mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-12 23:54:33 +00:00
- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient. SVN r1445 (trunk)
This commit is contained in:
parent
a71e87b9df
commit
c2b4522b8f
11 changed files with 247 additions and 85 deletions
|
@ -1,4 +1,6 @@
|
||||||
February 23, 2009
|
February 23, 2009
|
||||||
|
- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
|
||||||
|
efficient.
|
||||||
- Fixed: player->oldbuttons was copied from the current button set at the end
|
- Fixed: player->oldbuttons was copied from the current button set at the end
|
||||||
of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.
|
of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.
|
||||||
|
|
||||||
|
|
|
@ -2605,6 +2605,7 @@ void D_DoomMain (void)
|
||||||
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
||||||
P_Init ();
|
P_Init ();
|
||||||
|
|
||||||
|
P_SetupWeapons_ntohton();
|
||||||
|
|
||||||
//SBarInfo support.
|
//SBarInfo support.
|
||||||
SBarInfo::Load();
|
SBarInfo::Load();
|
||||||
|
|
|
@ -2351,35 +2351,33 @@ void Net_DoCommand (int type, BYTE **stream, int player)
|
||||||
|
|
||||||
case DEM_SETSLOT:
|
case DEM_SETSLOT:
|
||||||
{
|
{
|
||||||
BYTE playernum = ReadByte(stream);
|
unsigned int slot = ReadByte(stream);
|
||||||
BYTE slot = ReadByte(stream);
|
int count = ReadByte(stream);
|
||||||
BYTE count = ReadByte(stream);
|
if (slot < NUM_WEAPON_SLOTS)
|
||||||
TArray<const char *> weapons;
|
|
||||||
|
|
||||||
weapons.Resize(count);
|
|
||||||
for(int i = 0; i < count; i++)
|
|
||||||
{
|
{
|
||||||
weapons[i] = ReadStringConst(stream);
|
players[player].weapons.Slots[slot].Clear();
|
||||||
|
}
|
||||||
|
for(int i = 0; i < count; ++i)
|
||||||
|
{
|
||||||
|
const PClass *wpn = Net_ReadWeapon(stream);
|
||||||
|
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
|
||||||
}
|
}
|
||||||
players[playernum].weapons.SetSlot(slot, weapons);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DEM_ADDSLOT:
|
case DEM_ADDSLOT:
|
||||||
{
|
{
|
||||||
BYTE playernum = ReadByte(stream);
|
int slot = ReadByte(stream);
|
||||||
BYTE slot = ReadByte(stream);
|
const PClass *wpn = Net_ReadWeapon(stream);
|
||||||
const char *weap = ReadStringConst(stream);
|
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
|
||||||
players[playernum].weapons.AddSlot(slot, weap);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DEM_ADDSLOTDEFAULT:
|
case DEM_ADDSLOTDEFAULT:
|
||||||
{
|
{
|
||||||
BYTE playernum = ReadByte(stream);
|
int slot = ReadByte(stream);
|
||||||
BYTE slot = ReadByte(stream);
|
const PClass *wpn = Net_ReadWeapon(stream);
|
||||||
const char *weap = ReadStringConst(stream);
|
players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
|
||||||
players[playernum].weapons.AddSlotDefault(slot, weap);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -2503,17 +2501,17 @@ void Net_SkipCommand (int type, BYTE **stream)
|
||||||
|
|
||||||
case DEM_SETSLOT:
|
case DEM_SETSLOT:
|
||||||
{
|
{
|
||||||
skip = 3;
|
skip = 2;
|
||||||
for(int numweapons = *(*stream + 2); numweapons > 0; numweapons--)
|
for(int numweapons = (*stream)[1]; numweapons > 0; numweapons--)
|
||||||
{
|
{
|
||||||
skip += strlen ((char *)(*stream + skip)) + 1;
|
skip += 1 + ((*stream)[skip] >> 7);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DEM_ADDSLOT:
|
case DEM_ADDSLOT:
|
||||||
case DEM_ADDSLOTDEFAULT:
|
case DEM_ADDSLOTDEFAULT:
|
||||||
skip = strlen ((char *)(*stream + 2)) + 3;
|
skip = 2 + ((*stream)[1] >> 7);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -48,6 +48,7 @@
|
||||||
#define COMP_ID BIGE_ID('C','O','M','P')
