Commit graph

66 commits

Author SHA1 Message Date
zicodxx 06c0311a7a Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS; Fixed possible path string issue in plyr_read_stats_v() and fixed compiler warning regarding set but unused variable 2011-05-20 12:23:22 +02:00
zicodxx 456bf90d81 Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess; Fixed two compiler warnings regarding set but unused variables 2011-05-07 13:29:21 +02:00
Chris Taylor a9362497f6 Allow completely free movement in the automap. It will rotate relative to the viewer. 2011-04-10 19:53:51 +08:00
zicodxx c1e4e9c3d7 Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu 2011-02-14 22:27:02 +01:00
zicodxx be7713c1ae Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text 2011-02-10 14:09:05 +01:00
zicodxx 2232433860 Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused 2011-02-06 14:25:31 +01:00
zicodxx 3f17b47fe8 fix to rev 1038 - not completely there today... 2011-02-03 01:19:27 +01:00
zicodxx 2b1550fa2e Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end 2011-02-03 01:05:01 +01:00
zicodxx 284ca0809d Small correction for last commit - key handler of automap was reacting to non-key events as well 2011-02-02 02:08:21 +01:00
zicodxx 5aa0939b73 Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding 2011-02-02 01:36:43 +01:00
zicodxx 55463ae08b Reverting change from r1004 in automap.c code - was not meant to be commited - whoops 2011-01-17 15:02:33 +01:00
zicodxx 587938363e Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries 2011-01-17 15:00:13 +01:00
Chris Taylor 2bd3385abd For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle) 2011-01-13 12:36:19 +08:00
zicodxx 31d17380ec Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk 2011-01-10 16:12:00 +01:00
zicodxx f0d75e5689 Draw FlightSim Reticle on Automap display, too 2011-01-06 14:56:12 +01:00
zicodxx 05236e9c45 Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default 2010-12-28 19:11:06 +01:00
zicodxx ffc73ed4f2 Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next) 2010-12-11 00:18:03 +01:00
kreatordxx 3dd7a7a627 Tidy up use of set_screen_mode 2010-07-29 08:30:46 +00:00
zicodxx 4a0d15fbcd One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency 2010-07-28 17:27:35 +00:00
zicodxx ac840f306b Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given 2010-07-16 11:07:42 +00:00
kreatordxx 76b0fb35ef Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box 2010-04-04 01:31:48 +00:00
kreatordxx d749889c89 Add a default event handler for screenshots, entering debugger, Redbook repeating etc 2010-04-02 05:01:08 +00:00
kreatordxx 574bc21e06 Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
kreatordxx c4f86ebfc8 Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
kreatordxx 9fd714a083 Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
zicodxx fc6d51e19e Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables 2010-01-31 21:51:59 +00:00
kreatordxx 408f2ffd33 Fix crashing when doing menus in multiplayer, don't let player move when in automap 2010-01-31 07:45:26 +00:00
kreatordxx 50afcedda5 For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call 2010-01-29 03:36:44 +00:00
kreatordxx 9d4e69c7a9 Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing 2010-01-28 03:27:49 +00:00
kreatordxx 7e92589332 Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error 2010-01-20 11:04:09 +00:00
kreatordxx 88d1b32914 Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE 2010-01-20 05:10:32 +00:00
kreatordxx 32ce77350a Put most of the remaining globals in automap.c in the 'automap' struct 2009-12-27 12:27:44 +00:00
kreatordxx d450c3e6f4 Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat 2009-12-26 01:08:57 +00:00
kreatordxx 7ebcf32e45 Make the automap into a 'window', make kconfig.c more similar between D1X and D2X 2009-12-02 13:49:54 +00:00
kreatordxx d7e33667bf Make the game screen into a \'window\', handling events through event_process 2009-08-10 10:47:17 +00:00
kreatordxx db27b1723d Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
zicodxx 0c36fecb42 Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup 2009-03-20 12:10:38 +00:00
zicodxx 0fc0fff7f1 Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking 2009-03-04 21:04:43 +00:00
kreatordxx f149ace782 Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music) 2009-03-03 12:55:27 +00:00
zicodxx c37285c217 Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup 2009-01-15 20:55:35 +00:00
zicodxx 8702e9517a Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent 2008-11-18 14:43:30 +00:00
kreatordxx 565ea29e05 Add audio CD support to D1X, fix associated bugs 2008-05-24 08:59:35 +00:00
zicodxx a172315d4a Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes 2008-04-06 20:23:28 +00:00
kreatordxx e31a0c8dfc fix up the Mac D1 data automap layout 2008-04-02 12:13:21 +00:00
zicodxx f014231a78 Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings 2008-03-20 23:23:46 +00:00
zicodxx 8eb5c965d2 Reworked fonts routines - makes easier to expand and scale correctly; Reworked menus with better border scaling, improved rendering and cleanups; Improved font priniting ingame, better alignment; Reworked Netgame list; Real Doublebuffering in SDL-mode; Removed old and unused sources 2008-02-24 14:41:27 +00:00
md2211 d393f32eed * Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
2007-09-21 19:06:05 +00:00
zicodxx 46c785f3fc Fixed some mem-leaks; Made show_fullscr() use ogl_ubitmapm_cs(); Removed use of glScissor for menus - using Blitting; Code cleanup 2007-08-27 23:01:34 +00:00
zicodxx d6d1a2ca1f Code cleanup and small fixes 2007-07-22 01:34:00 +00:00
zicodxx 3a971db581 Fixing duplicated gr_toggle_fullscreen() 2007-07-15 21:55:00 +00:00