diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index f44e2113a2e45e99351cf381c53325cd588c1cab..6e825fe1215744d3b12123fc1045065e50d26a53 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
{$INCLUDE ../shared/a_modes.inc}
unit g_netmsg;
-{.$DEFINE K8_XXX_WEAPON_DEBUG}
-
interface
uses e_msg, g_net, g_triggers, Classes, SysUtils, md5;
function MH_RECV_PlayerPos(C: pTNetClient; var M: TMsg): Word;
var
- Dir{, i}: Byte;
- //WeaponSelect: Word;
+ Dir, i: Byte;
+ WeaponSelect: Word;
PID: Word;
kByte: Word;
Pl: TPlayer;
GT: LongWord;
- newweapon: Byte;
begin
Result := 0;
if not gGameOn then Exit;
NetTime := GT;
kByte := M.ReadWord();
Dir := M.ReadByte();
- //WeaponSelect := M.ReadWord();
- newweapon := M.ReadByte();
- if (newweapon <> CurrWeap) then
- begin
-{$IFDEF K8_XXX_WEAPON_DEBUG}
- writeln('HOST PLRPOS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; oldweap=', CurrWeap);
-{$ENDIF}
- //NetForceWeap := newweapon;
- SetWeapon(newweapon);
- end;
+ WeaponSelect := M.ReadWord();
//e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
SetDirection(TDirection(Dir));
- ReleaseKeysNoWeapon();
+ ReleaseKeys;
if kByte = NET_KEY_CHAT then
begin
if LongBool(kByte and NET_KEY_JUMP) then PressKey(KEY_JUMP, 10000);
if LongBool(kByte and NET_KEY_FIRE) then PressKey(KEY_FIRE, 10000);
if LongBool(kByte and NET_KEY_OPEN) then PressKey(KEY_OPEN, 10000);
- //if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
- //if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
+ if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
+ if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
- (*
for i := 0 to 15 do
begin
if (WeaponSelect and Word(1 shl i)) <> 0 then
QueueWeaponSwitch(i);
end;
end;
- *)
end;
// MH_SEND_PlayerPos(False, PID, C^.ID);
var
P: TPlayer;
I: Integer;
- ww: Word;
begin
P := g_Player_Get(PID);
if P = nil then Exit;
NetOut.Write(Lives);
NetOut.Write(Team);
- // collect all weapons in one word
- ww := 0;
- for I := WP_FIRST to WP_LAST do if (FWeapon[I]) then ww := ww or (1 shl (i-WP_FIRST));
- NetOut.Write(Word(ww));
+ for I := WP_FIRST to WP_LAST do
+ NetOut.Write(Byte(FWeapon[I]));
for I := A_BULLETS to A_HIGH do
NetOut.Write(FAmmo[I]);
for I := MR_SUIT to MR_MAX do
NetOut.Write(LongWord(FMegaRulez[I]));
- // collect all special flags in one byte
- ww := 0;
- if (R_ITEM_BACKPACK in FRulez) then ww := ww or $01;
- if (R_KEY_RED in FRulez) then ww := ww or $02;
- if (R_KEY_GREEN in FRulez) then ww := ww or $04;
- if (R_KEY_BLUE in FRulez) then ww := ww or $08;
- if (R_BERSERK in FRulez) then ww := ww or $10;
- NetOut.Write(Byte(ww));
+ NetOut.Write(Byte(R_ITEM_BACKPACK in FRulez));
+ NetOut.Write(Byte(R_KEY_RED in FRulez));
+ NetOut.Write(Byte(R_KEY_GREEN in FRulez));
+ NetOut.Write(Byte(R_KEY_BLUE in FRulez));
+ NetOut.Write(Byte(R_BERSERK in FRulez));
NetOut.Write(Frags);
NetOut.Write(Death);
- //NetOut.Write(CurrWeap);
- NetOut.Write(Byte(CurrWeap));
-
- // other flags
- ww := 0;
- if (FSpectator) then ww := ww or $01;
- if (FGhost) then ww := ww or $02;
- if (FPhysics) then ww := ww or $04;
- if (FNoRespawn) then ww := ww or $08;
- if (FJetpack) then ww := ww or $10;
- NetOut.Write(Byte(ww));
+ NetOut.Write(CurrWeap);
+ NetOut.Write(Byte(FSpectator));
+ NetOut.Write(Byte(FGhost));
+ NetOut.Write(Byte(FPhysics));
+ NetOut.Write(Byte(FNoRespawn));
+ NetOut.Write(Byte(FJetpack));
NetOut.Write(FFireTime);
+ NetOut.Write(Byte(FFlaming));
end;
g_Net_Host_Send(ID, True, NET_CHAN_PLAYER);
PID: Word;
Pl: TPlayer;
EvType: Byte;
- Fl: Byte;
+ Fl, a: Byte;
Quiet: Boolean;
s, ts: string;
begin
s := _lc[I_PLAYER_FLAG_BLUE];
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+
+ if ((Pl = gPlayer1) or (Pl = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = Pl.Team))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = Pl.Team))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_ret_flag[a].IsPlaying() then
