Fix crashing when doing menus in multiplayer, don't let player move when in automap
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20100131
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--------
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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
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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
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20100130
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--------
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@ -96,6 +96,7 @@ typedef struct automap
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int leave_mode;
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int pause_game;
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vms_angvec tangles;
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ushort old_wiggle; // keep 4 byte aligned
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int max_segments_away;
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int segment_limit;
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@ -542,6 +543,11 @@ int automap_idle(window *wind, d_event *event, automap *am)
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int c, marker_num;
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char maxdrop;
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if (!am->pause_game) {
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ConsoleObject->mtype.phys_info.flags |= am->old_wiggle; // Restore wiggle
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Controls = am->saved_control_info; // Restore controls
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}
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if ( am->leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-am->entry_time)>LEAVE_TIME)
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am->leave_mode = 1;
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@ -551,16 +557,6 @@ int automap_idle(window *wind, d_event *event, automap *am)
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return 1;
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}
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if (!am->pause_game) {
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ushort old_wiggle;
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am->saved_control_info = Controls; // Save controls so we can zero them
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memset(&Controls,0,sizeof(control_info)); // Clear everything...
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old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
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ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
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ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
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Controls = am->saved_control_info;
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}
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controls_read_all(1);
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if ( Controls.automap_down_count ) {
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@ -725,6 +721,13 @@ int automap_idle(window *wind, d_event *event, automap *am)
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}
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am->t1 = am->t2;
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if (!am->pause_game) {
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am->saved_control_info = Controls; // Save controls so we can zero them
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memset(&Controls,0,sizeof(control_info)); // Clear everything...
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am->old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
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ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
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}
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return 0;
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}
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22
main/game.c
22
main/game.c
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@ -1353,9 +1353,22 @@ extern time_t t_current_time, t_saved_time;
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void flicker_lights();
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void game_leave_menus(void)
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{
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window *wind;
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if (!Game_wind)
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return;
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for (wind = window_get_next(Game_wind); wind != NULL; wind = window_get_next(wind))
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window_close(wind);
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}
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void GameProcessFrame(void)
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{
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int player_shields = Players[Player_num].shields;
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fix player_shields = Players[Player_num].shields;
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int was_fuelcen_destroyed = Control_center_destroyed;
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int player_was_dead = Player_is_dead;
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update_player_stats();
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diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
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@ -1520,6 +1533,13 @@ void GameProcessFrame(void)
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#endif
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}
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// Check if we have to close in-game menus for multiplayer
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if (Endlevel_sequence || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < player_shields))
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game_leave_menus();
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if ((Control_center_destroyed && !was_fuelcen_destroyed) || ((Control_center_destroyed) && (Countdown_seconds_left < 10)))
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game_leave_menus();
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//if the player is taking damage, give up guided missile control
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if (Players[Player_num].shields != player_shields)
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release_guided_missile(Player_num);
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@ -239,4 +239,5 @@ void flickering_light_write(flickering_light *fl, PHYSFS_file *fp);
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void game_render_frame_mono(int flip);
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void game_leave_menus(void);
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#endif /* _GAME_H */
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43
main/multi.c
43
main/multi.c
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@ -879,8 +879,6 @@ void multi_do_protocol_frame(int force, int listen)
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}
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}
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int multi_menu_check(void);
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void multi_do_frame(void)
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{
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static int lasttime=0;
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@ -908,8 +906,6 @@ void multi_do_frame(void)
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multi_send_message(); // Send any waiting messages
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multi_menu_check();
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if (Game_mode & GM_MULTI_ROBOTS)
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{
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multi_check_robot_timeout();
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@ -1107,43 +1103,6 @@ void multi_send_endlevel_packet()
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// the state of the game in some way.
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//
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void multi_leave_menus(void)
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{
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window *wind;
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for (wind = window_get_front(); wind != Game_wind; wind = window_get_front())
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if (!window_close(wind)) // Uh-oh! Close cancelled.
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break;
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}
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static fix old_shields = 400*F1_0;
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static int was_fuelcen_destroyed = 1;
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static int player_was_dead;
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int multi_menu_check(void)
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{
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// Check if we have to close in-game menus for multiplayer
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if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
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return(0);
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if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_destroyed) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
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{
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multi_leave_menus();
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return(-1);
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}
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if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
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{
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multi_leave_menus();
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return(-1);
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}
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old_shields = Players[Player_num].shields;
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was_fuelcen_destroyed = Control_center_destroyed;
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player_was_dead = Player_is_dead;
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return(0);
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}
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void
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multi_define_macro(int key)
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{
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@ -3223,7 +3182,7 @@ void multi_consistency_error(int reset)
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Function_mode = FMODE_GAME;
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count = 0;
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multi_quit_game = 1;
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multi_leave_menus();
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game_leave_menus();
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multi_reset_stuff();
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Function_mode = FMODE_MENU;
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}
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@ -264,7 +264,6 @@ int multi_endlevel_poll1();
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int multi_endlevel_poll2( newmenu *menu, d_event *event, void *userdata );
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void multi_send_endlevel_packet();
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void multi_leave_game(void);
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void multi_leave_menus(void);
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void multi_process_data(char *dat, int len);
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void multi_process_bigdata(char *buf, int len);
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void multi_do_death(int objnum);
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@ -2360,7 +2360,7 @@ void net_ipx_process_dump(IPX_sequence_packet *their)
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nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",their->player.callsign);
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Function_mode = FMODE_GAME;
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multi_quit_game = 1;
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multi_leave_menus();
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game_leave_menus();
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multi_reset_stuff();
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Function_mode = FMODE_MENU;
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}
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@ -748,7 +748,7 @@ net_udp_disconnect_player(int playernum)
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nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!");
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Function_mode = FMODE_GAME;
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multi_quit_game = 1;
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multi_leave_menus();
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game_leave_menus();
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multi_reset_stuff();
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Function_mode = FMODE_MENU;
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}
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@ -2053,7 +2053,7 @@ void net_udp_process_dump(ubyte *data, int len, struct _sockaddr sender_addr)
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nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",Players[0].callsign);
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Function_mode = FMODE_GAME;
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multi_quit_game = 1;
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multi_leave_menus();
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game_leave_menus();
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multi_reset_stuff();
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Function_mode = FMODE_MENU;
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}
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@ -1242,6 +1242,13 @@ int newmenu_handler(window *wind, d_event *event, newmenu *menu)
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break;
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case EVENT_WINDOW_CLOSE:
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if (!menu->done)
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{
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menu->citem = -1;
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menu->done = 1;
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return 1; // cancel close and do it in newmenu_do4 instead
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}
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newmenu_hide_cursor();
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game_flush_inputs();
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@ -1944,6 +1951,13 @@ int listbox_handler(window *wind, d_event *event, listbox *lb)
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break;
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case EVENT_WINDOW_CLOSE:
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if (!lb->done)
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{
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lb->citem = -1;
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lb->done = 1;
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return 1; // cancel close and do it in newmenu_listbox1 instead
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}
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newmenu_hide_cursor();
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d_free(lb);
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break;
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