Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
This commit is contained in:
parent
f797decf45
commit
23197f52e5
|
@ -1,5 +1,9 @@
|
|||
D2X-Rebirth Changelog
|
||||
|
||||
20110522
|
||||
--------
|
||||
editor/med.c, main/game.c, main/gameseg.c, main/gameseq.c, main/menu.c: Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
|
||||
|
||||
20110520
|
||||
--------
|
||||
INSTALL.txt, RELEASE-NOTES.txt: Updated docs and fixed some typos
|
||||
|
|
|
@ -1061,8 +1061,8 @@ void editor(void)
|
|||
|
||||
// Only update if there is no key waiting and we're not in
|
||||
// fast play mode.
|
||||
if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
|
||||
medlisp_update_screen();
|
||||
// if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
|
||||
// medlisp_update_screen();
|
||||
|
||||
//do editor stuff
|
||||
gr_set_curfont(editor_font);
|
||||
|
@ -1355,9 +1355,9 @@ void editor(void)
|
|||
set_default_handler(standard_handler);
|
||||
|
||||
// _MARK_("end of editor");//Nuked to compile -KRB
|
||||
|
||||
#ifndef __LINUX__
|
||||
set_warn_func(msgbox_warning);
|
||||
|
||||
#endif
|
||||
//kill our camera object
|
||||
|
||||
Viewer = ConsoleObject; //reset viewer
|
||||
|
|
|
@ -1077,9 +1077,6 @@ window *game_setup(void)
|
|||
{
|
||||
window *game_wind;
|
||||
|
||||
#ifdef EDITOR
|
||||
keyd_editor_mode = 0;
|
||||
#endif
|
||||
PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0];
|
||||
last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
|
||||
Endlevel_sequence = 0;
|
||||
|
|
|
@ -1280,6 +1280,7 @@ int check_for_degenerate_side(segment *sp, int sidenum)
|
|||
|
||||
}
|
||||
|
||||
extern int Degenerate_segment_found;
|
||||
// ----
|
||||
// See if a segment has gotten turned inside out, or something.
|
||||
// If so, set global Degenerate_segment_found and return 1, else return 0.
|
||||
|
|
|
@ -98,13 +98,14 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
|
|||
#include "controls.h"
|
||||
#include "credits.h"
|
||||
#include "gamemine.h"
|
||||
|
||||
#ifdef EDITOR
|
||||
#include "editor/editor.h"
|
||||
#endif
|
||||
|
||||
#include "strutil.h"
|
||||
#include "rle.h"
|
||||
#include "byteswap.h"
|
||||
#include "segment.h"
|
||||
#include "gameseg.h"
|
||||
|
||||
|
||||
void StartNewLevelSecret(int level_num, int page_in_textures);
|
||||
|
@ -620,17 +621,8 @@ void create_player_appearance_effect(object *player_obj)
|
|||
// New Game sequencing functions
|
||||
//
|
||||
|
||||
|
||||
#ifdef WORDS_BIGENDIAN
|
||||
|
||||
#include "byteswap.h"
|
||||
#include "segment.h"
|
||||
#include "gameseg.h"
|
||||
|
||||
// routine to calculate the checksum of the segments. We add these specialized routines
|
||||
// since the current way is byte order dependent.
|
||||
|
||||
void mac_do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
|
||||
// routine to calculate the checksum of the segments.
