From: Ketmar Dark Date: Fri, 15 Apr 2016 11:29:58 +0000 (+0300) Subject: temporary disable sfs GC on game startup (this will speedup initial data loading) X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=cc934f758d8d3036fa3bca8a3cca949814e04d89;p=d2df-sdl.git temporary disable sfs GC on game startup (this will speedup initial data loading) --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 40760c6..c5e144c 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -295,7 +295,7 @@ uses g_triggers, MAPDEF, g_monsters, e_sound, CONFIG, BinEditor, g_language, g_net, SDL, ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, - utils; + utils, sfs; type TEndCustomGameStat = record @@ -1020,80 +1020,86 @@ begin gMapToDelete := ''; gTempDelete := False; - g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE'); - g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER'); - g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN'); - g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU'); - - LoadStdFont('STDTXT', 'STDFONT', gStdFont); - LoadFont('MENUTXT', 'MENUFONT', gMenuFont); - LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont); - - g_Game_ClearLoading(); - g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False); - g_Game_SetLoadingText('', 0, False); - - g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False); - g_Console_Init(); - - g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False); - g_PlayerModel_LoadData(); - - if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then - repeat - if not g_PlayerModel_Load(ModelsDir+SR.Name) then - e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); - until FindNext(SR) <> 0; - FindClose(SR); - - if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then - repeat - if not g_PlayerModel_Load(ModelsDir+SR.Name) then - e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); - until FindNext(SR) <> 0; - FindClose(SR); - - if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then - repeat - if not g_PlayerModel_Load(ModelsDir+SR.Name) then - e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); - until FindNext(SR) <> 0; - FindClose(SR); - - gGameOn := False; - gPause := False; - gTime := 0; - LastScreenShot := 0; - - {e_MouseInfo.Accel := 1.0;} - - g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False); - g_Game_LoadData(); - - g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False); - g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True); - g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True); - g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True); - g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True); - - g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False); - g_Menu_Init(); - - gMusic := TMusic.Create(); - gMusic.SetByName('MUSIC_MENU'); - gMusic.Play(); - - gGameSettings.WarmupTime := 30; - - gState := STATE_MENU; - - SetLength(gEvents, 6); - gEvents[0].Name := 'ongamestart'; - gEvents[1].Name := 'ongameend'; - gEvents[2].Name := 'onmapstart'; - gEvents[3].Name := 'onmapend'; - gEvents[4].Name := 'oninter'; - gEvents[5].Name := 'onwadend'; + sfsGCDisable(); // temporary disable removing of temporary volumes + + try + g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE'); + g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER'); + g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN'); + g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU'); + + LoadStdFont('STDTXT', 'STDFONT', gStdFont); + LoadFont('MENUTXT', 'MENUFONT', gMenuFont); + LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont); + + g_Game_ClearLoading(); + g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False); + g_Game_SetLoadingText('', 0, False); + + g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False); + g_Console_Init(); + + g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False); + g_PlayerModel_LoadData(); + + if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then + repeat + if not g_PlayerModel_Load(ModelsDir+SR.Name) then + e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); + until FindNext(SR) <> 0; + FindClose(SR); + + if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then + repeat + if not g_PlayerModel_Load(ModelsDir+SR.Name) then + e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); + until FindNext(SR) <> 0; + FindClose(SR); + + if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then + repeat + if not g_PlayerModel_Load(ModelsDir+SR.Name) then + e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING); + until FindNext(SR) <> 0; + FindClose(SR); + + gGameOn := False; + gPause := False; + gTime := 0; + LastScreenShot := 0; + + {e_MouseInfo.Accel := 