First attempt at making skin availabilities netgame-synchronised. However, I am completely unable to test this right now, since I'm on uni internet which is super locked down; in order to have it not get tangled up with anything else, I'm committing it now in a potentially broken state so that it can be reverted at a later date if necessary.

This commit is contained in:
toasterbabe 2017-03-16 18:57:42 +00:00
parent a65ffc6b24
commit 60a2e26569
11 changed files with 46 additions and 19 deletions

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@ -1165,7 +1165,7 @@ found:
if (var == &cv_forceskin)
{
var->value = R_SkinAvailable(var->string);
if (!R_SkinUnlock(var->value))
if (!R_SkinUnlock(-1, var->value))
var->value = -1;
}
else
@ -1478,7 +1478,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
else if (newvalue >= numskins)
newvalue = -1;
} while ((oldvalue != newvalue)
&& !(R_SkinUnlock(newvalue)));
&& !(R_SkinUnlock(-1, newvalue)));
}
else
newvalue = var->value + increment;

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@ -528,6 +528,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->skincolor = players[i].skincolor;
rsp->skin = LONG(players[i].skin);
rsp->availabilities = players[i].availabilities;
// Just in case Lua does something like
// modify these at runtime
rsp->camerascale = (fixed_t)LONG(players[i].camerascale);
@ -657,6 +658,7 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].skincolor = rsp->skincolor;
players[i].skin = LONG(rsp->skin);
players[i].availabilities = rsp->availabilities;
// Just in case Lua does something like
// modify these at runtime
players[i].camerascale = (fixed_t)LONG(rsp->camerascale);

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@ -172,6 +172,7 @@ typedef struct
UINT8 skincolor;
INT32 skin;
UINT32 availabilities;
// Just in case Lua does something like
// modify these at runtime
fixed_t camerascale;

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@ -1109,6 +1109,8 @@ static void SendNameAndColor(void)
if (!Playing())
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (!netgame)
{
@ -1127,7 +1129,7 @@ static void SendNameAndColor(void)
SetPlayerSkinByNum(consoleplayer, 0);
CV_StealthSet(&cv_skin, skins[0].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(foundskin))
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(consoleplayer, foundskin))
{
boolean notsame;
@ -1174,7 +1176,7 @@ static void SendNameAndColor(void)
// check if player has the skin loaded (cv_skin may have
// the name of a skin that was available in the previous game)
cv_skin.value = R_SkinAvailable(cv_skin.string);
if ((cv_skin.value < 0) || !R_SkinUnlock(cv_skin.value))
if ((cv_skin.value < 0) || !R_SkinUnlock(consoleplayer, cv_skin.value))
{
CV_StealthSet(&cv_skin, DEFAULTSKIN);
cv_skin.value = 0;
@ -1182,6 +1184,7 @@ static void SendNameAndColor(void)
// Finally write out the complete packet and send it off.
WRITESTRINGN(p, cv_playername.zstring, MAXPLAYERNAME);
WRITEUINT32(p, (UINT32)players[consoleplayer].availabilities);
WRITEUINT8(p, (UINT8)cv_playercolor.value);
WRITEUINT8(p, (UINT8)cv_skin.value);
SendNetXCmd(XD_NAMEANDCOLOR, buf, p - buf);
@ -1224,6 +1227,8 @@ static void SendNameAndColor2(void)
if (!Playing())
return;
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (botingame)
{
@ -1252,7 +1257,7 @@ static void SendNameAndColor2(void)
SetPlayerSkinByNum(secondplaya, forcedskin);
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(foundskin))
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(secondplaya, foundskin))
{
boolean notsame;
@ -1307,6 +1312,7 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
#endif
READSTRINGN(*cp, name, MAXPLAYERNAME);
p->availabilities = READUINT32(*cp);
color = READUINT8(*cp);
skin = READUINT8(*cp);
@ -4042,7 +4048,7 @@ static void Command_Archivetest_f(void)
*/
static void ForceSkin_OnChange(void)
{
if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(cv_forceskin.value))))
if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(-1, cv_forceskin.value))))
{
CONS_Printf("Please provide a valid skin name (\"None\" disables).\n");
CV_SetValue(&cv_forceskin, -1);

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@ -342,6 +342,7 @@ typedef struct player_s
UINT8 skincolor;
INT32 skin;
UINT32 availabilities;
UINT32 score; // player score
fixed_t dashspeed; // dashing speed

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@ -222,7 +222,7 @@ extern FILE *logstream;
// NOTE: it needs more than this to increase the number of players...
#define MAXPLAYERS 32
#define MAXSKINS MAXPLAYERS
#define MAXSKINS 32
#define PLAYERSMASK (MAXPLAYERS-1)
#define MAXPLAYERNAME 21

