gzdoom-last-svn/src/d_netinfo.cpp

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/*
** d_netinfo.cpp
** Manages transport of user and "server" cvars across a network
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "doomtype.h"
#include "doomdef.h"
#include "doomstat.h"
#include "d_netinf.h"
#include "d_net.h"
#include "d_protocol.h"
#include "d_player.h"
#include "c_dispatch.h"
#include "v_palette.h"
#include "v_video.h"
#include "i_system.h"
#include "r_state.h"
#include "sbar.h"
#include "gi.h"
#include "m_random.h"
#include "teaminfo.h"
#include "r_data/r_translate.h"
#include "templates.h"
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
#include "cmdlib.h"
#include "farchive.h"
static FRandom pr_pickteam ("PickRandomTeam");
extern bool st_firsttime;
EXTERN_CVAR (Bool, teamplay)
CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
CVAR (Int, colorset, 0, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, skin, "base", CVAR_USERINFO | CVAR_ARCHIVE);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
CVAR (Int, team, TEAM_NONE, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, gender, "male", CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE);
enum
{
INFO_Name,
INFO_Autoaim,
INFO_Color,
INFO_Skin,
INFO_Team,
INFO_Gender,
INFO_NeverSwitchOnPickup,
INFO_MoveBob,
INFO_StillBob,
INFO_PlayerClass,
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
INFO_ColorSet,
};
const char *GenderNames[3] = { "male", "female", "other" };
// Replace \ with %/ and % with %%
FString D_EscapeUserInfo (const char *str)
{
FString ret;
for (; *str != '\0'; ++str)
{
if (*str == '\\')
{
ret << '%' << '/';
}
else if (*str == '%')
{
ret << '%' << '%';
}
else
{
ret << *str;
}
}
return ret;
}
// Replace %/ with \ and %% with %
FString D_UnescapeUserInfo (const char *str, size_t len)
{
const char *end = str + len;
FString ret;
while (*str != '\0' && str < end)
{
if (*str == '%')
{
if (*(str + 1) == '/')
{
ret << '\\';
str += 2;
continue;
}
else if (*(str + 1) == '%')
{
str++;
}
}
ret << *str++;
}
return ret;
}
int D_GenderToInt (const char *gender)
{
if (!stricmp (gender, "female"))
return GENDER_FEMALE;
else if (!stricmp (gender, "other") || !stricmp (gender, "cyborg"))
return GENDER_NEUTER;
else
return GENDER_MALE;
}
int D_PlayerClassToInt (const char *classname)
{
if (PlayerClasses.Size () > 1)
{
for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
{
const PClass *type = PlayerClasses[i].Type;
if (stricmp (type->Meta.GetMetaString (APMETA_DisplayName), classname) == 0)
{
return i;
}
}
return -1;
}
else
{
return 0;
}
}
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
void D_GetPlayerColor (int player, float *h, float *s, float *v, FPlayerColorSet **set)
{
userinfo_t *info = &players[player].userinfo;
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
FPlayerColorSet *colorset = NULL;
uint32 color;
int team;
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
if (players[player].mo != NULL)
{
colorset = P_GetPlayerColorSet(players[player].mo->GetClass()->TypeName, info->GetColorSet());
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
}
if (colorset != NULL)
{
color = GPalette.BaseColors[GPalette.Remap[colorset->RepresentativeColor]];
}
else
{
color = info->GetColor();
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
}
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
h, s, v);
if (teamplay && TeamLibrary.IsValidTeam((team = info->GetTeam())) && !Teams[team].GetAllowCustomPlayerColor())
{
// In team play, force the player to use the team's hue
// and adjust the saturation and value so that the team
// hue is visible in the final color.
float ts, tv;
int tcolor = Teams[team].GetPlayerColor ();
RGBtoHSV (RPART(tcolor)/255.f, GPART(tcolor)/255.f, BPART(tcolor)/255.f,
h, &ts, &tv);
*s = clamp(ts + *s * 0.15f - 0.075f, 0.f, 1.f);
*v = clamp(tv + *v * 0.5f - 0.25f, 0.f, 1.f);
// Make sure not to pass back any colorset in teamplay.
colorset = NULL;
}
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
if (set != NULL)
{
*set = colorset;
}
}
// Find out which teams are present. If there is only one,
// then another team should be chosen at random.
