(* Copyright (C) DooM 2D:Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} unit g_items; interface uses g_textures, g_phys, g_saveload, BinEditor, MAPDEF; Type TItem = record ItemType: Byte; Respawnable: Boolean; InitX, InitY: Integer; RespawnTime: Word; Live: Boolean; Fall: Boolean; QuietRespawn: Boolean; SpawnTrigger: Integer; Obj: TObj; Animation: TAnimation; procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! end; procedure g_Items_LoadData(); procedure g_Items_FreeData(); procedure g_Items_Init(); procedure g_Items_Free(); function g_Items_Create(X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; procedure g_Items_Update(); procedure g_Items_Draw(); procedure g_Items_Pick(ID: DWORD); procedure g_Items_Remove(ID: DWORD); procedure g_Items_SaveState(var Mem: TBinMemoryWriter); procedure g_Items_LoadState(var Mem: TBinMemoryReader); var gItems: Array of TItem = nil; gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; gMaxDist: Integer = 1; ITEM_RESPAWNTIME: Integer = 60 * 36; implementation uses g_basic, e_graphics, g_sound, g_main, g_gfx, g_map, Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg, e_log; const ITEM_SIGNATURE = $4D455449; // 'ITEM' ITEMSIZE: Array [ITEM_MEDKIT_SMALL..ITEM_MAX] of Array [0..1] of Byte = (((14), (15)), // MEDKIT_SMALL ((28), (19)), // MEDKIT_LARGE ((28), (19)), // MEDKIT_BLACK ((31), (16)), // ARMOR_GREEN ((31), (16)), // ARMOR_BLUE ((25), (25)), // SPHERE_BLUE ((25), (25)), // SPHERE_WHITE ((24), (47)), // SUIT ((14), (27)), // OXYGEN ((25), (25)), // INVUL ((62), (24)), // WEAPON_SAW ((63), (12)), // WEAPON_SHOTGUN1 ((54), (13)), // WEAPON_SHOTGUN2 ((54), (16)), // WEAPON_CHAINGUN ((62), (16)), // WEAPON_ROCKETLAUNCHER ((54), (16)), // WEAPON_PLASMA ((61), (36)), // WEAPON_BFG ((54), (16)), // WEAPON_SUPERPULEMET (( 9), (11)), // AMMO_BULLETS ((28), (16)), // AMMO_BULLETS_BOX ((15), ( 7)), // AMMO_SHELLS ((32), (12)), // AMMO_SHELLS_BOX ((12), (27)), // AMMO_ROCKET ((54), (21)), // AMMO_ROCKET_BOX ((15), (12)), // AMMO_CELL ((32), (21)), // AMMO_CELL_BIG ((22), (29)), // AMMO_BACKPACK ((16), (16)), // KEY_RED ((16), (16)), // KEY_GREEN ((16), (16)), // KEY_BLUE (( 1), ( 1)), // WEAPON_KASTET ((43), (16)), // WEAPON_PISTOL ((14), (18)), // BOTTLE ((16), (15)), // HELMET ((32), (24)), // JETPACK ((25), (25)), // INVIS ((53), (20)), // WEAPON_FLAMETHROWER ((13), (20))); // AMMO_FUELCAN procedure InitTextures(); begin g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]); g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]); g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]); g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]); g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]); g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]); g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]); g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]); g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]); g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]); g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]); g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]); g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]); g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]); g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]); g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]); g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]); g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]); g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]); g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]); g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]); g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]); g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]); g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]); g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]); g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]); g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]); g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]); g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]); g_Texture_Get('ITEM_JETPACK', gItemsTexturesID[ITEM_JETPACK]); end; procedure