diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 2ee3fbeaacc54ccb60ea805d3d655353145f0fcc..96c9856d3e91ead2ac9bff6c59cc86de6c79db8c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
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
implementation
uses
ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
utils, sfs;
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
+ 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 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 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;
type
TEndCustomGameStat = record
PlayerStat: TPlayerStatArray;
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end;
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 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;
+
+ if (g_playerLight) then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
end;
procedure g_Game_Update();
end;
procedure g_Game_Update();
w: Word;
i, b: Integer;
begin
w: Word;
i, b: Integer;
begin
+ g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
end;
// process weapon switch queue
if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
end;
// process weapon switch queue
- if gPlayer1 <> nil then gPlayer1.RealizeCurrentWeapon();
- if gPlayer2 <> nil then gPlayer2.RealizeCurrentWeapon();
end; // if server
// Íàáëþäàòåëü
end; // if server
// Íàáëþäàòåëü
UPSCounter := 0;
UPSTime := Time;
end;
UPSCounter := 0;
UPSTime := Time;
end;
+
+ if gGameOn then g_Weapon_AddDynLights();
end;
procedure g_Game_LoadData();
end;
procedure g_Game_LoadData();
glTranslatef(-x, -y, 0);
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_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_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
g_GFX_Draw();
g_Map_DrawFlags();
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();
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();
var
px, py, a, b, c, d: Integer;
//R: TRect;
var
px, py, a, b, c, d: Integer;
//R: TRect;
+ lln: Integer;
+ lx, ly, lrad: Integer;
+ ltminx, ltminy, ltmaxx, ltmaxy: Integer;
begin
if (p = nil) or (p.FDummy) then
begin
begin
if (p = nil) or (p.FDummy) then
begin
glTranslatef(a, b+p.IncCam, 0);
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_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_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
g_GFX_Draw();
g_Map_DrawFlags();
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);
+
+ if gwin_has_stencil and (g_dynLightCount > 0) then
+ begin
+ // get light bounds
+ ltminx := $3fffffff;
+ ltminy := $3fffffff;
+ ltmaxx := -$3fffffff;
+ ltmaxy := -$3fffffff;
+
+ for lln := 0 to g_dynLightCount-1 do
+ begin
+ lx := g_dynLights[lln].x-sX;
+ ly := g_dynLights[lln].y-sY;
+ lrad := g_dynLights[lln].radius;
+ if lrad < 3 then continue;
+
+ if lx+lrad < 0 then continue;
+ if ly+lrad < 0 then continue;
+ if lx-lrad >= gPlayerScreenSize.X then continue;
+ if ly-lrad >= gPlayerScreenSize.Y then continue;
+
+ lx := lx+sX;
+ ly := ly+sY;
+
+ if ltminx > lx-lrad then ltminx := lx-lrad;
+ if ltminy > ly-lrad then ltminy := ly-lrad;
+ if ltmaxx < lx+lrad then ltmaxx := lx+lrad;
+ if ltmaxy < ly+lrad then ltmaxy := ly+lrad;
+ end;
+
+ if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then
+ begin
+ // setup OpenGL parameters
+ glStencilMask($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);
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glScissor(0, 0, sWidth, sHeight);
+ end;
+ end;
+
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();
if cmd = 'bottle' then begin plr.GiveItem(ITEM_BOTTLE); g_Console_Add('player got a bottle of health'); continue; end;
if cmd = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end;
if cmd = 'bottle' then begin plr.GiveItem(ITEM_BOTTLE); g_Console_Add('player got a bottle of health'); continue; end;
if cmd = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end;
- if cmd = 'medkit' then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a medkit'); continue; end;
+ if (cmd = 'medkit') or (cmd = 'medikit') or (cmd = 'medpack') or (cmd = 'medipack') then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a '+cmd); continue; end;
if cmd = 'greenarmor' then begin plr.GiveItem(ITEM_ARMOR_GREEN); g_Console_Add('player got a security armor'); continue; end;
if cmd = 'bluearmor' then begin plr.GiveItem(ITEM_ARMOR_BLUE); g_Console_Add('player got a combat armor'); continue; end;
if cmd = 'greenarmor' then begin plr.GiveItem(ITEM_ARMOR_GREEN); g_Console_Add('player got a security armor'); continue; end;
if cmd = 'bluearmor' then begin plr.GiveItem(ITEM_ARMOR_BLUE); g_Console_Add('player got a combat armor'); continue; end;
- if cmd = 'megasphere' then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
- if cmd = 'recharge' then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a recharge sphere'); continue; end;
+ if (cmd = 'megasphere') or (cmd = 'mega') then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
+ if (cmd = 'soulsphere') or (cmd = 'soul')then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a soul sphere'); continue; end;
+
+ if (cmd = 'invul') or (cmd = 'invulnerability') then begin plr.GiveItem(ITEM_INVUL); g_Console_Add('player got invulnerability'); continue; end;
+ if (cmd = 'invis') or (cmd = 'invisibility') then begin plr.GiveItem(ITEM_INVIS); g_Console_Add('player got invisibility'); continue; end;
if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end;
if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_GREEN); g_Console_Add('player got the green key'); continue; end;
if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end;
if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_GREEN); g_Console_Add('player got the green key'); continue; end;
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 = '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
if cmd = 'chainsaw' then begin plr.GiveItem(ITEM_WEAPON_SAW); g_Console_Add('player got a chainsaw'); continue; end;
if cmd = 'ammo' then
plr.GiveItem(ITEM_AMMO_BULLETS_BOX);
plr.GiveItem(ITEM_AMMO_CELL_BIG);
plr.GiveItem(ITEM_AMMO_ROCKET_BOX);
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;
g_Console_Add('player got some ammo');
continue;
end;
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 = '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);
if cmd = 'weapons' then
begin
plr.GiveItem(ITEM_WEAPON_SHOTGUN1);
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then
+ begin
g_Game_SetDebugMode();
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');
// Connect when game loads
ip := Find_Param_Value(pars, '-connect');