventory and such.
The core engine itself doesn't use it, and doesn't force anything
about such image (whether it should have some specific size,
whether it should have alpha channel and such).
It is up to the final game to make use of these images.
If you're wondering how to generate such image:
one option is to open the item 3D model in
[http://castle-engine.sourceforge.net/view3dscene.php]
and use "Display -> Screenshot ..." menu option (maybe the one
that makes transparent background).
It is usually a good idea to also remember the camera used for such
screenshot with "Console -> Print Current Camera (Viewpoint)..."
menu option. }
function Image: TEncodedImage;
property ImageURL: string read FImageURL;
{ Resource to draw @link(Image). }
function GLImage: TGLImage;
{ Create item. This is how you should create new TInventoryItem instances.
It is analogous to TCreatureResource.CreateCreature, but now for items.
Note that the item itself doesn't exist on a 3D world --- you have to
put it there if you want by TInventoryItem.PutOnWorld. That is because items
can also exist only in player's backpack and such, and then they
are independent from 3D world.
@bold(Examples:)
You usually define your own item resources by adding a subdirectory with
resource.xml file to your game data. See
[http://castle-engine.sourceforge.net/creating_data_resources.php]
and engine tutorial for examples how to do this. Then you load the item
resources with
@longCode(#
var
Sword: TItemResource;
...
Resources.LoadFromFiles;
Sword := Resources.FindName('Sword') as TItemResource;
#)
where 'Sword' is just our example item resource, assuming that one of your
resource.xml files has resource with name="Sword".
Now if you want to add the sword to your 3D world by code:
Because TInventoryItem instance is automatically
owned (freed) by the 3D world or inventory that contains it, a simplest
example how to add an item to your 3D world is this:
@longCode(#
Sword.CreateItem(1).PutOnWorld(SceneManager.World, Vector3(2, 3, 4));
#)
This adds 1 item of the MyItemResource to the 3D world,
on position (2, 3, 4). In simple cases you can get SceneManager
instance from TCastleWindow.SceneManager or TCastleControl.SceneManager.
If you want to instead add sword to the inventory of Player,
you can call
@longCode(#
SceneManager.Player.PickItem(Sword.CreateItem(1));
#)
This assumes that you use SceneManager.Player property. It's not really
obligatory, but it's the simplest way to have player with an inventory.
See engine tutorial for examples how to create player.
Anyway, if you have any TInventory instance, you can use
TInventory.Pick to add TInventoryItem this way. }
function CreateItem(const AQuantity: Cardinal): TInventoryItem;
{ Instantiate placeholder by create new item with CreateItem
and putting it on level with TInventoryItem.PutOnWorld. }
procedure InstantiatePlaceholder(World: TSceneManagerWorld;
const APosition, ADirection: TVector3;
const NumberPresent: boolean; const Number: Int64); override;
function AlwaysPrepared: boolean; override;
end;
{ Weapon that can make an immiediate attack (short-range/shoot)
or fire a missile. }
TItemWeaponResource = class(TItemResource)
private
FEquippingSound: TSoundType;
FAttackAnimation: T3DResourceAnimation;
FReadyAnimation: T3DResourceAnimation;
FAttackTime: Single;
FAttackSoundStart: TSoundType;
FAttackAmmo: string;
FAttackSoundHit: TSoundType;
FAttackDamageConst: Single;
FAttackDamageRandom: Single;
FAttackKnockbackDistance: Single;
FAttackShoot: boolean;
FFireMissileName: string;
FFireMissileSound: TSoundType;
protected
function ItemClass: TInventoryItemClass; override;
public
const
DefaultAttackTime = 0.0;
DefaultAttackDamageConst = 0.0;
DefaultAttackDamageRandom = 0.0;
DefaultAttackKnockbackDistance = 0.0;
DefaultAttackShoot = false;
constructor Create(const AName: string); override;
{ Sound to make on equipping. Each weapon can have it's own
equipping sound. }
property EquippingSound: TSoundType
read FEquippingSound write FEquippingSound;
{ Animation of attack with this weapon. }
property AttackAnimation: T3DResourceAnimation read FAttackAnimation;
{ Animation of keeping weapon ready. }
property ReadyAnimation: T3DResourceAnimation read FReadyAnimation;
{ Common properties for all types of attack (short-range/shoot,
fire missile) below. }
{ A time within AttackAnimationat at which TItemWeapon.Attack
method will be called, which actually hits the enemy. }
property AttackTime: Single read FAttackTime write FAttackTime
default DefaultAttackTime;
{ Sound when attack starts. This is played when attack animation starts,
and it means that we already checked that you have necessary ammunition
(see AttackAmmo).
None (stNone) by default. }
property AttackSoundStart: TSoundType
read FAttackSoundStart write FAttackSoundStart;
{ Ammunition required to make an attack (applies to both immediate attack,
like short-range/shoot, and firing missiles).
Indicates item resource name to use as ammunition (like 'Quiver' or 'Bullets').
It may be empty, in which case the ammunition is not necessary to make
an attack.
If it's set, we will check whether owner of the weapon (like a player)
has at least one item of this resource, and we'll decrease it
when firing.
