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6d0ef7a9da
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere. On ARM there's problems with float to unsigned int conversions. xs_Float does not depend on these
1050 lines
26 KiB
C++
1050 lines
26 KiB
C++
/*
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** d_netinfo.cpp
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** Manages transport of user and "server" cvars across a network
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_netinf.h"
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#include "d_net.h"
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#include "d_protocol.h"
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#include "d_player.h"
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#include "c_dispatch.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "i_system.h"
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#include "r_state.h"
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#include "sbar.h"
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#include "gi.h"
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#include "m_random.h"
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#include "teaminfo.h"
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#include "r_data/r_translate.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "farchive.h"
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static FRandom pr_pickteam ("PickRandomTeam");
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CVAR (Float, autoaim, 35.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Int, colorset, 0, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, skin, "base", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Int, team, TEAM_NONE, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, gender, "male", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE);
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enum
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{
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INFO_Name,
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INFO_Autoaim,
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INFO_Color,
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INFO_Skin,
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INFO_Team,
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INFO_Gender,
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INFO_NeverSwitchOnPickup,
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INFO_MoveBob,
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INFO_StillBob,
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INFO_PlayerClass,
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INFO_ColorSet,
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};
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const char *GenderNames[3] = { "male", "female", "other" };
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// Replace \ with %/ and % with %%
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FString D_EscapeUserInfo (const char *str)
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{
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FString ret;
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for (; *str != '\0'; ++str)
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{
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if (*str == '\\')
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{
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ret << '%' << '/';
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}
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else if (*str == '%')
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{
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ret << '%' << '%';
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}
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else
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{
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ret << *str;
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}
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}
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return ret;
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}
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// Replace %/ with \ and %% with %
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FString D_UnescapeUserInfo (const char *str, size_t len)
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{
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const char *end = str + len;
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FString ret;
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while (*str != '\0' && str < end)
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{
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if (*str == '%')
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{
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if (*(str + 1) == '/')
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{
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ret << '\\';
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str += 2;
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continue;
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}
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else if (*(str + 1) == '%')
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{
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str++;
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}
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}
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ret << *str++;
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}
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return ret;
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}
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int D_GenderToInt (const char *gender)
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{
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if (!stricmp (gender, "female"))
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return GENDER_FEMALE;
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else if (!stricmp (gender, "other") || !stricmp (gender, "cyborg"))
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return GENDER_NEUTER;
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else
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return GENDER_MALE;
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}
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int D_PlayerClassToInt (const char *classname)
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{
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if (PlayerClasses.Size () > 1)
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{
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for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
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{
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PClassPlayerPawn *type = PlayerClasses[i].Type;
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if (type->DisplayName.IsNotEmpty() && stricmp(type->DisplayName, classname) == 0)
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{
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return i;
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}
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}
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return -1;
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}
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else
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{
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return 0;
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}
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}
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void D_GetPlayerColor (int player, float *h, float *s, float *v, FPlayerColorSet **set)
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{
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userinfo_t *info = &players[player].userinfo;
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FPlayerColorSet *colorset = NULL;
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uint32 color;
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int team;
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if (players[player].mo != NULL)
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{
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colorset = players[player].mo->GetClass()->GetColorSet(info->GetColorSet());
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}
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if (colorset != NULL)
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{
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color = GPalette.BaseColors[GPalette.Remap[colorset->RepresentativeColor]];
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}
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else
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{
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color = info->GetColor();
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}
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RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
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h, s, v);
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if (teamplay && TeamLibrary.IsValidTeam((team = info->GetTeam())) && !Teams[team].GetAllowCustomPlayerColor())
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{
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// In team play, force the player to use the team's hue
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// and adjust the saturation and value so that the team
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// hue is visible in the final color.
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float ts, tv;
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int tcolor = Teams[team].GetPlayerColor ();
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RGBtoHSV (RPART(tcolor)/255.f, GPART(tcolor)/255.f, BPART(tcolor)/255.f,
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h, &ts, &tv);
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*s = clamp(ts + *s * 0.15f - 0.075f, 0.f, 1.f);
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*v = clamp(tv + *v * 0.5f - 0.25f, 0.f, 1.f);
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// Make sure not to pass back any colorset in teamplay.