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@ -2080,6 +2080,7 @@ void G_PlayerReborn(INT32 player)
UINT8 mare;
UINT8 skincolor;
INT32 skin;
UINT32 availabilities;
tic_t jointime;
boolean spectator;
INT16 bot;
@ -2104,6 +2105,7 @@ void G_PlayerReborn(INT32 player)
skincolor = players[player].skincolor;
skin = players[player].skin;
availabilities = players[player].availabilities;
camerascale = players[player].camerascale;
shieldscale = players[player].shieldscale;
charability = players[player].charability;
@ -2149,6 +2151,7 @@ void G_PlayerReborn(INT32 player)
// save player config truth reborn
p->skincolor = skincolor;
p->skin = skin;
p->availabilities = availabilities;
p->camerascale = camerascale;
p->shieldscale = shieldscale;
p->charability = charability;

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@ -511,6 +511,8 @@ static int mobj_set(lua_State *L)
for (i = 0; i < numskins; i++)
if (fastcmp(skins[i].name, skin))
{
if (mo->player && !R_SkinUnlock(mo->player-players, i))
return luaL_error(L, "mobj.skin '%s' not found!", skin);
mo->skin = &skins[i];
return 0;
}

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@ -3417,7 +3417,7 @@ static void M_PatchSkinNameTable(void)
for (j = 0; j < MAXSKINS; j++)
{
if (skins[j].name[0] != '\0' && R_SkinUnlock(j))
if (skins[j].name[0] != '\0' && R_SkinUnlock(-1, j))
{
skins_cons_t[j].strvalue = skins[j].realname;
skins_cons_t[j].value = j+1;
@ -4780,7 +4780,7 @@ static void M_SetupChoosePlayer(INT32 choice)
{
name = strtok(Z_StrDup(description[i].skinname), "&");
skinnum = R_SkinAvailable(name);
if ((skinnum != -1) && (R_SkinUnlock(skinnum)))
if ((skinnum != -1) && (R_SkinUnlock(-1, skinnum)))
{
// Handling order.
if (firstvalid == 255)
@ -6525,7 +6525,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
if (setupm_fakeskin < 0)
setupm_fakeskin = numskins-1;
}
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin)));
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin)));
}
else if (itemOn == 1) // player color
{
@ -6545,7 +6545,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
if (setupm_fakeskin > numskins-1)
setupm_fakeskin = 0;
}
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin)));
while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(-1, setupm_fakeskin)));
}
else if (itemOn == 1) // player color
{

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@ -2554,13 +2554,26 @@ void R_InitSkins(void)
numskins = 0;
}
UINT32 R_GetSkinAvailabilities(void)
{
INT32 s;
UINT32 response = 0;
for (s = 0; s < MAXSKINS; s++)
{
if (!skins[s].availability || unlockables[skins[s].availability - 1].unlocked)
response |= (1 << s);
}
return response;
}
// returns true if available in circumstances, otherwise nope
// warning don't use with an invalid skinnum other than -1 which always returns true
boolean R_SkinUnlock(INT32 skinnum)
boolean R_SkinUnlock(INT32 playernum, INT32 skinnum)
{
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|| (!skins[skinnum].availability)
|| (unlockables[skins[skinnum].availability - 1].unlocked)
|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
|| (modeattacking) // If you have someone else's run you might as well take a look
|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
|| (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2.
@ -2588,7 +2601,7 @@ void SetPlayerSkin(INT32 playernum, const char *skinname)
INT32 i = R_SkinAvailable(skinname);
player_t *player = &players[playernum];
if ((i != -1) && (!P_IsLocalPlayer(player) || R_SkinUnlock(i)))
if ((i != -1) && R_SkinUnlock(playernum, i))
{
SetPlayerSkinByNum(playernum, i);
return;
@ -2610,8 +2623,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
skin_t *skin = &skins[skinnum];
UINT8 newcolor = 0;
if ((skinnum >= 0 && skinnum < numskins) // Make sure it exists!
&& (!P_IsLocalPlayer(player) || R_SkinUnlock(skinnum))) // ...but is it allowed? We must always allow external players to change skin. The server should vet that...
if (skinnum >= 0 && skinnum < numskins && R_SkinUnlock(playernum, skinnum)) // Make sure it exists!
{
player->skin = skinnum;

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@ -29,8 +29,6 @@
#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
#define DEFAULTNIGHTSSKIN 0
// Constant arrays used for psprite clipping
// and initializing clipping.
extern INT16 negonearray[MAXVIDWIDTH];
@ -71,6 +69,7 @@ void R_DrawMasked(void);
// should be all lowercase!! S_SKIN processing does a strlwr
#define DEFAULTSKIN "sonic"
#define DEFAULTSKIN2 "tails" // secondary player
#define DEFAULTNIGHTSSKIN 0
typedef struct
{
@ -204,7 +203,8 @@ extern skin_t skins[MAXSKINS + 1];
void SetPlayerSkin(INT32 playernum,const char *skinname);
void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
boolean R_SkinUnlock(INT32 skinnum);
boolean R_SkinUnlock(INT32 playernum, INT32 skinnum);
UINT32 R_GetSkinAvailabilities(void);
INT32 R_SkinAvailable(const char *name);
void R_AddSkins(UINT16 wadnum);