diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 075fe6b54891997704ceba1a74ad5df6ab6457e7..7a1f2978e5f18dd9d594cd83b157422f072e3d3c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* 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
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE ../shared/a_modes.inc}
unit g_game;
interface
uses
- g_basic, g_player, e_graphics, Classes, g_res_downloader,
- SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5;
+ SysUtils, Classes,
+ MAPDEF,
+ g_basic, g_player, e_graphics, g_res_downloader,
+ g_sound, g_gui, utils, md5, mempool, xprofiler,
+ g_touch, g_weapons;
type
TGameSettings = record
DEStr: String;
end;
+ TChatSound = record
+ Sound: TPlayableSound;
+ Tags: Array of String;
+ FullWord: Boolean;
+ end;
+
TPlayerSettings = record
Name: String;
Model: String;
THearPoint = record
Active: Boolean;
- Coords: TPoint;
+ Coords: TDFPoint;
end;
function g_Game_IsNet(): Boolean;
function g_Game_IsServer(): Boolean;
function g_Game_IsClient(): Boolean;
procedure g_Game_Init();
-procedure g_Game_Free();
+procedure g_Game_Free (freeTextures: Boolean=true);
procedure g_Game_LoadData();
procedure g_Game_FreeData();
procedure g_Game_Update();
procedure g_Game_RestartRound(NoMapRestart: Boolean = False);
procedure g_Game_ClientWAD(NewWAD: String; WHash: TMD5Digest);
procedure g_Game_SaveOptions();
-function g_Game_StartMap(Map: String; Force: Boolean = False): Boolean;
-procedure g_Game_ChangeMap(MapPath: String);
-procedure g_Game_ExitLevel(Map: Char16);
+function g_Game_StartMap(Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean;
+procedure g_Game_ChangeMap(const MapPath: String);
+procedure g_Game_ExitLevel(const Map: AnsiString);
function g_Game_GetFirstMap(WAD: String): String;
function g_Game_GetNextMap(): String;
procedure g_Game_NextLevel();
procedure g_Game_Pause(Enable: Boolean);
+procedure g_Game_HolmesPause(Enable: Boolean);
procedure g_Game_InGameMenu(Show: Boolean);
function g_Game_IsWatchedPlayer(UID: Word): Boolean;
function g_Game_IsWatchedTeam(Team: Byte): Boolean;
procedure g_Game_StopAllSounds(all: Boolean);
procedure g_Game_UpdateTriggerSounds();
function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo;
+procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
procedure g_Game_Announce_KillCombo(Param: Integer);
+procedure g_Game_Announce_BodyKill(SpawnerUID: Word);
procedure g_Game_StartVote(Command, Initiator: string);
procedure g_Game_CheckVote;
procedure g_TakeScreenShot();
procedure g_SimpleError(Text: String);
function g_Game_IsTestMap(): Boolean;
procedure g_Game_DeleteTestMap();
-procedure GameCVars(P: SArray);
-procedure GameCommands(P: SArray);
-procedure GameCheats(P: SArray);
-procedure DebugCommands(P: SArray);
+procedure GameCVars(P: SSArray);
+procedure GameCommands(P: SSArray);
+procedure GameCheats(P: SSArray);
+procedure DebugCommands(P: SSArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
-procedure g_Game_StepLoading();
+procedure g_Game_StepLoading(Value: Integer = -1);
procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
procedure DrawLoadingStat();
+procedure DrawMenuBackground(tex: AnsiString);
{ procedure SetWinPause(Enable: Boolean); }
DE_GLOBEVENT = 0;
DE_BFGHIT = 1;
DE_KILLCOMBO = 2;
+ DE_BODYKILL = 3;
ANNOUNCE_NONE = 0;
ANNOUNCE_ME = 1;
gPlayer1Settings: TPlayerSettings;
gPlayer2Settings: TPlayerSettings;
gGameOn: Boolean;
- gPlayerScreenSize: TPoint;
- gPlayer1ScreenCoord: TPoint;
- gPlayer2ScreenCoord: TPoint;
+ gPlayerScreenSize: TDFPoint;
+ gPlayer1ScreenCoord: TDFPoint;
+ gPlayer2ScreenCoord: TDFPoint;
gPlayer1: TPlayer = nil;
gPlayer2: TPlayer = nil;
gPlayerDrawn: TPlayer = nil;
gAnnouncer: Byte = ANNOUNCE_NONE;
goodsnd: array[0..3] of TPlayableSound;
killsnd: array[0..3] of TPlayableSound;
+ hahasnd: array[0..2] of TPlayableSound;
+ sound_get_flag: array[0..1] of TPlayableSound;
+ sound_lost_flag: array[0..1] of TPlayableSound;
+ sound_ret_flag: array[0..1] of TPlayableSound;
+ sound_cap_flag: array[0..1] of TPlayableSound;
+ gBodyKillEvent: Integer = -1;
gDefInterTime: ShortInt = -1;
gInterEndTime: LongWord = 0;
gInterTime: LongWord = 0;
gServInterTime: Byte = 0;
gGameStartTime: LongWord = 0;
gTotalMonsters: Integer = 0;
- gPause: Boolean;
- gShowTime: Boolean = True;
+ gPauseMain: Boolean = false;
+ gPauseHolmes: Boolean = false;
+ gShowTime: Boolean = False;
gShowFPS: Boolean = False;
gShowGoals: Boolean = True;
gShowStat: Boolean = True;
gSpectViewTwo: Boolean = False;
gSpectPID1: Integer = -1;
gSpectPID2: Integer = -1;
+ gSpectAuto: Boolean = False;
+ gSpectAutoNext: LongWord;
+ gSpectAutoStepX: Integer;
+ gSpectAutoStepY: Integer;
gMusic: TMusic = nil;
gLoadGameMode: Boolean;
gCheats: Boolean = False;
gVotesEnabled: Boolean = True;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
+ gUseChatSounds: Boolean = True;
+ gChatSounds: Array of TChatSound;
+ gSelectWeapon: Array [0..1, WP_FIRST..WP_LAST] of Boolean; // [player, weapon]
+ gInterReadyCount: Integer = 0;
+
+ g_dbg_ignore_bounds: Boolean = false;
+ r_smallmap_h: Integer = 0; // 0: left; 1: center; 2: right
+ r_smallmap_v: Integer = 2; // 0: top; 1: center; 2: bottom
// move button values:
// bits 0-1: l/r state:
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
+ 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;
+
+ g_rlayer_back: Boolean = true;
+ g_rlayer_step: Boolean = true;
+ g_rlayer_wall: Boolean = true;
+ g_rlayer_door: Boolean = true;
+ g_rlayer_acid1: Boolean = true;
+ g_rlayer_acid2: Boolean = true;
+ g_rlayer_water: Boolean = true;
+ g_rlayer_fore: Boolean = true;
+
+
+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; inline;
+function gPause (): Boolean; inline;
+
+
implementation
uses
- g_textures, g_main, g_window, g_menu,
- e_input, e_log, g_console, g_items, g_map,
- 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;
+{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
+ e_texture, g_textures, g_main, g_window, g_menu,
+ e_input, e_log, g_console, g_items, g_map, g_panel,
+ g_playermodel, g_gfx, g_options, Math,
+ g_triggers, g_monsters, e_sound, CONFIG,
+ g_language, g_net,
+ ENet, e_msg, g_netmsg, g_netmaster,
+ sfs, wadreader;
+
+
+var
+ hasPBarGfx: Boolean = false;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function gPause (): Boolean; inline; begin result := gPauseMain or gPauseHolmes; end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function conIsCheatsEnabled (): Boolean; inline;
+begin
+ result := false;
+ if g_Game_IsNet then exit;
+ if not gDebugMode then
+ begin
+ //if not gCheats then exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
+ if not (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) then exit;
+ end;
+ result := true;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+var
+ profileFrameDraw: TProfiler = nil;
+
+// ////////////////////////////////////////////////////////////////////////// //
+type
+ TDynLight = record
+ x, y, radius: Integer;
+ r, g, b, a: Single;
+ exploCount: Integer;
+ exploRadius: Integer;
+ end;
+
+var
+ g_dynLights: array of TDynLight = nil;
+ g_dynLightCount: Integer = 0;
+ g_playerLight: Boolean = false;
+
+procedure g_ResetDynlights ();
+var
+ lnum, idx: Integer;
+begin
+ if not gwin_has_stencil then begin g_dynLightCount := 0; exit; end;
+ lnum := 0;
+ for idx := 0 to g_dynLightCount-1 do
+ begin
+ if g_dynLights[idx].exploCount = -666 then
+ begin
+ // skip it
+ end
+ else
+ begin
+ // explosion
+ Inc(g_dynLights[idx].exploCount);
+ if (g_dynLights[idx].exploCount < 10) then
+ begin
+ g_dynLights[idx].radius := g_dynLights[idx].exploRadius+g_dynLights[idx].exploCount*8;
+ g_dynLights[idx].a := 0.4+g_dynLights[idx].exploCount/10;
+ if (g_dynLights[idx].a > 0.8) then g_dynLights[idx].a := 0.8;
+ if lnum <> idx then g_dynLights[lnum] := g_dynLights[idx];
+ Inc(lnum);
+ end;
+ end;
+ end;
+ g_dynLightCount := lnum;
+end;
+
+procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
+begin
+ if not gwin_has_stencil then exit;
+ if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
+ g_dynLights[g_dynLightCount].x := x;
+ g_dynLights[g_dynLightCount].y := y;
+ g_dynLights[g_dynLightCount].radius := radius;
+ g_dynLights[g_dynLightCount].r := r;
+ g_dynLights[g_dynLightCount].g := g;
+ g_dynLights[g_dynLightCount].b := b;
+ g_dynLights[g_dynLightCount].a := a;
+ g_dynLights[g_dynLightCount].exploCount := -666;
+ Inc(g_dynLightCount);
+end;
+
+procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
+begin
+ if not gwin_has_stencil then exit;
+ if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
+ g_dynLights[g_dynLightCount].x := x;
+ g_dynLights[g_dynLightCount].y := y;
+ g_dynLights[g_dynLightCount].radius := 0;
+ g_dynLights[g_dynLightCount].exploRadius := radius;
+ g_dynLights[g_dynLightCount].r := r;
+ g_dynLights[g_dynLightCount].g := g;
+ g_dynLights[g_dynLightCount].b := b;
+ g_dynLights[g_dynLightCount].a := 0;
+ g_dynLights[g_dynLightCount].exploCount := 0;
+ Inc(g_dynLightCount);
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function calcProfilesHeight (prof: TProfiler): Integer;
+begin
+ result := 0;
+ if (prof = nil) then exit;
+ if (length(prof.bars) = 0) then exit;
+ result := length(prof.bars)*(16+2);
+end;
+
+// returns width
+function drawProfiles (x, y: Integer; prof: TProfiler): Integer;
+var
+ wdt, hgt: Integer;
+ yy: Integer;
+ ii: Integer;
+begin
+ result := 0;
+ if (prof = nil) then exit;
+ // gScreenWidth
+ if (length(prof.bars) = 0) then exit;
+ wdt := 192;
+ hgt := calcProfilesHeight(prof);
+ if (x < 0) then x := gScreenWidth-(wdt-1)+x;
+ if (y < 0) then y := gScreenHeight-(hgt-1)+y;
+ // background
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ e_DarkenQuadWH(x, y, wdt, hgt, 150);
+ // title
+ yy := y+2;
+ for ii := 0 to High(prof.bars) do
+ begin
+ e_TextureFontPrintEx(x+2+4*prof.bars[ii].level, yy, Format('%s: %d', [prof.bars[ii].name, prof.bars[ii].value]), gStdFont, 255, 255, 0, 1, false);
+ Inc(yy, 16+2);
+ end;
+ result := wdt;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
type
TEndCustomGameStat = record
PlayerStat: TPlayerStatArray;
ShowCount: Integer;
Msgs: Array of String;
NextMsg: Word;
+ PBarWasHere: Boolean; // did we draw a progress bar for this message?
