mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 12:21:19 +00:00
Merge branch 'master' of git@git.magicalgirl.moe:KartKrew/Kart-Public.git into next
This commit is contained in:
commit
eb8cb12b8f
11 changed files with 254 additions and 185 deletions
|
@ -902,6 +902,9 @@ static void COM_Add_f(void)
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return;
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}
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if (( cvar->flags & CV_FLOAT ))
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CV_Set(cvar, va("%f", FIXED_TO_FLOAT (cvar->value) + atof(COM_Argv(2))));
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else
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CV_AddValue(cvar, atoi(COM_Argv(2)));
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}
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@ -1428,8 +1428,14 @@ static void SV_SendPlayerInfo(INT32 node)
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UINT8 i;
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netbuffer->packettype = PT_PLAYERINFO;
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MSCOMPAT_MAXPLAYERS; i++)
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{
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if (i >= MAXPLAYERS)
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{
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netbuffer->u.playerinfo[i].node = 255;
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continue;
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}
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if (!playeringame[i])
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{
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netbuffer->u.playerinfo[i].node = 255; // This slot is empty.
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@ -1477,7 +1483,7 @@ static void SV_SendPlayerInfo(INT32 node)
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netbuffer->u.playerinfo[i].data |= 0x80;
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}
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HSendPacket(node, false, 0, sizeof(plrinfo) * MAXPLAYERS);
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HSendPacket(node, false, 0, sizeof(plrinfo) * MSCOMPAT_MAXPLAYERS);
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}
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/** Sends a PT_SERVERCFG packet
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@ -470,7 +470,7 @@ typedef struct
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serverrefuse_pak serverrefuse; // 65025 bytes (somehow I feel like those values are garbage...)
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askinfo_pak askinfo; // 61 bytes
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msaskinfo_pak msaskinfo; // 22 bytes
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plrinfo playerinfo[MAXPLAYERS]; // 576 bytes(?)
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plrinfo playerinfo[MSCOMPAT_MAXPLAYERS];// 576 bytes(?)
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plrconfig playerconfig[MAXPLAYERS]; // (up to) 528 bytes(?)
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INT32 filesneedednum; // 4 bytes
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filesneededconfig_pak filesneededcfg; // ??? bytes
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@ -2040,7 +2040,7 @@ static void Command_View_f(void)
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return;
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}
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displayplayerp = &displayplayers[viewnum];
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displayplayerp = &displayplayers[viewnum-1];
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if (COM_Argc() > 1)/* switch to player */
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{
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@ -130,7 +130,8 @@ UINT8 *PutFileNeeded(UINT16 firstfile)
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nameonly(strcpy(wadfilename, wadfiles[i]->filename));
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if (p + 1 + 4 + strlen(wadfilename) + 16 > p_start + MAXFILENEEDED)
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// Look below at the WRITE macros to understand what these numbers mean.
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if (p + 1 + 4 + min(strlen(wadfilename) + 1, MAX_WADPATH) + 16 > p_start + MAXFILENEEDED)
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{
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// Too many files to send all at once
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if (netbuffer->packettype == PT_MOREFILESNEEDED)
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@ -252,6 +252,9 @@ extern FILE *logstream;
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#define PLAYERSMASK (MAXPLAYERS-1)
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#define MAXPLAYERNAME 21
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// Master Server compatibility ONLY
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#define MSCOMPAT_MAXPLAYERS (32)
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typedef enum
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{
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SKINCOLOR_NONE = 0,
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15
src/g_game.c
15
src/g_game.c
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@ -6477,10 +6477,10 @@ void G_WriteStanding(UINT8 ranking, char *name, INT32 skinnum, UINT8 color, UINT
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{
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char temp[16];
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if (demoinfo_p && (UINT32)(*demoinfo_p) == 0)
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if (demoinfo_p && *(UINT32 *)demoinfo_p == 0)
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{
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WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker
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WRITEUINT32(demoinfo_p, demo_p - demobuffer);
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*(UINT32 *)demoinfo_p = demo_p - demobuffer;
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}
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WRITEUINT8(demo_p, DW_STANDING);
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@ -8172,16 +8172,17 @@ boolean G_CheckDemoStatus(void)
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void G_SaveDemo(void)
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{
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UINT8 *p = demobuffer+16; // checksum position
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UINT8 *p = demobuffer+16; // after version
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UINT32 length;
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#ifdef NOMD5
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UINT8 i;
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#endif
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// Ensure extrainfo pointer is always available, even if no info is present.