1.0;} + + g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False); + g_Game_LoadData(); + + g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False); + g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True); + g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True); + g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True); + g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True); + + g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False); + g_Menu_Init(); + + gMusic := TMusic.Create(); + gMusic.SetByName('MUSIC_MENU'); + gMusic.Play(); + + gGameSettings.WarmupTime := 30; + + gState := STATE_MENU; + + SetLength(gEvents, 6); + gEvents[0].Name := 'ongamestart'; + gEvents[1].Name := 'ongameend'; + gEvents[2].Name := 'onmapstart'; + gEvents[3].Name := 'onmapend'; + gEvents[4].Name := 'oninter'; + gEvents[5].Name := 'onwadend'; + finally + sfsGCEnable(); // enable releasing unused volumes + end; end; procedure g_Game_Free(); diff --git a/src/game/g_main.pas b/src/game/g_main.pas index 5c6067b..c2307ef 100644 --- a/src/game/g_main.pas +++ b/src/game/g_main.pas @@ -55,7 +55,7 @@ begin if SDL_Init(SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO) < 0 then {$ENDIF} raise Exception.Create('SDL: Init failed: ' + SDL_GetError()); - + SDL_StartTextInput(); e_WriteLog('Entering SDLMain', MSG_NOTIFY); @@ -65,7 +65,7 @@ begin {$WARNINGS ON} SDL_StopTextInput(); - + e_WriteLog('Releasing SDL', MSG_NOTIFY); SDL_Quit(); end; diff --git a/src/game/g_map.pas b/src/game/g_map.pas index 84ebb95..584a88f 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -117,7 +117,7 @@ uses GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG, g_options, MAPREADER, g_triggers, g_player, MAPDEF, Math, g_monsters, g_saveload, g_language, g_netmsg, - utils; + utils, sfs; const FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52); @@ -785,441 +785,446 @@ begin TriggersTable := nil; FillChar(texture, SizeOf(texture), 0); -// Çàãðóçêà WAD: - g_ProcessResourceStr(Res, FileName, SectionName, ResName); - e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False); + sfsGCDisable(); // temporary disable removing of temporary volumes + try + // Çàãðóçêà WAD: + g_ProcessResourceStr(Res, FileName, SectionName, ResName); + e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False); - WAD := TWADEditor_1.Create(); - if not WAD.ReadFile(FileName) then - begin - g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName])); - WAD.Free(); - Exit; - end; - if not WAD.GetResource('', ResName, Data, Len) then - begin - g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName])); + WAD := TWADEditor_1.Create(); + if not WAD.ReadFile(FileName) then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName])); + WAD.Free(); + Exit; + end; + if not WAD.GetResource('', ResName, Data, Len) then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName])); + WAD.Free(); + Exit; + end; WAD.Free(); - Exit; - end; - WAD.Free(); -// Çàãðóçêà êàðòû: - e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False); - MapReader := TMapReader_1.Create(); + // Çàãðóçêà êàðòû: + e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False); + MapReader := TMapReader_1.Create(); - if not MapReader.LoadMap(Data) then - begin - g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res])); - FreeMem(Data); - MapReader.Free(); - Exit; - end; - - FreeMem(Data); - generateExternalResourcesList(MapReader); -// Çàãðóçêà òåêñòóð: - g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False); - _textures := MapReader.GetTextures(); + if not MapReader.LoadMap(Data) then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res])); + FreeMem(Data); + MapReader.Free(); + Exit; + end; -// Äîáàâëåíèå òåêñòóð â Textures[]: - if _textures <> nil then - begin - e_WriteLog(' Loading textures:', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False); + FreeMem(Data); + generateExternalResourcesList(MapReader); + // Çàãðóçêà òåêñòóð: + g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False); + _textures := MapReader.GetTextures(); - for a := 0 to High(_textures) do + // Äîáàâëåíèå òåêñòóð â Textures[]: + if _textures <> nil then begin - SetLength(s, 64); - CopyMemory(@s[1], @_textures[a].Resource[0], 64); - for b := 1 to Length(s) do - if s[b] = #0 then - begin - SetLength(s, b-1); - Break; - end; - e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY); - // Àíèìèðîâàííàÿ òåêñòóðà: - if ByteBool(_textures[a].Anim) then - begin - if not CreateAnimTexture(_textures[a].Resource, FileName, True) then + e_WriteLog(' Loading textures:', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False); + + for a := 0 to High(_textures) do + begin + SetLength(s, 64); + CopyMemory(@s[1], @_textures[a].Resource[0], 64); + for b := 1 to Length(s) do + if s[b] = #0 then + begin + SetLength(s, b-1); + Break; + end; + e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY); + // Àíèìèðîâàííàÿ òåêñòóðà: + if ByteBool(_textures[a].Anim) then begin - g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s])); + if not CreateAnimTexture(_textures[a].Resource, FileName, True) then + begin + g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s])); + CreateNullTexture(_textures[a].Resource); + end; + end + else // Îáû÷íàÿ òåêñòóðà: + if not CreateTexture(_textures[a].Resource, FileName, True) then + begin + g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s])); CreateNullTexture(_textures[a].Resource); end; - end - else // Îáû÷íàÿ òåêñòóðà: - if not CreateTexture(_textures[a].Resource, FileName, True) then - begin - g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s])); - CreateNullTexture(_textures[a].Resource); - end; - g_Game_StepLoading(); + g_Game_StepLoading(); + end; end; - end; - -// Çàãðóçêà òðèããåðîâ: - gTriggerClientID := 0; - e_WriteLog(' Loading triggers...