//
// Otherwise, join whichever team has fewest players. If
// teams are tied for fewest players, pick one of those
// at random.
void D_PickRandomTeam (int player)
{
static char teamline[8] = "\\team\\X";
BYTE *foo = (BYTE *)teamline;
teamline[6] = (char)D_PickRandomTeam() + '0';
D_ReadUserInfoStrings (player, &foo, teamplay);
}
int D_PickRandomTeam ()
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
for (unsigned int i = 0; i < Teams.Size (); i++)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Teams[i].m_iPresent = 0;
Teams[i].m_iTies = 0;
}
int numTeams = 0;
int team;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
team = players[i].userinfo.GetTeam();
if (TeamLibrary.IsValidTeam(team))
{
if (Teams[team].m_iPresent++ == 0)
{
numTeams++;
}
}
}
}
if (numTeams < 2)
{
do
{
team = pr_pickteam() % Teams.Size();
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
} while (Teams[team].m_iPresent != 0);
}
else
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
int lowest = INT_MAX, lowestTie = 0;
unsigned int i;
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
for (i = 0; i < Teams.Size (); ++i)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (Teams[i].m_iPresent > 0)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (Teams[i].m_iPresent < lowest)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
lowest = Teams[i].m_iPresent;
lowestTie = 0;
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Teams[0].m_iTies = i;
}
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
else if (Teams[i].m_iPresent == lowest)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Teams[++lowestTie].m_iTies = i;
}
}
}
if (lowestTie == 0)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
team = Teams[0].m_iTies;
}
else
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
team = Teams[pr_pickteam() % (lowestTie+1)].m_iTies;
}
}
return team;
}
static void UpdateTeam (int pnum, int team, bool update)
{
userinfo_t *info = &players[pnum].userinfo;
if ((dmflags2 & DF2_NO_TEAM_SWITCH) && (alwaysapplydmflags || deathmatch) && TeamLibrary.IsValidTeam (info->GetTeam()))
{
Printf ("Team changing has been disabled!\n");
return;
}
int oldteam;
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (!TeamLibrary.IsValidTeam (team))
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
team = TEAM_NONE;
}
oldteam = info->GetTeam();
team = info->TeamChanged(team);
if (update && oldteam != team)
{
if (TeamLibrary.IsValidTeam (team))
Printf ("%s joined the %s team\n", info->GetName(), Teams[team].GetName ());
else
Printf ("%s is now a loner\n", info->GetName());
}
// Let the player take on the team's color
R_BuildPlayerTranslation (pnum);
if (StatusBar != NULL && StatusBar->GetPlayer() == pnum)
{
StatusBar->AttachToPlayer (&players[pnum]);
}
// Double-check
if (!TeamLibrary.IsValidTeam (team))
{
*static_cast<FIntCVar *>((*info)[NAME_Team]) = TEAM_NONE;
}
}
int D_GetFragCount (player_t *player)
{
const int team = player->userinfo.GetTeam();
if (!teamplay || !TeamLibrary.IsValidTeam(team))
{
return player->fragcount;
}
else
{
// Count total frags for this player's team
int count = 0;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].userinfo.GetTeam() == team)
{
count += players[i].fragcount;
}
}
return count;
}
}
void D_SetupUserInfo ()
{
int i;
userinfo_t *coninfo;
// Reset everybody's userinfo to a default state.
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].userinfo.Reset();
}
// Initialize the console player's user info
coninfo = &players[consoleplayer].userinfo;
for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
{
if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
{
FBaseCVar **newcvar;
FName cvarname(cvar->GetName());
switch (cvarname.GetIndex())
{
// Some cvars don't copy their original value directly.
case NAME_Team: coninfo->TeamChanged(team); break;
case NAME_Skin: coninfo->SkinChanged(skin); break;
case NAME_Gender: coninfo->GenderChanged(gender); break;
case NAME_PlayerClass: coninfo->PlayerClassChanged(playerclass); break;
// The rest do.
default:
newcvar = coninfo->CheckKey(cvarname);
(*newcvar)->SetGenericRep(cvar->GetGenericRep(CVAR_String), CVAR_String);
break;
}
}
}
R_BuildPlayerTranslation(consoleplayer);
}
void userinfo_t::Reset()
{
// Clear this player's userinfo.