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if (demoinfo_p && (UINT32)(*demoinfo_p) == 0)
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if (demoinfo_p && *(UINT32 *)demoinfo_p == 0)
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{
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WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker
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WRITEUINT32(demoinfo_p, (UINT32)(demo_p - demobuffer));
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*(UINT32 *)demoinfo_p = demo_p - demobuffer;
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}
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WRITEUINT8(demo_p, DW_END); // Mark end of demo extra data.
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@ -8227,12 +8228,14 @@ void G_SaveDemo(void)
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sprintf(writepoint, "%s.lmp", demo_slug);
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}
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length = *(UINT32 *)demoinfo_p;
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WRITEUINT32(demoinfo_p, length);
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#ifdef NOMD5
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for (i = 0; i < 16; i++, p++)
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*p = M_RandomByte(); // This MD5 was chosen by fair dice roll and most likely < 50% correct.
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#else
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// Make a checksum of everything after the checksum in the file up to the end of the standard data. Extrainfo is freely modifiable.
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md5_buffer((char *)p+16, (demobuffer + (UINT32)*demoinfo_p) - (p+16), p);
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md5_buffer((char *)p+16, (demobuffer + length) - (p+16), p);
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#endif
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|
||||
|
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|
|
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@ -1319,7 +1319,7 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
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// HWR_DrawSkyWalls
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// Draw walls into the depth buffer so that anything behind is culled properly
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static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
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static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
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{
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HWD.pfnSetTexture(NULL);
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// no texture
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@ -1327,9 +1327,6 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
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wallVerts[0].t = wallVerts[1].t = 0;
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wallVerts[0].s = wallVerts[3].s = 0;
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wallVerts[2].s = wallVerts[1].s = 0;
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// set top/bottom coords
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wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
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HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
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// PF_Invisible so it's not drawn into the colour buffer
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// PF_NoTexture for no texture
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@ -1462,6 +1459,111 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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worldlow = gr_backsector->floorheight;
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#endif
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// Sky culling
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if (!gr_curline->polyseg) // Don't do it for polyobjects
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gr_frontsector->ceilingpic == skyflatnum)
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{
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if (gr_backsector->ceilingpic == skyflatnum)
|
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
|
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// backsector is lower
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if ((worldhigh <= worldtop)
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#ifdef ESLOPE
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&& (worldhighslope <= worldtopslope)
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#endif
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||||
)
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{
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
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#endif
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||||
HWR_DrawSkyWall(wallVerts, &Surf);
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}
|
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}
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else
|
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gr_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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#ifdef ESLOPE
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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#else
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gr_frontsector->floorpic == skyflatnum)
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{
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if (gr_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom)
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#ifdef ESLOPE
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&& (worldlowslope >= worldbottomslope)
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#endif
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&& !(gr_sidedef->bottomtexture))
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{
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
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#endif
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
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#endif
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|
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
|
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}
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else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture))
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||||
{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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#ifdef ESLOPE
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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#else
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
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#endif
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|
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HWR_DrawSkyWall(wallVerts, &Surf);
|
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}
|
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}
|
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|
||||
// hack to allow height changes in outdoor areas
|
||||
// This is what gets rid of the upper textures if there should be sky
|
||||
if (gr_frontsector->ceilingpic == skyflatnum &&
|
||||
|
@ -1914,85 +2016,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
Surf.FlatColor.rgba = 0xffffffff;
|
||||
}*/
|
||||
}
|
||||
|
||||
// Isn't this just the most lovely mess
|
||||
if (!gr_curline->polyseg) // Don't do it for polyobjects
|
||||
{
|
||||
if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
fixed_t depthwallheight;
|
||||
|
||||
if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
|
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depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
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else
|
||||
depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
||||
|
||||
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
|
||||
{
|
||||
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
||||
{
|
||||
if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
|
||||
else
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
|
||||
}
|
||||
// behind sector is not a thok barrier
|
||||
else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
|
||||
}
|
||||
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
|
||||
{
|
||||
if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
|
||||
|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
|
||||
|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
}
|
||||
else // neither sectors are thok barriers
|
||||
{
|
||||
if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
|
||||
|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
|
||||
}
|
||||
}
|
||||
// And now for sky floors!
