X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=e4f7afea5da959741fbb7a5b0af47bfaaf2a99b1;hb=ece4a4ff27b5415a6ab561721906ab1b3c81b20e;hp=2e8f6b1aaf2c1416a35efe0f59adabfa5d15f9f6;hpb=e126054922c9113731c77ee2a8315eb01951461b;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 2e8f6b1..e4f7afe 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -323,11 +323,11 @@ 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, BinEditor, g_language, g_net, SDL, - ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, + ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt, utils, sfs; @@ -412,56 +412,6 @@ end; // ////////////////////////////////////////////////////////////////////////// // -(* -procedure drawProfiles (x, y: Integer; title: AnsiString); overload; -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; - -begin - // gScreenWidth - //if not xprofItReset() then exit; - if (xprofTotalCount = 0) then exit; - wdt := 256; - hgt := 16+2+xprofTotalCount*(16+2); // title, items - // 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); - // title - e_TextureFontPrintEx(x+2, y+2, Format('%s: %d', [title, Integer(xprofTotalMicro)]), gStdFont, 255, 255, 0, 1, false); - yy := y+16+2; - drawItems(); -end; -*) - - function calcProfilesHeight (prof: TProfiler): Integer; begin result := 0; @@ -1489,6 +1439,24 @@ 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: @@ -1858,22 +1826,7 @@ 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; @@ -1885,22 +1838,7 @@ 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; @@ -2503,6 +2441,28 @@ 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 @@ -2671,29 +2631,173 @@ 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 + 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); + var + tagmask: Integer; + pan: TPanel; + begin + profileFrameDraw.sectionBegin(profname); + 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; + {$ELSE} + e_WriteLog(Format('=== PANELS: %d ===', [gDrawPanelList.count]), MSG_NOTIFY); + while (gDrawPanelList.count > 0) do + begin + pan := TPanel(gDrawPanelList.front()); + e_WriteLog(Format('tagmask: 0x%04x; pan.tag: 0x%04x; pan.ArrIdx: %d', [tagmask, pan.tag, pan.ArrIdx]), MSG_NOTIFY); + pan.Draw(); + gDrawPanelList.popFront(); + end; + {$ENDIF} + end + else + begin + 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); + drawPanelType('*step', PANEL_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); + drawOther('monsters', @g_Monsters_Draw); + drawPanelType('*door', PANEL_CLOSEDOOR); + drawOther('gfx', @g_GFX_Draw); + drawOther('flags', @g_Map_DrawFlags); + drawPanelType('*acid1', PANEL_ACID1); + drawPanelType('*acid2', PANEL_ACID2); + drawPanelType('*water', PANEL_WATER); + drawOther('dynlights', @renderDynLightsInternal); + drawPanelType('*fore', PANEL_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 @@ -2701,46 +2805,23 @@ 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 @@ -2750,7 +2831,7 @@ begin Exit; end; - if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER', g_profile_history_size); + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size); profileFrameDraw.mainBegin(g_profile_frame_draw); gPlayerDrawn := p; @@ -2760,220 +2841,60 @@ 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; + if gMapInfo.Height <= gPlayerScreenSize.Y then b := 0; 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 (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)); - - profileFrameDraw.sectionBegin('map background'); - g_Map_DrawBack(-c, -d); - profileFrameDraw.sectionEnd(); + 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); - - profileFrameDraw.sectionBegin('map rendering'); + //glTranslatef(a, b+p.IncCam, 0); - profileFrameDraw.sectionBegin('panel_back'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_step'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('items'); - g_Items_Draw(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('weapons'); - g_Weapon_Draw(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('shells'); - g_Player_DrawShells(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('drawall'); - g_Player_DrawAll(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('corpses'); - g_Player_DrawCorpses(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_wall'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('monsters'); - g_Monsters_Draw(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_closedoor'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('gfx'); - g_GFX_Draw(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('flags'); - g_Map_DrawFlags(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_acid1'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_acid2'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('panel_water'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); - profileFrameDraw.sectionEnd(); - - //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 - profileFrameDraw.sectionBegin('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); - - profileFrameDraw.sectionEnd(); - end - else - begin - profileFrameDraw.sectionBegin('dynlights'); - profileFrameDraw.sectionEnd(); - end; - - profileFrameDraw.sectionBegin('panel_fore'); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); - profileFrameDraw.sectionEnd(); - - if g_debug_HealthBar then - begin - profileFrameDraw.sectionBegin('monster health'); - g_Monsters_DrawHealth(); - profileFrameDraw.sectionEnd(); - - profileFrameDraw.sectionBegin('player health'); - g_Player_DrawHealth(); - profileFrameDraw.sectionEnd(); - end; + renderMapInternal(-c, -d, a, b+p.IncCam, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, @@ -2999,8 +2920,6 @@ begin glPopMatrix(); - profileFrameDraw.mainEnd(); // map rendering - p.DrawPain(); p.DrawPickup(); p.DrawRulez(); @@ -3340,7 +3259,7 @@ begin Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]), gStdFont); - drawProfilers(); + if gGameOn then drawProfilers(); end; procedure g_Game_Quit(); @@ -3821,6 +3740,7 @@ var State: Byte; OuterLoop: Boolean; newResPath: string; + InMsg: TMsg; begin g_Game_Free(); @@ -3868,27 +3788,28 @@ 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 @@ -4249,6 +4170,13 @@ 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; @@ -4315,25 +4243,10 @@ 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; @@ -5047,7 +4960,7 @@ begin exit; end; - if cmd = 'dbg_sq_coldet' then + if cmd = 'cd_sq_enabled' then begin case getBool(1) of -1: begin end; @@ -5058,6 +4971,7 @@ begin exit; end; + { if (cmd = 'sq_use_grid') or (cmd = 'sq_use_tree') then begin gdbg_map_use_tree_coldet := (cmd = 'sq_use_tree'); @@ -5071,7 +4985,9 @@ begin if gdbg_map_use_tree_draw then g_Console_Add('render acceleration: tree') else g_Console_Add('render acceleration: grid'); exit; end; + } + { if (cmd = 't_dump_node_queries') then begin case getBool(1) of @@ -5082,6 +4998,29 @@ begin if gdbg_map_dump_coldet_tree_queries then g_Console_Add('grid coldet tree queries: tan') else g_Console_Add('grid coldet tree queries: ona'); exit; end; + } + + if (cmd = 'mon_sq_enabled') then + begin + case getBool(1) of + -1: begin end; + 0: gmon_debug_use_sqaccel := false; + 1: gmon_debug_use_sqaccel := true; + end; + if gmon_debug_use_sqaccel then g_Console_Add('accelerated monster coldet: tan') else g_Console_Add('accelerated monster coldet: ona'); + exit; + end; + + if (cmd = 'wtrace_sq_enabled') then + begin + case getBool(1) of + -1: begin end; + 0: gwep_debug_fast_trace := false; + 1: gwep_debug_fast_trace := true; + end; + if gwep_debug_fast_trace then g_Console_Add('accelerated weapon hitscan: tan') else g_Console_Add('accelerated weapon hitscan: ona'); + exit; + end; end; procedure DebugCommands(P: SArray); @@ -5089,6 +5028,7 @@ var a, b: Integer; cmd: string; //pt: TPoint; + mon: TMonster; begin // Êîìàíäû îòëàäî÷íîãî ðåæèìà: if gDebugMode then @@ -5166,12 +5106,14 @@ 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 @@ -6906,7 +6848,7 @@ var begin Parse_Params(pars); - s := Find_Param_Value(pars, '--profile-frame'); + s := Find_Param_Value(pars, '--profile-render'); if (s <> '') then g_profile_frame_draw := true; s := Find_Param_Value(pars, '--profile-coldet'); @@ -6937,14 +6879,14 @@ begin Exit; end; - s := LowerCase(Find_Param_Value(pars, '--dbg-mainwad')); + s := LowerCase(Find_Param_Value(pars, '-dbg-mainwad')); if (s <> '') then begin gDefaultMegawadStart := s; end; - s := LowerCase(Find_Param_Value(pars, '--dbg-mainwad-restore')); - if (s <> '') then + if (Find_Param_Value(pars, '--dbg-mainwad-restore') <> '') or + (Find_Param_Value(pars, '--dbg-mainwad-default') <> '') then begin gDefaultMegawadStart := DF_Default_Megawad_Start; end;