X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_netmsg.pas;h=e84d82965bcc48850e4d971a28234fb4adbf7a18;hp=9563b8083f9fd7d1f7955a35fb0a36a96200cf35;hb=228d34465e847f7953a4b2a9e6a32c3b5d2316ae;hpb=f666629aca7f9df2fa9363d66f388fd5b30f76b3 diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 9563b80..e84d829 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -16,8 +16,6 @@ {$INCLUDE ../shared/a_modes.inc} unit g_netmsg; -{.$DEFINE K8_XXX_WEAPON_DEBUG} - interface uses e_msg, g_net, g_triggers, Classes, SysUtils, md5; @@ -111,6 +109,7 @@ const NET_EV_LMS_DRAW = 16; NET_EV_KILLCOMBO = 17; NET_EV_PLAYER_TOUCH = 18; + NET_EV_SECRET = 19; NET_VE_STARTED = 1; NET_VE_PASSED = 2; @@ -432,13 +431,12 @@ end; 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; @@ -456,22 +454,13 @@ begin 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 @@ -486,10 +475,9 @@ 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 @@ -498,7 +486,6 @@ begin QueueWeaponSwitch(i); end; end; - *) end; // MH_SEND_PlayerPos(False, PID, C^.ID); @@ -1037,7 +1024,6 @@ procedure MH_SEND_PlayerStats(PID: Word; ID: Integer = NET_EVERYONE); var P: TPlayer; I: Integer; - ww: Word; begin P := g_Player_Get(PID); if P = nil then Exit; @@ -1056,10 +1042,8 @@ begin 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]); @@ -1070,31 +1054,24 @@ begin 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); @@ -1855,6 +1832,16 @@ begin pl.Touch(); end; + NET_EV_SECRET: + begin + pl := g_Player_Get(EvNum); + if pl <> nil then + begin + g_Console_Add(Format(_lc[I_PLAYER_SECRET], [pl.Name]), True); + g_Sound_PlayEx('SOUND_GAME_SECRET'); + end; + end; + end; end; @@ -1863,7 +1850,7 @@ var PID: Word; Pl: TPlayer; EvType: Byte; - Fl: Byte; + Fl, a: Byte; Quiet: Boolean; s, ts: string; begin @@ -1900,6 +1887,16 @@ 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: @@ -1915,6 +1912,16 @@ begin 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: @@ -1930,6 +1937,16 @@ begin 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: @@ -1948,6 +1965,16 @@ begin 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: @@ -1961,6 +1988,16 @@ 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; end; end; @@ -2043,8 +2080,6 @@ begin Exit; end; gTime := GT; - if g_Game_IsClient and (gPlayer1 <> nil) and (gPlayer1.NetForceWeapFIdx >= gTime+15) then gPlayer1.NetForceWeapFIdx := 0; - if g_Game_IsClient and (gPlayer2 <> nil) and (gPlayer2.NetForceWeapFIdx >= gTime+15) then gPlayer2.NetForceWeapFIdx := 0; PID := M.ReadWord(); Pl := g_Player_Get(PID); @@ -2063,7 +2098,7 @@ begin TmpX := M.ReadLongInt(); TmpY := M.ReadLongInt(); - ReleaseKeysNoWeapon; + ReleaseKeys; if (kByte = NET_KEY_CHAT) then PressKey(KEY_CHAT, 10000) @@ -2092,11 +2127,9 @@ function MC_RECV_PlayerStats(var M: TMsg): Word; 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); @@ -2115,12 +2148,8 @@ begin 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(); @@ -2132,32 +2161,23 @@ begin 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()); + SetWeapon(M.ReadByte()); - // other flags - ww := M.ReadByte(); - - FSpectator := ((ww and $01) <> 0); + FSpectator := M.ReadByte() <> 0; if FSpectator then begin if Pl = gPlayer1 then @@ -2178,17 +2198,22 @@ begin 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; @@ -2621,7 +2646,7 @@ end; procedure MC_RECV_MonsterState(var M: TMsg); var - ID: Integer; + ID, OldFire: Integer; MState, MFAnm: Byte; Mon: TMonster; AnimRevert: Boolean; @@ -2642,7 +2667,10 @@ begin 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 @@ -2753,20 +2781,12 @@ begin 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; strafeDir: Byte; - //WeaponSelect: Word = 0; - I: Integer; + WeaponSelect: Word = 0; begin if not gGameOn then Exit; if gPlayers = nil then