diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 869da64bf5c6556f5f7ef047c8d0380d40183a18..a0fb6eda640681ee89637144f95dc148f2f0595c 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE ../shared/a_modes.inc}
unit g_netmsg;
interface
@@ -146,7 +146,7 @@ procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_E
procedure MH_SEND_Info(ID: Byte);
procedure MH_SEND_Chat(Txt: string; Mode: Byte; ID: Integer = NET_EVERYONE);
procedure MH_SEND_Effect(X, Y: Integer; Ang: SmallInt; Kind: Byte; ID: Integer = NET_EVERYONE);
-procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE);
+procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE);
procedure MH_SEND_CreateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_UpdateShot(Proj: LongInt; ID: Integer = NET_EVERYONE);
procedure MH_SEND_DeleteShot(Proj: LongInt; X, Y: LongInt; Loud: Boolean = True; ID: Integer = NET_EVERYONE);
function MH_RECV_PlayerPos(C: pTNetClient; P: Pointer): Word;
var
- Dir: Byte;
+ Dir, i: Byte;
+ WeaponSelect: Word;
PID: Word;
kByte: Word;
Pl: TPlayer;
NetTime := GT;
kByte := e_Raw_Read_Word(P);
Dir := e_Raw_Read_Byte(P);
+ WeaponSelect := e_Raw_Read_Word(P);
+ //e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
+
SetDirection(TDirection(Dir));
ReleaseKeys;
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);
+
+ for i := 0 to 15 do
+ begin
+ if (WeaponSelect and Word(1 shl i)) <> 0 then
+ begin
+ //e_WriteLog(Format(' R:wn=%d', [i]), MSG_WARNING);
+ QueueWeaponSwitch(i);
+ end;
+ end;
end;
// MH_SEND_PlayerPos(False, PID, C^.ID);
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
-procedure MH_SEND_Sound(X, Y: Integer; Name: string; ID: Integer = NET_EVERYONE);
+procedure MH_SEND_Sound(X, Y: Integer; Name: string; Pos: Boolean = True; ID: Integer = NET_EVERYONE);
begin
e_Buffer_Write(@NetOut, Byte(NET_MSG_SND));
e_Buffer_Write(@NetOut, Name);
- e_Buffer_Write(@NetOut, X);
- e_Buffer_Write(@NetOut, Y);
+ if Pos then
+ begin
+ e_Buffer_Write(@NetOut, Byte(1));
+ e_Buffer_Write(@NetOut, X);
+ e_Buffer_Write(@NetOut, Y);
+ end
+ else
+ e_Buffer_Write(@NetOut, Byte(0));
g_Net_Host_Send(ID, False, NET_CHAN_GAME);
end;
e_Buffer_Write(@NetOut, Lives);
e_Buffer_Write(@NetOut, Team);
- for I := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for I := WP_FIRST to WP_LAST do
e_Buffer_Write(@NetOut, Byte(FWeapon[I]));
- for I := A_BULLETS to A_CELLS do
+ for I := A_BULLETS to A_HIGH do
e_Buffer_Write(@NetOut, FAmmo[I]);
- for I := A_BULLETS to A_CELLS do
+ for I := A_BULLETS to A_HIGH do
e_Buffer_Write(@NetOut, FMaxAmmo[I]);
for I := MR_SUIT to MR_MAX do
e_Buffer_Write(@NetOut, Byte(FPhysics));
e_Buffer_Write(@NetOut, Byte(FNoRespawn));
e_Buffer_Write(@NetOut, Byte(FJetpack));
+ e_Buffer_Write(@NetOut, FFireTime);
end;
g_Net_Host_Send(ID, True, NET_CHAN_PLAYER);
e_Buffer_Write(@NetOut, MonsterAmmo);
e_Buffer_Write(@NetOut, MonsterPain);
e_Buffer_Write(@NetOut, Byte(AnimIsReverse));
+ e_Buffer_Write(@NetOut, FFireTime);
end;
g_Net_Host_Send(ID, True, NET_CHAN_MONSTER);
var
Name: string;
X, Y: Integer;
+ Pos: Boolean;
begin
Name := e_Raw_Read_String(P);
- X := e_Raw_Read_LongInt(P);
- Y := e_Raw_Read_LongInt(P);
- g_Sound_PlayExAt(Name, X, Y);
+ Pos := e_Raw_Read_Byte(P) <> 0;
+ if Pos then
+ begin
+ X := e_Raw_Read_LongInt(P);
+ Y := e_Raw_Read_LongInt(P);
+ g_Sound_PlayExAt(Name, X, Y);
+ end
+ else
+ g_Sound_PlayEx(Name);
end;
procedure MC_RECV_CreateShot(P: Pointer);
Lives := e_Raw_Read_Byte(P);
NewTeam := e_Raw_Read_Byte(P);
- for I := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for I := WP_FIRST to WP_LAST do
FWeapon[I] := (e_Raw_Read_Byte(P) <> 0);
- for I := A_BULLETS to A_CELLS do
+ for I := A_BULLETS to A_HIGH do
FAmmo[I] := e_Raw_Read_Word(P);
- for I := A_BULLETS to A_CELLS do
