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put "{$MODE ...}" directive in each source file; removed trailing spaces, and convert...
[d2df-sdl.git] / src / game / g_items.pas
1 {$MODE DELPHI}
2 unit g_items;
4 interface
6 uses
7 g_textures, g_phys, g_saveload, BinEditor;
9 Type
10 TItem = record
11 ItemType: Byte;
12 Respawnable: Boolean;
13 InitX, InitY: Integer;
14 RespawnTime: Word;
15 Live: Boolean;
16 Fall: Boolean;
17 QuietRespawn: Boolean;
18 SpawnTrigger: Integer;
19 Obj: TObj;
20 Animation: TAnimation;
21 end;
23 procedure g_Items_LoadData();
24 procedure g_Items_FreeData();
25 procedure g_Items_Init();
26 procedure g_Items_Free();
27 function g_Items_Create(X, Y: Integer; ItemType: Byte;
28 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
29 procedure g_Items_Update();
30 procedure g_Items_Draw();
31 procedure g_Items_Pick(ID: DWORD);
32 procedure g_Items_Remove(ID: DWORD);
33 procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
34 procedure g_Items_LoadState(var Mem: TBinMemoryReader);
36 var
37 gItems: Array of TItem = nil;
38 gItemsTexturesID: Array [1..35] of DWORD;
39 gMaxDist: Integer = 1;
40 ITEM_RESPAWNTIME: Integer = 60 * 36;
42 implementation
44 uses
45 g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
46 Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg,
47 MAPDEF, e_log;
49 const
50 ITEM_SIGNATURE = $4D455449; // 'ITEM'
52 ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte =
53 (((14), (15)), // MEDKIT_SMALL
54 ((28), (19)), // MEDKIT_LARGE
55 ((28), (19)), // MEDKIT_BLACK
56 ((31), (16)), // ARMOR_GREEN
57 ((31), (16)), // ARMOR_BLUE
58 ((25), (25)), // SPHERE_BLUE
59 ((25), (25)), // SPHERE_WHITE
60 ((24), (47)), // SUIT
61 ((14), (27)), // OXYGEN
62 ((25), (25)), // INVUL
63 ((62), (24)), // WEAPON_SAW
64 ((63), (12)), // WEAPON_SHOTGUN1
65 ((54), (13)), // WEAPON_SHOTGUN2
66 ((54), (16)), // WEAPON_CHAINGUN
67 ((62), (16)), // WEAPON_ROCKETLAUNCHER
68 ((54), (16)), // WEAPON_PLASMA
69 ((61), (36)), // WEAPON_BFG
70 ((54), (16)), // WEAPON_SUPERPULEMET
71 (( 9), (11)), // AMMO_BULLETS
72 ((28), (16)), // AMMO_BULLETS_BOX
73 ((15), ( 7)), // AMMO_SHELLS
74 ((32), (12)), // AMMO_SHELLS_BOX
75 ((12), (27)), // AMMO_ROCKET
76 ((54), (21)), // AMMO_ROCKET_BOX
77 ((15), (12)), // AMMO_CELL
78 ((32), (21)), // AMMO_CELL_BIG
79 ((22), (29)), // AMMO_BACKPACK
80 ((16), (16)), // KEY_RED
81 ((16), (16)), // KEY_GREEN
82 ((16), (16)), // KEY_BLUE
83 (( 1), ( 1)), // WEAPON_KASTET
84 ((43), (16)), // WEAPON_PISTOL
85 ((14), (18)), // BOTTLE
86 ((16), (15)), // HELMET
87 ((32), (24)), // JETPACK
88 ((25), (25))); // INVIS
90 procedure InitTextures();
91 begin
92 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
93 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
94 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
95 g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
96 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
97 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
98 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
99 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
100 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
101 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
102 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
103 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
104 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
105 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
106 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
107 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
108 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
109 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
110 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
111 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
112 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
113 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
114 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
115 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
116 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
117 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
118 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
119 g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]);
120 end;
122 procedure g_Items_LoadData();
123 begin
124 e_WriteLog('Loading items data...', MSG_NOTIFY);
126 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
127 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
128 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
129 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
131 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
132 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
133 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
134 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
135 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
136 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
137 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
138 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True);
139 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True);
