diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index c83fb8e455e06decf3ce5a07a13f94a8aa06a33c..6cbd3e4eddfab3d676657a20e6e71619ce551f12 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
interface
uses
- g_basic, g_player, e_graphics, Classes, g_res_downloader,
- SysUtils, g_sound, g_gui, MAPDEF, wadreader, md5, xprofiler;
+ SysUtils, Classes,
+ MAPDEF,
+ g_basic, g_player, e_graphics, g_res_downloader,
+ g_sound, g_gui, utils, md5, mempool, xprofiler;
type
TGameSettings = record
DEStr: String;
end;
+ TChatSound = record
+ Sound: TPlayableSound;
+ Tags: Array of String;
+ FullWord: Boolean;
+ end;
+
TPlayerSettings = record
Name: String;
Model: String;
procedure g_Game_ClientWAD(NewWAD: String; WHash: TMD5Digest);
procedure g_Game_SaveOptions();
function g_Game_StartMap(Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean;
-procedure g_Game_ChangeMap(MapPath: String);
-procedure g_Game_ExitLevel(Map: Char16);
+procedure g_Game_ChangeMap(const MapPath: String);
+procedure g_Game_ExitLevel(const Map: AnsiString);
function g_Game_GetFirstMap(WAD: String): String;
function g_Game_GetNextMap(): String;
procedure g_Game_NextLevel();
procedure g_Game_Pause(Enable: Boolean);
+procedure g_Game_HolmesPause(Enable: Boolean);
procedure g_Game_InGameMenu(Show: Boolean);
function g_Game_IsWatchedPlayer(UID: Word): Boolean;
function g_Game_IsWatchedTeam(Team: Byte): Boolean;
procedure g_Game_StopAllSounds(all: Boolean);
procedure g_Game_UpdateTriggerSounds();
function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo;
+procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
procedure g_Game_Announce_KillCombo(Param: Integer);
procedure g_Game_StartVote(Command, Initiator: string);
procedure g_SimpleError(Text: String);
function g_Game_IsTestMap(): Boolean;
procedure g_Game_DeleteTestMap();
-procedure GameCVars(P: SArray);
-procedure GameCommands(P: SArray);
-procedure GameCheats(P: SArray);
-procedure DebugCommands(P: SArray);
+procedure GameCVars(P: SSArray);
+procedure GameCommands(P: SSArray);
+procedure GameCheats(P: SSArray);
+procedure DebugCommands(P: SSArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading();
gServInterTime: Byte = 0;
gGameStartTime: LongWord = 0;
gTotalMonsters: Integer = 0;
- gPause: Boolean;
+ gPauseMain: Boolean = false;
+ gPauseHolmes: Boolean = false;
gShowTime: Boolean = True;
gShowFPS: Boolean = False;
gShowGoals: Boolean = True;
gVotesEnabled: Boolean = True;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
+ gUseChatSounds: Boolean = True;
+ gChatSounds: Array of TChatSound;
// move button values:
// bits 0-1: l/r state:
g_rlayer_water: Boolean = true;
g_rlayer_fore: Boolean = true;
- g_dbg_scale: Single = 1.0;
-
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);
-function conIsCheatsEnabled (): Boolean;
+function conIsCheatsEnabled (): Boolean; inline;
+function gPause (): Boolean; inline;
implementation
uses
- g_textures, g_main, g_window, g_menu,
+ e_texture, g_textures, g_main, g_window, g_menu,
e_input, e_log, g_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, g_monsters, e_sound, CONFIG,
- BinEditor, g_language, g_net, SDL,
+ g_language, g_net,
ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
- utils, sfs, g_holmes;
+ sfs, wadreader, g_holmes;
+
+
+var
+ hasPBarGfx: Boolean = false;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function gPause (): Boolean; inline; begin result := gPauseMain or gPauseHolmes; end;
// ////////////////////////////////////////////////////////////////////////// //
-function conIsCheatsEnabled (): Boolean;
+function conIsCheatsEnabled (): Boolean; inline;
begin
result := false;
- if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and
- (gGameSettings.GameMode <> GM_COOP) and (not gDebugMode)) or g_Game_IsNet then exit;
+ if g_Game_IsNet then exit;
+ if not gDebugMode then
+ begin
+ //if not gCheats then exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
+ if not (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) then exit;
+ end;
result := true;
end;
ShowCount: Integer;
Msgs: Array of String;
NextMsg: Word;
+ PBarWasHere: Boolean; // did we draw a progress bar for this message?
