diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index ef7402b4d57cefca5af98a2f1b2583e0e1e628fb..93368940da0d943a1223f77191f923c7432b5bfd 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
procedure GameCommands(P: SArray);
procedure GameCheats(P: SArray);
procedure DebugCommands(P: SArray);
-procedure ProfilerCommands(P: SArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading();
g_profile_frame_update: Boolean = false;
g_profile_frame_draw: Boolean = false;
g_profile_collision: Boolean = false;
+ g_profile_los: Boolean = false;
g_profile_history_size: Integer = 1000;
+ g_rlayer_back: Boolean = true;
+ g_rlayer_step: Boolean = true;
+ g_rlayer_wall: Boolean = true;
+ g_rlayer_door: Boolean = true;
+ g_rlayer_acid1: Boolean = true;
+ g_rlayer_acid2: Boolean = true;
+ g_rlayer_water: Boolean = true;
+ g_rlayer_fore: Boolean = true;
+
+
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;
+
+
implementation
uses
g_textures, g_main, g_window, g_menu,
- e_input, e_log, g_console, g_items, g_map,
+ e_input, e_log, g_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, MAPDEF, g_monsters, e_sound, CONFIG,
BinEditor, g_language, g_net, SDL,
- ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
- utils, sfs;
+ ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
+ utils, sfs, g_holmes;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
+function conIsCheatsEnabled (): Boolean;
+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;
+ result := true;
+end;
// ////////////////////////////////////////////////////////////////////////// //
// ////////////////////////////////////////////////////////////////////////// //
-(*
-procedure drawProfiles (x, y: Integer; title: AnsiString); overload;
-var
- wdt, hgt: Integer;
- yy: Integer;
-
- {
- procedure drawItems ();
- begin
- repeat
- e_TextureFontPrintEx(x+2+4*xprofItLevel, yy, Format('%s: %d', [xprofItName, Integer(xprofItMicro)]), gStdFont, 255, 255, 0, 1, false);
- Inc(yy, 16+2);
- if xprofItHasChildren then
- begin
- xprofItDive();
- drawItems();
- xprofItPop();
- end;
- until not xprofItNext();
- end;
- }
-
- procedure drawItems ();
- var
- ii, idx: Integer;
- begin
- for ii := 0 to xprofTotalCount-1 do
- begin
- e_TextureFontPrintEx(x+2+4*xprofLevelAt(ii), yy, Format('%s: %d', [xprofNameAt(ii), Integer(xprofMicroAt(ii))]), gStdFont, 255, 255, 0, 1, false);
- Inc(yy, 16+2);
- end;
- end;
-
-begin
- // gScreenWidth
- //if not xprofItReset() then exit;
- if (xprofTotalCount = 0) then exit;
- wdt := 256;
- hgt := 16+2+xprofTotalCount*(16+2); // title, items
- // background
- //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
- e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
- // title
- e_TextureFontPrintEx(x+2, y+2, Format('%s: %d', [title, Integer(xprofTotalMicro)]), gStdFont, 255, 255, 0, 1, false);
- yy := y+16+2;
- drawItems();
-end;
-*)
-
-
function calcProfilesHeight (prof: TProfiler): Integer;
begin
result := 0;
if (y < 0) then y := gScreenHeight-(hgt-1)+y;
// background
//e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
- e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ e_DarkenQuadWH(x, y, wdt, hgt, 150);
// title
yy := y+2;
for ii := 0 to High(prof.bars) do
if gPlayer2 <> nil then gPlayer2.GodMode := False;
if gPlayer1 <> nil then gPlayer1.NoTarget := False;
if gPlayer2 <> nil then gPlayer2.NoTarget := False;
+
+ {$IF DEFINED(D2F_DEBUG)}
+ if gPlayer1 <> nil then gPlayer1.NoTarget := True;
+ gAimLine := true;
+ {$ENDIF}
end;
procedure g_Game_ExecuteEvent(Name: String);
gExit := 0;
end;
+procedure drawTime(X, Y: Integer); inline;
+begin
+ e_TextureFontPrint(x, y,
+ Format('%d:%.2d:%.2d', [
+ gTime div 1000 div 3600,
+ (gTime div 1000 div 60) mod 60,
