X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_game.pas;h=7f6fa0a5d83573ffd3462fe9be1edf24b3bde545;hb=8d99e158428b4ed90b09ee17933c9a2a48532157;hp=66d277443a50e8f511fd8d0f254685a493b25b80;hpb=89d242f641ed8a2ccd6b1935f64db62dc9bcf154;p=d2df-sdl.git
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 66d2774..7f6fa0a 100644
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
@@ -1,10 +1,29 @@
+(* Copyright (C) Doom 2D: Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *)
+{$INCLUDE ../shared/a_modes.inc}
unit g_game;
interface
uses
- g_basic, g_player, e_graphics, Classes, g_res_downloader,
- SysUtils, g_sound, g_gui, MAPSTRUCT, WADEDITOR, md5;
+ SysUtils, Classes,
+ MAPDEF,
+ g_basic, g_player, e_graphics, g_res_downloader,
+ g_sound, g_gui, utils, md5, mempool, xprofiler,
+ g_touch;
type
TGameSettings = record
@@ -31,6 +50,12 @@ type
DEStr: String;
end;
+ TChatSound = record
+ Sound: TPlayableSound;
+ Tags: Array of String;
+ FullWord: Boolean;
+ end;
+
TPlayerSettings = record
Name: String;
Model: String;
@@ -47,14 +72,14 @@ type
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();
@@ -79,13 +104,14 @@ procedure g_Game_RestartLevel();
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;
@@ -95,6 +121,7 @@ procedure g_Game_PauseAllSounds(Enable: 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_StartVote(Command, Initiator: string);
@@ -104,12 +131,13 @@ procedure g_FatalError(Text: String);
procedure g_SimpleError(Text: String);
function g_Game_IsTestMap(): Boolean;
procedure g_Game_DeleteTestMap();
-procedure GameCVars(P: SArray);
-procedure GameCommands(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();
@@ -192,9 +220,9 @@ var
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;
@@ -212,7 +240,8 @@ var
gServInterTime: Byte = 0;
gGameStartTime: LongWord = 0;
gTotalMonsters: Integer = 0;
- gPause: Boolean;
+ gPauseMain: Boolean = false;
+ gPauseHolmes: Boolean = false;
gShowTime: Boolean = True;
gShowFPS: Boolean = False;
gShowGoals: Boolean = True;
@@ -234,6 +263,10 @@ var
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;
@@ -244,7 +277,7 @@ var
gWinPosX, gWinPosY: Integer;
gWinSizeX, gWinSizeY: Integer;
gWinFrameX, gWinFrameY, gWinCaption: Integer;
- gWinActive: Boolean = False;
+ gWinActive: Boolean = True; // by default window is active, lol
gResolutionChange: Boolean = False;
gRC_Width, gRC_Height: Word;
gRC_FullScreen, gRC_Maximized: Boolean;
@@ -282,20 +315,205 @@ var
gVotesEnabled: Boolean = True;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
-
+ gUseChatSounds: Boolean = True;
+ gChatSounds: Array of TChatSound;
+
+ 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:
+ // 0: neither left, nor right pressed
+ // 1: left pressed
+ // 2: right pressed
+ // bits 4-5: l/r state when strafe was pressed
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,
+{$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, 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;
+ 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;
@@ -321,6 +539,7 @@ type
ShowCount: Integer;
Msgs: Array of String;
NextMsg: Word;
+ PBarWasHere: Boolean; // did we draw a progress bar for this message?
end;
TParamStrValue = record
@@ -348,7 +567,8 @@ var
EndingGameCounter: Byte = 0;
MessageText: String;
MessageTime: Word;
- MapList: SArray = nil;
+ MessageLineLength: Integer = 80;
+ MapList: SSArray = nil;
MapIndex: Integer = -1;
MegaWAD: record
info: TMegaWADInfo;
@@ -371,7 +591,7 @@ var
end;
//InterPic: String;
InterText: record
- lines: SArray;
+ lines: SSArray;
img: String;
cur_line: Integer;
cur_char: Integer;
@@ -468,7 +688,7 @@ end;
function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo;
var
- w: TWADEditor_1;
+ w: TWADFile;
cfg: TConfig;
p: Pointer;
len: Integer;
@@ -477,10 +697,10 @@ begin
Result.description := '';
Result.author := '';
- w := TWADEditor_1.Create();
+ w := TWADFile.Create();
w.ReadFile(WAD);
- if not w.GetResource('', 'INTERSCRIPT', p, len) then
+ if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
@@ -523,7 +743,7 @@ end;
procedure g_Game_LoadWAD(WAD: string);
var
- w: TWADEditor_1;
+ w: TWADFile;
cfg: TConfig;
p: Pointer;
{b, }len: Integer;
@@ -536,10 +756,10 @@ begin
MegaWAD.info := g_Game_GetMegaWADInfo(MapsDir + WAD);
- w := TWADEditor_1.Create();
+ w := TWADFile.Create();
w.ReadFile(MapsDir + WAD);
- if not w.GetResource('', 'INTERSCRIPT', p, len) then
+ if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
@@ -576,14 +796,14 @@ begin
MegaWAD.endpic := cfg.ReadStr('megawad', 'endpic', '');
if MegaWAD.endpic <> '' then
begin
- g_ProcessResourceStr(MegaWAD.endpic, @s, nil, nil);
+ s := g_ExtractWadName(MegaWAD.endpic);
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Texture_CreateWADEx('TEXTURE_endpic', s+MegaWAD.endpic);
end;
MegaWAD.endmus := cfg.ReadStr('megawad', 'endmus', 'Standart.wad:D2DMUS\ÊÎÍÅÖ');
if MegaWAD.endmus <> '' then
begin
- g_ProcessResourceStr(MegaWAD.endmus, @s, nil, nil);
+ s := g_ExtractWadName(MegaWAD.endmus);
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Sound_CreateWADEx('MUSIC_endmus', s+MegaWAD.endmus, True);
end;
@@ -611,6 +831,11 @@ begin
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);
@@ -652,7 +877,7 @@ begin
