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ABUSESRC.ZIP
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AbuseSrc
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src
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view.c
< prev
Wrap
C/C++ Source or Header
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1996-04-12
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27KB
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1,176 lines
#include "system.h"
#include "view.hpp"
#include "lisp.hpp"
#include "jwindow.hpp"
#include "config.hpp"
#include "scroller.hpp"
#include "id.hpp"
#include "dev.hpp"
#include "jrand.hpp"
#include "dprint.hpp"
#include "transp.hpp"
#include "clisp.hpp"
#include "demo.hpp"
#include "sbar.hpp"
#include "nfserver.hpp"
#include "chat.hpp"
#define SHIFT_DOWN_DEFAULT 15
#define SHIFT_RIGHT_DEFAULT 0
extern window_manager *eh;
view *player_list=NULL;
int morph_sel_frame_color;
view::~view()
{
if (local_player())
sbar.associate(NULL);
if (total_weapons)
{
jfree(weapons);
jfree(last_weapons);
}
}
extern uchar bright_tint[256];
void view::add_ammo(int weapon_type, int total)
{
if (weapon_type>=total_weapons || weapon_type<0)
{
printf("weapon out of range\n");
return ;
}
if (weapons[weapon_type]==-1) return ; // don't have weapon yet, can't give ammo
int rf=0;
weapons[weapon_type]+=total;
if (weapons[weapon_type]<0)
weapons[weapon_type]=0;
if (weapons[weapon_type]>999)
weapons[weapon_type]=999;
if (weapon_total(current_weapon)==0 && current_weapon)
{
suggest.send_weapon_change=1;
if (DEFINEDP(symbol_value(l_switch_to_powerful)) && symbol_value(l_switch_to_powerful))
{
int x=total_weapons-1;
while (x>0 && (x==3 || weapons[x]<=0)) x--;
suggest.new_weapon=x;
} else
suggest.new_weapon=0;
}
}
void view::give_weapon(int type)
{
if (type>=total_weapons || type<0)
{
printf("weapon out of range\n");
return ;
}
if (weapons[type]==-1)
{
weapons[type]=0;
sbar.need_refresh();
}
}
int view::weapon_total(int type)
{
if (type>=total_weapons || type<0)
{
printf("weapon out of range\n");
return 0;
}
if (god) return 100;
else if (weapons[type]==-1) return 0;
else return weapons[type];
}
long view::xoff()
{
if (focus)
{
int x=last_x-(cx2-cx1+1)/2+shift_right+pan_x;
if (x<0) return 0;
else return x;
} else return pan_x;
}
long view::interpolated_xoff()
{
if (focus)
{
int x=(last_last_x+last_x)/2-(cx2-cx1+1)/2+shift_right+pan_x;
if (x<0) return 0;
else return x;
} else return pan_x;
}
long view::yoff()
{
if (focus)
{
int y=last_y-(cy2-cy1+1)/2-shift_down+pan_y;
if (y<0) return 0;
else return y;
} else return pan_y;
}
long view::interpolated_yoff()
{
if (focus)
{
int y=(last_y+last_last_y)/2-(cy2-cy1+1)/2-shift_down+pan_y;
if (y<0) return 0;
else return y;
} else return pan_y;
}
void view::update_scroll()
{
if (focus)
{
last_last_x=last_x;
last_last_y=last_y;
if (focus->x>last_x)
{
if (focus->x-last_x>=no_xright)
last_x=focus->x-no_xright;
} else if (focus->x<last_x)
{
if (last_x-focus->x>=no_xleft)
last_x=focus->x+no_xleft;
}
if (focus->y>last_y)
{
if (focus->y-last_y>=no_ybottom)
last_y=focus->y-no_ybottom;
} else if (focus->y<last_y)
{
if (last_y-focus->y>=no_ytop)
last_y=focus->y+no_ytop;
}
}
}
char cur_user_name[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
