(* 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 PItem = ^TItem; TItem = record private //treeNode: Integer; slotIsUsed: Boolean; arrIdx: Integer; // in ggItems public 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! property myid: Integer read arrIdx; 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); procedure g_Items_RestartRound (); function g_Items_ValidId (idx: Integer): Boolean; inline; function g_Items_ByIdx (idx: Integer): PItem; function g_Items_ObjByIdx (idx: Integer): PObj; procedure g_Items_EmitPickupSound (idx: Integer); // at item position procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer); type TItemEachAliveCB = function (it: PItem): Boolean is nested; // return `true` to stop function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; var 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, g_grid, binheap; var ggItems: Array of TItem = nil; // ////////////////////////////////////////////////////////////////////////// // var freeIds: TBinaryHeapInt = nil; // free item ids // ////////////////////////////////////////////////////////////////////////// // function g_Items_ValidId (idx: Integer): Boolean; inline; begin result := false; if (idx < 0) or (idx > High(ggItems)) then exit; if not ggItems[idx].slotIsUsed then exit; result := true; end; function g_Items_ByIdx (idx: Integer): PItem; begin if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); result := @ggItems[idx]; if not result.slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); end; function g_Items_ObjByIdx (idx: Integer): PObj; begin if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('g_ItemObjByIdx: invalid index'); if not ggItems[idx].slotIsUsed then raise Exception.Create('g_ItemObjByIdx: requested inexistent item'); result := @ggItems[idx].Obj; end; // ////////////////////////////////////////////////////////////////////////// // procedure TItem.positionChanged (); begin end; // ////////////////////////////////////////////////////////////////////////// // 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(); freeIds := binHeapNewIntLess(); 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'); freeIds.Free(); end; procedure releaseItem (idx: Integer); var it: PItem; begin if (idx < 0) or (idx > High(ggItems)) then raise Exception.Create('releaseItem: invalid item id'); it := @ggItems[idx]; if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item'); if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); it.slotIsUsed := false; if (it.Animation <> nil) then begin it.Animation.Free(); it.Animation := nil; end; it.Live := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; freeIds.insert(it.arrIdx); end; function allocItem (): DWORD; var i, olen: Integer; it: PItem; begin if (freeIds.count = 0) then begin // no free slots olen := Length(ggItems); SetLength(ggItems, olen+64); for i := olen to High(ggItems) do begin it := @ggItems[i]; it.slotIsUsed := false; it.arrIdx := i; it.ItemType := ITEM_NONE; it.Animation := nil; it.Live := false; it.SpawnTrigger := -1; it.Respawnable := false; freeIds.insert(i); end; end; result := freeIds.front; freeIds.popFront(); if (Integer(result) > High(ggItems)) then raise Exception.Create('allocItem: freeid list corrupted'); if (ggItems[result].arrIdx <> Integer(result)) then raise Exception.Create('allocItem: arrIdx inconsistency'); end; // it will be slow if the slot is free (we have to rebuild the heap) function wantItemSlot (slot: Integer): Integer; var i, olen: Integer; it: PItem; rebuildFreeList: Boolean = true; begin if (slot < 0) or (slot > $0fffffff) then raise Exception.Create('wantItemSlot: bad item slot request'); // do we need to grow item storate? olen := Length(ggItems); if (slot >= olen) then begin // need more spice! SetLength(ggItems, slot+64); // add free slots to free list for i := olen to High(ggItems) do begin it := @ggItems[i]; it.slotIsUsed := false; it.arrIdx := i; it.ItemType := ITEM_NONE; it.Animation := nil; it.Live := false; it.SpawnTrigger := -1; it.Respawnable := false; if (i <> slot) then freeIds.insert(i); end; rebuildFreeList := false; end; it := @ggItems[slot]; if not it.slotIsUsed then begin // this is unused slot; get it, and rebuild id list if rebuildFreeList then begin freeIds.clear(); for i := 0 to High(ggItems) do begin if (i <> slot) and (not it.slotIsUsed) then freeIds.insert(i); end; end; end else begin // it will be readded it.slotIsUsed := false; end; result := slot; end; // ////////////////////////////////////////////////////////////////////////// // procedure g_Items_Init (); var a, b: Integer; begin if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height-gPlayerScreenSize.Y else a := gMapInfo.Height; if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width-gPlayerScreenSize.X else b := gMapInfo.Width; gMaxDist := Trunc(Hypot(a, b)); end; procedure g_Items_Free (); var i: Integer; begin if (ggItems <> nil) then begin for i := 0 to High(ggItems) do ggItems[i].Animation.Free(); ggItems := nil; end; freeIds.clear(); end; function g_Items_Create (X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; var find_id: DWORD; ID: DWORD; it: PItem; begin if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID); //{$IF DEFINED(D2F_DEBUG)}e_WriteLog(Format('allocated item #%d', [Integer(find_id)]), MSG_NOTIFY);{$ENDIF} it := @ggItems[find_id]; if (it.arrIdx <> Integer(find_id)) then raise Exception.Create('g_Items_Create: arrIdx inconsistency'); //it.arrIdx := find_id; it.slotIsUsed := true; it.ItemType := ItemType; it.Respawnable := Respawnable; if g_Game_IsServer and (ITEM_RESPAWNTIME = 0) then it.Respawnable := False; it.InitX := X; it.InitY := Y; it.RespawnTime := 0; it.Fall := Fall; it.Live := True; it.QuietRespawn := False; g_Obj_Init(@it.Obj); it.Obj.X := X; it.Obj.Y := Y; it.Obj.Rect.Width := ITEMSIZE[ItemType][0]; it.Obj.Rect.Height := ITEMSIZE[ItemType][1]; it.Animation := nil; it.SpawnTrigger := -1; // Координаты относительно центра нижнего ребра if AdjCoord then begin with it^ do begin Obj.X := X - (Obj.Rect.Width div 2); Obj.Y := Y - Obj.Rect.Height; InitX := Obj.X; InitY := Obj.Y; end; end; // Установка анимации case it.ItemType of ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15); ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20); ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20); end; it.positionChanged(); result := find_id; end; procedure g_Items_Update (); var i, j, k: Integer; ID: DWord; Anim: TAnimation; m: Word; r, nxt: Boolean; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin if (ggItems[i].ItemType = ITEM_NONE) then continue; with ggItems[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 begin g_Items_Pick(i); end 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 } g_Items_EmitPickupSoundAt(i, gPlayers[j].Obj.X, gPlayers[j].Obj.Y); // 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; end; procedure g_Items_Draw (); var i: Integer; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin if not ggItems[i].Live then continue; with ggItems[i] do begin if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then begin if (Animation = nil) then begin e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false); end else begin Animation.Draw(Obj.X, Obj.Y, M_NONE); end; 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; end; end; procedure g_Items_Pick (ID: DWORD); begin ggItems[ID].Live := false; ggItems[ID].RespawnTime := ITEM_RESPAWNTIME; end; procedure g_Items_Remove (ID: DWORD); var it: PItem; trig: Integer; begin if not g_Items_ValidId(ID) then raise Exception.Create('g_Items_Remove: invalid item id'); it := @ggItems[ID]; if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync'); trig := it.SpawnTrigger; releaseItem(ID); if (trig > -1) then g_Triggers_DecreaseSpawner(trig); end; procedure g_Items_SaveState (var Mem: TBinMemoryWriter); var count, i: Integer; sig: DWORD; begin // Считаем количество существующих предметов count := 0; if (ggItems <> nil) then begin for i := 0 to High(ggItems) do if (ggItems[i].ItemType <> ITEM_NONE) then Inc(count); end; Mem := TBinMemoryWriter.Create((count+1) * 60); // Количество предметов Mem.WriteInt(count); if (count = 0) then exit; for i := 0 to High(ggItems) do begin if (ggItems[i].ItemType <> ITEM_NONE) then begin // Сигнатура предмета sig := ITEM_SIGNATURE; // 'ITEM' Mem.WriteDWORD(sig); // Тип предмета Mem.WriteByte(ggItems[i].ItemType); // Есть ли респаун Mem.WriteBoolean(ggItems[i].Respawnable); // Координаты респуна Mem.WriteInt(ggItems[i].InitX); Mem.WriteInt(ggItems[i].InitY); // Время до респауна Mem.WriteWord(ggItems[i].RespawnTime); // Существует ли этот предмет Mem.WriteBoolean(ggItems[i].Live); // Может ли он падать Mem.WriteBoolean(ggItems[i].Fall); // Индекс триггера, создавшего предмет Mem.WriteInt(ggItems[i].SpawnTrigger); // Объект предмета Obj_SaveState(@ggItems[i].Obj, Mem); end; 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 raise EBinSizeError.Create('g_Items_LoadState: Wrong Item Signature'); // 'ITEM' // Тип предмета Mem.ReadByte(b); // Создаем предмет i := g_Items_Create(0, 0, b, False, False); // Есть ли респаун Mem.ReadBoolean(ggItems[i].Respawnable); // Координаты респуна Mem.ReadInt(ggItems[i].InitX); Mem.ReadInt(ggItems[i].InitY); // Время до респауна Mem.ReadWord(ggItems[i].RespawnTime); // Существует ли этот предмет Mem.ReadBoolean(ggItems[i].Live); // Может ли он падать Mem.ReadBoolean(ggItems[i].Fall); // Индекс триггера, создавшего предмет Mem.ReadInt(ggItems[i].SpawnTrigger); // Объект предмета Obj_LoadState(@ggItems[i].Obj, Mem); end; end; procedure g_Items_RestartRound (); var i: Integer; it: PItem; begin for i := 0 to High(ggItems) do begin it := @ggItems[i]; if it.Respawnable then begin it.QuietRespawn := True; it.RespawnTime := 0; end else begin g_Items_Remove(i); if g_Game_IsNet then MH_SEND_ItemDestroy(True, i); end; end; end; function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): Boolean; var idx: Integer; begin result := false; if (ggItems = nil) or not assigned(cb) then exit; if backwards then begin for idx := High(ggItems) downto 0 do begin if ggItems[idx].Live then begin result := cb(@ggItems[idx]); if result then exit; end; end; end else begin for idx := 0 to High(ggItems) do begin if ggItems[idx].Live then begin result := cb(@ggItems[idx]); if result then exit; end; end; end; end; // ////////////////////////////////////////////////////////////////////////// // procedure g_Items_EmitPickupSound (idx: Integer); var it: PItem; begin if not g_Items_ValidId(idx) then exit; it := @ggItems[idx]; g_Items_EmitPickupSoundAt(idx, it.Obj.X, it.Obj.Y); end; procedure g_Items_EmitPickupSoundAt (idx, x, y: Integer); var it: PItem; begin if not g_Items_ValidId(idx) then exit; it := @ggItems[idx]; if gSoundEffectsDF then begin if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL, ITEM_INVIS, ITEM_MEDKIT_BLACK, ITEM_JETPACK] then begin g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); end else if it.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 begin g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); end else begin g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); end; end else begin if it.ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_SUIT, ITEM_MEDKIT_BLACK, ITEM_INVUL, ITEM_INVIS, ITEM_JETPACK] then begin g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', x, y); end else if it.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 begin g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', x, y); end else begin g_Sound_PlayExAt('SOUND_ITEM_GETITEM', x, y); end; end; end; end.