gDelayedEvents[n].DENum := Num;
gDelayedEvents[n].DEStr := Str;
if DEType = DE_GLOBEVENT then
- gDelayedEvents[n].Time := (GetTimer() div 1000) + Time
+ gDelayedEvents[n].Time := (GetTimer() {div 1000}) + Time
else
gDelayedEvents[n].Time := gTime + Time;
Result := n;
@@ -661,14 +886,15 @@ end;
procedure EndGame();
var
a: Integer;
- FileName, SectionName, ResName: string;
+ FileName: string;
begin
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
// Ñòîï èãðà:
- gPause := False;
- gGameOn := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
+ gGameOn := false;
g_Game_StopAllSounds(False);
@@ -709,6 +935,7 @@ begin
end
else
slWaitStr := _lc[I_NET_SLIST_ERROR];
+ g_Serverlist_GenerateTable(slCurrent, slTable);
end;
g_Game_ExecuteEvent('ongameend');
@@ -723,10 +950,10 @@ begin
EXIT_ENDLEVELCUSTOM: // Çàêîí÷èëñÿ óðîâåíü â Ñâîåé èãðå
begin
// Ñòàòèñòèêà Ñâîåé èãðû:
- g_ProcessResourceStr(gMapInfo.Map, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(gMapInfo.Map);
CustomStat.GameTime := gTime;
- CustomStat.Map := ExtractFileName(FileName)+':'+ResName;
+ CustomStat.Map := ExtractFileName(FileName)+':'+g_ExtractFileName(gMapInfo.Map); //ResName;
CustomStat.MapName := gMapInfo.Name;
CustomStat.GameMode := gGameSettings.GameMode;
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
@@ -792,6 +1019,7 @@ begin
gMusic.SetByName('MUSIC_INTERMUS');
gMusic.Play();
gState := STATE_INTERSINGLE;
+ e_UnpressAllKeys();
g_Game_ExecuteEvent('oninter');
end
@@ -809,6 +1037,17 @@ begin
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;
@@ -838,8 +1077,10 @@ begin
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);
- g_ProcessResourceStr(gMapInfo.Map, @wad, nil, @map);
- wad := ExtractFileName(wad);
+ drawTime(x+w-78, y+8);
+
+ wad := g_ExtractWadNameNoPath(gMapInfo.Map);
+ map := g_ExtractFileName(gMapInfo.Map);
mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name;
case gGameSettings.GameMode of
@@ -1019,74 +1260,95 @@ begin
gMapToDelete := '';
gTempDelete := False;
- 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');
-
- LoadStdFont('STDTXT', 'STDFONT', gStdFont);
- LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
- LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
-
- g_Game_ClearLoading();
- g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
- g_Game_SetLoadingText('', 0, False);
-
- g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
- g_Console_Init();
-
- g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
- g_PlayerModel_LoadData();
-
- 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);
- until FindNext(SR) <> 0;
- FindClose(SR);
-
- gGameOn := False;
- gPause := False;
- gTime := 0;
- LastScreenShot := 0;
-
- {e_MouseInfo.Accel := 1.0;}
-
- g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
- g_Game_LoadData();
-
- 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');
- g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
-
- g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
- g_Menu_Init();
-
- gMusic := TMusic.Create();
- gMusic.SetByName('MUSIC_MENU');
- gMusic.Play();
-
- gGameSettings.WarmupTime := 30;
-
- gState := STATE_MENU;
-
- SetLength(gEvents, 6);
- gEvents[0].Name := 'ongamestart';
- gEvents[1].Name := 'ongameend';
- gEvents[2].Name := 'onmapstart';
- gEvents[3].Name := 'onmapend';
- gEvents[4].Name := 'oninter';
- gEvents[5].Name := 'onwadend';
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+
+ try
+ 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');
+
+ LoadStdFont('STDTXT', 'STDFONT', gStdFont);
+ LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
+ LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
+
+ g_Game_ClearLoading();
+ g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
+ g_Game_SetLoadingText('', 0, False);
+
+ g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
+ g_Console_Init();
+
+ g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
+ g_PlayerModel_LoadData();
+
+ 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]), 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]), 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]), TMsgType.Warning);
+ until FindNext(SR) <> 0;
+ FindClose(SR);
+
+ gGameOn := false;
+ gPauseMain := false;
+ gPauseHolmes := false;
+ gTime := 0;
+ LastScreenShot := 0;
+
+ {e_MouseInfo.Accel := 1.0;}
+
+ g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
+ g_Game_LoadData();
+
+ 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_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
+
+ g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
+ g_Menu_Init();
+
+ gMusic := TMusic.Create();
+ gMusic.SetByName('MUSIC_MENU');
+ gMusic.Play();
+
+ gGameSettings.WarmupTime := 30;
+
+ gState := STATE_MENU;
+
+ SetLength(gEvents, 6);
+ gEvents[0].Name := 'ongamestart';
+ gEvents[1].Name := 'ongameend';
+ gEvents[2].Name := 'onmapstart';
+ gEvents[3].Name := 'onmapend';
+ gEvents[4].Name := 'oninter';
+ gEvents[5].Name := 'onwadend';
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
+ 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();
@@ -1178,6 +1440,138 @@ begin
Result := ids[(Length(ids) - 1 + idx) mod Length(ids)];
end;
+function GetActivePlayerID_Random(Skip: Integer = -1): Integer;
+var
+ a, idx: Integer;
