DEADSOFTWARE

fixed some logic errors, but shit's still bugged
[d2df-sdl.git] / src / game / g_game.pas
index 1744fc524f0bb317916b0e5163c12dcc71b37292..c46f6e49b4f1d1825e7cc4f03e91b8ae019d357c 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
@@ -309,6 +309,10 @@ var
   P1MoveButton: Byte = 0;
   P2MoveButton: Byte = 0;
 
+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
@@ -320,6 +324,80 @@ uses
   ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
   utils, sfs;
 
+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;
+
+
 type
   TEndCustomGameStat = record
     PlayerStat: TPlayerStatArray;
@@ -1285,6 +1363,21 @@ begin
       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();
@@ -1295,6 +1388,7 @@ var
   w: Word;
   i, b: Integer;
 begin
+  g_ResetDynlights();
 // Ïîðà âûêëþ÷àòü èãðó:
   if gExit = EXIT_QUIT then
     Exit;
@@ -1813,6 +1907,8 @@ begin
     UPSCounter := 0;
     UPSTime := Time;
   end;
+
+  if gGameOn then g_Weapon_AddDynLights();
 end;
 
 procedure g_Game_LoadData();
@@ -2512,22 +2608,22 @@ begin
 
   glTranslatef(-x, -y, 0);
 
-  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();
@@ -2541,6 +2637,8 @@ 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
@@ -2626,22 +2724,81 @@ begin
 
   glTranslatef(a, b+p.IncCam, 0);
 
-  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);
+
+  //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
+    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;
+
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
   if g_debug_HealthBar then
   begin
     g_Monsters_DrawHealth();
@@ -3482,6 +3639,7 @@ var
   State: Byte;
   OuterLoop: Boolean;
   newResPath: string;
+  Len: Word;
 begin
   g_Game_Free();
 
@@ -3531,76 +3689,82 @@ begin
         Ptr := NetEvent.packet^.data;
         e_Raw_Seek(0);
 
-        MID := e_Raw_Read_Byte(Ptr);
-
-        if (MID = NET_MSG_INFO) and (State = 0) then
+        while (State = 0) and (RawPos < NetEvent.packet^.dataLength) do
         begin
-          NetMyID := e_Raw_Read_Byte(Ptr);
-          NetPlrUID1 := e_Raw_Read_Word(Ptr);
+          Len := e_Raw_Read_Word(Ptr);
+          MID := e_Raw_Read_Byte(Ptr);
+          e_WriteLog(Format('conn recv %U %U', [Len, MID]), MSG_NOTIFY);
 
-          WadName := e_Raw_Read_String(Ptr);
-          Map := e_Raw_Read_String(Ptr);
+          if (MID = NET_MSG_INFO) and (State = 0) then
+          begin
+            NetMyID := e_Raw_Read_Byte(Ptr);
+            NetPlrUID1 := e_Raw_Read_Word(Ptr);
 
-          gWADHash := e_Raw_Read_MD5(Ptr);
+            WadName := e_Raw_Read_String(Ptr);
+            Map := e_Raw_Read_String(Ptr);
 
-          gGameSettings.GameMode := e_Raw_Read_Byte(Ptr);
-          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);
+            gWADHash := e_Raw_Read_MD5(Ptr);
 
-          newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash);
-          if newResPath = '' then
-          begin
-            g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False);
-            newResPath := g_Res_DownloadWAD(WadName);
+            gGameSettings.GameMode := e_Raw_Read_Byte(Ptr);
+            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);
+
+            newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash);
             if newResPath = '' then
             begin
-              g_FatalError(_lc[I_NET_ERR_HASH]);
+              g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False);
+              newResPath := g_Res_DownloadWAD(WadName);
+              if newResPath = '' then
+              begin
+                g_FatalError(_lc[I_NET_ERR_HASH]);
+                enet_packet_destroy(NetEvent.packet);
+                NetState := NET_STATE_NONE;
+                Exit;
+              end;
+            end;
+            newResPath := ExtractRelativePath(MapsDir, newResPath);
+
+            gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
+                                                     gPlayer1Settings.Color,
+                                                     gPlayer1Settings.Team, False));
+
+            if gPlayer1 = nil then
+            begin
+              g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
+
               enet_packet_destroy(NetEvent.packet);
               NetState := NET_STATE_NONE;
               Exit;
             end;
-          end;
-          newResPath := ExtractRelativePath(MapsDir, newResPath);
 
-          gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
-                                                   gPlayer1Settings.Color,
-                                                   gPlayer1Settings.Team, False));
+            gPlayer1.Name := gPlayer1Settings.Name;
+            gPlayer1.UID := NetPlrUID1;
+            gPlayer1.Reset(True);
 
-          if gPlayer1 = nil then
-          begin
-            g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
-
-            enet_packet_destroy(NetEvent.packet);
-            NetState := NET_STATE_NONE;
-            Exit;
-          end;
+            if not g_Game_StartMap(newResPath + ':\' + Map, True) then
+            begin
+              g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [WadName + ':\' + Map]));
 
-          gPlayer1.Name := gPlayer1Settings.Name;
-          gPlayer1.UID := NetPlrUID1;
-          gPlayer1.Reset(True);
+              enet_packet_destroy(NetEvent.packet);
+              NetState := NET_STATE_NONE;
+              Exit;
+            end;
 
-          if not g_Game_StartMap(newResPath + ':\' + Map, True) then
-          begin
-            g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [WadName + ':\' + Map]));
+            gTime := T;
 
+            State := 1;
+            OuterLoop := False;
             enet_packet_destroy(NetEvent.packet);
-            NetState := NET_STATE_NONE;
-            Exit;
-          end;
-
-          gTime := T;
-
-          State := 1;
-          OuterLoop := False;
-          enet_packet_destroy(NetEvent.packet);
-          break;
-        end
-        else
-          enet_packet_destroy(NetEvent.packet);
+            break;
+          end
+          else
+            RawPos := RawPos + Len-1;
+        end;
+        if State = 1 then break;
       end
       else
         if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then
@@ -3637,7 +3801,7 @@ begin
 
   g_Player_Init();
   NetState := NET_STATE_GAME;
-  MC_SEND_FullStateRequest;
+  MC_SEND_FullStateRequest();
   e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
 end;
 
@@ -4876,6 +5040,9 @@ begin
       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
@@ -4884,6 +5051,7 @@ begin
         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;
@@ -4900,6 +5068,8 @@ begin
       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);
@@ -6482,7 +6652,12 @@ begin
 // 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');