diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 3ae3e82289e9436573bf15beda801dbc2100a93d..75d2693b590e8c317a239c70d27d2a85967b7db6 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 ProfilerCommands(P: SArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading();
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_triggers, MAPDEF, g_monsters, e_sound, CONFIG,
BinEditor, g_language, g_net, SDL,
ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
- utils, sfs;
+ 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 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);
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
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;
end;
+(*
// profiler console commands
procedure ProfilerCommands (P: SArray);
var
if (cmd = 'pr_enabled') then begin binaryFlag(gpart_dbg_enabled, 'particles'); exit; end;
if (cmd = 'pr_phys_enabled') then begin binaryFlag(gpart_dbg_phys_enabled, 'particle physics'); exit; end;
if (cmd = 'los_enabled') then begin binaryFlag(gmon_dbg_los_enabled, 'LOS calculations'); exit; end;
-end;
+ 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;
+
+ if (cmd = 'mon_think') then begin binaryFlag(gmon_debug_think, 'monster thinking'); exit; end;
+ if (cmd = 'dbg_holmes') then begin binaryFlag(g_holmes_enabled, 'Holmes'); exit; end;
+end;
+*)
procedure DebugCommands(P: SArray);
var
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.