diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index ad1c9afb36bb8468c93369e414779da2de3e034b..fc06d8925d2ab0b6cdea80280d237b865b4682bc 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
procedure g_Game_Announce_BodyKill(SpawnerUID: Word);
procedure g_Game_StartVote(Command, Initiator: string);
procedure g_Game_CheckVote;
-{$IFNDEF HEADLESS}
- procedure g_TakeScreenShot(Filename: string = '');
-{$ENDIF}
procedure g_FatalError(Text: String);
procedure g_SimpleError(Text: String);
function g_Game_IsTestMap(): Boolean;
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(Value: Integer = -1);
-procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
function IsActivePlayer(p: TPlayer): Boolean;
{$IFDEF ENABLE_MENU}
procedure g_Game_InGameMenu(Show: Boolean);
{$ENDIF}
-{$IFNDEF HEADLESS}
+{$IFDEF ENABLE_SYSTEM}
procedure CharPress (C: AnsiChar);
{$ENDIF}
+
procedure KeyPress (K: Word);
{ procedure SetWinPause(Enable: Boolean); }
const
GAME_TICK = 28;
- LOADING_SHOW_STEP = 100;
- LOADING_INTERLINE = 20;
-
GT_NONE = 0;
GT_SINGLE = 1;
GT_CUSTOM = 2;
gPlayer2Settings: TPlayerSettings;
gGameOn: Boolean;
gPlayerScreenSize: TDFPoint;
- gPlayer1ScreenCoord: TDFPoint;
- gPlayer2ScreenCoord: TDFPoint;
gPlayer1: TPlayer = nil;
gPlayer2: TPlayer = nil;
- gPlayerDrawn: TPlayer = nil;
gTime: LongWord;
gLerpFactor: Single = 1.0;
gSwitchGameMode: Byte = GM_DM;
gHearPoint1, gHearPoint2: THearPoint;
+ gMaxDist: Integer = 1; // for sound
gSoundEffectsDF: Boolean = False;
gSoundTriggerTime: Word = 0;
gAnnouncer: Integer = ANNOUNCE_NONE;
gRC_FullScreen, gRC_Maximized: Boolean;
gLanguageChange: Boolean = False;
gDebugMode: Boolean = False;
- g_debug_Sounds: Boolean = False;
- g_debug_Frames: Boolean = False;
g_debug_WinMsgs: Boolean = False;
g_debug_MonsterOff: Boolean = False;
g_debug_BotAIOff: Byte = 0;
- g_debug_HealthBar: Boolean = False;
g_Debug_Player: Boolean = False;
gCoopMonstersKilled: Word = 0;
gCoopSecretsFound: Word = 0;
TotalSecrets: Integer;
end;
- TLoadingStat = record
- CurValue: Integer;
- MaxValue: Integer;
- ShowCount: Integer;
- Msgs: Array of String;
- NextMsg: Word;
- PBarWasHere: Boolean; // did we draw a progress bar for this message?
- end;
-
TDynLight = record
x, y, radius: Integer;
r, g, b, a: Single;
StatShotDone: Boolean;
StatFilename: string = ''; // used by stat screenshot to save with the same name as the csv
SingleStat: TEndSingleGameStat;
- LoadingStat: TLoadingStat;
MessageText: String;
IsDrawStat: Boolean;
EndingGameCounter: Byte;
{$IFDEF ENABLE_GIBS}
g_gibs,
{$ENDIF}
- {$IFNDEF HEADLESS}
- r_render, g_system,
+ {$IFDEF ENABLE_SHELLS}
+ g_shells,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ {$IFDEF ENABLE_RENDER}
+ r_render,
+ {$ENDIF}
+ {$IFDEF ENABLE_SYSTEM}
+ g_system,
{$ENDIF}
e_res, g_window,
e_input, e_log, g_console, g_items, g_map, g_panel,
end;
{$ENDIF}
-{$IFNDEF HEADLESS}
+{$IFDEF ENABLE_SYSTEM}
procedure CharPress (C: AnsiChar);
{$IFDEF ENABLE_MENU}
var Msg: g_gui.TMessage;
procedure ClearDebugCvars();
begin
- g_debug_Sounds := False;
- g_debug_Frames := False;
g_debug_WinMsgs := False;
g_debug_MonsterOff := False;
g_debug_BotAIOff := 0;
- g_debug_HealthBar := False;
g_Debug_Player := False;
end;
sfsGCDisable(); // temporary disable removing of temporary volumes
try
- g_Game_ClearLoading();
- g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
- g_Game_SetLoadingText('', 0, False);
-
-// g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
-
gGameOn := false;
gPauseMain := false;
gPauseHolmes := false;
{e_MouseInfo.Accel := 1.0;}
- g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
g_Game_LoadData();
g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
g_Map_Free(freeTextures);
g_Player_Free();
- g_Player_RemoveAllCorpses();
+
+ {$IFDEF ENABLE_GIBS}