end;
TParamStrValue = record
EndingGameCounter: Byte = 0;
MessageText: String;
MessageTime: Word;
- MapList: SArray = nil;
+ MapList: SSArray = nil;
MapIndex: Integer = -1;
MegaWAD: record
info: TMegaWADInfo;
end;
//InterPic: String;
InterText: record
- lines: SArray;
+ lines: SSArray;
img: String;
cur_line: Integer;
cur_char: Integer;
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
// Ñòîï èãðà:
- gPause := False;
- gGameOn := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
+ gGameOn := false;
g_Game_StopAllSounds(False);
if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then
repeat
if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), TMsgType.Warning);
until FindNext(SR) <> 0;
FindClose(SR);
- gGameOn := False;
- gPause := False;
+ gGameOn := false;
+ gPauseMain := false;
+ gPauseHolmes := false;
gTime := 0;
LastScreenShot := 0;
// new strafe mechanics
if (strafeDir = 0) then strafeDir := MoveButton; // start strafing
// now set direction according to strafe (reversed)
- if (strafeDir = 2) then plr.SetDirection(D_LEFT)
- else if (strafeDir = 1) then plr.SetDirection(D_RIGHT);
+ if (strafeDir = 2) then plr.SetDirection(TDirection.D_LEFT)
+ else if (strafeDir = 1) then plr.SetDirection(TDirection.D_RIGHT);
end
else
begin
strafeDir := 0; // not strafing anymore
// Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(D_LEFT)
+ if (MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(TDirection.D_LEFT)
// Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(D_RIGHT)
+ else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(TDirection.D_RIGHT)
// ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
else if MoveButton <> 0 then plr.SetDirection(TDirection(MoveButton-1));
end;
function sendMonsPos (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon.MonsterType = MONSTER_BARREL) then
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then
+ begin
+ MH_SEND_MonsterPos(mon.UID);
+ end
+ else if (mon.MonsterType = MONSTER_BARREL) then
begin
if (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
end
- else
- if (mon.MonsterState <> MONSTATE_SLEEP) then
- begin
- if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then
- begin
- MH_SEND_MonsterPos(mon.UID);
- end;
- end;
+ else if (mon.MonsterState <> MONSTATE_SLEEP) then
+ begin
+ if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
+ end;
end;
+ function sendMonsPosUnexpected (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then MH_SEND_MonsterPos(mon.UID);
+ end;
+
+var
+ reliableUpdate: Boolean;
begin
g_ResetDynlights();
+ framePool.reset();
+
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
Exit;
end;
-// ×èòàåì êëàâèàòóðó è äæîéñòèê, åñëè îêíî àêòèâíî:
- e_PollInput();
+ // ×èòàåì êëàâèàòóðó è äæîéñòèê, åñëè îêíî àêòèâíî
+ // no need to, as we'll do it in event handler
// Îáíîâëÿåì êîíñîëü (äâèæåíèå è ñîîáùåíèÿ):
g_Console_Update();
g_GFX_Update();
g_Player_UpdateAll();
g_Player_UpdatePhysicalObjects();
- if gGameSettings.GameType = GT_SERVER then
- if Length(gMonstersSpawned) > 0 then
+
+ // server: send newly spawned monsters unconditionally
+ if (gGameSettings.GameType = GT_SERVER) then
+ begin
+ if (Length(gMonstersSpawned) > 0) then
begin
- for I := 0 to High(gMonstersSpawned) do
- MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
+ for I := 0 to High(gMonstersSpawned) do MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
SetLength(gMonstersSpawned, 0);
end;
+ end;
if (gSoundTriggerTime > 8) then
begin
gSoundTriggerTime := 0;
end
else
+ begin
Inc(gSoundTriggerTime);
+ end;
if (NetMode = NET_SERVER) then
begin
Inc(NetTimeToUpdate);
Inc(NetTimeToReliable);
- if NetTimeToReliable >= NetRelupdRate then
+
+ // send monster updates
+ if (NetTimeToReliable >= NetRelupdRate) or (NetTimeToUpdate >= NetUpdateRate) then
begin
+ // send all monsters (periodic sync)
+ reliableUpdate := (NetTimeToReliable >= NetRelupdRate);
+
for I := 0 to High(gPlayers) do
- if gPlayers[I] <> nil then
- MH_SEND_PlayerPos(True, gPlayers[I].UID);
+ begin
+ if (gPlayers[I] <> nil) then MH_SEND_PlayerPos(reliableUpdate, gPlayers[I].UID);
+ end;
g_Mons_ForEach(sendMonsPos);
- NetTimeToReliable := 0;
- NetTimeToUpdate := NetUpdateRate;
+ if reliableUpdate then
+ begin
+ NetTimeToReliable := 0;
+ NetTimeToUpdate := NetUpdateRate;
+ end
+ else
+ begin
+ NetTimeToUpdate := 0;
+ end;
end
- else if NetTimeToUpdate >= NetUpdateRate then
+ else
begin
- if gPlayers <> nil then
- for I := 0 to High(gPlayers) do
- if gPlayers[I] <> nil then
- MH_SEND_PlayerPos(False, gPlayers[I].UID);
-
- g_Mons_ForEach(sendMonsPos);
-
- NetTimeToUpdate := 0;
+ // send only mosters with some unexpected changes
+ g_Mons_ForEach(sendMonsPosUnexpected);
end;
+ // send unexpected platform changes
+ g_Map_NetSendInterestingPanels();
+
if NetUseMaster then
+ begin
if gTime >= NetTimeToMaster then
begin
if (NetMHost = nil) or (NetMPeer = nil) then
- if not g_Net_Slist_Connect then
- g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ begin
+ if not g_Net_Slist_Connect then g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ end;
g_Net_Slist_Update;
NetTimeToMaster := gTime + NetMasterRate;
end;
+ end;
end
- else
- if NetMode = NET_CLIENT then
- MC_SEND_PlayerPos();
+ else if (NetMode = NET_CLIENT) then
+ begin
+ MC_SEND_PlayerPos();
+ end;
end; // if gameOn ...
