DEADSOFTWARE

f48f7932de0997ccfe5338bdfcf5f2f076189836
[d2df-sdl.git] / src / game / g_items.pas
1 (* Copyright (C) DooM 2D:Forever Developers
2 *
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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 *)
16 {$MODE DELPHI}
17 unit g_items;
19 interface
21 uses
22 g_textures, g_phys, g_saveload, BinEditor;
24 Type
25 TItem = record
26 ItemType: Byte;
27 Respawnable: Boolean;
28 InitX, InitY: Integer;
29 RespawnTime: Word;
30 Live: Boolean;
31 Fall: Boolean;
32 QuietRespawn: Boolean;
33 SpawnTrigger: Integer;
34 Obj: TObj;
35 Animation: TAnimation;
36 end;
38 procedure g_Items_LoadData();
39 procedure g_Items_FreeData();
40 procedure g_Items_Init();
41 procedure g_Items_Free();
42 function g_Items_Create(X, Y: Integer; ItemType: Byte;
43 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
44 procedure g_Items_Update();
45 procedure g_Items_Draw();
46 procedure g_Items_Pick(ID: DWORD);
47 procedure g_Items_Remove(ID: DWORD);
48 procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
49 procedure g_Items_LoadState(var Mem: TBinMemoryReader);
51 var
52 gItems: Array of TItem = nil;
53 gItemsTexturesID: Array [1..35] of DWORD;
54 gMaxDist: Integer = 1;
55 ITEM_RESPAWNTIME: Integer = 60 * 36;
57 implementation
59 uses
60 g_basic, e_graphics, g_sound, g_main, g_gfx, g_map,
61 Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg,
62 MAPDEF, e_log;
64 const
65 ITEM_SIGNATURE = $4D455449; // 'ITEM'
67 ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte =
68 (((14), (15)), // MEDKIT_SMALL
69 ((28), (19)), // MEDKIT_LARGE
70 ((28), (19)), // MEDKIT_BLACK
71 ((31), (16)), // ARMOR_GREEN
72 ((31), (16)), // ARMOR_BLUE
73 ((25), (25)), // SPHERE_BLUE
74 ((25), (25)), // SPHERE_WHITE
75 ((24), (47)), // SUIT
76 ((14), (27)), // OXYGEN
77 ((25), (25)), // INVUL
78 ((62), (24)), // WEAPON_SAW
79 ((63), (12)), // WEAPON_SHOTGUN1
80 ((54), (13)), // WEAPON_SHOTGUN2
81 ((54), (16)), // WEAPON_CHAINGUN
82 ((62), (16)), // WEAPON_ROCKETLAUNCHER
83 ((54), (16)), // WEAPON_PLASMA
84 ((61), (36)), // WEAPON_BFG
85 ((54), (16)), // WEAPON_SUPERPULEMET
86 (( 9), (11)), // AMMO_BULLETS
87 ((28), (16)), // AMMO_BULLETS_BOX
88 ((15), ( 7)), // AMMO_SHELLS
89 ((32), (12)), // AMMO_SHELLS_BOX
90 ((12), (27)), // AMMO_ROCKET
91 ((54), (21)), // AMMO_ROCKET_BOX
92 ((15), (12)), // AMMO_CELL
93 ((32), (21)), // AMMO_CELL_BIG
94 ((22), (29)), // AMMO_BACKPACK
95 ((16), (16)), // KEY_RED
96 ((16), (16)), // KEY_GREEN
97 ((16), (16)), // KEY_BLUE
98 (( 1), ( 1)), // WEAPON_KASTET
99 ((43), (16)), // WEAPON_PISTOL
100 ((14), (18)), // BOTTLE
101 ((16), (15)), // HELMET
102 ((32), (24)), // JETPACK
103 ((25), (25))); // INVIS
105 procedure InitTextures();
106 begin
107 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
108 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
109 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
110 g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
111 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
112 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
113 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
114 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
115 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
116 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
117 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
118 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
119 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
120 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
121 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
122 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
123 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
124 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
125 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
126 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
127 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
128 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
129 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
130 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