+ ids: Array of Word;
+begin
+ 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;
+
+function GetRandomSpectMode(Current: Byte): Byte;
+label
+ retry;
+begin
+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;
+
+function isKeyPressed (key1: Word; key2: Word): Boolean;
+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;
+end;
+
+procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
+var
+ time: Word;
+ strafeDir: Byte;
+ i: Integer;
+begin
+ if (plr = nil) then exit;
+ if (p2hack) then time := 1000 else time := 1;
+ strafeDir := MoveButton shr 4;
+ MoveButton := MoveButton and $0F;
+ with ctrl do
+ 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"
+
+ // 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 isKeyPressed(KeyStrafe, KeyStrafe2) 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
+ 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(TDirection.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(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 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);
+
+ 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: 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
+ 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;
+
+ if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
+end;
+
procedure g_Game_Update();
var
Msg: g_gui.TMessage;
@@ -1185,7 +1579,38 @@ var
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;
@@ -1197,8 +1622,8 @@ begin
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();
@@ -1230,7 +1655,10 @@ begin
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)
+ )
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
@@ -1294,12 +1722,14 @@ begin
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
@@ -1317,7 +1747,7 @@ begin
end;
STATE_SLIST:
- g_Serverlist_Control(slCurrent);
+ g_Serverlist_Control(slCurrent, slTable);
end;
if g_Game_IsNet then
@@ -1326,23 +1756,25 @@ begin
begin
if g_ActiveWindow = nil then
begin
- if e_KeyPressed(gGameControls.GameControls.Chat) then
+ if e_KeyPressed(gGameControls.GameControls.Chat) or e_KeyPressed(VK_CHAT) then
g_Console_Chat_Switch(False)
- else if (e_KeyPressed(gGameControls.GameControls.TeamChat)) and
+ else if (e_KeyPressed(gGameControls.GameControls.TeamChat) or e_KeyPressed(VK_TEAM)) 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
+ and (not e_KeyPressed(gGameControls.GameControls.TeamChat))
+ and (not e_KeyPressed(VK_CHAT))
+ and (not e_KeyPressed(VK_TEAM)) 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);
+ (e_KeyPressed(gGameControls.GameControls.Stat) or e_KeyPressed(VK_STATUS));
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
@@ -1417,93 +1849,14 @@ begin
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
- // Ïåðâûé èãðîê:
- if gPlayer1 <> nil then
- with gGameControls.P1Control do
- begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P1MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
-
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if P1MoveButton = 1 then
- gPlayer1.PressKey(KEY_LEFT)
- else
- if P1MoveButton = 2 then
- gPlayer1.PressKey(KEY_RIGHT);
-
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (P1MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer1.SetDirection(D_LEFT)
- else
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- if (P1MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer1.SetDirection(D_RIGHT)
- else
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- if P1MoveButton <> 0 then
- gPlayer1.SetDirection(TDirection(P1MoveButton-1));
-
- // Îñòàëüíûå êëàâèøè:
- if e_KeyPressed(KeyJump) then gPlayer1.PressKey(KEY_JUMP);
- if e_KeyPressed(KeyUp) then gPlayer1.PressKey(KEY_UP);
- if e_KeyPressed(KeyDown) then gPlayer1.PressKey(KEY_DOWN);
- if e_KeyPressed(KeyFire) then gPlayer1.PressKey(KEY_FIRE);
- if e_KeyPressed(KeyNextWeapon) then gPlayer1.PressKey(KEY_NEXTWEAPON);
- if e_KeyPressed(KeyPrevWeapon) then gPlayer1.PressKey(KEY_PREVWEAPON);
- if e_KeyPressed(KeyOpen) then gPlayer1.PressKey(KEY_OPEN);
- end;
- // Âòîðîé èãðîê:
- if gPlayer2 <> nil then
- with gGameControls.P2Control do
- begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P2MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P2MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P2MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
-
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if P2MoveButton = 1 then
- gPlayer2.PressKey(KEY_LEFT, 1000)
- else
- if P2MoveButton = 2 then
- gPlayer2.PressKey(KEY_RIGHT, 1000);
-
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (P2MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer2.SetDirection(D_LEFT)
- else
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- if (P2MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer2.SetDirection(D_RIGHT)
- else
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- if P2MoveButton <> 0 then
- gPlayer2.SetDirection(TDirection(P2MoveButton-1));
-
- // Îñòàëüíûå êëàâèøè:
- if e_KeyPressed(KeyJump) then gPlayer2.PressKey(KEY_JUMP, 1000);
- if e_KeyPressed(KeyUp) then gPlayer2.PressKey(KEY_UP, 1000);
- if e_KeyPressed(KeyDown) then gPlayer2.PressKey(KEY_DOWN, 1000);
- if e_KeyPressed(KeyFire) then gPlayer2.PressKey(KEY_FIRE);