// Àêòèâíî îêíî èíòåðôåéñà - ïåðåäàåì êëàâèøè åìó:
// Íóæíî ñìåíèòü ðàçðåøåíèå:
if gResolutionChange then
begin
- e_WriteLog('Changing resolution', MSG_NOTIFY);
+ e_WriteLog('Changing resolution', TMsgType.Notify);
g_Game_ChangeResolution(gRC_Width, gRC_Height, gRC_FullScreen, gRC_Maximized);
gResolutionChange := False;
end;
end;
end;
+procedure g_Game_LoadChatSounds(Resource: string);
+var
+ WAD: TWADFile;
+ FileName, Snd: string;
+ p: Pointer;
+ len, cnt, tags, i, j: Integer;
+ cfg: TConfig;
+begin
+ FileName := g_ExtractWadName(Resource);
+
+ WAD := TWADFile.Create();
+ WAD.ReadFile(FileName);
+
+ if not WAD.GetResource(g_ExtractFilePathName(Resource), p, len) then
+ begin
+ gChatSounds := nil;
+ WAD.Free();
+ Exit;
+ end;
+
+ cfg := TConfig.CreateMem(p, len);
+ cnt := cfg.ReadInt('ChatSounds', 'Count', 0);
+
+ SetLength(gChatSounds, cnt);
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ gChatSounds[i].Sound := nil;
+ Snd := Trim(cfg.ReadStr(IntToStr(i), 'Sound', ''));
+ tags := cfg.ReadInt(IntToStr(i), 'Tags', 0);
+ if (Snd = '') or (Tags <= 0) then
+ continue;
+ g_Sound_CreateWADEx('SOUND_CHAT_MACRO' + IntToStr(i), GameWAD+':'+Snd);
+ gChatSounds[i].Sound := TPlayableSound.Create();
+ gChatSounds[i].Sound.SetByName('SOUND_CHAT_MACRO' + IntToStr(i));
+ SetLength(gChatSounds[i].Tags, tags);
+ for j := 0 to tags - 1 do
+ gChatSounds[i].Tags[j] := toLowerCase1251(cfg.ReadStr(IntToStr(i), 'Tag' + IntToStr(j), ''));
+ gChatSounds[i].FullWord := cfg.ReadBool(IntToStr(i), 'FullWord', False);
+ end;
+
+ cfg.Free();
+ WAD.Free();
+end;
+
+procedure g_Game_FreeChatSounds();
+var
+ i: Integer;
+begin
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ gChatSounds[i].Sound.Free();
+ g_Sound_Delete('SOUND_CHAT_MACRO' + IntToStr(i));
+ end;
+ SetLength(gChatSounds, 0);
+ gChatSounds := nil;
+end;
+
procedure g_Game_LoadData();
+var
+ wl, hl: Integer;
+ wr, hr: Integer;
+ wb, hb: Integer;
+ wm, hm: Integer;
begin
if DataLoaded then Exit;
- e_WriteLog('Loading game data...', MSG_NOTIFY);
+ e_WriteLog('Loading game data...', TMsgType.Notify);
g_Texture_CreateWADEx('NOTEXTURE', GameWAD+':TEXTURES\NOTEXTURE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUD', GameWAD+':TEXTURES\HUD');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDJET', GameWAD+':TEXTURES\JETBAR');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDBG', GameWAD+':TEXTURES\HUDBG');
g_Texture_CreateWADEx('TEXTURE_PLAYER_ARMORHUD', GameWAD+':TEXTURES\ARMORHUD');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD+':TEXTURES\FLAGHUD_RB', GameWAD+':TEXTURES\FLAGHUD_R_BASE');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_RS', GameWAD+':TEXTURES\FLAGHUD_R_STOLEN');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_RD', GameWAD+':TEXTURES\FLAGHUD_R_DROP');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_BB', GameWAD+':TEXTURES\FLAGHUD_B_BASE');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_BS', GameWAD+':TEXTURES\FLAGHUD_B_STOLEN');
- g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_BD', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD+':TEXTURES\FLAGHUD_R_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_R_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_R_DROP');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_B_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_B_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
+
+ hasPBarGfx := true;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MARKER', GameWAD+':TEXTURES\LMARKER') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MIDDLE', GameWAD+':TEXTURES\LMIDDLE') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_RIGHT', GameWAD+':TEXTURES\LRIGHT') then hasPBarGfx := false;
+
+ if hasPBarGfx then
+ begin
+ g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
+ g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
+ g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
+ g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
+ if (wl > 0) and (hl > 0) and (wr > 0) and (hr = hl) and (wb > 0) and (hb = hl) and (wm > 0) and (hm > 0) and (hm <= hl) then
+ begin
+ // yay!
+ end
+ else
+ begin
+ hasPBarGfx := false;
+ end;
+ end;
+
g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
killsnd[2].SetByName('SOUND_ANNOUNCER_KILL4X');
killsnd[3].SetByName('SOUND_ANNOUNCER_KILLMX');
+ g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
+
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Items_LoadData();
g_Weapon_FreeData();
g_Monsters_FreeData();
- e_WriteLog('Releasing game data...', MSG_NOTIFY);
+ e_WriteLog('Releasing game data...', TMsgType.Notify);
g_Texture_Delete('NOTEXTURE');
g_Texture_Delete('TEXTURE_PLAYER_HUD');
g_Sound_Delete('SOUND_ANNOUNCER_KILL4X');
g_Sound_Delete('SOUND_ANNOUNCER_KILLMX');
+ g_Game_FreeChatSounds();
+
DataLoaded := False;
end;
begin
e_TextureFontGetSize(gStdFont, ww2, hh2);
- e_PollInput();
+ g_ProcessMessages();
+
if e_KeyPressed(IK_TAB) then
begin
if not gStatsPressed then
end;
procedure DrawLoadingStat();
+ procedure drawRect (x, y, w, h: Integer);
+ begin
+ if (w < 1) or (h < 1) then exit;
+ glBegin(GL_QUADS);
+ glVertex2f(x+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+h+0.375);
+ glVertex2f(x+0.375, y+h+0.375);
+ glEnd();
+ end;
+
+ function drawPBar (cur, total: Integer; washere: Boolean): Boolean;
+ var
+ rectW, rectH: Integer;
+ x0, y0: Integer;
+ wdt: Integer;
+ wl, hl: Integer;
+ wr, hr: Integer;
+ wb, hb: Integer;
+ wm, hm: Integer;
+ idl, idr, idb, idm: LongWord;
+ f, my: Integer;
+ begin
+ result := false;
+ if (total < 1) then exit;
+ if (cur < 1) then exit; // don't blink
+ if (not washere) and (cur >= total) then exit; // don't blink
+ //if (cur < 0) then cur := 0;
+ //if (cur > total) then cur := total;
+ result := true;
+
+ if (hasPBarGfx) then
+ begin
+ g_Texture_Get('UI_GFX_PBAR_LEFT', idl);
+ g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
+ g_Texture_Get('UI_GFX_PBAR_RIGHT', idr);
+ g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
