diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 497567b23ccf7e36e3e8e5f011c411211d65502c..24f6324b56bc27a00db40c43d9dce0f735cfc26b 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
procedure GameCommands(P: SArray);
procedure GameCheats(P: SArray);
procedure DebugCommands(P: SArray);
-procedure ProfilerCommands(P: SArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading();
g_profile_frame_update: Boolean = false;
g_profile_frame_draw: Boolean = false;
g_profile_collision: Boolean = false;
+ g_profile_los: Boolean = false;
g_profile_history_size: Integer = 1000;
+
procedure g_ResetDynlights ();
procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
+function conIsCheatsEnabled (): Boolean;
+
+
implementation
uses
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, MAPDEF, g_monsters, e_sound, CONFIG,
BinEditor, g_language, g_net, SDL,
- ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
- utils, sfs;
+ ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
+ utils, sfs, g_holmes;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function conIsCheatsEnabled (): Boolean;
+begin
+ result := false;
+ if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and
+ (gGameSettings.GameMode <> GM_COOP) and (not gDebugMode)) or g_Game_IsNet then exit;
+ result := true;
+end;
// ////////////////////////////////////////////////////////////////////////// //
if gPlayer2 <> nil then gPlayer2.GodMode := False;
if gPlayer1 <> nil then gPlayer1.NoTarget := False;
if gPlayer2 <> nil then gPlayer2.NoTarget := False;
+
+ {$IF DEFINED(D2F_DEBUG)}
+ if gPlayer1 <> nil then gPlayer1.NoTarget := True;
+ gAimLine := true;
+ {$ENDIF}
end;
procedure g_Game_ExecuteEvent(Name: String);
a: Byte;
w: Word;
i, b: Integer;
+
+ function sendMonsPos (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if (mon.MonsterType = MONSTER_BARREL) then
+ begin
+ if (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
+ end
+ else
+ if (mon.MonsterState <> MONSTATE_SLEEP) then
+ begin
+ if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then
+ begin
+ MH_SEND_MonsterPos(mon.UID);
+ end;
+ end;
+ end;
+
begin
g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
if gPlayers[I] <> nil then
MH_SEND_PlayerPos(True, gPlayers[I].UID);
- if gMonsters <> nil then
- for I := 0 to High(gMonsters) do
- if gMonsters[I] <> nil then
- begin
- if (gMonsters[I].MonsterType = MONSTER_BARREL) then
- begin
- if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end
- else
- if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then
- if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or
- (gMonsters[I].GameVelX <> 0) or
- (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end;
+ g_Mons_ForEach(sendMonsPos);
NetTimeToReliable := 0;
NetTimeToUpdate := NetUpdateRate;
if gPlayers[I] <> nil then
MH_SEND_PlayerPos(False, gPlayers[I].UID);
- if gMonsters <> nil then
- for I := 0 to High(gMonsters) do
- if gMonsters[I] <> nil then
- begin
- if (gMonsters[I].MonsterType = MONSTER_BARREL) then
- begin
- if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end
- else
- if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then
- if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or
- (gMonsters[I].GameVelX <> 0) or
- (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end;
+ g_Mons_ForEach(sendMonsPos);
NetTimeToUpdate := 0;
end;
procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
var
a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer;
+
