diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 1c678ecaf025866271191a651e9f38cb58d65dfd..64377a61057e6bdb31f473bf08f0d88fd07a94b0 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
@@ -146,7 +146,7 @@ procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_E
procedure MH_SEND_Info(ID: Byte);
procedure MH_SEND_Chat(Txt: string; Mode: Byte; ID: Integer = NET_EVERYONE);
procedure MH_SEND_Effect(X, Y: Integer; Ang: SmallInt; Kind: Byte; ID: Integer = NET_EVERYONE);
procedure MH_SEND_Info(ID: Byte);
procedure MH_SEND_Chat(Txt: string; Mode: Byte; ID: Integer = NET_EVERYONE);
procedure MH_SEND_Effect(X, Y: Integer; Ang: SmallInt; Kind: Byte; ID: Integer = NET_EVERYONE);
-procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE);
+procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE);
procedure MH_SEND_CreateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_UpdateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_DeleteShot(Proj: LongInt; X, Y: LongInt; Loud: Boolean = True; ID: Integer = NET_EVERYONE);
procedure MH_SEND_CreateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_UpdateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_DeleteShot(Proj: LongInt; X, Y: LongInt; Loud: Boolean = True; ID: Integer = NET_EVERYONE);
for I := Low(gRenderForegrounds) to High(gRenderForegrounds) do
if gRenderForegrounds[I] <> nil then
with gRenderForegrounds[I] do
for I := Low(gRenderForegrounds) to High(gRenderForegrounds) do
if gRenderForegrounds[I] <> nil then
with gRenderForegrounds[I] do
+ begin
if (GetTextureCount > 1) then
MH_SEND_PanelTexture(PanelType, I, LastAnimLoop, ID);
if (GetTextureCount > 1) then
MH_SEND_PanelTexture(PanelType, I, LastAnimLoop, ID);
+ if Moved then
+ MH_SEND_PanelState(PanelType, I, ID);
+ end;
if gRenderBackgrounds <> nil then
for I := Low(gRenderBackgrounds) to High(gRenderBackgrounds) do
if gRenderBackgrounds[I] <> nil then
with gRenderBackgrounds[I] do
if gRenderBackgrounds <> nil then
for I := Low(gRenderBackgrounds) to High(gRenderBackgrounds) do
if gRenderBackgrounds[I] <> nil then
with gRenderBackgrounds[I] do
- if GetTextureCount > 1 then
+ begin
+ if (GetTextureCount > 1) then
MH_SEND_PanelTexture(PanelType, I, LastAnimLoop, ID);
MH_SEND_PanelTexture(PanelType, I, LastAnimLoop, ID);
+ if Moved then
+ MH_SEND_PanelState(PanelType, I, ID);
+ end;
if gWater <> nil then
for I := Low(gWater) to High(gWater) do
if gWater[I] <> nil then
if gWater <> nil then
for I := Low(gWater) to High(gWater) do
if gWater[I] <> nil then
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
-procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE);
+procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE);
begin
e_Buffer_Write(@NetOut, Byte(NET_MSG_SND));
e_Buffer_Write(@NetOut, Name);
begin
e_Buffer_Write(@NetOut, Byte(NET_MSG_SND));
e_Buffer_Write(@NetOut, Name);
- e_Buffer_Write(@NetOut, X);
- e_Buffer_Write(@NetOut, Y);
+ if Pos then
+ begin
+ e_Buffer_Write(@NetOut, Byte(1));
+ e_Buffer_Write(@NetOut, X);
+ e_Buffer_Write(@NetOut, Y);
+ end
+ else
+ e_Buffer_Write(@NetOut, Byte(0));
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
TP := gWalls[PID];
