X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=9ec96396134f776058e72cb7616103bd7a116501;hb=bab60f8ad58f03e8a35dbb44aba77bb9ff9201f9;hp=cba96c630a3a271f6f533a1a43c916785664fb50;hpb=c0312bae4028f5506223fd3a78b3b99798ac8a80;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index cba96c6..9ec9639 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 @@ -63,14 +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; @@ -315,6 +315,17 @@ var 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); @@ -329,7 +340,7 @@ uses g_textures, g_main, g_window, g_menu, e_input, e_log, g_console, g_items, g_map, g_panel, g_playermodel, g_gfx, g_options, g_weapons, Math, - g_triggers, MAPDEF, g_monsters, e_sound, CONFIG, + g_triggers, g_monsters, e_sound, CONFIG, BinEditor, g_language, g_net, SDL, ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt, utils, sfs, g_holmes; @@ -1288,12 +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(); @@ -1981,7 +1992,11 @@ 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(); @@ -1996,12 +2011,12 @@ 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); @@ -2701,6 +2716,7 @@ begin 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); @@ -2741,7 +2757,7 @@ procedure renderMapInternal (backXOfs, backYOfs: Integer; transX, transY: Intege type TDrawCB = procedure (); - procedure drawPanelType (profname: AnsiString; panType: DWord); + procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean); var tagmask: Integer; pan: TPanel; @@ -2750,28 +2766,17 @@ type if gdbg_map_use_accel_render then begin tagmask := panelTypeToTag(panType); - {$IF TRUE} while (gDrawPanelList.count > 0) do begin pan := TPanel(gDrawPanelList.front()); if ((pan.tag and tagmask) = 0) then break; - pan.Draw(); - gDrawPanelList.popFront(); - end; - {$ELSE} - e_WriteLog(Format('=== PANELS: %d ===', [gDrawPanelList.count]), MSG_NOTIFY); - while (gDrawPanelList.count > 0) do - begin - pan := TPanel(gDrawPanelList.front()); - e_WriteLog(Format('tagmask: 0x%04x; pan.tag: 0x%04x; pan.arrIdx: %d', [tagmask, pan.tag, pan.arrIdx]), MSG_NOTIFY); - pan.Draw(); + if doDraw then pan.Draw(); gDrawPanelList.popFront(); end; - {$ENDIF} end else begin - g_Map_DrawPanels(panType); + if doDraw then g_Map_DrawPanels(panType); end; profileFrameDraw.sectionEnd(); end; @@ -2791,7 +2796,14 @@ begin profileFrameDraw.sectionBegin('collect'); if gdbg_map_use_accel_render then begin - g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); + if (g_dbg_scale <> 1.0) then + begin + g_Map_CollectDrawPanels(sX, sY, round(sWidth/g_dbg_scale)+1, round(sHeight/g_dbg_scale)+1); + end + else + begin + g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); + end; end; profileFrameDraw.sectionEnd(); @@ -2799,25 +2811,29 @@ begin g_Map_DrawBack(backXOfs, backYOfs); profileFrameDraw.sectionEnd(); - if (setTransMatrix) then glTranslatef(transX, transY, 0); + if setTransMatrix then + begin + glScalef(g_dbg_scale, g_dbg_scale, 1.0); + glTranslatef(transX, transY, 0); + end; - drawPanelType('*back', PANEL_BACK); - drawPanelType('*step', PANEL_STEP); + 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); + drawPanelType('*wall', PANEL_WALL, g_rlayer_wall); drawOther('monsters', @g_Monsters_Draw); - drawPanelType('*door', PANEL_CLOSEDOOR); + drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door); drawOther('gfx', @g_GFX_Draw); drawOther('flags', @g_Map_DrawFlags); - drawPanelType('*acid1', PANEL_ACID1); - drawPanelType('*acid2', PANEL_ACID2); - drawPanelType('*water', PANEL_WATER); + 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); + drawPanelType('*fore', PANEL_FORE, g_rlayer_fore); if g_debug_HealthBar then begin @@ -2854,7 +2870,6 @@ procedure DrawPlayer(p: TPlayer); var px, py, a, b, c, d: Integer; //R: TRect; - begin if (p = nil) or (p.FDummy) then begin @@ -2872,7 +2887,7 @@ begin 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) else b := 0; @@ -3208,16 +3223,26 @@ 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 + // 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; @@ -3338,6 +3363,8 @@ begin drawTime(gScreenWidth-72, gScreenHeight-16); if gGameOn then drawProfilers(); + + g_Holmes_DrawUI(); end; procedure g_Game_Quit(); @@ -3966,7 +3993,7 @@ begin end; end; - ProcessLoading(); + ProcessLoading(true); e_PollInput(); @@ -4026,15 +4053,15 @@ 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 @@ -5012,7 +5039,7 @@ procedure DebugCommands(P: SArray); var a, b: Integer; cmd: string; - //pt: TPoint; + //pt: TDFPoint; mon: TMonster; begin // Êîìàíäû îòëàäî÷íîãî ðåæèìà: @@ -5174,7 +5201,8 @@ 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].trigData.trigMapName); break; end; end; @@ -6043,7 +6071,8 @@ begin if gTriggers[a].TriggerType = TRIGGER_EXIT then begin gExitByTrigger := True; - gNextMap := gTriggers[a].Data.MapName; + //gNextMap := gTriggers[a].Data.MapName; + gNextMap := gTriggers[a].trigData.trigMapName; Break; end; // Èùåì ñëåäóþùóþ êàðòó â WAD ôàéëå @@ -6434,17 +6463,17 @@ begin with gTriggers[i] do if (TriggerType = TRIGGER_SOUND) and (Sound <> nil) and - (Data.Local) and + (trigData.trigLocal) 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 - trigData.trigPan/255.0); + Sound.SetVolume(trigData.trigVolume/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), trigData.trigVolume/255.0); end; end; @@ -6732,7 +6761,7 @@ begin g_ActiveWindow := nil; - ProcessLoading; + ProcessLoading(true); end; procedure g_Game_StepLoading(); @@ -6744,7 +6773,7 @@ begin if (ShowCount > LOADING_SHOW_STEP) then begin ShowCount := 0; - ProcessLoading; + ProcessLoading(); end; end; end; @@ -7006,4 +7035,6 @@ begin 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.