#ifdef __WATCOMC__
char *get_login()
{ if (cur_user_name[0]) return cur_user_name; else return "DOS user"; }
#include <dos.h>
#elif defined( __POWERPC__ )
char *get_login()
{ if (cur_user_name[0]) return cur_user_name; else return "Mac user"; }
#else
char *get_login()
{ if (cur_user_name[0]) return cur_user_name; else return (getlogin() ? getlogin() : "unknown"); }
#endif
void set_login(char *name)
{ strncpy(cur_user_name,name,20); }
view::view(game_object *Focus, view *Next, int number)
{
chat_buf[0]=0;
draw_solid=-1;
no_xleft=0;
no_xright=0;
no_ytop=0;
no_ybottom=0;
if (Focus)
{
last_x=Focus->x;
last_y=Focus->y;
} else
{
last_x=last_y=0;
}
last_last_x=last_x;
last_last_y=last_y;
last_hp=last_ammo=-1;
last_type=-1;
tsecrets=secrets=0;
tkills=kills=0;
reset_keymap();
ambient=32;
current_weapon=0;
strcpy(name,get_login());
suggest.send_view=0;
suggest.send_weapon_change=0;
god=0;
player_number=number;
cx1=0;
cy1=0;
cx2=100;
cy2=100;
focus=Focus;
next=Next;
shift_down=SHIFT_DOWN_DEFAULT;
shift_right=SHIFT_RIGHT_DEFAULT;
x_suggestion=0;
y_suggestion=0;
b1_suggestion=0;
b2_suggestion=0;
b3_suggestion=0;
b4_suggestion=0;
pointer_x=0;
pointer_y=0;
pan_x=0;
pan_y=0;
last_type=0;
freeze_time=0;
if (total_weapons)
{
weapons=(long *)jmalloc(total_weapons*sizeof(long),"weapon array");
last_weapons=(long *)jmalloc(total_weapons*sizeof(long),"last weapon array");
memset(weapons,0xff,total_weapons*sizeof(long)); // set all to -1
memset(last_weapons,0xff,total_weapons*sizeof(long)); // set all to -1
}
if (total_weapons)
weapons[0]=0;
if (local_player())
sbar.associate(this);
sbar.need_refresh();
}
long view::x_center()
{
if (!focus)
return (cx1+cx2)/2;
else
return focus->x;
}
long view::y_center()
{
if (!focus)
return (cy1+cy2)/2;
else
return focus->y;
}
void view::draw_character_damage()
{
if (focus && drawable())
{
if (last_hp!=focus->hp()) draw_hp();
int i;
for (i=0;i<total_weapons;i++)
if (weapons[i]!=last_weapons[i])
{
last_weapons[i]=weapons[i];
sbar.draw_ammo(screen,i,weapons[i],current_weapon==i);
}
}
}
ushort make_sync()
{
ushort x=0;
if (!current_level) return 0;
if (current_level)
{
view *f=player_list;
for (;f;f=f->next)
{
if (f->focus)
{
x^=(f->focus->x&0xffff);
x^=(f->focus->y&0xffff);
}
}
}
x^=rand_on;
return x;
}
void view::get_input()
{
int sug_x,sug_y,sug_b1,sug_b2,sug_b3,sug_b4;
long sug_px,sug_py;
if (DEFINEDP(symbol_function(l_get_local_input)))
{
void *ret=eval_function((lisp_symbol *)l_get_local_input,NULL);
sug_x=lnumber_value(CAR(ret)); ret=CDR(ret);
sug_y=lnumber_value(CAR(ret)); ret=CDR(ret);
if (CAR(ret)) sug_b1=1; else sug_b1=0; ret=CDR(ret);
if (CAR(ret)) sug_b2=1; else sug_b2=0; ret=CDR(ret);
int x=lnumber_value(CAR(ret)); ret=CDR(ret);
if (x<0) sug_b3=1; else sug_b3=0;
if (x>0) sug_b4=1; else sug_b4=0;
long bx=lnumber_value(CAR(ret)); ret=CDR(ret);
long by=lnumber_value(CAR(ret)); ret=CDR(ret);
the_game->mouse_to_game(bx,by,sug_px,sug_py,this);
} else
{
get_movement(0,sug_x,sug_y,sug_b1,sug_b2,sug_b3,sug_b4);
if (focus)
{
the_game->mouse_to_game(last_demo_mx,last_demo_my,sug_px,sug_py,this);
if (last_demo_mbut&1) sug_b2=1;
if (last_demo_mbut&2) sug_b1=1;
} else sug_px=sug_py=0;
}
if (view_changed())
{
base->packet.write_byte(SCMD_VIEW_RESIZE);