For example, if this weapon is a pistol, then you can set
AttackDamageConst and AttackDamageRandom to non-zero and AttackShoot
to @true to perform an immediatele shooting attack.
And set AttackAmmo to something like 'Bullets'.
For example, if this weapon is a bow, then you can set
FireMissileName to 'Arrow', to fire arrows as missiles (they will
fly and can be avoided by fast moving enemies).
And set AttackAmmo to something like 'Quiver'. }
property AttackAmmo: string read FAttackAmmo write FAttackAmmo;
{ Immediate attack (short-range/shoot) damage and knockback.
This type of attack (along with AttackSoundHit) is only
done if one of these properties is non-zero. They must be >= 0.
@groupBegin }
property AttackDamageConst: Single read FAttackDamageConst write FAttackDamageConst
default DefaultAttackDamageConst;
property AttackDamageRandom: Single read FAttackDamageRandom write FAttackDamageRandom
default DefaultAttackDamageRandom;
property AttackKnockbackDistance: Single
read FAttackKnockbackDistance write FAttackKnockbackDistance
default DefaultAttackKnockbackDistance;
{ @groupEnd }
{ Does the immediate attack is shooting.
@unorderedList(
@item(Shooting means that the hit enemy is determined by casting a ray from
owner (like a shooting player) and seeing what it hits. Even enemies
far away may be hit, but you have to aim precisely.)
@item(When this is @false, we make a short-range (melee) attack.
In this case the hit enemy is determined by looking at the weapon
bounding volume near owner. Only the enemies
very close to the owner get hit.)
) }
property AttackShoot: boolean read FAttackShoot write FAttackShoot
default DefaultAttackShoot;
{ Sound on successful hit by an immediate attack (short-range/shoot). }
property AttackSoundHit: TSoundType read FAttackSoundHit write FAttackSoundHit;
{ Creature resource name to be created (like 'Arrow') when firing a missile.
Must be set to something not empty to actually fire a missile. }
property FireMissileName: string read FFireMissileName write FFireMissileName;
{ Sound on missile fired.
None (stNone) by default. }
property FireMissileSound: TSoundType read FFireMissileSound write FFireMissileSound;
procedure LoadFromFile(ResourceConfig: TCastleConfig); override;
end;
TItemOnWorld = class;
TAliveWithInventory = class;
{ An item that can be used, kept in the inventory, or (using PutOnWorld
that wraps it in TItemOnWorld) dropped on 3D world.
Thanks to the @link(Quantity) property, this may actually represent
many "stacked" items, all having the same properties. }
TInventoryItem = class(TComponent)
private
FResource: TItemResource;
FQuantity: Cardinal;
FOwner3D: TCastleTransform;
protected
{ Try to sum (stack) the given Item with current TInventoryItem.
The idea is that if player has 5 arrows, and picks an item representing
another 5 arrows, then we sum then into one TInventoryItem instance
representing 10 arrows.
Various games, and various items,
may require various approaches: for example, maybe you don't want
some items to stack at all (e.g. you want to only allow stacking
for items naturally appearing in vast quantities, like arrows and bolts
and bullets (if you represent them as TInventoryItem at all)).
Maybe you want to allow stacking only to centain number, e.g. arrows
are summed into groups of maximum 20 items, anything above creates new stack?
Overriding this procedure allows you to do all this.
You can here increase the Quantity of current item,
decrease the Quantity of parameter Item. In case the parameter Item
no longer exists (it's Quantity reaches 0) you have to free it
and set to @nil the Item parameter, in practice you usually want
to call then @code(FreeAndNil(Item)).
The default implementation of this in TInventoryItem class
allows stacking always, as long as the Resource matches.
This means that, by default, every TItemResource is existing at most once
in TAliveWithInventory.Inventory. }
procedure Stack(var Item: TInventoryItem); virtual;
{ Item is picked by an alive player/creature.
The default implementation in this class adds the item to the Inventory
by calling TAliveWithInventory.PickItem.
You can override this to cause different behavior (for example,
to consume some items right at pickup).
Remember that this method must take care of memory management
of this item. }
procedure Picked(const NewOwner: TAliveWithInventory); virtual;
{ Use this item.
In this class, this just prints a message "this item cannot be used".
Implementation of this method can assume for now that this is one of
player's owned Items. Implementation of this method can change
our properties, including Quantity.
As a very special exception, implementation of this method
is allowed to set Quantity of Item to 0.
Never call this method when Player.Dead. Implementation of this
method may assume that Player is not Dead.
Caller of this method should always be prepared to immediately
handle the "Quantity = 0" situation by freeing given item,
removing it from any list etc. }
procedure Use; virtual;
public
property Resource: TItemResource read FResource;
{ Quantity of this item.
This must always be >= 1. }
property Quantity: Cardinal read FQuantity write FQuantity;
{ Splits item (with Quantity >= 2) into two items.
It returns newly created object with the same properties
as this object, and with Quantity set to QuantitySplit.
And it lowers our Quantity by QuantitySplit.
Always QuantitySplit must be >= 1 and < Quantity. }
function Split(QuantitySplit: Cardinal): TInventoryItem;
{ Create TItemOnWorld instance referencing this item,
and add this to the given 3D AWorld.