|
#define COMP_ID BIGE_ID('C','O','M','P')
|
||||||
#define BODY_ID BIGE_ID('B','O','D','Y')
|
#define BODY_ID BIGE_ID('B','O','D','Y')
|
||||||
#define NETD_ID BIGE_ID('N','E','T','D')
|
#define NETD_ID BIGE_ID('N','E','T','D')
|
||||||
|
#define WEAP_ID BIGE_ID('W','E','A','P')
|
||||||
|
|
||||||
#define ANGLE2SHORT(x) ((((x)/360) & 65535)
|
#define ANGLE2SHORT(x) ((((x)/360) & 65535)
|
||||||
#define SHORT2ANGLE(x) ((x)*360)
|
#define SHORT2ANGLE(x) ((x)*360)
|
||||||
|
|
|
@ -2175,6 +2175,11 @@ void G_BeginRecording (const char *startmap)
|
||||||
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
|
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
|
||||||
FinishChunk (&demo_p);
|
FinishChunk (&demo_p);
|
||||||
|
|
||||||
|
// Write weapon ordering chunk
|
||||||
|
StartChunk (WEAP_ID, &demo_p);
|
||||||
|
P_WriteDemoWeaponsChunk(&demo_p);
|
||||||
|
FinishChunk (&demo_p);
|
||||||
|
|
||||||
// Indicate body is compressed
|
// Indicate body is compressed
|
||||||
StartChunk (COMP_ID, &demo_p);
|
StartChunk (COMP_ID, &demo_p);
|
||||||
democompspot = demo_p;
|
democompspot = demo_p;
|
||||||
|
@ -2301,6 +2306,10 @@ bool G_ProcessIFFDemo (char *mapname)
|
||||||
multiplayer = true;
|
multiplayer = true;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case WEAP_ID:
|
||||||
|
P_ReadDemoWeaponsChunk(&demo_p);
|
||||||
|
break;
|
||||||
|
|
||||||
case BODY_ID:
|
case BODY_ID:
|
||||||
bodyHit = true;
|
bodyHit = true;
|
||||||
zdembodyend = demo_p + len;
|
zdembodyend = demo_p + len;
|
||||||
|
@ -2456,19 +2465,16 @@ bool G_CheckDemoStatus (void)
|
||||||
endtime = I_GetTime (false) - starttime;
|
endtime = I_GetTime (false) - starttime;
|
||||||
|
|
||||||
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
|
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
|
||||||
|
|
||||||
M_Free (demobuffer);
|
M_Free (demobuffer);
|
||||||
|
|
||||||
|
P_SetupWeapons_ntohton();
|
||||||
demoplayback = false;
|
demoplayback = false;
|
||||||
netdemo = false;
|
netdemo = false;
|
||||||
netgame = false;
|
netgame = false;
|
||||||
multiplayer = false;
|
multiplayer = false;
|
||||||
singletics = false;
|
singletics = false;
|
||||||
{
|
for (int i = 1; i < MAXPLAYERS; i++)
|
||||||
int i;
|
playeringame[i] = 0;
|
||||||
|
|
||||||
for (i = 1; i < MAXPLAYERS; i++)
|
|
||||||
playeringame[i] = 0;
|
|
||||||
}
|
|
||||||
consoleplayer = 0;
|
consoleplayer = 0;
|
||||||
players[0].camera = NULL;
|
players[0].camera = NULL;
|
||||||
StatusBar->AttachToPlayer (&players[0]);
|
StatusBar->AttachToPlayer (&players[0]);
|
||||||
|
|
|
@ -922,7 +922,7 @@ void G_DoLoadLevel (int position, bool autosave)
|
||||||
}
|
}
|
||||||
|
|
||||||
P_SetupLevel (level.mapname, position);
|
P_SetupLevel (level.mapname, position);
|
||||||
P_CompleteWeaponSetup(consoleplayer, players[consoleplayer].mo->GetClass());
|
P_CompleteWeaponSetup();
|
||||||
|
|
||||||
AM_LevelInit();
|
AM_LevelInit();
|
||||||
|
|
||||||
|
|
|
@ -73,14 +73,19 @@ struct FWeaponSlots
|
||||||
int RestoreSlots (FConfigFile *config, const char *section);
|
int RestoreSlots (FConfigFile *config, const char *section);
|
||||||
void PrintSettings();
|
void PrintSettings();
|
||||||
|
|
||||||
void SetSlot(int slot, TArray<const char *> argv);
|
void AddSlot(int slot, const PClass *type, bool feedback);
|
||||||
void AddSlot(int slot, const char *name);
|
void AddSlotDefault(int slot, const PClass *type, bool feedback);
|
||||||
void AddSlotDefault(int slot, const char *name);
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
void P_PlaybackKeyConfWeapons();
|
void P_PlaybackKeyConfWeapons();
