diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 29e9223af93c0994aa62eab83b0b70c4a03893a7..0ad3894b0e0af831c28d1178f79b748d8fa7e852 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
NET_EV_LMS_DRAW = 16;
NET_EV_KILLCOMBO = 17;
NET_EV_PLAYER_TOUCH = 18;
+ NET_EV_SECRET = 19;
+ NET_EV_INTER_READY = 20;
NET_VE_STARTED = 1;
NET_VE_PASSED = 2;
NET_CHEAT_SUICIDE = 1;
NET_CHEAT_SPECTATE = 2;
+ NET_CHEAT_READY = 3;
NET_MAX_DIFFTIME = 5000 div 36;
else
Pl.Spectate;
end;
+ NET_CHEAT_READY:
+ begin
+ if gState <> STATE_INTERCUSTOM then Exit;
+ Pl.FReady := not Pl.FReady;
+ if Pl.FReady then
+ begin
+ MH_SEND_GameEvent(NET_EV_INTER_READY, Pl.UID, 'Y');
+ Inc(gInterReadyCount);
+ end
+ else
+ begin
+ MH_SEND_GameEvent(NET_EV_INTER_READY, Pl.UID, 'N');
+ Dec(gInterReadyCount);
+ end;
+ end;
end;
end;
@@ -644,7 +662,7 @@ procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_E
begin
result := false; // don't stop
MH_SEND_PanelState(pan.guid, ID); // anyway, to sync mplats
- if (pan.GetTextureCount > 1) then MH_SEND_PanelTexture(pan.guid, pan.LastAnimLoop, ID);
+ if (pan.CanChangeTexture) then MH_SEND_PanelTexture(pan.guid, pan.LastAnimLoop, ID);
end;
var
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);
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;
+
+ NET_EV_INTER_READY:
+ begin
+ pl := g_Player_Get(EvNum);
+ if pl <> nil then pl.FReady := (EvStr = 'Y');
+ end;
end;
end;
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;
var
PID: Word;
Pl: TPlayer;
- I: Integer;
- OldJet: Boolean;
+ I, OldFire: Integer;
+ OldJet, Flam: Boolean;
NewTeam: Byte;
begin
PID := M.ReadWord();
FNoRespawn := M.ReadByte() <> 0;
OldJet := FJetpack;
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;
TP := g_Map_PanelByGUID(PGUID);
if (TP <> nil) then
begin
- if Loop = 0 then
- begin
- // switch texture
- TP.SetTexture(Tex, Loop);
- TP.SetFrame(Fr, Cnt);
- end
- else
- begin
- // looped or non-looped animation
- TP.NextTexture(Loop);
- end;
+ // switch texture
+ TP.SetTexture(Tex, Loop);
+ TP.SetFrame(Fr, Cnt);
end;
end;
if gTriggers[I].ClientID = SID then
with gTriggers[I] do
begin
- if SPlaying then
+ if Sound <> nil then
begin
- if tgcLocal then
- Sound.PlayVolumeAt(X+(Width div 2), Y+(Height div 2), tgcVolume/255.0)
+ if SPlaying then
+ begin
+ if tgcLocal then
+ Sound.PlayVolumeAt(X+(Width div 2), Y+(Height div 2), tgcVolume/255.0)
+ else
+ Sound.PlayPanVolume((tgcPan-127.0)/128.0, tgcVolume/255.0);
+ Sound.SetPosition(SPos);
+ end
else
- Sound.PlayPanVolume((tgcPan-127.0)/128.0, tgcVolume/255.0);
- Sound.SetPosition(SPos);
- end
- else
- if Sound.IsPlaying then Sound.Stop;
+ if Sound.IsPlaying then Sound.Stop;
+ end;
SoundPlayCount := SCount;
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
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;
+ i: Integer;
begin
if not gGameOn then Exit;
if gPlayers = nil then Exit;
begin
strafeDir := P1MoveButton shr 4;
P1MoveButton := P1MoveButton and $0F;
- with gGameControls.P1Control do
+
+ 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;
+
+ // 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 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;
+ strafeDir := 0; // not strafing anymore
+ 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;
- // 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;
+ 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;
- 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 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
+ gPlayerAction[0, ACTION_WEAPNEXT] := False; // HACK, remove after readyweaon&pendinweapon implementation
+ gPlayerAction[0, ACTION_WEAPPREV] := False; // HACK, remove after readyweaon&pendinweapon implementation
+
+ for i := WP_FIRST to WP_LAST do
+ begin
+ if gSelectWeapon[0, i] 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;
- 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
- if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
- WeaponSelect := WeaponSelect or Word(1 shl I);
+ WeaponSelect := WeaponSelect or Word(1 shl i);
+ gSelectWeapon[0, i] := False
+ end
end;
+
// fix movebutton state
P1MoveButton := P1MoveButton or (strafeDir shl 4);
end
mapDataMsg: TMapDataMsg;
begin
e_WriteLog('NET: Received map request from ' +
- DecodeIPV4(C.Peer.address.host), TMsgType.Notify);
+ DecodeIPV4(C^.Peer.address.host), TMsgType.Notify);
mapDataMsg := CreateMapDataMsg(MapsDir + gGameSettings.WAD, gExternalResources);
- peer := NetClients[C.ID].Peer;
+ peer := NetClients[C^.ID].Peer;
MapDataMsgToBytes(payload, mapDataMsg);
g_Net_SendData(payload, peer, True, NET_CHAN_DOWNLOAD);
begin
FileName := ExtractFileName(M.ReadString());
e_WriteLog('NET: Received res request: ' + FileName +
- ' from ' + DecodeIPV4(C.Peer.address.host), TMsgType.Notify);
+ ' from ' + DecodeIPV4(C^.Peer.address.host), TMsgType.Notify);
if not IsValidFilePath(FileName) then
begin
exit;
end;
- peer := NetClients[C.ID].Peer;
+ peer := NetClients[C^.ID].Peer;
if gExternalResources.IndexOf(FileName) > -1 then
begin