+ sound_ret_flag[a].Play();
end;
FLAG_STATE_CAPTURED:
g_Console_Add(Format(_lc[I_PLAYER_FLAG_GET], [Pl.Name, s]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_GET], [AnsiUpperCase(s)]), 144);
+
+ if ((Pl = gPlayer1) or (Pl = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = Pl.Team))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = Pl.Team))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_get_flag[a].IsPlaying() then
+ sound_get_flag[a].Play();
end;
FLAG_STATE_DROPPED:
g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [Pl.Name, s]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
+
+ if ((Pl = gPlayer1) or (Pl = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = Pl.Team))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = Pl.Team))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_lost_flag[a].IsPlaying() then
+ sound_lost_flag[a].Play();
end;
FLAG_STATE_SCORED:
Insert('.', ts, Length(ts) + 1 - 3);
g_Console_Add(Format(_lc[I_PLAYER_FLAG_CAPTURE], [Pl.Name, s, ts]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
+
+ if ((Pl = gPlayer1) or (Pl = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = Pl.Team))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = Pl.Team))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_cap_flag[a].IsPlaying() then
+ sound_cap_flag[a].Play();
end;
FLAG_STATE_RETURNED:
s := _lc[I_PLAYER_FLAG_BLUE];
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+
+ if ((Pl = gPlayer1) or (Pl = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = Pl.Team))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = Pl.Team))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_ret_flag[a].IsPlaying() then
+ sound_ret_flag[a].Play();
end;
end;
end;
Exit;
end;
gTime := GT;
- if g_Game_IsClient and (gPlayer1.NetForceWeapFIdx >= gTime+5) then gPlayer1.NetForceWeapFIdx := 0;
- if g_Game_IsClient and (gPlayer2 <> nil) and (gPlayer2.NetForceWeapFIdx >= gTime+5) then gPlayer2.NetForceWeapFIdx := 0;
PID := M.ReadWord();
Pl := g_Player_Get(PID);
TmpX := M.ReadLongInt();
TmpY := M.ReadLongInt();
- ReleaseKeysNoWeapon;
+ ReleaseKeys;
if (kByte = NET_KEY_CHAT) then
PressKey(KEY_CHAT, 10000)
var
PID: Word;
Pl: TPlayer;
- I: Integer;
- OldJet: Boolean;
+ I, OldFire: Integer;
+ OldJet, Flam: Boolean;
NewTeam: Byte;
- ww: Word;
- newweapon: Byte;
begin
PID := M.ReadWord();
Pl := g_Player_Get(PID);
Lives := M.ReadByte();
NewTeam := M.ReadByte();
- ww := M.ReadWord();
for I := WP_FIRST to WP_LAST do
- begin
- FWeapon[I] := ((ww and $01) <> 0);
- ww := ww shr 1;
- end;
+ FWeapon[I] := (M.ReadByte() <> 0);
for I := A_BULLETS to A_HIGH do
FAmmo[I] := M.ReadWord();
FMegaRulez[I] := M.ReadLongWord();
FRulez := [];
- // unpack special flags
- ww := M.ReadByte();
- if ((ww and $01) <> 0) then FRulez := FRulez+[R_ITEM_BACKPACK];
- if ((ww and $02) <> 0) then FRulez := FRulez+[R_KEY_RED];
- if ((ww and $04) <> 0) then FRulez := FRulez+[R_KEY_GREEN];
- if ((ww and $08) <> 0) then FRulez := FRulez+[R_KEY_BLUE];
- if ((ww and $10) <> 0) then FRulez := FRulez+[R_BERSERK];
+ if (M.ReadByte() <> 0) then
+ FRulez := FRulez + [R_ITEM_BACKPACK];
+ if (M.ReadByte() <> 0) then
+ FRulez := FRulez + [R_KEY_RED];
+ if (M.ReadByte() <> 0) then
+ FRulez := FRulez + [R_KEY_GREEN];
+ if (M.ReadByte() <> 0) then
+ FRulez := FRulez + [R_KEY_BLUE];
+ if (M.ReadByte() <> 0) then
+ FRulez := FRulez + [R_BERSERK];
Frags := M.ReadLongInt();
Death := M.ReadLongInt();
- newweapon := M.ReadByte();
-{$IFDEF K8_XXX_WEAPON_DEBUG}
- writeln('CLIENT PLRSTATS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; lastnwfrm=', NetForceWeapFIdx);
-{$ENDIF}
- if (gTime >= NetForceWeapFIdx) then
- begin
- //NetForceWeap := newweapon;
- SetWeapon(newweapon);
- end;
