X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_netmsg.pas;h=d88e6af38e973a1e3258c75985d38829b65c0615;hb=abda6900c041e39944de6a49aa088a60c170715e;hp=1c44acacf18cd4b437c528ac620b1c3c4c168f2d;hpb=a192c0b164766b2145a011938ee11dfa854a42c5;p=d2df-sdl.git diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 1c44aca..d88e6af 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -112,6 +112,7 @@ const NET_EV_PLAYER_TOUCH = 18; NET_EV_SECRET = 19; NET_EV_INTER_READY = 20; + NET_EV_LMS_NOSPAWN = 21; NET_VE_STARTED = 1; NET_VE_PASSED = 2; @@ -275,8 +276,8 @@ function IsValidFilePath(const S: String): Boolean; implementation uses - Math, ENet, e_input, e_graphics, e_log, - g_textures, g_gfx, g_sound, g_console, g_basic, g_options, g_main, + Math, ENet, e_input, e_log, g_base, g_basic, r_gfx, + g_textures, g_gfx, g_sound, g_console, g_options, g_game, g_player, g_map, g_panel, g_items, g_weapons, g_phys, g_gui, g_language, g_monsters, g_netmaster, utils, wadreader, MAPDEF; @@ -429,37 +430,26 @@ begin Name := PName; FClientID := C^.ID; // round in progress, don't spawn - if (gGameSettings.MaxLives > 0) and (gLMSRespawn = LMS_RESPAWN_NONE) then - begin - Lives := 0; - FNoRespawn := True; - Spectate; - FWantsInGame := True; // TODO: look into this later - C^.WaitForFirstSpawn := true; - end - else - begin - e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]); - //e_LogWritefln('spawning player with pid #%u...', [PID]); - //Respawn(gGameSettings.GameType = GT_SINGLE); - //k8: no, do not spawn a player yet, wait for "request full state" packet - Lives := 0; - Spectate; - FNoRespawn := True; - // `FWantsInGame` seems to mean "spawn the player on the next occasion". - // that is, if we'll set it to `true`, the player can be spawned after - // warmup time ran out, for example, regardless of the real player state. - // also, this seems to work only for the initial connection. further - // map changes could initiate resource downloading, but the player will - // be spawned immediately. - // the proper solution will require another player state, "ephemeral". - // the player should start any map in "ephemeral" state, and turned into - // real mobj only when they sent a special "i am ready" packet. this packet - // must be sent after receiving the full state, so the player will get a full - // map view before going into game. - FWantsInGame := false; - C^.WaitForFirstSpawn := true; - end; + e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]); + //e_LogWritefln('spawning player with pid #%u...', [PID]); + //Respawn(gGameSettings.GameType = GT_SINGLE); + //k8: no, do not spawn a player yet, wait for "request full state" packet + Lives := 0; + Spectate; + FNoRespawn := True; + // `FWantsInGame` seems to mean "spawn the player on the next occasion". + // that is, if we'll set it to `true`, the player can be spawned after + // warmup time ran out, for example, regardless of the real player state. + // also, this seems to work only for the initial connection. further + // map changes could initiate resource downloading, but the player will + // be spawned immediately. + // the proper solution will require another player state, "ephemeral". + // the player should start any map in "ephemeral" state, and turned into + // real