Although normal item knows (through Owner3D) the world it lives in,
but this method may be used for items that don't have an owner yet,
so we take AWorld parameter explicitly.
This is how you should create new TItemOnWorld instances.
It is analogous to TCreatureResource.CreateCreature, but now for items. }
function PutOnWorld(const AWorld: TSceneManagerWorld;
const APosition: TVector3): TItemOnWorld;
{ 3D owner of the item,
like a player or creature (if the item is in the backpack)
or the TItemOnWorld instance (if the item is lying on the world,
pickable). May be @nil only in special situations (when item is moved
from one 3D to another, and technically it's safer to @nil this
property).
The owner is always responsible for freeing this TInventoryItem instance
(in case of TItemOnWorld, it does it directly;
in case of player or creature, it does it by TInventory). }
property Owner3D: TCastleTransform read FOwner3D;
{ 3D world of this item, if any.
Although the TInventoryItem, by itself, is not a 3D thing
(only pickable TItemOnWorld is a 3D thing).
But it exists inside a 3D world: either as pickable (TItemOnWorld),
or as being owned by a 3D object (like player or creature) that are
part of 3D world. In other words, our Owner3D.World is the 3D world
this item lives in. }
function World: TSceneManagerWorld;
end;
TItemWeapon = class(TInventoryItem)
private
{ Weapon AttackAnimation is in progress.}
Attacking: boolean;
{ If Attacking, then this is time of attack start, from LifeTime. }
AttackStartTime: Single;
{ If Attacking, then this says whether Attack was already called. }
AttackDone: boolean;
protected
{ Make real attack, immediate (short-range/shoot) or firing missile.
Called during weapon TItemWeaponResource.AttackAnimation,
at the time TItemWeaponResource.AttackTime.
The default implementation in @className does a short-range/shoot
attack (if AttackDamageConst or AttackDamageRandom or AttackKnockbackDistance
non-zero) and fires a missile (if FireMissileName not empty). }
procedure Attack; virtual;
procedure Use; override;
public
function Resource: TItemWeaponResource;
{ Owner equips this weapon. }
procedure Equip; virtual;
{ Owner starts attack with this equipped weapon. }
procedure EquippedAttack(const LifeTime: Single); virtual;
{ Time passses for equipped weapon. }
procedure EquippedUpdate(const LifeTime: Single); virtual;
{ Return the 3D model to render for this equipped weapon, or @nil if none. }
function EquippedScene(const LifeTime: Single): TCastleScene; virtual;
end;
{ List of items, with a 3D object (like a player or creature) owning
these items. Do not directly change this list, always use
the owner (TAliveWithInventory) methods like
@link(TAliveWithInventory.PickItem) or
@link(TAliveWithInventory.DropItem).
They make sure that items are correctly stacked, and that
TInventoryItem.Owner3D and memory management is good. }
TInventory = class({$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TInventoryItem>)
private
FOwner3D: TAliveWithInventory;
protected
{ Add Item to inventory. See TAliveWithInventory.PickItemUpdate description,
this method actually implements it. }
function Pick(var Item: TInventoryItem): Integer;
{ Drop item with given index.
ItemIndex must be valid (between 0 and Items.Count - 1).
You @italic(must) take care yourself of returned TInventoryItem memory
management.
This is the low-level basis for TAliveWithInventory.DropItem. }
function Drop(const ItemIndex: Integer): TInventoryItem;
{ Pass here items owned by this list, immediately after decreasing
their Quantity. This frees the item (removing it from the list)
if it's quantity reached zero. }
procedure CheckDepleted(const Item: TInventoryItem);
{ Use the item of given index.
This is the low-level basis for TAliveWithInventory.UseItem. }
procedure Use(const Index: Integer);
public
constructor Create(const AOwner3D: TAliveWithInventory);
{ Owner of the inventory (like a player or creature).
Never @nil, always valid for given inventory.
All items on this list always have the same TInventoryItem.Owner3D value
as the inventory they are in. }
property Owner3D: TAliveWithInventory read FOwner3D;
{ Searches for item of given Resource. Returns index of first found,
or -1 if not found. }
function FindResource(Resource: TItemResource): Integer;
end;
{ Item that is placed on a 3D world, ready to be picked up.
It's not in anyone's inventory. }
TItemOnWorld = class(TCastleTransform)
private
type
{ A debug visualization that can be added to TItemOnWorld
to visualize the parameters of it's parent (bounding volumes and such).
See @link(TDebugTransform) for usage details. }
TItemDebugTransform = class(TDebugTransform)
strict private
FBoxRotated: TDebugBox;
FParent: TItemOnWorld;
strict protected
procedure Initialize; override;
procedure Update; override;
public
procedure Attach(const AParent: TItemOnWorld);
end;
var
FItem: TInventoryItem;
FResourceFrame: TResourceFrame;
ItemRotation, LifeTime: Single;
FDebugTransform: TItemDebugTransform;
function BoundingBoxRotated: TBox3D;
public
class var
{ Render debug bounding boxes and captions at every creature. }
RenderDebug: boolean;
{ Speed of the rotation of 3D item on world.