base->packet.write_byte(player_number);
base->packet.write_long(suggest.cx1);
base->packet.write_long(suggest.cy1);
base->packet.write_long(suggest.cx2);
base->packet.write_long(suggest.cy2);
base->packet.write_long(suggest.pan_x);
base->packet.write_long(suggest.pan_y);
base->packet.write_long(suggest.shift_down);
base->packet.write_long(suggest.shift_right);
}
if (weapon_changed())
{
base->packet.write_byte(SCMD_WEAPON_CHANGE);
base->packet.write_byte(player_number);
base->packet.write_long(suggest.new_weapon);
}
base->packet.write_byte(SCMD_SET_INPUT);
base->packet.write_byte(player_number);
uchar mflags=0;
if (sug_x>0)
mflags|=1;
else if (sug_x<0)
mflags|=2;
if (sug_y>0)
mflags|=4;
else if (sug_y<0)
mflags|=8;
if (sug_b1) mflags|=16;
if (sug_b2) mflags|=32;
if (sug_b3) mflags|=64;
if (sug_b4) mflags|=128;
base->packet.write_byte(mflags);
base->packet.write_short((ushort)((short)sug_px));
base->packet.write_short((ushort)((short)sug_py));
}
void view::add_chat_key(int key) // return string if buf is complete
{
int len=strlen(chat_buf);
if (key==JK_BACKSPACE)
{
if (len)
{
chat_buf[len-1]=0;
if (local_player() && chat)
chat->draw_user(chat_buf);
}
} else if (key!=JK_ENTER)
{
chat_buf[len]=key;
chat_buf[len+1]=0;
if (local_player() && chat)
chat->draw_user(chat_buf);
}
if (len>38 || key==JK_ENTER)
{
if (DEFINEDP(symbol_function(l_chat_input)))
{
game_object *o=current_object;
current_object=focus;
void *m=mark_heap(TMP_SPACE);
void *list=NULL;
push_onto_list(new_lisp_string(chat_buf),list);
eval_function((lisp_symbol *)l_chat_input,list);
restore_heap(m,TMP_SPACE);
current_object=o;
} else
{
if (chat)
chat->put_all(chat_buf);
}
chat_buf[0]=0;
if (local_player() && chat)
chat->draw_user(chat_buf);
}
}
int view::process_input(char cmd, uchar *&pk) // return 0 if something went wrong
{
switch (cmd)
{
case SCMD_CHAT_KEYPRESS :
{
add_chat_key(*(pk++));
} break;
case SCMD_VIEW_RESIZE :
{
long x[8];
memcpy(x,pk,8*4); pk+=8*4;
cx1=lltl(x[0]);
cy1=lltl(x[1]);
cx2=lltl(x[2]);
cy2=lltl(x[3]);
pan_x=lltl(x[4]);
pan_y=lltl(x[5]);
shift_down=lltl(x[6]);
shift_right=lltl(x[7]);
if (small_render)
{
small_render->resize(cx2-cx1+1,cy2-cy1+1);
}
suggest.send_view=0;
if (local_player())
the_game->draw();
return 1;
}
case SCMD_WEAPON_CHANGE :
{
long x;
memcpy(&x,pk,4); pk+=4;
current_weapon=lltl(x);
if (local_player())
sbar.need_refresh();
suggest.send_weapon_change=0;
return 1;
} break;
case SCMD_SET_INPUT :
{
uchar x=*(pk++);
if (x&1) x_suggestion=1;
else if (x&2) x_suggestion=-1;
else x_suggestion=0;
if (x&4) y_suggestion=1;
else if (x&8) y_suggestion=-1;
else y_suggestion=0;
if (x&16) b1_suggestion=1; else b1_suggestion=0;
if (x&32) b2_suggestion=1; else b2_suggestion=0;
if (x&64) b3_suggestion=1; else b3_suggestion=0;
if (x&128) b4_suggestion=1; else b4_suggestion=0;
ushort p[2];
memcpy(p,pk,2*2); pk+=2*2;
pointer_x=(short)(lstl(p[0]));
pointer_y=(short)(lstl(p[1]));
return 1;
} break;
case SCMD_KEYPRESS : set_key_down(*(pk++),1); break;
case SCMD_EXT_KEYPRESS : set_key_down(*(pk++)+256,1); break;
case SCMD_KEYRELEASE : set_key_down(*(pk++),0); break;
case SCMD_EXT_KEYRELEASE : set_key_down(*(pk++)+256,0); break;
}
return 1;
}
int view::local_player()
{
return player_number==client_number();
}
