Fix crashing when doing menus in multiplayer, don't let player move when in automap

This commit is contained in:
kreatordxx 2010-01-31 07:45:26 +00:00
parent e05553d802
commit 408f2ffd33
9 changed files with 55 additions and 56 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100131
--------
main/newmenu.c: Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
main/automap.c, main/game.c, main/game.h, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Fix crashing when doing menus in multiplayer, don't let player move when in automap
20100130
--------

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@ -95,6 +95,7 @@ typedef struct automap
int leave_mode;
int pause_game;
vms_angvec tangles;
ushort old_wiggle; // keep 4 byte aligned
int max_segments_away;
int segment_limit;
@ -358,6 +359,11 @@ int automap_idle(window *wind, d_event *event, automap *am)
vms_matrix tempm;
int c;
if (!am->pause_game) {
ConsoleObject->mtype.phys_info.flags |= am->old_wiggle; // Restore wiggle
Controls = am->saved_control_info; // Restore controls
}
if ( am->leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-am->entry_time)>LEAVE_TIME)
am->leave_mode = 1;
@ -367,16 +373,6 @@ int automap_idle(window *wind, d_event *event, automap *am)
return 1;
}
if (!am->pause_game) {
ushort old_wiggle;
am->saved_control_info = Controls; // Save controls so we can zero them
memset(&Controls,0,sizeof(control_info)); // Clear everything...
old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
Controls = am->saved_control_info;
}
controls_read_all(1);
if ( Controls.automap_down_count ) {
@ -502,6 +498,13 @@ int automap_idle(window *wind, d_event *event, automap *am)
}
am->t1 = am->t2;
if (!am->pause_game) {
am->saved_control_info = Controls; // Save controls so we can zero them
memset(&Controls,0,sizeof(control_info)); // Clear everything...
am->old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
}
return 0;
}

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@ -1106,8 +1106,23 @@ extern void check_create_player_path(void);
extern int Do_appearance_effect;
void game_leave_menus(void)
{
window *wind;
if (!Game_wind)
return;
for (wind = window_get_next(Game_wind); wind != NULL; wind = window_get_next(wind))
window_close(wind);
}
void GameProcessFrame(void)
{
fix player_shields = Players[Player_num].shields;
int was_fuelcen_destroyed = Control_center_destroyed;
int player_was_dead = Player_is_dead;
update_player_stats();
diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
do_cloak_stuff();
@ -1218,6 +1233,13 @@ void GameProcessFrame(void)
create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 0;
}
// Check if we have to close in-game menus for multiplayer
if (Endlevel_sequence || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < player_shields))
game_leave_menus();
if ((Control_center_destroyed && !was_fuelcen_destroyed) || ((Control_center_destroyed) && (Fuelcen_seconds_left < 10)))
game_leave_menus();
}
// -----------------------------------------------------------------------------

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@ -200,6 +200,7 @@ extern grs_canvas VR_screen_sub_pages[2]; // Two sub pages of VRAM if paging is
void game_init_render_buffers (int render_max_w, int render_max_h, int render_method);
void game_do_render_frame(int flip);
void game_leave_menus(void);
#endif

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@ -722,8 +722,6 @@ void multi_do_protocol_frame(int force, int listen)
}
}
int multi_menu_check(void);
void multi_do_frame(void)
{
if (!(Game_mode & GM_MULTI) || Newdemo_state == ND_STATE_PLAYBACK)
@ -734,8 +732,6 @@ void multi_do_frame(void)
multi_send_message(); // Send any waiting messages
multi_menu_check();
if (Game_mode & GM_MULTI_ROBOTS)
{
multi_check_robot_timeout();
@ -933,43 +929,6 @@ void multi_send_endlevel_packet()
// the state of the game in some way.
//
void multi_leave_menus(void)
{
window *wind;
for (wind = window_get_front(); wind != Game_wind; wind = window_get_front())
if (!window_close(wind)) // Uh-oh! Close cancelled.
break;
}
static fix old_shields = 400*F1_0;
static int was_fuelcen_destroyed = 1;
static int player_was_dead;
int multi_menu_check(void)
{
// Check if we have to close in-game menus for multiplayer
if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
return(0);
if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_destroyed) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
{
multi_leave_menus();
return(-1);
}
if ((Control_center_destroyed) && (Fuelcen_seconds_left < 10))
{
multi_leave_menus();
return(-1);
}
old_shields = Players[Player_num].shields;
was_fuelcen_destroyed = Control_center_destroyed;
player_was_dead = Player_is_dead;
return(0);
}
void
multi_define_macro(int key)
{
@ -2724,7 +2683,7 @@ void multi_consistency_error(int reset)
Function_mode = FMODE_GAME;
count = 0;
multi_quit_game = 1;
multi_leave_menus();
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}

View file

@ -221,7 +221,6 @@ int multi_endlevel_poll1();
int multi_endlevel_poll2( newmenu *menu, d_event *event, void *userdata );
void multi_send_endlevel_packet();
void multi_leave_game(void);
void multi_leave_menus(void);
void multi_process_data(char *dat, int len);
void multi_process_bigdata(char *buf, int len);
void multi_do_death(int objnum);

View file

@ -1880,7 +1880,7 @@ void net_ipx_process_dump(IPX_sequence_packet *their)
nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",their->player.callsign);
Function_mode = FMODE_GAME;
multi_quit_game = 1;
multi_leave_menus();
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}

View file

@ -686,7 +686,7 @@ net_udp_disconnect_player(int playernum)
nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!");
Function_mode = FMODE_GAME;
multi_quit_game = 1;
multi_leave_menus();
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}
@ -1888,7 +1888,7 @@ void net_udp_process_dump(ubyte *data, int len, struct _sockaddr sender_addr)
nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",Players[0].callsign);
Function_mode = FMODE_GAME;
multi_quit_game = 1;
multi_leave_menus();
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}

View file

@ -1232,6 +1232,13 @@ int newmenu_handler(window *wind, d_event *event, newmenu *menu)
break;
case EVENT_WINDOW_CLOSE:
if (!menu->done)
{
menu->citem = -1;
menu->done = 1;
return 1; // cancel close and do it in newmenu_do4 instead
}
newmenu_hide_cursor();
game_flush_inputs();
@ -1934,6 +1941,13 @@ int listbox_handler(window *wind, d_event *event, listbox *lb)
break;
case EVENT_WINDOW_CLOSE:
if (!lb->done)
{
lb->citem = -1;
lb->done = 1;
return 1; // cancel close and do it in newmenu_listbox1 instead
}
newmenu_hide_cursor();
d_free(lb);
break;