mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 01:01:33 +00:00
Merge remote-tracking branch 'origin/master' into next
This commit is contained in:
commit
536fb1ef2a
10 changed files with 218 additions and 94 deletions
|
@ -80,7 +80,7 @@ static boolean joyaxis2_default = false;
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static INT32 joyaxis_count = 0;
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static INT32 joyaxis2_count = 0;
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#define COM_BUF_SIZE 8192 // command buffer size
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#define COM_BUF_SIZE (32<<10) // command buffer size
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#define MAX_ALIAS_RECURSION 100 // max recursion allowed for aliases
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static INT32 com_wait; // one command per frame (for cmd sequences)
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@ -20,12 +20,9 @@
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#include "d_player.h"
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/*
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The 'packet version' may be used with packets whose
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format is expected to change between versions.
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This version is independent of the mod name, and standard
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version and subversion. It should only account for the
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basic fields of the packet, and change infrequently.
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The 'packet version' is used to distinguish packet formats.
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This version is independent of VERSION and SUBVERSION. Different
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applications may follow different packet versions.
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*/
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#define PACKETVERSION 3
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51
src/d_main.c
51
src/d_main.c
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@ -876,6 +876,40 @@ static inline void D_CleanFile(void)
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}
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}
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///\brief Checks if a netgame URL is being handled, and changes working directory to the EXE's if so.
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/// Done because browsers (at least, Firefox on Windows) launch the game from the browser's directory, which causes problems.
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static void ChangeDirForUrlHandler(void)
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{
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// URL handlers are opened by web browsers (at least Firefox) from the browser's working directory, not the game's stored directory,
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// so chdir to that directory unless overridden.
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if (M_GetUrlProtocolArg() != NULL && !M_CheckParm("-nochdir"))
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{
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size_t i;
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CONS_Printf("%s connect links load game files from the SRB2 application's stored directory. Switching to ", SERVER_URL_PROTOCOL);
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strlcpy(srb2path, myargv[0], sizeof(srb2path));
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// Get just the directory, minus the EXE name
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for (i = strlen(srb2path)-1; i > 0; i--)
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{
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if (srb2path[i] == '/' || srb2path[i] == '\\')
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{
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srb2path[i] = '\0';
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break;
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}
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}
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CONS_Printf("%s\n", srb2path);
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#if defined (_WIN32)
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SetCurrentDirectoryA(srb2path);
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#else
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if (chdir(srb2path) == -1)
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I_OutputMsg("Couldn't change working directory\n");
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#endif
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}
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}
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// ==========================================================================
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// Identify the SRB2 version, and IWAD file to use.
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// ==========================================================================
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@ -1064,6 +1098,9 @@ void D_SRB2Main(void)
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// Test Dehacked lists
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DEH_Check();
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// Netgame URL special case: change working dir to EXE folder.
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ChangeDirForUrlHandler();
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// identify the main IWAD file to use
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IdentifyVersion();
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@ -1149,9 +1186,15 @@ void D_SRB2Main(void)
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if (M_CheckParm("-password") && M_IsNextParm())
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D_SetPassword(M_GetNextParm());
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CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n");
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Z_Init();
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// Do this up here so that WADs loaded through the command line can use ExecCfg
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COM_Init();
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// add any files specified on the command line with -file wadfile
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// to the wad list
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if (!(M_CheckParm("-connect") && !M_CheckParm("-server")))
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if (!((M_GetUrlProtocolArg() || M_CheckParm("-connect")) && !M_CheckParm("-server")))
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{
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if (M_CheckParm("-file"))
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{
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@ -1176,9 +1219,6 @@ void D_SRB2Main(void)
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if (M_CheckParm("-server") || dedicated)
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netgame = server = true;
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CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n");
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Z_Init();
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// adapt tables to SRB2's needs, including extra slots for dehacked file support
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P_PatchInfoTables();
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@ -1186,7 +1226,7 @@ void D_SRB2Main(void)
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M_InitMenuPresTables();
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// init title screen display params
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if (M_CheckParm("-connect"))
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if (M_GetUrlProtocolArg() || M_CheckParm("-connect"))
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F_InitMenuPresValues();
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//---------------------------------------------------- READY TIME
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@ -1250,7 +1290,6 @@ void D_SRB2Main(void)
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CONS_Printf("HU_Init(): Setting up heads up display.\n");
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HU_Init();
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COM_Init();
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CON_Init();
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D_RegisterServerCommands();
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@ -3881,7 +3881,26 @@ static void readmaincfg(MYFILE *f)
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value = atoi(word2); // used for numerical settings
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if (fastcmp(word, "EXECCFG"))
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COM_BufAddText(va("exec %s\n", word2));
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{
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if (strchr(word2, '.'))
