diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 6a26b044dc0aed035326e0e24f0fd61009f8b426..daec002afce309a4120acfbfcb4c574e38689d30 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
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, wadreader, md5, xprofiler;
type
TGameSettings = record
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);
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, SDL,
ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
utils, sfs, g_holmes;
(*
* light rendering: (INVALID!)
* glStencilFunc(GL_EQUAL, 0, $ff);
- * clear depth buffer
- * renderAmbientQuad()
* 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 quad with light alpha
+ * draw color-less quad with light alpha (WARNING! don't touch color!)
* glEnable(GL_BLEND);
- * gl.glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * 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 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(-sX, -sY, 0);
end;
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);
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
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
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);
end.