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT:
TP := gLifts[PID];
TP := gWalls[PID];
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT:
TP := gLifts[PID];
+ PANEL_BACK:
+ begin
+ TP := gRenderBackgrounds[PID];
+ TP.Moved := True;
+ end;
+ PANEL_FORE:
+ begin
+ TP := gRenderForegrounds[PID];
+ TP.Moved := True;
+ end;
else
Exit;
end;
else
Exit;
end;
e_Buffer_Write(@NetOut, PID);
e_Buffer_Write(@NetOut, Byte(TP.Enabled));
e_Buffer_Write(@NetOut, TP.LiftType);
e_Buffer_Write(@NetOut, PID);
e_Buffer_Write(@NetOut, Byte(TP.Enabled));
e_Buffer_Write(@NetOut, TP.LiftType);
+ e_Buffer_Write(@NetOut, TP.X);
+ e_Buffer_Write(@NetOut, TP.Y);
g_Net_Host_Send(ID, True, NET_CHAN_LARGEDATA);
end;
g_Net_Host_Send(ID, True, NET_CHAN_LARGEDATA);
end;
var
Name: string;
X, Y: Integer;
var
Name: string;
X, Y: Integer;
+ Pos: Boolean;
begin
Name := e_Raw_Read_String(P);
begin
Name := e_Raw_Read_String(P);
- X := e_Raw_Read_LongInt(P);
- Y := e_Raw_Read_LongInt(P);
- g_Sound_PlayExAt(Name, X, Y);
+ Pos := e_Raw_Read_Byte(P) <> 0;
+ if Pos then
+ begin
+ X := e_Raw_Read_LongInt(P);
+ Y := e_Raw_Read_LongInt(P);
+ g_Sound_PlayExAt(Name, X, Y);
+ end
+ else
+ g_Sound_PlayEx(Name);
end;
procedure MC_RECV_CreateShot(P: Pointer);
end;
procedure MC_RECV_CreateShot(P: Pointer);
E: Boolean;
Lift: Byte;
PType: Word;
E: Boolean;
Lift: Byte;
PType: Word;
+ X, Y: Integer;
begin
if not gGameOn then Exit;
PType := e_Raw_Read_Word(P);
ID := e_Raw_Read_LongWord(P);
E := (e_Raw_Read_Byte(P) <> 0);
Lift := e_Raw_Read_Byte(P);
begin
if not gGameOn then Exit;
PType := e_Raw_Read_Word(P);
ID := e_Raw_Read_LongWord(P);
E := (e_Raw_Read_Byte(P) <> 0);
Lift := e_Raw_Read_Byte(P);
+ X := e_Raw_Read_LongInt(P);
+ Y := e_Raw_Read_LongInt(P);
case PType of
PANEL_WALL, PANEL_OPENDOOR, PANEL_CLOSEDOOR:
case PType of
PANEL_WALL, PANEL_OPENDOOR, PANEL_CLOSEDOOR:
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT:
g_Map_SetLift(ID, Lift);
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT:
g_Map_SetLift(ID, Lift);
+
+ PANEL_BACK:
+ begin
+ gRenderBackgrounds[ID].X := X;
+ gRenderBackgrounds[ID].Y := Y;
+ end;
+
+ PANEL_FORE:
+ begin
+ gRenderForegrounds[ID].X := X;
+ gRenderForegrounds[ID].Y := Y;
+ end;
end;
end;
end;
end;
g_Net_Client_Send(True, NET_CHAN_CHAT);
end;
g_Net_Client_Send(True, NET_CHAN_CHAT);
end;
+function isKeyPressed (key1: Word; key2: Word): Boolean;
+begin
+ if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
+ if (key2 <> 0) and e_KeyPressed(key2) then begin result := true; exit; end;
+ result := false;
+end;
+
procedure MC_SEND_PlayerPos();
var
kByte: Word;
Predict: Boolean;
procedure MC_SEND_PlayerPos();
var
kByte: Word;
Predict: Boolean;
+ strafeDir: Byte;
begin
if not gGameOn then Exit;
if gPlayers = nil then Exit;
begin
if not gGameOn then Exit;
if gPlayers = nil then Exit;
Predict := NetPredictSelf; // and (not NetGotKeys);
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
Predict := NetPredictSelf; // and (not NetGotKeys);
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
+ begin
+ strafeDir := P1MoveButton shr 4;
+ P1MoveButton := P1MoveButton and $0F;
with gGameControls.P1Control do
begin
with gGameControls.P1Control do
begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 1
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P1MoveButton := 2
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 0;
+ if isKeyPressed(KeyLeft, KeyLeft2) and (not isKeyPressed(KeyRight, KeyRight2)) then P1MoveButton := 1
+ else if (not isKeyPressed(KeyLeft, KeyLeft2)) and isKeyPressed(KeyRight, KeyRight2) then P1MoveButton := 2
+ else if (not isKeyPressed(KeyLeft, KeyLeft2)) and (not isKeyPressed(KeyRight, KeyRight2)) then P1MoveButton := 0;
- if (P1MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer1.SetDirection(D_LEFT)
+ // strafing
+ if isKeyPressed(KeyStrafe, KeyStrafe2) then
+ begin
+ // new strafe mechanics
+ if (strafeDir = 0) then strafeDir := P1MoveButton; // start strafing
+ // now set direction according to strafe (reversed)
+ if (strafeDir = 2) then gPlayer1.SetDirection(D_LEFT)
+ else if (strafeDir = 1) then gPlayer1.SetDirection(D_RIGHT);
+ end
else
else
- if (P1MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer1.SetDirection(D_RIGHT)
- else
- if P1MoveButton <> 0 then
- gPlayer1.SetDirection(TDirection(P1MoveButton-1));
+ begin
+ if (P1MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then gPlayer1.SetDirection(D_LEFT)
+ else if (P1MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then gPlayer1.SetDirection(D_RIGHT)
+ else if P1MoveButton <> 0 then gPlayer1.SetDirection(TDirection(P1MoveButton-1));
+ end;
gPlayer1.ReleaseKeys;
if P1MoveButton = 1 then
gPlayer1.ReleaseKeys;
if P1MoveButton = 1 then
kByte := kByte or NET_KEY_RIGHT;
if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000);
end;
kByte := kByte or NET_KEY_RIGHT;
if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000);
end;
- if e_KeyPressed(KeyUp) then
+ if isKeyPressed(KeyUp, KeyUp2) then
begin
kByte := kByte or NET_KEY_UP;
gPlayer1.PressKey(KEY_UP, 10000);
end;
begin
kByte := kByte or NET_KEY_UP;
gPlayer1.PressKey(KEY_UP, 10000);
end;
- if e_KeyPressed(KeyDown) then
+ if isKeyPressed(KeyDown, KeyDown2) then
begin
kByte := kByte or NET_KEY_DOWN;
gPlayer1.PressKey(KEY_DOWN, 10000);
end;
begin
kByte := kByte or NET_KEY_DOWN;
gPlayer1.PressKey(KEY_DOWN, 10000);
end;
- if e_KeyPressed(KeyJump) then
+ if isKeyPressed(KeyJump, KeyJump2) then
begin
kByte := kByte or NET_KEY_JUMP;
// gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option
end;
begin
kByte := kByte or NET_KEY_JUMP;
// gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option
end;
- if e_KeyPressed(KeyFire) then kByte := kByte or NET_KEY_FIRE;
- if e_KeyPressed(KeyOpen) then kByte := kByte or NET_KEY_OPEN;
- if e_KeyPressed(KeyNextWeapon) then kByte := kByte or NET_KEY_NW;
- if e_KeyPressed(KeyPrevWeapon) then kByte := kByte or NET_KEY_PW;
- end
+ if isKeyPressed(KeyFire, KeyFire2) then kByte := kByte or NET_KEY_FIRE;
+ if isKeyPressed(KeyOpen, KeyOpen2) then kByte := kByte or NET_KEY_OPEN;
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then kByte := kByte or NET_KEY_NW;
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then kByte := kByte or NET_KEY_PW;
+ end;
+ // fix movebutton state
+ P1MoveButton := P1MoveButton or (strafeDir shl 4);
+ end
else
kByte := NET_KEY_CHAT;
else
kByte := NET_KEY_CHAT;