end;
TParamStrValue = record
FPSCounter, UPSCounter: Word;
FPSTime, UPSTime: LongWord;
DataLoaded: Boolean = False;
- LastScreenShot: Int64;
IsDrawStat: Boolean = False;
CustomStat: TEndCustomGameStat;
SingleStat: TEndSingleGameStat;
EndingGameCounter: Byte = 0;
MessageText: String;
MessageTime: Word;
- MapList: SArray = nil;
+ MessageLineLength: Integer = 80;
+ MapList: SSArray = nil;
MapIndex: Integer = -1;
+ InterReadyTime: Integer = -1;
MegaWAD: record
info: TMegaWADInfo;
endpic: String;
end;
//InterPic: String;
InterText: record
- lines: SArray;
+ lines: SSArray;
img: String;
cur_line: Integer;
cur_char: Integer;
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 := g_dbg_aimline_on;
+ {$ENDIF}
end;
procedure g_Game_ExecuteEvent(Name: String);
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
// Ñòîï èãðà:
- gPause := False;
- gGameOn := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
+ gGameOn := false;
g_Game_StopAllSounds(False);
end
else
slWaitStr := _lc[I_NET_SLIST_ERROR];
+ g_Serverlist_GenerateTable(slCurrent, slTable);
end;
g_Game_ExecuteEvent('ongameend');
SetLength(CustomStat.PlayerStat, Length(CustomStat.PlayerStat)+1);
with CustomStat.PlayerStat[High(CustomStat.PlayerStat)] do
begin
+ Num := a;
Name := gPlayers[a].Name;
Frags := gPlayers[a].Frags;
Deaths := gPlayers[a].Death;
end;
g_Game_ExecuteEvent('onmapend');
+ if not g_Game_IsClient then g_Player_ResetReady;
+ gInterReadyCount := 0;
// Çàòóõàþùèé ýêðàí:
EndingGameCounter := 255;
gMusic.SetByName('MUSIC_INTERMUS');
gMusic.Play();
gState := STATE_INTERSINGLE;
+ e_UnpressAllKeys();
g_Game_ExecuteEvent('oninter');
end
gExit := 0;
end;
+procedure drawTime(X, Y: Integer); inline;
+begin
+ e_TextureFontPrint(x, y,
+ Format('%d:%.2d:%.2d', [
+ gTime div 1000 div 3600,
+ (gTime div 1000 div 60) mod 60,
+ gTime div 1000 mod 60
+ ]),
+ gStdFont);
+end;
+
procedure DrawStat();
var
pc, x, y, w, h: Integer;
e_DrawFillQuad(x, y, x+w-1, y+h-1, 64, 64, 64, 32);
e_DrawQuad(x, y, x+w-1, y+h-1, 255, 127, 0);
+ drawTime(x+w-78, y+8);
+
wad := g_ExtractWadNameNoPath(gMapInfo.Map);
map := g_ExtractFileName(gMapInfo.Map);
mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name;
sfsGCDisable(); // temporary disable removing of temporary volumes
try
+ TEXTUREFILTER := GL_LINEAR;
g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
+ TEXTUREFILTER := GL_NEAREST;
LoadStdFont('STDTXT', 'STDFONT', gStdFont);
LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
- gGameOn := False;
- gPause := False;
+ gGameOn := false;
+ gPauseMain := false;
+ gPauseHolmes := false;
gTime := 0;
- LastScreenShot := 0;
{e_MouseInfo.Accel := 1.0;}
g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True);
g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True);
- g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True);
+ g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True, True);
g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
end;
end;
-procedure g_Game_Free();
+procedure g_Game_Free(freeTextures: Boolean=true);
begin
if NetMode = NET_CLIENT then g_Net_Disconnect();
if NetMode = NET_SERVER then g_Net_Host_Die();
- g_Map_Free();
+ g_Map_Free(freeTextures);
g_Player_Free();
g_Player_RemoveAllCorpses();
Result := ids[(Length(ids) - 1 + idx) mod Length(ids)];
end;
-function isKeyPressed (key1: Word; key2: Word): Boolean;
+function GetActivePlayerID_Random(Skip: Integer = -1): Integer;
+var
+ a, idx: Integer;
+ ids: Array of Word;
begin
- if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
- if (key2 <> 0) and e_KeyPressed(key2) then begin result := true; exit; end;
- result := false;
+ Result := -1;
+ if gPlayers = nil then
+ Exit;
+ SetLength(ids, 0);
+ idx := -1;
+ for a := Low(gPlayers) to High(gPlayers) do
+ if IsActivePlayer(gPlayers[a]) then
+ begin
+ SetLength(ids, Length(ids) + 1);
+ ids[High(ids)] := gPlayers[a].UID;
+ if gPlayers[a].UID = Skip then
+ idx := High(ids);
+ end;
+ if Length(ids) = 0 then
+ Exit;
+ if Length(ids) = 1 then
+ begin
+ Result := ids[0];
+ Exit;
+ end;
+ Result := ids[Random(Length(ids))];
+ a := 10;
+ while (idx <> -1) and (Result = Skip) and (a > 0) do
+ begin
+ Result := ids[Random(Length(ids))];
+ Dec(a);
+ end;
end;
-procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
-var
- time: Word;
- strafeDir: Byte;
- i: Integer;
+function GetRandomSpectMode(Current: Byte): Byte;
+label
+ retry;
+begin
+ Result := Current;
+retry:
+ case Random(7) of
+ 0: Result := SPECT_STATS;
+ 1: Result := SPECT_MAPVIEW;
+ 2: Result := SPECT_MAPVIEW;
+ 3: Result := SPECT_PLAYERS;
+ 4: Result := SPECT_PLAYERS;
+ 5: Result := SPECT_PLAYERS;
+ 6: Result := SPECT_PLAYERS;
+ end;
+ if (Current in [SPECT_STATS, SPECT_MAPVIEW]) and (Current = Result) then
+ goto retry;
+end;
+
+procedure ProcessPlayerControls (plr: TPlayer; p: Integer; var MoveButton: Byte);
+ var
+ time: Word;
+ strafeDir: Byte;
+ i: Integer;
begin
if (plr = nil) then exit;
- if (p2hack) then time := 1000 else time := 1;
+ if (p = 2) then time := 1000 else time := 1;
strafeDir := MoveButton shr 4;
MoveButton := MoveButton and $0F;
- with ctrl do
+
+ if gPlayerAction[p, ACTION_MOVELEFT] and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
+ MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
+ else if (not gPlayerAction[p, ACTION_MOVELEFT]) and gPlayerAction[p, ACTION_MOVERIGHT] then
+ MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
+ else if (not gPlayerAction[p, ACTION_MOVELEFT]) and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
+ MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
+
+ // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
+ if MoveButton = 1 then
+ plr.PressKey(KEY_LEFT, time)
+ else if MoveButton = 2 then
+ plr.PressKey(KEY_RIGHT, time);
+
+ // if we have "strafe" key, turn off old strafe mechanics
+ if gPlayerAction[p, ACTION_STRAFE] then
+ begin
+ // new strafe mechanics
+ if (strafeDir = 0) then
+ strafeDir := MoveButton; // start strafing
+ // now set direction according to strafe (reversed)
+ if (strafeDir = 2) then
+ plr.SetDirection(TDirection.D_LEFT)
+ else if (strafeDir = 1) then
+ plr.SetDirection(TDirection.D_RIGHT)
+ end
+ else
begin
- if isKeyPressed(KeyLeft, KeyLeft2) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and isKeyPressed(KeyRight, KeyRight2) then MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
+ strafeDir := 0; // not strafing anymore
+ // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
+ if (MoveButton = 2) and gPlayerAction[p, ACTION_MOVELEFT] then
+ plr.SetDirection(TDirection.D_LEFT)
+ // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
+ else if (MoveButton = 1) and gPlayerAction[p, ACTION_MOVERIGHT] then
+ plr.SetDirection(TDirection.D_RIGHT)
+ // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
+ else if MoveButton <> 0 then
+ plr.SetDirection(TDirection(MoveButton-1))
+ end;
+
+ // fix movebutton state
+ MoveButton := MoveButton or (strafeDir shl 4);
+
+ // Îñòàëüíûå êëàâèøè:
+ if gPlayerAction[p, ACTION_JUMP] then plr.PressKey(KEY_JUMP, time);
+ if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time);
+ if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time);
+ if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE);
+ if gPlayerAction[p, ACTION_WEAPNEXT] then plr.PressKey(KEY_NEXTWEAPON);
+ if gPlayerAction[p, ACTION_WEAPPREV] then plr.PressKey(KEY_PREVWEAPON);
+ if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN);
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if MoveButton = 1 then plr.PressKey(KEY_LEFT, time)
- else if MoveButton = 2 then plr.PressKey(KEY_RIGHT, time);
+ gPlayerAction[p, ACTION_WEAPNEXT] := False; // HACK, remove after readyweaon&pendinweapon implementation
+ gPlayerAction[p, ACTION_WEAPPREV] := False; // HACK, remove after readyweaon&pendinweapon implementation
- // if we have "strafe" key, turn off old strafe mechanics
- if isKeyPressed(KeyStrafe, KeyStrafe2) then
+ for i := WP_FIRST to WP_LAST do
+ begin
+ if gSelectWeapon[p, i] then
begin
- // new strafe mechanics
- if (strafeDir = 0) then strafeDir := MoveButton; // start strafing
- // now set direction according to strafe (reversed)
- if (strafeDir = 2) then plr.SetDirection(D_LEFT)
- else if (strafeDir = 1) then plr.SetDirection(D_RIGHT);
+ plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ gSelectWeapon[p, i] := False
end
- else
+ end;
+
+ // HACK: add dynlight here
+ if gwin_k8_enable_light_experiments then
+ begin
+ if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
begin
- strafeDir := 0; // not strafing anymore
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(D_LEFT)
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(D_RIGHT)
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- else if MoveButton <> 0 then plr.SetDirection(TDirection(MoveButton-1));
+ g_playerLight := true;
end;
+ if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
+ begin
+ g_playerLight := false;
+ end;
+ end;
- // fix movebutton state
- MoveButton := MoveButton or (strafeDir shl 4);
-
- // Îñòàëüíûå êëàâèøè:
- if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time);
- if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time);
- if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time);
- if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE);
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then plr.PressKey(KEY_NEXTWEAPON);
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON);
- if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
+ if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
+end;
- for i := 0 to High(KeyWeapon) do
- if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
- plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
- end;
+// HACK: don't have a "key was pressed" function
+procedure InterReady();
+begin
+ if InterReadyTime > gTime then Exit;
+ InterReadyTime := gTime + 3000;
+ MC_SEND_CheatRequest(NET_CHEAT_READY);
end;
procedure g_Game_Update();
a: Byte;
w: Word;
i, b: Integer;
+
+ function sendMonsPos (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then
+ begin
+ MH_SEND_MonsterPos(mon.UID);
+ end
+ else 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 MH_SEND_MonsterPos(mon.UID);
+ end;
+ end;
+
+ function sendMonsPosUnexpected (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then MH_SEND_MonsterPos(mon.UID);
+ end;
+
+var
+ reliableUpdate: Boolean;
begin
+ g_ResetDynlights();
+ framePool.reset();
+
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
Exit;
end;
-// ×èòàåì êëàâèàòóðó è äæîéñòèê, åñëè îêíî àêòèâíî:
- e_PollInput();
+ // ×èòàåì êëàâèàòóðó è äæîéñòèê, åñëè îêíî àêòèâíî
+ // no need to, as we'll do it in event handler
// Îáíîâëÿåì êîíñîëü (äâèæåíèå è ñîîáùåíèÿ):
g_Console_Update();
if (not g_Game_IsClient) and
(
(
- (e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE))
+ (
+ e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
+ e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN) or
+ e_KeyPressed(JOY0_ATTACK) or e_KeyPressed(JOY1_ATTACK) or
+ e_KeyPressed(JOY2_ATTACK) or e_KeyPressed(JOY3_ATTACK)
+ )
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
- or (g_Game_IsNet and (gInterTime > gInterEndTime))
+ or (g_Game_IsNet and ((gInterTime > gInterEndTime) or (gInterReadyCount >= NetClientCount)))
)
then
begin // Íàæàëè <Enter>/<Ïðîáåë> èëè ïðîøëî äîñòàòî÷íî âðåìåíè:
end;
Exit;
+ end
+ else if g_Game_IsClient and
+ (
+ (
+ e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
+ e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN) or
+ e_KeyPressed(JOY0_ATTACK) or e_KeyPressed(JOY1_ATTACK) or
+ e_KeyPressed(JOY2_ATTACK) or e_KeyPressed(JOY3_ATTACK)
+ )
+ and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
+ and (g_ActiveWindow = nil)
+ )
+ then
+ begin
+ // ready / unready
+ InterReady();
end;
if gState = STATE_INTERTEXT then
// Çàêîí÷èëñÿ óðîâåíü â Ñâîåé èãðå:
if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
+ InterReadyTime := -1;