- if e_KeyPressed(KeyNextWeapon) then gPlayer2.PressKey(KEY_NEXTWEAPON);
- if e_KeyPressed(KeyPrevWeapon) then gPlayer2.PressKey(KEY_PREVWEAPON);
- if e_KeyPressed(KeyOpen) then gPlayer2.PressKey(KEY_OPEN);
- end;
+ processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton);
+ processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true);
end // if not console
else
- if g_Game_IsNet and (gPlayer1 <> nil) then
- gPlayer1.PressKey(KEY_CHAT, 10000);
-
+ begin
+ if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
+ end;
+ // process weapon switch queue
end; // if server
// Íàáëþäàòåëü
@@ -1512,7 +1865,8 @@ begin
begin
if not gSpectKeyPress then
begin
- if e_KeyPressed(gGameControls.P1Control.KeyJump) then
+ if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)
+ and (not gSpectAuto) then
begin
// switch spect mode
case gSpectMode of
@@ -1523,78 +1877,146 @@ begin
end;
gSpectKeyPress := True;
end;
- if gSpectMode = SPECT_MAPVIEW then
+ if (gSpectMode = SPECT_MAPVIEW)
+ and (not gSpectAuto) then
begin
- if e_KeyPressed(gGameControls.P1Control.KeyLeft) then
+ if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
gSpectX := Max(gSpectX - gSpectStep, 0);
- if e_KeyPressed(gGameControls.P1Control.KeyRight) then
+ if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
- if e_KeyPressed(gGameControls.P1Control.KeyUp) then
+ if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
gSpectY := Max(gSpectY - gSpectStep, 0);
- if e_KeyPressed(gGameControls.P1Control.KeyDown) then
+ if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyNextWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) 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 e_KeyPressed(gGameControls.P1Control.KeyUp) then
+ if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyDown) then
+ if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyLeft) then
+ if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyRight) then
+ if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyNextWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gSpectKeyPress := True;
end;
end;
+ if isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2) 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 e_KeyPressed(gGameControls.P1Control.KeyJump)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyLeft)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyRight)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyUp)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyDown)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyNextWeapon)) then
+ if (not isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2)) 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
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:
@@ -1606,13 +2028,16 @@ begin
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
@@ -1620,79 +2045,65 @@ 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:
@@ -1714,9 +2125,10 @@ begin
// 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:
@@ -1731,8 +2143,8 @@ begin
end;
// Äåëàåì ñêðèíøîò (íå ÷àùå 200 ìèëëèñåêóíä):
- if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) then
- if (GetTimer()-LastScreenShot) > 200000 then
+ if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) or e_KeyPressed(VK_PRINTSCR) then
+ if (GetTimer()-LastScreenShot) > 200000 div 1000 then
begin
g_TakeScreenShot();
LastScreenShot := GetTimer();
@@ -1747,7 +2159,7 @@ begin
KeyPress(IK_F10);
end;
- Time := GetTimer() div 1000;
+ Time := GetTimer() {div 1000};
// Îáðàáîòêà îòëîæåííûõ ñîáûòèé:
if gDelayedEvents <> nil then
@@ -1783,13 +2195,81 @@ begin
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');
@@ -1797,15 +2277,39 @@ begin
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');
+
+ 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+':TEXTURES\PUNCH', 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_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
@@ -1846,6 +2350,8 @@ begin
killsnd[2].SetByName('SOUND_ANNOUNCER_KILL4X');
killsnd[3].SetByName('SOUND_ANNOUNCER_KILLMX');
+ g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
+
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Items_LoadData();
@@ -1865,7 +2371,7 @@ begin
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');
@@ -1880,6 +2386,7 @@ begin
g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
g_Frames_DeleteByName('FRAMES_TELEPORT');
+ g_Frames_DeleteByName('FRAMES_PUNCH');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
@@ -1911,6 +2418,8 @@ begin
g_Sound_Delete('SOUND_ANNOUNCER_KILL4X');
g_Sound_Delete('SOUND_ANNOUNCER_KILLMX');
+ g_Game_FreeChatSounds();
+
DataLoaded := False;
end;
@@ -1925,8 +2434,9 @@ var
begin
e_TextureFontGetSize(gStdFont, ww2, hh2);
- e_PollInput();
- if e_KeyPressed(IK_TAB) then
+ g_ProcessMessages();
+
+ if e_KeyPressed(IK_TAB) or e_KeyPressed(VK_STATUS) then
begin
if not gStatsPressed then
begin
@@ -2246,13 +2756,124 @@ begin
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);
@@ -2260,21 +2881,46 @@ begin
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 DrawMinimap(p: TPlayer; RenderRect: TRect);
+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
@@ -2422,7 +3068,7 @@ begin
// 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;
