diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index a7ff31a9639fe68fdf2efdae7e308b54a1683a5d..6d1f430e5509196b9212f1535b1baedf3658e8af 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
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;
NetTime := GT;
kByte := M.ReadWord();
Dir := M.ReadByte();
- WeaponSelect := M.ReadWord();
+ //WeaponSelect := M.ReadWord();
+ SetWeapon(M.ReadByte());
//e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
SetDirection(TDirection(Dir));
- ReleaseKeys;
+ ReleaseKeysNoWeapon();
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);
- for I := WP_FIRST to WP_LAST do
- NetOut.Write(Byte(FWeapon[I]));
+ // 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 := A_BULLETS to A_HIGH do
NetOut.Write(FAmmo[I]);
for I := MR_SUIT to MR_MAX do
NetOut.Write(LongWord(FMegaRulez[I]));
- 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));
+ // 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(Frags);
NetOut.Write(Death);
NetOut.Write(CurrWeap);
- NetOut.Write(Byte(FSpectator));
- NetOut.Write(Byte(FGhost));
- NetOut.Write(Byte(FPhysics));
- NetOut.Write(Byte(FNoRespawn));
- NetOut.Write(Byte(FJetpack));
+ // 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(FFireTime);
end;
TmpX := M.ReadLongInt();
TmpY := M.ReadLongInt();
- ReleaseKeys;
+ ReleaseKeysNoWeapon;
if (kByte = NET_KEY_CHAT) then
PressKey(KEY_CHAT, 10000)
I: Integer;
OldJet: Boolean;
NewTeam: Byte;
+ ww: Word;
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
- FWeapon[I] := (M.ReadByte() <> 0);
+ begin
+ FWeapon[I] := ((ww and $01) <> 0);
+ ww := ww shr 1;
+ end;
for I := A_BULLETS to A_HIGH do
FAmmo[I] := M.ReadWord();
FMegaRulez[I] := M.ReadLongWord();
FRulez := [];
- 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];
+ // 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];
Frags := M.ReadLongInt();
Death := M.ReadLongInt();
SetWeapon(M.ReadByte());
- FSpectator := M.ReadByte() <> 0;
+ // other flags
+ ww := M.ReadByte();
+
+ FSpectator := ((ww and $01) <> 0);
if FSpectator then
begin
if Pl = gPlayer1 then
if (gPlayer2 = nil) and (gLMSPID2 > 0) then
gPlayer2 := g_Player_Get(gLMSPID2);
end;
- FGhost := M.ReadByte() <> 0;
- FPhysics := M.ReadByte() <> 0;
- FNoRespawn := M.ReadByte() <> 0;
+
+ FGhost := ((ww and $02) <> 0);
+ FPhysics := ((ww and $04) <> 0);
+ FNoRespawn := ((ww and $08) <> 0);
OldJet := FJetpack;
- FJetpack := M.ReadByte() <> 0;
+ FJetpack := ((ww and $10) <> 0);
FFireTime := M.ReadLongInt();
if OldJet and not FJetpack then
JetpackOff
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;
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then kByte := kByte or NET_KEY_PW;
+ // 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;
for I := 0 to High(KeyWeapon) do
+ begin
if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
- WeaponSelect := WeaponSelect or Word(1 shl I);
+ 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;
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(WeaponSelect);
+ NetOut.Write(Byte(gPlayer1.CurrWeap));
+ //NetOut.Write(WeaponSelect);
//e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING);
g_Net_Client_Send(True, NET_CHAN_PLAYERPOS);