void view::next_weapon()
{
int c=current_weapon;
while (c<total_weapons-1)
{
c++;
if (weapon_total(c)>0)
{
suggest.send_weapon_change=1;
suggest.new_weapon=c;
return ;
}
}
c=0;
while (c!=current_weapon)
{
if (weapon_total(c)>0)
{
suggest.send_weapon_change=1;
suggest.new_weapon=c;
return ;
}
c++;
}
}
void view::last_weapon()
{
int c=current_weapon;
while (c>=1)
{
c--;
if (weapon_total(c)>0 || c==0)
{
suggest.send_weapon_change=1;
suggest.new_weapon=c;
return ;
}
}
c=total_weapons-1;
while (c!=current_weapon)
{
if (weapon_total(c)>0 || c==0)
{
suggest.send_weapon_change=1;
suggest.new_weapon=c;
return ;
}
c--;
}
}
int view::handle_event(event &ev)
{
if (ev.type==EV_KEY)
{
switch (ev.key)
{
case '1' :
case '2' :
case '3' :
case '4' :
case '5' :
case '6' :
case '7' :
{ if (((dev&EDIT_MODE)==0) && (weapon_total(ev.key-'1')>0))
{
suggest.send_weapon_change=1;
suggest.new_weapon=ev.key-'1';
}
} break;
case JK_HOME :
case JK_CTRL_L :
case JK_CTRL_R :
{ if (total_weapons) last_weapon(); return 1; } break;
case JK_PAGEUP :
case JK_INSERT :
{ if (total_weapons) next_weapon(); return 1;} break;
}
}
return 0;
}
void view::draw_hp()
{
if (focus)
{
int h=focus->hp();
last_hp=h;
sbar.draw_health(screen,focus->hp());
} else
sbar.draw_health(screen,0);
}
int view::drawable()
{
return local_player();
}
void recalc_local_view_space() // calculates view areas for local players, should be called
// when adding or deleting local players
{
if (screen)
{
int t=total_local_players();
if (!t) return ;
int Xres=small_render ? xres/2 : xres;
int Yres=small_render ? yres/2 : yres;
int h=Yres/t;
int w=h*320/200,y=5;
if (w<300) w=300;
for (view *f=player_list;f;f=f->next)
{
if (f->local_player())
{
f->suggest.cx1=Xres/2-w/2;
f->suggest.cx2=Xres/2+w/2;
if (f->suggest.cx1<2) f->suggest.cx1=2;
if (f->suggest.cx2>Xres-2) f->suggest.cx2=Xres-2;
f->suggest.cy1=y;
f->suggest.cy2=h-(total_weapons ? 33 : 0);
f->suggest.shift_down=f->shift_down;
f->suggest.shift_right=f->shift_right;
f->suggest.pan_x=f->pan_x;
f->suggest.pan_y=f->pan_y;
f->suggest.send_view=1;
if (!player_list->next)
{
f->cx1=f->suggest.cx1;
f->cy1=f->suggest.cy1;
f->cx2=f->suggest.cx2;
f->cy2=f->suggest.cy2;
f->suggest.send_view=0;
}
y+=h;
}
}
}
}
void set_local_players(int total)
{
int rdw=0;
if (total<1) return ;
view *last=NULL;
for (view *f=player_list;f;f=f->next)
{
if (total && f->local_player())
total--;
else if (!total && f->local_player()) // too many local players, delete this one
{
view *n=last->next;
while (n && !n->local_player()) n=n->next; // find next local player
if (last)
last->next=n;
else
{
if (n) // make sure we have at least one local player
player_list=n;
}
last=f;
rdw=1;
}
}
while (total) // see if we need to add new players
{
game_object *o=create(current_start_type,50,50);
view *v;
if (!player_list)
{
player_list=new view(o,NULL,0);
v=player_list;
}
else
{
view *f=player_list;
for (;f && f->next;f=f->next);
f->next=new view(o,NULL,f->player_number+1);
v=f->next;
}
v->cx1=320/2-155; v->cy1=200/2-95; v->cx2=320/2+155; v->cy2=200/2+(total_weapons ? 60 : 95);
v->focus->set_controller(v);
total--;
rdw=1;
}
if (rdw)
recalc_local_view_space();
}
int total_local_players()
{
int t=0;
for (view *f=player_list;f;f=f->next)