|
||||
if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
|
||||
{
|
||||
fixed_t depthwallheight;
|
||||
|
||||
if (!gr_sidedef->bottomtexture)
|
||||
depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
|
||||
else
|
||||
depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
|
||||
|
||||
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
|
||||
{
|
||||
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
|
||||
{
|
||||
if (!gr_sidedef->toptexture) // Only extend up if there's no texture
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
|
||||
else
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
|
||||
}
|
||||
// behind sector is not a thok barrier
|
||||
else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
|
||||
{
|
||||
if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
|
||||
|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
|
||||
|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
else // neither sectors are thok barriers
|
||||
{
|
||||
if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
|
||||
|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2060,13 +2083,52 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
//Set textures properly on single sided walls that are sloped
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
|
||||
#else
|
||||
// set top/bottom coords
|
||||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
|
||||
#endif
|
||||
|
||||
// When there's no midtexture, draw a skywall to prevent rendering behind it
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
|
||||
|
||||
// Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's
|
||||
// a sky flat
|
||||
if (!gr_curline->polyseg)
|
||||
{
|
||||
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
|
||||
{
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
|
||||
#ifdef ESLOPE
|
||||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||||
#else
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||||
#endif
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
if (gr_frontsector->floorpic == skyflatnum)
|
||||
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||||
#else
|
||||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
|
||||
#endif
|
||||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
|
||||
|
||||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2381,7 +2443,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
// e6y: Check whether the player can look beyond this line
|
||||
//
|
||||
#ifdef NEWCLIP
|
||||
boolean checkforemptylines = true;
|
||||
static boolean checkforemptylines = true;
|
||||
// Don't modify anything here, just check
|
||||
// Kalaron: Modified for sloped linedefs
|
||||
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
|
||||
|
@ -2421,55 +2483,38 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
|
|||
backc1 = backc2 = abacksector->ceilingheight;
|
||||
}
|
||||
|
||||
// now check for closed sectors!
|
||||
if (backc1 <= frontf1 && backc2 <= frontf2)
|
||||
if (viewsector != abacksector && viewsector != afrontsector)
|
||||
{
|
||||
boolean mydoorclosed = false; // My door? Closed!? (doorclosed is actually otherwise unused in openGL)
|
||||
|
||||
// If the sector behind the line blocks all kinds of view past it
|
||||
// (back ceiling is lower than close floor, or back floor is higher than close ceiling)
|
||||
if ((backc1 <= frontf1 && backc2 <= frontf2)
|
||||
|| (backf1 >= frontc1 && backf2 >= frontc2))
|
||||
{
|
||||
checkforemptylines = false;
|
||||
if (!seg->sidedef->toptexture)
|
||||
return false;
|
||||
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (backf1 >= frontc1 && backf2 >= frontc2)
|
||||
// The door is closed if:
|
||||
// backsector is 0 height or less and
|
||||
// back ceiling is higher than close ceiling or we need to render a top texture and
|
||||
// back floor is lower than close floor or we need to render a bottom texture and
|
||||
// neither front or back sectors are using the sky ceiling
|
||||
mydoorclosed = (backc1 <= backf1 && backc2 <= backf2
|
||||
&& ((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
|
||||
&& ((backf1 <= frontf1 && backf2 >= frontf2) || seg->sidedef->bottomtexture)
|
||||
&& (abacksector->ceilingpic != skyflatnum || afrontsector->ceilingpic != skyflatnum));
|
||||
|
||||
if (mydoorclosed)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
if (!seg->sidedef->bottomtexture)
|
||||
return false;
|
||||
|
||||
// properly render skies (consider door "open" if both floors are sky):
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (backc1 <= backf1 && backc2 <= backf2)
|
||||
{
|
||||
checkforemptylines = false;
|
||||
// preserve a kind of transparent door/lift special effect:
|
||||
if (backc1 < frontc1 || backc2 < frontc2)
|
||||
{
|
||||
if (!seg->sidedef->toptexture)
|
||||
return false;
|
||||
}
|
||||
if (backf1 > frontf1 || backf2 > frontf2)
|
||||
{
|
||||
if (!seg->sidedef->bottomtexture)
|
||||
return false;
|
||||
}
|
||||
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Window.