@@ -2443,29 +3089,268 @@ begin
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
@@ -2473,40 +3358,19 @@ 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;
@@ -2520,103 +3384,149 @@ begin
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
+ 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_Monsters_DrawHealth();
- g_Player_DrawHealth();
+ g_Holmes_plrViewPos(sX, sY);
+ g_Holmes_plrViewSize(sWidth, sHeight);
end;
+{$ENDIF}
+
+ renderMapInternal(-c, -d, true);
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
@@ -2645,13 +3555,22 @@ begin
p.DrawPain();
p.DrawPickup();
p.DrawRulez();
- //if gShowMap then
- //DrawMinimap(p, _TRect(0, 0, 128, 128));
+ if gShowMap then DrawMinimap(p, _TRect(0, 0, 128, 128));
if g_Debug_Player then
g_Player_DrawDebug(p);
p.DrawGUI();
end;
+procedure drawProfilers ();
+var
+ px: Integer = -1;
+ py: Integer = -1;
+begin
+ if g_profile_frame_draw and (profileFrameDraw <> nil) then px := px-drawProfiles(px, py, profileFrameDraw);
+ if g_profile_collision and (profMapCollision <> nil) then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_los and (profMonsLOS <> nil) then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
+end;
+
procedure g_Game_Draw();
var
ID: DWORD;
@@ -2664,7 +3583,7 @@ var
begin
if gExit = EXIT_QUIT then Exit;
- Time := GetTimer() div 1000;
+ Time := GetTimer() {div 1000};
FPSCounter := FPSCounter+1;
if Time - FPSTime >= 1000 then
begin
@@ -2795,6 +3714,11 @@ begin
e_DrawLine(2, 0, gScreenHeight div 2, gScreenWidth, gScreenHeight div 2, 0, 0, 0);
end;
+{$IFDEF ENABLE_HOLMES}
+ // draw inspector
+ if (g_holmes_enabled) then g_Holmes_Draw();
+{$ENDIF}
+
if MessageText <> '' then
begin
w := 0;
@@ -2810,7 +3734,7 @@ begin
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;
@@ -2825,6 +3749,11 @@ begin
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);
@@ -2853,9 +3782,10 @@ begin
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),
@@ -2866,18 +3796,33 @@ begin
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
begin
- if g_Texture_Get('MENU_BACKGROUND', ID) then
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
+ 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);
end;
- if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ // 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
+ // 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;
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
@@ -2898,13 +3843,18 @@ begin
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';
@@ -2917,7 +3867,10 @@ begin
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;
@@ -2933,7 +3886,10 @@ begin
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
@@ -2941,29 +3897,31 @@ 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);
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
end;
- g_Serverlist_Draw(slCurrent);
+ 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;
g_Console_Draw();
- {FIXME
if g_debug_Sounds and gGameOn then
begin
for w := 0 to High(e_SoundsArray) do
for h := 0 to e_SoundsArray[w].nRefs do
e_DrawPoint(1, w+100, h+100, 255, 0, 0);
end;
- }
if gShowFPS then
begin
@@ -2972,9 +3930,15 @@ begin
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);
+ drawTime(gScreenWidth-72, gScreenHeight-16);
+
+ if gGameOn then drawProfilers();
+
+{$IFDEF ENABLE_HOLMES}
+ g_Holmes_DrawUI();
+{$ENDIF}
+
+ g_Touch_Draw;
end;
procedure g_Game_Quit();
@@ -2986,7 +3950,7 @@ begin
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;
@@ -3001,7 +3965,7 @@ end;
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;
@@ -3009,12 +3973,16 @@ 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;
@@ -3026,14 +3994,24 @@ begin
// 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;
@@ -3176,10 +4154,11 @@ 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();
@@ -3231,7 +4210,8 @@ begin
// 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;
@@ -3252,7 +4232,7 @@ var
begin
g_Game_Free();
- e_WriteLog('Starting custom game...', MSG_NOTIFY);
+ e_WriteLog('Starting custom game...', TMsgType.Notify);
g_Game_ClearLoading();
@@ -3350,7 +4330,7 @@ procedure g_Game_StartServer(Map: String; GameMode: Byte;
begin
g_Game_Free();
- e_WriteLog('Starting net game (server)...', MSG_NOTIFY);
+ e_WriteLog('Starting net game (server)...', TMsgType.Notify);
g_Game_ClearLoading();
@@ -3412,6 +4392,10 @@ begin
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
@@ -3455,12 +4439,13 @@ var
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();
@@ -3502,27 +4487,28 @@ begin
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
@@ -3576,6 +4562,7 @@ begin
enet_packet_destroy(NetEvent.packet);
end
else
+ begin
if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then
begin
State := 0;
@@ -3585,13 +4572,12 @@ begin
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_ESCAPE) or e_KeyPressed(IK_SPACE) or e_KeyPressed(VK_ESCAPE) then
begin
State := 0;
break;
@@ -3611,7 +4597,7 @@ begin
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();
@@ -3619,7 +4605,7 @@ begin
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
@@ -3642,20 +4628,20 @@ var
begin
if g_Game_IsClient then
Exit;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ map := g_ExtractFileName(gMapInfo.Map);
