X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=1cf480864080a2c4115db2cae221b07de7e16299;hb=6d6df4e3427cd01e03e172984c9d0d391ff38032;hp=bfdea2d2ac4247d48cf2feab32745d172cc81085;hpb=c237bd807ab2b96209308ba25bb815b84411acfe;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index bfdea2d..1cf4808 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -20,7 +20,7 @@ interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5, xprofiler; + SysUtils, g_sound, g_gui, MAPDEF, wadreader, md5, xprofiler; type TGameSettings = record @@ -63,7 +63,7 @@ type THearPoint = record Active: Boolean; - Coords: TPoint; + Coords: TDFPoint; end; function g_Game_IsNet(): Boolean; @@ -124,7 +124,6 @@ procedure GameCVars(P: SArray); procedure GameCommands(P: SArray); procedure GameCheats(P: SArray); procedure DebugCommands(P: SArray); -procedure ProfilerCommands(P: SArray); procedure g_Game_Process_Params; procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean); procedure g_Game_StepLoading(); @@ -210,9 +209,9 @@ 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; @@ -311,22 +310,53 @@ var P2MoveButton: Byte = 0; g_profile_frame_update: Boolean = false; - g_profile_frame_draw: Boolean = true; + 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; + + implementation uses g_textures, g_main, g_window, g_menu, - e_input, e_log, g_console, g_items, g_map, + 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, + g_triggers, g_monsters, e_sound, CONFIG, BinEditor, g_language, g_net, SDL, - ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, - utils, sfs; + ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt, + utils, sfs, g_holmes; + + +// ////////////////////////////////////////////////////////////////////////// // +function conIsCheatsEnabled (): Boolean; +begin + result := false; + if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and + (gGameSettings.GameMode <> GM_COOP) and (not gDebugMode)) or g_Game_IsNet then exit; + result := true; +end; + + +// ////////////////////////////////////////////////////////////////////////// // +var + profileFrameDraw: TProfiler = nil; // ////////////////////////////////////////////////////////////////////////// // @@ -405,50 +435,41 @@ end; // ////////////////////////////////////////////////////////////////////////// // -procedure drawProfiles (x, y: Integer; title: AnsiString); +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; - - { - procedure drawItems (); - begin - repeat - e_TextureFontPrintEx(x+2+4*xprofItLevel, yy, Format('%s: %d', [xprofItName, Integer(xprofItMicro)]), gStdFont, 255, 255, 0, 1, false); - Inc(yy, 16+2); - if xprofItHasChildren then - begin - xprofItDive(); - drawItems(); - xprofItPop(); - end; - until not xprofItNext(); - end; - } - - procedure drawItems (); - var - ii, idx: Integer; - begin - for ii := 0 to xprofTotalCount-1 do - begin - e_TextureFontPrintEx(x+2+4*xprofLevelAt(ii), yy, Format('%s: %d', [xprofNameAt(ii), Integer(xprofMicroAt(ii))]), gStdFont, 255, 255, 0, 1, false); - Inc(yy, 16+2); - end; - end; - + ii: Integer; begin + result := 0; + if (prof = nil) then exit; // gScreenWidth - if not xprofItReset() then exit; - wdt := 256; - hgt := 16+2+xprofTotalCount*(16+2); // title, items + 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_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE); + e_DarkenQuadWH(x, y, wdt, hgt, 150); // title - e_TextureFontPrintEx(x+2, y+2, Format('%s: %d', [title, Integer(xprofTotalMicro)]), gStdFont, 255, 255, 0, 1, false); - yy := y+16+2; - drawItems(); + 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; @@ -768,6 +789,11 @@ begin if gPlayer2 <> nil then gPlayer2.GodMode := False; if gPlayer1 <> nil then gPlayer1.NoTarget := False; if gPlayer2 <> nil then gPlayer2.NoTarget := False; + + {$IF DEFINED(D2F_DEBUG)} + if gPlayer1 <> nil then gPlayer1.NoTarget := True; + gAimLine := true; + {$ENDIF} end; procedure g_Game_ExecuteEvent(Name: String); @@ -966,6 +992,17 @@ 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; @@ -995,6 +1032,8 @@ 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); + drawTime(x+w-78, y+8); + wad := g_ExtractWadNameNoPath(gMapInfo.Map); map := g_ExtractFileName(gMapInfo.Map); mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name; @@ -1442,6 +1481,24 @@ var a: Byte; w: Word; i, b: Integer; + + function sendMonsPos (mon: TMonster): Boolean; + begin + result := false; // don't