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colorset = NULL;
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}
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if (set != NULL)
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{
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*set = colorset;
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}
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}
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// Find out which teams are present. If there is only one,
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// then another team should be chosen at random.
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//
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// Otherwise, join whichever team has fewest players. If
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// teams are tied for fewest players, pick one of those
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// at random.
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void D_PickRandomTeam (int player)
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{
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static char teamline[8] = "\\team\\X";
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BYTE *foo = (BYTE *)teamline;
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teamline[6] = (char)D_PickRandomTeam() + '0';
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D_ReadUserInfoStrings (player, &foo, teamplay);
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}
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int D_PickRandomTeam ()
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{
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for (unsigned int i = 0; i < Teams.Size (); i++)
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{
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Teams[i].m_iPresent = 0;
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Teams[i].m_iTies = 0;
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}
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int numTeams = 0;
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int team;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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team = players[i].userinfo.GetTeam();
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if (TeamLibrary.IsValidTeam(team))
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{
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if (Teams[team].m_iPresent++ == 0)
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{
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numTeams++;
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}
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}
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}
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}
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if (numTeams < 2)
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{
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do
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{
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team = pr_pickteam() % Teams.Size();
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} while (Teams[team].m_iPresent != 0);
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}
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else
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{
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int lowest = INT_MAX, lowestTie = 0;
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unsigned int i;
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for (i = 0; i < Teams.Size (); ++i)
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{
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if (Teams[i].m_iPresent > 0)
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{
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if (Teams[i].m_iPresent < lowest)
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{
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lowest = Teams[i].m_iPresent;
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lowestTie = 0;
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Teams[0].m_iTies = i;
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}
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else if (Teams[i].m_iPresent == lowest)
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{
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Teams[++lowestTie].m_iTies = i;
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}
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}
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}
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if (lowestTie == 0)
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{
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team = Teams[0].m_iTies;
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}
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else
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{
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team = Teams[pr_pickteam() % (lowestTie+1)].m_iTies;
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}
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}
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return team;
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}
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static void UpdateTeam (int pnum, int team, bool update)
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{
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userinfo_t *info = &players[pnum].userinfo;
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if ((dmflags2 & DF2_NO_TEAM_SWITCH) && (alwaysapplydmflags || deathmatch) && TeamLibrary.IsValidTeam (info->GetTeam()))
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{
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Printf ("Team changing has been disabled!\n");
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return;
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}
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int oldteam;
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if (!TeamLibrary.IsValidTeam (team))
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{
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team = TEAM_NONE;
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}
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oldteam = info->GetTeam();
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team = info->TeamChanged(team);
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if (update && oldteam != team)
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{
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if (TeamLibrary.IsValidTeam (team))
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Printf ("%s joined the %s team\n", info->GetName(), Teams[team].GetName ());
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else
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Printf ("%s is now a loner\n", info->GetName());
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}
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// Let the player take on the team's color
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R_BuildPlayerTranslation (pnum);
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if (StatusBar != NULL && StatusBar->GetPlayer() == pnum)
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{
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StatusBar->AttachToPlayer (&players[pnum]);
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}
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// Double-check
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if (!TeamLibrary.IsValidTeam (team))
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{
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*static_cast<FIntCVar *>((*info)[NAME_Team]) = TEAM_NONE;
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}
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}
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int D_GetFragCount (player_t *player)
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{
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const int team = player->userinfo.GetTeam();
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if (!teamplay || !TeamLibrary.IsValidTeam(team))
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{
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return player->fragcount;
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}
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else
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{
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// Count total frags for this player's team
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int count = 0;
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].userinfo.GetTeam() == team)
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{
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count += players[i].fragcount;
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}
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}
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return count;
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}
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}
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void D_SetupUserInfo ()
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{
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int i;
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userinfo_t *coninfo;
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// Reset everybody's userinfo to a default state.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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players[i].userinfo.Reset();
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}
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// Initialize the console player's user info
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coninfo = &players[consoleplayer].userinfo;
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for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
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{
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if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
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{
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FBaseCVar **newcvar;
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FName cvarname(cvar->GetName());
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switch (cvarname.GetIndex())
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{
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// Some cvars don't copy their original value directly.