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
@@ -3671,15 +4657,16 @@ begin
g_Player_ResetTeams();
- if Pos(':\', Map) > 0 then
+ if isWadPath(Map) then
begin
- g_ProcessResourceStr(Map, @NewWAD, nil, @ResName);
+ NewWAD := g_ExtractWadName(Map);
+ ResName := g_ExtractFileName(Map);
if g_Game_IsServer then
begin
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;
@@ -3712,7 +4699,8 @@ begin
end;
gExit := 0;
- gPause := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
gTime := 0;
NetTimeToUpdate := 1;
NetTimeToReliable := 0;
@@ -3802,7 +4790,7 @@ begin
MapList := nil;
end;
-procedure g_Game_ExitLevel(Map: Char16);
+procedure g_Game_ExitLevel(const Map: AnsiString);
begin
gNextMap := Map;
@@ -3851,7 +4839,7 @@ begin
Exit;
end;
gExit := EXIT_ENDLEVELCUSTOM;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ Map := g_ExtractFileName(gMapInfo.Map);
gNextMap := Map;
end;
@@ -3882,6 +4870,13 @@ end;
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;
@@ -3948,25 +4943,10 @@ begin
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;
@@ -3999,7 +4979,7 @@ begin
if MapList = nil then
Exit;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ Map := g_ExtractFileName(gMapInfo.Map);
SortSArray(MapList);
MapIndex := -255;
@@ -4038,32 +5018,33 @@ begin
end;
function g_Game_IsTestMap(): Boolean;
-var
- FName, Sect, Res: String;
begin
- g_ProcessResourceStr(gMapInfo.Map, FName, Sect, Res);
- Result := UpperCase(Res) = TEST_MAP_NAME;
+ result := StrEquCI1251(TEST_MAP_NAME, g_ExtractFileName(gMapInfo.Map));
end;
procedure g_Game_DeleteTestMap();
var
- WAD: TWADEditor_1;
- MapName: Char16;
- MapList: SArray;
- a, time: Integer;
+ a: Integer;
+ //MapName: AnsiString;
WadName: string;
+{
+ WAD: TWADFile;
+ 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 MapName <> TEST_MAP_NAME then
Exit;
@@ -4071,7 +5052,7 @@ begin
if not gTempDelete then
begin
time := g_GetFileTime(WadName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
// ×èòàåì Wad-ôàéë:
if not WAD.ReadFile(WadName) then
@@ -4097,10 +5078,11 @@ begin
WAD.Free();
g_SetFileTime(WadName, time);
end else
- DeleteFile(WadName);
+}
+ if gTempDelete then DeleteFile(WadName);
end;
-procedure GameCVars(P: SArray);
+procedure GameCVars(P: SSArray);
var
a, b: Integer;
stat: TPlayerStatArray;
@@ -4633,14 +5615,29 @@ begin
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
@@ -4697,30 +5694,43 @@ begin
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
@@ -4744,13 +5754,233 @@ begin
begin
for a := 1 to 8 do
g_Console_Add(e_JoystickStateToString(a));
+ end
+ else if (cmd = 'd_mem') then
+ begin
+ PrintHeapStats();
end;
end
else
g_Console_Add(_lc[I_MSG_NOT_DEBUG]);
end;
-procedure GameCommands(P: SArray);
+
+procedure GameCheats(P: SSArray);
+var
+ cmd: string;
+ f, a: Integer;
+ plr: TPlayer;
+begin
+ if (not gGameOn) or (not conIsCheatsEnabled) then
+ begin
+ g_Console_Add('not available');
+ exit;
+ end;
+ plr := gPlayer1;
+ if plr = nil then
+ begin
+ g_Console_Add('where is the player?!');
+ exit;
+ end;
+ cmd := LowerCase(P[0]);
+ // god
+ if cmd = 'god' then
+ begin
+ plr.GodMode := not plr.GodMode;
+ if plr.GodMode then g_Console_Add('player is godlike now') else g_Console_Add('player is mortal now');
+ exit;
+ end;
+ // give
+ if cmd = 'give' then
+ begin
+ if length(P) < 2 then begin g_Console_Add('give what?!'); exit; end;
+ for f := 1 to High(P) do
+ begin
+ cmd := LowerCase(P[f]);
+ if cmd = 'health' then begin plr.RestoreHealthArmor(); g_Console_Add('player feels himself better'); continue; end;
+ if (cmd = 'all') {or (cmd = 'weapons')} then begin plr.AllRulez(False); g_Console_Add('player got the gifts'); continue; end;
+ if cmd = 'exit' then
+ begin
+ if gTriggers <> nil then
+ begin
+ for a := 0 to High(gTriggers) do
+ begin
+ if gTriggers[a].TriggerType = TRIGGER_EXIT then
+ begin
+ g_Console_Add('player left the map');
+ gExitByTrigger := True;
+ //g_Game_ExitLevel(gTriggers[a].Data.MapName);
+ g_Game_ExitLevel(gTriggers[a].tgcMap);
+ break;
+ end;
+ end;
+ end;
+ continue;
+ end;
+
+ if cmd = 'air' then begin plr.GiveItem(ITEM_OXYGEN); g_Console_Add('player got some air'); continue; end;
+ if cmd = 'jetpack' then begin plr.GiveItem(ITEM_JETPACK); g_Console_Add('player got a jetpack'); continue; end;
+ if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got an envirosuit'); continue; end;
+ if cmd = 'berserk' then begin plr.GiveItem(ITEM_MEDKIT_BLACK); g_Console_Add('player got a berserk pack'); continue; end;
+ if cmd = 'backpack' then begin plr.GiveItem(ITEM_AMMO_BACKPACK); g_Console_Add('player got a backpack'); continue; end;
+
+ if cmd = 'helmet' then begin plr.GiveItem(ITEM_HELMET); g_Console_Add('player got a helmet'); continue; end;
+ if cmd = 'bottle' then begin plr.GiveItem(ITEM_BOTTLE); g_Console_Add('player got a bottle of health'); continue; end;
+
+ if cmd = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end;
+ if (cmd = 'medkit') or (cmd = 'medikit') or (cmd = 'medpack') or (cmd = 'medipack') then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a '+cmd); continue; end;
+
+ if cmd = 'greenarmor' then begin plr.GiveItem(ITEM_ARMOR_GREEN); g_Console_Add('player got a security armor'); continue; end;