+ gTime div 1000 mod 60
+ ]),
+ gStdFont);
+end;
+
procedure DrawStat();
var
pc, x, y, w, h: Integer;
e_DrawFillQuad(x, y, x+w-1, y+h-1, 64, 64, 64, 32);
e_DrawQuad(x, y, x+w-1, y+h-1, 255, 127, 0);
+ drawTime(x+w-78, y+8);
+
wad := g_ExtractWadNameNoPath(gMapInfo.Map);
map := g_ExtractFileName(gMapInfo.Map);
mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name;
a: Byte;
w: Word;
i, b: Integer;
+
+ function sendMonsPos (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ 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;
+ end;
+
begin
g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
if gPlayers[I] <> nil then
MH_SEND_PlayerPos(True, gPlayers[I].UID);
- if gMonsters <> nil then
- for I := 0 to High(gMonsters) do
- if gMonsters[I] <> nil then
- begin
- if (gMonsters[I].MonsterType = MONSTER_BARREL) then
- begin
- if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end
- else
- if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then
- if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or
- (gMonsters[I].GameVelX <> 0) or
- (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end;
+ g_Mons_ForEach(sendMonsPos);
NetTimeToReliable := 0;
NetTimeToUpdate := NetUpdateRate;
if gPlayers[I] <> nil then
MH_SEND_PlayerPos(False, gPlayers[I].UID);
- if gMonsters <> nil then
- for I := 0 to High(gMonsters) do
- if gMonsters[I] <> nil then
- begin
- if (gMonsters[I].MonsterType = MONSTER_BARREL) then
- begin
- if (gMonsters[I].GameVelX <> 0) or (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end
- else
- if (gMonsters[I].MonsterState <> MONSTATE_SLEEP) then
- if (gMonsters[I].MonsterState <> MONSTATE_DEAD) or
- (gMonsters[I].GameVelX <> 0) or
- (gMonsters[I].GameVelY <> 0) then
- MH_SEND_MonsterPos(gMonsters[I].UID);
- end;
+ g_Mons_ForEach(sendMonsPos);
NetTimeToUpdate := 0;
end;
UPSTime := Time;
end;
- if gGameOn then g_Weapon_AddDynLights();
+ if gGameOn then
+ begin
+ g_Weapon_AddDynLights();
+ g_Items_AddDynLights();
+ end;
end;
procedure g_Game_LoadData();
procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
var
a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer;
+
+ function monDraw (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ with mon do
+ begin
+ if Live then
+ begin
+ // Ëåâûé âåðõíèé óãîë
+ aX := Obj.X div ScaleSz + 1;
+ aY := Obj.Y div ScaleSz + 1;
+ // Ðàçìåðû
+ aX2 := max(Obj.Rect.Width div ScaleSz, 1);
+ aY2 := max(Obj.Rect.Height div ScaleSz, 1);
+ // Ïðàâûé íèæíèé óãîë
+ aX2 := aX + aX2 - 1;
+ aY2 := aY + aY2 - 1;
+ e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0);
+ end;
+ end;
+ end;
+
begin
if (gMapInfo.Width > RenderRect.Right - RenderRect.Left) or
(gMapInfo.Height > RenderRect.Bottom - RenderRect.Top) then
end;
end;
end;
- if gMonsters <> nil then
- begin
- // Ðèñóåì ìîíñòðîâ:
- for a := 0 to High(gMonsters) do
- if gMonsters[a] <> nil then with gMonsters[a] do
- if Live then begin
- // Ëåâûé âåðõíèé óãîë:
- aX := Obj.X div ScaleSz + 1;
- aY := Obj.Y div ScaleSz + 1;
- // Ðàçìåðû:
- aX2 := max(Obj.Rect.Width div ScaleSz, 1);
- aY2 := max(Obj.Rect.Height div ScaleSz, 1);
- // Ïðàâûé íèæíèé óãîë:
- aX2 := aX + aX2 - 1;
- aY2 := aY + aY2 - 1;
+ // Ðèñóåì ìîíñòðîâ
+ g_Mons_ForEach(monDraw);
+ end;
+end;
- e_DrawFillQuad(aX, aY, aX2, aY2, 255, 255, 0, 0);
- end;
+
+// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
+procedure renderDynLightsInternal ();
+var
+ lln: Integer;
+ lx, ly, lrad: Integer;
+begin
+ //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;
+
+ // 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;
+
+ 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
+ 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;
+
+