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case NAME_Team: coninfo->TeamChanged(team); break;
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case NAME_Skin: coninfo->SkinChanged(skin, players[consoleplayer].CurrentPlayerClass); break;
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case NAME_Gender: coninfo->GenderChanged(gender); break;
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case NAME_PlayerClass: coninfo->PlayerClassChanged(playerclass); break;
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// The rest do.
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default:
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newcvar = coninfo->CheckKey(cvarname);
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(*newcvar)->SetGenericRep(cvar->GetGenericRep(CVAR_String), CVAR_String);
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break;
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}
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}
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}
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R_BuildPlayerTranslation(consoleplayer);
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}
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void userinfo_t::Reset()
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{
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// Clear this player's userinfo.
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TMapIterator<FName, FBaseCVar *> it(*this);
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TMap<FName, FBaseCVar *>::Pair *pair;
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while (it.NextPair(pair))
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{
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delete pair->Value;
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}
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Clear();
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// Create userinfo vars for this player, initialized to their defaults.
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for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
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{
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if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
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{
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ECVarType type;
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FName cvarname(cvar->GetName());
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FBaseCVar *newcvar;
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// Some cvars have different types for their shadow copies.
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switch (cvarname.GetIndex())
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{
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case NAME_Skin: type = CVAR_Int; break;
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case NAME_Gender: type = CVAR_Int; break;
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case NAME_PlayerClass: type = CVAR_Int; break;
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default: type = cvar->GetRealType(); break;
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}
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newcvar = C_CreateCVar(NULL, type, cvar->GetFlags() & CVAR_MOD);
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newcvar->SetGenericRepDefault(cvar->GetGenericRepDefault(CVAR_String), CVAR_String);
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Insert(cvarname, newcvar);
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}
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}
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}
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int userinfo_t::TeamChanged(int team)
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{
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if (teamplay && !TeamLibrary.IsValidTeam(team))
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{ // Force players onto teams in teamplay mode
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team = D_PickRandomTeam();
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}
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*static_cast<FIntCVar *>((*this)[NAME_Team]) = team;
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return team;
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}
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int userinfo_t::SkinChanged(const char *skinname, int playerclass)
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{
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int skinnum = R_FindSkin(skinname, playerclass);
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*static_cast<FIntCVar *>((*this)[NAME_Skin]) = skinnum;
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return skinnum;
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}
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int userinfo_t::SkinNumChanged(int skinnum)
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{
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*static_cast<FIntCVar *>((*this)[NAME_Skin]) = skinnum;
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return skinnum;
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}
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int userinfo_t::GenderChanged(const char *gendername)
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{
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int gendernum = D_GenderToInt(gendername);
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*static_cast<FIntCVar *>((*this)[NAME_Gender]) = gendernum;
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return gendernum;
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}
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int userinfo_t::PlayerClassChanged(const char *classname)
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{
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int classnum = D_PlayerClassToInt(classname);
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*static_cast<FIntCVar *>((*this)[NAME_PlayerClass]) = classnum;
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return classnum;
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}
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int userinfo_t::PlayerClassNumChanged(int classnum)
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{
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*static_cast<FIntCVar *>((*this)[NAME_PlayerClass]) = classnum;
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return classnum;
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}
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int userinfo_t::ColorSetChanged(int setnum)
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{
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*static_cast<FIntCVar *>((*this)[NAME_ColorSet]) = setnum;
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return setnum;
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}
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uint32 userinfo_t::ColorChanged(const char *colorname)
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{
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FColorCVar *color = static_cast<FColorCVar *>((*this)[NAME_Color]);
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assert(color != NULL);
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UCVarValue val;
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val.String = const_cast<char *>(colorname);
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color->SetGenericRep(val, CVAR_String);
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*static_cast<FIntCVar *>((*this)[NAME_ColorSet]) = -1;
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return *color;
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}
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uint32 userinfo_t::ColorChanged(uint32 colorval)
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{
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FColorCVar *color = static_cast<FColorCVar *>((*this)[NAME_Color]);
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assert(color != NULL);
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UCVarValue val;
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val.Int = colorval;
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color->SetGenericRep(val, CVAR_Int);
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// This version is called by the menu code. Do not implicitly set colorset.
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return colorval;
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}
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|
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void D_UserInfoChanged (FBaseCVar *cvar)
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{
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UCVarValue val;
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FString escaped_val;
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char foo[256];
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|
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if (cvar == &autoaim)
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|
{
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if (autoaim < 0.0f)
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{
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autoaim = 0.0f;
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return;
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}
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else if (autoaim > 35.0f)
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{
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autoaim = 35.f;
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return;
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}
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}
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val = cvar->GetGenericRep (CVAR_String);
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escaped_val = D_EscapeUserInfo(val.String);
|
|
if (4 + strlen(cvar->GetName()) + escaped_val.Len() > 256)
|
|
I_Error ("User info descriptor too big");
|
|
|
|
mysnprintf (foo, countof(foo), "\\%s\\%s", cvar->GetName(), escaped_val.GetChars());
|
|
|
|
Net_WriteByte (DEM_UINFCHANGED);
|
|
Net_WriteString (foo);
|
|
}
|
|
|
|
static const char *SetServerVar (char *name, ECVarType type, BYTE **stream, bool singlebit)
|
|
{
|
|
FBaseCVar *var = FindCVar (name, NULL);
|
|
UCVarValue value;
|
|
|
|
if (singlebit)
|
|
{
|
|
if (var != NULL)
|
|
{
|
|
int bitdata;
|
|
int mask;
|
|
|
|
value = var->GetFavoriteRep (&type);
|
|
if (type != CVAR_Int)
|
|
{
|
|
return NULL;
|
|
}
|
|
bitdata = ReadByte (stream);
|
|
mask = 1 << (bitdata & 31);
|
|
if (bitdata & 32)
|
|
{
|
|
value.Int |= mask;
|
|
}
|
|
else
|
|
{
|
|
value.Int &= ~mask;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case CVAR_Bool: value.Bool = ReadByte (stream) ? 1 : 0; break;
|
|
case CVAR_Int: value.Int = ReadLong (stream); break;
|
|
case CVAR_Float: value.Float = ReadFloat (stream); break;
|
|
case CVAR_String: value.String = ReadString (stream); break;
|
|
default: break; // Silence GCC
|
|
}
|
|
}
|
|
|
|
if (var)
|
|
{
|
|
var->ForceSet (value, type);
|
|
}
|
|
|
|
if (type == CVAR_String)
|
|
{
|
|
delete[] value.String;
|
|
}
|
|
|
|
if (var == &teamplay)
|
|
{
|
|
// Put players on teams if teamplay turned on
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
UpdateTeam (i, players[i].userinfo.GetTeam(), true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var)
|
|
{
|
|
value = var->GetGenericRep (CVAR_String);
|
|
return value.String;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