131 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
132 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
133 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
134 g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]);
135 end;
137 procedure g_Items_LoadData();
138 begin
139 e_WriteLog('Loading items data...', MSG_NOTIFY);
141 g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM');
142 g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ');
143 g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON');
144 g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM');
146 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True);
147 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True);
148 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
149 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
150 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True);
151 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True);
152 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
153 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True);
154 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True);
155 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False);
156 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
157 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False);
158 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1');
159 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2');
160 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW');
161 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL');
162 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
163 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1');
164 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2');
165 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN');
166 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER');
167 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN');
168 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG');
169 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET');
170 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP');
171 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO');
172 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1');
173 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2');
174 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET');
175 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS');
176 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL');
177 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2');
178 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK');
179 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR');
180 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG');
181 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB');
182 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN');
183 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT');
184 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET');
185 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED');
186 g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK');
188 InitTextures();
189 end;
191 procedure g_Items_FreeData();
192 begin
193 e_WriteLog('Releasing items data...', MSG_NOTIFY);
195 g_Sound_Delete('SOUND_ITEM_RESPAWNITEM');
196 g_Sound_Delete('SOUND_ITEM_GETRULEZ');
197 g_Sound_Delete('SOUND_ITEM_GETWEAPON');
198 g_Sound_Delete('SOUND_ITEM_GETITEM');
200 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
201 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
202 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
203 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
204 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
205 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
206 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
207 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
208 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
209 g_Frames_DeleteByName('FRAMES_FLAG_RED');
210 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
211 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
