DEADSOFTWARE

fixed some logic errors, but shit's still bugged
[d2df-sdl.git] / src / game / g_game.pas
index c56bc488529fa761b9efd506474c5e4ffc26ad73..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();
@@ -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;
@@ -2719,38 +2724,32 @@ 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(PANEL_FORE);
-  if g_debug_HealthBar then
-  begin
-    g_Monsters_DrawHealth();
-    g_Player_DrawHealth();
-  end;
+  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);
+    glEnable(GL_SCISSOR_TEST);
+    glClear(GL_STENCIL_BUFFER_BIT);
     glStencilFunc(GL_EQUAL, 0, $ff);
 
     for lln := 0 to g_dynLightCount-1 do
@@ -2758,11 +2757,16 @@ begin
       lx := g_dynLights[lln].x;
       ly := g_dynLights[lln].y;
       lrad := g_dynLights[lln].radius;
-      if lrad < 2 then continue;
+      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-cameraOfsX)-lrad+2, v_height-(ly-cameraOfsY)-lrad-1+2, lrad*2-4, lrad*2-4);
-      // clear stencil buffer
-      glClear(GL_STENCIL_BUFFER_BIT); //!!!
+      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);
@@ -2771,7 +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);
@@ -2787,11 +2790,19 @@ begin
         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((lx-cameraOfsX)-radius+2, v_height-(ly-cameraOfsY)-radius-1+2, radius*2-4, radius*2-4);
+    glScissor(0, 0, sWidth, sHeight);
+  end;
+
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
+  if g_debug_HealthBar then
+  begin
+    g_Monsters_DrawHealth();
+    g_Player_DrawHealth();
   end;
 
   if p.FSpectator then
@@ -2817,7 +2828,6 @@ begin
   }
 
   glPopMatrix();
-  g_Map_ResetPVP();
 
   p.DrawPain();
   p.DrawPickup();
@@ -3629,6 +3639,7 @@ var
   State: Byte;
   OuterLoop: Boolean;
   newResPath: string;
+  Len: Word;
 begin
   g_Game_Free();
 
@@ -3678,76 +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));
 
-          if gPlayer1 = nil then
-          begin
-            g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
+            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]));
 
-          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
@@ -3784,7 +3801,7 @@ begin
 
   g_Player_Init();
   NetState := NET_STATE_GAME;
-  MC_SEND_FullStateRequest;
+  MC_SEND_FullStateRequest();
   e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
 end;