+ g_Gibs_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_Corpses_RemoveAll;
+ {$ENDIF}
gGameSettings.GameType := GT_NONE;
if gGameSettings.GameMode = GM_SINGLE then
g_Weapon_PreUpdate();
end;
+ procedure g_Game_SetupHearPoints;
+ var p1, p2: TPlayer; a, b: Integer;
+ begin
+ p1 := nil;
+ p2 := nil;
+ gHearPoint1.Active := false;
+ gHearPoint2.Active := false;
+ if gSpectMode = SPECT_MAPVIEW then
+ begin
+ // TODO something better (render dependency)
+ gHearPoint1.Active := true;
+ gHearPoint1.Coords.X := gSpectX + gScreenWidth div 2;
+ gHearPoint1.Coords.Y := gSpectY + gScreenHeight div 2;
+ end
+ else if gSpectMode = SPECT_PLAYERS then
+ begin
+ p1 := g_Player_Get(gSpectPID1);
+ if gSpectViewTwo then
+ p2 := g_Player_Get(gSpectPID2);
+ end
+ else if gSpectMode = SPECT_NONE then
+ begin
+ p1 := gPlayer1;
+ p2 := gPlayer2;
+ end;
+ if p1 <> nil then
+ begin
+ gHearPoint1.Active := true;
+ gHearPoint1.Coords.X := p1.obj.x + p1.obj.rect.width div 2;
+ gHearPoint1.Coords.Y := p1.obj.y + p1.obj.rect.height div 2;
+ end;
+ if (p2 <> nil) and (p1 <> p2) then
+ begin
+ gHearPoint2.Active := true;
+ gHearPoint2.Coords.X := p2.obj.x + p2.obj.rect.width div 2;
+ gHearPoint2.Coords.Y := p2.obj.y + p2.obj.rect.height div 2;
+ end;
+ // TODO something better (render dependency)
+ if (p1 <> nil) and (p2 <> nil) then
+ begin
+ gPlayerScreenSize.X := gScreenWidth - 196;
+ gPlayerScreenSize.Y := gScreenHeight div 2;
+ end
+ else
+ begin
+ gPlayerScreenSize.X := gScreenWidth - 196;
+ gPlayerScreenSize.Y := gScreenHeight;
+ end;
+ // sound distance
+ if gMapInfo.Height > gPlayerScreenSize.Y then a := gMapInfo.Height - gPlayerScreenSize.Y else a := gMapInfo.Height;
+ if gMapInfo.Width > gPlayerScreenSize.X then b := gMapInfo.Width - gPlayerScreenSize.X else b := gMapInfo.Width;
+ gMaxDist := Trunc(Hypot(a, b));
+ end;
+
procedure g_Game_Update();
var
{$IFDEF ENABLE_MENU}
// Статистика по Tab:
if gGameOn then
+ begin
IsDrawStat := (not gConsoleShow) and (not gChatShow) and (gGameSettings.GameType <> GT_SINGLE) and g_Console_Action(ACTION_SCORES);
+ end
+ else
+ begin
+ if g_Console_Action(ACTION_SCORES) then
+ begin
+ if not gStatsPressed then
+ begin
+ gStatsOff := not gStatsOff;
+ gStatsPressed := True;
+ end;
+ end
+ else
+ gStatsPressed := False;
+ end;
// Игра идет:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
end;
end;
+ (* spectator state check from render *)
+
+ if (gPlayer1 = nil) and (gPlayer2 = nil) and (gSpectMode = SPECT_NONE) then
+ gSpectMode := SPECT_STATS;
+
+ if IsActivePlayer(g_Player_Get(gSpectPID1)) = false then
+ gSpectPID1 := GetActivePlayerID_Next();
+
+ if IsActivePlayer(g_Player_Get(gSpectPID2)) = false then
+ gSpectPID2 := GetActivePlayerID_Next();
+
+ g_Game_SetupHearPoints;
+
// Обновляем все остальное:
g_Map_Update();
g_Items_Update();
{$IFDEF ENABLE_GIBS}
g_Gibs_Update;
{$ENDIF}
- g_Player_UpdatePhysicalObjects();
+ {$IFDEF ENABLE_CORPSES}
+ g_Corpses_Update;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Update;
+ {$ENDIF}
// server: send newly spawned monsters unconditionally
if (gGameSettings.GameType = GT_SERVER) then
// Нужно сменить разрешение:
if gResolutionChange then
begin
- {$IFNDEF HEADLESS}
+ {$IFDEF ENABLE_RENDER}
e_WriteLog('Changing resolution', TMsgType.Notify);
r_Render_Apply;
{$ENDIF}
if DataLoaded then Exit;
e_WriteLog('Loading game data...', TMsgType.Notify);
+ g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
- g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Items_LoadData();
- g_Game_SetLoadingText(_lc[I_LOAD_WEAPONS_DATA], 0, False);
g_Weapon_LoadData();
g_Monsters_LoadData();
gMusic.Free();
g_Game_FreeData();
g_PlayerModel_FreeData();
-{$IFNDEF HEADLESS}
- //g_Menu_Free(); //k8: this segfaults after resolution change; who cares?
