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:
zicodxx 2011-05-22 19:54:44 +02:00
parent 3791862055
commit 6fe57317cc
6 changed files with 40 additions and 77 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog D1X-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 20110520
-------- --------
INSTALL.txt, RELEASE-NOTES.txt: Updated docs and fixed some typos INSTALL.txt, RELEASE-NOTES.txt: Updated docs and fixed some typos

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@ -999,9 +999,9 @@ void editor(void)
gr_set_curfont(editor_font); gr_set_curfont(editor_font);
//Editor renders into full (320x200) game screen //Editor renders into full (320x200) game screen
#ifndef __LINUX__
set_warn_func(med_show_warning); set_warn_func(med_show_warning);
#endif
// _MARK_("start of editor");//Nuked to compile -KRB // _MARK_("start of editor");//Nuked to compile -KRB
ui_mouse_hide(); ui_mouse_hide();
@ -1061,8 +1061,8 @@ void editor(void)
// Only update if there is no key waiting and we're not in // Only update if there is no key waiting and we're not in
// fast play mode. // fast play mode.
if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY)) // if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
medlisp_update_screen(); // medlisp_update_screen();
//do editor stuff //do editor stuff
gr_set_curfont(editor_font); gr_set_curfont(editor_font);
@ -1356,7 +1356,7 @@ void editor(void)
// _MARK_("end of editor");//Nuked to compile -KRB // _MARK_("end of editor");//Nuked to compile -KRB
set_warn_func(msgbox_warning); // set_warn_func(msgbox_warning);
//kill our camera object //kill our camera object

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@ -927,9 +927,6 @@ window *game_setup(void)
{ {
window *game_wind; window *game_wind;
#ifdef EDITOR
keyd_editor_mode = 0;
#endif
PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0]; PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0];
last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders. last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
Endlevel_sequence = 0; Endlevel_sequence = 0;

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@ -1247,6 +1247,7 @@ 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. // See if a segment has gotten turned inside out, or something.
// If so, set global Degenerate_segment_found and return 1, else return 0. // If so, set global Degenerate_segment_found and return 1, else return 0.

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@ -94,15 +94,16 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "multi.h" #include "multi.h"
#endif #endif
#include "strutil.h" #include "strutil.h"
#ifdef EDITOR #ifdef EDITOR
#include "editor/editor.h" #include "editor/editor.h"
#endif #endif
#include "custom.h" #include "custom.h"
#ifdef SCRIPT #ifdef SCRIPT
#include "script.h" #include "script.h"
#endif #endif
#include "byteswap.h"
#include "segment.h"
#include "gameseg.h"
void init_player_stats_new_ship(); void init_player_stats_new_ship();
void copy_defaults_to_robot_all(void); void copy_defaults_to_robot_all(void);
@ -562,17 +563,8 @@ char *get_level_file(int level_num)
#endif #endif
} }
//FIXME: Certain combinations of players having and not having the editor will cause the segment checksum code to fail. // routine to calculate the checksum of the segments.
#ifdef WORDS_BIGENDIAN void do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
#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)
{ {
while(len--) { while(len--) {
@ -582,7 +574,7 @@ 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; int i, j, k;
unsigned int sum1,sum2; unsigned int sum1,sum2;
@ -592,87 +584,59 @@ ushort mac_calc_segment_checksum()
sum1 = sum2 = 0; sum1 = sum2 = 0;
for (i = 0; i < Highest_segment_index + 1; i++) { for (i = 0; i < Highest_segment_index + 1; i++) {
for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
mac_do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2); 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(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].sides[j].wall_num); 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); 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); 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++) { for (k = 0; k < 4; k++) {
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u)); 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)); 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)); 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++) { for (k = 0; k < 2; k++) {
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x)); 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)); 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)); 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++) { for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
s = INTEL_SHORT(Segments[i].children[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++) { for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) {
s = INTEL_SHORT(Segments[i].verts[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);
} }
s = INTEL_SHORT(Segments[i].objects); s = INTEL_SHORT(Segments[i].objects);
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
mac_do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2); do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2);
mac_do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2); do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].value); s = INTEL_SHORT(Segments[i].value);
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].static_light)); t = INTEL_INT(((int)Segments[i].static_light));
mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2); do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
#ifndef EDITOR #ifndef EDITOR
s = INTEL_SHORT(Segments[i].pad); // necessary? If this isn't set to 0 it won't work Intel-Intel anyway. s = INTEL_SHORT(Segments[i].pad); // necessary? If this isn't set to 0 it won't work Intel-Intel anyway.
mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2); do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
#else
s = INTEL_SHORT(0); // no matter if we need alignment on our platform, if we have editor we MUST consider this integer to get the same checksum as non-editor games calculate
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
#endif #endif
} }
sum2 %= 255; sum2 %= 255;
return ((sum1<<8)+ sum2); 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 */
//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
void LoadLevel(int level_num) void LoadLevel(int level_num)
{ {
@ -696,7 +660,7 @@ void LoadLevel(int level_num)
#endif #endif
#ifdef NETWORK #ifdef NETWORK
my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1)); my_segments_checksum = netmisc_calc_checksum();
#endif #endif
load_endlevel_data(level_num); load_endlevel_data(level_num);
@ -1314,7 +1278,7 @@ void InitPlayerPosition(int random)
NewPlayer = Player_num; NewPlayer = Player_num;
else if (random == 1) else if (random == 1)
{ {
int i, closest = -1, trys=0; int i, trys=0;
fix closest_dist = 0x7ffffff, dist; fix closest_dist = 0x7ffffff, dist;
timer_update(); timer_update();
@ -1323,7 +1287,6 @@ void InitPlayerPosition(int random)
trys++; trys++;
NewPlayer = d_rand() % NumNetPlayerPositions; NewPlayer = d_rand() % NumNetPlayerPositions;
closest = -1;
closest_dist = 0x7fffffff; closest_dist = 0x7fffffff;
for (i=0; i<N_players; i++ ) { for (i=0; i<N_players; i++ ) {
@ -1331,7 +1294,6 @@ void InitPlayerPosition(int random)
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 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) ) { if ( (dist < closest_dist) && (dist >= 0) ) {
closest_dist = dist; closest_dist = dist;
closest = i;
} }
} }
} }

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@ -544,7 +544,6 @@ int do_option ( int select)
create_new_mine(); create_new_mine();
SetPlayerFromCurseg(); SetPlayerFromCurseg();
keyd_editor_mode = 1;
hide_menus(); hide_menus();
editor(); editor();
if ( Function_mode == FMODE_GAME ) { if ( Function_mode == FMODE_GAME ) {