+ g_Texture_Get('UI_GFX_PBAR_MIDDLE', idb);
+ g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
+ g_Texture_Get('UI_GFX_PBAR_MARKER', idm);
+ g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
+
+ //rectW := gScreenWidth-360;
+ rectW := trunc(624.0*gScreenWidth/1024.0);
+ rectH := hl;
+
+ x0 := (gScreenWidth-rectW) div 2;
+ y0 := gScreenHeight-rectH-64;
+ if (y0 < 2) then y0 := 2;
+
+ glEnable(GL_SCISSOR_TEST);
+
+ // left and right
+ glScissor(x0, gScreenHeight-y0-rectH, rectW, rectH);
+ e_DrawSize(idl, x0, y0, 0, true, false, wl, hl);
+ e_DrawSize(idr, x0+rectW-wr, y0, 0, true, false, wr, hr);
+
+ // body
+ glScissor(x0+wl, gScreenHeight-y0-rectH, rectW-wl-wr, rectH);
+ f := x0+wl;
+ while (f < x0+rectW) do
+ begin
+ e_DrawSize(idb, f, y0, 0, true, false, wb, hb);
+ f += wb;
+ end;
+
+ // filled part
+ wdt := (rectW-wl-wr)*cur div total;
+ if (wdt > rectW-wl-wr) then wdt := rectW-wr-wr;
+ if (wdt > 0) then
+ begin
+ my := y0; // don't be so smart, ketmar: +(rectH-wm) div 2;
+ glScissor(x0+wl, gScreenHeight-my-rectH, wdt, hm);
+ f := x0+wl;
+ while (wdt > 0) do
+ begin
+ e_DrawSize(idm, f, y0, 0, true, false, wm, hm);
+ f += wm;
+ wdt -= wm;
+ end;
+ end;
+
+ glScissor(0, 0, gScreenWidth, gScreenHeight);
+ end
+ else
+ begin
+ rectW := gScreenWidth-64;
+ rectH := 16;
+
+ x0 := (gScreenWidth-rectW) div 2;
+ y0 := gScreenHeight-rectH-64;
+ if (y0 < 2) then y0 := 2;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+
+ //glClearColor(0, 0, 0, 0);
+ //glClear(GL_COLOR_BUFFER_BIT);
+
+ glColor4ub(127, 127, 127, 255);
+ drawRect(x0-2, y0-2, rectW+4, rectH+4);
+
+ glColor4ub(0, 0, 0, 255);
+ drawRect(x0-1, y0-1, rectW+2, rectH+2);
+
+ glColor4ub(127, 127, 127, 255);
+ wdt := rectW*cur div total;
+ if (wdt > rectW) then wdt := rectW;
+ drawRect(x0, y0, wdt, rectH);
+ end;
+ end;
+
var
ww, hh: Word;
xx, yy, i: Integer;
s: String;
begin
- if Length(LoadingStat.Msgs) = 0 then
- Exit;
+ if (Length(LoadingStat.Msgs) = 0) then exit;
e_CharFont_GetSize(gMenuFont, _lc[I_MENU_LOADING], ww, hh);
yy := (gScreenHeight div 3);
xx := (gScreenWidth div 3);
with LoadingStat do
+ begin
for i := 0 to NextMsg-1 do
- begin
- if (i = (NextMsg-1)) and (MaxValue > 0) then
- s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
- else
- s := Msgs[i];
+ begin
+ if (i = (NextMsg-1)) and (MaxValue > 0) then
+ s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
+ else
+ s := Msgs[i];
- e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
- yy := yy + LOADING_INTERLINE;
- end;
+ e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
+ yy := yy + LOADING_INTERLINE;
+ PBarWasHere := drawPBar(CurValue, MaxValue, PBarWasHere);
+ end;
+ end;
end;
procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
end;
+procedure renderAmbientQuad (hasAmbient: Boolean; constref ambColor: TDFColor);
+begin
+ if not hasAmbient then exit;
+ e_AmbientQuad(sX, sY, sWidth, sHeight, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
+end;
+
+
// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
+//FIXME: broken for splitscreen mode
procedure renderDynLightsInternal ();
var
+ //hasAmbient: Boolean;
+ //ambColor: TDFColor;
lln: Integer;
lx, ly, lrad: Integer;
+ scxywh: array[0..3] of GLint;
+ wassc: Boolean;
begin
+ if e_NoGraphics then exit;
+
//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 not gwin_has_stencil or (g_dynLightCount < 1) then exit;
+ if (not gwin_k8_enable_light_experiments) or (not gwin_has_stencil) or (g_dynLightCount < 1) then exit;
+
+ // rendering mode
+ //ambColor := gCurrentMap['light_ambient'].rgba;
+ //hasAmbient := (not ambColor.isOpaque) or (not ambColor.isBlack);
+
+ { // this will multiply incoming color to alpha from framebuffer
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ }
+
+ (*
+ * light rendering: (INVALID!)
+ * glStencilFunc(GL_EQUAL, 0, $ff);
+ * for each light:
+ * glClear(GL_STENCIL_BUFFER_BIT);
+ * glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ * draw shadow volume into stencil buffer
+ * glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
+ * glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil buffer
+ * turn off blending
+ * draw color-less quad with light alpha (WARNING! don't touch color!)
+ * glEnable(GL_BLEND);
+ * glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
+ *)
+
+ wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
+ if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]);
// setup OpenGL parameters
glStencilMask($FFFFFFFF);
lx := g_dynLights[lln].x;
ly := g_dynLights[lln].y;
lrad := g_dynLights[lln].radius;
- if lrad < 3 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;
+ 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
- //FIXME: broken for splitscreen mode
- 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
+ if (g_dbg_scale = 1.0) then
+ begin
+ glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
+ end
+ else
+ begin
+ glScissor(0, 0, gWinSizeX, gWinSizeY);
+ end;
+ // no need to clear stencil buffer, light blitting will do it for us... but only for normal scale
+ if (g_dbg_scale <> 1.0) then glClear(GL_STENCIL_BUFFER_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
// draw extruded panels
glDisable(GL_TEXTURE_2D);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
+ //glScissor(0, 0, sWidth, sHeight);
+
+ glScissor(scxywh[0], scxywh[1], scxywh[2], scxywh[3]);
+ if wassc then glEnable(GL_SCISSOR_TEST) else glDisable(GL_SCISSOR_TEST);
+end;
+
+
+function fixViewportForScale (): Boolean;
+var
+ nx0, ny0, nw, nh: Integer;
+begin
+ result := false;
+ if (g_dbg_scale <> 1.0) then
+ begin
+ result := true;
+ nx0 := round(sX-(gPlayerScreenSize.X-(sWidth*g_dbg_scale))/2/g_dbg_scale);
+ ny0 := round(sY-(gPlayerScreenSize.Y-(sHeight*g_dbg_scale))/2/g_dbg_scale);
+ nw := round(sWidth/g_dbg_scale);
+ nh := round(sHeight/g_dbg_scale);
+ sX := nx0;
+ sY := ny0;
+ sWidth := nw;
+ sHeight := nh;
+ end;
end;
// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
// WARNING! this WILL CALL `glTranslatef()`, but won't restore matrices!