+// 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);
+type
+ TDrawCB = procedure ();
+
+ procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean);
+ var
+ tagmask: Integer;
+ pan: TPanel;
+ begin
+ profileFrameDraw.sectionBegin(profname);
+ if gdbg_map_use_accel_render then
+ begin
+ tagmask := panelTypeToTag(panType);
+ while (gDrawPanelList.count > 0) do
+ begin
+ pan := TPanel(gDrawPanelList.front());
+ if ((pan.tag and tagmask) = 0) then break;
+ if doDraw then pan.Draw();
+ gDrawPanelList.popFront();
+ end;
+ end
+ else
+ begin
+ if doDraw then g_Map_DrawPanels(panType);
end;
+ profileFrameDraw.sectionEnd();
+ end;
+
+ procedure drawOther (profname: AnsiString; cb: TDrawCB);
+ begin
+ profileFrameDraw.sectionBegin(profname);
+ if assigned(cb) then cb();
+ profileFrameDraw.sectionEnd();
end;
+
+begin
+ profileFrameDraw.sectionBegin('total');
+
+ // our accelerated renderer will collect all panels to gDrawPanelList
+ // we can use panel tag to render level parts (see GridTagXXX in g_map.pas)
+ profileFrameDraw.sectionBegin('collect');
+ if gdbg_map_use_accel_render then
+ begin
+ g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ end;
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('skyback');
+ g_Map_DrawBack(backXOfs, backYOfs);
+ profileFrameDraw.sectionEnd();
+
+ if (setTransMatrix) then glTranslatef(transX, transY, 0);
+
+ drawPanelType('*back', PANEL_BACK, g_rlayer_back);
+ drawPanelType('*step', PANEL_STEP, g_rlayer_step);
+ drawOther('items', @g_Items_Draw);
+ drawOther('weapons', @g_Weapon_Draw);
+ drawOther('shells', @g_Player_DrawShells);
+ drawOther('drawall', @g_Player_DrawAll);
+ drawOther('corpses', @g_Player_DrawCorpses);
+ drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
+ drawOther('monsters', @g_Monsters_Draw);
+ drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
+ drawOther('gfx', @g_GFX_Draw);
+ drawOther('flags', @g_Map_DrawFlags);
+ drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
+ drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
+ drawPanelType('*water', PANEL_WATER, g_rlayer_water);
+ drawOther('dynlights', @renderDynLightsInternal);
+ drawPanelType('*fore', PANEL_FORE, g_rlayer_fore);
+
+ if g_debug_HealthBar then
+ begin
+ g_Monsters_DrawHealth();
+ g_Player_DrawHealth();
+ end;
+
+ profileFrameDraw.mainEnd(); // map rendering
end;
+
procedure DrawMapView(x, y, w, h: Integer);
+
var
bx, by: Integer;
begin
bx := Round(x/(gMapInfo.Width - w)*(gBackSize.X - w));
by := Round(y/(gMapInfo.Height - h)*(gBackSize.Y - h));
- g_Map_DrawBack(-bx, -by);
sX := x;
sY := y;
sWidth := w;
sHeight := h;
- glTranslatef(-x, -y, 0);
-
- 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(sX, sY, sWidth, sHeight, PANEL_WALL);
- g_Monsters_Draw();
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
- g_GFX_Draw();
- g_Map_DrawFlags();
- 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;
+ renderMapInternal(-bx, -by, -x, -y, true);
glPopMatrix();
end;
+
procedure DrawPlayer(p: TPlayer);
var
px, py, a, b, c, d: Integer;
//R: TRect;
- lln: Integer;
- lx, ly, lrad: Integer;
+
begin
if (p = nil) or (p.FDummy) then
begin
Exit;
end;
- if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER', g_profile_history_size);
+ if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size);
profileFrameDraw.mainBegin(g_profile_frame_draw);
gPlayerDrawn := p;
px := p.GameX + PLAYER_RECT_CX;
py := p.GameY + PLAYER_RECT_CY;
- 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 gMapInfo.Width <= gPlayerScreenSize.X then
- a := 0;
- if gMapInfo.Height <= gPlayerScreenSize.Y then
- b := 0;
+ 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 (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
+ begin
+ // vcenter
