diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index cb934b81705666abe9dcd89ace6d7ae251fa47cb..aceb7e3d2069d8b5c95c550b044aa95e4fa37cea 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
Direction: TDirection;
end;
-
function g_Map_Load(Res: String): Boolean;
function g_Map_GetMapInfo(Res: String): TMapInfo;
function g_Map_GetMapsList(WADName: String): SArray;
function g_Map_Exist(Res: String): Boolean;
procedure g_Map_Free();
procedure g_Map_Update();
+
+// build "potentially visible panels" set, so we can avoid looping over all level panels again and again
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+procedure g_Map_ResetPVP ();
+// do not call this without calling `g_Map_BuildPVP()` or `g_Map_ResetPVP()` first!
procedure g_Map_DrawPanels(PanelType: Word);
+
procedure g_Map_DrawBack(dx, dy: Integer);
function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
procedure g_Map_ResetFlag(Flag: Byte);
procedure g_Map_DrawFlags();
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
const
RESPAWNPOINT_PLAYER1 = 1;
RESPAWNPOINT_PLAYER2 = 2;
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, sfs, g_scripts,
+ utils, sfs,
ImagingTypes, Imaging, ImagingUtility,
ImagingGif, ImagingNetworkGraphics;
MUSIC_SIGNATURE = $4953554D; // 'MUSI'
FLAG_SIGNATURE = $47414C46; // 'FLAG'
+type
+ TPanelID = record
+ PWhere: ^TPanelArray;
+ PArrID: Integer;
+ end;
+
var
+ PanelById: array of TPanelID;
Textures: TLevelTextureArray;
RespawnPoints: Array of TRespawnPoint;
FlagPoints: Array [FLAG_RED..FLAG_BLUE] of PFlagPoint;
panels^[len].SaveIt := True;
Result := len;
+
+ len := Length(PanelByID);
+ SetLength(PanelByID, len + 1);
+ PanelByID[len].PWhere := panels;
+ PanelByID[len].PArrID := Result;
end;
function CreateNullTexture(RecName: String): Integer;
@@ -475,12 +496,11 @@ function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
WAD: TWADFile;
TextureWAD: PChar = nil;
- ttw: PChar = nil;
TextData: Pointer = nil;
TextureData: Pointer = nil;
cfg: TConfig = nil;
WADName: String;
- ResLength, rrl: Integer;
+ ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
DoorPanel: Integer;
ShotPanel: Integer;
end;
- FileName, mapResName, s, TexName, ScrStr: String;
- Data, ScrText: Pointer;
- ScrEnd: PByte;
- Len, ScrLen: Integer;
+ FileName, mapResName, s, TexName: String;
+ Data: Pointer;
+ Len: Integer;
ok, isAnim, trigRef: Boolean;
CurTex, ntn: Integer;
begin
WAD.Free();
Exit;
end;
-
- // try to load the map script
- g_Scripts_Reset(RESET_MAP);
- ScrText := nil;
- ScrLen := 0;
- if WAD.GetResource('SCRIPTS/'+mapResName, ScrText, ScrLen) then
- begin
- g_Console_Add('SCRIPT: Found script for this map. Loading...');
- SetString(ScrStr, ScrText, ScrLen);
- g_Scripts_Load(ScrStr);
- FreeMem(ScrText);
- end;
WAD.Free();
gDoorMap := nil;
gLiftMap := nil;
+
+ PanelByID := nil;
end;
procedure g_Map_Update();
end;
end;
+
+var
+ pvpset: array of PPanel = nil; // potentially lit panels
+ pvpb, pvpe: array [0..7] of Integer; // start/end (inclusive) of the correspoinding type panels in pvpset
+ pvpcount: Integer = -1; // to avoid constant reallocations
+
+function pvpType (panelType: Word): Integer;
+begin
+ case panelType of
+ PANEL_WALL, PANEL_CLOSEDOOR: result := 0; // gWalls
+ PANEL_BACK: result := 1; // gRenderBackgrounds
+ PANEL_FORE: result := 2; // gRenderForegrounds
+ PANEL_WATER: result := 3; // gWater
+ PANEL_ACID1: result := 4; // gAcid1
+ PANEL_ACID2: result := 5; // gAcid2
+ PANEL_STEP: result := 6; // gSteps
+ else result := -1;
+ end;
+end;
+
+procedure g_Map_ResetPVP ();