140 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False);
141 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
142 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False);
143 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1');
144 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2');
145 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW');
146 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL');
147 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
148 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1');
149 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2');
150 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN');
151 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER');
152 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN');
153 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG');
154 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET');
155 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP');
156 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO');
157 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1');
158 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2');
159 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET');
160 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS');
161 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL');
162 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2');
163 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK');
164 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR');
165 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG');
166 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB');
167 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN');
168 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
169 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
170 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
171 g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK');
173 InitTextures();
174 end;
176 procedure g_Items_FreeData();
177 begin
178 e_WriteLog('Releasing items data...', MSG_NOTIFY);
180 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
181 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
182 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
183 g_Sound_Delete('SOUND_ITEM_GETITEM');
185 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
186 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
187 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
188 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
189 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
190 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
191 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
192 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
193 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
194 g_Frames_DeleteByName('FRAMES_FLAG_RED');
195 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
196 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
197 g_Texture_Delete('ITEM_MEDKIT_SMALL');
198 g_Texture_Delete('ITEM_MEDKIT_LARGE');
199 g_Texture_Delete('ITEM_WEAPON_SAW');
200 g_Texture_Delete('ITEM_WEAPON_PISTOL');
201 g_Texture_Delete('ITEM_WEAPON_KASTET');
202 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
203 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
204 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
205 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
206 g_Texture_Delete('ITEM_WEAPON_PLASMA');
207 g_Texture_Delete('ITEM_WEAPON_BFG');
208 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
209 g_Texture_Delete('ITEM_AMMO_BULLETS');
210 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
211 g_Texture_Delete('ITEM_AMMO_SHELLS');
212 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
213 g_Texture_Delete('ITEM_AMMO_ROCKET');
214 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
215 g_Texture_Delete('ITEM_AMMO_CELL');
216 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
217 g_Texture_Delete('ITEM_AMMO_BACKPACK');
218 g_Texture_Delete('ITEM_KEY_RED');
219 g_Texture_Delete('ITEM_KEY_GREEN');
220 g_Texture_Delete('ITEM_KEY_BLUE');
221 g_Texture_Delete('ITEM_OXYGEN');
222 g_Texture_Delete('ITEM_SUIT');
223 g_Texture_Delete('ITEM_WEAPON_KASTET');
224 g_Texture_Delete('ITEM_MEDKIT_BLACK');
225 g_Texture_Delete('ITEM_JETPACK');
226 end;
228 function FindItem(): DWORD;
229 var
230 i: Integer;
231 begin
232 if gItems <> nil then
233 for i := 0 to High(gItems) do
234 if gItems[i].ItemType = ITEM_NONE then
235 begin
236 Result := i;
237 Exit;
238 end;
240 if gItems = nil then
241 begin
242 SetLength(gItems, 32);
243 Result := 0;
244 end
245 else
246 begin
247 Result := High(gItems) + 1;
248 SetLength(gItems, Length(gItems) + 32);
249 end;
250 end;
252 procedure g_Items_Init();
253 var
254 a, b: Integer;
255 begin
256 if gMapInfo.Height > gPlayerScreenSize.Y then
257 a := gMapInfo.Height - gPlayerScreenSize.Y
258 else
259 a := gMapInfo.Height;
261 if gMapInfo.Width > gPlayerScreenSize.X then
262 b := gMapInfo.Width - gPlayerScreenSize.X
263 else
264 b := gMapInfo.Width;
266 gMaxDist := Trunc(Hypot(a, b));
267 end;