|
||||
// We know it's a window when the above isn't true and the back and front sectors don't match
|
||||
if (backc1 != frontc1 || backc2 != frontc2
|
||||
|| backf1 != frontf1 || backf2 != frontf2)
|
||||
{
|
||||
|
@ -2477,6 +2522,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
|
|||
return false;
|
||||
}
|
||||
|
||||
// In this case we just need to check whether there is actually a need to render any lines, so checkforempty lines
|
||||
// stays true
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
|
@ -5470,7 +5517,7 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
}
|
||||
|
||||
#ifdef HWPRECIP
|
||||
// Someone seriously wants infinite draw distance for precipitation?
|
||||
// No to infinite precipitation draw distance.
|
||||
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
||||
{
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
|
@ -5486,13 +5533,6 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw everything in sector, no checks
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
if (!(precipthing->precipflags & PCF_INVISIBLE))
|
||||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -1311,7 +1311,7 @@ static SINT8 SOCK_NetMakeNodewPort(const char *address, const char *port)
|
|||
int gaie;
|
||||
|
||||
if (!port || !port[0])
|
||||
port = port_name;
|
||||
port = DEFAULTPORT;
|
||||
|
||||
DEBFILE(va("Creating new node: %s@%s\n", address, port));
|
||||
|
||||
|
|
|
@ -522,7 +522,7 @@ static menuitem_t PlaybackMenu[] =
|
|||
|
||||
{IT_CALL | IT_STRING, "M_PREW", "Rewind", M_PlaybackRewind, 20},
|
||||
{IT_CALL | IT_STRING, "M_PPAUSE", "Pause", M_PlaybackPause, 36},
|
||||
{IT_CALL | IT_STRING, "M_PFFWD", "Fast-Foward", M_PlaybackFastForward, 52},
|
||||
{IT_CALL | IT_STRING, "M_PFFWD", "Fast-Forward", M_PlaybackFastForward, 52},
|
||||
{IT_CALL | IT_STRING, "M_PSTEPB", "Backup Frame", M_PlaybackRewind, 20},
|
||||
{IT_CALL | IT_STRING, "M_PRESUM", "Resume", M_PlaybackPause, 36},
|
||||
{IT_CALL | IT_STRING, "M_PFADV", "Advance Frame", M_PlaybackAdvance, 52},
|
||||
|
@ -8432,7 +8432,11 @@ static void M_ConnectMenu(INT32 choice)
|
|||
// first page of servers
|
||||
serverlistpage = 0;
|
||||
if (ms_RoomId < 0)
|
||||
{
|
||||
M_RoomMenu(0); // Select a room instead of staring at an empty list
|
||||
// This prevents us from returning to the modified game alert.
|
||||
currentMenu->prevMenu = &MP_MainDef;
|
||||
}
|
||||
else
|
||||
M_SetupNextMenu(&MP_ConnectDef);
|
||||
itemOn = 0;
|
||||
|
|
63
src/mserv.c
63
src/mserv.c
|
@ -661,19 +661,11 @@ FUNCMATH static const char *int2str(INT32 n)
|
|||
#ifndef NONET
|
||||
static INT32 ConnectionFailed(void)
|
||||
{
|
||||
time(&MSLastPing);
|
||||
con_state = MSCS_FAILED;
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Connection to Master Server failed\n"));
|
||||
CloseConnection();
|
||||
return MS_CONNECT_ERROR;
|
||||
}
|
||||
|
||||
static INT32 ConnectionFailedwerrno(int no)
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error: %s\n"),
|
||||
strerror(no));
|
||||
return ConnectionFailed();
|
||||
}
|
||||
#endif
|
||||
|
||||
/** Tries to register the local game server on the master server.