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False); - triggers := MapReader.GetTriggers(); -// Çàãðóçêà ïàíåëåé: - e_WriteLog(' Loading panels...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False); - panels := MapReader.GetPanels(); + // Çàãðóçêà òðèããåðîâ: + gTriggerClientID := 0; + e_WriteLog(' Loading triggers...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False); + triggers := MapReader.GetTriggers(); -// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì): - if triggers <> nil then - begin - e_WriteLog(' Setting up trigger table...', MSG_NOTIFY); - SetLength(TriggersTable, Length(triggers)); - g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False); + // Çàãðóçêà ïàíåëåé: + e_WriteLog(' Loading panels...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False); + panels := MapReader.GetPanels(); - for a := 0 to High(TriggersTable) do + // Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì): + if triggers <> nil then begin - // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè): - TriggersTable[a].TexturePanel := triggers[a].TexturePanel; - // Ëèôòû: - if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then - TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID - else - TriggersTable[a].LiftPanel := -1; - // Äâåðè: - if triggers[a].TriggerType in [TRIGGER_OPENDOOR, - TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5, - TRIGGER_CLOSETRAP, TRIGGER_TRAP] then - TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID - else - TriggersTable[a].DoorPanel := -1; - // Òóðåëü: - if triggers[a].TriggerType = TRIGGER_SHOT then - TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID - else - TriggersTable[a].ShotPanel := -1; + e_WriteLog(' Setting up trigger table...', MSG_NOTIFY); + SetLength(TriggersTable, Length(triggers)); + g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False); - g_Game_StepLoading(); - end; - end; + for a := 0 to High(TriggersTable) do + begin + // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè): + TriggersTable[a].TexturePanel := triggers[a].TexturePanel; + // Ëèôòû: + if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then + TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID + else + TriggersTable[a].LiftPanel := -1; + // Äâåðè: + if triggers[a].TriggerType in [TRIGGER_OPENDOOR, + TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5, + TRIGGER_CLOSETRAP, TRIGGER_TRAP] then + TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID + else + TriggersTable[a].DoorPanel := -1; + // Òóðåëü: + if triggers[a].TriggerType = TRIGGER_SHOT then + TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID + else + TriggersTable[a].ShotPanel := -1; -// Ñîçäàåì ïàíåëè: - if panels <> nil then - begin - e_WriteLog(' Setting up trigger links...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False); + g_Game_StepLoading(); + end; + end; - for a := 0 to High(panels) do + // Ñîçäàåì ïàíåëè: + if panels <> nil then begin - SetLength(AddTextures, 0); - trigRef := False; - CurTex := -1; - if _textures <> nil then - begin - texture := _textures[panels[a].TextureNum]; - ok := True; - end - else - ok := False; + e_WriteLog(' Setting up trigger links...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False); - if ok then + for a := 0 to High(panels) do begin - // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû. - // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð: - ok := False; - if (TriggersTable <> nil) and (_textures <> nil) then - for b := 0 to High(TriggersTable) do - if (TriggersTable[b].TexturePanel = a) - or (TriggersTable[b].ShotPanel = a) then - begin - trigRef := True; - ok := True; - Break; - end; - end; - - if ok then - begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü - SetLength(s, 64); - CopyMemory(@s[1], @texture.Resource[0], 64); - // Èçìåðÿåì äëèíó: - Len := Length(s); - for c := Len downto 1 do - if s[c] <> #0 then + SetLength(AddTextures, 0); + trigRef := False; + CurTex := -1; + if _textures <> nil then begin - Len := c; - Break; - end; - SetLength(s, Len); - - // Ñïåö-òåêñòóðû çàïðåùåíû: - if g_Map_IsSpecialTexture(s) then - ok := False + texture := _textures[panels[a].TextureNum]; + ok := True; + end else - // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè: - ok := g_Texture_NumNameFindStart(s); + ok := False; - // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå. - // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #: if ok then begin - k := NNF_NAME_BEFORE; - // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû: - while ok or (k = NNF_NAME_BEFORE) or - (k = NNF_NAME_EQUALS) do + // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû. + // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð: + ok := False; + if (TriggersTable <> nil) and (_textures <> nil) then + for b := 0 to High(TriggersTable) do + if (TriggersTable[b].TexturePanel = a) + or (TriggersTable[b].ShotPanel = a) then + begin + trigRef := True; + ok := True; + Break; + end; + end; + + if ok then + begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü + SetLength(s, 64); + CopyMemory(@s[1], @texture.Resource[0], 64); + // Èçìåðÿåì äëèíó: + Len := Length(s); + for c := Len downto 1 do + if s[c] <> #0 then + begin + Len := c; + Break; + end; + SetLength(s, Len); + + // Ñïåö-òåêñòóðû çàïðåùåíû: + if g_Map_IsSpecialTexture(s) then + ok := False + else + // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè: + ok := g_Texture_NumNameFindStart(s); + + // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå. + // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #: + if ok then begin - k := g_Texture_NumNameFindNext(TexName); + k := NNF_NAME_BEFORE; + // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû: + while ok or (k = NNF_NAME_BEFORE) or + (k = NNF_NAME_EQUALS) do + begin + k := g_Texture_NumNameFindNext(TexName); - if (k = NNF_NAME_BEFORE) or - (k = NNF_NAME_AFTER) then - begin - // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó: - if ByteBool(texture.Anim) then - begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ - isAnim := True; - ok := CreateAnimTexture(TexName, FileName, False); - if not ok then - begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ - isAnim := False; - ok := CreateTexture(TexName, FileName, False); - end; - end - else - begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ - isAnim := False; - ok := CreateTexture(TexName, FileName, False); - if not ok then - begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ + if (k = NNF_NAME_BEFORE) or + (k = NNF_NAME_AFTER) then + begin + // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó: + if ByteBool(texture.Anim) then + begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ isAnim := True; ok := CreateAnimTexture(TexName, FileName, False); + if not ok then + begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ + isAnim := False; + ok := CreateTexture(TexName, FileName, False); + end; + end + else + begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ + isAnim := False; + ok := CreateTexture(TexName, FileName, False); + if not ok then + begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ + isAnim := True; + ok := CreateAnimTexture(TexName, FileName, False); + end; end; - end; - // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè: - if ok then - begin - for c := 0 to High(Textures) do - if Textures[c].TextureName = TexName then - begin - SetLength(AddTextures, Length(AddTextures)+1); - AddTextures[High(AddTextures)].Texture := c; - AddTextures[High(AddTextures)].Anim := isAnim; - Break; - end; - end; - end - else - if k = NNF_NAME_EQUALS then - begin - // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî: - SetLength(AddTextures, Length(AddTextures)+1); - AddTextures[High(AddTextures)].Texture := panels[a].TextureNum; - AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim); - CurTex := High(AddTextures); - ok := True; + // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè: + if ok then + begin + for c := 0 to High(Textures) do + if Textures[c].TextureName = TexName then + begin + SetLength(AddTextures, Length(AddTextures)+1); + AddTextures[High(AddTextures)].Texture := c; + AddTextures[High(AddTextures)].Anim := isAnim; + Break; + end; + end; end - else // NNF_NO_NAME - ok := False; - end; // while ok... - - ok := True; - end; // if ok - åñòü ñìåæíûå òåêñòóðû - end; // if ok - ññûëàþòñÿ òðèããåðû - - if not ok then - begin - // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó: - SetLength(AddTextures, 1); - AddTextures[0].Texture := panels[a].TextureNum; - AddTextures[0].Anim := ByteBool(texture.Anim); - CurTex := 0; - end; + else + if k = NNF_NAME_EQUALS then + begin + // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî: + SetLength(AddTextures, Length(AddTextures)+1); + AddTextures[High(AddTextures)].Texture := panels[a].TextureNum; + AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim); + CurTex := High(AddTextures); + ok := True; + end + else // NNF_NO_NAME + ok := False; + end; // while ok... - // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð: - PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef); + ok := True; + end; // if ok - åñòü ñìåæíûå òåêñòóðû + end; // if ok - ññûëàþòñÿ òðèããåðû - // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID: - if TriggersTable <> nil then - for b := 0 to High(TriggersTable) do + if not ok then begin - // Òðèããåð äâåðè/ëèôòà: - if (TriggersTable[b].LiftPanel = a) or - (TriggersTable[b].DoorPanel = a) then - TTriggerData(triggers[b].DATA).PanelID := PanelID; - // Òðèããåð ñìåíû òåêñòóðû: - if TriggersTable[b].TexturePanel = a then - triggers[b].TexturePanel := PanelID; - // Òðèããåð "Òóðåëü": - if TriggersTable[b].ShotPanel = a then - TTriggerData(triggers[b].DATA).ShotPanelID := PanelID; + // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó: + SetLength(AddTextures, 1); + AddTextures[0].Texture := panels[a].TextureNum; + AddTextures[0].Anim := ByteBool(texture.Anim); + CurTex := 0; end; - g_Game_StepLoading(); + // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð: + PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef); + + // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID: + if TriggersTable <> nil then + for b := 0 to High(TriggersTable) do + begin + // Òðèããåð äâåðè/ëèôòà: + if (TriggersTable[b].LiftPanel = a) or + (TriggersTable[b].DoorPanel = a) then + TTriggerData(triggers[b].DATA).PanelID := PanelID; + // Òðèããåð ñìåíû òåêñòóðû: + if TriggersTable[b].TexturePanel = a then + triggers[b].TexturePanel := PanelID; + // Òðèããåð "Òóðåëü": + if TriggersTable[b].ShotPanel = a then + TTriggerData(triggers[b].DATA).ShotPanelID := PanelID; + end; + + g_Game_StepLoading(); + end; end; - end; -// Åñëè íå LoadState, òî ñîçäàåì òðèããåðû: - if (triggers <> nil) and not gLoadGameMode then - begin - e_WriteLog(' Creating triggers...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False); - // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü: - for a := 0 to High(triggers) do + // Åñëè íå LoadState, òî ñîçäàåì òðèããåðû: + if (triggers <> nil) and not gLoadGameMode then begin - if triggers[a].TexturePanel <> -1 then - b := panels[TriggersTable[a].TexturePanel].PanelType - else - b := 0; - if (triggers[a].TriggerType = TRIGGER_SHOT) and - (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then - c := panels[TriggersTable[a].ShotPanel].PanelType - else - c := 0; - CreateTrigger(triggers[a], b, c); + e_WriteLog(' Creating triggers...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False); + // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü: + for a := 0 to High(triggers) do + begin + if triggers[a].TexturePanel <> -1 then + b := panels[TriggersTable[a].TexturePanel].PanelType + else + b := 0; + if (triggers[a].TriggerType = TRIGGER_SHOT) and + (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then + c := panels[TriggersTable[a].ShotPanel].PanelType + else + c := 0; + CreateTrigger(triggers[a], b, c); + end; end; - end; -// Çàãðóçêà ïðåäìåòîâ: - e_WriteLog(' Loading triggers...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False); - items := MapReader.GetItems(); + // Çàãðóçêà ïðåäìåòîâ: + e_WriteLog(' Loading triggers...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False); + items := MapReader.GetItems(); -// Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû: - if (items <> nil) and not gLoadGameMode then - begin - e_WriteLog(' Spawning items...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False); - for a := 0 to High(items) do - CreateItem(Items[a]); - end; + // Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû: + if (items <> nil) and not gLoadGameMode then + begin + e_WriteLog(' Spawning items...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False); + for a := 0 to High(items) do + CreateItem(Items[a]); + end; -// Çàãðóçêà îáëàñòåé: - e_WriteLog(' Loading areas...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False); - areas := MapReader.GetAreas(); + // Çàãðóçêà îáëàñòåé: + e_WriteLog(' Loading areas...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False); + areas := MapReader.GetAreas(); -// Åñëè íå LoadState, òî ñîçäàåì îáëàñòè: - if areas <> nil then - begin - e_WriteLog(' Creating areas...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False); - for a := 0 to High(areas) do - CreateArea(areas[a]); - end; + // Åñëè íå LoadState, òî ñîçäàåì îáëàñòè: + if areas <> nil then + begin + e_WriteLog(' Creating areas...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False); + for a := 0 to High(areas) do + CreateArea(areas[a]); + end; -// Çàãðóçêà ìîíñòðîâ: - e_WriteLog(' Loading monsters...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False); - monsters := MapReader.GetMonsters(); + // Çàãðóçêà ìîíñòðîâ: + e_WriteLog(' Loading monsters...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False); + monsters := MapReader.GetMonsters(); - gTotalMonsters := 0; + gTotalMonsters := 0; -// Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ: - if (monsters <> nil) and not gLoadGameMode then - begin - e_WriteLog(' Spawning monsters...