269 procedure g_Items_Free();
270 var
271 i: Integer;
272 begin
273 if gItems <> nil then
274 begin
275 for i := 0 to High(gItems) do
276 gItems[i].Animation.Free();
277 gItems := nil;
278 end;
279 end;
281 function g_Items_Create(X, Y: Integer; ItemType: Byte;
282 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
283 var
284 find_id: DWORD;
285 ID: DWORD;
286 begin
287 if ForcedID < 0 then
288 find_id := FindItem()
289 else
290 begin
291 find_id := ForcedID;
292 if Integer(find_id) > High(gItems) then
293 SetLength(gItems, find_id + 32);
294 end;
296 gItems[find_id].ItemType := ItemType;
297 gItems[find_id].Respawnable := Respawnable;
298 if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then
299 gItems[find_id].Respawnable := False;
300 gItems[find_id].InitX := X;
301 gItems[find_id].InitY := Y;
302 gItems[find_id].RespawnTime := 0;
303 gItems[find_id].Fall := Fall;
304 gItems[find_id].Live := True;
305 gItems[find_id].QuietRespawn := False;
307 g_Obj_Init(@gItems[find_id].Obj);
308 gItems[find_id].Obj.X := X;
309 gItems[find_id].Obj.Y := Y;
310 gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0];
311 gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1];
313 gItems[find_id].Animation := nil;
314 gItems[find_id].SpawnTrigger := -1;
316 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà:
317 if AdjCoord then
318 with gItems[find_id] do
319 begin
320 Obj.X := X - (Obj.Rect.Width div 2);
321 Obj.Y := Y - Obj.Rect.Height;
322 InitX := Obj.X;
323 InitY := Obj.Y;
324 end;
326 // Óñòàíîâêà àíèìàöèè:
327 with gItems[find_id] do
328 begin
329 case ItemType of
330 ITEM_ARMOR_GREEN:
331 if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then
332 Animation := TAnimation.Create(ID, True, 20);
333 ITEM_ARMOR_BLUE:
334 if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then
335 Animation := TAnimation.Create(ID, True, 20);
336 ITEM_SPHERE_BLUE:
337 if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then
338 Animation := TAnimation.Create(ID, True, 15);
339 ITEM_SPHERE_WHITE:
340 if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then
341 Animation := TAnimation.Create(ID, True, 20);
342 ITEM_INVUL:
343 if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then
344 Animation := TAnimation.Create(ID, True, 20);
345 ITEM_INVIS:
346 if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then
347 Animation := TAnimation.Create(ID, True, 20);
348 ITEM_BOTTLE:
349 if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then
350 Animation := TAnimation.Create(ID, True, 20);
351 ITEM_HELMET:
352 if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then
353 Animation := TAnimation.Create(ID, True, 20);
354 end;
355 end;
357 Result := find_id;
358 end;
360 procedure g_Items_Update();
361 var
362 i, j, k: Integer;
363 ID: DWORD;
364 Anim: TAnimation;
365 m: Word;
366 r, nxt: Boolean;
367 begin
368 if gItems <> nil then
369 for i := 0 to High(gItems) do
370 if gItems[i].ItemType <> ITEM_NONE then
371 with gItems[i] do
372 begin
373 nxt := False;
375 if Live then
376 begin
377 if Fall then
378 begin
379 m := g_Obj_Move(@Obj, True, True);
381 // Ñîïðîòèâëåíèå âîçäóõà:
382 if gTime mod (GAME_TICK*2) = 0 then
383 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
384 // Åñëè âûïàë çà êàðòó:
385 if WordBool(m and MOVE_FALLOUT) then
386 begin
387 if SpawnTrigger = -1 then
388 g_Items_Pick(i)
389 else begin
390 g_Items_Remove(i);
391 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
392 end;
393 Continue;
394 end;
395 end;
397 // Åñëè èãðîêè ïîáëèçîñòè:
398 if gPlayers <> nil then
399 begin
400 j := Random(Length(gPlayers)) - 1;
402 for k := 0 to High(gPlayers) do
403 begin
404 Inc(j);
405 if j > High(gPlayers) then
406 j := 0;
408 if (gPlayers[j] <> nil) and gPlayers[j].Live and
409 g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
410 begin
411 if g_Game_IsClient then Continue;
413 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then
414 Continue;
416 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
419 Doom 2D: Original:
420 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
421 +2. I_MEGA,I_INVL,I_SUPER
422 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
425 if gSoundEffectsDF then
426 begin
427 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
428 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
429 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
430 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
431 else
432 if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
433 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
434 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then
435 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
436 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
437 else
438 g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
439 gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
440 end
441 else
442 begin
443 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
444 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
445 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
446 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
447 else
