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- In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose cameras are not players, they also check through the eyes of those cameras. - Using spynext/spyprev to switch from a non-player to a player now writes a command to the network stream and lets Net_DoCommand() take care of it later. The logic here is that if a player is viewing from something that isn't another player, then every player needs to know about it for sync purposes. Consequently, when they stop viewing from a non-player and switch to a player, everybody needs to know about that too. But if they are viewing from a player, it doesn't matter which player it is, so they can spynext/spyprev all they want without letting the other players know about it (and without potentially breaking demos--due to the above-mentioned two codepointers--while doing it during demo playback). - Replaced the instances of checking players[consoleplayer].camera for a valid pointer to ones that do it for every player. - Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed. - Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to do substitutions of old objects that are pending deletion. SVN r3448 (trunk)
This commit is contained in:
parent
07118147d8
commit
77c663a9b8
8 changed files with 109 additions and 54 deletions
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@ -592,13 +592,16 @@ void PlayerIsGone (int netnode, int netconsole)
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Printf ("%s left the game\n", players[netconsole].userinfo.netname);
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}
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// [RH] Revert to your own view if spying through the player who left
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if (players[consoleplayer].camera == players[netconsole].mo)
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// [RH] Revert each player to their own view if spying through the player who left
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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players[consoleplayer].camera = players[consoleplayer].mo;
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if (StatusBar != NULL)
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if (playeringame[ii] && players[ii].camera == players[netconsole].mo)
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{
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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players[ii].camera = players[ii].mo;
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if (ii == consoleplayer && StatusBar != NULL)
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{
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StatusBar->AttachToPlayer (&players[ii]);
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}
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}
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}
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@ -2460,6 +2463,10 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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F_AdvanceIntermission();
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break;
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case DEM_REVERTCAMERA:
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players[player].camera = players[player].mo;
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break;
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default:
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I_Error ("Unknown net command: %d", type);
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break;
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@ -162,6 +162,7 @@ enum EDemoCommand
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DEM_SETPITCHLIMIT, // 63 Byte: Up limit, Byte: Down limit (in degrees)
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DEM_ADVANCEINTER, // 64 Advance intermission screen state
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DEM_RUNNAMEDSCRIPT, // 65 String: Script name, Byte: Arg count + Always flag; each arg is a 4-byte int
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DEM_REVERTCAMERA, // 66
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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@ -831,7 +831,12 @@ static void ChangeSpy (bool forward)
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// If not viewing through a player, return your eyes to your own head.
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if (players[consoleplayer].camera->player == NULL)
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{
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players[consoleplayer].camera = players[consoleplayer].mo;
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// When watching demos, you will just have to wait until your player
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// has done this for you, since it could desync otherwise.
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if (!demoplayback)
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{
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Net_WriteByte(DEM_REVERTCAMERA);
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}
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return;
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}
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@ -920,10 +920,13 @@ void G_DoLoadLevel (int position, bool autosave)
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level.starttime = gametic;
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G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
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G_FinishTravel ();
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if (players[consoleplayer].camera == NULL ||
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players[consoleplayer].camera->player != NULL)
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{ // If we are viewing through a player, make sure it is us.
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players[consoleplayer].camera = players[consoleplayer].mo;
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// For each player, if they are viewing through a player, make sure it is themselves.
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for (int ii = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[ii] && (players[ii].camera == NULL || players[ii].camera->player != NULL))
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{
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players[ii].camera = players[ii].mo;
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}
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}
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
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@ -1143,6 +1146,7 @@ void G_FinishTravel ()
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pawn->target = NULL;
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pawn->lastenemy = NULL;
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pawn->player->mo = pawn;
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pawn->player->camera = pawn;
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DObject::StaticPointerSubstitution (oldpawn, pawn);
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oldpawn->Destroy();
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pawndup->Destroy ();
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@ -4051,9 +4051,12 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.
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if (players[consoleplayer].camera == oldactor)
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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players[consoleplayer].camera = mobj;
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if (playeringame[ii] && players[ii].camera == oldactor)
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{
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players[ii].camera = oldactor;
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}
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}
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// [RH] Allow chasecam for demo watching
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@ -326,21 +326,25 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
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{
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APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
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size_t changed = 0;
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if (mo == old) mo = replacement, changed++;
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if (poisoner == old) poisoner = replacement, changed++;
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if (attacker == old) attacker = replacement, changed++;
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if (camera == old) camera = replacement, changed++;
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if (dest == old) dest = replacement, changed++;
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if (prev == old) prev = replacement, changed++;
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if (enemy == old) enemy = replacement, changed++;
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if (missile == old) missile = replacement, changed++;
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if (mate == old) mate = replacement, changed++;
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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// The construct *& is used in several of these to avoid the read barriers
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// that would turn the pointer we want to check to NULL if the old object
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// is pending deletion.
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if (mo == old) mo = replacement, changed++;
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if (*&poisoner == old) poisoner = replacement, changed++;
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if (*&attacker == old) attacker = replacement, changed++;
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if (*&camera == old) camera = replacement, changed++;
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if (*&dest == old) dest = replacement, changed++;
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if (*&prev == old) prev = replacement, changed++;
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if (*&enemy == old) enemy = replacement, changed++;
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if (*&missile == old) missile = replacement, changed++;
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if (*&mate == old) mate = replacement, changed++;
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if (*&last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
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if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (*&ConversationPC == old) ConversationPC = replacement, changed++;
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return changed;
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}
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@ -2253,7 +2253,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) return;
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if (playeringame[i])
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{
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// Always check sight from each player.
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if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY))
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{
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return;
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}
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// If a player is viewing from a non-player, then check that too.
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if (players[i].camera != NULL && players[i].camera->player == NULL &&
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P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY))
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{
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return;
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}
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}
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}
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ACTION_JUMP(jump);
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@ -2266,6 +2279,42 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
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// Useful for maps with many multi-actor special effects.
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//
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//===========================================================================
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static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range)
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{
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if (camera == NULL)
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{
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return false;
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}
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// Check distance first, since it's cheaper than checking sight.
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double dx = self->x - camera->x;
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double dy = self->y - camera->y;
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double dz;
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fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
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if (eyez > self->z + self->height)
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{
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dz = self->z + self->height - eyez;
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}
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else if (eyez < self->z)
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{
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dz = self->z - eyez;
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}
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else
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{
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dz = 0;
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}
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if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
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{ // Within range
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return true;
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}
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// Now check LOS.
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if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
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{ // Visible
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return true;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
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{
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ACTION_PARAM_START(2);
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@ -2279,33 +2328,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
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{
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if (playeringame[i])
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{
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AActor *camera = players[i].camera;
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// Check distance first, since it's cheaper than checking sight.
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double dx = self->x - camera->x;
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double dy = self->y - camera->y;
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double dz;
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fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
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if (eyez > self->z + self->height)
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// Always check from each player.
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if (DoCheckSightOrRange(self, players[i].mo, range))
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{
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dz = self->z + self->height - eyez;
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}
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else if (eyez < self->z)
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{
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dz = self->z - eyez;
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}
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else
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{
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dz = 0;
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}
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if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
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{ // Within range
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return;
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}
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// Now check LOS.
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if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
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{ // Visible
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// If a player is viewing from a non-player, check that too.
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if (players[i].camera != NULL && players[i].camera->player == NULL &&
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DoCheckSightOrRange(self, players[i].camera, range))
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{
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return;
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}
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}
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@ -54,7 +54,7 @@
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 226
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#define NETGAMEVERSION 227
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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@ -64,7 +64,7 @@
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x217
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#define DEMOGAMEVERSION 0x218
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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