+ function monDraw (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ with mon do
+ begin
+ if Live then
+ begin
+ // Ëåâûé âåðõíèé óãîë
+ aX := Obj.X div ScaleSz + 1;
+ aY := Obj.Y div ScaleSz + 1;
+ // Ðàçìåðû
+ aX2 := max(Obj.Rect.Width div ScaleSz, 1);
+ aY2 := max(Obj.Rect.Height div ScaleSz, 1);
+ // Ïðàâûé íèæíèé óãîë
+ aX2 := aX + aX2 - 1;
+ aY2 := aY + aY2 - 1;
+ e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0);
+ end;
+ end;
+ end;
+
begin
if (gMapInfo.Width > RenderRect.Right - RenderRect.Left) or
(gMapInfo.Height > RenderRect.Bottom - RenderRect.Top) then
end;
end;
end;
- if gMonsters <> nil then
- begin
- // Ðèñóåì ìîíñòðîâ:
- for a := 0 to High(gMonsters) do
- if gMonsters[a] <> nil then with gMonsters[a] do
- if Live then begin
- // Ëåâûé âåðõíèé óãîë:
- aX := Obj.X div ScaleSz + 1;
- aY := Obj.Y div ScaleSz + 1;
- // Ðàçìåðû:
- aX2 := max(Obj.Rect.Width div ScaleSz, 1);
- aY2 := max(Obj.Rect.Height div ScaleSz, 1);
- // Ïðàâûé íèæíèé óãîë:
- aX2 := aX + aX2 - 1;
- aY2 := aY + aY2 - 1;
-
- e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0);
- end;
- end;
+ // Ðèñóåì ìîíñòðîâ
+ g_Mons_ForEach(monDraw);
end;
end;
while (gDrawPanelList.count > 0) do
begin
pan := TPanel(gDrawPanelList.front());
- e_WriteLog(Format('tagmask: 0x%04x; pan.tag: 0x%04x; pan.ArrIdx: %d', [tagmask, pan.tag, pan.ArrIdx]), MSG_NOTIFY);
+ e_WriteLog(Format('tagmask: 0x%04x; pan.tag: 0x%04x; pan.arrIdx: %d', [tagmask, pan.tag, pan.arrIdx]), MSG_NOTIFY);
pan.Draw();
gDrawPanelList.popFront();
end;
if px > gMapInfo.Width-(gPlayerScreenSize.X div 2) then a := -gMapInfo.Width+gPlayerScreenSize.X;
if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then b := -gMapInfo.Height+gPlayerScreenSize.Y;
- if gMapInfo.Width <= gPlayerScreenSize.X then a := 0;
- if gMapInfo.Height <= gPlayerScreenSize.Y then b := 0;
+ if (gMapInfo.Width = gPlayerScreenSize.X) then a := 0
+ else if (gMapInfo.Width < gPlayerScreenSize.X) then
+ begin
+ // hcenter
+ a := (gPlayerScreenSize.X-gMapInfo.Width) div 2;
+ end;
+
+ if (gMapInfo.Height = gPlayerScreenSize.Y) then b := 0
+ else if (gMapInfo.Height < gPlayerScreenSize.Y) then
+ begin
+ // vcenter
+ b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2;
+ end;
if p.IncCam <> 0 then
begin
//glTranslatef(a, b+p.IncCam, 0);
+ p.viewPortX := sX;
+ p.viewPortY := sY;
+ p.viewPortW := sWidth;
+ p.viewPortH := sHeight;
+
+ if (p = gPlayer1) then
+ begin
+ g_Holmes_plrView(p.viewPortX, p.viewPortY, p.viewPortW, p.viewPortH);
+ end;
+
renderMapInternal(-c, -d, a, b+p.IncCam, true);
if p.FSpectator then
procedure drawProfilers ();
var
px: Integer = -1;
+ py: Integer = -1;
begin
- if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw);
- if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision);
+ if g_profile_frame_draw then px := px-drawProfiles(px, py, profileFrameDraw);
+ if g_profile_collision then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_los then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
end;
procedure g_Game_Draw();
g_ActiveWindow.Draw();
end;
+ // draw inspector
+ if (g_holmes_enabled) then g_Holmes_Draw();
+
g_Console_Draw();
if g_debug_Sounds and gGameOn then
end;
procedure g_Game_SetupScreenSize();
+const
+ RES_FACTOR = 4.0 / 3.0;
var
- d: Single;
+ s: Single;
+ rf: Single;
+ bw, bh: Word;
begin
// Ðàçìåð ýêðàíîâ èãðîêîâ:
gPlayerScreenSize.X := gScreenWidth-196;
// Ðàçìåð çàäíåãî ïëàíà:
if BackID <> DWORD(-1) then
begin
- d := SKY_STRETCH;
-
- if (gScreenWidth*d > gMapInfo.Width) or
- (gScreenHeight*d > gMapInfo.Height) then
- d := 1.0;
-