stop + if (mon.MonsterType = MONSTER_BARREL) then + begin + if (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID); + end + else + if (mon.MonsterState <> MONSTATE_SLEEP) then + begin + if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then + begin + MH_SEND_MonsterPos(mon.UID); + end; + end; + end; + begin g_ResetDynlights(); // Ïîðà âûêëþ÷àòü èãðó: @@ -1811,22 +1868,7 @@ begin if gPlayers[I] <> nil then MH_SEND_PlayerPos(True, gPlayers[I].UID); - if gMonsters <> nil then - for I := 0 to High(gMonsters) do - if gMonsters[I] <> nil then - begin - if (gMonsters[I].MonsterType = MONSTER_BARREL) then - begin - if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then - MH_SEND_MonsterPos(gMonsters[I].UID); - end - else - if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then - if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or - (gMonsters[I].GameVelX <> 0) or - (gMonsters[I].GameVelY <> 0) then - MH_SEND_MonsterPos(gMonsters[I].UID); - end; + g_Mons_ForEach(sendMonsPos); NetTimeToReliable := 0; NetTimeToUpdate := NetUpdateRate; @@ -1838,22 +1880,7 @@ begin if gPlayers[I] <> nil then MH_SEND_PlayerPos(False, gPlayers[I].UID); - if gMonsters <> nil then - for I := 0 to High(gMonsters) do - if gMonsters[I] <> nil then - begin - if (gMonsters[I].MonsterType = MONSTER_BARREL) then - begin - if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then - MH_SEND_MonsterPos(gMonsters[I].UID); - end - else - if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then - if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or - (gMonsters[I].GameVelX <> 0) or - (gMonsters[I].GameVelY <> 0) then - MH_SEND_MonsterPos(gMonsters[I].UID); - end; + g_Mons_ForEach(sendMonsPos); NetTimeToUpdate := 0; end; @@ -1963,7 +1990,11 @@ begin UPSTime := Time; end; - if gGameOn then g_Weapon_AddDynLights(); + if gGameOn then + begin + g_Weapon_AddDynLights(); + g_Items_AddDynLights(); + end; end; procedure g_Game_LoadData(); @@ -2456,6 +2487,28 @@ end; procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect); var a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer; + + function monDraw (mon: TMonster): Boolean; + begin + result := false; // don't stop + with mon do + begin + if Live then + begin + // Ëåâûé âåðõíèé óãîë + aX := Obj.X div ScaleSz + 1; + aY := Obj.Y div ScaleSz + 1; + // Ðàçìåðû + aX2 := max(Obj.Rect.Width div ScaleSz, 1); + aY2 := max(Obj.Rect.Height div ScaleSz, 1); + // Ïðàâûé íèæíèé óãîë + aX2 := aX + aX2 - 1; + aY2 := aY + aY2 - 1; + e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0); + end; + end; + end; + begin if (gMapInfo.Width > RenderRect.Right - RenderRect.Left) or (gMapInfo.Height > RenderRect.Bottom - RenderRect.Top) then @@ -2624,29 +2677,163 @@ begin end; end; end; - if gMonsters <> nil then - begin - // Ðèñóåì ìîíñòðîâ: - for a := 0 to High(gMonsters) do - if gMonsters[a] <> nil then with gMonsters[a] do - if Live then begin - // Ëåâûé âåðõíèé óãîë: - aX := Obj.X div ScaleSz + 1; - aY := Obj.Y div ScaleSz + 1; - // Ðàçìåðû: - aX2 := max(Obj.Rect.Width div ScaleSz, 1); - aY2 := max(Obj.Rect.Height div ScaleSz, 1); - // Ïðàâûé íèæíèé óãîë: - aX2 := aX + aX2 - 1; - aY2 := aY + aY2 - 1; + // Ðèñóåì ìîíñòðîâ + g_Mons_ForEach(monDraw); + end; +end; - e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0); - end; + +// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this! +procedure renderDynLightsInternal (); +var + lln: Integer; + lx, ly, lrad: Integer; +begin + //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_has_stencil or (g_dynLightCount < 1) then exit; + + // 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 + //FIXME: broken for splitscreen mode + glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); + // no need to clear stencil buffer, light blitting will do it for us + 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; + + // done + glDisable(GL_STENCIL_TEST); + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glScissor(0, 0, sWidth, sHeight); +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; transX, transY: Integer; setTransMatrix: Boolean); +type + TDrawCB = procedure (); + + procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean); + var + tagmask: Integer; + pan: TPanel; + begin + 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(); + gDrawPanelList.popFront(); + end; + end + else + begin + if doDraw then