if gLastMap and (gGameSettings.GameMode = GM_COOP) then
begin
g_Game_ExecuteEvent('onwadend');
gMusic.Play();
gState := STATE_INTERCUSTOM;
+ e_UnpressAllKeys();
end
else // Çàêîí÷èëàñü ïîñëåäíÿÿ êàðòà â Îäèíî÷íîé èãðå
begin
gMusic.SetByName('MUSIC_INTERMUS');
gMusic.Play();
gState := STATE_INTERSINGLE;
+ e_UnpressAllKeys();
end;
g_Game_ExecuteEvent('oninter');
end
end;
STATE_SLIST:
- g_Serverlist_Control(slCurrent);
+ g_Serverlist_Control(slCurrent, slTable);
end;
- if g_Game_IsNet then
- if not gConsoleShow then
- if not gChatShow then
- begin
- if g_ActiveWindow = nil then
- begin
- if e_KeyPressed(gGameControls.GameControls.Chat) then
- g_Console_Chat_Switch(False)
- else if (e_KeyPressed(gGameControls.GameControls.TeamChat)) and
- (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
- g_Console_Chat_Switch(True);
- end;
- end else
- if not gChatEnter then
- if (not e_KeyPressed(gGameControls.GameControls.Chat))
- and (not e_KeyPressed(gGameControls.GameControls.TeamChat)) then
- gChatEnter := True;
-
// Ñòàòèñòèêà ïî Tab:
if gGameOn then
- IsDrawStat := (not gConsoleShow) and (not gChatShow) and
- (gGameSettings.GameType <> GT_SINGLE) and
- e_KeyPressed(gGameControls.GameControls.Stat);
+ IsDrawStat := (not gConsoleShow) and (not gChatShow) and (gGameSettings.GameType <> GT_SINGLE) and g_Console_Action(ACTION_SCORES);
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
- processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton);
- processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true);
+ ProcessPlayerControls(gPlayer1, 0, P1MoveButton);
+ ProcessPlayerControls(gPlayer2, 1, P2MoveButton);
end // if not console
else
begin
if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
end;
// process weapon switch queue
- //if gPlayer1 <> nil then gPlayer1.RealizeCurrentWeapon();
- //if gPlayer2 <> nil then gPlayer2.RealizeCurrentWeapon();
end; // if server
// Íàáëþäàòåëü
begin
if not gSpectKeyPress then
begin
- if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2) then
+ if gPlayerAction[0, ACTION_JUMP] and (not gSpectAuto) then
begin
// switch spect mode
case gSpectMode of
end;
gSpectKeyPress := True;
end;
- if gSpectMode = SPECT_MAPVIEW then
+ if (gSpectMode = SPECT_MAPVIEW)
+ and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
gSpectX := Max(gSpectX - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
gSpectY := Max(gSpectY - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
gSpectKeyPress := True;
end;
end;
- if gSpectMode = SPECT_PLAYERS then
+ if (gSpectMode = SPECT_PLAYERS)
+ and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gSpectKeyPress := True;
end;
end;
+ if gPlayerAction[0, ACTION_ATTACK] then
+ begin
+ if (gSpectMode = SPECT_STATS) and (not gSpectAuto) then
+ begin
+ gSpectAuto := True;
+ gSpectAutoNext := 0;
+ gSpectViewTwo := False;
+ gSpectKeyPress := True;
+ end
+ else
+ if gSpectAuto then
+ begin
+ gSpectMode := SPECT_STATS;
+ gSpectAuto := False;
+ gSpectKeyPress := True;
+ end;
+ end;
end
else
- if (not isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2)) then
+ if (not gPlayerAction[0, ACTION_JUMP]) and
+ (not gPlayerAction[0, ACTION_ATTACK]) and
+ (not gPlayerAction[0, ACTION_MOVELEFT]) and
+ (not gPlayerAction[0, ACTION_MOVERIGHT]) and
+ (not gPlayerAction[0, ACTION_LOOKUP]) and
+ (not gPlayerAction[0, ACTION_LOOKDOWN]) and
+ (not gPlayerAction[0, ACTION_WEAPPREV]) and
+ (not gPlayerAction[0, ACTION_WEAPNEXT]) then
gSpectKeyPress := False;
+
+ if gSpectAuto then
+ begin
+ if gSpectMode = SPECT_MAPVIEW then
+ begin
+ i := Min(Max(gSpectX + gSpectAutoStepX, 0), gMapInfo.Width - gScreenWidth);
+ if i = gSpectX then
+ gSpectAutoNext := gTime
+ else
+ gSpectX := i;
+ i := Min(Max(gSpectY + gSpectAutoStepY, 0), gMapInfo.Height - gScreenHeight);
+ if i = gSpectY then
+ gSpectAutoNext := gTime
+ else
+ gSpectY := i;
+ end;
+ if gSpectAutoNext <= gTime then
+ begin
+ if gSpectAutoNext > 0 then
+ begin
+ gSpectMode := GetRandomSpectMode(gSpectMode);
+ case gSpectMode of
+ SPECT_MAPVIEW:
+ begin
+ gSpectX := Random(gMapInfo.Width - gScreenWidth);
+ gSpectY := Random(gMapInfo.Height - gScreenHeight);
+ gSpectAutoStepX := Random(9) - 4;
+ gSpectAutoStepY := Random(9) - 4;
+ if ((gSpectX < 800) and (gSpectAutoStepX < 0)) or
+ ((gSpectX > gMapInfo.Width - gScreenWidth - 800) and (gSpectAutoStepX > 0)) then
+ gSpectAutoStepX := gSpectAutoStepX * -1;
+ if ((gSpectY < 800) and (gSpectAutoStepY < 0)) or
+ ((gSpectY > gMapInfo.Height - gScreenHeight - 800) and (gSpectAutoStepY > 0)) then
+ gSpectAutoStepY := gSpectAutoStepY * -1;
+ end;
+ SPECT_PLAYERS:
+ begin
+ gSpectPID1 := GetActivePlayerID_Random(gSpectPID1);
+ end;
+ end;
+ end;
+ case gSpectMode of
+ SPECT_STATS: gSpectAutoNext := gTime + (Random(3) + 5) * 1000;
+ SPECT_MAPVIEW: gSpectAutoNext := gTime + (Random(4) + 7) * 1000;
+ SPECT_PLAYERS: gSpectAutoNext := gTime + (Random(7) + 8) * 1000;
+ end;
+ end;
+ end;
end;
// Îáíîâëÿåì âñå îñòàëüíîå:
g_GFX_Update();
g_Player_UpdateAll();
g_Player_UpdatePhysicalObjects();
- if gGameSettings.GameType = GT_SERVER then
- if Length(gMonstersSpawned) > 0 then
+
+ // server: send newly spawned monsters unconditionally
+ if (gGameSettings.GameType = GT_SERVER) then
+ begin
+ if (Length(gMonstersSpawned) > 0) then
begin
- for I := 0 to High(gMonstersSpawned) do
- MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
+ for I := 0 to High(gMonstersSpawned) do MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
SetLength(gMonstersSpawned, 0);
end;
+ end;
if (gSoundTriggerTime > 8) then
begin
gSoundTriggerTime := 0;
end
else
+ begin
Inc(gSoundTriggerTime);
+ end;
if (NetMode = NET_SERVER) then
begin
Inc(NetTimeToUpdate);
Inc(NetTimeToReliable);
- if NetTimeToReliable >= NetRelupdRate then
+
+ // send monster updates
+ if (NetTimeToReliable >= NetRelupdRate) or (NetTimeToUpdate >= NetUpdateRate) then
begin
+ // send all monsters (periodic sync)
+ reliableUpdate := (NetTimeToReliable >= NetRelupdRate);
+
for I := 0 to High(gPlayers) do
- if gPlayers[I] <> nil then
- MH_SEND_PlayerPos(True, gPlayers[I].UID);
+ begin
+ if (gPlayers[I] <> nil) then MH_SEND_PlayerPos(reliableUpdate, gPlayers[I].UID);
+ end;
- 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 reliableUpdate then
+ begin
+ NetTimeToReliable := 0;
+ NetTimeToUpdate := NetUpdateRate;
+ end
+ else
+ begin
+ NetTimeToUpdate := 0;
+ end;
end
- else if NetTimeToUpdate >= NetUpdateRate then
+ else
begin
- if gPlayers <> nil then
- for I := 0 to High(gPlayers) do
- 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;
-
- NetTimeToUpdate := 0;
+ // send only mosters with some unexpected changes
+ g_Mons_ForEach(sendMonsPosUnexpected);
end;
+ // send unexpected platform changes
+ g_Map_NetSendInterestingPanels();
+
if NetUseMaster then
+ begin
if gTime >= NetTimeToMaster then
begin
if (NetMHost = nil) or (NetMPeer = nil) then
- if not g_Net_Slist_Connect then
- g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ begin
+ if not g_Net_Slist_Connect then g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ end;
g_Net_Slist_Update;
NetTimeToMaster := gTime + NetMasterRate;
end;
+ end;
end
- else
- if NetMode = NET_CLIENT then
- MC_SEND_PlayerPos();
+ else if (NetMode = NET_CLIENT) then
+ begin
+ MC_SEND_PlayerPos();
+ end;
end; // if gameOn ...
// Àêòèâíî îêíî èíòåðôåéñà - ïåðåäàåì êëàâèøè åìó:
// Íóæíî ñìåíèòü ðàçðåøåíèå:
if gResolutionChange then
begin
- e_WriteLog('Changing resolution', MSG_NOTIFY);
+ e_WriteLog('Changing resolution', TMsgType.Notify);
g_Game_ChangeResolution(gRC_Width, gRC_Height, gRC_FullScreen, gRC_Maximized);
gResolutionChange := False;
+ g_ActiveWindow := nil;
end;
// Íóæíî ñìåíèòü ÿçûê:
end;
end;
-// Äåëàåì ñêðèíøîò (íå ÷àùå 200 ìèëëèñåêóíä):
- if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) then
- if (GetTimer()-LastScreenShot) > 200000 div 1000 then
- begin
- g_TakeScreenShot();
- LastScreenShot := GetTimer();
- end;
-
// Ãîðÿ÷àÿ êëàâèøà äëÿ âûçîâà ìåíþ âûõîäà èç èãðû (F10):
if e_KeyPressed(IK_F10) and
gGameOn and
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_KILLCOMBO, gDelayedEvents[a].DENum);
end;
+ DE_BODYKILL:
+ if gGameOn then
+ g_Game_Announce_BodyKill(gDelayedEvents[a].DENum);
end;
gDelayedEvents[a].Pending := False;
end;
UPSCounter := 0;
UPSTime := Time;
end;
+
+ if gGameOn then
+ begin
+ g_Weapon_AddDynLights();
+ g_Items_AddDynLights();
+ end;
+end;
+
+procedure g_Game_LoadChatSounds(Resource: string);
+var
+ WAD: TWADFile;
+ FileName, Snd: string;
+ p: Pointer;
+ len, cnt, tags, i, j: Integer;
+ cfg: TConfig;
+begin
+ FileName := g_ExtractWadName(Resource);
+
+ WAD := TWADFile.Create();
+ WAD.ReadFile(FileName);
+
+ if not WAD.GetResource(g_ExtractFilePathName(Resource), p, len) then
+ begin
+ gChatSounds := nil;
+ WAD.Free();
+ Exit;
+ end;
+
+ cfg := TConfig.CreateMem(p, len);
+ cnt := cfg.ReadInt('ChatSounds', 'Count', 0);
+
+ SetLength(gChatSounds, cnt);
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ gChatSounds[i].Sound := nil;
+ Snd := Trim(cfg.ReadStr(IntToStr(i), 'Sound', ''));
+ tags := cfg.ReadInt(IntToStr(i), 'Tags', 0);
+ if (Snd = '') or (Tags <= 0) then
+ continue;
+ g_Sound_CreateWADEx('SOUND_CHAT_MACRO' + IntToStr(i), GameWAD+':'+Snd);
+ gChatSounds[i].Sound := TPlayableSound.Create();
+ gChatSounds[i].Sound.SetByName('SOUND_CHAT_MACRO' + IntToStr(i));
+ SetLength(gChatSounds[i].Tags, tags);
+ for j := 0 to tags - 1 do
+ gChatSounds[i].Tags[j] := toLowerCase1251(cfg.ReadStr(IntToStr(i), 'Tag' + IntToStr(j), ''));
+ gChatSounds[i].FullWord := cfg.ReadBool(IntToStr(i), 'FullWord', False);
+ end;
+
+ cfg.Free();
+ WAD.Free();
+end;
+
+procedure g_Game_FreeChatSounds();
+var
+ i: Integer;
+begin
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ gChatSounds[i].Sound.Free();
+ g_Sound_Delete('SOUND_CHAT_MACRO' + IntToStr(i));
+ end;
+ SetLength(gChatSounds, 0);
+ gChatSounds := nil;
end;
procedure g_Game_LoadData();
+var
+ wl, hl: Integer;
+ wr, hr: Integer;
+ wb, hb: Integer;
+ wm, hm: Integer;
begin
if DataLoaded then Exit;
- e_WriteLog('Loading game data...', MSG_NOTIFY);
+ e_WriteLog('Loading game data...', TMsgType.Notify);
g_Texture_CreateWADEx('NOTEXTURE', GameWAD+':TEXTURES\NOTEXTURE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUD', GameWAD+':TEXTURES\HUD');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDJET', GameWAD+':TEXTURES\JETBAR');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDBG', GameWAD+':TEXTURES\HUDBG');
g_Texture_CreateWADEx('TEXTURE_PLAYER_ARMORHUD', GameWAD+':TEXTURES\ARMORHUD');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD+':TEXTURES\FLAGHUD_RB');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_RS');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_RD');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_BB');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_BS');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_BD');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD+':TEXTURES\FLAGHUD_R_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_R_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_R_DROP');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_B_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_B_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND');
+
+ hasPBarGfx := true;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MARKER', GameWAD+':TEXTURES\LMARKER') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MIDDLE', GameWAD+':TEXTURES\LMIDDLE') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_RIGHT', GameWAD+':TEXTURES\LRIGHT') then hasPBarGfx := false;
+
+ if hasPBarGfx then
+ begin
+ g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
+ g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
+ g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
+ g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
+ if (wl > 0) and (hl > 0) and (wr > 0) and (hr = hl) and (wb > 0) and (hb = hl) and (wm > 0) and (hm > 0) and (hm <= hl) then
+ begin
+ // yay!