- //SetWeapon(M.ReadByte());
-
- // other flags
- ww := M.ReadByte();
+ SetWeapon(M.ReadByte());
- FSpectator := ((ww and $01) <> 0);
+ FSpectator := M.ReadByte() <> 0;
if FSpectator then
begin
if Pl = gPlayer1 then
if (gPlayer2 = nil) and (gLMSPID2 > 0) then
gPlayer2 := g_Player_Get(gLMSPID2);
end;
-
- FGhost := ((ww and $02) <> 0);
- FPhysics := ((ww and $04) <> 0);
- FNoRespawn := ((ww and $08) <> 0);
+ FGhost := M.ReadByte() <> 0;
+ FPhysics := M.ReadByte() <> 0;
+ FNoRespawn := M.ReadByte() <> 0;
OldJet := FJetpack;
- FJetpack := ((ww and $10) <> 0);
+ FJetpack := M.ReadByte() <> 0;
+ OldFire := FFireTime;
FFireTime := M.ReadLongInt();
+ if (OldFire <= 0) and (FFireTime > 0) then
+ g_Sound_PlayExAt('SOUND_IGNITE', Obj.X, Obj.Y);
+ Flam := M.ReadByte() <> 0;
if OldJet and not FJetpack then
JetpackOff
else if not OldJet and FJetpack then
JetpackOn;
+ if FFlaming and not Flam then
+ FlamerOff;
if Team <> NewTeam then
Pl.ChangeTeam(NewTeam);
end;
procedure MC_RECV_MonsterState(var M: TMsg);
var
- ID: Integer;
+ ID, OldFire: Integer;
MState, MFAnm: Byte;
Mon: TMonster;
AnimRevert: Boolean;
MonsterAmmo := M.ReadLongInt();
MonsterPain := M.ReadLongInt();
AnimRevert := M.ReadByte() <> 0;
+ OldFire := FFireTime;
FFireTime := M.ReadLongInt();
+ if (OldFire <= 0) and (FFireTime > 0) then
+ g_Sound_PlayExAt('SOUND_IGNITE', Obj.X, Obj.Y);
RevertAnim(AnimRevert);
if MonsterState <> MState then
kByte: Word;
Predict: Boolean;
strafeDir: Byte;
- //WeaponSelect: Word = 0;
+ WeaponSelect: Word = 0;
I: Integer;
begin
if not gGameOn then Exit;
end;
gPlayer1.ReleaseKeys;
- gPlayer1.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2));
- gPlayer1.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2));
-
if P1MoveButton = 1 then
begin
kByte := kByte or NET_KEY_LEFT;
end;
if isKeyPressed(KeyFire, KeyFire2) then kByte := kByte or NET_KEY_FIRE;
if isKeyPressed(KeyOpen, KeyOpen2) then kByte := kByte or NET_KEY_OPEN;
- // do not send weapon switch keys, `MH_SEND_PlayerStats()` will send changed weapon anyway
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then gPlayer1.PressKey(KEY_NEXTWEAPON); //kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then gPlayer1.PressKey(KEY_PREVWEAPON); //kByte := kByte or NET_KEY_PW;
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then kByte := kByte or NET_KEY_NW;
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then kByte := kByte or NET_KEY_PW;
for I := 0 to High(KeyWeapon) do
- begin
if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
- begin
- gPlayer1.weaponSwitchKeysStateChange(i, true);
- if gPlayer1.isWeaponSwitchKeyReleased(i) then
- begin
- gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
- //WeaponSelect := WeaponSelect or Word(1 shl I);
- end;
- end
- else
- begin
- gPlayer1.weaponSwitchKeysStateChange(i, false);
- end;
- end;
+ WeaponSelect := WeaponSelect or Word(1 shl I);
end;
// fix movebutton state
P1MoveButton := P1MoveButton or (strafeDir shl 4);
else
kByte := NET_KEY_CHAT;
- gPlayer1.weaponSwitchKeysShiftNewStates();
-
NetOut.Write(Byte(NET_MSG_PLRPOS));
NetOut.Write(gTime);
NetOut.Write(kByte);
NetOut.Write(Byte(gPlayer1.Direction));
- NetOut.Write(Byte(gPlayer1.CurrWeap));
-{$IFDEF K8_XXX_WEAPON_DEBUG}
- if (kByte and NET_KEY_FIRE) <> 0 then writeln('FIRE: CurrWeap=', gPlayer1.CurrWeap);
-{$ENDIF}
- //e_WriteLog(Format('S:nwp=%d; nwfidx=%d', [Integer(gPlayer1.NetForceWeap), Integer(gPlayer1.NetForceWeapFIdx)]), TMsgType.Warning);
- //NetOut.Write(WeaponSelect);
+ NetOut.Write(WeaponSelect);
//e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING);
g_Net_Client_Send(True, NET_CHAN_PLAYERPOS);
- // force player weapon
- //{if (gPlayer1.NetForceWeapFIdx < gTime) then} gPlayer1.SetWeapon(gPlayer1.NetForceWeap);
-
//kBytePrev := kByte;
//kDirPrev := gPlayer1.Direction;
end;