|
||||||
void P_CompleteWeaponSetup(int playernum, const PClass *type);
|
void P_CompleteWeaponSetup();
|
||||||
|
void Net_WriteWeapon(const PClass *type);
|
||||||
|
const PClass *Net_ReadWeapon(BYTE **stream);
|
||||||
|
|
||||||
|
void P_SetupWeapons_ntohton();
|
||||||
|
void P_WriteDemoWeaponsChunk(BYTE **demo);
|
||||||
|
void P_ReadDemoWeaponsChunk(BYTE **demo);
|
||||||
|
|
||||||
/************************************************************************/
|
/************************************************************************/
|
||||||
/* Class definitions */
|
/* Class definitions */
|
||||||
|
|
|
@ -30,6 +30,11 @@ FString WeaponSection;
|
||||||
TArray<FString> KeyConfWeapons;
|
TArray<FString> KeyConfWeapons;
|
||||||
bool PlayingKeyConf;
|
bool PlayingKeyConf;
|
||||||
|
|
||||||
|
TArray<const PClass *> Weapons_ntoh;
|
||||||
|
TMap<const PClass *, int> Weapons_hton;
|
||||||
|
|
||||||
|
static int STACK_ARGS ntoh_cmp(const void *a, const void *b);
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// AWeapon :: Serialize
|
// AWeapon :: Serialize
|
||||||
|
@ -1132,21 +1137,22 @@ void FWeaponSlots::CompleteSetup(const PClass *type)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void P_CompleteWeaponSetup(int playernum, const PClass *type)
|
void P_CompleteWeaponSetup()
|
||||||
{
|
{
|
||||||
// Set up the weapon slots locally
|
// Set up the weapon slots locally
|
||||||
LocalWeapons.CompleteSetup(type);
|
LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
|
||||||
// Now transmit them across the network
|
// Now transmit them across the network
|
||||||
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
|
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
|
||||||
{
|
{
|
||||||
Net_WriteByte(DEM_SETSLOT);
|
if (LocalWeapons.Slots[i].Size() > 0)
|
||||||
Net_WriteByte(playernum);
|
|
||||||
Net_WriteByte(i);
|
|
||||||
Net_WriteByte(LocalWeapons.Slots[i].Size());
|
|
||||||
for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
|
|
||||||
{
|
{
|
||||||
const PClass *cls = LocalWeapons.Slots[i].GetWeapon(j);
|
Net_WriteByte(DEM_SETSLOT);
|
||||||
if (cls != NULL) Net_WriteString(cls->TypeName.GetChars());
|
Net_WriteByte(i);
|
||||||
|
Net_WriteByte(LocalWeapons.Slots[i].Size());
|
||||||
|
for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
|
||||||
|
{
|
||||||
|
Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1214,18 +1220,6 @@ int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section)
|
||||||
// CCMD setslot
|
// CCMD setslot
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
void FWeaponSlots::SetSlot(int slot, TArray<const char *> argv)
|
|
||||||
{
|
|
||||||
Slots[slot].Clear();
|
|
||||||
for (int i = 0; i < argv.Size(); ++i)
|
|
||||||
{
|
|
||||||
if (!Slots[slot].AddWeapon (argv[i]))
|
|
||||||
{
|
|
||||||
Printf ("Could not add %s to slot %d\n", argv[i], slot);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void FWeaponSlots::PrintSettings()
|
void FWeaponSlots::PrintSettings()
|
||||||
{
|
{
|
||||||
|
@ -1272,15 +1266,11 @@ CCMD (setslot)
|
||||||
}
|
}
|
||||||
else if (PlayingKeyConf)
|
else if (PlayingKeyConf)
|
||||||
{
|
{
|
||||||
BYTE count = argv.argc()-2;
|
LocalWeapons.Slots[slot].Clear();
|
||||||
TArray<const char *> weapons;
|
for (int i = 2; i < argv.argc(); ++i)
|
||||||
|
|
||||||
weapons.Resize(count);
|
|
||||||
for(int i = 0; i < count; i++)
|
|
||||||
{
|
{
|
||||||
weapons[i] = argv[i+2];
|
LocalWeapons.Slots[slot].AddWeapon(argv[i]);
|
||||||
}
|
}
|
||||||
LocalWeapons.SetSlot(slot, weapons);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1290,12 +1280,11 @@ CCMD (setslot)