mobj only when they sent a special "i am ready" packet. this packet + // must be sent after receiving the full state, so the player will get a full + // map view before going into game. + FWantsInGame := false; + C^.WaitForFirstSpawn := true; end; //if not C^.WaitForFirstSpawn then @@ -476,7 +466,11 @@ begin if gState in [STATE_INTERCUSTOM, STATE_FOLD] then MH_SEND_GameEvent(NET_EV_MAPEND, 0, 'N', C^.ID); - if NetUseMaster then g_Net_Slist_Update; + if NetUseMaster then + begin + //g_Net_Slist_Update; + g_Net_Slist_Pulse(); + end; end; @@ -487,11 +481,23 @@ begin if not C.WaitForFirstSpawn then exit; plr := g_Player_Get(C^.Player); if not assigned(plr) then exit; + g_Net_Slist_ServerPlayerComes(); e_LogWritefln('*** client #%u (cid #%u) first spawn', [C.ID, C.Player]); C.WaitForFirstSpawn := false; plr.FNoRespawn := false; plr.FWantsInGame := true; // TODO: look into this later - plr.Respawn(False); + + if (gGameSettings.MaxLives > 0) and (gLMSRespawn = LMS_RESPAWN_NONE) then + begin + plr.Spectate; + MH_SEND_GameEvent(NET_EV_LMS_NOSPAWN, 0, 'N', C.ID); + end + else + begin + plr.Respawn(False); + if gLMSRespawn > LMS_RESPAWN_NONE then + MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime, 'N', C.ID); + end; end; @@ -588,7 +594,12 @@ begin NET_CHEAT_SPECTATE: begin if Pl.FSpectator then - Pl.Respawn(False) + begin + if (gGameSettings.MaxLives = 0) or (gLMSRespawn > LMS_RESPAWN_NONE) then + Pl.Respawn(False) + else + MH_SEND_GameEvent(NET_EV_LMS_NOSPAWN, Pl.UID); + end else Pl.Spectate; end; @@ -639,7 +650,7 @@ begin Pl.Name := TmpName; end; - if TmpModel <> Pl.Model.Name then + if TmpModel <> Pl.Model.GetName() then Pl.SetModel(TmpModel); MH_SEND_PlayerSettings(Pl.UID, TmpModel); @@ -810,28 +821,18 @@ begin if CreatePlayers and (ID >= 0) then NetClients[ID].State := NET_STATE_GAME; - if gLMSRespawn > LMS_RESPAWN_NONE then - begin - e_LogWritefln('*** client #%u (cid #%u) WARMUP', [ID, NetClients[ID].Player]); - MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000, 'N', ID); - end; - g_Net_Flush(); end; procedure MH_SEND_Info(ID: Byte); -var - Map: string; begin - Map := g_ExtractFileName(gMapInfo.Map); - NetOut.Clear(); NetOut.Write(Byte(NET_MSG_INFO)); NetOut.Write(ID); NetOut.Write(NetClients[ID].Player); - NetOut.Write(gGameSettings.WAD); - NetOut.Write(Map); + NetOut.Write(ExtractFileName(gGameSettings.WAD)); + NetOut.Write(g_ExtractFileName(gMapInfo.Map)); NetOut.Write(gWADHash); NetOut.Write(gGameSettings.GameMode); NetOut.Write(gGameSettings.GoalLimit); @@ -1109,9 +1110,10 @@ begin if IsKeyPressed(KEY_UP) then kByte := kByte or NET_KEY_UP; if IsKeyPressed(KEY_DOWN) then kByte := kByte or NET_KEY_DOWN; if IsKeyPressed(KEY_JUMP) then kByte := kByte or NET_KEY_JUMP; - if JustTeleported then kByte := kByte or NET_KEY_FORCEDIR; end; + if JustTeleported then kByte := kByte or NET_KEY_FORCEDIR; + NetOut.Write(kByte); if Direction = TDirection.D_LEFT then NetOut.Write(Byte(0)) else NetOut.Write(Byte(1)); NetOut.Write(GameX); @@ -1177,6 +1179,7 @@ begin NetOut.Write(Byte(FJetpack)); NetOut.Write(FFireTime); NetOut.Write(Byte(FFlaming)); + NetOut.Write(FSpawnInvul); end; g_Net_Host_Send(ID, True, NET_CHAN_PLAYER); @@ -1239,7 +1242,7 @@ begin NetOut.Write(PID); NetOut.Write(Pl.Name); if Mdl = '' then - NetOut.Write(Pl.Model.Name) + NetOut.Write(Pl.Model.GetName()) else NetOut.Write(Mdl); NetOut.Write(Pl.FColor.R); @@ -1513,22 +1516,25 @@ begin if Mode <> NET_CHAT_SYSTEM then begin - if Mode = NET_CHAT_PLAYER then + if NetDeafLevel = 0 then begin - g_Console_Add(Txt, True); - e_WriteLog('[Chat] ' + b_Text_Unformat(Txt), TMsgType.Notify); - g_Game_ChatSound(b_Text_Unformat(Txt)); - end else - if (Mode = NET_CHAT_TEAM) and (gPlayer1 <> nil) then - begin - if gPlayer1.Team = TEAM_RED then - g_Console_Add(b_Text_Format('\r[Team] ') + Txt, True); - if gPlayer1.Team = TEAM_BLUE then - g_Console_Add(b_Text_Format('\b[Team] ') + Txt, True); - e_WriteLog('[Team Chat] ' + b_Text_Unformat(Txt), TMsgType.Notify); - g_Game_ChatSound(b_Text_Unformat(Txt)); + if Mode = NET_CHAT_PLAYER then + begin + g_Console_Add(Txt, True); + e_WriteLog('[Chat] ' + b_Text_Unformat(Txt), TMsgType.Notify); + g_Game_ChatSound(b_Text_Unformat(Txt)); + end else + if (Mode = NET_CHAT_TEAM) and (gPlayer1 <> nil) then + begin + if gPlayer1.Team = TEAM_RED then + g_Console_Add(b_Text_Format('\r[Team] ') + Txt, True); + if gPlayer1.Team = TEAM_BLUE then + g_Console_Add(b_Text_Format('\b[Team] ') + Txt, True); + e_WriteLog('[Team Chat] ' + b_Text_Unformat(Txt), TMsgType.Notify); + g_Game_ChatSound(b_Text_Unformat(Txt)); + end; end; - end else + end else if (NetDeafLevel < 2) then g_Console_Add(Txt, True); end; @@ -1537,8 +1543,6 @@ var Kind: Byte; X, Y: Integer; Ang: SmallInt; - Anim: TAnimation; - ID: LongWord; begin if not gGameOn then Exit; Kind := M.ReadByte(); @@ -1552,72 +1556,40 @@ begin NET_GFX_TELE: begin - if g_Frames_Get(ID, 'FRAMES_TELEPORT') then - begin - Anim := TAnimation.Create(ID, False, 3); - g_GFX_OnceAnim(X, Y, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_TELEPORT_FAST, X, Y); if Ang = 1 then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y); end; NET_GFX_EXPLODE: begin - if g_Frames_Get(ID, 'FRAMES_EXPLODE_ROCKET') then - begin - Anim := TAnimation.Create(ID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(X-64, Y-64, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, X - 64, Y - 64); if Ang = 1 then g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', X, Y); end; NET_GFX_BFGEXPL: begin - if g_Frames_Get(ID, 'FRAMES_EXPLODE_BFG') then - begin - Anim := TAnimation.Create(ID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(X-64, Y-64, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, X - 64, Y - 64); if Ang = 1 then g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', X, Y); end; NET_GFX_BFGHIT: begin - if g_Frames_Get(ID, 'FRAMES_BFGHIT') then - begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(X-32, Y-32, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_BFG_HIT, X - 32, Y - 32); end; NET_GFX_FIRE: begin - if g_Frames_Get(ID, 'FRAMES_FIRE') then - begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(X, Y, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_FIRE, X, Y); if Ang = 1 then g_Sound_PlayExAt('SOUND_FIRE', X, Y); end; NET_GFX_RESPAWN: begin - if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then - begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(X, Y, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X, Y); if Ang = 1 then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y); end; @@ -1775,6 +1747,7 @@ begin NET_EV_MAPEND: goodCmd := true; NET_EV_PLAYER_KICK: goodCmd := true; NET_EV_PLAYER_BAN: goodCmd := true; + NET_EV_LMS_WARMUP: goodCmd := true; end; if not goodCmd then exit; end; @@ -1796,7 +1769,7 @@ begin gGameSettings.GameMode := gSwitchGameMode; gWADHash := EvHash; - if not g_Game_StartMap(EvStr, True) then + if not g_Game_StartMap(false{asMegawad}, EvStr, True) then begin if not isWadPath(EvStr) then g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [gGameSettings.WAD + ':\' + EvStr])) @@ -1811,6 +1784,8 @@ begin NET_EV_MAPEND: begin + gLMSRespawn := LMS_RESPAWN_NONE; + gLMSRespawnTime := 0; if (g_Res_received_map_start <> 0) then begin g_Res_received_map_start := -1; @@ -1836,10 +1811,13 @@ begin NET_EV_CHANGE_TEAM: begin - if EvNum = TEAM_RED then - g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [EvStr]), True); - if EvNum = TEAM_BLUE then - g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [EvStr]), True); + if NetDeafLevel < 2 then + begin + if EvNum = TEAM_RED then + g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_RED], [EvStr]), True); + if EvNum = TEAM_BLUE then + g_Console_Add(Format(_lc[I_PLAYER_CHTEAM_BLUE], [EvStr]), True); + end; end; NET_EV_PLAYER_KICK: @@ -1855,13 +1833,24 @@ begin end; NET_EV_LMS_WARMUP: - g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [EvNum]), True); + begin + if EvNum > 0 then + begin + gLMSRespawn := LMS_RESPAWN_WARMUP; + gLMSRespawnTime := gTime + EvNum; + g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [EvNum div 1000]), True); + end + else if gPlayer1 = nil then + begin + g_Console_Add(_lc[I_PLAYER_SPECT4], True); + end; + end; NET_EV_LMS_SURVIVOR: g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True); NET_EV_BIGTEXT: - g_Game_Message(AnsiUpperCase(EvStr), Word(EvNum)); + if NetDeafLevel < 2 then g_Game_Message(AnsiUpperCase(EvStr), Word(EvNum)); NET_EV_SCORE: begin @@ -1941,6 +1930,7 @@ begin NET_EV_LMS_START: begin g_Player_RemoveAllCorpses; + gLMSRespawn := LMS_RESPAWN_NONE; g_Game_Message(_lc[I_MESSAGE_LMS_START], 144); end; @@ -1961,6 +1951,9 @@ begin NET_EV_LMS_DRAW: g_Game_Message(_lc[I_GAME_WIN_DRAW], 144); + NET_EV_LMS_NOSPAWN: + g_Console_Add(_lc[I_PLAYER_SPECT4], True); + NET_EV_KILLCOMBO: g_Game_Announce_KillCombo(EvNum); @@ -2201,7 +2194,8 @@ begin end; end; - g_Console_Add(Format(_lc[I_PLAYER_JOIN], [PName]), True); + if NetDeafLevel < 3 then + g_Console_Add(Format(_lc[I_PLAYER_JOIN], [PName]), True); e_WriteLog('NET: Player ' + PName + ' [' + IntToStr(PID) + '] added.', TMsgType.Notify); Result := PID; end; @@ -2244,7 +2238,7 @@ begin ReleaseKeys; - if (kByte = NET_KEY_CHAT) then + if LongBool(kByte and NET_KEY_CHAT) then PressKey(KEY_CHAT, 10000) else begin @@ -2255,7 +2249,9 @@ begin if LongBool(kByte and NET_KEY_JUMP) then PressKey(KEY_JUMP, 10000); end; - if ((Pl <> gPlayer1) and (Pl <> gPlayer2)) or LongBool(kByte and NET_KEY_FORCEDIR) then + JustTeleported := LongBool(kByte and NET_KEY_FORCEDIR); + + if ((Pl <> gPlayer1) and (Pl <> gPlayer2)) or JustTeleported then SetDirection(TDirection(Dir)); GameVelX := M.ReadLongInt(); @@ -2324,23 +2320,29 @@ begin FSpectator := M.ReadByte() <> 0; if FSpectator then begin - if Pl = gPlayer1 then + if UID = NetPlrUID1 