if (f->local_player()) t++;
return t;
}
void view::resize_view(long Cx1, long Cy1, long Cx2, long Cy2)
{
if (cx1!=Cx1 || cx2!=Cx2 || cy1!=Cy1 || cy2!=Cy2)
{
cx1=Cx1; cy1=Cy1;
cx2=Cx2; cy2=Cy2;
if (playing_state(the_game->state) && local_player())
the_game->draw(0);
}
}
void view::set_input(int cx, int cy, int b1, int b2, int b3, int b4, int px, int py)
{
x_suggestion=cx;
y_suggestion=cy;
b1_suggestion=b1;
b2_suggestion=b2;
b3_suggestion=b3;
b4_suggestion=b4;
pointer_x=px;
pointer_y=py;
}
void view::reset_player()
{
if (focus)
{
game_object *start=current_level ? current_level->get_random_start(320,focus->controller()) : 0;
focus->defaults();
if (start)
{
focus->x=start->x;
focus->y=start->y;
dprintf("reset position to %d %d\n",start->x,start->y);
}
focus->set_state(stopped);
memset(weapons,0xff,total_weapons*sizeof(long));
memset(last_weapons,0xff,total_weapons*sizeof(long));
shift_down=SHIFT_DOWN_DEFAULT;
shift_right=SHIFT_RIGHT_DEFAULT;
if (total_weapons)
weapons[0]=0; // give him the first weapon
current_weapon=0;
memset(focus->lvars,0,figures[focus->otype]->tv*4);
focus->set_aistate(0);
if (figures[focus->otype]->get_fun(OFUN_CONSTRUCTOR))
{
game_object *o=current_object;
current_object=focus;
eval_user_fun((lisp_symbol *)figures[focus->otype]->get_fun(OFUN_CONSTRUCTOR),NULL);
current_object=o;
}
sbar.redraw(screen);
int i;
for (i=0;i<focus->total_objects();i++) // reset the vars for the attached objects
{
game_object *o=focus->get_object(i);
memset(o->lvars,0,figures[o->otype]->tv*4);
}
}
}
object_node *make_player_onodes(int player_num)
{
object_node *first=NULL,*last;
for (view *o=player_list;o;o=o->next)
{
if (o->focus && (player_num==-1 || o->player_number==player_num))
{
if (!object_to_number_in_list(o->focus,first))
{
object_node *q=new object_node(o->focus,NULL);
if (first)
last->next=q;
else first=q;
last=q;
}
for (int i=0;i<o->focus->total_objects();i++)
{
game_object *p=o->focus->get_object(i);
if (!object_to_number_in_list(p,first))
{
object_node *q=new object_node(p,NULL);
if (first)
last->next=q;
else first=q;
last=q;
}
}
}
}
return first;
}
enum { V_CX1, V_CY1, V_CX2, V_CY2,
V_SHIFT_DOWN, V_SHIFT_RIGHT,
V_GOD,
V_PLAYER_NUMBER,
V_DRAW_SOLID,
V_LIVES,
V_CURRENT_WEAPON,
V_X_SUGGESTION, V_Y_SUGGESTION, V_B1_SUGGESTION, V_B2_SUGGESTION, V_B3_SUGGESTION, V_B4_SUGGESTION,
V_PAN_X, V_PAN_Y,
V_NO_XLEFT, V_NO_XRIGHT, V_NO_YTOP, V_NO_YBOTTOM,
V_LAST_X, V_LAST_Y, V_LAST_LEFT, V_LAST_RIGHT, V_LAST_UP, V_LAST_DOWN,
V_LAST_B1, V_LAST_B2, V_LAST_B3, V_LAST_B4,
V_LAST_HP,
V_SECRETS, V_KILLS, V_TSECRETS, V_TKILLS,
V_AMBIENT,
V_POINTER_X, V_POINTER_Y,
V_LAST_LAST_X, V_LAST_LAST_Y,
V_FREEZE_TIME };
#define TVV (V_FREEZE_TIME+1)
static char *vv_names[TVV]={
"view.cx1", "view.cy1", "view.cx2", "view.cy2",
"view.shift_down", "view.shift_right",
"view.god",
"view.player_number",
"view.draw_solid",
"view.lives",
"view.current_weapon",
"view.x_suggestion", "view.y_suggestion",
"view.b1_suggestion", "view.b2_suggestion", "view.b3_suggestion", "view.b4_suggestion",
"view.pan_x", "view.pan_y",
"view.no_xleft", "view.no_xright", "view.no_ytop", "view.no_ybottom",
"view.last_x", "view.last_y", "view.last_left", "view.last_right", "view.last_up", "view.last_down",
"view.last_b1", "view.last_b2", "view.last_b3", "view.last_b4",