-procedure renderMapInternal (backXOfs, backYOfs: Integer; transX, transY: Integer; setTransMatrix: Boolean);
+procedure renderMapInternal (backXOfs, backYOfs: Integer; setTransMatrix: Boolean);
type
TDrawCB = procedure ();
+var
+ hasAmbient: Boolean;
+ ambColor: TDFColor;
+ doAmbient: Boolean = false;
+
procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean);
var
tagmask: Integer;
begin
pan := TPanel(gDrawPanelList.front());
if ((pan.tag and tagmask) = 0) then break;
- if doDraw then pan.Draw();
+ if doDraw then pan.Draw(doAmbient, ambColor);
gDrawPanelList.popFront();
end;
end
else
begin
- if doDraw then g_Map_DrawPanels(panType);
+ if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
profileFrameDraw.sectionEnd();
end;
profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
- if (g_dbg_scale <> 1.0) then
- begin
- g_Map_CollectDrawPanels(sX, sY, round(sWidth/g_dbg_scale)+1, round(sHeight/g_dbg_scale)+1);
- end
- else
- begin
- g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
- end;
+ g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
profileFrameDraw.sectionEnd();
if setTransMatrix then
begin
+ //if (g_dbg_scale <> 1.0) then glTranslatef(0.0, -0.375/2, 0);
glScalef(g_dbg_scale, g_dbg_scale, 1.0);
- glTranslatef(transX, transY, 0);
+ glTranslatef(-sX, -sY, 0);
+ end;
+
+ // rendering mode
+ ambColor := gCurrentMap['light_ambient'].rgba;
+ hasAmbient := (not ambColor.isOpaque) or (not ambColor.isBlack);
+
+ {
+ if hasAmbient then
+ begin
+ //writeln('color: (', ambColor.r, ',', ambColor.g, ',', ambColor.b, ',', ambColor.a, ')');
+ glColor4ub(ambColor.r, ambColor.g, ambColor.b, ambColor.a);
+ glClear(GL_COLOR_BUFFER_BIT);
end;
+ }
+ //writeln('color: (', ambColor.r, ',', ambColor.g, ',', ambColor.b, ',', ambColor.a, ')');
+
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('corpses', @g_Player_DrawCorpses);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @g_Monsters_Draw);
+ drawOther('itemdrop', @g_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
drawOther('gfx', @g_GFX_Draw);
drawOther('flags', @g_Map_DrawFlags);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
drawPanelType('*water', PANEL_WATER, g_rlayer_water);
drawOther('dynlights', @renderDynLightsInternal);
+
+ if hasAmbient {and ((not g_playerLight) or (not gwin_has_stencil) or (g_dynLightCount < 1))} then
+ begin
+ renderAmbientQuad(hasAmbient, ambColor);
+ end;
+
+ doAmbient := true;
drawPanelType('*fore', PANEL_FORE, g_rlayer_fore);
+
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();
sWidth := w;
sHeight := h;
- renderMapInternal(-bx, -by, -x, -y, true);
+ fixViewportForScale();
+ renderMapInternal(-bx, -by, true);
glPopMatrix();
end;
px := p.GameX + PLAYER_RECT_CX;
py := p.GameY + PLAYER_RECT_CY+p.Obj.slopeUpLeft;
- if px > (gPlayerScreenSize.X div 2) then a := -px+(gPlayerScreenSize.X div 2) else a := 0;
- if py > (gPlayerScreenSize.Y div 2) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0;
+ if (g_dbg_scale = 1.0) then
+ begin
+ if (px > (gPlayerScreenSize.X div 2)) then a := -px+(gPlayerScreenSize.X div 2) else a := 0;
+ if (py > (gPlayerScreenSize.Y div 2)) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0;
- if px > gMapInfo.Width-(gPlayerScreenSize.X div 2) then a := -gMapInfo.Width+gPlayerScreenSize.X;
- if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then b := -gMapInfo.Height+gPlayerScreenSize.Y;
+ if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then a := -gMapInfo.Width+gPlayerScreenSize.X;
+ if (py > gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then b := -gMapInfo.Height+gPlayerScreenSize.Y;
- if (gMapInfo.Width = gPlayerScreenSize.X) then a := 0
- else if (gMapInfo.Width < gPlayerScreenSize.X) then
- begin
- // hcenter
- a := (gPlayerScreenSize.X-gMapInfo.Width) div 2;
- end;
+ if (gMapInfo.Width = gPlayerScreenSize.X) then a := 0
+ else if (gMapInfo.Width < gPlayerScreenSize.X) then
+ begin
+ // hcenter
+ a := (gPlayerScreenSize.X-gMapInfo.Width) div 2;
+ end;
- if (gMapInfo.Height = gPlayerScreenSize.Y) then b := 0
- else if (gMapInfo.Height < gPlayerScreenSize.Y) then
+ if (gMapInfo.Height = gPlayerScreenSize.Y) then b := 0
+ else if (gMapInfo.Height < gPlayerScreenSize.Y) then
+ begin
+ // vcenter
+ b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2;
+ end;
+ end
+ else
begin
- // vcenter
- b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2;
+ // scaled, ignore level bounds
+ a := -px+(gPlayerScreenSize.X div 2);
+ b := -py+(gPlayerScreenSize.Y div 2);
end;
if p.IncCam <> 0 then
//glTranslatef(a, b+p.IncCam, 0);
+ //if (p = gPlayer1) and (g_dbg_scale >= 1.0) then g_Holmes_plrViewSize(sWidth, sHeight);
+
+ //conwritefln('OLD: (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
+ fixViewportForScale();
+ //conwritefln(' (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
p.viewPortX := sX;
p.viewPortY := sY;
p.viewPortW := sWidth;
if (p = gPlayer1) then
begin