|
||||
void do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
|
||||
{
|
||||
|
||||
while(len--) {
|
||||
|
@ -640,7 +632,7 @@ void mac_do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
|
|||
}
|
||||
}
|
||||
|
||||
ushort mac_calc_segment_checksum()
|
||||
ushort netmisc_calc_checksum()
|
||||
{
|
||||
int i, j, k;
|
||||
unsigned int sum1,sum2;
|
||||
|
@ -650,80 +642,46 @@ ushort mac_calc_segment_checksum()
|
|||
sum1 = sum2 = 0;
|
||||
for (i = 0; i < Highest_segment_index + 1; i++) {
|
||||
for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
|
||||
mac_do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2);
|
||||
mac_do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
|
||||
do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2);
|
||||
do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
|
||||
s = INTEL_SHORT(Segments[i].sides[j].wall_num);
|
||||
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
s = INTEL_SHORT(Segments[i].sides[j].tmap_num);
|
||||
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
s = INTEL_SHORT(Segments[i].sides[j].tmap_num2);
|
||||
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
for (k = 0; k < 4; k++) {
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].v));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].l));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
}
|
||||
for (k = 0; k < 2; k++) {
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].y));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].z));
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
}
|
||||
}
|
||||
for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
|
||||
s = INTEL_SHORT(Segments[i].children[j]);
|
||||
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
}
|
||||
for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) {
|
||||
s = INTEL_SHORT(Segments[i].verts[j]);
|
||||
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
|
||||
}
|
||||
t = INTEL_INT(Segments[i].objects);
|
||||
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
|
||||
}
|
||||
sum2 %= 255;
|
||||
return ((sum1<<8)+ sum2);
|
||||
}
|
||||
|
||||
// this routine totally and completely relies on the fact that the network
|
||||
// checksum must be calculated on the segments!!!!!
|
||||
|
||||
ushort netmisc_calc_checksum(void * vptr, int len)
|
||||
{
|
||||
vptr = vptr;
|
||||
len = len;
|
||||
return mac_calc_segment_checksum();
|
||||
}
|
||||
#else /* !WORDS_BIGENDIAN */
|
||||
|
||||
|
||||
// Calculates the checksum of a block of memory.
|
||||
ushort netmisc_calc_checksum(void * vptr, int len)
|
||||
{
|
||||
ubyte *ptr = (ubyte *)vptr;
|
||||
unsigned int sum1,sum2;
|
||||
|
||||
sum1 = sum2 = 0;
|
||||
|
||||
while(len--) {
|
||||
sum1 += *ptr++;
|
||||
if (sum1 >= 255) sum1 -= 255;
|
||||
sum2 += sum1;
|
||||
}
|
||||
sum2 %= 255;
|
||||
|
||||
return ((sum1<<8)+ sum2);
|
||||
}
|
||||
|
||||
#endif /* WORDS_BIGENDIAN */
|
||||
|
||||
|
||||
|
||||
void free_polygon_models();
|
||||
void load_robot_replacements(char *level_name);
|
||||
int read_hamfile();
|
||||
|
@ -803,7 +761,7 @@ void LoadLevel(int level_num,int page_in_textures)
|
|||
piggy_load_level_data();
|
||||
|
||||
#ifdef NETWORK
|
||||
my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
|
||||
my_segments_checksum = netmisc_calc_checksum();
|
||||
|
||||
reset_network_objects();
|
||||
#endif
|
||||
|
@ -1817,7 +1775,7 @@ void InitPlayerPosition(int random_flag)
|
|||
NewPlayer = Player_num;
|
||||
else if (random_flag == 1)
|
||||
{
|
||||
int i, closest = -1, trys=0;
|
||||
int i, trys=0;
|
||||
fix closest_dist = 0x7ffffff, dist;
|
||||
|
||||
timer_update();
|
||||
|
@ -1826,7 +1784,6 @@ void InitPlayerPosition(int random_flag)
|
|||
trys++;
|
||||
NewPlayer = d_rand() % NumNetPlayerPositions;
|
||||
|
||||
closest = -1;
|
||||
closest_dist = 0x7fffffff;
|
||||
|
||||
for (i=0; i<N_players; i++ ) {
|
||||
|
@ -1834,7 +1791,6 @@ void InitPlayerPosition(int random_flag)
|
|||
dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 15, WID_FLY_FLAG ); // Used to be 5, search up to 15 segments
|
||||
if ( (dist < closest_dist) && (dist >= 0) ) {
|
||||
closest_dist = dist;
|
||||
closest = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -585,7 +585,6 @@ int do_option ( int select)
|
|||
SetPlayerFromCurseg();
|
||||
load_palette(NULL,1,0);
|
||||
|
||||
keyd_editor_mode = 1;
|
||||
hide_menus();
|
||||
editor();
|
||||
if ( Function_mode == FMODE_GAME ) {
|
||||
|
|
Loading…
Reference in a new issue