"view.last_hp",
"view.secrets", "view.kills", "view.tsecrets", "view.tkills",
"view.ambient",
"view.pointer_x", "view.pointer_y",
"view.last_last_x", "view.last_last_y",
"view.freeze_time"
};
int total_view_vars()
{ return TVV;
}
char *get_view_var_name(int num)
{ return vv_names[num]; }
long view::get_view_var_value(int num)
{
switch (num)
{
case V_CX1 : return cx1; break;
case V_CY1 : return cy1; break;
case V_CX2 : return cx2; break;
case V_CY2 : return cy2; break;
case V_SHIFT_DOWN : return shift_down; break;
case V_SHIFT_RIGHT : return shift_right; break;
case V_GOD : return god; break;
case V_PLAYER_NUMBER : return player_number; break;
case V_DRAW_SOLID : return draw_solid; break;
case V_CURRENT_WEAPON : return current_weapon; break;
case V_X_SUGGESTION : return x_suggestion; break;
case V_Y_SUGGESTION : return y_suggestion; break;
case V_B1_SUGGESTION : return b1_suggestion; break;
case V_B2_SUGGESTION : return b2_suggestion; break;
case V_B3_SUGGESTION : return b3_suggestion; break;
case V_B4_SUGGESTION : return b4_suggestion; break;
case V_PAN_X : return pan_x; break;
case V_PAN_Y : return pan_y; break;
case V_NO_XLEFT : return no_xleft; break;
case V_NO_XRIGHT : return no_xright; break;
case V_NO_YTOP : return no_ytop; break;
case V_NO_YBOTTOM : return no_ybottom; break;
case V_LAST_X : return last_x; break;
case V_LAST_Y : return last_y; break;
case V_LAST_LEFT : return last_left; break;
case V_LAST_RIGHT : return last_right; break;
case V_LAST_UP : return last_up; break;
case V_LAST_DOWN : return last_down; break;
case V_LAST_B1 : return last_b1; break;
case V_LAST_B2 : return last_b2; break;
case V_LAST_B3 : return last_b3; break;
case V_LAST_B4 : return last_b4; break;
case V_LAST_HP : return last_hp; break;
case V_SECRETS : return secrets; break;
case V_KILLS : return kills; break;
case V_TSECRETS : return tsecrets; break;
case V_TKILLS : return tkills; break;
case V_AMBIENT : return ambient; break;
case V_POINTER_X : return pointer_x; break;
case V_POINTER_Y : return pointer_y; break;
case V_LAST_LAST_X : return last_last_x; break;
case V_LAST_LAST_Y : return last_last_y; break;
case V_FREEZE_TIME : return freeze_time; break;
}
return 0;
}
long view::set_view_var_value(int num, long x)
{
switch (num)
{
case V_CX1 : cx1=x; break;
case V_CY1 : cy1=x; break;
case V_CX2 : cx2=x; break;
case V_CY2 : cy2=x; break;
case V_SHIFT_DOWN : shift_down=x; break;
case V_SHIFT_RIGHT : shift_right=x; break;
case V_GOD : god=x; break;
case V_PLAYER_NUMBER : { player_number=x; if (local_player()) sbar.associate(this); } break;
case V_DRAW_SOLID : draw_solid=x; break;
case V_CURRENT_WEAPON : { current_weapon=x; sbar.need_refresh(); } break;
case V_X_SUGGESTION : x_suggestion=x; break;
case V_Y_SUGGESTION : y_suggestion=x; break;
case V_B1_SUGGESTION : b1_suggestion=x; break;
case V_B2_SUGGESTION : b2_suggestion=x; break;
case V_B3_SUGGESTION : b3_suggestion=x; break;
case V_B4_SUGGESTION : b4_suggestion=x; break;
case V_PAN_X : pan_x=x; break;
case V_PAN_Y : pan_y=x; break;
case V_NO_XLEFT : no_xleft=x; break;
case V_NO_XRIGHT : no_xright=x; break;
case V_NO_YTOP : no_ytop=x; break;
case V_NO_YBOTTOM : no_ybottom=x; break;
case V_LAST_X : last_x=x; break;