212 g_Texture_Delete('ITEM_MEDKIT_SMALL');
213 g_Texture_Delete('ITEM_MEDKIT_LARGE');
214 g_Texture_Delete('ITEM_WEAPON_SAW');
215 g_Texture_Delete('ITEM_WEAPON_PISTOL');
216 g_Texture_Delete('ITEM_WEAPON_KASTET');
217 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
218 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
219 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
220 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
221 g_Texture_Delete('ITEM_WEAPON_PLASMA');
222 g_Texture_Delete('ITEM_WEAPON_BFG');
223 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
224 g_Texture_Delete('ITEM_AMMO_BULLETS');
225 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
226 g_Texture_Delete('ITEM_AMMO_SHELLS');
227 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
228 g_Texture_Delete('ITEM_AMMO_ROCKET');
229 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
230 g_Texture_Delete('ITEM_AMMO_CELL');
231 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
232 g_Texture_Delete('ITEM_AMMO_BACKPACK');
233 g_Texture_Delete('ITEM_KEY_RED');
234 g_Texture_Delete('ITEM_KEY_GREEN');
235 g_Texture_Delete('ITEM_KEY_BLUE');
236 g_Texture_Delete('ITEM_OXYGEN');
237 g_Texture_Delete('ITEM_SUIT');
238 g_Texture_Delete('ITEM_WEAPON_KASTET');
239 g_Texture_Delete('ITEM_MEDKIT_BLACK');
240 g_Texture_Delete('ITEM_JETPACK');
241 end;
243 function FindItem(): DWORD;
244 var
245 i: Integer;
246 begin
247 if gItems <> nil then
248 for i := 0 to High(gItems) do
249 if gItems[i].ItemType = ITEM_NONE then
250 begin
251 Result := i;
252 Exit;
253 end;
255 if gItems = nil then
256 begin
257 SetLength(gItems, 32);
258 Result := 0;
259 end
260 else
261 begin
262 Result := High(gItems) + 1;
263 SetLength(gItems, Length(gItems) + 32);
264 end;
265 end;
267 procedure g_Items_Init();
268 var
269 a, b: Integer;
270 begin
271 if gMapInfo.Height > gPlayerScreenSize.Y then
272 a := gMapInfo.Height - gPlayerScreenSize.Y
273 else
274 a := gMapInfo.Height;
276 if gMapInfo.Width > gPlayerScreenSize.X then
277 b := gMapInfo.Width - gPlayerScreenSize.X
278 else
279 b := gMapInfo.Width;
281 gMaxDist := Trunc(Hypot(a, b));
282 end;
284 procedure g_Items_Free();
285 var
286 i: Integer;
287 begin
288 if gItems <> nil then
289 begin
290 for i := 0 to High(gItems) do
291 gItems[i].Animation.Free();
292 gItems := nil;
293 end;
294 end;
296 function g_Items_Create(X, Y: Integer; ItemType: Byte;
297 Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
298 var
299 find_id: DWORD;
300 ID: DWORD;
301 begin
302 if ForcedID < 0 then
303 find_id := FindItem()
304 else
305 begin
306 find_id := ForcedID;
307 if Integer(find_id) > High(gItems) then
308 SetLength(gItems, find_id + 32);
309 end;
311 gItems[find_id].ItemType := ItemType;
312 gItems[find_id].Respawnable := Respawnable;
313 if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then
314 gItems[find_id].Respawnable := False;
315 gItems[find_id].InitX := X;
316 gItems[find_id].InitY := Y;
317 gItems[find_id].RespawnTime := 0;
318 gItems[find_id].Fall := Fall;
319 gItems[find_id].Live := True;
320 gItems[find_id].QuietRespawn := False;
322 g_Obj_Init(@gItems[find_id].Obj);
323 gItems[find_id].Obj.X := X;
324 gItems[find_id].Obj.Y := Y;
325 gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0];
326 gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1];
328 gItems[find_id].Animation := nil;
329 gItems[find_id].SpawnTrigger := -1;
331 // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà:
332 if AdjCoord then
333 with gItems[find_id] do
334 begin
335 Obj.X := X - (Obj.Rect.Width div 2);
336 Obj.Y := Y - Obj.Rect.Height;
337 InitX := Obj.X;
338 InitY := Obj.Y;
339 end;
341 // Óñòàíîâêà àíèìàöèè:
342 with gItems[find_id] do
343 begin
344 case ItemType of
345 ITEM_ARMOR_GREEN:
346 if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then
347 Animation := TAnimation.Create(ID, True, 20);
348 ITEM_ARMOR_BLUE:
349 if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then
350 Animation := TAnimation.Create(ID, True, 20);
351 ITEM_SPHERE_BLUE:
352 if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then