+ b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2;
+ end;
if p.IncCam <> 0 then
begin
- if py > (gMapInfo.Height - (gPlayerScreenSize.Y div 2)) then
+ if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then
begin
if p.IncCam > 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2))) then
+ begin
p.IncCam := 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2)));
+ end;
end;
- if py < (gPlayerScreenSize.Y div 2) then
+ if py < gPlayerScreenSize.Y div 2 then
begin
if p.IncCam < -120+((gPlayerScreenSize.Y div 2)-py) then
+ begin
p.IncCam := -120+((gPlayerScreenSize.Y div 2)-py);
+ end;
end;
if p.IncCam < 0 then
- while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and
- (p.IncCam < 0) do
- p.IncCam := p.IncCam + 1;
+ begin
+ while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and (p.IncCam < 0) do p.IncCam := p.IncCam+1; //Inc(p.IncCam);
+ end;
if p.IncCam > 0 then
- while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and
- (p.IncCam > 0) do
- p.IncCam := p.IncCam - 1;
+ begin
+ while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and (p.IncCam > 0) do p.IncCam := p.IncCam-1; //Dec(p.IncCam);
+ end;
end;
- if (px< gPlayerScreenSize.X div 2) or
- (gMapInfo.Width-gPlayerScreenSize.X <= 256) then
- c := 0
- else
- if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then
- c := gBackSize.X - gPlayerScreenSize.X
- else
- c := Round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X));
+ if (px < gPlayerScreenSize.X div 2) or (gMapInfo.Width-gPlayerScreenSize.X <= 256) then c := 0
+ else if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then c := gBackSize.X-gPlayerScreenSize.X
+ else c := round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X));
- if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or
- (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then
- d := 0
- else
- if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then
- d := gBackSize.Y - gPlayerScreenSize.Y
- else
- d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
-
- profileFrameDraw.sectionBegin('map background');
- g_Map_DrawBack(-c, -d);
- profileFrameDraw.sectionEnd();
+ if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then d := 0
+ else if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then d := gBackSize.Y-gPlayerScreenSize.Y
+ else d := round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
sX := -a;
sY := -(b+p.IncCam);
sWidth := gPlayerScreenSize.X;
sHeight := gPlayerScreenSize.Y;
- glTranslatef(a, b+p.IncCam, 0);
-
- profileFrameDraw.sectionBegin('map rendering');
-
- profileFrameDraw.sectionBegin('panel_back');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_step');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('items');
- g_Items_Draw();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('weapons');
- g_Weapon_Draw();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('shells');
- g_Player_DrawShells();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('drawall');
- g_Player_DrawAll();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('corpses');
- g_Player_DrawCorpses();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_wall');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('monsters');
- g_Monsters_Draw();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_closedoor');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('gfx');
- g_GFX_Draw();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('flags');
- g_Map_DrawFlags();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_acid1');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_acid2');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('panel_water');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