+ if cmd = 'bluearmor' then begin plr.GiveItem(ITEM_ARMOR_BLUE); g_Console_Add('player got a combat armor'); continue; end;
+
+ if (cmd = 'megasphere') or (cmd = 'mega') then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
+ if (cmd = 'soulsphere') or (cmd = 'soul')then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a soul sphere'); continue; end;
+
+ if (cmd = 'invul') or (cmd = 'invulnerability') then begin plr.GiveItem(ITEM_INVUL); g_Console_Add('player got invulnerability'); continue; end;
+ if (cmd = 'invis') or (cmd = 'invisibility') then begin plr.GiveItem(ITEM_INVIS); g_Console_Add('player got invisibility'); continue; end;
+
+ if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end;
+ if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_GREEN); g_Console_Add('player got the green key'); continue; end;
+ if cmd = 'bluekey' then begin plr.GiveItem(ITEM_KEY_BLUE); g_Console_Add('player got the blue key'); continue; end;
+
+ if (cmd = 'shotgun') or (cmd = 'sg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); g_Console_Add('player got a shotgun'); continue; end;
+ if (cmd = 'supershotgun') or (cmd = 'ssg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); g_Console_Add('player got a supershotgun'); continue; end;
+ if cmd = 'chaingun' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); g_Console_Add('player got a chaingun'); continue; end;
+ if (cmd = 'launcher') or (cmd = 'rocketlauncher') or (cmd = 'rl') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); g_Console_Add('player got a rocket launcher'); continue; end;
+ if cmd = 'plasmagun' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); g_Console_Add('player got a plasma gun'); continue; end;
+ if cmd = 'bfg' then begin plr.GiveItem(ITEM_WEAPON_BFG); g_Console_Add('player got a BFG-9000'); continue; end;
+
+ if (cmd = 'shotgunzz') or (cmd = 'sgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a shotgun'); continue; end;
+ if (cmd = 'supershotgunzz') or (cmd = 'ssgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a supershotgun'); continue; end;
+ if cmd = 'chaingunzz' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a chaingun'); continue; end;
+ if (cmd = 'launcherzz') or (cmd = 'rocketlauncherzz') or (cmd = 'rlzz') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got a rocket launcher'); continue; end;
+ if cmd = 'plasmagunzz' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a plasma gun'); continue; end;
+ if cmd = 'bfgzz' then begin plr.GiveItem(ITEM_WEAPON_BFG); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a BFG-9000'); continue; 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
+ begin
+ plr.GiveItem(ITEM_AMMO_SHELLS_BOX);
+ 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 = 'clip' then begin plr.GiveItem(ITEM_AMMO_BULLETS); g_Console_Add('player got some bullets'); continue; end;
+ if cmd = 'bullets' then begin plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a box of bullets'); continue; end;
+
+ if cmd = 'shells' then begin plr.GiveItem(ITEM_AMMO_SHELLS); g_Console_Add('player got some shells'); continue; end;
+ if cmd = 'shellbox' then begin plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a box of shells'); continue; end;
+
+ if cmd = 'cells' then begin plr.GiveItem(ITEM_AMMO_CELL); g_Console_Add('player got some cells'); continue; end;
+ if cmd = 'battery' then begin plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got cell battery'); 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);
+ plr.GiveItem(ITEM_WEAPON_SHOTGUN2);
+ plr.GiveItem(ITEM_WEAPON_CHAINGUN);
+ plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER);
+ plr.GiveItem(ITEM_WEAPON_PLASMA);
+ plr.GiveItem(ITEM_WEAPON_BFG);
+ g_Console_Add('player got weapons');
+ continue;
+ end;
+
+ if cmd = 'keys' then
+ begin
+ plr.GiveItem(ITEM_KEY_RED);
+ plr.GiveItem(ITEM_KEY_GREEN);
+ plr.GiveItem(ITEM_KEY_BLUE);
+ g_Console_Add('player got all keys');
+ continue;
+ end;
+
+ g_Console_Add('i don''t know how to give '''+cmd+'''!');
+ end;
+ exit;
+ end;
+ // open
+ if cmd = 'open' then
+ begin
+ g_Console_Add('player activated sesame');
+ g_Triggers_OpenAll();
+ exit;
+ end;
+ // fly
+ if cmd = 'fly' then
+ begin
+ gFly := not gFly;
+ if gFly then g_Console_Add('player feels himself lighter') else g_Console_Add('player lost his wings');
+ exit;
+ end;
+ // noclip
+ if cmd = 'noclip' then
+ begin
+ plr.SwitchNoClip;
+ g_Console_Add('wall hardeness adjusted');
+ exit;
+ end;
+ // notarget
+ if cmd = 'notarget' then
+ begin
+ plr.NoTarget := not plr.NoTarget;
+ if plr.NoTarget then g_Console_Add('player hides in shadows') else g_Console_Add('player is brave again');
+ exit;
+ end;
+ // noreload
+ if cmd = 'noreload' then
+ begin
+ plr.NoReload := not plr.NoReload;
+ if plr.NoReload then g_Console_Add('player is action hero now') else g_Console_Add('player is ordinary man now');
+ exit;
+ end;
+ // speedy
+ if cmd = 'speedy' then
+ begin
+ MAX_RUNVEL := 32-MAX_RUNVEL;
+ g_Console_Add('speed adjusted');
+ exit;
+ end;
+ // jumpy
+ if cmd = 'jumpy' then
+ begin
+ VEL_JUMP := 30-VEL_JUMP;
+ g_Console_Add('jump height adjusted');
+ exit;
+ end;
+ // automap
+ if cmd = 'automap' then
+ begin
+ gShowMap := not gShowMap;
+ if gShowMap then g_Console_Add('player gains second sight') else g_Console_Add('player lost second sight');