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False); - for a := 0 to High(monsters) do - CreateMonster(monsters[a]); - end; + // Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ: + if (monsters <> nil) and not gLoadGameMode then + begin + e_WriteLog(' Spawning monsters...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False); + for a := 0 to High(monsters) do + CreateMonster(monsters[a]); + end; -// Çàãðóçêà îïèñàíèÿ êàðòû: - e_WriteLog(' Reading map info...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False); - Header := MapReader.GetMapHeader(); + // Çàãðóçêà îïèñàíèÿ êàðòû: + e_WriteLog(' Reading map info...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False); + Header := MapReader.GetMapHeader(); - MapReader.Free(); + MapReader.Free(); - with gMapInfo do - begin - Name := Header.MapName; - Description := Header.MapDescription; - Author := Header.MapAuthor; - MusicName := Header.MusicName; - SkyName := Header.SkyName; - Height := Header.Height; - Width := Header.Width; - end; + with gMapInfo do + begin + Name := Header.MapName; + Description := Header.MapDescription; + Author := Header.MapAuthor; + MusicName := Header.MusicName; + SkyName := Header.SkyName; + Height := Header.Height; + Width := Header.Width; + end; -// Çàãðóçêà íåáà: - if gMapInfo.SkyName <> '' then - begin - e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False); - g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName); + // Çàãðóçêà íåáà: + if gMapInfo.SkyName <> '' then + begin + e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False); + g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName); - if FileName <> '' then - FileName := GameDir+'/wads/'+FileName - else - begin - g_ProcessResourceStr(Res, @FileName2, nil, nil); - FileName := FileName2; - end; + if FileName <> '' then + FileName := GameDir+'/wads/'+FileName + else + begin + g_ProcessResourceStr(Res, @FileName2, nil, nil); + FileName := FileName2; + end; - s := FileName+':'+SectionName+'/'+ResName; - if g_Texture_CreateWAD(BackID, s) then - begin - g_Game_SetupScreenSize(); - end - else - g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s])); - end; + s := FileName+':'+SectionName+'/'+ResName; + if g_Texture_CreateWAD(BackID, s) then + begin + g_Game_SetupScreenSize(); + end + else + g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s])); + end; -// Çàãðóçêà ìóçûêè: - ok := False; - if gMapInfo.MusicName <> '' then - begin - e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False); - g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName); + // Çàãðóçêà ìóçûêè: + ok := False; + if gMapInfo.MusicName <> '' then + begin + e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False); + g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName); - if FileName <> '' then - FileName := GameDir+'/wads/'+FileName - else - begin - g_ProcessResourceStr(Res, @FileName2, nil, nil); - FileName := FileName2; - end; + if FileName <> '' then + FileName := GameDir+'/wads/'+FileName + else + begin + g_ProcessResourceStr(Res, @FileName2, nil, nil); + FileName := FileName2; + end; + + s := FileName+':'+SectionName+'/'+ResName; + if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then + ok := True + else + g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s])); + end; - s := FileName+':'+SectionName+'/'+ResName; - if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then - ok := True + // Îñòàëüíûå óñòàíâêè: + CreateDoorMap(); + CreateLiftMap(); + + g_Items_Init(); + g_Weapon_Init(); + g_Monsters_Init(); + + // Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé: + if not gLoadGameMode then + g_GFX_Init(); + + // Ñáðîñ ëîêàëüíûõ ìàññèâîâ: + _textures := nil; + panels := nil; + items := nil; + areas := nil; + triggers := nil; + TriggersTable := nil; + AddTextures := nil; + + // Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà: + if ok and (not gLoadGameMode) then + begin + gMusic.SetByName(gMapInfo.MusicName); + gMusic.Play(); + end else - g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s])); + gMusic.SetByName(''); + finally + sfsGCEnable(); // enable releasing unused volumes end; -// Îñòàëüíûå óñòàíâêè: - CreateDoorMap(); - CreateLiftMap(); - - g_Items_Init(); - g_Weapon_Init(); - g_Monsters_Init(); - -// Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé: - if not gLoadGameMode then - g_GFX_Init(); - -// Ñáðîñ ëîêàëüíûõ ìàññèâîâ: - _textures := nil; - panels := nil; - items := nil; - areas := nil; - triggers := nil; - TriggersTable := nil; - AddTextures := nil; - -// Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà: - if ok and (not gLoadGameMode) then - begin - gMusic.SetByName(gMapInfo.MusicName); - gMusic.Play(); - end - else - gMusic.SetByName(''); - e_WriteLog('Done loading map.', MSG_NOTIFY); Result := True; end;