|
||||
|
@ -690,43 +682,57 @@ static INT32 AddToMasterServer(boolean firstadd)
|
|||
msg_server_t *info = (msg_server_t *)msg.buffer;
|
||||
INT32 room = -1;
|
||||
fd_set tset;
|
||||
time_t timestamp = time(NULL);
|
||||
UINT32 signature, tmp;
|
||||
const char *insname;
|
||||
|
||||
if (socket_fd == (SOCKET_TYPE)ERRSOCKET)/* Woah, our socket was closed! */
|
||||
{
|
||||
if (MS_Connect(GetMasterServerIP(), GetMasterServerPort(), 0))
|
||||
return ConnectionFailedwerrno(errno);
|
||||
}
|
||||
|
||||
M_Memcpy(&tset, &wset, sizeof (tset));
|
||||
res = select(255, NULL, &tset, NULL, &select_timeout);
|
||||
if (res == ERRSOCKET)
|
||||
return ConnectionFailedwerrno(errno);
|
||||
if (res == 0)/* nothing selected */
|
||||
if (res != ERRSOCKET && !res)
|
||||
{
|
||||
/*
|
||||
Timeout next call because SendPingToMasterServer
|
||||
(our calling function) already calls this once
|
||||
every two minutes.
|
||||
*/
|
||||
if (retry++ == 1)
|
||||
if (retry++ > 30) // an about 30 second timeout
|
||||
{
|
||||
retry = 0;
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server timed out\n"));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
return MS_CONNECT_ERROR;
|
||||
}
|
||||
retry = 0;
|
||||
/*
|
||||
Somehow we can still select our old socket despite it being closed(?).
|
||||
Atleast, that's what I THINK is happening. Anyway, we have to check that we
|
||||
haven't open a socket, and actually open it!
|
||||
*/
|
||||
/*if (res == ERRSOCKET)*//* wtf? no! */
|
||||
if (socket_fd == (SOCKET_TYPE)ERRSOCKET)
|
||||
{
|
||||
if (MS_Connect(GetMasterServerIP(), GetMasterServerPort(), 0))
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error #%u: %s\n"), errno, strerror(errno));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
}
|
||||
|
||||
// so, the socket is writable, but what does that mean, that the connection is
|
||||
// ok, or bad... let see that!
|
||||
j = (socklen_t)sizeof (i);
|
||||
if (getsockopt(socket_fd, SOL_SOCKET, SO_ERROR, (char *)&i, &j) == ERRSOCKET)
|
||||
return ConnectionFailedwerrno(errno);
|
||||
getsockopt(socket_fd, SOL_SOCKET, SO_ERROR, (char *)&i, &j);
|
||||
/*
|
||||
This is also wrong. If getsockopt fails, i doesn't have to be set. Plus, if
|
||||
it is set (which it appearantly is on linux), we check errno anyway. And in
|
||||
the case that i is returned as normal, we don't even report the correct
|
||||
value! So we accomplish NOTHING, except returning due to dumb luck.
|
||||
If you care, fix this--I don't. -James (R.)
|
||||
*/
|
||||
if (i) // it was bad
|
||||
return ConnectionFailedwerrno(i);
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("Master Server socket error #%u: %s\n"), errno, strerror(errno));
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
|
||||
#ifdef PARANOIA
|
||||
if (ms_RoomId <= 0)
|
||||
|
@ -759,12 +765,15 @@ static INT32 AddToMasterServer(boolean firstadd)
|
|||
msg.length = (UINT32)sizeof (msg_server_t);
|
||||
msg.room = 0;
|
||||
if (MS_Write(&msg) < 0)
|
||||
{
|
||||
MSLastPing = timestamp;
|
||||
return ConnectionFailed();
|
||||
}
|
||||
|
||||
if(con_state != MSCS_REGISTERED)
|
||||
CONS_Printf(M_GetText("Master Server update successful.\n"));
|
||||
|
||||
time(&MSLastPing);
|
||||
MSLastPing = timestamp;
|
||||
con_state = MSCS_REGISTERED;
|
||||
CloseConnection();
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue