kreatordxx
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f730b25932
|
Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a level
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2010-02-06 01:19:40 +00:00 |
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zicodxx
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32259f33a3
|
In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
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2010-02-05 18:49:24 +00:00 |
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kreatordxx
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5adb2fb3fb
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Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriate
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2010-02-05 14:05:57 +00:00 |
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kreatordxx
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35f0aa14f7
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No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
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2010-02-05 08:53:20 +00:00 |
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kreatordxx
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9d7bce257c
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Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
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2010-02-05 02:31:36 +00:00 |
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kreatordxx
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98d5b76928
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Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
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2010-02-02 07:52:03 +00:00 |
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kreatordxx
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0f6def2613
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Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
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2010-02-02 05:51:32 +00:00 |
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kreatordxx
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eb92f445ca
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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
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2010-02-02 03:38:29 +00:00 |
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kreatordxx
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35584d725b
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Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c
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2010-02-01 06:55:38 +00:00 |
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zicodxx
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90e4b4ed95
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Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
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2010-01-31 21:51:59 +00:00 |
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kreatordxx
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ff04fd682e
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Fix crashing when doing menus in multiplayer, don't let player move when in automap
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2010-01-31 07:45:26 +00:00 |
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kreatordxx
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dab9a9f5a6
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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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2010-01-31 04:30:48 +00:00 |
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zicodxx
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6cbf0ca110
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Fixed two memory errors inside menu GUI
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2010-01-30 22:49:43 +00:00 |
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kreatordxx
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5ac8cf2b2d
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Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
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2010-01-30 03:24:19 +00:00 |
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zicodxx
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e46606821f
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Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
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2010-01-29 21:53:17 +00:00 |
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kreatordxx
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b2db38be4c
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Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
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2010-01-29 06:36:39 +00:00 |
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kreatordxx
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f83741d89f
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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
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2010-01-29 03:36:44 +00:00 |
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zicodxx
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1e6251a6ee
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Resetting DemoDoLeft/Right correctly at start of each demo
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2010-01-29 00:30:54 +00:00 |
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zicodxx
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61e67d9fe9
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Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
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2010-01-28 15:26:27 +00:00 |
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kreatordxx
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5d3ea4051f
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Allow user to abort close, for whatever reason (helps with my next commit)
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2010-01-28 04:53:56 +00:00 |
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kreatordxx
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f6c32d7518
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Tidy up newmenu_show/hide_cursor calls
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2010-01-28 04:24:25 +00:00 |
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kreatordxx
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3f90a9cb41
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Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
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2010-01-28 03:27:49 +00:00 |
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zicodxx
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27b9a8c2a2
|
Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
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2010-01-28 01:08:36 +00:00 |
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zicodxx
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3d9791ca69
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Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
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2010-01-28 00:04:29 +00:00 |
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kreatordxx
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71c656200b
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Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
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2010-01-27 09:11:47 +00:00 |
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kreatordxx
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3a116769be
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Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
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2010-01-27 04:30:31 +00:00 |
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zicodxx
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422c745cfa
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Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
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2010-01-26 12:04:50 +00:00 |
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zicodxx
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2a6c9d0dbd
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Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
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2010-01-24 17:38:13 +00:00 |
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kreatordxx
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b552ba900d
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Move the editor call out of the Function_mode loop, for later overhaul
