X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=e4f7afea5da959741fbb7a5b0af47bfaaf2a99b1;hb=ece4a4ff27b5415a6ab561721906ab1b3c81b20e;hp=e17175b141cb5c453ab94bef594f1217e47bb4b4;hpb=af3c404e11867c6794975f1d45dd98932d804ede;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index e17175b..e4f7afe 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1,11 +1,26 @@ -{$MODE DELPHI} +(* Copyright (C) DooM 2D:Forever Developers + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$INCLUDE ../shared/a_modes.inc} unit g_game; interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5; + SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5, xprofiler; type TGameSettings = record @@ -109,6 +124,7 @@ procedure GameCVars(P: SArray); procedure GameCommands(P: SArray); procedure GameCheats(P: SArray); procedure DebugCommands(P: SArray); +procedure ProfilerCommands(P: SArray); procedure g_Game_Process_Params; procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean); procedure g_Game_StepLoading(); @@ -285,20 +301,155 @@ 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_history_size: Integer = 1000; + +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); + 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; + +// ////////////////////////////////////////////////////////////////////////// // +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); + // 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; @@ -1201,6 +1352,86 @@ 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; @@ -1208,7 +1439,26 @@ 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: if gExit = EXIT_QUIT then Exit; @@ -1440,93 +1690,14 @@ 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 @@ -1535,7 +1706,7 @@ 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 @@ -1548,21 +1719,21 @@ 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; @@ -1571,37 +1742,37 @@ 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); @@ -1610,13 +1781,13 @@ 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; @@ -1655,22 +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; @@ -1682,22 +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; @@ -1806,6 +1947,8 @@ begin UPSCounter := 0; UPSTime := Time; end; + + if gGameOn then g_Weapon_AddDynLights(); end; procedure g_Game_LoadData(); @@ -2298,6 +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 @@ -2466,29 +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 @@ -2496,44 +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(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; + renderMapInternal(-bx, -by, -x, -y, true); glPopMatrix(); end; + procedure DrawPlayer(p: TPlayer); var px, py, a, b, c, d: Integer; //R: TRect; + begin if (p = nil) or (p.FDummy) then begin @@ -2543,6 +2831,9 @@ begin Exit; end; + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size); + profileFrameDraw.mainBegin(g_profile_frame_draw); + gPlayerDrawn := p; glPushMatrix(); @@ -2550,96 +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 (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); + + renderMapInternal(-c, -d, a, b+p.IncCam, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, @@ -2674,6 +2929,14 @@ begin p.DrawGUI(); end; +procedure drawProfilers (); +var + px: Integer = -1; +begin + if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw); + if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision); +end; + procedure g_Game_Draw(); var ID: DWORD; @@ -2995,6 +3258,8 @@ begin 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); + + if gGameOn then drawProfilers(); end; procedure g_Game_Quit(); @@ -3475,6 +3740,7 @@ var State: Byte; OuterLoop: Boolean; newResPath: string; + InMsg: TMsg; begin g_Game_Free(); @@ -3522,27 +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 @@ -3903,6 +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; @@ -3969,25 +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; @@ -4656,11 +4915,120 @@ begin end; end; +// profiler console commands +procedure ProfilerCommands (P: SArray); +var + cmd: string; + + function getBool (idx: Integer): Integer; + begin + if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end; + result := 0; + if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1; + end; + +begin + //if not gDebugMode then exit; + cmd := LowerCase(P[0]); + + if cmd = 'pf_draw_frame' then + begin + g_profile_frame_draw := not g_profile_frame_draw; + exit; + end; + + if cmd = 'pf_update_frame' then + begin + g_profile_frame_update := not g_profile_frame_update; + exit; + end; + + if cmd = 'pf_coldet' then + begin + g_profile_collision := not g_profile_collision; + exit; + end; + + if cmd = 'r_sq_draw' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_accel_render := false; + 1: gdbg_map_use_accel_render := true; + end; + if gdbg_map_use_accel_render then g_Console_Add('accelerated rendering: tan') else g_Console_Add('accelerated rendering: ona'); + exit; + end; + + if cmd = 'cd_sq_enabled' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_accel_coldet := false; + 1: gdbg_map_use_accel_coldet := true; + end; + if gdbg_map_use_accel_coldet then g_Console_Add('accelerated coldet: tan') else g_Console_Add('accelerated coldet: ona'); + exit; + end; + + { + if (cmd = 'sq_use_grid') or (cmd = 'sq_use_tree') then + begin + gdbg_map_use_tree_coldet := (cmd = 'sq_use_tree'); + if gdbg_map_use_tree_coldet then g_Console_Add('coldet acceleration: tree') else g_Console_Add('coldet acceleration: grid'); + exit; + end; + + if (cmd = 'r_sq_use_grid') or (cmd = 'r_sq_use_tree') then + begin + gdbg_map_use_tree_draw := (cmd = 'r_sq_use_tree'); + 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 + -1: begin end; + 0: gdbg_map_dump_coldet_tree_queries := false; + 1: gdbg_map_dump_coldet_tree_queries := true; + end; + 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); var a, b: Integer; cmd: string; //pt: TPoint; + mon: TMonster; begin // Êîìàíäû îòëàäî÷íîãî ðåæèìà: if gDebugMode then @@ -4738,12 +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 @@ -4808,7 +5178,7 @@ 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 @@ -4826,10 +5196,100 @@ begin 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; @@ -6388,10 +6848,21 @@ var begin Parse_Params(pars); + s := Find_Param_Value(pars, '--profile-render'); + if (s <> '') then g_profile_frame_draw := true; + + s := Find_Param_Value(pars, '--profile-coldet'); + if (s <> '') then g_profile_collision := true; + // 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'); @@ -6408,6 +6879,18 @@ 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