- profileFrameDraw.sectionEnd();
+ //glTranslatef(a, b+p.IncCam, 0);
- //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
- profileFrameDraw.sectionBegin('dynlights');
-
- // 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;
-
- 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-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;
+ p.viewPortX := sX;
+ p.viewPortY := sY;
+ p.viewPortW := sWidth;
+ p.viewPortH := sHeight;
- // done
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
-
- profileFrameDraw.sectionEnd();
- end
- else
+ if (p = gPlayer1) then
begin
- profileFrameDraw.sectionBegin('dynlights');
- profileFrameDraw.sectionEnd();
+ g_Holmes_plrView(p.viewPortX, p.viewPortY, p.viewPortW, p.viewPortH);
end;
- profileFrameDraw.sectionBegin('panel_fore');
- g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
- profileFrameDraw.sectionEnd();
-
- if g_debug_HealthBar then
- begin
- profileFrameDraw.sectionBegin('monster health');
- g_Monsters_DrawHealth();
- profileFrameDraw.sectionEnd();
-
- profileFrameDraw.sectionBegin('player health');
- g_Player_DrawHealth();
- profileFrameDraw.sectionEnd();
- end;
+ renderMapInternal(-c, -d, a, b+p.IncCam, true);
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
glPopMatrix();
- profileFrameDraw.mainEnd(); // map rendering
-
p.DrawPain();
p.DrawPickup();
p.DrawRulez();
procedure drawProfilers ();
var
px: Integer = -1;
+ py: Integer = -1;
begin
- if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw);
- if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision);
+ if g_profile_frame_draw then px := px-drawProfiles(px, py, profileFrameDraw);
+ if g_profile_collision then begin px := px-drawProfiles(px, py, profMapCollision); py -= calcProfilesHeight(profMonsLOS); end;
+ if g_profile_los then begin px := px-drawProfiles(px, py, profMonsLOS); py -= calcProfilesHeight(profMonsLOS); end;
end;
procedure g_Game_Draw();
if gPause and gGameOn and (g_ActiveWindow = nil) then
begin
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
e_CharFont_GetSize(gMenuFont, _lc[I_MENU_PAUSE], w, h);
e_CharFont_Print(gMenuFont, (gScreenWidth div 2)-(w div 2),
else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
if gState = STATE_FOLD then
+ begin
e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter);
+ end;
if gState = STATE_INTERCUSTOM then
begin
DrawCustomStat();
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
if gState = STATE_INTERSINGLE then
begin
if EndingGameCounter > 0 then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter)
+ begin
+ e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 0, 0, 0, EndingGameCounter);
+ end
else
begin
back := 'INTER';
DrawSingleStat();
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
end;
e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
if g_ActiveWindow <> nil then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
end;
if gState = STATE_SLIST then
if g_Texture_Get('MENU_BACKGROUND', ID) then
begin
e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
end;
g_Serverlist_Draw(slCurrent);
end;
if g_ActiveWindow <> nil then
begin
if gGameOn then
- e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ begin
+ //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
+ e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
+ end;
g_ActiveWindow.Draw();
end;
+ // draw inspector
+ if (g_holmes_enabled) then g_Holmes_Draw();
+
g_Console_Draw();
if g_debug_Sounds and gGameOn then
end;
if gGameOn and gShowTime and (gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT]) then
- e_TextureFontPrint(gScreenWidth-72, 0,
- Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]),
- gStdFont);