+ for I := A_BULLETS to A_HIGH do
FMaxAmmo[I] := e_Raw_Read_Word(P);
for I := MR_SUIT to MR_MAX do
FNoRespawn := e_Raw_Read_Byte(P) <> 0;
OldJet := FJetpack;
FJetpack := e_Raw_Read_Byte(P) <> 0;
+ FFireTime := e_Raw_Read_LongInt(P);
if OldJet and not FJetpack then
JetpackOff
else if not OldJet and FJetpack then
else
if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
- ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then
+ ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER,
+ ITEM_AMMO_BACKPACK] then
g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
gItems[ID].Obj.X, gItems[ID].Obj.Y)
else
else
if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2,
ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA,
- ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then
+ ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then
g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON',
gItems[ID].Obj.X, gItems[ID].Obj.Y)
else
MonsterAmmo := e_Raw_Read_LongInt(P);
MonsterPain := e_Raw_Read_LongInt(P);
AnimRevert := e_Raw_Read_Byte(P) <> 0;
+ FFireTime := e_Raw_Read_LongInt(P);
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;
begin
if not gGameOn then Exit;
if gPlayers = nil then Exit;
Predict := NetPredictSelf; // and (not NetGotKeys);
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
+ begin
+ strafeDir := P1MoveButton shr 4;
+ P1MoveButton := P1MoveButton and $0F;
with gGameControls.P1Control do
begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 1
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P1MoveButton := 2
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 0;
+ 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;
- if (P1MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer1.SetDirection(D_LEFT)
+ // 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(D_LEFT)
+ else if (strafeDir = 1) then gPlayer1.SetDirection(D_RIGHT);
+ end
else
- if (P1MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer1.SetDirection(D_RIGHT)
- else
- if P1MoveButton <> 0 then
- gPlayer1.SetDirection(TDirection(P1MoveButton-1));
+ begin
+ if (P1MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then gPlayer1.SetDirection(D_LEFT)
+ else if (P1MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then gPlayer1.SetDirection(D_RIGHT)
+ else if P1MoveButton <> 0 then gPlayer1.SetDirection(TDirection(P1MoveButton-1));
+ end;
gPlayer1.ReleaseKeys;
if P1MoveButton = 1 then
kByte := kByte or NET_KEY_RIGHT;
if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000);
end;
- if e_KeyPressed(KeyUp) then
+ if isKeyPressed(KeyUp, KeyUp2) then
begin
kByte := kByte or NET_KEY_UP;
gPlayer1.PressKey(KEY_UP, 10000);
end;
- if e_KeyPressed(KeyDown) then
+ if isKeyPressed(KeyDown, KeyDown2) then
begin
kByte := kByte or NET_KEY_DOWN;
gPlayer1.PressKey(KEY_DOWN, 10000);
end;
- if e_KeyPressed(KeyJump) then
+ if isKeyPressed(KeyJump, KeyJump2) then
begin
kByte := kByte or NET_KEY_JUMP;
// gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option
end;
- if e_KeyPressed(KeyFire) then kByte := kByte or NET_KEY_FIRE;
- if e_KeyPressed(KeyOpen) then kByte := kByte or NET_KEY_OPEN;
- if e_KeyPressed(KeyNextWeapon) then kByte := kByte or NET_KEY_NW;
- if e_KeyPressed(KeyPrevWeapon) then kByte := kByte or NET_KEY_PW;
- 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);
+ end;
+ // fix movebutton state
+ P1MoveButton := P1MoveButton or (strafeDir shl 4);
+ end
else
kByte := NET_KEY_CHAT;
e_Buffer_Write(@NetOut, gTime);
e_Buffer_Write(@NetOut, kByte);
e_Buffer_Write(@NetOut, Byte(gPlayer1.Direction));
+ e_Buffer_Write(@NetOut, WeaponSelect);
+ //e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING);
g_Net_Client_Send(True, NET_CHAN_PLAYERPOS);
//kBytePrev := kByte;