TMapIterator<FName, FBaseCVar *> it(*this);
TMap<FName, FBaseCVar *>::Pair *pair;
while (it.NextPair(pair))
{
delete pair->Value;
}
Clear();
// Create userinfo vars for this player, initialized to their defaults.
for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext())
{
if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO)
{
ECVarType type;
FName cvarname(cvar->GetName());
FBaseCVar *newcvar;
// Some cvars have different types for their shadow copies.
switch (cvarname.GetIndex())
{
case NAME_Skin: type = CVAR_Int; break;
case NAME_Gender: type = CVAR_Int; break;
case NAME_PlayerClass: type = CVAR_Int; break;
default: type = cvar->GetRealType(); break;
}
newcvar = C_CreateCVar(NULL, type, cvar->GetFlags() & CVAR_MOD);
newcvar->SetGenericRepDefault(cvar->GetGenericRepDefault(CVAR_String), CVAR_String);
Insert(cvarname, newcvar);
}
}
}
int userinfo_t::TeamChanged(int team)
{
if (teamplay && !TeamLibrary.IsValidTeam(team))
{ // Force players onto teams in teamplay mode
team = D_PickRandomTeam();
}
*static_cast<FIntCVar *>((*this)[NAME_Team]) = team;
return team;
}
int userinfo_t::SkinChanged(const char *skinname)
{
int skinnum = R_FindSkin(skinname, 0);
*static_cast<FIntCVar *>((*this)[NAME_Skin]) = skinnum;
return skinnum;
}
int userinfo_t::SkinNumChanged(int skinnum)
{
*static_cast<FIntCVar *>((*this)[NAME_Skin]) = skinnum;
return skinnum;
}
int userinfo_t::GenderChanged(const char *gendername)
{
int gendernum = D_GenderToInt(gendername);
*static_cast<FIntCVar *>((*this)[NAME_Gender]) = gendernum;
return gendernum;
}
int userinfo_t::PlayerClassChanged(const char *classname)
{
int classnum = D_PlayerClassToInt(classname);
*static_cast<FIntCVar *>((*this)[NAME_PlayerClass]) = classnum;
return classnum;
}
int userinfo_t::PlayerClassNumChanged(int classnum)
{
*static_cast<FIntCVar *>((*this)[NAME_PlayerClass]) = classnum;
return classnum;
}
int userinfo_t::ColorSetChanged(int setnum)
{
*static_cast<FIntCVar *>((*this)[NAME_ColorSet]) = setnum;
return setnum;
}
uint32 userinfo_t::ColorChanged(const char *colorname)
{
FColorCVar *color = static_cast<FColorCVar *>((*this)[NAME_Color]);
assert(color != NULL);
UCVarValue val;
val.String = const_cast<char *>(colorname);
color->SetGenericRep(val, CVAR_String);
*static_cast<FIntCVar *>((*this)[NAME_ColorSet]) = -1;
return *color;
}
uint32 userinfo_t::ColorChanged(uint32 colorval)
{
FColorCVar *color = static_cast<FColorCVar *>((*this)[NAME_Color]);
assert(color != NULL);
UCVarValue val;
val.Int = colorval;
color->SetGenericRep(val, CVAR_Int);
// This version is called by the menu code. Do not implicitly set colorset.
return colorval;
}
void D_UserInfoChanged (FBaseCVar *cvar)
{
UCVarValue val;
FString escaped_val;
char foo[256];
if (cvar == &autoaim)
{
if (autoaim < 0.0f)
{
autoaim = 0.0f;
return;
}
else if (autoaim > 5000.0f)
{
autoaim = 5000.f;
return;
}
}
val = cvar->GetGenericRep (CVAR_String);
escaped_val = D_EscapeUserInfo(val.String);
if (4 + strlen(cvar->GetName()) + escaped_val.Len() > 256)
I_Error ("User info descriptor too big");
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
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()->Meta.GetMetaString(APMETA_DisplayName)).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);
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 != 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]) = (float)aimdist / ANGLE_1;
*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->Meta.GetMetaString(APMETA_DisplayName));
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)
{
FName name;
FBaseCVar **cvar;
char *str = NULL;
UCVarValue val;
info.Reset();
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: info.SkinChanged(str); break;
case NAME_PlayerClass: info.PlayerClassChanged(str); break;
default:
val.String = str;
(*cvar)->SetGenericRep(val, CVAR_String);
break;
}
}
}
if (str != NULL)
{
delete[] str;
}
}
FArchive &operator<< (FArchive &arc, userinfo_t &info)
{
if (SaveVersion < 4253)
{
ReadCompatibleUserInfo(arc, info);
}
else if (arc.IsStoring())
{
WriteUserInfo(arc, info);
}
else
{
ReadUserInfo(arc, info);
}
return arc;
}
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);
}
// 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()->Meta.GetMetaString (APMETA_DisplayName),
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);
}
}
}