+ exit;
+ end;
+ // aimline
+ if cmd = 'aimline' then
+ begin
+ gAimLine := not gAimLine;
+ if gAimLine then g_Console_Add('player gains laser sight') else g_Console_Add('player lost laser sight');
+ exit;
+ end;
+end;
+
+procedure GameCommands(P: SSArray);
var
a, b: Integer;
s, pw: String;
@@ -4775,7 +6005,7 @@ begin
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
@@ -5170,9 +6400,7 @@ begin
Exit;
end;
// Èãðà åù¸ íå çàïóùåíà, ñíà÷àëà íàì íàäî çàãðóçèòü êàêîé-òî WAD
- if Pos('.wad', LowerCase(P[1])) = 0 then
- P[1] := P[1] + '.wad';
-
+ P[1] := addWadExtension(P[1]);
if FileExists(MapsDir + P[1]) then
begin
// Åñëè êàðòà íå óêàçàíà, áåð¸ì ïåðâóþ êàðòó â ôàéëå
@@ -5206,7 +6434,7 @@ begin
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
@@ -5226,9 +6454,7 @@ begin
Exit;
prt := StrToIntDef(P[2], 25666);
- if Pos('.wad', LowerCase(P[3])) = 0 then
- P[3] := P[3] + '.wad';
-
+ P[3] := addWadExtension(P[3]);
if FileExists(MapsDir + P[3]) then
begin
// Åñëè êàðòà íå óêàçàíà, áåð¸ì ïåðâóþ êàðòó â ôàéëå
@@ -5262,7 +6488,7 @@ begin
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
@@ -5296,11 +6522,9 @@ begin
g_Game_ChangeMap(s);
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
- if Pos('.wad', LowerCase(P[1])) = 0 then
- P[1] := P[1] + '.wad';
-
+ 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
@@ -5330,9 +6554,7 @@ begin
end else
begin
// Óêàçàíî äâà ïàðàìåòðà, çíà÷èò ïåðâûé - WAD ôàéë, à âòîðîé - êàðòà
- if Pos('.wad', LowerCase(P[1])) = 0 then
- P[1] := P[1] + '.wad';
-
+ P[1] := addWadExtension(P[1]);
if FileExists(MapsDir + P[1]) then
begin
// Íàøëè WAD ôàéë
@@ -5389,11 +6611,9 @@ begin
nm := True;
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
- if Pos('.wad', LowerCase(P[1])) = 0 then
- P[1] := P[1] + '.wad';
-
+ 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
@@ -5418,9 +6638,7 @@ begin
end else
begin
// Óêàçàíî äâà ïàðàìåòðà, çíà÷èò ïåðâûé - WAD ôàéë, à âòîðîé - êàðòà
- if Pos('.wad', LowerCase(P[1])) = 0 then
- P[1] := P[1] + '.wad';
-
+ P[1] := addWadExtension(P[1]);
if FileExists(MapsDir + P[1]) then
begin
// Íàøëè WAD ôàéë
@@ -5461,14 +6679,15 @@ begin
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;
@@ -5514,6 +6733,21 @@ begin
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
// Êîìàíäû Ñâîåé èãðû:
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
@@ -5531,21 +6765,6 @@ 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
@@ -5713,17 +6932,43 @@ end;
procedure g_TakeScreenShot();
var
a: Word;
- FileName: String;
+ FileName: string;
+ ssdir, t: string;
+ st: TStream;
+ ok: Boolean;
begin
- for a := 1 to High(Word) do
- begin
- FileName := Format(GameDir+'/Screenshots/Screenshot%.3d.bmp', [a]);
- if not FileExists(FileName) then
+ if e_NoGraphics then Exit;
+ ssdir := GameDir+'/screenshots';
+ if not findFileCI(ssdir, true) then
+ begin
+ // try to create dir
+ try
+ CreateDir(ssdir);
+ except
+ end;
+ if not findFileCI(ssdir, true) then exit; // alas
+ end;
+ try
+ for a := 1 to High(Word) do
begin
- e_MakeScreenshot(FileName, gScreenWidth, gScreenHeight);
- g_Console_Add(Format(_lc[I_CONSOLE_SCREENSHOT], [ExtractFileName(FileName)]));
- Break;
+ FileName := Format(ssdir+'screenshot%.3d.png', [a]);
+ t := FileName;
+ if findFileCI(t, true) then continue;
+ if not findFileCI(FileName) then
+ begin
+ ok := false;
+ st := createDiskFile(FileName);
+ try
+ e_MakeScreenshot(st, gScreenWidth, gScreenHeight);
+ ok := true;
+ finally
+ st.Free();
+ end;
+ if not ok then try DeleteFile(FileName); except end else g_Console_Add(Format(_lc[I_CONSOLE_SCREENSHOT], [ExtractFileName(FileName)]));
+ break;
+ end;
end;
+ except
end;
end;
@@ -5758,19 +7003,31 @@ begin
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;
+
+ oldPause := gPause;
+ gPauseHolmes := Enable;
- gPause := Enable;
- g_Game_PauseAllSounds(Enable);
+ if (gPause <> oldPause) then g_Game_PauseAllSounds(gPause);
end;
procedure g_Game_PauseAllSounds(Enable: Boolean);
@@ -5826,17 +7083,17 @@ begin
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;
@@ -5903,10 +7160,76 @@ 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;
@@ -6120,23 +7443,29 @@ begin
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;
@@ -6156,6 +7485,7 @@ begin
for len := Low(Msgs) to High(Msgs) do
Msgs[len] := '';
NextMsg := 0;
+ PBarWasHere := false;
end;
end;
@@ -6228,7 +7558,12 @@ begin
// 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');
@@ -6245,9 +7580,21 @@ begin
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 (map <> '') and (Pos('.wad:\', map) > 0) then
+ if isWadPath(map) then
begin
// Game mode:
s := Find_Param_Value(pars, '-gm');
@@ -6290,16 +7637,25 @@ begin
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.', 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;
@@ -6322,7 +7678,7 @@ begin
s := Find_Param_Value(pars, '-exec');
if s <> '' then
begin
- if Pos(':\', s) = 0 then
+ if not isWadPath(s) then
s := GameDir + '/' + s;
{$I-}
@@ -6330,12 +7686,12 @@ begin
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
@@ -6343,7 +7699,7 @@ begin
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;
@@ -6359,4 +7715,34 @@ begin
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');
end.