In radians per second, default is DefaultRotationSpeed.
Set to zero to disable rotation. }
RotationSpeed: Single;
{ Does the player automatically picks up items by walking over them.
Default is @true. If you set this to @false, you most probably want to
implement some other way of picking up items, use the ExtractItem method.
More precisely, this variable controls when TInventoryItem.Picked
is called. When @true, it is called for player when player steps over
an item (otherwise it's never called).
You can always override TInventoryItem.Picked for particular items
to customize what happens at "pick" --- the default implementation
picks an item by adding it to inventory, but you could override it
e.g. to consume some potions immediately on pickup. }
AutoPick: boolean;
const
DefaultRotationSpeed = Pi;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
function GetExists: boolean; override;
{ The Item owned by this TItemOnWorld instance. Never @nil. }
property Item: TInventoryItem read FItem;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
property Collides default false;
property CollidesWithMoving default true;
{ Extract the @link(Item), used when picking up the TInventoryItem
instance referenced by this TItemOnWorld instance. This returns our
@link(Item) property, and clears it (clearing also TInventoryItem.Owner3D).
At the next @link(Update), this TItemOnWorld instance will be freed
and removed from 3D world.
It's up to you what to do with resulting TInventoryItem instance.
You can pick it up, by TAliveWithInventory.PickItem
(for example player is an instance of TAliveWithInventory),
or add it back to 3D world by TInventoryItem.PutOnWorld,
or at least free it (or you'll get a memory leak). }
function ExtractItem: TInventoryItem;
end;
{ Alive 3D thing that has inventory (can keep items). }
TAliveWithInventory = class(TAlive)
private
FInventory: TInventory;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Owned items. Never change the contents of this list directly,
always use TAliveWithInventory methods like PickItem
or DropItem for this. }
property Inventory: TInventory read FInventory;
{ Add given Item to @link(Inventory).
Because an item may be stacked with others,
the actual Item instance may be freed and replaced with other by
this method, that is why Item parameter is "var".
Use PickItem method if you don't care about your Item instance.
Returns index to the added item.
Using this method means that the memory management of the item
becomes the responsibility of this list. }
function PickItemUpdate(var Item: TInventoryItem): Integer; virtual;
{ Add given Item to @link(Inventory). See PickItemUpdate for details.
This is a shortcut to call PickItemUpdate and then ignore changes
to Item instance. Calling this method may be comfortable,
but remember that the Item instance possibly doesn't exist after we finish. }
function PickItem(Item: TInventoryItem): Integer;
{ Drop item from @link(Inventory).
It is Ok to pass here Index out of range, it will be ignored.
@returns(Droppped item, or @nil if the operation was not completed due
to any reason (e.g. no space on 3D world to fit this item).) }
function DropItem(const Index: Integer): TItemOnWorld; virtual;
{ Use an item from @link(Inventory).
Calls TInventoryItem.Use, and then checks whether
the item was depleted (and eventually removes it from repository).
It is Ok to pass here Index out of range, it will be ignored. }
procedure UseItem(const Index: Integer); virtual;
end;
TItemOnWorldExistsEvent = function(const Item: TItemOnWorld): boolean of object;
var
{ Global callback to control items on level existence. }
OnItemOnWorldExists: TItemOnWorldExistsEvent;
implementation
uses SysUtils, CastleFilesUtils, CastlePlayer, CastleGameNotifications,
CastleConfig, CastleCreatures;
{ TItemResource ------------------------------------------------------------ }
constructor TItemResource.Create(const AName: string);
begin
inherited;
FBaseAnimation := T3DResourceAnimation.Create(Self, 'base');
end;
destructor TItemResource.Destroy;
begin
FreeAndNil(FImage);
FreeAndNil(FGLImage);
inherited;
end;