|
||||||
}
|
}
|
||||||
|
|
||||||
Net_WriteByte(DEM_SETSLOT);
|
Net_WriteByte(DEM_SETSLOT);
|
||||||
Net_WriteByte(consoleplayer);
|
|
||||||
Net_WriteByte(slot);
|
Net_WriteByte(slot);
|
||||||
Net_WriteByte(argv.argc()-2);
|
Net_WriteByte(argv.argc()-2);
|
||||||
for (int i = 2; i < argv.argc(); i++)
|
for (int i = 2; i < argv.argc(); i++)
|
||||||
{
|
{
|
||||||
Net_WriteString(argv[i]);
|
Net_WriteWeapon(PClass::FindClass(argv[i]));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1306,11 +1295,11 @@ CCMD (setslot)
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
void FWeaponSlots::AddSlot(int slot, const char *name)
|
void FWeaponSlots::AddSlot(int slot, const PClass *type, bool feedback)
|
||||||
{
|
{
|
||||||
if (!Slots[slot].AddWeapon (name))
|
if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
|
||||||
{
|
{
|
||||||
Printf ("Could not add %s to slot %zu\n", name, slot);
|
Printf ("Could not add %s to slot %zu\n", type->TypeName.GetChars(), slot);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1330,14 +1319,13 @@ CCMD (addslot)
|
||||||
}
|
}
|
||||||
else if (PlayingKeyConf)
|
else if (PlayingKeyConf)
|
||||||
{
|
{
|
||||||
LocalWeapons.AddSlot(int(slot), argv[2]);
|
LocalWeapons.AddSlot(int(slot), PClass::FindClass(argv[2]), false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Net_WriteByte(DEM_ADDSLOT);
|
Net_WriteByte(DEM_ADDSLOT);
|
||||||
Net_WriteByte(consoleplayer);
|
|
||||||
Net_WriteByte(slot);
|
Net_WriteByte(slot);
|
||||||
Net_WriteString(argv[2]);
|
Net_WriteWeapon(PClass::FindClass(argv[2]));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1360,15 +1348,17 @@ CCMD (weaponsection)
|
||||||
// CCMD addslotdefault
|
// CCMD addslotdefault
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
void FWeaponSlots::AddSlotDefault(int slot, const char *name)
|
void FWeaponSlots::AddSlotDefault(int slot, const PClass *type, bool feedback)
|
||||||
{
|
{
|
||||||
const PClass *type = PClass::FindClass (name);
|
if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||||
if (type != NULL && type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
||||||
{
|
{
|
||||||
switch (AddDefaultWeapon (slot, type))
|
switch (AddDefaultWeapon(slot, type))
|
||||||
{
|
{
|
||||||
case SLOTDEF_Full:
|
case SLOTDEF_Full:
|
||||||
Printf ("Could not add %s to slot %d\n", name, slot);
|
if (feedback)
|
||||||
|
{
|
||||||
|
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
|
@ -1405,14 +1395,13 @@ CCMD (addslotdefault)
|
||||||
}
|
}
|
||||||
else if (PlayingKeyConf)
|
else if (PlayingKeyConf)
|
||||||
{
|
{
|
||||||
LocalWeapons.AddSlotDefault(int(slot), argv[2]);
|
LocalWeapons.AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Net_WriteByte(DEM_ADDSLOTDEFAULT);
|
Net_WriteByte(DEM_ADDSLOTDEFAULT);
|
||||||
Net_WriteByte(consoleplayer);
|
|
||||||
Net_WriteByte(slot);
|
Net_WriteByte(slot);
|
||||||
Net_WriteString(argv[2]);
|
Net_WriteWeapon(PClass::FindClass(argv[2]));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1437,12 +1426,172 @@ void P_PlaybackKeyConfWeapons()
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// CCMD dumpslots
|
// P_SetupWeapons_ntohton
|
||||||
//
|
//
|
||||||
// Dumps a config-friendly listing of the current slot assignments.
|
// Initializes the ntoh and hton maps for weapon types. To populate the ntoh
|
||||||
|
// array, weapons are sorted first by game, then lexicographically. Weapons
|
||||||
|
// from the current game are sorted first, followed by weapons for all other
|
||||||
|
// games, and within each block, they are sorted by name.