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COM_BufAddText(va("exec %s\n", word2));
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else
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{
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lumpnum_t lumpnum;
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char newname[9];
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strncpy(newname, word2, 8);
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newname[8] = '\0';
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lumpnum = W_CheckNumForName(newname);
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if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
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CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
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else
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COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
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}
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}
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else if (fastcmp(word, "SPSTAGE_START"))
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{
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@ -150,6 +150,9 @@ extern char logfilename[1024];
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// Otherwise we can't force updates!
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#endif
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/* A custom URL protocol for server links. */
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#define SERVER_URL_PROTOCOL "srb2://"
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// Does this version require an added patch file?
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// Comment or uncomment this as necessary.
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#define USE_PATCH_DTA
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@ -467,7 +467,7 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this c
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// -----------------+
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// HWR_RenderPlane : Render a floor or ceiling convex polygon
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// -----------------+
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static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
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static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
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FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap)
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{
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polyvertex_t * pv;
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@ -489,8 +489,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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(void)sector; ///@TODO remove shitty unused variable
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// no convex poly were generated for this subsector
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if (!xsub->planepoly)
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return;
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@ -587,8 +585,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
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// transform
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v3d = planeVerts;
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if (FOFsector != NULL)
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{
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if (!isceiling) // it's a floor
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@ -631,44 +627,43 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
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}
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for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
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{
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// Hurdler: add scrolling texture on floor/ceiling
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if (texflat)
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{
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v3d->sow = (float)(pv->x / fflatwidth) + scrollx;
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v3d->tow = -(float)(pv->y / fflatheight) + scrolly;
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}
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else
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{
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v3d->sow = (float)((pv->x / fflatwidth) - flatxref + scrollx);
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v3d->tow = (float)(flatyref - (pv->y / fflatheight) + scrolly);
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}
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#define SETUP3DVERT(vert, vx, vy) {\
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/* Hurdler: add scrolling texture on floor/ceiling */\
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if (texflat)\
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{\
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vert->sow = (float)((vx) / fflatwidth) + scrollx;\
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vert->tow = -(float)((vy) / fflatheight) + scrolly;\
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}\
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else\
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{\
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vert->sow = (float)(((vx) / fflatwidth) - flatxref + scrollx);\
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vert->tow = (float)(flatyref - ((vy) / fflatheight) + scrolly);\
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}\
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\
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/* Need to rotate before translate */\
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if (angle) /* Only needs to be done if there's an altered angle */\
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{\
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tempxsow = FLOAT_TO_FIXED(vert->sow);\
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tempytow = FLOAT_TO_FIXED(vert->tow);\
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if (texflat)\
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tempytow = -tempytow;\
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vert->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
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vert->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
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}\
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\
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vert->x = (vx);\
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vert->y = height;\
