Chris Taylor
4cc801f42f
Remove calls to window_close(Game_wind) when game finished or over
...
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-08 21:08:50 +08:00
Kp
515476f02b
Propagate constant third parameter of call_object_create_egg
2016-12-05 00:26:11 +00:00
zico
ffb68756e3
Changed handling of scrape_player_on_wall(), preventing it to occur multiple times per frame.
2016-12-02 13:37:08 +01:00
Kp
495bf624d2
Shorten collide_weapon_and_controlcen hitobj test
2016-11-19 17:24:54 +00:00
Kp
1f929796c3
Fix excess fusion reflection
2016-11-19 17:24:53 +00:00
Kp
8c4d24ea6f
Shorten collide_robot_and_weapon hitobj test
2016-11-19 17:24:53 +00:00
Kp
33bba1fa61
Map boss-gated robots across players
2016-10-29 23:16:16 +00:00
Kp
2b9a86abe3
Factor out buddy hints about invulnerable boss
2016-10-29 23:16:16 +00:00
Kp
25f5fc231a
Pass player_info to add_points_to_score
2016-10-15 00:53:19 +00:00
Kp
31d2b5cfb2
Use correct get_*_id function for collide_robot_and_weapon
2016-10-07 02:08:56 +00:00
Kp
815a26f32d
Expand and cache various uses of get_local_plrobj()
2016-10-02 00:34:48 +00:00
Kp
1dcacefc9c
Pass player object to check_trigger
2016-10-02 00:34:47 +00:00
Kp
038a6e3261
Pass player powerup_flags to wall_hit_process
2016-10-02 00:34:46 +00:00
Kp
a62cc369ab
Expand get_local_player_shields
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp
ce65735c04
Expand get_local_player_flags
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp
6a3ded191f
Move EDITOR to dxxsconf.h; rename to DXX_USE_EDITOR
...
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library. Move it to dxxsconf.h to
shorten the command line.
This is a mostly automated transform, but the changes to SConstruct were
manual.
git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
2016-09-11 18:49:16 +00:00
Kp
c484c55153
Expand get_local_player_invulnerable_time
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-08-28 22:41:49 +00:00
Kp
8248438ffa
Move Omega_charge to player_info
2016-08-28 22:41:47 +00:00
Kp
ee1003f29f
Move conditionally compiled code into namespace dsx
2016-08-25 04:05:32 +00:00
Kp
ea65c74ba9
Move last_player_bump into player_info.Last_bumped_local_player
2016-07-25 03:48:08 +00:00
Kp
f671e6781d
Narrow scope of random vectors
2016-07-24 04:04:25 +00:00
Kp
99bbd0cf26
Mark global constants as constexpr
...
s/^const \([^*]*=.*;\)/constexpr \1/
2016-07-23 04:10:42 +00:00
Kp
a1f67167ce
Use static_cast for check_effect_blowup
2016-07-06 01:54:25 +00:00
Kp
15f2471be0
Cache reference to local player shields
2016-07-03 00:54:16 +00:00
Kp
96b258e958
Cache reference to local player flags
2016-07-03 00:54:15 +00:00
Kp
5b437592b0
Simplify test for vulcan|gauss
2016-06-12 03:45:36 +00:00
zico
416ea963c8
When building D2X, before dropping Vulcan ammo check for presence of Gauss cannon, too.
2016-06-06 15:43:38 +02:00
Kp
ae7e808a24
Factor out apply_force_damage calls to apply_damage_to_robot
2016-04-23 17:59:47 +00:00
Kp
5f51e4d683
Fix ordering of collide_player_and_controlcen arguments
2016-04-23 17:59:47 +00:00
Kp
3677e7036e
Pass object &to collide_player_and_powerup
2016-04-23 17:59:47 +00:00
Kp
b3d40ff5c4
Pass object_base &to drop_missile_1_or_4
2016-04-23 17:59:47 +00:00
Kp
4153c65f57
Pass object_base &to maybe_drop_primary_weapon_egg
2016-04-23 17:59:47 +00:00
Kp
5682d9f7d7
Simplify boss weapon matter test
2016-04-23 17:59:47 +00:00
Kp
a6ad28c255
Pass object_base &to do_boss_weapon_collision
2016-04-23 17:59:47 +00:00
Kp
e2fce58d6d
Pass object_base &to collide_robot_and_controlcen
2016-04-23 17:59:47 +00:00
Kp
2fb0e77028
Simplify collide_robot_and_controlcen
...
Caller collide_two_objects swaps the inputs to ensure A.type <= B.type.
OBJ_ROBOT = 2, OBJ_CNTRLCEN = 9, so A will always be the robot and B
will always be the controlcen. Rename the parameters accordingly. Add
assert statements to check this.
2016-04-23 17:59:47 +00:00
Kp
34d2c5b8e2
Pass object_base &to collide_weapon_and_clutter
2016-04-23 17:59:47 +00:00
Kp
a1dac4c254
Pass object_base &to collide_player_and_marker
2016-04-23 17:59:47 +00:00
Kp
a152ef009b
Pass object_base &to maybe_kill_weapon
2016-04-23 17:59:47 +00:00
Kp
7ea89fda9f
Pass object_base &to bump_one_object
2016-04-23 17:59:47 +00:00
Kp
835a9f33d9
Pass object &to collide_robot_and_wall
2016-04-23 17:59:47 +00:00
Kp
3828b8ec96
Simplify bump_two_objects conditional
2016-04-06 03:34:14 +00:00
Kp
0c299248d4
Pass object &to apply_damage_to_player
2016-04-06 03:34:14 +00:00
Kp
27cef20eb3
Move namespace dsx handling to dsx-ns.h
2016-03-19 19:08:10 +00:00
zico
901a554e96
New powerup management code: Addeed functions and packet type to keep track of original and current level inventory as well as player and thief inventories. Calling maybe_drop_net_powerup() for all ammo based weapons except Concussion missiles. Limiting maybe_drop_net_powerup() to only spawn items missing from initial level inventory. Added function to let host respawn items that were lost for whatever reason. Expanded maybe_drop_net_powerup() and child functions to be able to drop item based on a random player. Changed back maybe_drop_secondary_weapon_egg() to its original behavior, dropping 3 of each type max.
2016-02-25 14:11:08 +01:00
zico
4ef50976ed
Revised a055aecee5
. Removed secondaries cap for Multiplayer but restared for Singleplayer (for gameplay/balance). Limit could be restored for Multiplayer if levels were otherwise properly repopulated (planned)
2016-02-15 13:05:17 +01:00
zico
a055aecee5
Apply count cap in maybe_drop_secondary_weapon_egg to bombs only
2016-02-14 12:49:45 +01:00
zico
ed25a5c38d
Eliminate frame dependent damage with blast weapons - as seen in DXX-Retro 532f271af26d6341563d3763d5bb2dce33de7582
2016-02-14 12:15:30 +01:00
Kp
553b313099
Use vwallptr
2016-02-12 04:02:28 +00:00
Kp
e283a22709
Use enum class for check_volatile_wall
2016-01-29 04:05:47 +00:00