+ drawTime(gScreenWidth-72, gScreenHeight-16);
- drawProfilers();
+ if gGameOn then drawProfilers();
+
+ g_Holmes_DrawUI();
end;
procedure g_Game_Quit();
end;
procedure g_Game_SetupScreenSize();
+const
+ RES_FACTOR = 4.0 / 3.0;
var
- d: Single;
+ s: Single;
+ rf: Single;
+ bw, bh: Word;
begin
// Ðàçìåð ýêðàíîâ èãðîêîâ:
gPlayerScreenSize.X := gScreenWidth-196;
// Ðàçìåð çàäíåãî ïëàíà:
if BackID <> DWORD(-1) then
begin
- d := SKY_STRETCH;
-
- if (gScreenWidth*d > gMapInfo.Width) or
- (gScreenHeight*d > gMapInfo.Height) then
- d := 1.0;
-
- gBackSize.X := Round(gScreenWidth*d);
- gBackSize.Y := Round(gScreenHeight*d);
+ s := SKY_STRETCH;
+ if (gScreenWidth*s > gMapInfo.Width) or
+ (gScreenHeight*s > gMapInfo.Height) then
+ begin
+ gBackSize.X := gScreenWidth;
+ gBackSize.Y := gScreenHeight;
+ end
+ else
+ begin
+ e_GetTextureSize(BackID, @bw, @bh);
+ rf := Single(bw) / Single(bh);
+ if (rf > RES_FACTOR) then bw := Round(Single(bh) * RES_FACTOR)
+ else if (rf < RES_FACTOR) then bh := Round(Single(bw) / RES_FACTOR);
+ s := Max(gScreenWidth / bw, gScreenHeight / bh);
+ if (s < 1.0) then s := 1.0;
+ gBackSize.X := Round(bw*s);
+ gBackSize.Y := Round(bh*s);
+ end;
end;
end;
State: Byte;
OuterLoop: Boolean;
newResPath: string;
+ InMsg: TMsg;
begin
g_Game_Free();
if (NetEvent.kind = ENET_EVENT_TYPE_RECEIVE) then
begin
Ptr := NetEvent.packet^.data;
- e_Raw_Seek(0);
+ if not InMsg.Init(Ptr, NetEvent.packet^.dataLength, True) then
+ continue;
- MID := e_Raw_Read_Byte(Ptr);
+ MID := InMsg.ReadByte();
if (MID = NET_MSG_INFO) and (State = 0) then
begin
- NetMyID := e_Raw_Read_Byte(Ptr);
- NetPlrUID1 := e_Raw_Read_Word(Ptr);
+ NetMyID := InMsg.ReadByte();
+ NetPlrUID1 := InMsg.ReadWord();
- WadName := e_Raw_Read_String(Ptr);
- Map := e_Raw_Read_String(Ptr);
+ WadName := InMsg.ReadString();
+ Map := InMsg.ReadString();
- gWADHash := e_Raw_Read_MD5(Ptr);
+ gWADHash := InMsg.ReadMD5();
- gGameSettings.GameMode := e_Raw_Read_Byte(Ptr);
+ gGameSettings.GameMode := InMsg.ReadByte();
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);
+ gGameSettings.GoalLimit := InMsg.ReadWord();
+ gGameSettings.TimeLimit := InMsg.ReadWord();
+ gGameSettings.MaxLives := InMsg.ReadByte();
+ gGameSettings.Options := InMsg.ReadLongWord();
+ T := InMsg.ReadLongWord();
newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash);
if newResPath = '' then
procedure g_Game_RestartRound(NoMapRestart: Boolean = False);
var
i, n, nb, nr: Integer;
+
+ function monRespawn (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if not mon.FNoRespawn then mon.Respawn();
+ end;
+
begin
if not g_Game_IsServer then Exit;
if gLMSRespawn = LMS_RESPAWN_NONE then Exit;
gPlayer2 := g_Player_Get(gLMSPID2);
end;
- for i := Low(gItems) to High(gItems) do
- begin
- if gItems[i].Respawnable then
- begin
- gItems[i].QuietRespawn := True;
- gItems[i].RespawnTime := 0;
- end
- else
- begin
- g_Items_Remove(i);
- if g_Game_IsNet then MH_SEND_ItemDestroy(True, i);
- end;
- end;
+ g_Items_RestartRound();
- for i := Low(gMonsters) to High(gMonsters) do
- begin
- if (gMonsters[i] <> nil) and not gMonsters[i].FNoRespawn then
- gMonsters[i].Respawn;
- end;
+
+ g_Mons_ForEach(monRespawn);
gLMSSoftSpawn := False;
end;
end;
end;
-// profiler console commands
-procedure ProfilerCommands (P: SArray);
-var
- cmd: string;
-
- function getBool (idx: Integer): Integer;
- begin
- if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end;
- result := 0;
- if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1;
- end;
-
-begin
- //if not gDebugMode then exit;
- cmd := LowerCase(P[0]);
-
- if cmd = 'dpp' then
- begin
- g_profile_frame_draw := not g_profile_frame_draw;
- exit;
- end;
-
- if cmd = 'dpu' then
- begin
- g_profile_frame_update := not g_profile_frame_update;