+begin
+ pvpcount := -1; // special
+end;
+
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+var
+ idx: Integer;
+ tpc: Integer;
+
+ procedure checkPanels (var panels: TPanelArray; stp: Integer);
+ var
+ idx, x, y, w, h: Integer;
+ begin
+ if panels = nil then exit;
+ tpc := tpc+Length(panels);
+ if (stp < 0) or (stp > 6) then exit;
+ pvpb[stp] := pvpcount;
+ for idx := 0 to High(panels) do
+ begin
+ w := panels[idx].Width;
+ h := panels[idx].Height;
+ if (w < 1) or (h < 1) then continue;
+ x := panels[idx].X;
+ y := panels[idx].Y;
+ if (x > maxx) or (y > maxy) then continue;
+ if (x+w <= minx) or (y+h <= miny) then continue;
+ if pvpcount = length(pvpset) then SetLength(pvpset, pvpcount+32768);
+ pvpset[pvpcount] := @panels[idx];
+ Inc(pvpcount);
+ end;
+ pvpe[stp] := pvpcount-1;
+ end;
+
+begin
+ //e_WriteLog(Format('visible rect: (%d,%d)-(%d,%d)', [minx, miny, maxx, maxy]), MSG_NOTIFY);
+ pvpcount := 0;
+ for idx := 0 to High(pvpb) do begin pvpb[idx] := 0; pvpe[idx] := -1; end;
+ tpc := 0;
+ checkPanels(gWalls, 0);
+ checkPanels(gRenderBackgrounds, 1);
+ checkPanels(gRenderForegrounds, 2);
+ checkPanels(gWater, 3);
+ checkPanels(gAcid1, 4);
+ checkPanels(gAcid2, 5);
+ checkPanels(gSteps, 6);
+ //e_WriteLog(Format('total panels: %d; visible panels: %d', [tpc, pvpcount]), MSG_NOTIFY);
+end;
+
procedure g_Map_DrawPanels(PanelType: Word);
- procedure DrawPanels(var panels: TPanelArray;
- drawDoors: Boolean = False);
+ procedure DrawPanels (stp: Integer; var panels: TPanelArray; drawDoors: Boolean=False);
var
- a: Integer;
+ idx: Integer;
+ begin
+ if (panels <> nil) and (stp >= 0) and (stp <= 6) then
+ begin
+ if pvpcount < 0 then
+ begin
+ // alas, no visible set
+ for idx := 0 to High(panels) do
+ begin
+ if not (drawDoors xor panels[idx].Door) then panels[idx].Draw();
+ end;
+ end
+ else
+ begin
+ // wow, use visible set
+ if pvpb[stp] <= pvpe[stp] then
+ begin
+ for idx := pvpb[stp] to pvpe[stp] do
+ begin
+ if not (drawDoors xor pvpset[idx].Door) then pvpset[idx].Draw();
+ end;
+ end;
+ end;
+ end;
+ end;
+begin
+ case PanelType of
+ PANEL_WALL: DrawPanels(0, gWalls);
+ PANEL_CLOSEDOOR: DrawPanels(0, gWalls, True);
+ PANEL_BACK: DrawPanels(1, gRenderBackgrounds);
+ PANEL_FORE: DrawPanels(2, gRenderForegrounds);
+ PANEL_WATER: DrawPanels(3, gWater);
+ PANEL_ACID1: DrawPanels(4, gAcid1);
+ PANEL_ACID2: DrawPanels(5, gAcid2);
+ PANEL_STEP: DrawPanels(6, gSteps);
+ end;
+end;
+
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
+ procedure drawPanels (var panels: TPanelArray);
+ var
+ a: Integer;
begin
if panels <> nil then
+ begin
for a := 0 to High(panels) do
- if not (drawDoors xor panels[a].Door) then
- panels[a].Draw();
+ begin
+ panels[a].DrawShadowVolume(lightX, lightY, radius);
+ end;
+ end;
end;
begin
- case PanelType of
- PANEL_WALL: DrawPanels(gWalls);
- PANEL_CLOSEDOOR: DrawPanels(gWalls, True);
- PANEL_BACK: DrawPanels(gRenderBackgrounds);
- PANEL_FORE: DrawPanels(gRenderForegrounds);
- PANEL_WATER: DrawPanels(gWater);
- PANEL_ACID1: DrawPanels(gAcid1);
- PANEL_ACID2: DrawPanels(gAcid2);
- PANEL_STEP: DrawPanels(gSteps);
- end;
+ drawPanels(gWalls);
+ //drawPanels(gRenderForegrounds);
end;
procedure g_Map_DrawBack(dx, dy: Integer);
///// /////
end;
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+var
+ Arr: TPanelArray;
+begin
+ Result := nil;
+ if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit;
+ Arr := PanelByID[PanelID].PWhere^;
+ PanelArrayID := PanelByID[PanelID].PArrID;
+ Result := Addr(Arr[PanelByID[PanelID].PArrID]);
+end;
+
end.