DEADSOFTWARE

fixed some logic errors, but shit's still bugged
[d2df-sdl.git] / src / game / g_game.pas
index 96c9856d3e91ead2ac9bff6c59cc86de6c79db8c..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
@@ -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();
@@ -2632,7 +2639,6 @@ var
   //R: TRect;
   lln: Integer;
   lx, ly, lrad: Integer;
-  ltminx, ltminy, ltmaxx, ltmaxy: Integer;
 begin
   if (p = nil) or (p.FDummy) then
   begin
@@ -2734,84 +2740,62 @@ begin
   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
-    // get light bounds
-    ltminx := $3fffffff;
-    ltminy := $3fffffff;
-    ltmaxx := -$3fffffff;
-    ltmaxy := -$3fffffff;
+    // setup OpenGL parameters
+    glStencilMask($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-sX;
-      ly := g_dynLights[lln].y-sY;
+      lx := g_dynLights[lln].x;
+      ly := g_dynLights[lln].y;
       lrad := g_dynLights[lln].radius;
       if lrad < 3 then continue;
 
-      if lx+lrad < 0 then continue;
-      if ly+lrad < 0 then continue;
-      if lx-lrad >= gPlayerScreenSize.X then continue;
-      if ly-lrad >= gPlayerScreenSize.Y then continue;
-
-      lx := lx+sX;
-      ly := ly+sY;
-
-      if ltminx > lx-lrad then ltminx := lx-lrad;
-      if ltminy > ly-lrad then ltminy := ly-lrad;
-      if ltmaxx < lx+lrad then ltmaxx := lx+lrad;
-      if ltmaxy < ly+lrad then ltmaxy := ly+lrad;
-    end;
-
-    if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) 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;
-        // 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);
+      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);
-      glDisable(GL_SCISSOR_TEST);
-      glScissor(0, 0, sWidth, sHeight);
+      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);
@@ -3655,6 +3639,7 @@ var
   State: Byte;
   OuterLoop: Boolean;
   newResPath: string;
+  Len: Word;
 begin
   g_Game_Free();
 
@@ -3704,76 +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);
+
+          if (MID = NET_MSG_INFO) and (State = 0) then
+          begin
+            NetMyID := e_Raw_Read_Byte(Ptr);
+            NetPlrUID1 := e_Raw_Read_Word(Ptr);
 
-          WadName := e_Raw_Read_String(Ptr);
-          Map := e_Raw_Read_String(Ptr);
+            WadName := e_Raw_Read_String(Ptr);
+            Map := e_Raw_Read_String(Ptr);
 
-          gWADHash := e_Raw_Read_MD5(Ptr);
+            gWADHash := e_Raw_Read_MD5(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);
+            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_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False);
-            newResPath := g_Res_DownloadWAD(WadName);
+            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
@@ -3810,7 +3801,7 @@ begin
 
   g_Player_Init();
   NetState := NET_STATE_GAME;
-  MC_SEND_FullStateRequest;
+  MC_SEND_FullStateRequest();
   e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
 end;