DEADSOFTWARE

render monster drop after monsters, so monster corpses will not obscure ammo clips...
[d2df-sdl.git] / src / game / g_game.pas
index 05b824ac9f1f9814b59f80fd244e7436b037c116..89d46d59b584d5c8c139d4feef8eb6abd1b82b8d 100644 (file)
@@ -2939,6 +2939,7 @@ begin
   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);
@@ -5165,6 +5166,19 @@ begin
   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);
 var
@@ -5280,6 +5294,10 @@ begin
     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