procedure TItemResource.LoadFromFile(ResourceConfig: TCastleConfig);
begin
inherited;
FImageURL := ResourceConfig.GetURL('image');
FCaption := ResourceConfig.GetValue('caption', '');
if FCaption = '' then
raise Exception.CreateFmt('Empty caption attribute for item "%s"', [Name]);
end;
function TItemResource.Image: TEncodedImage;
begin
if FImage = nil then
FImage := LoadEncodedImage(ImageURL);
Result := FImage;
end;
function TItemResource.GLImage: TGLImage;
begin
if FGLImage = nil then
{ TODO: this will load the ImageURL 2nd time. }
FGLImage := TGLImage.Create(ImageURL);
Result := FGLImage;
end;
procedure TItemResource.PrepareCore(const Params: TPrepareParams;
const DoProgress: boolean);
begin
inherited;
{ prepare GLImage now }
GLImage;
end;
function TItemResource.CreateItem(const AQuantity: Cardinal): TInventoryItem;
begin
Result := ItemClass.Create(nil { for now, TInventoryItem.Owner is always nil });
{ set properties that in practice must have other-than-default values
to sensibly use the item }
Result.FResource := Self;
Result.FQuantity := AQuantity;
Assert(Result.Quantity >= 1, 'Item''s Quantity must be >= 1');
end;
function TItemResource.ItemClass: TInventoryItemClass;
begin
Result := TInventoryItem;
end;
procedure TItemResource.InstantiatePlaceholder(World: TSceneManagerWorld;
const APosition, ADirection: TVector3;
const NumberPresent: boolean; const Number: Int64);
var
ItemQuantity: Cardinal;
begin
{ calculate ItemQuantity }
if NumberPresent then
ItemQuantity := Number else
ItemQuantity := 1;
CreateItem(ItemQuantity).PutOnWorld(World, APosition);
end;
function TItemResource.AlwaysPrepared: boolean;
begin
Result := true;
end;
function TItemResource.BoundingBoxRotated(const GravityUp: TVector3): TBox3D;
var
B: TBox3D;
begin
B := FBaseAnimation.BoundingBox;
Result :=
B.Transform(RotationMatrixDeg(45 , GravityUp)) +
B.Transform(RotationMatrixDeg(45 + 90 , GravityUp)) +
B.Transform(RotationMatrixDeg(45 + 90 * 2, GravityUp)) +
B.Transform(RotationMatrixDeg(45 + 90 * 3, GravityUp));
end;
{ TItemWeaponResource ------------------------------------------------------------ }
constructor TItemWeaponResource.Create(const AName: string);
begin
inherited;
FAttackAnimation := T3DResourceAnimation.Create(Self, 'attack');
FReadyAnimation := T3DResourceAnimation.Create(Self, 'ready');
FAttackTime := DefaultAttackTime;
FAttackDamageConst := DefaultAttackDamageConst;
FAttackDamageRandom := DefaultAttackDamageRandom;
FAttackKnockbackDistance := DefaultAttackKnockbackDistance;
FAttackShoot := DefaultAttackShoot;
end;
procedure TItemWeaponResource.LoadFromFile(ResourceConfig: TCastleConfig);
begin
inherited;
EquippingSound := SoundEngine.SoundFromName(
ResourceConfig.GetValue('equipping_sound', ''));
AttackTime := ResourceConfig.GetFloat('attack/time', DefaultAttackTime);
AttackSoundStart := SoundEngine.SoundFromName(
ResourceConfig.GetValue('attack/sound_start', ''));
AttackAmmo := ResourceConfig.GetValue('attack/ammo', '');
AttackSoundHit := SoundEngine.SoundFromName(
ResourceConfig.GetValue('attack/sound_hit', ''));
AttackDamageConst := ResourceConfig.GetFloat('attack/damage/const',
DefaultAttackDamageConst);
AttackDamageRandom := ResourceConfig.GetFloat('attack/damage/random',
DefaultAttackDamageRandom);
AttackKnockbackDistance := ResourceConfig.GetFloat('attack/knockback_distance',
DefaultAttackKnockbackDistance);
AttackShoot := ResourceConfig.GetValue('attack/shoot', DefaultAttackShoot);
FireMissileName := ResourceConfig.GetValue('fire_missile/name', '');
FireMissileSound := SoundEngine.SoundFromName(
ResourceConfig.GetValue('fire_missile/sound', ''));
end;
function TItemWeaponResource.ItemClass: TInventoryItemClass;
begin
Result := TItemWeapon;
end;
{ TInventoryItem ------------------------------------------------------------ }
procedure TInventoryItem.Stack(var Item: TInventoryItem);
begin
if Item.Resource = Resource then
begin
{ Stack Item with us }
Quantity := Quantity + Item.Quantity;
FreeAndNil(Item);
end;
end;
function TInventoryItem.Split(QuantitySplit: Cardinal): TInventoryItem;
begin
Check(Between(Integer(QuantitySplit), 1, Quantity - 1),
'You must split >= 1 and less than current Quantity');