then begin - gLMSPID1 := UID; + gSpectLatchPID1 := UID; gPlayer1 := nil; end; - if Pl = gPlayer2 then + if UID = NetPlrUID2 then begin - gLMSPID2 := UID; + gSpectLatchPID2 := UID; gPlayer2 := nil; end; end else begin - if (gPlayer1 = nil) and (gLMSPID1 > 0) then - gPlayer1 := g_Player_Get(gLMSPID1); - if (gPlayer2 = nil) and (gLMSPID2 > 0) then - gPlayer2 := g_Player_Get(gLMSPID2); + if (gPlayer1 = nil) and (gSpectLatchPID1 > 0) and (UID = gSpectLatchPID1) then + begin + gPlayer1 := Pl; + gSpectLatchPID1 := 0; + end; + if (gPlayer2 = nil) and (gSpectLatchPID2 > 0) and (UID = gSpectLatchPID2) then + begin + gPlayer2 := Pl; + gSpectLatchPID2 := 0; + end; end; FGhost := M.ReadByte() <> 0; FPhysics := M.ReadByte() <> 0; @@ -2352,6 +2354,7 @@ begin if (OldFire <= 0) and (FFireTime > 0) then g_Sound_PlayExAt('SOUND_IGNITE', Obj.X, Obj.Y); Flam := M.ReadByte() <> 0; + FSpawnInvul := M.ReadLongInt(); if OldJet and not FJetpack then JetpackOff else if not OldJet and FJetpack then @@ -2425,7 +2428,8 @@ begin Result := 0; if Pl = nil then Exit; - g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [Pl.Name]), True); + if NetDeafLevel < 3 then + g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [Pl.Name]), True); e_WriteLog('NET: Player ' + Pl.Name + ' [' + IntToStr(PID) + '] removed.', TMsgType.Notify); g_Player_Remove(PID); @@ -2490,11 +2494,12 @@ begin if Pl.Name <> TmpName then begin - g_Console_Add(Format(_lc[I_PLAYER_NAME], [Pl.Name, TmpName]), True); + if NetDeafLevel < 3 then + g_Console_Add(Format(_lc[I_PLAYER_NAME], [Pl.Name, TmpName]), True); Pl.Name := TmpName; end; - if TmpModel <> Pl.Model.Name then + if TmpModel <> Pl.Model.GetName() then Pl.SetModel(TmpModel); end; @@ -2503,11 +2508,9 @@ end; procedure MC_RECV_ItemSpawn(var M: TMsg); var ID: Word; - AID: DWord; X, Y, VX, VY: Integer; T: Byte; Quiet, Fall{, Resp}: Boolean; - Anim: TAnimation; it: PItem; begin if not gGameOn then Exit; @@ -2531,12 +2534,7 @@ begin if not Quiet then begin g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y); - if g_Frames_Get(AID, 'FRAMES_ITEM_RESPAWN') then - begin - Anim := TAnimation.Create(AID, False, 4); - g_GFX_OnceAnim(X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16); end; end; @@ -2884,18 +2882,19 @@ begin Str1 := M.ReadString(); Str2 := M.ReadString(); - case EvID of - NET_VE_STARTED: - g_Console_Add(Format(_lc[I_MESSAGE_VOTE_STARTED], [Str1, Str2, Int1]), True); - NET_VE_PASSED: - g_Console_Add(Format(_lc[I_MESSAGE_VOTE_PASSED], [Str1]), True); - NET_VE_FAILED: - g_Console_Add(_lc[I_MESSAGE_VOTE_FAILED], True); - NET_VE_VOTE: - g_Console_Add(Format(_lc[I_MESSAGE_VOTE_VOTE], [Str1, Int1, Int2]), True); - NET_VE_INPROGRESS: - g_Console_Add(Format(_lc[I_MESSAGE_VOTE_INPROGRESS], [Str1]), True); - end; + if NetDeafLevel < 2 then + case EvID of + NET_VE_STARTED: + g_Console_Add(Format(_lc[I_MESSAGE_VOTE_STARTED], [Str1, Str2, Int1]), True); + NET_VE_PASSED: + g_Console_Add(Format(_lc[I_MESSAGE_VOTE_PASSED], [Str1]), True); + NET_VE_FAILED: + g_Console_Add(_lc[I_MESSAGE_VOTE_FAILED], True); + NET_VE_VOTE: + g_Console_Add(Format(_lc[I_MESSAGE_VOTE_VOTE], [Str1, Int1, Int2]), True); + NET_VE_INPROGRESS: + g_Console_Add(Format(_lc[I_MESSAGE_VOTE_INPROGRESS], [Str1]), True); + end; end; // CLIENT SEND