- g_Holmes_plrView(p.viewPortX, p.viewPortY, p.viewPortW, p.viewPortH);
+ g_Holmes_plrViewPos(sX, sY);
+ g_Holmes_plrViewSize(sWidth, sHeight);
end;
- renderMapInternal(-c, -d, a, b+p.IncCam, true);
+ renderMapInternal(-c, -d, true);
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
e_DrawLine(2, 0, gScreenHeight div 2, gScreenWidth, gScreenHeight div 2, 0, 0, 0);
end;
+ // draw inspector
+ if (g_holmes_enabled) then g_Holmes_Draw();
+
if MessageText <> '' then
begin
w := 0;
end;
end;
- if gPause and gGameOn and (g_ActiveWindow = nil) then
+ if gPauseMain and gGameOn and (g_ActiveWindow = nil) then
begin
//e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
g_ActiveWindow.Draw();
end;
- // draw inspector
- if (g_holmes_enabled) then g_Holmes_Draw();
-
g_Console_Draw();
if g_debug_Sounds and gGameOn then
procedure g_FatalError(Text: String);
begin
g_Console_Add(Format(_lc[I_FATAL_ERROR], [Text]), True);
- e_WriteLog(Format(_lc[I_FATAL_ERROR], [Text]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_FATAL_ERROR], [Text]), TMsgType.Warning);
gExit := EXIT_SIMPLE;
end;
procedure g_SimpleError(Text: String);
begin
g_Console_Add(Format(_lc[I_SIMPLE_ERROR], [Text]), True);
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], [Text]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], [Text]), TMsgType.Warning);
end;
procedure g_Game_SetupScreenSize();
procedure g_Game_StartSingle(Map: String; TwoPlayers: Boolean; nPlayers: Byte);
var
i, nPl: Integer;
+ tmps: AnsiString;
begin
g_Game_Free();
- e_WriteLog('Starting singleplayer game...', MSG_NOTIFY);
+ e_WriteLog('Starting singleplayer game...', TMsgType.Notify);
g_Game_ClearLoading();
// Çàãðóçêà è çàïóñê êàðòû:
if not g_Game_StartMap(MAP, True) then
begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [gGameSettings.WAD + ':\' + MAP]));
+ if (Pos(':\', Map) > 0) or (Pos(':/', Map) > 0) then tmps := Map else tmps := gGameSettings.WAD + ':\' + MAP;
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [tmps]));
Exit;
end;
begin
g_Game_Free();
- e_WriteLog('Starting custom game...', MSG_NOTIFY);
+ e_WriteLog('Starting custom game...', TMsgType.Notify);
g_Game_ClearLoading();
begin
g_Game_Free();
- e_WriteLog('Starting net game (server)...', MSG_NOTIFY);
+ e_WriteLog('Starting net game (server)...', TMsgType.Notify);
g_Game_ClearLoading();
g_Game_Free();
State := 0;
- e_WriteLog('Starting net game (client)...', MSG_NOTIFY);
- e_WriteLog('NET: Trying to connect to ' + Addr + ':' + IntToStr(Port) + '...', MSG_NOTIFY);
+ e_WriteLog('Starting net game (client)...', TMsgType.Notify);
+ e_WriteLog('NET: Trying to connect to ' + Addr + ':' + IntToStr(Port) + '...', TMsgType.Notify);
g_Game_ClearLoading();
enet_packet_destroy(NetEvent.packet);
end
else
+ begin
if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then
begin
State := 0;
OuterLoop := False;
Break;
end;
+ end;
end;
ProcessLoading(true);
- e_PollInput();
-
if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) then
begin
State := 0;
g_Player_Init();
NetState := NET_STATE_GAME;
MC_SEND_FullStateRequest;
- e_WriteLog('NET: Connection successful.', MSG_NOTIFY);
+ e_WriteLog('NET: Connection successful.', TMsgType.Notify);
end;
procedure g_Game_SaveOptions();
g_Options_Write_Video(GameDir+'/'+CONFIG_FILENAME);
end;
-procedure g_Game_ChangeMap(MapPath: String);
+procedure g_Game_ChangeMap(const MapPath: String);
var
Force: Boolean;
begin
g_Player_ResetTeams();
- if Pos(':\', Map) > 0 then
+ if isWadPath(Map) then
begin
NewWAD := g_ExtractWadName(Map);
ResName := g_ExtractFileName(Map);
end;
gExit := 0;
- gPause := False;
+ gPauseMain := false;
+ gPauseHolmes := false;
gTime := 0;
NetTimeToUpdate := 1;
NetTimeToReliable := 0;
MapList := nil;
end;
-procedure g_Game_ExitLevel(Map: Char16);
+procedure g_Game_ExitLevel(const Map: AnsiString);
begin
gNextMap := Map;
procedure g_Game_DeleteTestMap();
var
a: Integer;
- MapName: Char16;
+ //MapName: AnsiString;
WadName: string;
{
WAD: TWADFile;
- MapList: SArray;
+ MapList: SSArray;
time: Integer;
}
begin
- a := Pos('.wad:\', gMapToDelete);
- if a = 0 then
- Exit;
+ a := Pos('.wad:\', toLowerCase1251(gMapToDelete));
+ if (a = 0) then a := Pos('.wad:/', toLowerCase1251(gMapToDelete));
+ if (a = 0) then exit;
-// Âûäåëÿåì èìÿ wad-ôàéëà è èìÿ êàðòû:
- WadName := Copy(gMapToDelete, 1, a + 3);
- Delete(gMapToDelete, 1, a + 5);
+ // Âûäåëÿåì èìÿ wad-ôàéëà è èìÿ êàðòû
+ WadName := Copy(gMapToDelete, 1, a+3);
+ Delete(gMapToDelete, 1, a+5);
gMapToDelete := UpperCase(gMapToDelete);
- MapName := '';
- CopyMemory(@MapName[0], @gMapToDelete[1], Min(16, Length(gMapToDelete)));
+ //MapName := '';
+ //CopyMemory(@MapName[0], @gMapToDelete[1], Min(16, Length(gMapToDelete)));
{
// Èìÿ êàðòû íå ñòàíäàðòíîå òåñòîâîå:
if gTempDelete then DeleteFile(WadName);
end;
-procedure GameCVars(P: SArray);
+procedure GameCVars(P: SSArray);
var
a, b: Integer;
stat: TPlayerStatArray;
end;
end;
+procedure PrintHeapStats();