EXTERN_CVAR (Float, sv_gravity)
|
|
|
|
void D_SendServerInfoChange (const FBaseCVar *cvar, UCVarValue value, ECVarType type)
|
|
{
|
|
size_t namelen;
|
|
|
|
namelen = strlen (cvar->GetName ());
|
|
|
|
Net_WriteByte (DEM_SINFCHANGED);
|
|
Net_WriteByte ((BYTE)(namelen | (type << 6)));
|
|
Net_WriteBytes ((BYTE *)cvar->GetName (), (int)namelen);
|
|
switch (type)
|
|
{
|
|
case CVAR_Bool: Net_WriteByte (value.Bool); break;
|
|
case CVAR_Int: Net_WriteLong (value.Int); break;
|
|
case CVAR_Float: Net_WriteFloat (value.Float); break;
|
|
case CVAR_String: Net_WriteString (value.String); break;
|
|
default: break; // Silence GCC
|
|
}
|
|
}
|
|
|
|
void D_SendServerFlagChange (const FBaseCVar *cvar, int bitnum, bool set)
|
|
{
|
|
int namelen;
|
|
|
|
namelen = (int)strlen (cvar->GetName ());
|
|
|
|
Net_WriteByte (DEM_SINFCHANGEDXOR);
|
|
Net_WriteByte ((BYTE)namelen);
|
|
Net_WriteBytes ((BYTE *)cvar->GetName (), namelen);
|
|
Net_WriteByte (BYTE(bitnum | (set << 5)));
|
|
}
|
|
|
|
void D_DoServerInfoChange (BYTE **stream, bool singlebit)
|
|
{
|
|
const char *value;
|
|
char name[64];
|
|
int len;
|
|
int type;
|
|
|
|
len = ReadByte (stream);
|
|
type = len >> 6;
|
|
len &= 0x3f;
|
|
if (len == 0)
|
|
return;
|
|
memcpy (name, *stream, len);
|
|
*stream += len;
|
|
name[len] = 0;
|
|
|
|
if ( (value = SetServerVar (name, (ECVarType)type, stream, singlebit)) && netgame)
|
|
{
|
|
Printf ("%s changed to %s\n", name, value);
|
|
}
|
|
}
|
|
|
|
static int STACK_ARGS userinfosortfunc(const void *a, const void *b)
|
|
{
|
|
TMap<FName, FBaseCVar *>::ConstPair *pair1 = *(TMap<FName, FBaseCVar *>::ConstPair **)a;
|
|
TMap<FName, FBaseCVar *>::ConstPair *pair2 = *(TMap<FName, FBaseCVar *>::ConstPair **)b;
|
|
return stricmp(pair1->Key.GetChars(), pair2->Key.GetChars());
|
|
}
|
|
|
|
static int STACK_ARGS namesortfunc(const void *a, const void *b)
|
|
{
|
|
FName *name1 = (FName *)a;
|
|
FName *name2 = (FName *)b;
|
|
return stricmp(name1->GetChars(), name2->GetChars());
|
|
}
|
|
|
|
void D_WriteUserInfoStrings (int pnum, BYTE **stream, bool compact)
|
|
{
|
|
if (pnum >= MAXPLAYERS)
|
|
{
|
|
WriteByte (0, stream);
|
|
return;
|
|
}
|
|
|
|
userinfo_t *info = &players[pnum].userinfo;
|
|
TArray<TMap<FName, FBaseCVar *>::Pair *> userinfo_pairs(info->CountUsed());
|
|
TMap<FName, FBaseCVar *>::Iterator it(*info);
|
|
TMap<FName, FBaseCVar *>::Pair *pair;
|
|
UCVarValue cval;
|
|
|
|
// Create a simple array of all userinfo cvars
|
|
while (it.NextPair(pair))
|
|
{
|
|
userinfo_pairs.Push(pair);
|
|
}
|
|
// For compact mode, these need to be sorted. Verbose mode doesn't matter.
|
|
if (compact)
|
|
{
|
|
qsort(&userinfo_pairs[0], userinfo_pairs.Size(), sizeof(pair), userinfosortfunc);
|
|
// Compact mode is signified by starting the string with two backslash characters.
|
|
// We output one now. The second will be output as part of the first value.
|
|
*(*stream)++ = '\\';
|
|
}
|
|
for (unsigned int i = 0; i < userinfo_pairs.Size(); ++i)
|
|
{
|
|
pair = userinfo_pairs[i];
|
|
|
|
if (!compact)
|
|
{ // In verbose mode, prepend the cvar's name
|
|
*stream += sprintf(*((char **)stream), "\\%s", pair->Key.GetChars());
|
|
}
|
|
// A few of these need special handling for compatibility reasons.
|
|
switch (pair->Key.GetIndex())
|
|
{
|
|
case NAME_Gender:
|
|
*stream += sprintf(*((char **)stream), "\\%s",
|
|
*static_cast<FIntCVar *>(pair->Value) == GENDER_FEMALE ? "female" :
|
|
*static_cast<FIntCVar *>(pair->Value) == GENDER_NEUTER ? "other" : "male");
|
|
break;
|
|
|
|
case NAME_PlayerClass:
|
|
*stream += sprintf(*((char **)stream), "\\%s", info->GetPlayerClassNum() == -1 ? "Random" :
|
|
D_EscapeUserInfo(info->GetPlayerClassType()->DisplayName.GetChars()).GetChars());
|
|
break;
|
|
|
|
case NAME_Skin:
|
|
*stream += sprintf(*((char **)stream), "\\%s", D_EscapeUserInfo(skins[info->GetSkin()].name).GetChars());
|
|
break;
|
|
|
|
default:
|
|
cval = pair->Value->GetGenericRep(CVAR_String);
|
|
*stream += sprintf(*((char **)stream), "\\%s", cval.String);
|
|
break;
|
|
}
|
|
}
|
|
*(*stream)++ = '\0';
|
|
}
|
|
|
|
void D_ReadUserInfoStrings (int pnum, BYTE **stream, bool update)
|
|
{
|
|
userinfo_t *info = &players[pnum].userinfo;
|
|
TArray<FName> compact_names(info->CountUsed());
|
|
FBaseCVar **cvar_ptr;
|
|
const char *ptr = *((const char **)stream);
|
|
const char *breakpt;
|
|
FString value;
|
|
bool compact;
|
|
FName keyname;
|
|
unsigned int infotype = 0;
|
|
|
|
if (*ptr++ != '\\')
|
|
return;
|
|
|
|
compact = (*ptr == '\\') ? ptr++, true : false;
|
|
|
|
// We need the cvar names in sorted order for compact mode
|
|
if (compact)
|
|
{
|
|
TMap<FName, FBaseCVar *>::Iterator it(*info);
|
|
TMap<FName, FBaseCVar *>::Pair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
compact_names.Push(pair->Key);
|
|
}
|
|
qsort(&compact_names[0], compact_names.Size(), sizeof(FName), namesortfunc);
|
|
}
|
|
|
|
if (pnum < MAXPLAYERS)
|
|
{
|
|
for (breakpt = ptr; breakpt != NULL; ptr = breakpt + 1)
|
|
{
|
|
breakpt = strchr(ptr, '\\');
|
|
|
|
if (compact)
|
|
{
|
|
// Compact has just the value.
|
|
if (infotype >= compact_names.Size())
|
|
{ // Too many entries! OMG!
|
|
break;
|
|
}
|
|
keyname = compact_names[infotype++];
|
|
value = D_UnescapeUserInfo(ptr, breakpt != NULL ? breakpt - ptr : strlen(ptr));
|
|
}
|
|
else
|
|
{
|
|
// Verbose has both the key name and its value.
|
|
assert(breakpt != NULL);
|
|
// A malicious remote machine could invalidate the above assert.
|
|
if (breakpt == NULL)
|
|
{
|
|
break;
|
|
}
|
|
const char *valstart = breakpt + 1;
|
|
if ( (breakpt = strchr (valstart, '\\')) != NULL )
|
|
{
|
|
value = D_UnescapeUserInfo(valstart, breakpt - valstart);
|
|
}
|
|
else
|
|
{
|
|
value = D_UnescapeUserInfo(valstart, strlen(valstart));
|
|
}
|
|
keyname = FName(ptr, valstart - ptr - 1, true);
|
|
}
|
|
|
|
// A few of these need special handling.
|
|
switch (keyname)
|
|
{
|
|
case NAME_Gender:
|
|
info->GenderChanged(value);
|
|
break;
|
|
|
|
case NAME_PlayerClass:
|
|
info->PlayerClassChanged(value);
|
|
break;
|
|
|
|
case NAME_Skin:
|
|
info->SkinChanged(value, players[pnum].CurrentPlayerClass);
|
|
if (players[pnum].mo != NULL)
|
|
{
|
|
if (players[pnum].cls != NULL &&
|
|
!(players[pnum].mo->flags4 & MF4_NOSKIN) &&
|
|
players[pnum].mo->state->sprite ==
|
|
GetDefaultByType (players[pnum].cls)->SpawnState->sprite)
|
|
{ // Only change the sprite if the player is using a standard one
|
|
players[pnum].mo->sprite = skins[info->GetSkin()].sprite;
|
|
}
|
|
}
|
|
// Rebuild translation in case the new skin uses a different range
|
|
// than the old one.
|
|
R_BuildPlayerTranslation(pnum);
|
|
break;
|
|
|
|
case NAME_Team:
|
|
UpdateTeam(pnum, atoi(value), update);
|
|
break;
|
|
|
|
case NAME_Color:
|
|
info->ColorChanged(value);
|
|
break;
|
|
|
|
default:
|
|
cvar_ptr = info->CheckKey(keyname);
|
|
if (cvar_ptr != NULL)
|
|
{
|
|
assert(*cvar_ptr != NULL);
|
|
UCVarValue val;
|
|
FString oldname;
|
|
|
|
if (keyname == NAME_Name)
|
|
{
|
|
val = (*cvar_ptr)->GetGenericRep(CVAR_String);
|
|
oldname = val.String;
|
|
}
|
|
val.String = CleanseString(value.LockBuffer());
|
|
(*cvar_ptr)->SetGenericRep(val, CVAR_String);
|
|
value.UnlockBuffer();
|
|
if (keyname == NAME_Name && update && oldname.Compare (value))
|
|
{
|
|
Printf("%s is now known as %s\n", oldname.GetChars(), value.GetChars());
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if (keyname == NAME_Color || keyname == NAME_ColorSet)
|
|
{
|
|
R_BuildPlayerTranslation(pnum);
|
|
if (StatusBar != NULL && pnum == StatusBar->GetPlayer())
|
|
{
|
|
StatusBar->AttachToPlayer(&players[pnum]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*stream += strlen (*((char **)stream)) + 1;
|
|
}
|
|
|
|
void ReadCompatibleUserInfo(FArchive &arc, userinfo_t &info)
|
|
{
|
|
char netname[MAXPLAYERNAME + 1];
|
|
BYTE team;
|
|
int aimdist, color, colorset, skin, gender;
|
|
bool neverswitch;
|
|
//fixed_t movebob, stillbob; These were never serialized!
|
|
//int playerclass; "
|
|
|
|
info.Reset();
|
|
|
|
arc.Read(&netname, sizeof(netname));
|
|
arc << team << aimdist << color << skin << gender << neverswitch << colorset;
|
|
|
|
*static_cast<FStringCVar *>(info[NAME_Name]) = netname;
|
|
*static_cast<FIntCVar *>(info[NAME_Team]) = team;
|
|
*static_cast<FFloatCVar *>(info[NAME_Autoaim]) = ANGLE2FLOAT(aimdist);
|
|
*static_cast<FIntCVar *>(info[NAME_Skin]) = skin;
|
|
*static_cast<FIntCVar *>(info[NAME_Gender]) = gender;
|
|
*static_cast<FBoolCVar *>(info[NAME_NeverSwitchOnPickup]) = neverswitch;
|
|
*static_cast<FIntCVar *>(info[NAME_ColorSet]) = colorset;
|
|
|
|
UCVarValue val;
|
|
val.Int = color;
|
|
static_cast<FColorCVar *>(info[NAME_Color])->SetGenericRep(val, CVAR_Int);
|
|
}
|
|
|
|
void WriteUserInfo(FArchive &arc, userinfo_t &info)
|
|
{
|
|
TMapIterator<FName, FBaseCVar *> it(info);
|
|
TMap<FName, FBaseCVar *>::Pair *pair;
|
|
FName name;
|
|
UCVarValue val;
|
|
int i;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
name = pair->Key;
|
|
arc << name;
|
|
switch (name.GetIndex())
|
|
{
|
|
case NAME_Skin:
|
|
arc.WriteString(skins[info.GetSkin()].name);
|
|
break;
|
|
|
|
case NAME_PlayerClass:
|
|
i = info.GetPlayerClassNum();
|
|
arc.WriteString(i == -1 ? "Random" : PlayerClasses[i].Type->DisplayName.GetChars());
|
|
break;
|
|
|
|
default:
|
|
val = pair->Value->GetGenericRep(CVAR_String);
|
|
