diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index a85ad9af2ab7362961e28449b46f8dc125f6467e..5f56a7439ce5199130240b02ffa0e188c3f2e7ee 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
{$IF DEFINED(D2F_DEBUG)}
if gPlayer1 <> nil then gPlayer1.NoTarget := True;
- gAimLine := true;
+ gAimLine := g_dbg_aimline_on;
{$ENDIF}
end;
function sendMonsPos (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon.MonsterType = MONSTER_BARREL) then
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then
+ begin
+ MH_SEND_MonsterPos(mon.UID);
+ end
+ else 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;
+ else if (mon.MonsterState <> MONSTATE_SLEEP) then
+ begin
+ if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
+ end;
end;
+ function sendMonsPosUnexpected (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ // this will also reset "need-send" flag
+ if mon.gncNeedSend then MH_SEND_MonsterPos(mon.UID);
+ end;
+
+var
+ reliableUpdate: Boolean;
begin
g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
g_GFX_Update();
g_Player_UpdateAll();
g_Player_UpdatePhysicalObjects();
- if gGameSettings.GameType = GT_SERVER then
- if Length(gMonstersSpawned) > 0 then
+
+ // server: send newly spawned monsters unconditionally
+ if (gGameSettings.GameType = GT_SERVER) then
+ begin
+ if (Length(gMonstersSpawned) > 0) then
begin
- for I := 0 to High(gMonstersSpawned) do
- MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
+ for I := 0 to High(gMonstersSpawned) do MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
SetLength(gMonstersSpawned, 0);
end;
+ end;
if (gSoundTriggerTime > 8) then
begin
gSoundTriggerTime := 0;
end
else
+ begin
Inc(gSoundTriggerTime);
+ end;
if (NetMode = NET_SERVER) then
begin
Inc(NetTimeToUpdate);
Inc(NetTimeToReliable);
- if NetTimeToReliable >= NetRelupdRate then
+
+ // send monster updates
+ if (NetTimeToReliable >= NetRelupdRate) or (NetTimeToUpdate >= NetUpdateRate) then
begin
+ // send all monsters (periodic sync)
+ reliableUpdate := (NetTimeToReliable >= NetRelupdRate);
+
for I := 0 to High(gPlayers) do
- if gPlayers[I] <> nil then
- MH_SEND_PlayerPos(True, gPlayers[I].UID);
+ begin
+ if (gPlayers[I] <> nil) then MH_SEND_PlayerPos(reliableUpdate, gPlayers[I].UID);
+ end;
g_Mons_ForEach(sendMonsPos);
- NetTimeToReliable := 0;
- NetTimeToUpdate := NetUpdateRate;
+ if reliableUpdate then
+ begin
+ NetTimeToReliable := 0;
+ NetTimeToUpdate := NetUpdateRate;
+ end
+ else
+ begin
+ NetTimeToUpdate := 0;
+ end;
end
- else if NetTimeToUpdate >= NetUpdateRate then
+ else
begin
- if gPlayers <> nil then
- for I := 0 to High(gPlayers) do
- if gPlayers[I] <> nil then
- MH_SEND_PlayerPos(False, gPlayers[I].UID);
-
- g_Mons_ForEach(sendMonsPos);
-
- NetTimeToUpdate := 0;
+ // send only mosters with some unexpected changes
+ g_Mons_ForEach(sendMonsPosUnexpected);
end;
+ // send unexpected platform changes
+ g_Map_NetSendInterestingPanels();
+
if NetUseMaster then
+ begin
if gTime >= NetTimeToMaster then
begin
if (NetMHost = nil) or (NetMPeer = nil) then
- if not g_Net_Slist_Connect then
- g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ begin
+ if not g_Net_Slist_Connect then g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_SLIST_ERROR]);
+ end;
g_Net_Slist_Update;
NetTimeToMaster := gTime + NetMasterRate;
end;
+ end;
end
- else
- if NetMode = NET_CLIENT then
- MC_SEND_PlayerPos();
+ else if (NetMode = NET_CLIENT) then
+ begin
+ MC_SEND_PlayerPos();
+ end;
end; // if gameOn ...
// Àêòèâíî îêíî èíòåðôåéñà - ïåðåäàåì êëàâèøè åìó:
g_Player_ResetTeams();
- if Pos(':\', Map) > 0 then
+ if isWadPath(Map) then
begin
NewWAD := g_ExtractWadName(Map);
ResName := g_ExtractFileName(Map);
time: Integer;
}
begin
- a := Pos('.wad:\', gMapToDelete);
+ a := Pos('.wad:\', toLowerCase1251(gMapToDelete));
+ if (a = 0) then a := Pos('.wad:/', toLowerCase1251(gMapToDelete));
if a = 0 then
Exit;
g_Console_Add(cmd + ' [ID | Name] [behaviour]');
g_Console_Add('ID | Name');
for b := MONSTER_DEMON to MONSTER_MAN do
- g_Console_Add(Format('%2d | %s', [b, g_Monsters_GetNameByID(b)]));
+ g_Console_Add(Format('%2d | %s', [b, g_Mons_NameByTypeId(b)]));
end else
begin
a := StrToIntDef(P[1], 0);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
- a := g_Monsters_GetIDByName(P[1]);
+ a := g_Mons_TypeIdByName(P[1]);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
g_Console_Add(Format(_lc[I_MSG_NO_MONSTER], [P[1]]))
g_Console_Add('player left the map');
gExitByTrigger := True;
//g_Game_ExitLevel(gTriggers[a].Data.MapName);
- g_Game_ExitLevel(gTriggers[a].trigData.trigMapName);
+ g_Game_ExitLevel(gTriggers[a].trigData.trigMap);
break;
end;
end;
begin
gExitByTrigger := True;
//gNextMap := gTriggers[a].Data.MapName;
- gNextMap := gTriggers[a].trigData.trigMapName;
+ gNextMap := gTriggers[a].trigData.trigMap;
Break;
end;
// Èùåì ñëåäóþùóþ êàðòó â WAD ôàéëå
if gNextMap = '' then
gNextMap := g_Game_GetNextMap();
// Ïðîâåðÿåì, íå çàäàí ëè WAD ôàéë ðåñóðñíîé ñòðîêîé
- if Pos(':\', gNextMap) = 0 then
+ if not isWadPath(gNextMap) then
s := gGameSettings.WAD + ':\' + gNextMap
else
s := gNextMap;
s := Find_Param_Value(pars, '-exec');
if s <> '' then
begin
- if Pos(':\', s) = 0 then
+ if not isWadPath(s) then
s := GameDir + '/' + s;
{$I-}