Exit; @@ -2779,103 +2799,84 @@ begin begin strafeDir := P1MoveButton shr 4; P1MoveButton := P1MoveButton and $0F; - with gGameControls.P1Control do - begin - 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; - // 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(TDirection.D_LEFT) - else if (strafeDir = 1) then gPlayer1.SetDirection(TDirection.D_RIGHT); - end - else - begin - if (P1MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then gPlayer1.SetDirection(TDirection.D_LEFT) - else if (P1MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then gPlayer1.SetDirection(TDirection.D_RIGHT) - else if P1MoveButton <> 0 then gPlayer1.SetDirection(TDirection(P1MoveButton-1)); - end; + if gPlayerAction[0, ACTION_MOVELEFT] and (not gPlayerAction[0, ACTION_MOVERIGHT]) then + P1MoveButton := 1 + else if (not gPlayerAction[0, ACTION_MOVELEFT]) and gPlayerAction[0, ACTION_MOVERIGHT] then + P1MoveButton := 2 + else if (not gPlayerAction[0, ACTION_MOVELEFT]) and (not gPlayerAction[0, ACTION_MOVERIGHT]) then + P1MoveButton := 0; - gPlayer1.ReleaseKeys; - gPlayer1.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2)); - gPlayer1.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2)); + // strafing + if gPlayerAction[0, ACTION_STRAFE] 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(TDirection.D_LEFT) + else if (strafeDir = 1) then gPlayer1.SetDirection(TDirection.D_RIGHT); + end + else + begin + if (P1MoveButton = 2) and gPlayerAction[0, ACTION_MOVELEFT] then + gPlayer1.SetDirection(TDirection.D_LEFT) + else if (P1MoveButton = 1) and gPlayerAction[0, ACTION_MOVERIGHT] then + gPlayer1.SetDirection(TDirection.D_RIGHT) + else if P1MoveButton <> 0 then + gPlayer1.SetDirection(TDirection(P1MoveButton-1)); + end; - if P1MoveButton = 1 then - begin - kByte := kByte or NET_KEY_LEFT; - if Predict then gPlayer1.PressKey(KEY_LEFT, 10000); - end; - if P1MoveButton = 2 then - begin - kByte := kByte or NET_KEY_RIGHT; - if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000); - end; - if isKeyPressed(KeyUp, KeyUp2) then - begin - kByte := kByte or NET_KEY_UP; - gPlayer1.PressKey(KEY_UP, 10000); - end; - if isKeyPressed(KeyDown, KeyDown2) then - begin - kByte := kByte or NET_KEY_DOWN; - gPlayer1.PressKey(KEY_DOWN, 10000); - end; - if isKeyPressed(KeyJump, KeyJump2) then - begin - kByte := kByte or NET_KEY_JUMP; - // gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option - 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; - 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; + gPlayer1.ReleaseKeys; + if P1MoveButton = 1 then + begin + kByte := kByte or NET_KEY_LEFT; + if Predict then gPlayer1.PressKey(KEY_LEFT, 10000); + end; + if P1MoveButton = 2 then + begin + kByte := kByte or NET_KEY_RIGHT; + if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000); + end; + if gPlayerAction[0, ACTION_LOOKUP] then + begin + kByte := kByte or NET_KEY_UP; + gPlayer1.PressKey(KEY_UP, 10000); end; + if gPlayerAction[0, ACTION_LOOKDOWN] then + begin + kByte := kByte or NET_KEY_DOWN; + gPlayer1.PressKey(KEY_DOWN, 10000); + end; + if gPlayerAction[0, ACTION_JUMP] then + begin + kByte := kByte or NET_KEY_JUMP; + // gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option + end; + if gPlayerAction[0, ACTION_ATTACK] then kByte := kByte or NET_KEY_FIRE; + if gPlayerAction[0, ACTION_ACTIVATE] then kByte := kByte or NET_KEY_OPEN; + if gPlayerAction[0, ACTION_WEAPNEXT] then kByte := kByte or NET_KEY_NW; + if gPlayerAction[0, ACTION_WEAPPREV] then kByte := kByte or NET_KEY_PW; + + if gSelectWeapon[0] >= 0 then + begin + WeaponSelect := gSelectWeapon[0]; + //gSelectWeapon[0] := -1 + end; + // fix movebutton state P1MoveButton := P1MoveButton or (strafeDir shl 4); end 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;