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2010-01-23 14:19:21 +00:00 |
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zicodxx
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5eaf164d72
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Removed the new Demo Interpolating code and added the improvements to the old one
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2010-01-20 23:28:35 +00:00 |
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kreatordxx
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62a9214bc3
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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
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2010-01-20 11:04:09 +00:00 |
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kreatordxx
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c50b954c00
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Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
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2010-01-20 05:10:32 +00:00 |
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kreatordxx
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fc84dd37b2
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Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
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2010-01-19 14:53:06 +00:00 |
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kreatordxx
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69305fb7f2
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Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
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2010-01-18 05:53:13 +00:00 |
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kreatordxx
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fc32bff5bc
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Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
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2010-01-17 14:42:59 +00:00 |
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kreatordxx
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3d41df6447
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For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
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2010-01-15 13:02:28 +00:00 |
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kreatordxx
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c6cbb6b9f8
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Make pause box a window
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2010-01-09 09:19:26 +00:00 |
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kreatordxx
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d7d5a8cd20
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Make escort menu a window, now the game is drawn behind it
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2010-01-09 01:56:38 +00:00 |
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kreatordxx
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624ae0b6d0
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Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
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2010-01-08 01:55:12 +00:00 |
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kreatordxx
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b6452e75b7
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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zicodxx
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7653e8ee12
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New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
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2010-01-07 00:01:36 +00:00 |
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kreatordxx
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2505f63f2b
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Put most of the remaining globals in automap.c in the 'automap' struct
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2009-12-27 12:27:44 +00:00 |
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kreatordxx
|
f0fa1c81d9
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Make listboxes into windows
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2009-12-27 05:00:45 +00:00 |
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kreatordxx
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b835361586
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Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
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2009-12-26 01:08:57 +00:00 |
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kreatordxx
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dcc375c5dd
|
Make sure the Game_wind only gets freed once when escaping demo playback
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2009-12-14 13:27:05 +00:00 |
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kreatordxx
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55f2419a09
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Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
|
2009-12-12 11:34:32 +00:00 |
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zicodxx
|
a87ae8a672
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Fixing possible string overflow while using KALI_PROCESS_NAME
|
2009-12-11 10:13:27 +00:00 |
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kreatordxx
|
19806aa7ec
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Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
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2009-12-08 11:01:36 +00:00 |
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zicodxx
|
7449e5bac7
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Removing old use of variable already_showing_info which was removed from newmenu code
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2009-12-07 14:58:59 +00:00 |
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kreatordxx
|
992648620c
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Make newmenu.c nearly identical between D1X and D2X
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2009-12-05 09:48:18 +00:00 |
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kreatordxx
|
8f9d869452
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Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
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2009-12-02 13:49:54 +00:00 |
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zicodxx
|
c72e86eeff
|
Renaming FSCALE to FIXSCALE preventing possible naming conflicts
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2009-12-01 16:45:40 +00:00 |
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zicodxx
|
4a6b3f2b8b
|
Squishing string-related bugs in Bomb display and Weapon reordering
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2009-12-01 14:50:09 +00:00 |
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zicodxx
|
f782692332
|
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
|
2009-11-30 22:42:55 +00:00 |
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zicodxx
|
621844e3f3
|
Draw Endlevel sequence with correct DepthFunc
|
2009-11-30 19:11:46 +00:00 |
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zicodxx
|
01972042d6
|
Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
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2009-11-30 14:59:37 +00:00 |
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kreatordxx
|
230989108a
|
Update to not compile redundant net_ipx.c for Mac OS X
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2009-11-30 13:04:58 +00:00 |
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zicodxx
|
62b75469dd
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Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
|
2009-11-29 16:46:13 +00:00 |
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kreatordxx
|
63147eda7d
|
Make Mac version numbers consistent, Xcode build settings tidy up
|
2009-11-29 06:02:45 +00:00 |
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zicodxx
|
6b6b66af0c
|
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
|
2009-11-28 20:57:57 +00:00 |
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zicodxx
|
0d4a53766e
|
Again making the joining safer
|
2009-11-25 00:26:26 +00:00 |
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zicodxx
|
53c19912fa
|
Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
|
2009-11-24 22:43:41 +00:00 |
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zicodxx
|
1ec38c1503
|
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
|
2009-11-24 15:20:09 +00:00 |
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zicodxx
|
34019d6414
|
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
|
2009-11-24 12:12:15 +00:00 |
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zicodxx
|
febe5d124d
|
Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.