448 if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
449 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
450 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then
451 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
452 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
453 else
454 g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
455 gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
456 end;
458 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
459 if r then
460 begin
461 if not Respawnable then
462 g_Items_Remove(i)
463 else
464 g_Items_Pick(i);
466 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
467 nxt := True;
468 Break;
469 end;
470 end;
471 end;
472 end;
474 if nxt then
475 Continue;
476 end;
478 if Respawnable and g_Game_IsServer then
479 begin
480 DecMin(RespawnTime, 0);
481 if (RespawnTime = 0) and (not Live) then
482 begin
483 if not QuietRespawn then
484 g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
486 if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
487 begin
488 Anim := TAnimation.Create(ID, False, 4);
489 g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim);
490 Anim.Free();
491 end;
493 Obj.X := InitX;
494 Obj.Y := InitY;
495 Obj.Vel.X := 0;
496 Obj.Vel.Y := 0;
497 Obj.Accel.X := 0;
498 Obj.Accel.Y := 0;
500 Live := True;
502 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
503 QuietRespawn := False;
504 end;
505 end;
507 if Animation <> nil then
508 Animation.Update();
509 end;
510 end;
512 procedure g_Items_Draw();
513 var
514 i: Integer;
515 begin
516 if gItems <> nil then
517 for i := 0 to High(gItems) do
518 if gItems[i].Live then
519 with gItems[i] do
520 if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
521 sX, sY, sWidth, sHeight) then
522 begin
523 if Animation = nil then
524 e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False)
525 else
526 Animation.Draw(Obj.X, Obj.Y, M_NONE);
528 if g_debug_Frames then
529 begin
530 e_DrawQuad(Obj.X+Obj.Rect.X,
531 Obj.Y+Obj.Rect.Y,
532 Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
533 Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
534 0, 255, 0);
535 end;
536 end;
537 end;
539 procedure g_Items_Pick(ID: DWORD);
540 begin
541 gItems[ID].Live := False;
542 gItems[ID].RespawnTime := ITEM_RESPAWNTIME;
543 end;
545 procedure g_Items_Remove(ID: DWORD);
546 begin
547 gItems[ID].ItemType := ITEM_NONE;
549 if gItems[ID].Animation <> nil then
550 begin
551 gItems[ID].Animation.Free();
552 gItems[ID].Animation := nil;
553 end;
555 gItems[ID].Live := False;
557 if gItems[ID].SpawnTrigger > -1 then
558 begin
559 g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger);
560 gItems[ID].SpawnTrigger := -1;
561 end;
562 end;
564 procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
565 var
566 count, i: Integer;
567 sig: DWORD;
568 begin
569 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ:
570 count := 0;
571 if gItems <> nil then
572 for i := 0 to High(gItems) do
573 if gItems[i].ItemType <> ITEM_NONE then
574 count := count + 1;
576 Mem := TBinMemoryWriter.Create((count+1) * 60);
578 // Êîëè÷åñòâî ïðåäìåòîâ:
579 Mem.WriteInt(count);
581 if count = 0 then
582 Exit;
584 for i := 0 to High(gItems) do
585 if gItems[i].ItemType <> ITEM_NONE then
586 begin
587 // Ñèãíàòóðà ïðåäìåòà:
588 sig := ITEM_SIGNATURE; // 'ITEM'
589 Mem.WriteDWORD(sig);
590 // Òèï ïðåäìåòà:
591 Mem.WriteByte(gItems[i].ItemType);
592 // Åñòü ëè ðåñïàóí:
593 Mem.WriteBoolean(gItems[i].Respawnable);
594 // Êîîðäèíàòû ðåñïóíà:
595 Mem.WriteInt(gItems[i].InitX);
596 Mem.WriteInt(gItems[i].InitY);
597 // Âðåìÿ äî ðåñïàóíà:
598 Mem.WriteWord(gItems[i].RespawnTime);
599 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
600 Mem.WriteBoolean(gItems[i].Live);
601 // Ìîæåò ëè îí ïàäàòü:
602 Mem.WriteBoolean(gItems[i].Fall);
603 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
604 Mem.WriteInt(gItems[i].SpawnTrigger);
605 // Îáúåêò ïðåäìåòà:
606 Obj_SaveState(@gItems[i].Obj, Mem);
607 end;
608 end;
610 procedure g_Items_LoadState(var Mem: TBinMemoryReader);
611 var
612 count, i, a: Integer;
613 sig: DWORD;
614 b: Byte;
615 begin
616 if Mem = nil then
617 Exit;
619 g_Items_Free();
621 // Êîëè÷åñòâî ïðåäìåòîâ:
622 Mem.ReadInt(count);
624 if count = 0 then
625 Exit;
627 for a := 0 to count-1 do
628 begin
629 // Ñèãíàòóðà ïðåäìåòà:
630 Mem.ReadDWORD(sig);
631 if sig <> ITEM_SIGNATURE then // 'ITEM'
632 begin
633 raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature');
634 end;
635 // Òèï ïðåäìåòà:
636 Mem.ReadByte(b);
637 // Ñîçäàåì ïðåäìåò:
638 i := g_Items_Create(0, 0, b, False, False);
639 // Åñòü ëè ðåñïàóí:
640 Mem.ReadBoolean(gItems[i].Respawnable);
641 // Êîîðäèíàòû ðåñïóíà:
642 Mem.ReadInt(gItems[i].InitX);
643 Mem.ReadInt(gItems[i].InitY);
644 // Âðåìÿ äî ðåñïàóíà:
645 Mem.ReadWord(gItems[i].RespawnTime);
646 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
647 Mem.ReadBoolean(gItems[i].Live);
648 // Ìîæåò ëè îí ïàäàòü:
649 Mem.ReadBoolean(gItems[i].Fall);
650 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
651 Mem.ReadInt(gItems[i].SpawnTrigger);
652 // Îáúåêò ïðåäìåòà:
653 Obj_LoadState(@gItems[i].Obj, Mem);
654 end;
655 end;
657 end.