g_Map_DrawPanels(panType); end; + profileFrameDraw.sectionEnd(); + end; + + procedure drawOther (profname: AnsiString; cb: TDrawCB); + begin + profileFrameDraw.sectionBegin(profname); + if assigned(cb) then cb(); + profileFrameDraw.sectionEnd(); end; + +begin + 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) + profileFrameDraw.sectionBegin('collect'); + if gdbg_map_use_accel_render then + begin + g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); + end; + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('skyback'); + g_Map_DrawBack(backXOfs, backYOfs); + profileFrameDraw.sectionEnd(); + + if (setTransMatrix) then glTranslatef(transX, transY, 0); + + 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); + 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); + drawPanelType('*fore', PANEL_FORE, g_rlayer_fore); + + if g_debug_HealthBar then + begin + g_Monsters_DrawHealth(); + g_Player_DrawHealth(); + end; + + profileFrameDraw.mainEnd(); // map rendering end; + procedure DrawMapView(x, y, w, h: Integer); + var bx, by: Integer; begin @@ -2654,46 +2841,23 @@ 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(sX, sY, sWidth, sHeight, PANEL_BACK); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); - g_Items_Draw(); - g_Weapon_Draw(); - g_Player_DrawShells(); - g_Player_DrawAll(); - g_Player_DrawCorpses(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); - g_Monsters_Draw(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); - g_GFX_Draw(); - g_Map_DrawFlags(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); - if g_debug_HealthBar then - begin - g_Monsters_DrawHealth(); - g_Player_DrawHealth(); - end; + renderMapInternal(-bx, -by, -x, -y, true); glPopMatrix(); end; + procedure DrawPlayer(p: TPlayer); var px, py, a, b, c, d: Integer; //R: TRect; - lln: Integer; - lx, ly, lrad: Integer; + begin if (p = nil) or (p.FDummy) then begin @@ -2703,6 +2867,9 @@ begin Exit; end; + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size); + profileFrameDraw.mainBegin(g_profile_frame_draw); + gPlayerDrawn := p; glPushMatrix(); @@ -2710,220 +2877,81 @@ begin px := p.GameX + PLAYER_RECT_CX; py := p.GameY + PLAYER_RECT_CY; - 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; - if gMapInfo.Height <= gPlayerScreenSize.Y then - b := 0; + 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; 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)); - xprofBeginSection('map background'); - g_Map_DrawBack(-c, -d); - xprofEndSection(); + 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); - - xprofBeginSection('map rendering'); - - xprofBeginSection('panel_back'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK); - xprofEndSection(); - - xprofBeginSection('panel_step'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); - xprofEndSection(); - - xprofBeginSection('items'); - g_Items_Draw(); - xprofEndSection(); - - xprofBeginSection('weapons'); - g_Weapon_Draw(); - xprofEndSection(); - - xprofBeginSection('shells'); - g_Player_DrawShells(); - xprofEndSection(); + //glTranslatef(a, b+p.IncCam, 0); - xprofBeginSection('drawall'); - g_Player_DrawAll(); - xprofEndSection(); + p.viewPortX := sX; + p.viewPortY := sY; + p.viewPortW := sWidth; + p.viewPortH := sHeight; - xprofBeginSection('corpses'); - g_Player_DrawCorpses(); - xprofEndSection(); - - xprofBeginSection('panel_wall'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); - xprofEndSection(); - - xprofBeginSection('monsters'); - g_Monsters_Draw(); - xprofEndSection(); - - xprofBeginSection('panel_closedoor'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); - xprofEndSection(); - - xprofBeginSection('gfx'); - g_GFX_Draw(); - xprofEndSection(); - - xprofBeginSection('flags'); - g_Map_DrawFlags(); - xprofEndSection(); - - xprofBeginSection('panel_acid1'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); - xprofEndSection(); - - xprofBeginSection('panel_acid2'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); - xprofEndSection(); - - xprofBeginSection('panel_water'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); - xprofEndSection(); - - //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 gwin_has_stencil and (g_dynLightCount > 0) then - begin - xprofBeginSection('dynlights'); - - // 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 - glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); - // no need to clear stencil buffer, light