DEADSOFTWARE

buffer network messages (broke a lot of shit)
[d2df-sdl.git] / src / game / g_game.pas
index 693798382f8943bdb8cfbf2858d7fca05e9e4af8..36b1016abb6720dab7e7006448c8ef2ad7e966c5 100644 (file)
@@ -13,7 +13,7 @@
  * You should have received a copy of the GNU General Public License
  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
  *)
-{$MODE DELPHI}
+{$INCLUDE g_amodes.inc}
 unit g_game;
 
 interface
@@ -341,6 +341,7 @@ 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
@@ -367,6 +368,7 @@ 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;
@@ -381,6 +383,7 @@ 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;
@@ -394,6 +397,7 @@ begin
   Inc(g_dynLightCount);
 end;
 
+
 type
   TEndCustomGameStat = record
     PlayerStat: TPlayerStatArray;
@@ -1361,16 +1365,19 @@ begin
   end;
 
   // HACK: add dynlight here
-  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
+  if gwin_k8_enable_light_experiments then
   begin
-    g_playerLight := false;
+    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 (g_playerLight) then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
+  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();
@@ -2601,29 +2608,27 @@ begin
 
   glTranslatef(-x, -y, 0);
 
-  g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
-  g_Map_DrawPanels(PANEL_BACK);
-  g_Map_DrawPanels(PANEL_STEP);
+  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(PANEL_WALL);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
   g_Monsters_Draw();
-  g_Map_DrawPanels(PANEL_CLOSEDOOR);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, 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);
+  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;
-  g_Map_ResetPVP();
 
   glPopMatrix();
 end;
@@ -2719,24 +2724,24 @@ begin
 
   glTranslatef(a, b+p.IncCam, 0);
 
-  g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
-
-  g_Map_DrawPanels(PANEL_BACK);
-  g_Map_DrawPanels(PANEL_STEP);
+  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(PANEL_WALL);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
   g_Monsters_Draw();
-  g_Map_DrawPanels(PANEL_CLOSEDOOR);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, 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(sX, sY, sWidth, sHeight, PANEL_ACID1);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
 
+  //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
     // setup OpenGL parameters
@@ -2753,10 +2758,15 @@ begin
       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);
-      // clear stencil buffer
-      //glClear(GL_STENCIL_BUFFER_BIT); //!!!
+      // 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);
@@ -2765,7 +2775,6 @@ begin
       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_KEEP, GL_KEEP, GL_KEEP);
       glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
       // blend it
       glEnable(GL_BLEND);
@@ -2789,7 +2798,7 @@ begin
     glScissor(0, 0, sWidth, sHeight);
   end;
 
-  g_Map_DrawPanels(PANEL_FORE);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
   if g_debug_HealthBar then
   begin
     g_Monsters_DrawHealth();
@@ -2819,7 +2828,6 @@ begin
   }
 
   glPopMatrix();
-  g_Map_ResetPVP();
 
   p.DrawPain();
   p.DrawPickup();
@@ -3631,6 +3639,7 @@ var
   State: Byte;
   OuterLoop: Boolean;
   newResPath: string;
+  Len: Word;
 begin
   g_Game_Free();
 
@@ -3680,6 +3689,7 @@ begin
         Ptr := NetEvent.packet^.data;
         e_Raw_Seek(0);
 
+        Len := e_Raw_Read_Word(Ptr);
         MID := e_Raw_Read_Byte(Ptr);
 
         if (MID = NET_MSG_INFO) and (State = 0) then
@@ -3786,7 +3796,7 @@ begin
 
   g_Player_Init();
   NetState := NET_STATE_GAME;
-  MC_SEND_FullStateRequest;
+  MC_SEND_FullStateRequest();
   e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
 end;