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
CCMD (dumpslots)
|
void P_SetupWeapons_ntohton()
|
||||||
{
|
{
|
||||||
|
unsigned int i;
|
||||||
|
const PClass *cls;
|
||||||
|
|
||||||
|
Weapons_ntoh.Clear();
|
||||||
|
Weapons_hton.Clear();
|
||||||
|
|
||||||
|
cls = NULL;
|
||||||
|
Weapons_ntoh.Push(cls); // Index 0 is always NULL.
|
||||||
|
for (i = 0; i < PClass::m_Types.Size(); ++i)
|
||||||
|
{
|
||||||
|
PClass *cls = PClass::m_Types[i];
|
||||||
|
|
||||||
|
if (cls->ActorInfo != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
||||||
|
{
|
||||||
|
Weapons_ntoh.Push(cls);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
|
||||||
|
for (i = 0; i < Weapons_ntoh.Size(); ++i)
|
||||||
|
{
|
||||||
|
Weapons_hton[Weapons_ntoh[i]] = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// ntoh_cmp
|
||||||
|
//
|
||||||
|
// Sorting comparison function used by P_SetupWeapons_ntohton().
|
||||||
|
//
|
||||||
|
// Weapons that filter for the current game appear first, weapons that filter
|
||||||
|
// for any game appear second, and weapons that filter for some other game
|
||||||
|
// appear last. The idea here is to try to keep all the weapons that are
|
||||||
|
// most likely to be used at the start of the list so that they only need
|
||||||
|
// one byte to transmit across the network.
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
static int STACK_ARGS ntoh_cmp(const void *a, const void *b)
|
||||||
|
{
|
||||||
|
const PClass *c1 = *(const PClass **)a;
|
||||||
|
const PClass *c2 = *(const PClass **)b;
|
||||||
|
int g1 = c1->ActorInfo->GameFilter == GAME_Any ? 1 : (c1->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
|
||||||
|
int g2 = c2->ActorInfo->GameFilter == GAME_Any ? 1 : (c2->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
|
||||||
|
if (g1 != g2)
|
||||||
|
{
|
||||||
|
return g1 - g2;
|
||||||
|
}
|
||||||
|
return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars());
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// P_WriteDemoWeaponsChunk
|
||||||
|
//
|
||||||
|
// Store the list of weapons so that adding new ones does not automatically
|
||||||
|
// break demos.
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
void P_WriteDemoWeaponsChunk(BYTE **demo)
|
||||||
|
{
|
||||||
|
WriteWord(Weapons_ntoh.Size(), demo);
|
||||||
|
for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i)
|
||||||
|
{
|
||||||
|
WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// P_ReadDemoWeaponsChunk
|
||||||
|
//
|
||||||
|
// Restore the list of weapons that was current at the time the demo was
|
||||||
|
// recorded.
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
void P_ReadDemoWeaponsChunk(BYTE **demo)
|
||||||
|
{
|
||||||
|
int count, i;
|
||||||
|
const PClass *type;
|
||||||
|
const char *s;
|
||||||
|
|
||||||
|
count = ReadWord(demo);
|
||||||
|
Weapons_ntoh.Resize(count);
|
||||||
|
Weapons_hton.Clear(count);
|
||||||
|
|
||||||
|
Weapons_ntoh[0] = type = NULL;
|
||||||
|
Weapons_hton[type] = 0;
|
||||||
|
|
||||||
|
for (i = 1; i < count; ++i)
|
||||||
|
{
|
||||||
|
s = ReadStringConst(demo);
|
||||||
|
type = PClass::FindClass(s);
|
||||||
|
// If a demo was recorded with a weapon that is no longer present,
|
||||||
|
// should we report it?
|
||||||
|
Weapons_ntoh[i] = type;
|
||||||
|
if (type != NULL)
|
||||||
|
{
|
||||||
|
Weapons_hton[type] = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// Net_WriteWeapon
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
void Net_WriteWeapon(const PClass *type)
|
||||||
|
{
|
||||||
|
int index, *index_p;
|
||||||
|
|
||||||
|
index_p = Weapons_hton.CheckKey(type);
|
||||||
|
if (index_p == NULL)
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
index = *index_p;
|
||||||
|
}
|
||||||
|
// 32767 weapons better be enough for anybody.