+var
+ hs: TFPCHeapStatus;
+begin
+ hs := GetFPCHeapStatus();
+ e_LogWriteLn ('v===== heap status =====v');
+ e_LogWriteFln('max heap size = %d k', [hs.MaxHeapSize div 1024]);
+ e_LogWriteFln('max heap used = %d k', [hs.MaxHeapUsed div 1024]);
+ e_LogWriteFln('cur heap size = %d k', [hs.CurrHeapSize div 1024]);
+ e_LogWriteFln('cur heap used = %d k', [hs.CurrHeapUsed div 1024]);
+ e_LogWriteFln('cur heap free = %d k', [hs.CurrHeapFree div 1024]);
+ e_LogWriteLn ('^=======================^');
+end;
-procedure DebugCommands(P: SArray);
+procedure DebugCommands(P: SSArray);
var
a, b: Integer;
cmd: string;
mon: TMonster;
begin
// Êîìàíäû îòëàäî÷íîãî ðåæèìà:
- if gDebugMode then
+ if {gDebugMode}conIsCheatsEnabled then
begin
cmd := LowerCase(P[0]);
if cmd = 'd_window' then
g_Console_Add('ID | Name');
for b := MONSTER_DEMON to MONSTER_MAN do
g_Console_Add(Format('%2d | %s', [b, g_Mons_NameByTypeId(b)]));
+ conwriteln('behav. num'#10'normal 0'#10'killer 1'#10'maniac 2'#10'insane 3'#10'cannibal 4'#10'good 5');
end else
begin
a := StrToIntDef(P[1], 0);
gPlayer1.Direction, True);
end;
if (Length(P) > 2) and (mon <> nil) then
- mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
+ begin
+ if (CompareText(P[2], 'normal') = 0) then mon.MonsterBehaviour := BH_NORMAL
+ else if (CompareText(P[2], 'killer') = 0) then mon.MonsterBehaviour := BH_KILLER
+ else if (CompareText(P[2], 'maniac') = 0) then mon.MonsterBehaviour := BH_MANIAC
+ else if (CompareText(P[2], 'insane') = 0) then mon.MonsterBehaviour := BH_INSANE
+ else if (CompareText(P[2], 'cannibal') = 0) then mon.MonsterBehaviour := BH_CANNIBAL
+ else if (CompareText(P[2], 'good') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else if (CompareText(P[2], 'friend') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else if (CompareText(P[2], 'friendly') = 0) then mon.MonsterBehaviour := BH_GOOD
+ else mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
+ end;
end;
end;
end
begin
for a := 1 to 8 do
g_Console_Add(e_JoystickStateToString(a));
+ end
+ else if (cmd = 'd_mem') then
+ begin
+ PrintHeapStats();
end;
end
else
end;
-procedure GameCheats(P: SArray);
+procedure GameCheats(P: SSArray);
var
cmd: string;
f, a: Integer;
plr: TPlayer;
begin
- if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and
- (gGameSettings.GameMode <> GM_COOP) and (not gDebugMode)) or g_Game_IsNet then
+ if (not gGameOn) or (not conIsCheatsEnabled) then
begin
g_Console_Add('not available');
exit;
g_Console_Add('player left the map');
gExitByTrigger := True;
//g_Game_ExitLevel(gTriggers[a].Data.MapName);
- g_Game_ExitLevel(gTriggers[a].trigData.trigMapName);
+ g_Game_ExitLevel(gTriggers[a].tgcMap);
break;
end;
end;
end;
end;
-procedure GameCommands(P: SArray);
+procedure GameCommands(P: SSArray);
var
a, b: Integer;
s, pw: String;
else if cmd = 'pause' then
begin
if (g_ActiveWindow = nil) then
- g_Game_Pause(not gPause);
+ g_Game_Pause(not gPauseMain);
end
else if cmd = 'endgame' then
gExit := EXIT_SIMPLE
if P[2] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[1]]))
else
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [UpperCase(P[2])]));
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[2]), P[1]]));
end else
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[1]]));
end
if P[4] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[3]]))
else
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [UpperCase(P[4])]));
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[4]), P[3]]));
end else
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[3]]));
end
g_Game_ChangeMap(s);
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
P[1] := addWadExtension(P[1]);
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [s, P[1]]));
if FileExists(MapsDir + P[1]) then
begin
// Ïàðàìåòðà êàðòû íåò, ïîýòîìó ñòàâèì ïåðâóþ èç ôàéëà
nm := True;
end else
begin
- g_Console_Add(Format(_lc[I_MSG_NO_MAP], [s]));
// Òàêîé êàðòû íåò, èùåì WAD ôàéë
P[1] := addWadExtension(P[1]);
+ g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [s, P[1]]));
if FileExists(MapsDir + P[1]) then
begin
// Ïàðàìåòðà êàðòû íåò, ïîýòîìó ñòàâèì ïåðâóþ èç ôàéëà
begin
gExitByTrigger := True;
//gNextMap := gTriggers[a].Data.MapName;
- gNextMap := gTriggers[a].trigData.trigMapName;
+ gNextMap := gTriggers[a].tgcMap;
Break;
end;
// Èùåì ñëåäóþùóþ êàðòó â WAD ôàéëå
if gNextMap = '' then
gNextMap := g_Game_GetNextMap();
// Ïðîâåðÿåì, íå çàäàí ëè WAD ôàéë ðåñóðñíîé ñòðîêîé
- if Pos(':\', gNextMap) = 0 then
+ if not isWadPath(gNextMap) then
s := gGameSettings.WAD + ':\' + gNextMap
else
s := gNextMap;
end;
end;
-procedure g_Game_Pause(Enable: Boolean);
+procedure g_Game_Pause (Enable: Boolean);
+var
+ oldPause: Boolean;
begin
- if not gGameOn then
- Exit;
+ if not gGameOn then exit;
- if gPause = Enable then
- Exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
- if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then
- Exit;