353 Animation := TAnimation.Create(ID, True, 15);
354 ITEM_SPHERE_WHITE:
355 if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then
356 Animation := TAnimation.Create(ID, True, 20);
357 ITEM_INVUL:
358 if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then
359 Animation := TAnimation.Create(ID, True, 20);
360 ITEM_INVIS:
361 if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then
362 Animation := TAnimation.Create(ID, True, 20);
363 ITEM_BOTTLE:
364 if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then
365 Animation := TAnimation.Create(ID, True, 20);
366 ITEM_HELMET:
367 if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then
368 Animation := TAnimation.Create(ID, True, 20);
369 end;
370 end;
372 Result := find_id;
373 end;
375 procedure g_Items_Update();
376 var
377 i, j, k: Integer;
378 ID: DWORD;
379 Anim: TAnimation;
380 m: Word;
381 r, nxt: Boolean;
382 begin
383 if gItems <> nil then
384 for i := 0 to High(gItems) do
385 if gItems[i].ItemType <> ITEM_NONE then
386 with gItems[i] do
387 begin
388 nxt := False;
390 if Live then
391 begin
392 if Fall then
393 begin
394 m := g_Obj_Move(@Obj, True, True);
396 // Ñîïðîòèâëåíèå âîçäóõà:
397 if gTime mod (GAME_TICK*2) = 0 then
398 Obj.Vel.X := z_dec(Obj.Vel.X, 1);
399 // Åñëè âûïàë çà êàðòó:
400 if WordBool(m and MOVE_FALLOUT) then
401 begin
402 if SpawnTrigger = -1 then
403 g_Items_Pick(i)
404 else begin
405 g_Items_Remove(i);
406 if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
407 end;
408 Continue;
409 end;
410 end;
412 // Åñëè èãðîêè ïîáëèçîñòè:
413 if gPlayers <> nil then
414 begin
415 j := Random(Length(gPlayers)) - 1;
417 for k := 0 to High(gPlayers) do
418 begin
419 Inc(j);
420 if j > High(gPlayers) then
421 j := 0;
423 if (gPlayers[j] <> nil) and gPlayers[j].Live and
424 g_Obj_Collide(@gPlayers[j].Obj, @Obj) then
425 begin
426 if g_Game_IsClient then Continue;
428 if not gPlayers[j].PickItem(ItemType, Respawnable, r) then
429 Continue;
431 if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID);
434 Doom 2D: Original:
435 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
436 +2. I_MEGA,I_INVL,I_SUPER
437 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
440 if gSoundEffectsDF then
441 begin
442 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL,
443 ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then
444 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
445 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
446 else
447 if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
448 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
449 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then
450 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
451 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
452 else
453 g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
454 gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
455 end
456 else
457 begin
458 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT,
459 ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then
460 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ',
461 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
462 else
463 if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
464 ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
465 ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then
466 g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
467 gPlayers[j].Obj.X, gPlayers[j].Obj.Y)
468 else
469 g_Sound_PlayExAt('SOUND_ITEM_GETITEM',
470 gPlayers[j].Obj.X, gPlayers[j].Obj.Y);
471 end;
473 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
474 if r then
475 begin
476 if not Respawnable then
477 g_Items_Remove(i)
478 else
479 g_Items_Pick(i);
481 if g_Game_IsNet then MH_SEND_ItemDestroy(False, i);
482 nxt := True;
483 Break;
484 end;
485 end;
486 end;
487 end;
489 if nxt then
490 Continue;
491 end;
493 if Respawnable and g_Game_IsServer then
494 begin
495 DecMin(RespawnTime, 0);
496 if (RespawnTime = 0) and (not Live) then
497 begin
498 if not QuietRespawn then
499 g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
501 if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