- gBackSize.X := Round(gScreenWidth*d);
- gBackSize.Y := Round(gScreenHeight*d);
+ s := SKY_STRETCH;
+ if (gScreenWidth*s > gMapInfo.Width) or
+ (gScreenHeight*s > gMapInfo.Height) then
+ begin
+ gBackSize.X := gScreenWidth;
+ gBackSize.Y := gScreenHeight;
+ end
+ else
+ begin
+ e_GetTextureSize(BackID, @bw, @bh);
+ rf := Single(bw) / Single(bh);
+ if (rf > RES_FACTOR) then bw := Round(Single(bh) * RES_FACTOR)
+ else if (rf < RES_FACTOR) then bh := Round(Single(bw) / RES_FACTOR);
+ s := Max(gScreenWidth / bw, gScreenHeight / bh);
+ if (s < 1.0) then s := 1.0;
+ gBackSize.X := Round(bw*s);
+ gBackSize.Y := Round(bh*s);
+ end;
end;
end;
State: Byte;
OuterLoop: Boolean;
newResPath: string;
+ InMsg: TMsg;
begin
g_Game_Free();
if (NetEvent.kind = ENET_EVENT_TYPE_RECEIVE) then
begin
Ptr := NetEvent.packet^.data;
- e_Raw_Seek(0);
+ if not InMsg.Init(Ptr, NetEvent.packet^.dataLength, True) then
+ continue;
- MID := e_Raw_Read_Byte(Ptr);
+ MID := InMsg.ReadByte();
if (MID = NET_MSG_INFO) and (State = 0) then
begin
- NetMyID := e_Raw_Read_Byte(Ptr);
- NetPlrUID1 := e_Raw_Read_Word(Ptr);
+ NetMyID := InMsg.ReadByte();
+ NetPlrUID1 := InMsg.ReadWord();
- WadName := e_Raw_Read_String(Ptr);
- Map := e_Raw_Read_String(Ptr);
+ WadName := InMsg.ReadString();
+ Map := InMsg.ReadString();
- gWADHash := e_Raw_Read_MD5(Ptr);
+ gWADHash := InMsg.ReadMD5();
- gGameSettings.GameMode := e_Raw_Read_Byte(Ptr);
+ gGameSettings.GameMode := InMsg.ReadByte();
gSwitchGameMode := gGameSettings.GameMode;
- gGameSettings.GoalLimit := e_Raw_Read_Word(Ptr);
- gGameSettings.TimeLimit := e_Raw_Read_Word(Ptr);
- gGameSettings.MaxLives := e_Raw_Read_Byte(Ptr);
- gGameSettings.Options := e_Raw_Read_LongWord(Ptr);
- T := e_Raw_Read_LongWord(Ptr);
+ gGameSettings.GoalLimit := InMsg.ReadWord();
+ gGameSettings.TimeLimit := InMsg.ReadWord();
+ gGameSettings.MaxLives := InMsg.ReadByte();
+ gGameSettings.Options := InMsg.ReadLongWord();
+ T := InMsg.ReadLongWord();
newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash);
if newResPath = '' then
procedure g_Game_RestartRound(NoMapRestart: Boolean = False);
var
i, n, nb, nr: Integer;
+
+ function monRespawn (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if not mon.FNoRespawn then mon.Respawn();
+ end;
+
begin
if not g_Game_IsServer then Exit;
if gLMSRespawn = LMS_RESPAWN_NONE then Exit;
g_Items_RestartRound();
- for i := Low(gMonsters) to High(gMonsters) do
- begin
- if (gMonsters[i] <> nil) and not gMonsters[i].FNoRespawn then
- gMonsters[i].Respawn;
- end;
+
+ g_Mons_ForEach(monRespawn);
gLMSSoftSpawn := False;
end;
end;
end;
-// profiler console commands
-procedure ProfilerCommands (P: SArray);
-var
- cmd: string;
-
- function getBool (idx: Integer): Integer;
- begin
- if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end;
- result := 0;
- if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1;
- end;
-
-begin
- //if not gDebugMode then exit;
- cmd := LowerCase(P[0]);
-
- if cmd = 'pf_draw_frame' then
- begin
- g_profile_frame_draw := not g_profile_frame_draw;
- exit;
- end;
-
- if cmd = 'pf_update_frame' then
- begin
- g_profile_frame_update := not g_profile_frame_update;
- exit;
- end;
-
- if cmd = 'pf_coldet' then
- begin
- g_profile_collision := not g_profile_collision;
- exit;
- end;
-
- if cmd = 'r_sq_draw' then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_use_accel_render := false;
- 1: gdbg_map_use_accel_render := true;
- end;
- if gdbg_map_use_accel_render then g_Console_Add('accelerated rendering: tan') else g_Console_Add('accelerated rendering: ona');