+ oldPause := gPause;
+ gPauseMain := Enable;
- gPause := Enable;
- g_Game_PauseAllSounds(Enable);
+ if (gPause <> oldPause) then g_Game_PauseAllSounds(gPause);
+end;
+
+procedure g_Game_HolmesPause (Enable: Boolean);
+var
+ oldPause: Boolean;
+begin
+ if not gGameOn then exit;
+ if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
+
+ oldPause := gPause;
+ gPauseHolmes := Enable;
+
+ if (gPause <> oldPause) then g_Game_PauseAllSounds(gPause);
end;
procedure g_Game_PauseAllSounds(Enable: Boolean);
with gTriggers[i] do
if (TriggerType = TRIGGER_SOUND) and
(Sound <> nil) and
- (trigData.trigLocal) and
+ (tgcLocal) and
Sound.IsPlaying() then
begin
if ((gPlayer1 <> nil) and g_CollidePoint(gPlayer1.GameX, gPlayer1.GameY, X, Y, Width, Height)) or
((gPlayer2 <> nil) and g_CollidePoint(gPlayer2.GameX, gPlayer2.GameY, X, Y, Width, Height)) then
begin
- Sound.SetPan(0.5 - trigData.trigPan/255.0);
- Sound.SetVolume(trigData.trigVolume/255.0);
+ Sound.SetPan(0.5 - tgcPan/255.0);
+ Sound.SetVolume(tgcVolume/255.0);
end
else
- Sound.SetCoords(X+(Width div 2), Y+(Height div 2), trigData.trigVolume/255.0);
+ Sound.SetCoords(X+(Width div 2), Y+(Height div 2), tgcVolume/255.0);
end;
end;
MessageTime := Time;
end;
+procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
+const
+ punct: Array[0..13] of String =
+ ('.', ',', ':', ';', '!', '?', '(', ')', '''', '"', '/', '\', '*', '^');
+var
+ i, j: Integer;
+ ok: Boolean;
+ fpText: String;
+
+ function IsPunctuation(S: String): Boolean;
+ var
+ i: Integer;
+ begin
+ Result := False;
+ if Length(S) <> 1 then
+ Exit;
+ for i := Low(punct) to High(punct) do
+ if S = punct[i] then
+ begin
+ Result := True;
+ break;
+ end;
+ end;
+ function FilterPunctuation(S: String): String;
+ var
+ i: Integer;
+ begin
+ for i := Low(punct) to High(punct) do
+ S := StringReplace(S, punct[i], ' ', [rfReplaceAll]);
+ Result := S;
+ end;
+begin
+ ok := False;
+
+ if gUseChatSounds and Taunt and (gChatSounds <> nil) and (Pos(': ', Text) > 0) then
+ begin
+ // remove player name
+ Delete(Text, 1, Pos(': ', Text) + 2 - 1);
+ // for FullWord check
+ Text := toLowerCase1251(' ' + Text + ' ');
+ fpText := FilterPunctuation(Text);
+
+ for i := 0 to Length(gChatSounds) - 1 do
+ begin
+ ok := True;
+ for j := 0 to Length(gChatSounds[i].Tags) - 1 do
+ begin
+ if gChatSounds[i].FullWord and (not IsPunctuation(gChatSounds[i].Tags[j])) then
+ ok := Pos(' ' + gChatSounds[i].Tags[j] + ' ', fpText) > 0
+ else
+ ok := Pos(gChatSounds[i].Tags[j], Text) > 0;
+ if not ok then
+ break;
+ end;
+ if ok then
+ begin
+ gChatSounds[i].Sound.Play();
+ break;
+ end;
+ end;
+ end;
+ if not ok then
+ g_Sound_PlayEx('SOUND_GAME_RADIO');
+end;
+
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
var
a: Integer;
CurValue := 0;
MaxValue := Max;
ShowCount := 0;
+ PBarWasHere := false;
end;
g_ActiveWindow := nil;
for len := Low(Msgs) to High(Msgs) do
Msgs[len] := '';
NextMsg := 0;
+ PBarWasHere := false;
end;
end;
if (s <> '') then
gMapOnce := True;
+ // Override map to test:
+ s := LowerCase(Find_Param_Value(pars, '-testmap'));
+ if s <> '' then
+ gTestMap := MapsDir + s;
+
// Delete test map after play:
s := Find_Param_Value(pars, '--testdelete');
if (s <> '') then
begin
gMapToDelete := MapsDir + map;
- e_WriteLog('"--testdelete" is deprecated, use --tempdelete.', MSG_FATALERROR);
+ e_WriteLog('"--testdelete" is deprecated, use --tempdelete.', TMsgType.Fatal);
Halt(1);
end;
// Delete temporary WAD after play:
s := Find_Param_Value(pars, '--tempdelete');
- if (s <> '') then
+ if (s <> '') and (gTestMap <> '') then
begin
- gMapToDelete := MapsDir + map;
+ gMapToDelete := gTestMap;
gTempDelete := True;
end;
s := Find_Param_Value(pars, '-exec');
if s <> '' then
begin
- if Pos(':\', s) = 0 then
+ if not isWadPath(s) then
s := GameDir + '/' + s;
{$I-}
Reset(F);
if IOResult <> 0 then
begin
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), TMsgType.Warning);
g_Console_Add(Format(_lc[I_CONSOLE_ERROR_READ], [s]));
CloseFile(F);
Exit;
end;
- e_WriteLog('Executing script: ' + s, MSG_NOTIFY);
+ e_WriteLog('Executing script: ' + s, TMsgType.Notify);
g_Console_Add(Format(_lc[I_CONSOLE_EXEC], [s]));
while not EOF(F) do
ReadLn(F, s);
if IOResult <> 0 then
begin
- e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), MSG_WARNING);
+ e_WriteLog(Format(_lc[I_SIMPLE_ERROR], ['Failed to read file: ' + s]), TMsgType.Warning);
g_Console_Add(Format(_lc[I_CONSOLE_ERROR_READ], [s]));
CloseFile(F);
Exit;
conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
- conRegVar('dbg_scale', @g_dbg_scale, 0.01, 5.0, 'experimental deBUG scale mode', '', true);
+ conRegVar('dbg_scale', @g_dbg_scale, 0.01, 100.0, 'experimental deBUG scale mode', '', false);
+
+ conRegVar('light_enabled', @gwin_k8_enable_light_experiments, 'enable/disable dynamic lighting', 'lighting');
+ conRegVar('light_player_halo', @g_playerLight, 'enable/disable player halo', 'player light halo');
end.