502 begin
503 Anim := TAnimation.Create(ID, False, 4);
504 g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim);
505 Anim.Free();
506 end;
508 Obj.X := InitX;
509 Obj.Y := InitY;
510 Obj.Vel.X := 0;
511 Obj.Vel.Y := 0;
512 Obj.Accel.X := 0;
513 Obj.Accel.Y := 0;
515 Live := True;
517 if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i);
518 QuietRespawn := False;
519 end;
520 end;
522 if Animation <> nil then
523 Animation.Update();
524 end;
525 end;
527 procedure g_Items_Draw();
528 var
529 i: Integer;
530 begin
531 if gItems <> nil then
532 for i := 0 to High(gItems) do
533 if gItems[i].Live then
534 with gItems[i] do
535 if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
536 sX, sY, sWidth, sHeight) then
537 begin
538 if Animation = nil then
539 e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False)
540 else
541 Animation.Draw(Obj.X, Obj.Y, M_NONE);
543 if g_debug_Frames then
544 begin
545 e_DrawQuad(Obj.X+Obj.Rect.X,
546 Obj.Y+Obj.Rect.Y,
547 Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
548 Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
549 0, 255, 0);
550 end;
551 end;
552 end;
554 procedure g_Items_Pick(ID: DWORD);
555 begin
556 gItems[ID].Live := False;
557 gItems[ID].RespawnTime := ITEM_RESPAWNTIME;
558 end;
560 procedure g_Items_Remove(ID: DWORD);
561 begin
562 gItems[ID].ItemType := ITEM_NONE;
564 if gItems[ID].Animation <> nil then
565 begin
566 gItems[ID].Animation.Free();
567 gItems[ID].Animation := nil;
568 end;
570 gItems[ID].Live := False;
572 if gItems[ID].SpawnTrigger > -1 then
573 begin
574 g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger);
575 gItems[ID].SpawnTrigger := -1;
576 end;
577 end;
579 procedure g_Items_SaveState(var Mem: TBinMemoryWriter);
580 var
581 count, i: Integer;
582 sig: DWORD;
583 begin
584 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ïðåäìåòîâ:
585 count := 0;
586 if gItems <> nil then
587 for i := 0 to High(gItems) do
588 if gItems[i].ItemType <> ITEM_NONE then
589 count := count + 1;
591 Mem := TBinMemoryWriter.Create((count+1) * 60);
593 // Êîëè÷åñòâî ïðåäìåòîâ:
594 Mem.WriteInt(count);
596 if count = 0 then
597 Exit;
599 for i := 0 to High(gItems) do
600 if gItems[i].ItemType <> ITEM_NONE then
601 begin
602 // Ñèãíàòóðà ïðåäìåòà:
603 sig := ITEM_SIGNATURE; // 'ITEM'
604 Mem.WriteDWORD(sig);
605 // Òèï ïðåäìåòà:
606 Mem.WriteByte(gItems[i].ItemType);
607 // Åñòü ëè ðåñïàóí:
608 Mem.WriteBoolean(gItems[i].Respawnable);
609 // Êîîðäèíàòû ðåñïóíà:
610 Mem.WriteInt(gItems[i].InitX);
611 Mem.WriteInt(gItems[i].InitY);
612 // Âðåìÿ äî ðåñïàóíà:
613 Mem.WriteWord(gItems[i].RespawnTime);
614 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
615 Mem.WriteBoolean(gItems[i].Live);
616 // Ìîæåò ëè îí ïàäàòü:
617 Mem.WriteBoolean(gItems[i].Fall);
618 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
619 Mem.WriteInt(gItems[i].SpawnTrigger);
620 // Îáúåêò ïðåäìåòà:
621 Obj_SaveState(@gItems[i].Obj, Mem);
622 end;
623 end;
625 procedure g_Items_LoadState(var Mem: TBinMemoryReader);
626 var
627 count, i, a: Integer;
628 sig: DWORD;
629 b: Byte;
630 begin
631 if Mem = nil then
632 Exit;
634 g_Items_Free();
636 // Êîëè÷åñòâî ïðåäìåòîâ:
637 Mem.ReadInt(count);
639 if count = 0 then
640 Exit;
642 for a := 0 to count-1 do
643 begin
644 // Ñèãíàòóðà ïðåäìåòà:
645 Mem.ReadDWORD(sig);
646 if sig <> ITEM_SIGNATURE then // 'ITEM'
647 begin
648 raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature');
649 end;
650 // Òèï ïðåäìåòà:
651 Mem.ReadByte(b);
652 // Ñîçäàåì ïðåäìåò:
653 i := g_Items_Create(0, 0, b, False, False);
654 // Åñòü ëè ðåñïàóí:
655 Mem.ReadBoolean(gItems[i].Respawnable);
656 // Êîîðäèíàòû ðåñïóíà:
657 Mem.ReadInt(gItems[i].InitX);
658 Mem.ReadInt(gItems[i].InitY);
659 // Âðåìÿ äî ðåñïàóíà:
660 Mem.ReadWord(gItems[i].RespawnTime);
661 // Ñóùåñòâóåò ëè ýòîò ïðåäìåò:
662 Mem.ReadBoolean(gItems[i].Live);
663 // Ìîæåò ëè îí ïàäàòü:
664 Mem.ReadBoolean(gItems[i].Fall);
665 // Èíäåêñ òðèããåðà, ñîçäàâøåãî ïðåäìåò:
666 Mem.ReadInt(gItems[i].SpawnTrigger);
667 // Îáúåêò ïðåäìåòà:
668 Obj_LoadState(@gItems[i].Obj, Mem);
669 end;
670 end;
672 end.