-{$ENDIF}
+ {$IFDEF ENABLE_MENU}
+ // g_Menu_Free(); //k8: this segfaults after resolution change; who cares?
+ {$ENDIF}
if NetInitDone then g_Net_Free;
gExit := EXIT_QUIT;
- {$IFNDEF HEADLESS}
+ {$IFDEF ENABLE_SYSTEM}
sys_RequestQuit;
{$ENDIF}
end;
nws: AnsiString;
begin
g_Map_Free((Map <> gCurrentMapFileName) and (oldMapPath <> gCurrentMapFileName));
- g_Player_RemoveAllCorpses();
+
+ {$IFDEF ENABLE_GIBS}
+ g_Gibs_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_Corpses_RemoveAll;
+ {$ENDIF}
if (not g_Game_IsClient) and
(gSwitchGameMode <> gGameSettings.GameMode) and
begin
//result := g_Map_Load(gGameSettings.WAD + ':\' + ResName);
result := g_Map_Load(NewWAD+':\'+ResName);
- {$IFNDEF HEADLESS}
- r_Render_LoadTextures;
- {$ENDIF}
end;
if Result then
begin
+ {$IFDEF ENABLE_RENDER}
+ r_Render_LoadTextures;
+ r_Render_Reset;
+ {$ENDIF}
g_Player_ResetAll(Force or gLastMap, gGameSettings.GameType = GT_SINGLE);
gState := STATE_NONE;
Exit;
end;
- g_Player_RemoveAllCorpses;
+ {$IFDEF ENABLE_GIBS}
+ g_Gibs_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_RemoveAll;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_Corpses_RemoveAll;
+ {$ENDIF}
+
g_Game_Message(_lc[I_MESSAGE_LMS_START], 144);
if g_Game_IsNet then
MH_SEND_GameEvent(NET_EV_LMS_START);
begin
if Length(p) = 2 then
begin
- a := Max(0, StrToIntDef(p[1], 0));
- g_Shells_SetMax(a)
+ {$IFDEF ENABLE_SHELLS}
+ a := Max(0, StrToIntDef(p[1], 0));
+ g_Shells_SetMax(a)
+ {$ENDIF}
end
else if Length(p) = 1 then
begin
- e_LogWritefln('%s', [g_Shells_GetMax()])
+ {$IFDEF ENABLE_SHELLS}
+ e_LogWritefln('%s', [g_Shells_GetMax()])
+ {$ELSE}
+ e_LogWritefln('%s', [0])
+ {$ENDIF}
end
else
begin
begin
if Length(p) = 2 then
begin
- a := Max(0, StrToIntDef(p[1], 0));
- g_Corpses_SetMax(a)
+ {$IFDEF ENABLE_CORPSES}
+ a := Max(0, StrToIntDef(p[1], 0));
+ g_Corpses_SetMax(a)
+ {$ENDIF}
end
else if Length(p) = 1 then
begin
- e_LogWritefln('%s', [g_Corpses_GetMax()])
+ {$IFDEF ENABLE_CORPSES}
+ e_LogWritefln('%s', [g_Corpses_GetMax()])
+ {$ELSE}
+ e_LogWritefln('%s', [0])
+ {$ENDIF}
end
else
begin
g_Console_Add(Format('gScreenWidth = %d, gScreenHeight = %d', [gScreenWidth, gScreenHeight]));
g_Console_Add(Format('gScreenWidth = %d, gScreenHeight = %d', [gScreenWidth, gScreenHeight]));
end
- else if cmd = 'd_sounds' then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- g_Debug_Sounds := (P[1][1] = '1');
-
- g_Console_Add(Format('d_sounds is %d', [Byte(g_Debug_Sounds)]));
- end
- else if cmd = 'd_frames' then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- g_Debug_Frames := (P[1][1] = '1');
-
- g_Console_Add(Format('d_frames is %d', [Byte(g_Debug_Frames)]));
- end
else if cmd = 'd_winmsg' then
begin
if (Length(P) > 1) and
end;
end;