g_Items_LoadData(); begin e_WriteLog('Loading items data...', MSG_NOTIFY); g_Sound_CreateWADEx('SOUND_ITEM_RESPAWNITEM', GameWAD+':SOUNDS\RESPAWNITEM'); g_Sound_CreateWADEx('SOUND_ITEM_GETRULEZ', GameWAD+':SOUNDS\GETRULEZ'); g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON'); g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM'); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False); g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1'); g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2'); g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW'); g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL'); g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2'); g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER'); g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG'); g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET'); g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2'); g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET'); g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS'); g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL'); g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2'); g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN'); g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK'); g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR'); g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG'); g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB'); g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN'); g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT'); g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED'); g_Texture_CreateWADEx('ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK'); InitTextures(); end; procedure g_Items_FreeData(); begin e_WriteLog('Releasing items data...', MSG_NOTIFY); g_Sound_Delete('SOUND_ITEM_RESPAWNITEM'); g_Sound_Delete('SOUND_ITEM_GETRULEZ'); g_Sound_Delete('SOUND_ITEM_GETWEAPON'); g_Sound_Delete('SOUND_ITEM_GETITEM'); g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE'); g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE'); g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN'); g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE'); g_Frames_DeleteByName('FRAMES_ITEM_INVUL'); g_Frames_DeleteByName('FRAMES_ITEM_INVIS'); g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN'); g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE'); g_Frames_DeleteByName('FRAMES_ITEM_HELMET'); g_Frames_DeleteByName('FRAMES_FLAG_RED'); g_Frames_DeleteByName('FRAMES_FLAG_BLUE'); g_Frames_DeleteByName('FRAMES_FLAG_DOM'); g_Texture_Delete('ITEM_MEDKIT_SMALL'); g_Texture_Delete('ITEM_MEDKIT_LARGE'); g_Texture_Delete('ITEM_WEAPON_SAW'); g_Texture_Delete('ITEM_WEAPON_PISTOL'); g_Texture_Delete('ITEM_WEAPON_KASTET'); g_Texture_Delete('ITEM_WEAPON_SHOTGUN1'); g_Texture_Delete('ITEM_WEAPON_SHOTGUN2'); g_Texture_Delete('ITEM_WEAPON_CHAINGUN'); g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER'); g_Texture_Delete('ITEM_WEAPON_PLASMA'); g_Texture_Delete('ITEM_WEAPON_BFG'); g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET'); g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER'); g_Texture_Delete('ITEM_AMMO_BULLETS'); g_Texture_Delete('ITEM_AMMO_BULLETS_BOX'); g_Texture_Delete('ITEM_AMMO_SHELLS'); g_Texture_Delete('ITEM_AMMO_SHELLS_BOX'); g_Texture_Delete('ITEM_AMMO_ROCKET'); g_Texture_Delete('ITEM_AMMO_ROCKET_BOX'); g_Texture_Delete('ITEM_AMMO_CELL'); g_Texture_Delete('ITEM_AMMO_CELL_BIG'); g_Texture_Delete('ITEM_AMMO_FUELCAN'); g_Texture_Delete('ITEM_AMMO_BACKPACK'); g_Texture_Delete('ITEM_KEY_RED'); g_Texture_Delete('ITEM_KEY_GREEN'); g_Texture_Delete('ITEM_KEY_BLUE'); g_Texture_Delete('ITEM_OXYGEN'); g_Texture_Delete('ITEM_SUIT'); g_Texture_Delete('ITEM_WEAPON_KASTET'); g_Texture_Delete('ITEM_MEDKIT_BLACK'); g_Texture_Delete('ITEM_JETPACK'); end; function FindItem(): DWORD; var i: Integer; begin if gItems <> nil then for i := 0 to High(gItems) do if gItems[i].ItemType = ITEM_NONE then begin Result := i; Exit; end; if gItems = nil then begin SetLength(gItems, 32); Result := 0; end else begin Result := High(gItems) + 