arc.WriteString(val.String);
|
|
break;
|
|
}
|
|
}
|
|
name = NAME_None;
|
|
arc << name;
|
|
}
|
|
|
|
void ReadUserInfo(FArchive &arc, userinfo_t &info, FString &skin)
|
|
{
|
|
FName name;
|
|
FBaseCVar **cvar;
|
|
char *str = NULL;
|
|
UCVarValue val;
|
|
|
|
if (SaveVersion < 4253)
|
|
{
|
|
ReadCompatibleUserInfo(arc, info);
|
|
return;
|
|
}
|
|
|
|
info.Reset();
|
|
skin = NULL;
|
|
for (arc << name; name != NAME_None; arc << name)
|
|
{
|
|
cvar = info.CheckKey(name);
|
|
arc << str;
|
|
if (cvar != NULL && *cvar != NULL)
|
|
{
|
|
switch (name)
|
|
{
|
|
case NAME_Team: info.TeamChanged(atoi(str)); break;
|
|
case NAME_Skin: skin = str; break; // Caller must call SkinChanged() once current calss is known
|
|
case NAME_PlayerClass: info.PlayerClassChanged(str); break;
|
|
default:
|
|
val.String = str;
|
|
(*cvar)->SetGenericRep(val, CVAR_String);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (str != NULL)
|
|
{
|
|
delete[] str;
|
|
}
|
|
}
|
|
|
|
CCMD (playerinfo)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
Printf("%d. %s\n", i, players[i].userinfo.GetName());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i = atoi(argv[1]);
|
|
|
|
if (i < 0 || i >= MAXPLAYERS)
|
|
{
|
|
Printf("Bad player number\n");
|
|
return;
|
|
}
|
|
userinfo_t *ui = &players[i].userinfo;
|
|
|
|
if (!playeringame[i])
|
|
{
|
|
Printf(TEXTCOLOR_ORANGE "Player %d is not in the game\n", i);
|
|
return;
|
|
}
|
|
|
|
// Print special info
|
|
Printf("%20s: %s\n", "Name", ui->GetName());
|
|
Printf("%20s: %s (%d)\n", "Team", ui->GetTeam() == TEAM_NONE ? "None" : Teams[ui->GetTeam()].GetName(), ui->GetTeam());
|
|
Printf("%20s: %s (%d)\n", "Skin", skins[ui->GetSkin()].name, ui->GetSkin());
|
|
Printf("%20s: %s (%d)\n", "Gender", GenderNames[ui->GetGender()], ui->GetGender());
|
|
Printf("%20s: %s (%d)\n", "PlayerClass",
|
|
ui->GetPlayerClassNum() == -1 ? "Random" : ui->GetPlayerClassType()->DisplayName.GetChars(),
|
|
ui->GetPlayerClassNum());
|
|
|
|
// Print generic info
|
|
TMapIterator<FName, FBaseCVar *> it(*ui);
|
|
TMap<FName, FBaseCVar *>::Pair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
if (pair->Key != NAME_Name && pair->Key != NAME_Team && pair->Key != NAME_Skin &&
|
|
pair->Key != NAME_Gender && pair->Key != NAME_PlayerClass)
|
|
{
|
|
UCVarValue val = pair->Value->GetGenericRep(CVAR_String);
|
|
Printf("%20s: %s\n", pair->Key.GetChars(), val.String);
|
|
}
|
|
}
|
|
if (argv.argc() > 2)
|
|
{
|
|
PrintMiscActorInfo(players[i].mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
userinfo_t::~userinfo_t()
|
|
{
|
|
TMapIterator<FName, FBaseCVar *> it(*this);
|
|
TMap<FName, FBaseCVar *>::Pair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
delete pair->Value;
|
|
}
|
|
this->Clear();
|
|
}
|