+ end
+ else
+ begin
+ hasPBarGfx := false;
+ end;
+ end;
+
g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH', GameWAD+':WEAPONS\PUNCH', 64, 64, 4, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_UP', GameWAD+':WEAPONS\PUNCH_UP', 64, 64, 4, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_DN', GameWAD+':WEAPONS\PUNCH_DN', 64, 64, 4, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK', GameWAD+':WEAPONS\PUNCHB', 64, 64, 4, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_UP', GameWAD+':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
+ g_Sound_CreateWADEx('SOUND_GAME_SECRET', GameWAD+':SOUNDS\SECRET');
g_Sound_CreateWADEx('SOUND_GAME_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
g_Sound_CreateWADEx('SOUND_GAME_DOORCLOSE', GameWAD+':SOUNDS\DOORCLOSE');
g_Sound_CreateWADEx('SOUND_GAME_BULK1', GameWAD+':SOUNDS\BULK1');
g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2');
+ g_Sound_CreateWADEx('SOUND_GAME_BURNING', GameWAD+':SOUNDS\BURNING');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0');
g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL3X', GameWAD+':SOUNDS\KILL3X');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL4X', GameWAD+':SOUNDS\KILL4X');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILLMX', GameWAD+':SOUNDS\KILLMX');
+ g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1');
+ g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2');
+ g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3');
+ g_Sound_CreateWADEx('SOUND_CTF_GET1', GameWAD+':SOUNDS\GETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_GET2', GameWAD+':SOUNDS\GETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST1', GameWAD+':SOUNDS\LOSTFLG1');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST2', GameWAD+':SOUNDS\LOSTFLG2');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN1', GameWAD+':SOUNDS\RETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN2', GameWAD+':SOUNDS\RETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE1', GameWAD+':SOUNDS\CAPFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE2', GameWAD+':SOUNDS\CAPFLAG2');
goodsnd[0] := TPlayableSound.Create();
goodsnd[1] := TPlayableSound.Create();
killsnd[2].SetByName('SOUND_ANNOUNCER_KILL4X');
killsnd[3].SetByName('SOUND_ANNOUNCER_KILLMX');
+ hahasnd[0] := TPlayableSound.Create();
+ hahasnd[1] := TPlayableSound.Create();
+ hahasnd[2] := TPlayableSound.Create();
+
+ hahasnd[0].SetByName('SOUND_ANNOUNCER_MUHAHA1');
+ hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2');
+ hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3');
+
+ sound_get_flag[0] := TPlayableSound.Create();
+ sound_get_flag[1] := TPlayableSound.Create();
+ sound_lost_flag[0] := TPlayableSound.Create();
+ sound_lost_flag[1] := TPlayableSound.Create();
+ sound_ret_flag[0] := TPlayableSound.Create();
+ sound_ret_flag[1] := TPlayableSound.Create();
+ sound_cap_flag[0] := TPlayableSound.Create();
+ sound_cap_flag[1] := TPlayableSound.Create();
+
+ sound_get_flag[0].SetByName('SOUND_CTF_GET1');
+ sound_get_flag[1].SetByName('SOUND_CTF_GET2');
+ sound_lost_flag[0].SetByName('SOUND_CTF_LOST1');
+ sound_lost_flag[1].SetByName('SOUND_CTF_LOST2');
+ sound_ret_flag[0].SetByName('SOUND_CTF_RETURN1');
+ sound_ret_flag[1].SetByName('SOUND_CTF_RETURN2');
+ sound_cap_flag[0].SetByName('SOUND_CTF_CAPTURE1');
+ sound_cap_flag[1].SetByName('SOUND_CTF_CAPTURE2');
+
+ g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
+
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Items_LoadData();
g_Weapon_FreeData();
g_Monsters_FreeData();
- e_WriteLog('Releasing game data...', MSG_NOTIFY);
+ e_WriteLog('Releasing game data...', TMsgType.Notify);
g_Texture_Delete('NOTEXTURE');
g_Texture_Delete('TEXTURE_PLAYER_HUD');
g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
g_Frames_DeleteByName('FRAMES_TELEPORT');
+ g_Frames_DeleteByName('FRAMES_PUNCH');
+ g_Frames_DeleteByName('FRAMES_PUNCH_UP');
+ g_Frames_DeleteByName('FRAMES_PUNCH_DN');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
+ g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
+ g_Sound_Delete('SOUND_GAME_SECRET');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
g_Sound_Delete('SOUND_GAME_DOORCLOSE');
g_Sound_Delete('SOUND_GAME_BULK1');
g_Sound_Delete('SOUND_GAME_BULK2');
g_Sound_Delete('SOUND_GAME_BUBBLE1');
g_Sound_Delete('SOUND_GAME_BUBBLE2');
+ g_Sound_Delete('SOUND_GAME_BURNING');
g_Sound_Delete('SOUND_GAME_SWITCH1');
g_Sound_Delete('SOUND_GAME_SWITCH0');
g_Sound_Delete('SOUND_ANNOUNCER_KILL4X');
g_Sound_Delete('SOUND_ANNOUNCER_KILLMX');
+ hahasnd[0].Free();
+ hahasnd[1].Free();
+ hahasnd[2].Free();
+
+ g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA1');
+ g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2');
+ g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3');
+
+ sound_get_flag[0].Free();
+ sound_get_flag[1].Free();
+ sound_lost_flag[0].Free();
+ sound_lost_flag[1].Free();
+ sound_ret_flag[0].Free();
+ sound_ret_flag[1].Free();
+ sound_cap_flag[0].Free();
+ sound_cap_flag[1].Free();
+
+ g_Sound_Delete('SOUND_CTF_GET1');
+ g_Sound_Delete('SOUND_CTF_GET2');
+ g_Sound_Delete('SOUND_CTF_LOST1');
+ g_Sound_Delete('SOUND_CTF_LOST2');
+ g_Sound_Delete('SOUND_CTF_RETURN1');
+ g_Sound_Delete('SOUND_CTF_RETURN2');
+ g_Sound_Delete('SOUND_CTF_CAPTURE1');
+ g_Sound_Delete('SOUND_CTF_CAPTURE2');
+
+ g_Game_FreeChatSounds();
+
DataLoaded := False;
end;
begin
e_TextureFontGetSize(gStdFont, ww2, hh2);
- e_PollInput();
- if e_KeyPressed(IK_TAB) then
+ g_ProcessMessages();
+
+ if g_Console_Action(ACTION_SCORES) then
begin
if not gStatsPressed then
begin
gg := g;
bb := b;
end;
- e_TextureFontPrintEx(x+8, _y, Name, gStdFont, rr, gg, bb, 1);
- e_TextureFontPrintEx(x+w1+8, _y, IntToStr(Frags), gStdFont, rr, gg, bb, 1);
- e_TextureFontPrintEx(x+w1+w2+8, _y, IntToStr(Deaths), gStdFont, rr, gg, bb, 1);
+ if (gPlayers[Num] <> nil) and (gPlayers[Num].FReady) then
+ e_TextureFontPrintEx(x+16, _y, Name + ' *', gStdFont, rr, gg, bb, 1)
+ else
+ e_TextureFontPrintEx(x+16, _y, Name, gStdFont, rr, gg, bb, 1);
+ e_TextureFontPrintEx(x+w1+16, _y, IntToStr(Frags), gStdFont, rr, gg, bb, 1);
+ e_TextureFontPrintEx(x+w1+w2+16, _y, IntToStr(Deaths), gStdFont, rr, gg, bb, 1);
_y := _y+24;
end;
else
r := 255;
- e_TextureFontPrintEx(x+8+16+8, _y+4, Name, gStdFont, r, r, r, 1, True);
+ if (gPlayers[Num] <> nil) and (gPlayers[Num].FReady) then
+ e_TextureFontPrintEx(x+8+16+8, _y+4, Name + ' *', gStdFont, r, r, r, 1, True)
+ else
+ e_TextureFontPrintEx(x+8+16+8, _y+4, Name, gStdFont, r, r, r, 1, True);
e_TextureFontPrintEx(x+w1+8+16+8, _y+4, IntToStr(Frags), gStdFont, r, r, r, 1, True);
e_TextureFontPrintEx(x+w1+w2+8+16+8, _y+4, IntToStr(Deaths), gStdFont, r, r, r, 1, True);
_y := _y+24;
end;
procedure DrawLoadingStat();
+ procedure drawRect (x, y, w, h: Integer);
+ begin
+ if (w < 1) or (h < 1) then exit;
+ glBegin(GL_QUADS);
+ glVertex2f(x+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+h+0.375);
+ glVertex2f(x+0.375, y+h+0.375);
+ glEnd();
+ end;
+
+ function drawPBar (cur, total: Integer; washere: Boolean): Boolean;
+ var
+ rectW, rectH: Integer;
+ x0, y0: Integer;
+ wdt: Integer;
+ wl, hl: Integer;
+ wr, hr: Integer;
+ wb, hb: Integer;
+ wm, hm: Integer;
+ idl, idr, idb, idm: LongWord;
+ f, my: Integer;
+ begin
+ result := false;
+ if (total < 1) then exit;
+ if (cur < 1) then exit; // don't blink
+ if (not washere) and (cur >= total) then exit; // don't blink
+ //if (cur < 0) then cur := 0;
+ //if (cur > total) then cur := total;
+ result := true;
+
+ if (hasPBarGfx) then
+ begin
+ g_Texture_Get('UI_GFX_PBAR_LEFT', idl);
+ g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
+ g_Texture_Get('UI_GFX_PBAR_RIGHT', idr);
+ g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
+ g_Texture_Get('UI_GFX_PBAR_MIDDLE', idb);
+ g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
+ g_Texture_Get('UI_GFX_PBAR_MARKER', idm);
+ g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
+
+ //rectW := gScreenWidth-360;
+ rectW := trunc(624.0*gScreenWidth/1024.0);
+ rectH := hl;
+
+ x0 := (gScreenWidth-rectW) div 2;
+ y0 := gScreenHeight-rectH-64;
+ if (y0 < 2) then y0 := 2;
+
+ glEnable(GL_SCISSOR_TEST);
+
+ // left and right
+ glScissor(x0, gScreenHeight-y0-rectH, rectW, rectH);
+ e_DrawSize(idl, x0, y0, 0, true, false, wl, hl);
+ e_DrawSize(idr, x0+rectW-wr, y0, 0, true, false, wr, hr);
+
+ // body
+ glScissor(x0+wl, gScreenHeight-y0-rectH, rectW-wl-wr, rectH);
+ f := x0+wl;
+ while (f < x0+rectW) do
+ begin
+ e_DrawSize(idb, f, y0, 0, true, false, wb, hb);
+ f += wb;
+ end;
+
+ // filled part
+ wdt := (rectW-wl-wr)*cur div total;
+ if (wdt > rectW-wl-wr) then wdt := rectW-wr-wr;
+ if (wdt > 0) then
+ begin
+ my := y0; // don't be so smart, ketmar: +(rectH-wm) div 2;
+ glScissor(x0+wl, gScreenHeight-my-rectH, wdt, hm);
+ f := x0+wl;
+ while (wdt > 0) do
+ begin
+ e_DrawSize(idm, f, y0, 0, true, false, wm, hm);
+ f += wm;
+ wdt -= wm;
+ end;
+ end;
+
+ glScissor(0, 0, gScreenWidth, gScreenHeight);
+ end
+ else
+ begin
+ rectW := gScreenWidth-64;
+ rectH := 16;
+
+ x0 := (gScreenWidth-rectW) div 2;
+ y0 := gScreenHeight-rectH-64;
+ if (y0 < 2) then y0 := 2;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+
+ //glClearColor(0, 0, 0, 0);
+ //glClear(GL_COLOR_BUFFER_BIT);
+
+ glColor4ub(127, 127, 127, 255);
+ drawRect(x0-2, y0-2, rectW+4, rectH+4);
+
+ glColor4ub(0, 0, 0, 255);
+ drawRect(x0-1, y0-1, rectW+2, rectH+2);
+
+ glColor4ub(127, 127, 127, 255);
+ wdt := rectW*cur div total;
+ if (wdt > rectW) then wdt := rectW;
+ drawRect(x0, y0, wdt, rectH);
+ end;
+ end;
+
var
ww, hh: Word;
xx, yy, i: Integer;
s: String;
begin
- if Length(LoadingStat.Msgs) = 0 then
- Exit;
+ if (Length(LoadingStat.Msgs) = 0) then exit;
e_CharFont_GetSize(gMenuFont, _lc[I_MENU_LOADING], ww, hh);
yy := (gScreenHeight div 3);
xx := (gScreenWidth div 3);
with LoadingStat do
+ begin
for i := 0 to NextMsg-1 do
- begin
- if (i = (NextMsg-1)) and (MaxValue > 0) then
- s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
- else
- s := Msgs[i];
+ begin
+ if (i = (NextMsg-1)) and (MaxValue > 0) then
+ s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
+ else
+ s := Msgs[i];
- e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
- yy := yy + LOADING_INTERLINE;
- end;
+ e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
+ yy := yy + LOADING_INTERLINE;
+ PBarWasHere := drawPBar(CurValue, MaxValue, PBarWasHere);
+ end;
+ end;
+end;
+
+procedure DrawMenuBackground(tex: AnsiString);
+var
+ w, h: Word;
+ ID: DWord;
+
+begin
+ if g_Texture_Get(tex, ID) then
+ begin
+ e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ e_GetTextureSize(ID, @w, @h);
+ if w = h then
+ w := round(w * 1.333 * (gScreenHeight / h))
+ else
+ w := trunc(w * (gScreenHeight / h));
+ e_DrawSize(ID, (gScreenWidth - w) div 2, 0, 0, False, False, w, gScreenHeight);
+ end
+ else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 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 alive 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
aY2 := aY + aY2 - 1;
case LiftType of
- 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
- 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
- 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
- 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
+ LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
+ LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
+ LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
+ LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
end;
end;
end;
// Ðèñóåì èãðîêîâ:
for a := 0 to High(gPlayers) do
if gPlayers[a] <> nil then with gPlayers[a] do
- if Live then begin
+ if alive then begin
// Ëåâûé âåðõíèé óãîë:
aX := Obj.X div ScaleSz + 1;
aY := Obj.Y div ScaleSz + 1;
end;
end;
end;
- if gMonsters <> nil then
+ // Ðèñóåì ìîíñòðîâ
+ g_Mons_ForEach(monDraw);
+ end;
+end;
+
+
+procedure renderAmbientQuad (hasAmbient: Boolean; constref ambColor: TDFColor);
+begin
+ if not hasAmbient then exit;
+ e_AmbientQuad(sX, sY, sWidth, sHeight, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
+end;
+
+
+// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
+//FIXME: broken for splitscreen mode
+procedure renderDynLightsInternal ();
+var
+ //hasAmbient: Boolean;
+ //ambColor: TDFColor;
+ lln: Integer;
+ lx, ly, lrad: Integer;
+ scxywh: array[0..3] of GLint;
+ wassc: Boolean;
+begin
+ if e_NoGraphics then exit;
+
+ //TODO: lights should be in separate grid, i think
+ // but on the other side: grid may be slower for dynlights, as their lifetime is short
+ if (not gwin_k8_enable_light_experiments) or (not gwin_has_stencil) or (g_dynLightCount < 1) then exit;
+
+ // rendering mode
+ //ambColor := gCurrentMap['light_ambient'].rgba;
+ //hasAmbient := (not ambColor.isOpaque) or (not ambColor.isBlack);
+
+ { // this will multiply incoming color to alpha from framebuffer
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+
+ (*
+ * light rendering: (INVALID!)