case V_LAST_Y : last_y=x; break;
case V_LAST_LEFT : last_left=x; break;
case V_LAST_RIGHT : last_right=x; break;
case V_LAST_UP : last_up=x; break;
case V_LAST_DOWN : last_down=x; break;
case V_LAST_B1 : last_b1=x; break;
case V_LAST_B2 : last_b2=x; break;
case V_LAST_B3 : last_b3=x; break;
case V_LAST_B4 : last_b4=x; break;
case V_LAST_HP : last_hp=x; break;
case V_SECRETS : secrets=x; break;
case V_KILLS : kills=x; break;
case V_TSECRETS : tsecrets=x; break;
case V_TKILLS : tkills=x; break;
case V_AMBIENT : ambient=x; break;
case V_POINTER_X : pointer_x=x; break;
case V_POINTER_Y : pointer_y=x; break;
case V_LAST_LAST_X : last_last_x=x; break;
case V_LAST_LAST_Y : last_last_y=x; break;
case V_FREEZE_TIME : freeze_time=x; break;
}
return 1;
}
void view::configure_for_area(area_controller *a)
{
if (a->ambient>=0 && a->ambient!=ambient)
{
if (ambient>a->ambient)
{
ambient-=a->ambient_speed;
if (ambient<a->ambient)
ambient=a->ambient;
}
else
{
ambient+=a->ambient_speed;
if (ambient>a->ambient)
ambient=a->ambient;
}
}
if (!view_shift_disabled)
{
if (a->view_xoff!=pan_x)
{
if (pan_x>a->view_xoff)
{
pan_x-=a->view_xoff_speed;
if (pan_x<a->view_xoff)
pan_x=a->view_xoff;
}
else
{
pan_x+=a->view_xoff_speed;
if (pan_x>a->view_xoff)
pan_x=a->view_xoff;
}
}
if (a->view_yoff!=pan_y)
{
if (pan_y>a->view_yoff)
{
pan_y-=a->view_yoff_speed;
if (pan_y<a->view_yoff)
pan_y=a->view_yoff;
}
else
{
pan_y+=a->view_yoff_speed;
if (pan_y>a->view_yoff)
pan_y=a->view_yoff;
}
}
}
}
void process_packet_commands(uchar *pk, int size)
{
long sync_short=-1;
if (!size) return ;
pk[size]=SCMD_END_OF_PACKET;
uchar cmd;
int already_reloaded=0;
do
{
cmd=*(pk++);
switch (cmd)
{
case SCMD_WEAPON_CHANGE :
case SCMD_SET_INPUT :
case SCMD_VIEW_RESIZE :
case SCMD_KEYPRESS :
case SCMD_KEYRELEASE :
case SCMD_EXT_KEYPRESS :
case SCMD_EXT_KEYRELEASE :
case SCMD_CHAT_KEYPRESS :
{
uchar player_num=*(pk++);
view *v=player_list;
for (;v && v->player_number!=player_num;v=v->next);
if (v)
{
if (v->player_number==player_num)
v->process_input(cmd,pk);
}
else
{
dprintf("Evil error : bad player number in packet\n");
return ;
}
} break;
case SCMD_RELOAD :
{
if (!already_reloaded)
{
net_reload();
already_reloaded=1;
}
} break;
case SCMD_SYNC :
{
ushort x;
memcpy(&x,pk,2); pk+=2;
x=lstl(x);
if (demo_man.current_state()==demo_manager::PLAYING)
sync_short=make_sync();
if (sync_short==-1)
sync_short=x;
else if (x!=sync_short && !already_reloaded)
{
dprintf("out of sync %d (packet=%d, calced=%d)\n",current_level->tick_counter(),x,sync_short);
if (demo_man.current_state()==demo_manager::NORMAL)
net_reload();
already_reloaded=1;
}
} break;
case SCMD_DELETE_CLIENT :
{
uchar player_num=*(pk++);
view *v=player_list,*last=NULL;
for (;v && v->player_number!=player_num;v=v->next)
last=v;
if (!v)
dprintf("evil : delete client %d, but no such client\n");
else
{
// make a list of all objects associated with this player
object_node *on=make_player_onodes(player_num);
while (on)
{
current_level->delete_object(on->me);
object_node *last=on;
on=on->next;
delete last;
}
v->focus=NULL;
if (last)
last->next=v->next;
else player_list=player_list->next;
delete v;
}
} break;
defualt :
dprintf("Unknown net command %d\n",cmd);
}
} while (cmd!=SCMD_END_OF_PACKET);
}