X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=73c8ddf3a8c60127b66c8c7a37349a50b52abad2;hb=db4e988645273fe1c11611d84e03f0199cd181f7;hp=938e07175a779844898f0196219a362ea03e5151;hpb=3349a0b38bc1fae71b758cb1686d4f6d0bf4f926;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 938e071..73c8ddf 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -13,14 +13,14 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE ../shared/a_modes.inc} unit g_game; interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, g_scripts, MAPSTRUCT, wadreader, md5; + SysUtils, g_sound, g_gui, MAPDEF, wadreader, md5, xprofiler; type TGameSettings = record @@ -63,14 +63,14 @@ 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(); @@ -95,7 +95,7 @@ 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; +function g_Game_StartMap(Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean; procedure g_Game_ChangeMap(MapPath: String); procedure g_Game_ExitLevel(Map: Char16); function g_Game_GetFirstMap(WAD: String): String; @@ -209,9 +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; @@ -300,20 +300,182 @@ var gEvents: Array of TGameEvent; gDelayedEvents: Array of TDelayedEvent; + // 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; + + g_dbg_scale: Single = 1.0; + + +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; + + +// ////////////////////////////////////////////////////////////////////////// // +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; @@ -629,6 +791,11 @@ 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); @@ -827,6 +994,17 @@ 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; @@ -856,6 +1034,8 @@ 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; @@ -1098,9 +1278,6 @@ begin g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False); g_Menu_Init(); - - g_Scripts_Init(); - g_Scripts_Load('game.conprint("ass")'); gMusic := TMusic.Create(); gMusic.SetByName('MUSIC_MENU'); @@ -1122,12 +1299,12 @@ begin 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(); @@ -1219,6 +1396,86 @@ begin Result := ids[(Length(ids) - 1 + idx) mod Length(ids)]; 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(D_LEFT) + else if (strafeDir = 1) then plr.SetDirection(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(D_LEFT) + // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî: + else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(D_RIGHT) + // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì: + else if MoveButton <> 0 then plr.SetDirection(TDirection(MoveButton-1)); + 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; @@ -1226,7 +1483,36 @@ 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(); // Ïîðà âûêëþ÷àòü èãðó: if gExit = EXIT_QUIT then Exit; @@ -1458,93 +1744,14 @@ 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 @@ -1553,7 +1760,7 @@ begin begin if not gSpectKeyPress then begin - if e_KeyPressed(gGameControls.P1Control.KeyJump) then + if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2) then begin // switch spect mode case gSpectMode of @@ -1566,21 +1773,21 @@ begin end; if gSpectMode = SPECT_MAPVIEW 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; @@ -1589,37 +1796,37 @@ begin end; if gSpectMode = SPECT_PLAYERS 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); @@ -1628,13 +1835,13 @@ begin 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.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; end; @@ -1647,13 +1854,16 @@ 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 @@ -1661,79 +1871,65 @@ 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: @@ -1824,6 +2020,12 @@ begin UPSCounter := 0; UPSTime := Time; end; + + if gGameOn then + begin + g_Weapon_AddDynLights(); + g_Items_AddDynLights(); + end; end; procedure g_Game_LoadData(); @@ -1838,12 +2040,12 @@ 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_RB', GameWAD+':TEXTURES\FLAGHUD_R_BASE'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_RS', GameWAD+':TEXTURES\FLAGHUD_R_STOLEN'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_RD', GameWAD+':TEXTURES\FLAGHUD_R_DROP'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_BB', GameWAD+':TEXTURES\FLAGHUD_B_BASE'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_BS', GameWAD+':TEXTURES\FLAGHUD_B_STOLEN'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_BD', GameWAD+':TEXTURES\FLAGHUD_B_DROP'); g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE'); g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA'); g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False); @@ -2316,6 +2518,28 @@ 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 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 @@ -2463,7 +2687,7 @@ 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; @@ -2484,29 +2708,187 @@ 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; + + +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 (); + + 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 + begin + glScalef(g_dbg_scale, g_dbg_scale, 1.0); + glTranslatef(-sX, -sY, 0); + end; + + 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 @@ -2514,40 +2896,19 @@ 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; @@ -2561,103 +2922,100 @@ begin Exit; end; + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size); + 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) 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 - begin - g_Monsters_DrawHealth(); - g_Player_DrawHealth(); - end; + //glTranslatef(a, b+p.IncCam, 0); + + if (p = gPlayer1) then g_Holmes_plrViewSize(sWidth, sHeight); + + fixViewportForScale(); + p.viewPortX := sX; + p.viewPortY := sY; + p.viewPortW := sWidth; + p.viewPortH := sHeight; + + if (p = gPlayer1) then g_Holmes_plrViewPos(sX, sY); + + renderMapInternal(-c, -d, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, @@ -2692,6 +3050,16 @@ 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; @@ -2895,7 +3263,8 @@ 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), @@ -2906,18 +3275,33 @@ 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 @@ -2938,13 +3322,18 @@ 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'; @@ -2957,7 +3346,10 @@ 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; @@ -2973,7 +3365,10 @@ 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 @@ -2981,7 +3376,8 @@ 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; @@ -2990,10 +3386,16 @@ 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 @@ -3010,9 +3412,11 @@ 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(); + + g_Holmes_DrawUI(); end; procedure g_Game_Quit(); @@ -3051,8 +3455,12 @@ 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; @@ -3064,14 +3472,24 @@ 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; @@ -3493,6 +3911,7 @@ var State: Byte; OuterLoop: Boolean; newResPath: string; + InMsg: TMsg; begin g_Game_Free(); @@ -3540,27 +3959,28 @@ 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 @@ -3625,7 +4045,7 @@ begin end; end; - ProcessLoading(); + ProcessLoading(true); e_PollInput(); @@ -3685,15 +4105,15 @@ begin MessageTime := 0; gGameOn := False; g_Game_ClearLoading(); - g_Game_StartMap(Map, True); + g_Game_StartMap(Map, True, gCurrentMapFileName); end; -function g_Game_StartMap(Map: String; Force: Boolean = False): Boolean; +function g_Game_StartMap(Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean; var NewWAD, ResName: String; I: Integer; begin - g_Map_Free(); + g_Map_Free((Map <> gCurrentMapFileName) and (oldMapPath <> gCurrentMapFileName)); g_Player_RemoveAllCorpses(); if (not g_Game_IsClient) and @@ -3709,7 +4129,7 @@ begin g_Player_ResetTeams(); - if Pos(':\', Map) > 0 then + if isWadPath(Map) then begin NewWAD := g_ExtractWadName(Map); ResName := g_ExtractFileName(Map); @@ -3921,6 +4341,13 @@ 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; @@ -3987,25 +4414,10 @@ 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; @@ -4092,7 +4504,8 @@ var time: Integer; } begin - a := Pos('.wad:\', gMapToDelete); + a := Pos('.wad:\', toLowerCase1251(gMapToDelete)); + if (a = 0) then a := Pos('.wad:/', toLowerCase1251(gMapToDelete)); if a = 0 then Exit; @@ -4674,11 +5087,13 @@ begin 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 @@ -4738,30 +5153,32 @@ 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)])); 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 + mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD); end; end; end @@ -4826,7 +5243,7 @@ begin 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 = '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 @@ -4837,17 +5254,108 @@ begin begin g_Console_Add('player left the map'); gExitByTrigger := True; - g_Game_ExitLevel(gTriggers[a].Data.MapName); + //g_Game_ExitLevel(gTriggers[a].Data.MapName); + g_Game_ExitLevel(gTriggers[a].tgcMap); break; end; end; 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 jetpack'); continue; end; - if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got envirosuit'); continue; end; - if cmd = 'berserk' then begin plr.GiveItem(ITEM_MEDKIT_BLACK); g_Console_Add('player got berserk pack'); 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; @@ -5616,14 +6124,15 @@ 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; @@ -5669,6 +6178,21 @@ 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 @@ -5686,21 +6210,6 @@ 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 @@ -6007,17 +6516,17 @@ 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; @@ -6305,7 +6814,7 @@ begin g_ActiveWindow := nil; - ProcessLoading; + ProcessLoading(true); end; procedure g_Game_StepLoading(); @@ -6317,7 +6826,7 @@ begin if (ShowCount > LOADING_SHOW_STEP) then begin ShowCount := 0; - ProcessLoading; + ProcessLoading(); end; end; end; @@ -6409,7 +6918,12 @@ 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'); @@ -6426,6 +6940,18 @@ 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 @@ -6507,7 +7033,7 @@ 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-} @@ -6544,4 +7070,24 @@ 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); + + conRegVar('dbg_scale', @g_dbg_scale, 0.01, 5.0, 'experimental deBUG scale mode', '', true); end.