Result := Resource.CreateItem(QuantitySplit);
FQuantity := FQuantity - QuantitySplit;
end;
function TInventoryItem.PutOnWorld(const AWorld: TSceneManagerWorld;
const APosition: TVector3): TItemOnWorld;
begin
Result := TItemOnWorld.Create(AWorld { owner });
{ set properties that in practice must have other-than-default values
to sensibly use the item }
Result.FItem := Self;
FOwner3D := Result;
Result.SetView(APosition, AnyOrthogonalVector(AWorld.GravityUp), AWorld.GravityUp);
Result.Gravity := true;
Result.FallSpeed := Resource.FallSpeed;
Result.GrowSpeed := Resource.GrowSpeed;
Result.CastShadowVolumes := Resource.CastShadowVolumes;
AWorld.Add(Result);
end;
procedure TInventoryItem.Use;
begin
Notifications.Show('This item cannot be used');
end;
function TInventoryItem.World: TSceneManagerWorld;
begin
if Owner3D <> nil then
Result := Owner3D.World else
Result := nil;
end;
procedure TInventoryItem.Picked(const NewOwner: TAliveWithInventory);
begin
NewOwner.PickItem(Self);
end;
{ TItemWeapon ---------------------------------------------------------------- }
procedure TItemWeapon.Attack;
var
Attacker: TAlive;
AttackDC, AttackDR, AttackKD: Single;
AttackSoundHitDone: boolean;
procedure ImmediateAttackHit(Enemy: TAlive);
begin
if not AttackSoundHitDone then
begin
SoundEngine.Sound(Resource.AttackSoundHit);
AttackSoundHitDone := true;
end;
Enemy.Hurt(AttackDC + Random * AttackDR, Attacker.Direction, AttackKD, Attacker);
end;
procedure ShootAttack;
var
I: Integer;
Hit: TRayCollision;
begin
{ TODO: allow some helpers for aiming,
similar to TCastleSceneManager.ApproximateActivation
or maybe just collide a tube (not infinitely thin ray) with world. }
Hit := Attacker.Ray(Attacker.Middle, Attacker.Direction);
if Hit <> nil then
begin
for I := 0 to Hit.Count - 1 do
if Hit[I].Item is TAlive then
begin
ImmediateAttackHit(TAlive(Hit[I].Item));
Break;
end;
FreeAndNil(Hit);
end;
end;
procedure ShortRangeAttack;
var
I: Integer;
Enemy: TAlive;
WeaponBoundingBox: TBox3D;
begin
{ Attacker.Direction may be multiplied by something here for long-range weapons }
WeaponBoundingBox := Attacker.BoundingBox.Translate(Attacker.Direction);
{ Tests: Writeln('WeaponBoundingBox is ', WeaponBoundingBox.ToNiceStr); }
{ TODO: we would prefer to use World.BoxCollision for this,
but we need to know which creature was hit. }
for I := 0 to World.Count - 1 do
if World[I] is TAlive then
begin
Enemy := TAlive(World[I]);
{ Tests: Writeln('Creature bbox is ', C.BoundingBox.ToNiceStr); }
if (Enemy <> Attacker) and
Enemy.BoundingBox.Collision(WeaponBoundingBox) then
ImmediateAttackHit(Enemy);
end;
end;
procedure FireMissileAttack;
begin
(Resources.FindName(Resource.FireMissileName) as TCreatureResource).
CreateCreature(World, Attacker.Translation, Attacker.Direction);
SoundEngine.Sound(Resource.FireMissileSound);
end;
begin
AttackSoundHitDone := false;
{ attacking only works when there's an owner (player, in the future creature
should also be able to use it) of the weapon }
if (Owner3D <> nil) and
(Owner3D is TAlive) then
begin
Attacker := TAlive(Owner3D);
AttackDC := Resource.AttackDamageConst;
AttackDR := Resource.AttackDamageRandom;
AttackKD := Resource.AttackKnockbackDistance;
if (AttackDC >= 0) or
(AttackDR >= 0) or
(AttackKD >= 0) then
begin
if Resource.AttackShoot then
ShootAttack else
ShortRangeAttack;
end;
if Resource.FireMissileName <> '' then
FireMissileAttack;
end;
end;
procedure TItemWeapon.Use;
begin
if (Owner3D <> nil) and
(Owner3D is TPlayer) then
TPlayer(Owner3D).EquippedWeapon := Self;
end;
function TItemWeapon.Resource: TItemWeaponResource;
begin
Result := (inherited Resource) as TItemWeaponResource;
end;
procedure TItemWeapon.Equip;
begin
SoundEngine.Sound(Resource.EquippingSound);
{ Just in case we had Attacking=true from previous weapon usage, clear it }
Attacking := false;
end;
procedure TItemWeapon.EquippedAttack(const LifeTime: Single);
{ Check do you have ammunition to perform attack, and decrease it if yes. }
function CheckAmmo: boolean;
var
Inventory: TInventory;
AmmoIndex: Integer;
AmmoItem: TInventoryItem;
AmmoResource: TItemResource;
begin
{ When AttackAmmo is set, check whether the owner has ammunition.