- exit;
- end;
-
- if cmd = 'dbg_sq_coldet' then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_use_accel_coldet := false;
- 1: gdbg_map_use_accel_coldet := true;
- end;
- if gdbg_map_use_accel_coldet then g_Console_Add('accelerated coldet: tan') else g_Console_Add('accelerated coldet: ona');
- exit;
- end;
-
- if (cmd = 'sq_use_grid') or (cmd = 'sq_use_tree') then
- begin
- gdbg_map_use_tree_coldet := (cmd = 'sq_use_tree');
- if gdbg_map_use_tree_coldet then g_Console_Add('coldet acceleration: tree') else g_Console_Add('coldet acceleration: grid');
- exit;
- end;
-
- if (cmd = 'r_sq_use_grid') or (cmd = 'r_sq_use_tree') then
- begin
- gdbg_map_use_tree_draw := (cmd = 'r_sq_use_tree');
- if gdbg_map_use_tree_draw then g_Console_Add('render acceleration: tree') else g_Console_Add('render acceleration: grid');
- exit;
- end;
-
- if (cmd = 't_dump_node_queries') then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_dump_coldet_tree_queries := false;
- 1: gdbg_map_dump_coldet_tree_queries := true;
- end;
- if gdbg_map_dump_coldet_tree_queries then g_Console_Add('grid coldet tree queries: tan') else g_Console_Add('grid coldet tree queries: ona');
- exit;
- end;
-end;
procedure DebugCommands(P: SArray);
var
a, b: Integer;
cmd: string;
//pt: TPoint;
+ mon: TMonster;
begin
// Êîìàíäû îòëàäî÷íîãî ðåæèìà:
if gDebugMode then
else
begin
with gPlayer1.Obj do
- b := g_Monsters_Create(a,
+ begin
+ mon := g_Monsters_Create(a,
X + Rect.X + (Rect.Width div 2),
Y + Rect.Y + Rect.Height,
gPlayer1.Direction, True);
- if (Length(P) > 2) and (b >= 0) then
- gMonsters[b].MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
+ end;
+ if (Length(P) > 2) and (mon <> nil) then
+ mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
end;
end;
end
begin
Parse_Params(pars);
- s := Find_Param_Value(pars, '--profile-render');
- if (s <> '') then g_profile_frame_draw := true;
-
- s := Find_Param_Value(pars, '--profile-coldet');
- if (s <> '') then g_profile_collision := true;
-
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then
SetLength(pars, 0);
end;
+begin
+ conRegVar('pf_draw_frame', @g_profile_frame_draw, 'draw frame rendering profiles', 'render profiles');
+ //conRegVar('pf_update_frame', @g_profile_frame_update, 'draw frame updating profiles', 'update profiles');
+ conRegVar('pf_coldet', @g_profile_collision, 'draw collision detection profiles', 'coldet profiles');
+ conRegVar('pf_los', @g_profile_los, 'draw monster LOS profiles', 'monster LOS profiles');
+
+ conRegVar('r_sq_draw', @gdbg_map_use_accel_render, 'accelerated spatial queries in rendering', 'accelerated rendering');
+ conRegVar('cd_sq_enabled', @gdbg_map_use_accel_coldet, 'accelerated spatial queries in map coldet', 'accelerated map coldet');
+ conRegVar('mon_sq_enabled', @gmon_debug_use_sqaccel, 'accelerated spatial queries for monsters', 'accelerated monster coldet');
+ conRegVar('wtrace_sq_enabled', @gwep_debug_fast_trace, 'accelerated spatial queries for weapon hitscan trace', 'accelerated weapon hitscan');
+
+ conRegVar('pr_enabled', @gpart_dbg_enabled, 'enable/disable particles', 'particles');
+ conRegVar('pr_phys_enabled', @gpart_dbg_phys_enabled, 'enable/disable particle physics', 'particle physics');
+
+ conRegVar('los_enabled', @gmon_dbg_los_enabled, 'enable/disable monster LOS calculations', 'monster LOS', true);
+ conRegVar('mon_think', @gmon_debug_think, 'enable/disable monster thinking', 'monster thinking', true);
+
+ conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
end.