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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary.
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a65ffc6b24
commit
60a2e26569
11 changed files with 46 additions and 19 deletions
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@ -1165,7 +1165,7 @@ found:
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if (var == &cv_forceskin)
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{
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var->value = R_SkinAvailable(var->string);
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if (!R_SkinUnlock(var->value))
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if (!R_SkinUnlock(-1, var->value))
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var->value = -1;
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}
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else
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@ -1478,7 +1478,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
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else if (newvalue >= numskins)
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newvalue = -1;
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} while ((oldvalue != newvalue)
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&& !(R_SkinUnlock(newvalue)));
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&& !(R_SkinUnlock(-1, newvalue)));
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}
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else
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newvalue = var->value + increment;
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@ -528,6 +528,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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rsp->skincolor = players[i].skincolor;
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rsp->skin = LONG(players[i].skin);
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rsp->availabilities = players[i].availabilities;
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// Just in case Lua does something like
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// modify these at runtime
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rsp->camerascale = (fixed_t)LONG(players[i].camerascale);
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@ -657,6 +658,7 @@ static void resynch_read_player(resynch_pak *rsp)
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players[i].skincolor = rsp->skincolor;
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players[i].skin = LONG(rsp->skin);
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players[i].availabilities = rsp->availabilities;
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// Just in case Lua does something like
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// modify these at runtime
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players[i].camerascale = (fixed_t)LONG(rsp->camerascale);
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@ -172,6 +172,7 @@ typedef struct
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UINT8 skincolor;
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INT32 skin;
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UINT32 availabilities;
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// Just in case Lua does something like
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// modify these at runtime
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fixed_t camerascale;
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@ -1109,6 +1109,8 @@ static void SendNameAndColor(void)
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if (!Playing())
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return;
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players[consoleplayer].availabilities = R_GetSkinAvailabilities();
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// If you're not in a netgame, merely update the skin, color, and name.
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if (!netgame)
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{
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@ -1127,7 +1129,7 @@ static void SendNameAndColor(void)
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SetPlayerSkinByNum(consoleplayer, 0);
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CV_StealthSet(&cv_skin, skins[0].name);
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}
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else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(foundskin))
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else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(consoleplayer, foundskin))
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{
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boolean notsame;
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@ -1174,7 +1176,7 @@ static void SendNameAndColor(void)
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// check if player has the skin loaded (cv_skin may have
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// the name of a skin that was available in the previous game)
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cv_skin.value = R_SkinAvailable(cv_skin.string);
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if ((cv_skin.value < 0) || !R_SkinUnlock(cv_skin.value))
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if ((cv_skin.value < 0) || !R_SkinUnlock(consoleplayer, cv_skin.value))
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{
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CV_StealthSet(&cv_skin, DEFAULTSKIN);
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cv_skin.value = 0;
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@ -1182,6 +1184,7 @@ static void SendNameAndColor(void)
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// Finally write out the complete packet and send it off.
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WRITESTRINGN(p, cv_playername.zstring, MAXPLAYERNAME);
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WRITEUINT32(p, (UINT32)players[consoleplayer].availabilities);
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WRITEUINT8(p, (UINT8)cv_playercolor.value);
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WRITEUINT8(p, (UINT8)cv_skin.value);
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SendNetXCmd(XD_NAMEANDCOLOR, buf, p - buf);
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@ -1224,6 +1227,8 @@ static void SendNameAndColor2(void)
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if (!Playing())
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return;
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players[secondplaya].availabilities = R_GetSkinAvailabilities();
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// If you're not in a netgame, merely update the skin, color, and name.
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if (botingame)
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{
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@ -1252,7 +1257,7 @@ static void SendNameAndColor2(void)
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SetPlayerSkinByNum(secondplaya, forcedskin);
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CV_StealthSet(&cv_skin2, skins[forcedskin].name);
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}
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else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(foundskin))
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else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(secondplaya, foundskin))
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{
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boolean notsame;
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@ -1307,6 +1312,7 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
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#endif
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READSTRINGN(*cp, name, MAXPLAYERNAME);
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p->availabilities = READUINT32(*cp);
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color = READUINT8(*cp);
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skin = READUINT8(*cp);
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@ -4042,7 +4048,7 @@ static void Command_Archivetest_f(void)
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*/
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static void ForceSkin_OnChange(void)
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{
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if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(cv_forceskin.value))))
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if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(-1, cv_forceskin.value))))
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{
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CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
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CV_SetValue(&cv_forceskin, -1);
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@ -342,6 +342,7 @@ typedef struct player_s
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UINT8 skincolor;
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INT32 skin;
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UINT32 availabilities;
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UINT32 score; // player score
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fixed_t dashspeed; // dashing speed
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@ -222,7 +222,7 @@ extern FILE *logstream;
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// NOTE: it needs more than this to increase the number of players...