Currently, only Player may have Inventory with items. }
if Resource.AttackAmmo <> '' then
begin
if (Owner3D <> nil) and
(Owner3D is TAliveWithInventory) then
begin
Inventory := TAliveWithInventory(Owner3D).Inventory;
AmmoResource := Resources.FindName(Resource.AttackAmmo) as TItemResource;
AmmoIndex := Inventory.FindResource(AmmoResource);
Result := AmmoIndex <> -1;
if Result then
begin
{ delete ammunition from inventory }
AmmoItem := Inventory[AmmoIndex];
AmmoItem.Quantity := AmmoItem.Quantity - 1;
Inventory.CheckDepleted(AmmoItem);
end else
begin
Notifications.Show('You have no ammunition');
SoundEngine.Sound(stPlayerInteractFailed);
end;
end else
Result := false; // other creatures cannot have ammo for now
end else
Result := true; // no ammo required
end;
begin
if (not Attacking) and CheckAmmo then
begin
SoundEngine.Sound(Resource.AttackSoundStart);
AttackStartTime := LifeTime;
Attacking := true;
AttackDone := false;
{ if AttackTime = 0, attack immediately, otherwise this could get aborted
by TItemWeapon.EquippedScene if AttackAnim.Duration = 0. }
if Resource.AttackTime = 0 then
begin
AttackDone := true;
Attack;
end;
end;
end;
procedure TItemWeapon.EquippedUpdate(const LifeTime: Single);
begin
if Attacking and (not AttackDone) and
(LifeTime - AttackStartTime >= Resource.AttackTime) then
begin
AttackDone := true;
Attack;
end;
end;
function TItemWeapon.EquippedScene(const LifeTime: Single): TCastleScene;
var
AttackTime: Single;
AttackAnim: T3DResourceAnimation;
begin
if not Resource.Prepared then Exit(nil);
AttackAnim := Resource.AttackAnimation;
AttackTime := LifeTime - AttackStartTime;
if Attacking and (AttackTime <= AttackAnim.Duration) then
begin
Result := AttackAnim.Scene(AttackTime, false);
end else
begin
{ turn off Attacking, if AttackTime passed }
Attacking := false;
{ although current weapons animations are just static,
we use LifeTime to enable any weapon animation
(like weapon swaying, or some fire over the sword or such) in the future. }
Result := Resource.ReadyAnimation.Scene(LifeTime, true);
end;
end;
{ TInventory ------------------------------------------------------------ }
constructor TInventory.Create(const AOwner3D: TAliveWithInventory);
begin
inherited Create(true);
FOwner3D := AOwner3D;
end;
function TInventory.FindResource(Resource: TItemResource): Integer;
begin
for Result := 0 to Count - 1 do
if Items[Result].Resource = Resource then
Exit;
Result := -1;
end;
function TInventory.Pick(var Item: TInventoryItem): Integer;
begin
for Result := 0 to Count - 1 do
begin
Items[Result].Stack(Item);
if Item = nil then Break;
end;
if Item <> nil then
begin
Add(Item);
Result := Count - 1;
end else
Item := Items[Result];
Item.FOwner3D := Owner3D;
end;
function TInventory.Drop(const ItemIndex: Integer): TInventoryItem;
var
SelectedItem: TInventoryItem;
DropQuantity: Cardinal;
begin
SelectedItem := Items[ItemIndex];
{ For now, always drop 1 item.
This makes it independent from message boxes, and also suitable for
items owned by creatures.
if SelectedItem.Quantity > 1 then
begin
DropQuantity := SelectedItem.Quantity;
if not MessageInputQueryCardinal(Window,
Format('You have %d items "%s". How many of them do you want to drop ?',
[SelectedItem.Quantity, SelectedItem.Resource.Caption]),
DropQuantity) then
Exit(nil);
if not Between(DropQuantity, 1, SelectedItem.Quantity) then
begin
Notifications.Show(Format('You cannot drop %d items', [DropQuantity]));
Exit(nil);
end;
end else }
DropQuantity := 1;
if DropQuantity = SelectedItem.Quantity then
begin
Result := SelectedItem;
Extract(SelectedItem); { Extract, not Remove, do not free }
end else
begin
Result := SelectedItem.Split(DropQuantity);
end;
Result.FOwner3D := nil;
end;
procedure TInventory.CheckDepleted(const Item: TInventoryItem);
var
Index: Integer;
begin
if Item.Quantity = 0 then
begin
Index := IndexOf(Item);
if Index <> -1 then
Delete(Index);
end;
end;
procedure TInventory.Use(const Index: Integer);
var
Item: TInventoryItem;
begin
Item := Items[Index];
Item.Use;
{ CheckDepleted will search for new index, since using an item
may change the items list and so change the index. }
CheckDepleted(Item);
end;
{ TItemOnWorld.TItemDebugTransform -------------------------------------------------------- }
procedure TItemOnWorld.TItemDebugTransform.Initialize;
begin
inherited;
FBoxRotated := TDebugBox.Create(Self, GrayRGB);
WorldSpace.AddChildren(FBoxRotated.Root);
ChangedScene;
end;
procedure TItemOnWorld.TItemDebugTransform.Attach(const AParent: TItemOnWorld);
begin
FParent := AParent;
inherited Attach(AParent);
end;
procedure TItemOnWorld.TItemDebugTransform.Update;
var
BBoxRotated: TBox3D;
begin
inherited;
// show FParent.BoundingBoxRotated
BBoxRotated := FParent.BoundingBoxRotated;
FBoxRotated.Box := BBoxRotated;
end;
{ TItemOnWorld ------------------------------------------------------------ }
constructor TItemOnWorld.Create(AOwner: TComponent);
begin
inherited Create(AOwner);
CollidesWithMoving := true;
Gravity := true;
FDebugTransform := TItemDebugTransform.Create(Self);
FDebugTransform.Attach(Self);
{ Items are not collidable, player can enter them to pick them up.
For now, this also means that creatures can pass through them,
which isn't really troublesome now. }
Collides := false;
FResourceFrame := TResourceFrame.Create(Self);
Add(FResourceFrame);
end;
destructor TItemOnWorld.Destroy;
begin
FreeAndNil(FItem);
inherited;
end;
function TItemOnWorld.BoundingBoxRotated: TBox3D;
begin
Result := Item.Resource.BoundingBoxRotated(World.GravityUp).Translate(Translation);
end;
procedure TItemOnWorld.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
procedure UpdateResourceFrame;
begin
if Item = nil then Exit;
FResourceFrame.SetFrame(Item.Resource.BaseAnimation, LifeTime, true);
end;
var
DirectionZero, U: TVector3;
begin
inherited;
if not GetExists then Exit;
LifeTime := LifeTime + SecondsPassed;
{ LifeTime is used to choose animation frame in GetChild.