+ * glStencilFunc(GL_EQUAL, 0, $ff);
+ * for each light:
+ * glClear(GL_STENCIL_BUFFER_BIT);
+ * glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ * draw shadow volume into stencil buffer
+ * glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
+ * glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil buffer
+ * turn off blending
+ * draw color-less quad with light alpha (WARNING! don't touch color!)
+ * glEnable(GL_BLEND);
+ * glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
+ *)
+ wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
+ if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]);
+
+ // setup OpenGL parameters
+ glStencilMask($FFFFFFFF);
+ glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilFunc(GL_EQUAL, 0, $ff);
+
+ for lln := 0 to g_dynLightCount-1 do
+ begin
+ lx := g_dynLights[lln].x;
+ ly := g_dynLights[lln].y;
+ lrad := g_dynLights[lln].radius;
+ if (lrad < 3) then continue;
+
+ if (lx-sX+lrad < 0) then continue;
+ if (ly-sY+lrad < 0) then continue;
+ if (lx-sX-lrad >= gPlayerScreenSize.X) then continue;
+ if (ly-sY-lrad >= gPlayerScreenSize.Y) then continue;
+
+ // set scissor to optimize drawing
+ if (g_dbg_scale = 1.0) then
+ begin
+ glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
+ end
+ else
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;
+ glScissor(0, 0, gWinSizeX, gWinSizeY);
+ end;
+ // no need to clear stencil buffer, light blitting will do it for us... but only for normal scale
+ if (g_dbg_scale <> 1.0) then glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ // draw extruded panels
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
+ if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
+ // render light texture
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
+ // blend it
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ // color and opacity
+ glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a);
+ glBindTexture(GL_TEXTURE_2D, g_Texture_Light());
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left
+ glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right
+ glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right
+ glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left
+ glEnd();
+ end;
- e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0);
- end;
+ // done
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ //glScissor(0, 0, sWidth, sHeight);
+
+ glScissor(scxywh[0], scxywh[1], scxywh[2], scxywh[3]);
+ if wassc then glEnable(GL_SCISSOR_TEST) else glDisable(GL_SCISSOR_TEST);
+end;
+
+
+function fixViewportForScale (): Boolean;
+var
+ nx0, ny0, nw, nh: Integer;
+begin
+ result := false;
+ if (g_dbg_scale <> 1.0) then
+ begin
+ result := true;
+ nx0 := round(sX-(gPlayerScreenSize.X-(sWidth*g_dbg_scale))/2/g_dbg_scale);
+ ny0 := round(sY-(gPlayerScreenSize.Y-(sHeight*g_dbg_scale))/2/g_dbg_scale);
+ nw := round(sWidth/g_dbg_scale);
+ nh := round(sHeight/g_dbg_scale);
+ sX := nx0;
+ sY := ny0;
+ sWidth := nw;
+ sHeight := nh;
+ end;
+end;
+
+
+// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
+// WARNING! this WILL CALL `glTranslatef()`, but won't restore matrices!
+procedure renderMapInternal (backXOfs, backYOfs: Integer; setTransMatrix: Boolean);
+type
+ TDrawCB = procedure ();
+
+var
+ hasAmbient: Boolean;
+ ambColor: TDFColor;
+ doAmbient: Boolean = false;
+
+ procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean);
+ var
+ tagmask: Integer;
+ pan: TPanel;
+ begin
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin(profname);
+ if gdbg_map_use_accel_render then
+ begin
+ tagmask := panelTypeToTag(panType);
+ while (gDrawPanelList.count > 0) do
+ begin
+ pan := TPanel(gDrawPanelList.front());
+ if ((pan.tag and tagmask) = 0) then break;
+ if doDraw then pan.Draw(doAmbient, ambColor);
+ gDrawPanelList.popFront();
+ end;
+ end
+ else
+ begin
+ if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
+
+ procedure drawOther (profname: AnsiString; cb: TDrawCB);
+ begin
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin(profname);
+ if assigned(cb) then cb();
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
+ end;
+
+begin
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('total');
+
+ // our accelerated renderer will collect all panels to gDrawPanelList
+ // we can use panel tag to render level parts (see GridTagXXX in g_map.pas)
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect');
+ if gdbg_map_use_accel_render then
+ begin
+ g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ end;
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
+
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback');
+ g_Map_DrawBack(backXOfs, backYOfs);
+ if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
+
+ if setTransMatrix then
+ begin
+ //if (g_dbg_scale <> 1.0) then glTranslatef(0.0, -0.375/2, 0);
+ glScalef(g_dbg_scale, g_dbg_scale, 1.0);
+ glTranslatef(-sX, -sY, 0);
+ end;
+
+ // rendering mode
+ ambColor := gCurrentMap['light_ambient'].rgba;
+ hasAmbient := (not ambColor.isOpaque) or (not ambColor.isBlack);
+
+ {
+ if hasAmbient then
+ begin
+ //writeln('color: (', ambColor.r, ',', ambColor.g, ',', ambColor.b, ',', ambColor.a, ')');
+ glColor4ub(ambColor.r, ambColor.g, ambColor.b, ambColor.a);
+ glClear(GL_COLOR_BUFFER_BIT);
+ end;
+ }
+ //writeln('color: (', ambColor.r, ',', ambColor.g, ',', ambColor.b, ',', ambColor.a, ')');
+
+
+ drawPanelType('*back', PANEL_BACK, g_rlayer_back);
+ drawPanelType('*step', PANEL_STEP, g_rlayer_step);
+ drawOther('items', @g_Items_Draw);
+ drawOther('weapons', @g_Weapon_Draw);
+ drawOther('shells', @g_Player_DrawShells);
+ drawOther('drawall', @g_Player_DrawAll);
+ drawOther('corpses', @g_Player_DrawCorpses);
+ drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
+ drawOther('monsters', @g_Monsters_Draw);
+ drawOther('itemdrop', @g_Items_DrawDrop);
+ drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
+ drawOther('gfx', @g_GFX_Draw);
+ drawOther('flags', @g_Map_DrawFlags);
+ drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
+ drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
+ drawPanelType('*water', PANEL_WATER, g_rlayer_water);
+ drawOther('dynlights', @renderDynLightsInternal);
+
+ if hasAmbient {and ((not g_playerLight) or (not gwin_has_stencil) or (g_dynLightCount < 1))} then
+ begin
+ renderAmbientQuad(hasAmbient, ambColor);
+ end;
+
+ doAmbient := true;
+ drawPanelType('*fore', PANEL_FORE, g_rlayer_fore);
+
+
+ if g_debug_HealthBar then
+ begin
+ g_Monsters_DrawHealth();
+ g_Player_DrawHealth();
+ end;
+
+ if (profileFrameDraw <> nil) then profileFrameDraw.mainEnd(); // map rendering
end;
+
procedure DrawMapView(x, y, w, h: Integer);
+
var
bx, by: Integer;
begin
bx := Round(x/(gMapInfo.Width - w)*(gBackSize.X - w));
by := Round(y/(gMapInfo.Height - h)*(gBackSize.Y - h));
- g_Map_DrawBack(-bx, -by);
sX := x;
sY := y;
sWidth := w;
sHeight := h;
- glTranslatef(-x, -y, 0);
-
- g_Map_DrawPanels(PANEL_BACK);
- g_Map_DrawPanels(PANEL_STEP);
- g_Items_Draw();
- g_Weapon_Draw();
- g_Player_DrawShells();
- g_Player_DrawAll();
- g_Player_DrawCorpses();
- g_Map_DrawPanels(PANEL_WALL);
- g_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
- g_GFX_Draw();
- g_Map_DrawFlags();
- g_Map_DrawPanels(PANEL_ACID1);
- g_Map_DrawPanels(PANEL_ACID2);
- g_Map_DrawPanels(PANEL_WATER);
- g_Map_DrawPanels(PANEL_FORE);
- if g_debug_HealthBar then
- begin
- g_Monsters_DrawHealth();
- g_Player_DrawHealth();
- end;
+ fixViewportForScale();
+ renderMapInternal(-bx, -by, true);
glPopMatrix();
end;
+
procedure DrawPlayer(p: TPlayer);
var
px, py, a, b, c, d: Integer;
Exit;
end;
+ if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size);
+ if (profileFrameDraw <> nil) then profileFrameDraw.mainBegin(g_profile_frame_draw);
+
gPlayerDrawn := p;
glPushMatrix();
px := p.GameX + PLAYER_RECT_CX;
- py := p.GameY + PLAYER_RECT_CY;
+ py := p.GameY + PLAYER_RECT_CY+p.Obj.slopeUpLeft;
- if px > (gPlayerScreenSize.X div 2) then
- a := -px + (gPlayerScreenSize.X div 2)
- else
- a := 0;
- if py > (gPlayerScreenSize.Y div 2) then
- b := -py + (gPlayerScreenSize.Y div 2)
+ if (g_dbg_scale = 1.0) and (not g_dbg_ignore_bounds) then
+ begin
+ if (px > (gPlayerScreenSize.X div 2)) then a := -px+(gPlayerScreenSize.X div 2) else a := 0;
+ if (py > (gPlayerScreenSize.Y div 2)) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0;
+
+ 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
+ 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;
+ end
else
- b := 0;
- 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;
+ begin
+ // scaled, ignore level bounds
+ a := -px+(gPlayerScreenSize.X div 2);
+ b := -py+(gPlayerScreenSize.Y div 2);
+ end;
if p.IncCam <> 0 then
begin
- if py > (gMapInfo.Height - (gPlayerScreenSize.Y div 2)) then
+ if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then
begin
if p.IncCam > 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2))) then
+ begin
p.IncCam := 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2)));
+ end;
end;
- if py < (gPlayerScreenSize.Y div 2) then
+ if py < gPlayerScreenSize.Y div 2 then
begin
if p.IncCam < -120+((gPlayerScreenSize.Y div 2)-py) then
+ begin
p.IncCam := -120+((gPlayerScreenSize.Y div 2)-py);
+ end;
end;
if p.IncCam < 0 then
- while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and
- (p.IncCam < 0) do
- p.IncCam := p.IncCam + 1;
+ begin
+ while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and (p.IncCam < 0) do p.IncCam := p.IncCam+1; //Inc(p.IncCam);
+ end;
if p.IncCam > 0 then
- while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and
- (p.IncCam > 0) do
- p.IncCam := p.IncCam - 1;
+ begin
+ while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and (p.IncCam > 0) do p.IncCam := p.IncCam-1; //Dec(p.IncCam);
+ end;
end;
- if (px< gPlayerScreenSize.X div 2) or
- (gMapInfo.Width-gPlayerScreenSize.X <= 256) then
- c := 0
- else
- if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then
- c := gBackSize.X - gPlayerScreenSize.X
- else
- c := Round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X));
-
- if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or
- (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then
- d := 0
- else
- if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then
- d := gBackSize.Y - gPlayerScreenSize.Y
- else
- d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
+ if (px < gPlayerScreenSize.X div 2) or (gMapInfo.Width-gPlayerScreenSize.X <= 256) then c := 0
+ else if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then c := gBackSize.X-gPlayerScreenSize.X
+ else c := round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X));
- g_Map_DrawBack(-c, -d);
+ if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then d := 0
+ else if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then d := gBackSize.Y-gPlayerScreenSize.Y
+ else d := round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
sX := -a;
sY := -(b+p.IncCam);
sWidth := gPlayerScreenSize.X;
sHeight := gPlayerScreenSize.Y;
- glTranslatef(a, b+p.IncCam, 0);
-
- g_Map_DrawPanels(PANEL_BACK);
- g_Map_DrawPanels(PANEL_STEP);
- g_Items_Draw();
- g_Weapon_Draw();
- g_Player_DrawShells();
- g_Player_DrawAll();
- g_Player_DrawCorpses();
- g_Map_DrawPanels(PANEL_WALL);
- g_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
- g_GFX_Draw();
- g_Map_DrawFlags();
- g_Map_DrawPanels(PANEL_ACID1);
- g_Map_DrawPanels(PANEL_ACID2);
- g_Map_DrawPanels(PANEL_WATER);
- g_Map_DrawPanels(PANEL_FORE);
- if g_debug_HealthBar then
+ //glTranslatef(a, b+p.IncCam, 0);
+
+ //if (p = gPlayer1) and (g_dbg_scale >= 1.0) then g_Holmes_plrViewSize(sWidth, sHeight);
+
+ //conwritefln('OLD: (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
+ fixViewportForScale();
+ //conwritefln(' (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
+
+ if (g_dbg_scale <> 1.0) and (not g_dbg_ignore_bounds) then
begin
- g_Monsters_DrawHealth();
- g_Player_DrawHealth();
+ if (sX+sWidth > gMapInfo.Width) then sX := gMapInfo.Width-sWidth;
+ if (sY+sHeight > gMapInfo.Height) then sY := gMapInfo.Height-sHeight;
+ if (sX < 0) then sX := 0;
+ if (sY < 0) then sY := 0;
+
+ if (gBackSize.X <= gPlayerScreenSize.X) or (gMapInfo.Width <= sWidth) then c := 0 else c := trunc((gBackSize.X-gPlayerScreenSize.X)*sX/(gMapInfo.Width-sWidth));
+ if (gBackSize.Y <= gPlayerScreenSize.Y) or (gMapInfo.Height <= sHeight) then d := 0 else d := trunc((gBackSize.Y-gPlayerScreenSize.Y)*sY/(gMapInfo.Height-sHeight));
+ end;
+
+ //r_smallmap_h: 0: left; 1: center; 2: right
+ //r_smallmap_v: 0: top; 1: center; 2: bottom
+ // horiz small map?