end
- else if (cmd = 'd_health') then
- begin
- if (Length(P) > 1) and
- ((P[1] = '1') or (P[1] = '0')) then
- g_debug_HealthBar := (P[1][1] = '1');
-
- g_Console_Add(Format('d_health is %d', [Byte(g_debug_HealthBar)]));
- end
else if (cmd = 'd_player') then
begin
if (Length(P) > 1) and
end
else if cmd = 'screenshot' then
begin
- {$IFNDEF HEADLESS}
- g_TakeScreenShot()
+ {$IFDEF ENABLE_RENDER}
+ r_Render_RequestScreenShot;
{$ENDIF}
end
else if (cmd = 'weapnext') or (cmd = 'weapprev') then
g_Game_Free();
g_Game_Quit();
end;
-{$IFNDEF HEADLESS}
+{$IFDEF ENABLE_RENDER}
'r_reset':
r_Render_Apply;
{$ENDIF}
end;
end;
-{$IFNDEF HEADLESS}
-procedure g_TakeScreenShot(Filename: string = '');
- var t: TDateTime; dir, date, name: String;
-begin
- if e_NoGraphics then
- Exit;
-
- dir := e_GetWriteableDir(ScreenshotDirs);
- if Filename = '' then
- begin
- t := Now;
- DateTimeToString(date, 'yyyy-mm-dd-hh-nn-ss', t);
- Filename := 'screenshot-' + date;
- end;
-
- name := e_CatPath(dir, Filename + '.png');
- if r_Render_WriteScreenShot(name) then
- g_Console_Add(Format(_lc[I_CONSOLE_SCREENSHOT], [name]))
- else
- g_Console_Add(Format(_lc[I_CONSOLE_ERROR_WRITE], [name]));
-end;
-{$ENDIF}
-
{$IFDEF ENABLE_MENU}
procedure g_Game_InGameMenu(Show: Boolean);
begin
gCheats := True;
end;
-procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
-var
- i: Word;
-begin
- if Length(LoadingStat.Msgs) = 0 then
- Exit;
-
- with LoadingStat do
- begin
- if not reWrite then
- begin // Переходим на следующую строку или скроллируем:
- if NextMsg = Length(Msgs) then
- begin // scroll
- for i := 0 to High(Msgs)-1 do
- Msgs[i] := Msgs[i+1];
- end
- else
- Inc(NextMsg);
- end else
- if NextMsg = 0 then
- Inc(NextMsg);
-
- Msgs[NextMsg-1] := Text;
- CurValue := 0;
- MaxValue := Max;
- ShowCount := 0;
- PBarWasHere := false;
- end;
-
- {$IFDEF ENABLE_MENU}
- g_ActiveWindow := nil;
- {$ENDIF}
-
- ProcessLoading(true);
-end;
-
-procedure g_Game_StepLoading(Value: Integer = -1);
-begin
- with LoadingStat do
- begin
- if Value = -1 then
- begin
- Inc(CurValue);
- Inc(ShowCount);
- end
- else
- CurValue := Value;
-
- if (ShowCount > LOADING_SHOW_STEP) or (Value > -1) then
- begin
- ShowCount := 0;
- ProcessLoading(False);
- end;
- end;
-end;
-
-procedure g_Game_ClearLoading();
-var
- len: Word;
-begin
- with LoadingStat do
- begin
- CurValue := 0;
- MaxValue := 0;
- ShowCount := 0;
- len := ((gScreenHeight div 3)*2 - 50) div LOADING_INTERLINE;
- if len < 1 then len := 1;
- SetLength(Msgs, len);
- for len := Low(Msgs) to High(Msgs) do
- Msgs[len] := '';
- NextMsg := 0;
- PBarWasHere := false;
- end;
-end;
-
procedure Parse_Params(var pars: TParamStrValues);
var
i: Integer;
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');