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#define MAXPLAYERS 32
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#define MAXSKINS MAXPLAYERS
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#define MAXSKINS 32
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#define PLAYERSMASK (MAXPLAYERS-1)
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#define MAXPLAYERNAME 21
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@ -2080,6 +2080,7 @@ void G_PlayerReborn(INT32 player)
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UINT8 mare;
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UINT8 skincolor;
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INT32 skin;
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UINT32 availabilities;
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tic_t jointime;
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boolean spectator;
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INT16 bot;
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@ -2104,6 +2105,7 @@ void G_PlayerReborn(INT32 player)
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skincolor = players[player].skincolor;
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skin = players[player].skin;
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availabilities = players[player].availabilities;
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camerascale = players[player].camerascale;
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shieldscale = players[player].shieldscale;
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charability = players[player].charability;
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@ -2149,6 +2151,7 @@ void G_PlayerReborn(INT32 player)
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// save player config truth reborn
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p->skincolor = skincolor;
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p->skin = skin;
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p->availabilities = availabilities;
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p->camerascale = camerascale;
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p->shieldscale = shieldscale;
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p->charability = charability;
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@ -511,6 +511,8 @@ static int mobj_set(lua_State *L)
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for (i = 0; i < numskins; i++)
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if (fastcmp(skins[i].name, skin))
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{
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if (mo->player && !R_SkinUnlock(mo->player-players, i))
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return luaL_error(L, "mobj.skin '%s' not found!", skin);
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mo->skin = &skins[i];
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return 0;
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}
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@ -3417,7 +3417,7 @@ static void M_PatchSkinNameTable(void)
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for (j = 0; j < MAXSKINS; j++)
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{
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if (skins[j].name[0] != '\0' && R_SkinUnlock(j))
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if (skins[j].name[0] != '\0' && R_SkinUnlock(-1, j))
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{
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skins_cons_t[j].strvalue = skins[j].realname;
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skins_cons_t[j].value = j+1;
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@ -4780,7 +4780,7 @@ static void M_SetupChoosePlayer(INT32 choice)
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{
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name = strtok(Z_StrDup(description[i].skinname), "&");
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skinnum = R_SkinAvailable(name);
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if ((skinnum != -1) && (R_SkinUnlock(skinnum)))
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if ((skinnum != -1) && (R_SkinUnlock(-1, skinnum)))
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{
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// Handling order.
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if (firstvalid == 255)
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@ -6525,7 +6525,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
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if (setupm_fakeskin < 0)
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setupm_fakeskin = numskins-1;
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}
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while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin)));
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while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin)));
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}
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else if (itemOn == 1) // player color
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{
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@ -6545,7 +6545,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
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if (setupm_fakeskin > numskins-1)
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setupm_fakeskin = 0;
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}
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while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin)));
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while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin)));
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}
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else if (itemOn == 1) // player color
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{
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@ -2554,13 +2554,26 @@ void R_InitSkins(void)
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numskins = 0;
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}
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UINT32 R_GetSkinAvailabilities(void)
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{
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INT32 s;
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UINT32 response = 0;
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for (s = 0; s < MAXSKINS; s++)
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{
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if (!skins[s].availability || unlockables[skins[s].availability - 1].unlocked)
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response |= (1 << s);
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}
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return response;
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}
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// returns true if available in circumstances, otherwise nope
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// warning don't use with an invalid skinnum other than -1 which always returns true
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boolean R_SkinUnlock(INT32 skinnum)
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boolean R_SkinUnlock(INT32 playernum, INT32 skinnum)
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{
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return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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|| (!skins[skinnum].availability)
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|| (unlockables[skins[skinnum].availability - 1].unlocked)
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|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
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|| (modeattacking) // If you have someone else's run you might as well take a look
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|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
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|| (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2.
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@ -2588,7 +2601,7 @@ void SetPlayerSkin(INT32 playernum, const char *skinname)
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INT32 i = R_SkinAvailable(skinname);
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player_t *player = &players[playernum];
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if ((i != -1) && (!P_IsLocalPlayer(player) || R_SkinUnlock(i)))
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if ((i != -1) && R_SkinUnlock(playernum, i))
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{
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SetPlayerSkinByNum(playernum, i);
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return;
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@ -2610,8 +2623,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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skin_t *skin = &skins[skinnum];
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UINT8 newcolor = 0;
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if ((skinnum >= 0 && skinnum < numskins) // Make sure it exists!
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&& (!P_IsLocalPlayer(player) || R_SkinUnlock(skinnum))) // ...but is it allowed? We must always allow external players to change skin. The server should vet that...
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if (skinnum >= 0 && skinnum < numskins && R_SkinUnlock(playernum, skinnum)) // Make sure it exists!
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{
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player->skin = skinnum;
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@ -29,8 +29,6 @@
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#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
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#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
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#define DEFAULTNIGHTSSKIN 0
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// Constant arrays used for psprite clipping
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// and initializing clipping.
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extern INT16 negonearray[MAXVIDWIDTH];
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// should be all lowercase!! S_SKIN processing does a strlwr
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#define DEFAULTSKIN "sonic"
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#define DEFAULTSKIN2 "tails" // secondary player
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#define DEFAULTNIGHTSSKIN 0
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typedef struct
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{
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@ -204,7 +203,8 @@ extern skin_t skins[MAXSKINS + 1];
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void SetPlayerSkin(INT32 playernum,const char *skinname);
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void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
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boolean R_SkinUnlock(INT32 skinnum);
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boolean R_SkinUnlock(INT32 playernum, INT32 skinnum);
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UINT32 R_GetSkinAvailabilities(void);
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INT32 R_SkinAvailable(const char *name);
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void R_AddSkins(UINT16 wadnum);
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