+ if (gMapInfo.Width = sWidth) then
+ begin
+ sX := 0;
+ end
+ else if (gMapInfo.Width < sWidth) then
+ begin
+ case r_smallmap_h of
+ 1: sX := -((sWidth-gMapInfo.Width) div 2); // center
+ 2: sX := -(sWidth-gMapInfo.Width); // right
+ else sX := 0; // left
+ end;
+ end;
+ // vert small map?
+ if (gMapInfo.Height = sHeight) then
+ begin
+ sY := 0;
+ end
+ else if (gMapInfo.Height < sHeight) then
+ begin
+ case r_smallmap_v of
+ 1: sY := -((sHeight-gMapInfo.Height) div 2); // center
+ 2: sY := -(sHeight-gMapInfo.Height); // bottom
+ else sY := 0; // top
+ end;
+ end;
+
+ p.viewPortX := sX;
+ p.viewPortY := sY;
+ p.viewPortW := sWidth;
+ p.viewPortH := sHeight;
+
+{$IFDEF ENABLE_HOLMES}
+ if (p = gPlayer1) then
+ begin
+ g_Holmes_plrViewPos(sX, sY);
+ g_Holmes_plrViewSize(sWidth, sHeight);
end;
+{$ENDIF}
+ renderMapInternal(-c, -d, true);
+
+ if (gGameSettings.GameMode <> GM_SINGLE) and gPlayerIndicator then
+ p.DrawIndicator();
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
p.GameY + PLAYER_RECT_CY - 4,
p.DrawGUI();
end;
+procedure drawProfilers ();
+var
+ px: Integer = -1;
+ py: Integer = -1;
+begin
+ if g_profile_frame_draw and (profileFrameDraw <> nil) then px := px-drawProfiles(px, py, profileFrameDraw);
+ if g_profile_collision and (profMapCollision <> nil) then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_los and (profMonsLOS <> nil) then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
+end;
+
procedure g_Game_Draw();
var
ID: DWORD;
e_DrawLine(2, 0, gScreenHeight div 2, gScreenWidth, gScreenHeight div 2, 0, 0, 0);
end;
+{$IFDEF ENABLE_HOLMES}
+ // draw inspector
+ if (g_holmes_enabled) then g_Holmes_Draw();
+{$ENDIF}
+
if MessageText <> '' then
begin
w := 0;
if IsDrawStat or (gSpectMode = 1) then DrawStat();
- if gSpectHUD and (not gChatShow) and (gSpectMode <> SPECT_NONE) then
+ if gSpectHUD and (not gChatShow) and (gSpectMode <> SPECT_NONE) and (not gSpectAuto) then
begin
// Draw spectator GUI
ww := 0;
e_TextureFontPrintEx(0, gScreenHeight - (hh+2)*2, 'MODE: Watch Players', gStdFont, 255, 255, 255, 1);
end;
e_TextureFontPrintEx(2*ww, gScreenHeight - (hh+2), '< jump >', gStdFont, 255, 255, 255, 1);
+ if gSpectMode = SPECT_STATS then
+ begin
+ e_TextureFontPrintEx(16*ww, gScreenHeight - (hh+2)*2, 'Autoview', gStdFont, 255, 255, 255, 1);
+ e_TextureFontPrintEx(16*ww, gScreenHeight - (hh+2), '< fire >', gStdFont, 255, 255, 255, 1);
+ end;
if gSpectMode = SPECT_MAPVIEW then
begin
e_TextureFontPrintEx(22*ww, gScreenHeight - (hh+2)*2, '[-]', gStdFont, 255, 255, 255, 1);
end;
end;
- if gPause and gGameOn and (g_ActiveWindow = nil) then
+ if gPauseMain and gGameOn and (g_ActiveWindow = nil) then
begin
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
e_CharFont_GetSize(gMenuFont, _lc[I_MENU_PAUSE], w, h);
e_CharFont_Print(gMenuFont, (gScreenWidth div 2)-(w div 2),
begin
if (gState = STATE_MENU) then
begin
- if ((g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '')) then
+ if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND');
+ // F3 at menu will show game loading dialog
+ if e_KeyPressed(IK_F3) then g_Menu_Show_LoadMenu(true);
+ if (g_ActiveWindow <> nil) then
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end
+ else
begin
- if g_Texture_Get('MENU_BACKGROUND', ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ // F3 at titlepic will show game loading dialog
+ if e_KeyPressed(IK_F3) then
+ begin
+ g_Menu_Show_LoadMenu(true);
+ if (g_ActiveWindow <> nil) then e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
- if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
end;
if gState = STATE_FOLD then
+ begin
e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter);
+ end;
if gState = STATE_INTERCUSTOM then
begin
else
back := 'INTER';
- if g_Texture_Get(back, ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else
- e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ DrawMenuBackground(back);
DrawCustomStat();
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
if gState = STATE_INTERSINGLE then
begin
if EndingGameCounter > 0 then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter)
+ begin
+ e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter);
+ end
else
begin
back := 'INTER';
- if g_Texture_Get(back, ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
- else
- e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+ DrawMenuBackground(back);
DrawSingleStat();
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
end;
e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
if gState = STATE_SLIST then
begin
- if g_Texture_Get('MENU_BACKGROUND', ID) then
- begin
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
- end;
- g_Serverlist_Draw(slCurrent);
+// if g_Texture_Get('MENU_BACKGROUND', ID) then
+// begin
+// e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
+// //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+// end;
+ DrawMenuBackground('MENU_BACKGROUND');
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ g_Serverlist_Draw(slCurrent, slTable);
end;
end;
if g_ActiveWindow <> nil then
begin
if gGameOn then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
g_ActiveWindow.Draw();
end;
e_TextureFontPrint(0, 16, Format('UPS: %d', [UPS]), gStdFont);
end;
- if gGameOn and gShowTime and (gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT]) then
- e_TextureFontPrint(gScreenWidth-72, 0,
- Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]),
- gStdFont);
+ if gGameOn and gShowTime then
+ drawTime(gScreenWidth-72, gScreenHeight-16);
+
+ if gGameOn then drawProfilers();
+
+{$IFDEF ENABLE_HOLMES}
+ g_Holmes_DrawUI();
+{$ENDIF}
+
+ g_Touch_Draw;
end;
procedure g_Game_Quit();
g_PlayerModel_FreeData();
g_Texture_DeleteAll();
g_Frames_DeleteAll();
- g_Menu_Free();
+ //g_Menu_Free(); //k8: this segfaults after resolution change; who cares?
