diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index b170097d80296ec8ad3b7c7ed96e0bea1b54ccb4..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;
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);
- // 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(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);
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;
- 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
- 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();
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
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
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
- 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;
+ // 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
+ 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;
- gPlayer1.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2));
- gPlayer1.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2));
+ gPlayerAction[0, ACTION_WEAPNEXT] := False; // HACK, remove after readyweaon&pendinweapon implementation
+ gPlayerAction[0, ACTION_WEAPPREV] := False; // HACK, remove after readyweaon&pendinweapon implementation
- 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;
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then kByte := kByte or NET_KEY_PW;
- for I := 0 to High(KeyWeapon) do
+ for i := WP_FIRST to WP_LAST do
+ begin
+ if gSelectWeapon[0, i] then
begin
- if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
- begin
- gPlayer1.weaponSwitchKeysStateChange(i, true);
- if gPlayer1.isWeaponSwitchKeyReleased(i) then WeaponSelect := WeaponSelect or Word(1 shl I);
- end
- else
- begin
- gPlayer1.weaponSwitchKeysStateChange(i, false);
- end;
- end;
+ WeaponSelect := WeaponSelect or Word(1 shl i);
+ gSelectWeapon[0, i] := False
+ end
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);