1; SetLength(gItems, Length(gItems) + 32); end; end; procedure g_Items_Init(); var a, b: Integer; begin if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height - gPlayerScreenSize.Y else a := gMapInfo.Height; if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width - gPlayerScreenSize.X else b := gMapInfo.Width; gMaxDist := Trunc(Hypot(a, b)); end; procedure g_Items_Free(); var i: Integer; begin if gItems <> nil then begin for i := 0 to High(gItems) do gItems[i].Animation.Free(); gItems := nil; end; end; function g_Items_Create(X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; var find_id: DWORD; ID: DWORD; begin if ForcedID < 0 then find_id := FindItem() else begin find_id := ForcedID; if Integer(find_id) > High(gItems) then SetLength(gItems, find_id + 32); end; gItems[find_id].ItemType := ItemType; gItems[find_id].Respawnable := Respawnable; if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then gItems[find_id].Respawnable := False; gItems[find_id].InitX := X; gItems[find_id].InitY := Y; gItems[find_id].RespawnTime := 0; gItems[find_id].Fall := Fall; gItems[find_id].Live := True; gItems[find_id].QuietRespawn := False; g_Obj_Init(@gItems[find_id].Obj); gItems[find_id].Obj.X := X; gItems[find_id].Obj.Y := Y; gItems[find_id].Obj.Rect.Width := ITEMSIZE[ItemType][0]; gItems[find_id].Obj.Rect.Height := ITEMSIZE[ItemType][1]; gItems[find_id].Animation := nil; gItems[find_id].SpawnTrigger := -1; // Координаты относительно центра нижнего ребра: if AdjCoord then with gItems[find_id] do begin Obj.X := X - (Obj.Rect.Width div 2); Obj.Y := Y - Obj.Rect.Height; InitX := Obj.X; InitY := Obj.Y; end; // Установка анимации: with gItems[find_id] do begin case ItemType of ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then Animation := TAnimation.Create(ID, True, 20); ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then Animation := TAnimation.Create(ID, True, 20); ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then Animation := TAnimation.Create(ID, True, 15); ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then Animation := TAnimation.Create(ID, True, 20); ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then Animation := TAnimation.Create(ID, True, 20); ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then Animation := TAnimation.Create(ID, True, 20); ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then Animation := TAnimation.Create(ID, True, 20); ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then Animation := TAnimation.Create(ID, True, 20); end; end; Result := find_id; end; procedure g_Items_Update(); var i, j, k: Integer; ID: DWORD; Anim: TAnimation; m: Word; r, nxt: Boolean; begin if gItems <> nil then for i := 0 to High(gItems) do if gItems[i].ItemType <> ITEM_NONE then with gItems[i] do begin nxt := False; if Live then begin if Fall then begin m := g_Obj_Move(@Obj, True, True); positionChanged(); // this updates spatial accelerators // Сопротивление воздуха: if gTime mod (GAME_TICK*2) = 0 then Obj.Vel.X := z_dec(Obj.Vel.X, 1); // Если выпал за карту: if WordBool(m and MOVE_FALLOUT) then begin if SpawnTrigger = -1 then g_Items_Pick(i) else begin g_Items_Remove(i); if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemDestroy(True, i); end; Continue; end; end; // Если игроки поблизости: if gPlayers <> nil then begin j := Random(Length(gPlayers)) - 1; for k := 0 to High(gPlayers) do begin Inc(j); if j > High(gPlayers) then j := 0; if (gPlayers[j] <> nil) and gPlayers[j].Live and g_Obj_Collide(@gPlayers[j].Obj, @Obj) then begin if g_Game_IsClient then Continue; if not gPlayers[j].PickItem(ItemType, Respawnable, r) then Continue; if g_Game_IsNet then MH_SEND_PlayerStats(gPlayers[j].UID); { Doom 2D: Original: 1. I_NONE,I_CLIP,I_SHEL,I_ROCKET,I_CELL,I_AMMO,I_SBOX,I_RBOX,I_CELP,I_BPACK,I_CSAW,I_SGUN,I_SGUN2,I_MGUN,I_LAUN,I_PLAS,I_BFG,I_GUN2 +2. I_MEGA,I_INVL,I_SUPER 3. I_STIM,I_MEDI,I_ARM1,I_ARM2,I_AQUA,I_KEYR,I_KEYG,I_KEYB,I_SUIT,I_RTORCH,I_GTORCH,I_BTORCH,I_GOR1,I_FCAN } if gSoundEffectsDF then begin if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, ITEM_AMMO_BACKPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', gPlayers[j].Obj.X, gPlayers[j].Obj.Y); end