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vert->z = (vy);\
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\
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if (slope)\
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{\
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fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED((vx)), FLOAT_TO_FIXED((vy)));\
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vert->y = FIXED_TO_FLOAT(fixedheight);\
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}\
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}
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// Need to rotate before translate
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if (angle) // Only needs to be done if there's an altered angle
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{
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tempxsow = FLOAT_TO_FIXED(v3d->sow);
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tempytow = FLOAT_TO_FIXED(v3d->tow);
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if (texflat)
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tempytow = -tempytow;
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v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
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v3d->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
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}
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//v3d->sow = (float)(v3d->sow - flatxref + scrollx);
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//v3d->tow = (float)(flatyref - v3d->tow + scrolly);
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|
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v3d->x = pv->x;
|
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v3d->y = height;
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v3d->z = pv->y;
|
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|
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if (slope)
|
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{
|
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fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
|
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v3d->y = FIXED_TO_FLOAT(fixedheight);
|
||||
}
|
||||
}
|
||||
for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++)
|
||||
SETUP3DVERT(v3d, pv->x, pv->y);
|
||||
|
||||
// only useful for flat coloured triangles
|
||||
//Surf.FlatColor = 0xff804020;
|
||||
|
@ -679,36 +674,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
|
|||
Surf.FlatColor.s.red = Surf.FlatColor.s.green =
|
||||
Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash
|
||||
|
||||
#if 0 // no colormap test
|
||||
// colormap test
|
||||
if (gr_frontsector)
|
||||
{
|
||||
sector_t *psector = gr_frontsector;
|
||||
|
||||
if (slope)
|
||||
fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y);
|
||||
|
||||
if (psector->ffloors)
|
||||
{
|
||||
ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster;
|
||||
psector = caster ? §ors[caster->secnum] : psector;
|
||||
|
||||
if (caster)
|
||||
{
|
||||
lightlevel = psector->lightlevel;
|
||||
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel);
|
||||
}
|
||||
}
|
||||
if (psector->extra_colormap)
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
|
||||
else
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
|
||||
}
|
||||
else
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
|
||||
|
||||
#endif // NOPE
|
||||
|
||||
if (planecolormap)
|
||||
{
|
||||
if (fogplane)
|
||||
|
@ -734,6 +699,79 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
|
|||
|
||||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
|
||||
|
||||
if (subsector)
|
||||
{
|
||||
// Horizon lines
|
||||
FOutVector horizonpts[6];
|
||||
float dist, vx, vy;
|
||||
float x1, y1, xd, yd;
|
||||
UINT8 numplanes, j;
|
||||
vertex_t v; // For determining the closest distance from the line to the camera, to split render planes for minimum distortion;
|
||||
|
||||
const float renderdist = 27000.0f; // How far out to properly render the plane
|
||||
const float farrenderdist = 32768.0f; // From here, raise plane to horizon level to fill in the line with some texture distortion
|
||||
|
||||
seg_t *line = &segs[subsector->firstline];
|
||||
|
||||
for (i = 0; i < subsector->numlines; i++, line++)
|
||||
{
|
||||
if (!line->glseg && line->linedef->special == HORIZONSPECIAL && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0)
|
||||
{
|
||||
P_ClosestPointOnLine(viewx, viewy, line->linedef, &v);
|
||||
dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y));
|
||||
|
||||
x1 = ((polyvertex_t *)line->pv1)->x;
|
||||
y1 = ((polyvertex_t *)line->pv1)->y;
|
||||
xd = ((polyvertex_t *)line->pv2)->x - x1;
|
||||
yd = ((polyvertex_t *)line->pv2)->y - y1;
|
||||
|
||||
// Based on the seg length and the distance from the line, split horizon into multiple poly sets to reduce distortion
|
||||
dist = sqrtf((xd*xd) + (yd*yd)) / dist / 16.0f;
|
||||
if (dist > 100.0f)
|
||||
numplanes = 100;
|
||||
else
|
||||
numplanes = (UINT8)dist + 1;
|
||||
|
||||
for (j = 0; j < numplanes; j++)
|
||||
{
|
||||
// Left side
|
||||
vx = x1 + xd * j / numplanes;
|
||||
vy = y1 + yd * j / numplanes;
|
||||
SETUP3DVERT((&horizonpts[1]), vx, vy);
|
||||
|
||||
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
|
||||
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
|
||||
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
|
||||
SETUP3DVERT((&horizonpts[0]), vx, vy);
|
||||
|
||||
// Right side
|
||||
vx = x1 + xd * (j+1) / numplanes;
|
||||
vy = y1 + yd * (j+1) / numplanes;
|
||||
SETUP3DVERT((&horizonpts[2]), vx, vy);
|
||||
|
||||
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
|
||||
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
|
||||
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
|
||||
SETUP3DVERT((&horizonpts[3]), vx, vy);
|
||||
|
||||
// Horizon fills
|
||||
vx = (horizonpts[0].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
|
||||
vy = (horizonpts[0].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
|
||||
SETUP3DVERT((&horizonpts[5]), vx, vy);
|
||||
horizonpts[5].y = gr_viewz;
|
||||
|
||||
vx = (horizonpts[3].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
|
||||
vy = (horizonpts[3].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
|
||||
SETUP3DVERT((&horizonpts[4]), vx, vy);
|
||||
horizonpts[4].y = gr_viewz;
|
||||
|
||||
// Draw
|
||||
HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef ALAM_LIGHTING
|
||||
// add here code for dynamic lighting on planes
|
||||
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
|
||||
|
@ -3362,7 +3400,7 @@ static void HWR_Subsector(size_t num)
|
|||
if (sub->validcount != validcount)
|
||||
{
|
||||
HWR_GetLevelFlat(&levelflats[gr_frontsector->floorpic]);
|
||||
HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false,
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], false,
|
||||
// Hack to make things continue to work around slopes.
