Commit graph

826 commits

Author SHA1 Message Date
zicodxx 1093aa0d07 Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over 2010-07-08 09:35:59 +00:00
zicodxx cb1b0bdb26 Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine 2010-07-08 06:37:23 +00:00
zicodxx 98fb362850 Fixing building on Windows if SDL_Mixer is not a target 2010-07-05 12:14:49 +00:00
zicodxx 0b8e26161b Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems 2010-07-05 12:12:12 +00:00
zicodxx 02247f5abb When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly 2010-07-05 08:05:32 +00:00
zicodxx d74b94b9bd Addition for rev1152: After setting mouse button, reset mouse state properly 2010-07-05 07:53:38 +00:00
zicodxx d4eddd177f Fixing issue introduced in rev1139: Game could of course not open music files which are not inside Searchpath or added to it - re-added playing over absolute path 2010-07-05 07:41:30 +00:00
zicodxx 74674220ff Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key 2010-07-05 07:31:03 +00:00
zicodxx 9d3abbbf32 Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup() 2010-07-04 13:57:21 +00:00
zicodxx 0a143da860 Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins 2010-07-04 13:12:08 +00:00
zicodxx faab4b0acb Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff 2010-07-04 12:47:30 +00:00
zicodxx 4d5ff1bd29 Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL 2010-07-04 07:07:51 +00:00
zicodxx 3ee2d7c4fa Renamed manual_join to direct_join; Aligned letlist tabs a little bit 2010-07-01 09:08:30 +00:00
zicodxx d3a10e1516 For gr_get_string_size introduced get_char_width_f to calculate with floats to measure non-integer font scalings; Cleanup 2010-07-01 09:03:52 +00:00
zicodxx 3033cea7b4 Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice 2010-06-30 15:57:13 +00:00
zicodxx f81a5d8601 Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically 2010-06-30 15:26:27 +00:00
zicodxx 03be2fae70 If multi_level_sync() fails, restart menu music since level music is playing already 2010-06-29 21:14:30 +00:00
zicodxx ca9c43d07f Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside 2010-06-29 20:51:38 +00:00
zicodxx a54a0a6975 Added UDP Netlist to join LAN games discovered/announced via broadcast 2010-06-29 16:41:08 +00:00
zicodxx ead78aa6aa Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use) 2010-06-29 06:47:46 +00:00
zicodxx bdcf86679b For playing music over SDL_mixer always use handle over PhysFS to save the path building mess; When building Jukebox path, only try to build full path if given path is actually a child of Searchpath 2010-06-27 14:30:12 +00:00
zicodxx 7849947519 When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly 2010-06-27 11:28:26 +00:00
zicodxx d18e8f08fe Made Briefing printing sound apply everytime there is chattering enabled. Even if it would be logical to have it only with flashing cursor, most briefings - even Counterstrike - forget to toggle it correctly 2010-06-25 06:35:29 +00:00
zicodxx c33a8e49a3 rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch 2010-06-24 17:17:28 +00:00
zicodxx 6a81273645 When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore 2010-06-24 14:00:01 +00:00
zicodxx 5a8ff256ae Added function to list valid resolutions and build resolutions menu dynamically with the resulting list 2010-06-24 09:29:11 +00:00
zicodxx 16b0092af7 main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type 2010-06-23 13:39:52 +00:00
zicodxx d79cc8bcbf If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again 2010-06-23 12:57:28 +00:00
zicodxx 171386bc24 Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist 2010-06-23 11:44:12 +00:00
zicodxx c935ecfa99 Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly 2010-06-21 21:43:10 +00:00
zicodxx c02ca51f4e For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption 2010-06-20 20:32:30 +00:00
zicodxx 950b4c9ada Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played 2010-06-19 17:03:51 +00:00
zicodxx a56e56f034 Show movies in correct aspect; Added mipmap generation to movie texture if Texture filtering enabled - can also be disabled seperately 2010-06-19 16:42:07 +00:00
zicodxx da0d7c1f61 For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect 2010-06-19 16:24:34 +00:00
zicodxx 7fd13388fb emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped 2010-06-18 08:22:45 +00:00
zicodxx 221076a3f5 Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps 2010-06-18 07:31:06 +00:00
zicodxx 992f66f04c If picking up one missile out of a four-pack, use singular description instead of plural 2010-06-17 09:45:05 +00:00
zicodxx a01ae0f445 Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\! 2010-06-15 18:27:10 +00:00
zicodxx 2ba931acca Fixing typo in Netgame help screen 2010-06-15 17:20:37 +00:00
zicodxx ee53409d18 Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels 2010-06-15 16:24:56 +00:00
zicodxx cac223991f Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level 2010-06-14 21:59:41 +00:00
zicodxx 9877d658f3 Process -nomusic argument again 2010-06-14 17:55:25 +00:00
zicodxx 95e699130c rev1112 contd: Killed juggling around with adding Jukebox paths - must always be removed correctly if Jukebox loading fails 2010-06-14 15:32:55 +00:00
zicodxx 321115f8f3 Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal 2010-06-14 15:17:03 +00:00
zicodxx 3a839c5b31 Use strrchr instead of strchr for music filename extension in case there are dots in the filename 2010-06-14 10:43:30 +00:00
zicodxx b39c297762 Small fix and improvement for Jukebox path detection 2010-06-14 10:33:36 +00:00
zicodxx cc12616895 Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions 2010-06-14 08:13:16 +00:00
kreatordxx f1fb7c4ac0 Comment out redundant calls to event_poll, fixing rapid bomb dropping bug (and probably others) 2010-05-03 10:47:10 +00:00
kreatordxx 8f324ded75 Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0 2010-05-03 08:44:46 +00:00
kreatordxx 58ef7993a5 Properly specify number of items for do_options_menu, so the options menu actually shows 2010-05-03 08:22:50 +00:00