- exit;
- end;
-
- if cmd = 'dpc' then
- begin
- g_profile_collision := not g_profile_collision;
- exit;
- end;
-
- if cmd = 'r_gridrender' then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_use_grid_render := false;
- 1: gdbg_map_use_grid_render := true;
- end;
- if gdbg_map_use_grid_render then g_Console_Add('grid rendering: tan') else g_Console_Add('grid rendering: ona');
- exit;
- end;
-
- if cmd = 'dbg_coldet_grid' then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_use_grid_coldet := false;
- 1: gdbg_map_use_grid_coldet := true;
- end;
- if gdbg_map_use_grid_coldet then g_Console_Add('grid coldet: tan') else g_Console_Add('grid coldet: ona');
- exit;
- end;
-
- if (cmd = 'sq_use_grid') or (cmd = 'sq_use_sap') then
- begin
- case getBool(1) of
- -1: begin end;
- 0: gdbg_map_use_tree_coldet := (cmd = 'sq_use_grid');
- 1: gdbg_map_use_tree_coldet := (cmd = 'sq_use_sap');
- end;
- if gdbg_map_use_tree_coldet then g_Console_Add('coldet: tree') else g_Console_Add('coldet: grid');
- exit;
- end;
-end;
procedure DebugCommands(P: SArray);
var
a, b: Integer;
cmd: string;
//pt: TPoint;
+ mon: TMonster;
begin
// Êîìàíäû îòëàäî÷íîãî ðåæèìà:
if gDebugMode then
else
begin
with gPlayer1.Obj do
- b := g_Monsters_Create(a,
+ begin
+ mon := g_Monsters_Create(a,
X + Rect.X + (Rect.Width div 2),
Y + Rect.Y + Rect.Height,
gPlayer1.Direction, True);
- if (Length(P) > 2) and (b >= 0) then
- gMonsters[b].MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
+ end;
+ if (Length(P) > 2) and (mon <> nil) then
+ mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
end;
end;
end
begin
Parse_Params(pars);
- s := Find_Param_Value(pars, '--profile-frame');
- if (s <> '') then g_profile_frame_draw := true;
-
- s := Find_Param_Value(pars, '--profile-coldet');
- if (s <> '') then g_profile_collision := true;
-
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then
gDefaultMegawadStart := s;
end;
+ if (Find_Param_Value(pars, '--dbg-mainwad-restore') <> '') or
+ (Find_Param_Value(pars, '--dbg-mainwad-default') <> '') then
+ begin
+ gDefaultMegawadStart := DF_Default_Megawad_Start;
+ end;
+
// Start map when game loads:
map := LowerCase(Find_Param_Value(pars, '-map'));
if isWadPath(map) then
SetLength(pars, 0);
end;
+begin
+ conRegVar('pf_draw_frame', @g_profile_frame_draw, 'draw frame rendering profiles', 'render profiles');
+ //conRegVar('pf_update_frame', @g_profile_frame_update, 'draw frame updating profiles', 'update profiles');
+ conRegVar('pf_coldet', @g_profile_collision, 'draw collision detection profiles', 'coldet profiles');
+ conRegVar('pf_los', @g_profile_los, 'draw monster LOS profiles', 'monster LOS profiles');
+
+ conRegVar('r_sq_draw', @gdbg_map_use_accel_render, 'accelerated spatial queries in rendering', 'accelerated rendering');
+ conRegVar('cd_sq_enabled', @gdbg_map_use_accel_coldet, 'accelerated spatial queries in map coldet', 'accelerated map coldet');
+ conRegVar('mon_sq_enabled', @gmon_debug_use_sqaccel, 'accelerated spatial queries for monsters', 'accelerated monster coldet');
+ conRegVar('wtrace_sq_enabled', @gwep_debug_fast_trace, 'accelerated spatial queries for weapon hitscan trace', 'accelerated weapon hitscan');
+
+ conRegVar('pr_enabled', @gpart_dbg_enabled, 'enable/disable particles', 'particles');
+ conRegVar('pr_phys_enabled', @gpart_dbg_phys_enabled, 'enable/disable particle physics', 'particle physics');
+
+ conRegVar('los_enabled', @gmon_dbg_los_enabled, 'enable/disable monster LOS calculations', 'monster LOS', true);
+ conRegVar('mon_think', @gmon_debug_think, 'enable/disable monster thinking', 'monster thinking', true);
+
+ conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
end.