|
||||
locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight,
|
||||
// We now return you to your regularly scheduled rendering.
|
||||
|
@ -3384,7 +3422,7 @@ static void HWR_Subsector(size_t num)
|
|||
if (sub->validcount != validcount)
|
||||
{
|
||||
HWR_GetLevelFlat(&levelflats[gr_frontsector->ceilingpic]);
|
||||
HWR_RenderPlane(NULL, &extrasubsectors[num], true,
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], true,
|
||||
// Hack to make things continue to work around slopes.
|
||||
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight,
|
||||
// We now return you to your regularly scheduled rendering.
|
||||
|
@ -3476,7 +3514,7 @@ static void HWR_Subsector(size_t num)
|
|||
{
|
||||
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
|
||||
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
|
||||
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
|
||||
}
|
||||
}
|
||||
|
@ -3538,7 +3576,7 @@ static void HWR_Subsector(size_t num)
|
|||
{
|
||||
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
|
||||
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
|
||||
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1478,7 +1478,7 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
|
|||
|
||||
// rotation pivot
|
||||
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
|
||||
p.centery = FIXED_TO_FLOAT(spr->mobj->height/2);
|
||||
p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
|
||||
|
||||
// rotation axis
|
||||
if (sprinfo->available)
|
||||
|
@ -1490,6 +1490,9 @@ boolean HWR_DrawModel(gr_vissprite_t *spr)
|
|||
p.rollflip = 1;
|
||||
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
|
||||
p.rollflip = -1;
|
||||
|
||||
if (flip)
|
||||
p.rollflip *= -1;
|
||||
}
|
||||
|
||||
p.anglex = 0.0f;
|
||||
|
|
|
@ -1423,6 +1423,7 @@ static void SOCK_ClearBans(void)
|
|||
boolean I_InitTcpNetwork(void)
|
||||
{
|
||||
char serverhostname[255];
|
||||
const char *urlparam = NULL;
|
||||
boolean ret = false;
|
||||
// initilize the OS's TCP/IP stack
|
||||
if (!I_InitTcpDriver())
|
||||
|
@ -1476,10 +1477,12 @@ boolean I_InitTcpNetwork(void)
|
|||
|
||||
ret = true;
|
||||
}
|
||||
else if (M_CheckParm("-connect"))
|
||||
else if ((urlparam = M_GetUrlProtocolArg()) != NULL || M_CheckParm("-connect"))
|
||||
{
|
||||
if (M_IsNextParm())
|
||||
strcpy(serverhostname, M_GetNextParm());
|
||||
if (urlparam != NULL)
|
||||
strlcpy(serverhostname, urlparam, sizeof(serverhostname));
|
||||
else if (M_IsNextParm())
|
||||
strlcpy(serverhostname, M_GetNextParm(), sizeof(serverhostname));
|
||||
else
|
||||
serverhostname[0] = 0; // assuming server in the LAN, use broadcast to detect it
|
||||
|
||||
|
|
19
src/m_argv.c
19
src/m_argv.c
|
@ -34,6 +34,25 @@ boolean myargmalloc = false;
|
|||
*/
|
||||
static INT32 found;
|
||||
|
||||
/** \brief Parses a server URL (such as srb2://127.0.0.1) as may be passed to the game via a web browser, etc.
|
||||
|
||||
\return the contents of the URL after the protocol (a server to join), or NULL if not found
|
||||
*/
|
||||
const char *M_GetUrlProtocolArg(void)
|
||||
{
|
||||
INT32 i;
|
||||
const size_t len = strlen(SERVER_URL_PROTOCOL);
|
||||
|
||||
for (i = 1; i < myargc; i++)
|
||||
{
|
||||
if (strlen(myargv[i]) > len && !strnicmp(myargv[i], SERVER_URL_PROTOCOL, len))
|
||||
{
|
||||
return &myargv[i][len];
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/** \brief The M_CheckParm function
|
||||
|
||||
|
|
|
@ -21,6 +21,9 @@ extern INT32 myargc;
|
|||
extern char **myargv;
|
||||
extern boolean myargmalloc;
|
||||
|
||||
// Looks for an srb2:// (or similar) URL passed in as an argument and returns the IP to connect to if found.
|
||||
const char *M_GetUrlProtocolArg(void);
|
||||
|
||||
// Returns the position of the given parameter in the arg list (0 if not found).
|
||||
INT32 M_CheckParm(const char *check);
|
||||
|
||||
|
|
Loading…
Reference in a new issue