else begin if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', gPlayers[j].Obj.X, gPlayers[j].Obj.Y); end; // Надо убрать с карты, если это не ключ, которым нужно поделиться с другим игроком: if r then begin if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i); if g_Game_IsNet then MH_SEND_ItemDestroy(False, i); nxt := True; Break; end; end; end; end; if nxt then Continue; end; if Respawnable and g_Game_IsServer then begin DecMin(RespawnTime, 0); if (RespawnTime = 0) and (not Live) then begin if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY); if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then begin Anim := TAnimation.Create(ID, False, 4); g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim); Anim.Free(); end; Obj.X := InitX; Obj.Y := InitY; Obj.Vel.X := 0; Obj.Vel.Y := 0; Obj.Accel.X := 0; Obj.Accel.Y := 0; positionChanged(); // this updates spatial accelerators Live := True; if g_Game_IsNet then MH_SEND_ItemSpawn(QuietRespawn, i); QuietRespawn := False; end; end; if Animation <> nil then Animation.Update(); end; end; procedure g_Items_Draw(); var i: Integer; begin if gItems <> nil then for i := 0 to High(gItems) do if gItems[i].Live then with gItems[i] do if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then begin if Animation = nil then e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, True, False) else Animation.Draw(Obj.X, Obj.Y, M_NONE); if g_debug_Frames then begin e_DrawQuad(Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.X+Obj.Rect.X+Obj.Rect.Width-1, Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, 0, 255, 0); end; end; end; procedure g_Items_Pick(ID: DWORD); begin gItems[ID].Live := False; gItems[ID].RespawnTime := ITEM_RESPAWNTIME; end; procedure g_Items_Remove(ID: DWORD); begin gItems[ID].ItemType := ITEM_NONE; if gItems[ID].Animation <> nil then begin gItems[ID].Animation.Free(); gItems[ID].Animation := nil; end; gItems[ID].Live := False; if gItems[ID].SpawnTrigger > -1 then begin g_Triggers_DecreaseSpawner(gItems[ID].SpawnTrigger); gItems[ID].SpawnTrigger := -1; end; end; procedure g_Items_SaveState(var Mem: TBinMemoryWriter); var count, i: Integer; sig: DWORD; begin // Считаем количество существующих предметов: count := 0; if gItems <> nil then for i := 0 to High(gItems) do if gItems[i].ItemType <> ITEM_NONE then count := count + 1; Mem := TBinMemoryWriter.Create((count+1) * 60); // Количество предметов: Mem.WriteInt(count); if count = 0 then Exit; for i := 0 to High(gItems) do if gItems[i].ItemType <> ITEM_NONE then begin // Сигнатура предмета: sig := ITEM_SIGNATURE; // 'ITEM' Mem.WriteDWORD(sig); // Тип предмета: Mem.WriteByte(gItems[i].ItemType); // Есть ли респаун: Mem.WriteBoolean(gItems[i].Respawnable); // Координаты респуна: Mem.WriteInt(gItems[i].InitX); Mem.WriteInt(gItems[i].InitY); // Время до респауна: Mem.WriteWord(gItems[i].RespawnTime); // Существует ли этот предмет: Mem.WriteBoolean(gItems[i].Live); // Может ли он падать: Mem.WriteBoolean(gItems[i].Fall); // Индекс триггера, создавшего предмет: Mem.WriteInt(gItems[i].SpawnTrigger); // Объект предмета: Obj_SaveState(@gItems[i].Obj, Mem); end; end; procedure g_Items_LoadState(var Mem: TBinMemoryReader); var count, i, a: Integer; sig: DWORD; b: Byte; begin if Mem = nil then Exit; g_Items_Free(); // Количество предметов: Mem.ReadInt(count); if count = 0 then Exit; for a := 0 to count-1 do begin // Сигнатура предмета: Mem.ReadDWORD(sig); if sig <> ITEM_SIGNATURE then // 'ITEM' begin raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); end; // Тип предмета: Mem.ReadByte(b); // Создаем предмет: i := g_Items_Create(0, 0, b, False, False); // Есть ли респаун: Mem.ReadBoolean(gItems[i].Respawnable); // Координаты респуна: Mem.ReadInt(gItems[i].InitX); Mem.ReadInt(gItems[i].InitY); // Время до респауна: Mem.ReadWord(gItems[i].RespawnTime); // Существует ли этот предмет: Mem.ReadBoolean(gItems[i].Live); // Может ли он падать: Mem.ReadBoolean(gItems[i].Fall); // Индекс триггера, создавшего предмет: Mem.ReadInt(gItems[i].SpawnTrigger); // Объект предмета: Obj_LoadState(@gItems[i].Obj, Mem); end; end; procedure TItem.positionChanged (); begin end; end.