|
2009-11-24 09:48:53 +00:00 |
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kreatordxx
|
57c71476fc
|
Only list resolutions that can actually be used, using new gr_check_mode
|
2009-11-17 14:27:39 +00:00 |
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kreatordxx
|
00347f0bcb
|
Add endian converter for demos, read shareware demos, various bugfixes to demo system
|
2009-11-15 08:22:08 +00:00 |
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kreatordxx
|
4a00fdf805
|
Read big endian savegames on little endian computers and vice versa
|
2009-10-05 02:51:37 +00:00 |
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kreatordxx
|
64ff080a66
|
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
|
2009-09-11 05:15:53 +00:00 |
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kreatordxx
|
f9e89df131
|
Make state.c more similar between D1X and D2X
|
2009-08-22 07:21:19 +00:00 |
|
kreatordxx
|
ceb4ff38fc
|
Make the game screen into a \'window\', handling events through event_process
|
2009-08-10 10:47:17 +00:00 |
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kreatordxx
|
dd8f679724
|
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
|
2009-07-01 11:35:33 +00:00 |
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kreatordxx
|
532bdc3a2f
|
Make inferno.c more similar between D1X and D2X
|
2009-05-31 07:20:26 +00:00 |
|
kreatordxx
|
692a8ffa1e
|
Add include directives for last commit (whoops)
|
2009-05-22 10:53:14 +00:00 |
|
kreatordxx
|
a1c9e3986e
|
Add new window system, not used yet
|
2009-05-21 12:16:39 +00:00 |
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kreatordxx
|
67fa9e0e49
|
Add option to force either Redbook or Jukebox to use the playing order for the game CD
|
2009-05-06 12:19:28 +00:00 |
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kreatordxx
|
bed89343af
|
Make some files more similar between D1X and D2X
|
2009-05-03 12:31:30 +00:00 |
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kreatordxx
|
19eacfa87f
|
Make sure HoardEquipped returns 1 if hoard.ham is in the Data folder, hence properly allowing hoard.ham to be in the Data folder
|
2009-05-03 12:14:16 +00:00 |
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kreatordxx
|
bf512bb9ec
|
Remove redundant conf.h directives
|
2009-04-30 13:01:31 +00:00 |
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kreatordxx
|
5d93e80473
|
Disable network support for Mac OS X for now
|
2009-04-30 12:30:14 +00:00 |
|
zicodxx
|
fb112d7dfb
|
Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
|
2009-04-09 07:41:30 +00:00 |
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zicodxx
|
b3bf4813df
|
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 |
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zicodxx
|
8da36f8873
|
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 |
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kreatordxx
|
b537639fac
|
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 |
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zicodxx
|
ec28629cc3
|
Small positional correction for homing-warning bitmap
|
2009-02-23 10:21:25 +00:00 |
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zicodxx
|
984e0c053f
|
Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
|
2009-02-23 10:15:23 +00:00 |
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zicodxx
|
6d018dc5fc
|
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
|
2009-02-22 10:53:10 +00:00 |
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zicodxx
|
03db82be7d
|
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
|
2009-02-17 11:34:16 +00:00 |
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zicodxx
|
084295bf96
|
Made connect-state handling in kmatrix flow even more failsafe
|
2009-02-15 19:12:16 +00:00 |
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zicodxx
|
80084bb032
|
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
|
2009-02-15 19:03:57 +00:00 |
|
zicodxx
|
1ec572c7d1
|
When creating new player, make sure string is long enough for use with players dir
|
2009-02-09 10:59:59 +00:00 |
|
zicodxx
|
487fed2fbd
|
Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
|
2009-02-09 10:52:42 +00:00 |
|
zicodxx
|
256a60b1ce
|
Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
|
2009-02-08 12:55:50 +00:00 |
|
zicodxx
|
33e2375db3
|
Fixed connect-state mess in order of kmatrix flow
|
2009-02-08 12:49:27 +00:00 |
|
zicodxx
|
eea393c935
|
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
|
2009-02-06 09:40:00 +00:00 |
|
zicodxx
|
8d5657b472
|
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
|
2009-02-03 10:56:22 +00:00 |
|
zicodxx
|
98fe14c6d8
|
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
|
2009-02-02 09:02:29 +00:00 |
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zicodxx
|
8e7fe53610
|
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
|
2009-02-02 08:49:58 +00:00 |
|
zicodxx
|
4d59723cc2
|
Added Packet-loss prevention code for Netgames
|
2009-01-31 23:47:15 +00:00 |
|
zicodxx
|
b8ae980f86
|
New level render order for better seperation and blending between transculent level geometry and sprites
|
2009-01-30 11:50:25 +00:00 |
|