So the item constantly changes, even when it's
transformation (things taken into account in TCastleTransform) stay equal. }
VisibleChangeHere([vcVisibleGeometry]);
ItemRotation := ItemRotation + (RotationSpeed * SecondsPassed);
U := World.GravityUp; // copy to local variable for speed
DirectionZero := AnyOrthogonalVector(U).Normalize;
SetView(RotatePointAroundAxisRad(ItemRotation, DirectionZero, U), U);
FDebugTransform.Exists := RenderDebug;
if AutoPick and
(World.Player <> nil) and
(World.Player is TAliveWithInventory) and
(not (World.Player as TAlive).Dead) and
BoundingBox.Collision(World.Player.BoundingBox) then
ExtractItem.Picked(TAliveWithInventory(World.Player));
{ Since we cannot live with Item = nil, we free ourselves }
if Item = nil then
RemoveMe := rtRemoveAndFree;
UpdateResourceFrame;
end;
function TItemOnWorld.ExtractItem: TInventoryItem;
begin
{ We no longer own this Item, so clear references. }
Result := Item;
Result.FOwner3D := nil;
FItem := nil;
end;
function TItemOnWorld.GetExists: boolean;
begin
Result := (inherited GetExists) and
((not Assigned(OnItemOnWorldExists)) or OnItemOnWorldExists(Self));
end;
{ TAliveWithInventory ------------------------------------------------------ }
constructor TAliveWithInventory.Create(AOwner: TComponent);
begin
inherited;
FInventory := TInventory.Create(Self);
end;
destructor TAliveWithInventory.Destroy;
begin
FreeAndNil(FInventory);
inherited;
end;
function TAliveWithInventory.PickItemUpdate(var Item: TInventoryItem): Integer;
begin
Result := Inventory.Pick(Item);
end;
function TAliveWithInventory.PickItem(Item: TInventoryItem): Integer;
begin
Result := PickItemUpdate(Item);
end;
function TAliveWithInventory.DropItem(const Index: Integer): TItemOnWorld;
function DirectionInGravityPlane: TVector3;
var
GravityUp: TVector3;
begin
GravityUp := World.GravityUp;
Result := Direction;
if not VectorsParallel(Result, GravityUp) then
MakeVectorsOrthoOnTheirPlane(Result, GravityUp);
end;
function GetItemDropTranslation(DroppedItemResource: TItemResource;
out DropTranslation: TVector3): boolean;
var
ItemBox: TBox3D;
ItemBoxRadius: Single;
ItemBoxMiddle: TVector3;
begin
ItemBox := DroppedItemResource.BoundingBoxRotated(World.GravityUp);
ItemBoxMiddle := ItemBox.Center;
{ Box3DRadius calculates radius around (0, 0, 0) and we want
radius around ItemBoxMiddle }
ItemBoxRadius := ItemBox.Translate(-ItemBoxMiddle).Radius;
{ Calculate DropTranslation.
We must move the item a little before us to
1. show visually player that the item was dropped
2. to avoid automatically picking it again
Note that I take direction from DirectionInGravityPlane,
not from Direction, otherwise when player is looking
down he could be able to put item "inside the ground".
Collision detection with the level below would actually
prevent putting item "inside the ground", but the item
would be too close to the player --- he could pick it up
immediately. }
DropTranslation := Translation +
DirectionInGravityPlane *
(0.6 * (PreferredHeight * Sqrt3 + ItemBox.Diagonal));
{ Now check is DropTranslation actually possible
(i.e. check collisions item<->everything).
The assumption is that item starts from
Translation and is moved to DropTranslation.
But actually we must shift both these positions,
so that we check positions that are ideally in the middle
of item's BoundingBoxRotated. Otherwise the item
could get *partially* stuck within the wall, which wouldn't
look good. }
Result := World.WorldMoveAllowed(
ItemBoxMiddle + Translation,
ItemBoxMiddle + DropTranslation, true, ItemBoxRadius,
ItemBox.Translate(Translation),
ItemBox.Translate(DropTranslation), false);
end;
var
DropTranslation: TVector3;
DropppedItem: TInventoryItem;
begin
Result := nil;
if Between(Index, 0, Inventory.Count - 1) then
begin
if GetItemDropTranslation(Inventory[Index].Resource, DropTranslation) then
begin
DropppedItem := Inventory.Drop(Index);
Result := DropppedItem.PutOnWorld(World, DropTranslation);
end;
end;
end;
procedure TAliveWithInventory.UseItem(const Index: Integer);
begin
if Between(Index, 0, Inventory.Count - 1) then
Inventory.Use(Index);
end;
initialization
TItemOnWorld.RotationSpeed := TItemOnWorld.DefaultRotationSpeed;
TItemOnWorld.AutoPick := true;
RegisterResourceClass(TItemResource, 'Item');
RegisterResourceClass(TItemWeaponResource, 'Weapon');
end.
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