|
||||||
|
assert(index >= 0 && index <= 32767);
|
||||||
|
if (index < 128)
|
||||||
|
{
|
||||||
|
Net_WriteByte(index);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Net_WriteByte(0x80 | index);
|
||||||
|
Net_WriteByte(index >> 7);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// Net_ReadWeapon
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
const PClass *Net_ReadWeapon(BYTE **stream)
|
||||||
|
{
|
||||||
|
int index;
|
||||||
|
|
||||||
|
index = ReadByte(stream);
|
||||||
|
if (index & 0x80)
|
||||||
|
{
|
||||||
|
index = (index & 0x7F) | (ReadByte(stream) << 7);
|
||||||
|
}
|
||||||
|
if (index >= Weapons_ntoh.Size())
|
||||||
|
{
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
return Weapons_ntoh[index];
|
||||||
}
|
}
|
||||||
|
|
|
@ -1180,7 +1180,7 @@ void DBaseStatusBar::Draw (EHudState state)
|
||||||
}
|
}
|
||||||
else if (automapactive)
|
else if (automapactive)
|
||||||
{
|
{
|
||||||
int y, i, time = level.time / TICRATE, height;
|
int y, time = level.time / TICRATE, height;
|
||||||
int totaltime = level.totaltime / TICRATE;
|
int totaltime = level.totaltime / TICRATE;
|
||||||
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
|
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
|
||||||
CR_UNTRANSLATED : CR_YELLOW;
|
CR_UNTRANSLATED : CR_YELLOW;
|
||||||
|
|
|
@ -390,7 +390,7 @@ typedef unsigned int hash_t;
|
||||||
template<class KT> struct THashTraits
|
template<class KT> struct THashTraits
|
||||||
{
|
{
|
||||||
// Returns the hash value for a key.
|
// Returns the hash value for a key.
|
||||||
hash_t Hash(const KT key) { return hash_t(key); }
|
hash_t Hash(const KT key) { return (hash_t)(intptr_t)key; }
|
||||||
|
|
||||||
// Compares two keys, returning zero if they are the same.
|
// Compares two keys, returning zero if they are the same.
|
||||||
int Compare(const KT left, const KT right) { return left != right; }
|
int Compare(const KT left, const KT right) { return left != right; }
|
||||||
|
|
|
@ -54,7 +54,7 @@
|
||||||
// Version identifier for network games.
|
// Version identifier for network games.
|
||||||
// Bump it every time you do a release unless you're certain you
|
// Bump it every time you do a release unless you're certain you
|
||||||
// didn't change anything that will affect sync.
|
// didn't change anything that will affect sync.
|
||||||
#define NETGAMEVERSION 219
|
#define NETGAMEVERSION 220
|
||||||
|
|
||||||
// Version stored in the ini's [LastRun] section.
|
// Version stored in the ini's [LastRun] section.
|
||||||
// Bump it if you made some configuration change that you want to
|
// Bump it if you made some configuration change that you want to
|
||||||
|
@ -64,11 +64,11 @@
|
||||||
// Protocol version used in demos.
|
// Protocol version used in demos.
|
||||||
// Bump it if you change existing DEM_ commands or add new ones.
|
// Bump it if you change existing DEM_ commands or add new ones.
|
||||||
// Otherwise, it should be safe to leave it alone.
|
// Otherwise, it should be safe to leave it alone.
|
||||||
#define DEMOGAMEVERSION 0x20F
|
#define DEMOGAMEVERSION 0x210
|
||||||
|
|
||||||
// Minimum demo version we can play.
|
// Minimum demo version we can play.
|
||||||
// Bump it whenever you change or remove existing DEM_ commands.
|
// Bump it whenever you change or remove existing DEM_ commands.
|
||||||
#define MINDEMOVERSION 0x20F
|
#define MINDEMOVERSION 0x210
|
||||||
|
|
||||||
// SAVEVER is the version of the information stored in level snapshots.
|
// SAVEVER is the version of the information stored in level snapshots.
|
||||||
// Note that SAVEVER is not directly comparable to VERSION.
|
// Note that SAVEVER is not directly comparable to VERSION.
|
||||||
|
|
Loading…
Reference in a new issue