if NetInitDone then g_Net_Free;
procedure g_FatalError(Text: String);
begin
g_Console_Add(Format(_lc[I_FATAL_ERROR], [Text]), True);
- e_WriteLog(Format(_lc[I_FATAL_ERROR], [Text]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_FATAL_ERROR], [Text]), TMsgType.Warning);
gExit := EXIT_SIMPLE;
end;
procedure g_SimpleError(Text: String);
begin
g_Console_Add(Format(_lc[I_SIMPLE_ERROR], [Text]), True);
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], [Text]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], [Text]), TMsgType.Warning);
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;
procedure g_Game_StartSingle(Map: String; TwoPlayers: Boolean; nPlayers: Byte);
var
i, nPl: Integer;
+ tmps: AnsiString;
begin
g_Game_Free();
- e_WriteLog('Starting singleplayer game...', MSG_NOTIFY);
+ e_WriteLog('Starting singleplayer game...', TMsgType.Notify);
g_Game_ClearLoading();
// Çàãðóçêà è çàïóñê êàðòû:
if not g_Game_StartMap(MAP, True) then
begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [gGameSettings.WAD + ':\' + MAP]));
+ if (Pos(':\', Map) > 0) or (Pos(':/', Map) > 0) then tmps := Map else tmps := gGameSettings.WAD + ':\' + MAP;
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [tmps]));
Exit;
end;
begin
g_Game_Free();
- e_WriteLog('Starting custom game...', MSG_NOTIFY);
+ e_WriteLog('Starting custom game...', TMsgType.Notify);
g_Game_ClearLoading();
begin
g_Game_Free();
- e_WriteLog('Starting net game (server)...', MSG_NOTIFY);
+ e_WriteLog('Starting net game (server)...', TMsgType.Notify);
g_Game_ClearLoading();
gPlayer2.Name := gPlayer2Settings.Name;
end;
+ g_Game_SetLoadingText(_lc[I_LOAD_HOST], 0, False);
+ if NetForwardPorts then
+ g_Game_SetLoadingText(_lc[I_LOAD_PORTS], 0, False);
+
// Ñòàðòóåì ñåðâåð
if not g_Net_Host(IPAddr, Port, NetMaxClients) then
begin
State: Byte;
OuterLoop: Boolean;
newResPath: string;
+ InMsg: TMsg;
begin
g_Game_Free();
State := 0;
- e_WriteLog('Starting net game (client)...', MSG_NOTIFY);
- e_WriteLog('NET: Trying to connect to ' + Addr + ':' + IntToStr(Port) + '...', MSG_NOTIFY);
+ e_WriteLog('Starting net game (client)...', TMsgType.Notify);
+ e_WriteLog('NET: Trying to connect to ' + Addr + ':' + IntToStr(Port) + '...', TMsgType.Notify);
g_Game_ClearLoading();
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
enet_packet_destroy(NetEvent.packet);
end
else
+ begin
if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then
begin
State := 0;
OuterLoop := False;
Break;
end;
+ end;
end;
- ProcessLoading();
-
- e_PollInput();
+ ProcessLoading(true);
- if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) then
+ if e_KeyPressed(IK_SPACE) or e_KeyPressed(IK_ESCAPE) or e_KeyPressed(VK_ESCAPE) or
+ e_KeyPressed(JOY0_JUMP) or e_KeyPressed(JOY1_JUMP) or e_KeyPressed(JOY2_JUMP) or e_KeyPressed(JOY3_JUMP) then
begin
State := 0;
break;
g_Player_Init();
NetState := NET_STATE_GAME;
MC_SEND_FullStateRequest;
- e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
+ e_WriteLog('NET: Connection successful.', TMsgType.Notify);
end;
procedure g_Game_SaveOptions();
g_Options_Write_Video(GameDir+'/'+CONFIG_FILENAME);
end;
-procedure g_Game_ChangeMap(MapPath: String);
+procedure g_Game_ChangeMap(const MapPath: String);
var
Force: Boolean;
begin
MessageTime := 0;
gGameOn := False;
g_Game_ClearLoading();
- g_Game_StartMap(Map, True);
+ g_Game_StartMap(Map, True, gCurrentMapFileName);
end;
-function g_Game_StartMap(Map: String; Force: Boolean = False): Boolean;
+function g_Game_StartMap(Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean;
var
NewWAD, ResName: String;
I: Integer;
begin
- g_Map_Free();
+ g_Map_Free((Map <> gCurrentMapFileName) and (oldMapPath <> gCurrentMapFileName));
g_Player_RemoveAllCorpses();
if (not g_Game_IsClient) and
g_Player_ResetTeams();
- if Pos(':\', Map) > 0 then
+ if isWadPath(Map) then
begin
NewWAD := g_ExtractWadName(Map);
ResName := g_ExtractFileName(Map);
gWADHash := MD5File(MapsDir + NewWAD);
g_Game_LoadWAD(NewWAD);
end else
- // hash recieved in MC_RECV_GameEvent -> NET_EV_MAPSTART
+ // hash received in MC_RECV_GameEvent -> NET_EV_MAPSTART
g_Game_ClientWAD(NewWAD, gWADHash);
end else
ResName := Map;
end;
gExit := 0;
- gPause := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
gTime := 0;
NetTimeToUpdate := 1;
NetTimeToReliable := 0;
MapList := nil;
end;
-procedure g_Game_ExitLevel(Map: Char16);
+procedure g_Game_ExitLevel(const Map: AnsiString);
begin
gNextMap := Map;
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;
gPlayer2 := g_Player_Get(gLMSPID2);
end;
- for i := Low(gItems) to High(gItems) do
- begin
- if gItems[i].Respawnable then
- begin
- gItems[i].QuietRespawn := True;
- gItems[i].RespawnTime := 0;
- end
- else
- begin
- g_Items_Remove(i);
- if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
- end;
- end;
+ 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;
procedure g_Game_DeleteTestMap();
var
a: Integer;
- MapName: Char16;
+ //MapName: AnsiString;
WadName: string;
{
WAD: TWADFile;
- MapList: SArray;
+ MapList: SSArray;
time: Integer;
}
begin
- a := Pos('.wad:\', gMapToDelete);
- if a = 0 then
- Exit;
+ a := Pos('.wad:\', toLowerCase1251(gMapToDelete));
+ if (a = 0) then a := Pos('.wad:/', toLowerCase1251(gMapToDelete));
+ if (a = 0) then exit;
-// Âûäåëÿåì èìÿ wad-ôàéëà è èìÿ êàðòû:
- WadName := Copy(gMapToDelete, 1, a + 3);
- Delete(gMapToDelete, 1, a + 5);
+ // Âûäåëÿåì èìÿ wad-ôàéëà è èìÿ êàðòû
+ WadName := Copy(gMapToDelete, 1, a+3);
+ Delete(gMapToDelete, 1, a+5);
gMapToDelete := UpperCase(gMapToDelete);
- MapName := '';
- CopyMemory(@MapName[0], @gMapToDelete[1], Min(16, Length(gMapToDelete)));
+ //MapName := '';
+ //CopyMemory(@MapName[0], @gMapToDelete[1], Min(16, Length(gMapToDelete)));
{
// Èìÿ êàðòû íå ñòàíäàðòíîå òåñòîâîå:
if gTempDelete then DeleteFile(WadName);
end;
-procedure GameCVars(P: SArray);
+procedure GameCVars(P: SSArray);
var
a, b: Integer;
stat: TPlayerStatArray;
begin
stat := nil;
cmd := LowerCase(P[0]);
- if cmd = 'r_showfps' then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- gShowFPS := (P[1][1] = '1');
-
- if gShowFPS then
- g_Console_Add(_lc[I_MSG_SHOW_FPS_ON])
- else
- g_Console_Add(_lc[I_MSG_SHOW_FPS_OFF]);
- end
- else if (cmd = 'g_friendlyfire') and not g_Game_IsClient then
+ if (cmd = 'g_friendlyfire') and not g_Game_IsClient then
begin
with gGameSettings do
begin
end
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
- if cmd = 'r_showtime' then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- gShowTime := (P[1][1] = '1');
-
- if gShowTime then
- g_Console_Add(_lc[I_MSG_TIME_ON])
- else
- g_Console_Add(_lc[I_MSG_TIME_OFF]);
- end
- else if cmd = 'r_showscore' then
+ if cmd = 'r_showscore' then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
end;
end;
-procedure DebugCommands(P: SArray);
+procedure PrintHeapStats();
+var
+ hs: TFPCHeapStatus;
+begin
+ hs := GetFPCHeapStatus();
+ e_LogWriteLn ('v===== heap status =====v');
+ e_LogWriteFln('max heap size = %d k', [hs.MaxHeapSize div 1024]);
+ e_LogWriteFln('max heap used = %d k', [hs.MaxHeapUsed div 1024]);
+ e_LogWriteFln('cur heap size = %d k', [hs.CurrHeapSize div 1024]);
+ e_LogWriteFln('cur heap used = %d k', [hs.CurrHeapUsed div 1024]);
+ e_LogWriteFln('cur heap free = %d k', [hs.CurrHeapFree div 1024]);
+ e_LogWriteLn ('^=======================^');
+end;
+
+procedure DebugCommands(P: SSArray);
var
a, b: Integer;
cmd: string;
- //pt: TPoint;
+ //pt: TDFPoint;
+ mon: TMonster;
begin
// Êîìàíäû îòëàäî÷íîãî ðåæèìà:
- if gDebugMode then
+ if {gDebugMode}conIsCheatsEnabled then
begin
cmd := LowerCase(P[0]);
if cmd = 'd_window' then
end
else if cmd = 'd_monster' then
begin
- if gGameOn and (gPlayer1 <> nil) and (gPlayer1.Live) and (not g_Game_IsNet) then
+ if gGameOn and (gPlayer1 <> nil) and (gPlayer1.alive) and (not g_Game_IsNet) then
if Length(P) < 2 then
begin
g_Console_Add(cmd + ' [ID | Name] [behaviour]');
g_Console_Add('ID | Name');
for b := MONSTER_DEMON to MONSTER_MAN do
- g_Console_Add(Format('%2d | %s', [b, g_Monsters_GetNameByID(b)]));
+ g_Console_Add(Format('%2d | %s', [b, g_Mons_NameByTypeId(b)]));
+ conwriteln('behav. num'#10'normal 0'#10'killer 1'#10'maniac 2'#10'insane 3'#10'cannibal 4'#10'good 5');
end else
begin
a := StrToIntDef(P[1], 0);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
- a := g_Monsters_GetIDByName(P[1]);
+ a := g_Mons_TypeIdByName(P[1]);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
g_Console_Add(Format(_lc[I_MSG_NO_MONSTER], [P[1]]))
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
+ begin
+ if (CompareText(P[2], 'normal') = 0) then mon.MonsterBehaviour := BH_NORMAL
+ else if (CompareText(P[2], 'killer') = 0) then mon.MonsterBehaviour := BH_KILLER
+ else if (CompareText(P[2], 'maniac') = 0) then mon.MonsterBehaviour := BH_MANIAC
+ else if (CompareText(P[2], 'insane') = 0) then mon.MonsterBehaviour := BH_INSANE
+ else if (CompareText(P[2], 'cannibal') = 0) then mon.MonsterBehaviour := BH_CANNIBAL
+ else if (CompareText(P[2], 'good') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else if (CompareText(P[2], 'friend') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else if (CompareText(P[2], 'friendly') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
+ end;
end;
end;
end
g_Console_Add(Format(cmd + ' is %d', [Byte(g_Debug_Player)]));
end
- else if (cmd = 'd_joy') then
+ else if (cmd = 'd_mem') then
begin
- for a := 1 to 8 do
- g_Console_Add(e_JoystickStateToString(a));
+ PrintHeapStats();
end;
end
else
end;
-procedure GameCheats(P: SArray);
+procedure GameCheats(P: SSArray);
var
cmd: string;
f, a: Integer;
plr: TPlayer;
begin
- if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and
- (gGameSettings.GameMode <> GM_COOP) and (not gDebugMode)) or g_Game_IsNet then
+ if (not gGameOn) or (not conIsCheatsEnabled) then
begin
g_Console_Add('not available');
exit;
begin
g_Console_Add('player left the map');
gExitByTrigger := True;
- g_Game_ExitLevel(gTriggers[a].Data.MapName);
+ //g_Game_ExitLevel(gTriggers[a].Data.MapName);
+ g_Game_ExitLevel(gTriggers[a].tgcMap);
break;
end;
end;
if cmd = 'superchaingun' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); g_Console_Add('player got a superchaingun'); continue; end;
if cmd = 'superchaingunzz' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a superchaingun'); continue; end;
+ if (cmd = 'flamer') or (cmd = 'flamethrower') or (cmd = 'ft') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); g_Console_Add('player got a flame thrower'); continue; end;
+ if (cmd = 'flamerzz') or (cmd = 'flamethrowerzz') or (cmd = 'ftzz') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got a flame thrower'); continue; end;
+
if cmd = 'chainsaw' then begin plr.GiveItem(ITEM_WEAPON_SAW); g_Console_Add('player got a chainsaw'); continue; end;
if cmd = 'ammo' then
plr.GiveItem(ITEM_AMMO_BULLETS_BOX);
plr.GiveItem(ITEM_AMMO_CELL_BIG);
plr.GiveItem(ITEM_AMMO_ROCKET_BOX);
+ plr.GiveItem(ITEM_AMMO_FUELCAN);
g_Console_Add('player got some ammo');
continue;
end;
if cmd = 'rocket' then begin plr.GiveItem(ITEM_AMMO_ROCKET); g_Console_Add('player got a rocket'); continue; end;
if cmd = 'rocketbox' then begin plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got some rockets'); continue; end;
+ if (cmd = 'fuel') or (cmd = 'fuelcan') then begin plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got fuel canister'); continue; end;
+
if cmd = 'weapons' then
begin
plr.GiveItem(ITEM_WEAPON_SHOTGUN1);
end;
end;
-procedure GameCommands(P: SArray);
+procedure GameCommands(P: SSArray);
var
a, b: Integer;
s, pw: String;
else if cmd = 'pause' then
begin
if (g_ActiveWindow = nil) then
- g_Game_Pause(not gPause);
+ g_Game_Pause(not gPauseMain);
end
else if cmd = 'endgame' then
gExit := EXIT_SIMPLE
else if (cmd = 'addbot') or
(cmd = 'bot_add') then
begin
- if Length(P) > 1 then
+ if Length(P) > 2 then
+ g_Bot_Add(TEAM_NONE, StrToIntDef(P[1], 2), StrToIntDef(P[2], 100))
+ else if Length(P) > 1 then
g_Bot_Add(TEAM_NONE, StrToIntDef(P[1], 2))
else
g_Bot_Add(TEAM_NONE, 2);
else if cmd = 'bot_addlist' then
begin
if Length(P) > 1 then
+ begin
if Length(P) = 2 then
g_Bot_AddList(TEAM_NONE, P[1], StrToIntDef(P[1], -1))
+ else if Length(P) = 3 then
+ g_Bot_AddList(TEAM_NONE, P[1], StrToIntDef(P[1], -1), StrToIntDef(P[2], 100))
else
g_Bot_AddList(IfThen(P[2] = 'red', TEAM_RED, TEAM_BLUE), P[1], StrToIntDef(P[1], -1));
+ end;
end
else if cmd = 'bot_removeall' then
g_Bot_RemoveAll()
if P[2] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[1]]))
else
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [UpperCase(P[2])]));
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[2]), P[1]]));
end else
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[1]]));
end
if P[4] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[3]]))
else
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [UpperCase(P[4])]));
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[4]), P[3]]));
end else
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[3]]));
end
g_Game_ChangeMap(s);
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
- P[1] := addWadExtension(P[1]);
- if FileExists(MapsDir + P[1]) then
+ pw := findDiskWad(MapsDir + P[1]);
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [s, 'WAD ' + P[1]]));
+ if FileExists(pw) then
begin
// Ïàðàìåòðà êàðòû íåò, ïîýòîìó ñòàâèì ïåðâóþ èç ôàéëà
SetLength(P, 3);
+ P[1] := ExtractRelativePath(MapsDir, pw);
P[2] := g_Game_GetFirstMap(MapsDir + P[1]);
s := P[1] + ':\' + P[2];
nm := True;
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
P[1] := addWadExtension(P[1]);
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [s, P[1]]));
if FileExists(MapsDir + P[1]) then
begin
// Ïàðàìåòðà êàðòû íåò, ïîýòîìó ñòàâèì ïåðâóþ èç ôàéëà
if gTriggers[a].TriggerType = TRIGGER_EXIT then
begin
gExitByTrigger := True;
- gNextMap := gTriggers[a].Data.MapName;
+ //gNextMap := gTriggers[a].Data.MapName;
+ gNextMap := gTriggers[a].tgcMap;
Break;
end;
// Èùåì ñëåäóþùóþ êàðòó â WAD ôàéëå
if gNextMap = '' then
gNextMap := g_Game_GetNextMap();
// Ïðîâåðÿåì, íå çàäàí ëè WAD ôàéë ðåñóðñíîé ñòðîêîé
- if Pos(':\', gNextMap) = 0 then
+ if not isWadPath(gNextMap) then
s := gGameSettings.WAD + ':\' + gNextMap
else
s := gNextMap;
Exit;
end;
end
+ else if cmd = 'suicide' then
+ begin
+ if gGameOn then
+ begin
+ if g_Game_IsClient then
+ MC_SEND_CheatRequest(NET_CHEAT_SUICIDE)
+ else
+ begin
+ if gPlayer1 <> nil then
+ gPlayer1.Damage(SUICIDE_DAMAGE, gPlayer1.UID, 0, 0, HIT_SELF);
+ if gPlayer2 <> nil then
+ gPlayer2.Damage(SUICIDE_DAMAGE, gPlayer2.UID, 0, 0, HIT_SELF);
+ end;
+ end;
+ end
+ else if cmd = 'screenshot' then
+ begin
+ g_TakeScreenShot()
+ end
+ else if cmd = 'weapon' then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ gSelectWeapon[0, a] := True
+ end
+ end
+ else if (cmd = 'p1_weapon') or (cmd = 'p2_weapon') then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ b := ord(cmd[2]) - ord('1');
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ gSelectWeapon[b, a] := True
+ end
+ end
// Êîìàíäû Ñâîåé èãðû:
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
else
g_Bot_Add(TEAM_BLUE, 2);
end
- else if cmd = 'suicide' then
- begin
- if gGameOn then
- begin
- if g_Game_IsClient then
- MC_SEND_CheatRequest(NET_CHEAT_SUICIDE)
- else
- begin
- if gPlayer1 <> nil then
- gPlayer1.Damage(SUICIDE_DAMAGE, gPlayer1.UID, 0, 0, HIT_SELF);
- if gPlayer2 <> nil then
- gPlayer2.Damage(SUICIDE_DAMAGE, gPlayer2.UID, 0, 0, HIT_SELF);
- end;
- end;
- end
else if cmd = 'spectate' then
begin
if not gGameOn then
end;
end;
-procedure g_Game_Pause(Enable: Boolean);
+procedure g_Game_Pause (Enable: Boolean);
+var
+ oldPause: Boolean;
begin
- if not gGameOn then
- Exit;
+ if not gGameOn then exit;
- if gPause = Enable then
- Exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
- if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then
- Exit;
+ oldPause := gPause;
+ gPauseMain := Enable;
+
+ if (gPause <> oldPause) then g_Game_PauseAllSounds(gPause);
+end;
+
+procedure g_Game_HolmesPause (Enable: Boolean);
+var
+ oldPause: Boolean;
+begin
+ if not gGameOn then exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
- gPause := Enable;
- g_Game_PauseAllSounds(Enable);
+ oldPause := gPause;
+ gPauseHolmes := Enable;
+
+ if (gPause <> oldPause) then g_Game_PauseAllSounds(gPause);
end;
procedure g_Game_PauseAllSounds(Enable: Boolean);
with gTriggers[i] do
if (TriggerType = TRIGGER_SOUND) and
(Sound <> nil) and
- (Data.Local) and
+ (tgcLocal) and
Sound.IsPlaying() then
begin
if ((gPlayer1 <> nil) and g_CollidePoint(gPlayer1.GameX, gPlayer1.GameY, X, Y, Width, Height)) or
((gPlayer2 <> nil) and g_CollidePoint(gPlayer2.GameX, gPlayer2.GameY, X, Y, Width, Height)) then
begin
- Sound.SetPan(0.5 - Data.Pan/255.0);
- Sound.SetVolume(Data.Volume/255.0);
+ Sound.SetPan(0.5 - tgcPan/255.0);
+ Sound.SetVolume(tgcVolume/255.0);
end
else
- Sound.SetCoords(X+(Width div 2), Y+(Height div 2), Data.Volume/255.0);
+ Sound.SetCoords(X+(Width div 2), Y+(Height div 2), tgcVolume/255.0);
end;
end;
procedure g_Game_Message(Msg: string; Time: Word);
begin
- MessageText := b_Text_Format(Msg);
+ MessageLineLength := (gScreenWidth - 204) div e_CharFont_GetMaxWidth(gMenuFont);
+ MessageText := b_Text_Wrap(b_Text_Format(Msg), MessageLineLength);
MessageTime := Time;
end;
+procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
+const
+ punct: Array[0..13] of String =
+ ('.', ',', ':', ';', '!', '?', '(', ')', '''', '"', '/', '\', '*', '^');
+var
+ i, j: Integer;
+ ok: Boolean;
+ fpText: String;
+
+ function IsPunctuation(S: String): Boolean;
+ var
+ i: Integer;
+ begin
+ Result := False;
+ if Length(S) <> 1 then
+ Exit;
+ for i := Low(punct) to High(punct) do
+ if S = punct[i] then
+ begin
+ Result := True;
+ break;
+ end;
+ end;
+ function FilterPunctuation(S: String): String;
+ var
+ i: Integer;
+ begin
+ for i := Low(punct) to High(punct) do
+ S := StringReplace(S, punct[i], ' ', [rfReplaceAll]);
+ Result := S;
+ end;
+begin
+ ok := False;
+
+ if gUseChatSounds and Taunt and (gChatSounds <> nil) and (Pos(': ', Text) > 0) then
+ begin
+ // remove player name
+ Delete(Text, 1, Pos(': ', Text) + 2 - 1);
+ // for FullWord check
+ Text := toLowerCase1251(' ' + Text + ' ');
+ fpText := FilterPunctuation(Text);
+
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ ok := True;
+ for j := 0 to Length(gChatSounds[i].Tags) - 1 do
+ begin
+ if gChatSounds[i].FullWord and (not IsPunctuation(gChatSounds[i].Tags[j])) then
+ ok := Pos(' ' + gChatSounds[i].Tags[j] + ' ', fpText) > 0
+ else
+ ok := Pos(gChatSounds[i].Tags[j], Text) > 0;
+ if not ok then
+ break;
+ end;
+ if ok then
+ begin
+ gChatSounds[i].Sound.Play();
+ break;
+ end;
+ end;
+ end;
+ if not ok then
+ g_Sound_PlayEx('SOUND_GAME_RADIO');
+end;
+
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
var
a: Integer;
killsnd[n].Play();
end;
+procedure g_Game_Announce_BodyKill(SpawnerUID: Word);
+var
+ a: Integer;
+begin
+ case gAnnouncer of
+ ANNOUNCE_NONE:
+ Exit;
+ ANNOUNCE_ME,
+ ANNOUNCE_MEPLUS:
+ if not g_Game_IsWatchedPlayer(SpawnerUID) then
+ Exit;
+ end;
+ for a := 0 to 2 do
+ if hahasnd[a].IsPlaying() then
+ Exit;
+
+ hahasnd[Random(3)].Play();
+end;
+
procedure g_Game_StartVote(Command, Initiator: string);
var
Need: Integer;
CurValue := 0;
MaxValue := Max;
ShowCount := 0;
+ PBarWasHere := false;
end;
g_ActiveWindow := nil;
- ProcessLoading;
+ ProcessLoading(true);
end;
-procedure g_Game_StepLoading();
+procedure g_Game_StepLoading(Value: Integer = -1);
begin
with LoadingStat do
begin
- Inc(CurValue);
- Inc(ShowCount);
- if (ShowCount > LOADING_SHOW_STEP) then
+ if Value = -1 then
+ begin
+ Inc(CurValue);
+ Inc(ShowCount);
+ end
+ else
+ CurValue := Value;
+ if (ShowCount > LOADING_SHOW_STEP) or (Value > -1) then
begin
ShowCount := 0;
- ProcessLoading;
+ ProcessLoading();
end;
end;
end;
for len := Low(Msgs) to High(Msgs) do
Msgs[len] := '';
NextMsg := 0;
+ PBarWasHere := false;
end;
end;
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then
+ begin
g_Game_SetDebugMode();
+ s := Find_Param_Value(pars, '--netdump');
+ if (s <> '') then
+ NetDump := True;
+ end;
// Connect when game loads
ip := Find_Param_Value(pars, '-connect');
Exit;
end;
+ s := LowerCase(Find_Param_Value(pars, '-dbg-mainwad'));
+ if (s <> '') then
+ begin
+ gDefaultMegawadStart := s;
+ end;
+
+ if (Find_Param_Value(pars, '--dbg-mainwad-restore') <> '') or
+ (Find_Param_Value(pars, '--dbg-mainwad-default') <> '') then
+ begin
+ gDefaultMegawadStart := DF_Default_Megawad_Start;
+ end;
+
// Start map when game loads:
map := LowerCase(Find_Param_Value(pars, '-map'));
if isWadPath(map) then
if (s <> '') then
gMapOnce := True;
+ // Override map to test:
+ s := LowerCase(Find_Param_Value(pars, '-testmap'));
+ if s <> '' then
+ gTestMap := MapsDir + s;
+
// Delete test map after play:
s := Find_Param_Value(pars, '--testdelete');
if (s <> '') then
begin
gMapToDelete := MapsDir + map;
- e_WriteLog('"--testdelete" is deprecated, use --tempdelete.', MSG_FATALERROR);
+ e_WriteLog('"--testdelete" is deprecated, use --tempdelete.', TMsgType.Fatal);
Halt(1);
end;
// Delete temporary WAD after play:
s := Find_Param_Value(pars, '--tempdelete');
- if (s <> '') then
+ if (s <> '') and (gTestMap <> '') then
begin
- gMapToDelete := MapsDir + map;
+ gMapToDelete := gTestMap;
gTempDelete := True;
end;
s := Find_Param_Value(pars, '-exec');
if s <> '' then
begin
- if Pos(':\', s) = 0 then
+ if not isWadPath(s) then
s := GameDir + '/' + s;
{$I-}
Reset(F);
if IOResult <> 0 then
begin
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), TMsgType.Warning);
g_Console_Add(Format(_lc[I_CONSOLE_ERROR_READ], [s]));
CloseFile(F);
Exit;
end;
- e_WriteLog('Executing script: ' + s, MSG_NOTIFY);
+ e_WriteLog('Executing script: ' + s, TMsgType.Notify);
g_Console_Add(Format(_lc[I_CONSOLE_EXEC], [s]));
while not EOF(F) do
ReadLn(F, s);
if IOResult <> 0 then
begin
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), TMsgType.Warning);
g_Console_Add(Format(_lc[I_CONSOLE_ERROR_READ], [s]));
CloseFile(F);
Exit;
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);
+
+{$IFDEF ENABLE_HOLMES}
+ conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
+{$ENDIF}
+
+ conRegVar('dbg_ignore_level_bounds', @g_dbg_ignore_bounds, 'ignore level bounds', '', false);
+
+ conRegVar('r_scale', @g_dbg_scale, 0.01, 100.0, 'render scale', '', false);
+
+ conRegVar('light_enabled', @gwin_k8_enable_light_experiments, 'enable/disable dynamic lighting', 'lighting');
+ conRegVar('light_player_halo', @g_playerLight, 'enable/disable player halo', 'player light halo');
+
+ conRegVar('r_smallmap_align_h', @r_smallmap_h, 'halign: 0: left; 1: center; 2: right', 'horizontal aligning of small maps');
+ conRegVar('r_smallmap_align_v', @r_smallmap_v, 'valign: 0: top; 1: center; 2: bottom', 'vertial aligning of small maps');
+
+ conRegVar('r_showfps', @gShowFPS, 'draw fps counter', 'draw fps counter');
+ conRegVar('r_showtime', @gShowTime, 'show game time', 'show game time');
end.