blitting will do it for us - 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; - - // done - glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); - - xprofEndSection(); - end - else + if (p = gPlayer1) then begin - xprofBeginSection('dynlights'); - xprofEndSection(); + g_Holmes_plrView(p.viewPortX, p.viewPortY, p.viewPortW, p.viewPortH); end; - xprofBeginSection('panel_fore'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); - xprofEndSection(); - - if g_debug_HealthBar then - begin - xprofBeginSection('monster health'); - g_Monsters_DrawHealth(); - xprofEndSection(); - - xprofBeginSection('player health'); - g_Player_DrawHealth(); - xprofEndSection(); - end; + renderMapInternal(-c, -d, a, b+p.IncCam, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, @@ -2949,8 +2977,6 @@ begin glPopMatrix(); - xprofEndSection(); // map rendering - p.DrawPain(); p.DrawPickup(); p.DrawRulez(); @@ -2960,6 +2986,16 @@ begin p.DrawGUI(); end; +procedure drawProfilers (); +var + px: Integer = -1; + py: Integer = -1; +begin + if g_profile_frame_draw then px := px-drawProfiles(px, py, profileFrameDraw); + if g_profile_collision then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end; + if g_profile_los then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end; +end; + procedure g_Game_Draw(); var ID: DWORD; @@ -2981,8 +3017,6 @@ begin FPSTime := Time; end; - xprofBegin(g_profile_frame_draw); - if gGameOn or (gState = STATE_FOLD) then begin if (gPlayer1 <> nil) and (gPlayer2 <> nil) then @@ -3165,7 +3199,8 @@ begin if gPause 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), @@ -3183,11 +3218,16 @@ begin 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); + 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_FOLD then + begin e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter); + end; if gState = STATE_INTERCUSTOM then begin @@ -3208,13 +3248,18 @@ 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'; @@ -3227,7 +3272,10 @@ 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; @@ -3243,7 +3291,10 @@ 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 @@ -3251,7 +3302,8 @@ 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); end; @@ -3260,10 +3312,16 @@ begin 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; + // draw inspector + if (g_holmes_enabled) then g_Holmes_Draw(); + g_Console_Draw(); if g_debug_Sounds and gGameOn then @@ -3280,12 +3338,11 @@ 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(); - xprofEnd(); - if g_profile_frame_draw then drawProfiles(0, 0, 'MAP RENDER'); + g_Holmes_DrawUI(); end; procedure g_Game_Quit(); @@ -3324,8 +3381,12 @@ begin 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; @@ -3337,14 +3398,24 @@ 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; @@ -3766,6 +3837,7 @@ var State: Byte; OuterLoop: Boolean; newResPath: string; + InMsg: TMsg; begin g_Game_Free(); @@ -3813,27 +3885,28 @@ 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 @@ -4194,6 +4267,13 @@ 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; @@ -4260,25 +4340,10 @@ 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; @@ -4947,30 +5012,13 @@ begin end; end; -// profiler console commands -procedure ProfilerCommands (P: SArray); -var - cmd: string; -begin - //if not gDebugMode then exit; - cmd := LowerCase(P[0]); - if cmd = 'dpp' then - begin - g_profile_frame_draw := not g_profile_frame_draw; - exit; - end; - if cmd = 'dpu' then - begin - g_profile_frame_update := not g_profile_frame_update; - exit; - end; -end; procedure DebugCommands(P: SArray); var a, b: Integer; cmd: string; - //pt: TPoint; + //pt: TDFPoint; + mon: TMonster; begin // Êîìàíäû îòëàäî÷íîãî ðåæèìà: if gDebugMode then @@ -5048,12 +5096,14 @@ begin else begin with gPlayer1.Obj do - b := g_Monsters_Create(a, + begin + mon := g_Monsters_Create(a, X + Rect.X + (Rect.Width div 2), Y + Rect.Y + Rect.Height, gPlayer1.Direction, True); - if (Length(P) > 2) and (b >= 0) then - gMonsters[b].MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD); + end; + if (Length(P) > 2) and (mon <> nil) then + mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD); end; end; end @@ -6813,6 +6863,18 @@ 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 isWadPath(map) then @@ -6931,4 +6993,22 @@ 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); + + conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true); end.