Commit graph

887 commits

Author SHA1 Message Date
zicodxx 031420cf74 Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program 2011-02-10 15:30:08 +01:00
zicodxx 5bac68c5c8 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 14:09:10 +01:00
zicodxx 7b5102a0f9 Fixed memory leak produced by drawing circles and disks 2011-02-09 17:18:35 +01:00
zicodxx 0c0a55e65b Fixed little memory issue while playing movies introduced by overhaul of window closing 2011-02-09 16:52:13 +01:00
zicodxx 753178a30f Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code 2011-02-09 12:58:32 +01:00
zicodxx 488c44f9cf 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 14:25:37 +01:00
zicodxx c7a65c9313 Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.) 2011-02-03 11:48:27 +01:00
zicodxx 7f49e118da Corrected values for gr_ubox while drawing a window_view to not mess up at some widescreen resolutions 2011-02-03 01:10:30 +01:00
zicodxx fbf27484f1 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 01:05:06 +01:00
zicodxx 3c9c7af995 Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining 2011-02-02 23:51:34 +01:00
zicodxx 21836c5c6b After rendering Reboot reticle, reset glLineWidth to default value again 2011-02-02 02:12:05 +01:00
zicodxx 96782e092a 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 01:36:49 +01:00
zicodxx 518e01fbe8 In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind 2011-01-26 11:55:47 +01:00
zicodxx fd740500c1 Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls 2011-01-24 21:51:08 +01:00
zicodxx 3a91bdb89d Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop 2011-01-24 20:37:47 +01:00
zicodxx 4f160df96e Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too 2011-01-24 15:26:08 +01:00
zicodxx ee56fead58 For new player, set ReticleSize to 0 which is the smallest size 2011-01-23 18:21:13 +01:00
zicodxx 0fac02ecee Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement 2011-01-23 11:59:48 +01:00
zicodxx 169df35455 Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long ago 2011-01-23 09:57:52 +01:00
zicodxx 4e3eeee326 Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day 2011-01-22 21:43:21 +01:00
zicodxx 37f59aa896 in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense 2011-01-22 18:46:08 +01:00
zicodxx da43cc7d37 Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw) 2011-01-22 18:14:16 +01:00
zicodxx 78569ea1bc Fixed small issue parsing killreactor command in Multiplayer 2011-01-22 17:56:25 +01:00
zicodxx 5eb05548c3 Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb counts 2011-01-22 13:30:20 +01:00
zicodxx 3046fcf7dd Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that 2011-01-21 17:45:29 +01:00
zicodxx 33d3b1c6a8 Added a simple random function for the Jukebox; Removed one small printf I once added for debugging 2011-01-20 12:17:30 +01:00
zicodxx e60a7e1bca Additional commit for last revision - didn't selected all files properly 2011-01-19 21:52:01 +01:00
zicodxx 9f6cbc8c6c Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth 2011-01-19 21:35:14 +01:00
zicodxx fd53a1264b On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names 2011-01-19 19:55:38 +01:00
zicodxx 16f2b23fe2 Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed 2011-01-19 12:22:01 +01:00
zicodxx a1f7da133e Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com> 2011-01-19 02:19:17 +01:00
zicodxx 931d134357 Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack 2011-01-19 00:07:10 +01:00
zicodxx 9cace92b4e In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode 2011-01-18 19:43:07 +01:00
zicodxx ab79094700 Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up 2011-01-18 15:53:28 +01:00
zicodxx c0864b71a9 Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global 2011-01-18 14:37:19 +01:00
zicodxx 59344482e3 Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits 2011-01-17 21:00:52 +01:00
zicodxx 65aeb5a291 opengles variable in SConstruct could be activated by command-line argument opengl 2011-01-17 19:27:55 +01:00
Chris Taylor eca34c30f5 Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet) 2011-01-17 22:42:18 +08:00
zicodxx d5ac0af494 Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit mode 2011-01-17 15:00:26 +01:00
Chris Taylor 335a99eedc Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show() 2011-01-17 16:11:24 +08:00
Chris Taylor 7651a43b70 No referring to non-existent ogl_maxanisotropy for non-OGL build 2011-01-17 12:38:32 +08:00
Chris Taylor b64794e1b4 Still send idle events when receiving SDL joystick events, fixing possible joystick issues 2011-01-17 12:17:21 +08:00
zicodxx acb1494124 in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps 2011-01-16 19:33:41 +01:00
zicodxx af651ac749 Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be 2011-01-16 11:55:31 +01:00
zicodxx a4e07c142b For more consistency to original game, show descent(b).pcx before pilot selection if available; Generally use PATH_MAX for filename arrays in titles code 2011-01-16 11:39:46 +01:00
zicodxx e5fc130b82 When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly 2011-01-16 02:09:47 +01:00
zicodxx 025a6c3951 Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again 2011-01-16 01:50:42 +01:00
zicodxx a52875f96e Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk() 2011-01-15 20:51:17 +01:00
zicodxx 5b899ad0fd main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc() 2011-01-15 13:51:21 +01:00
zicodxx c0dfe46173 Fixed some compiler warnings 2011-01-15 00:33:13 +01:00
zicodxx 0d997ed81a Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console 2011-01-14 22:56:00 +01:00
zicodxx 3b60012a2d Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts 2011-01-14 21:32:53 +01:00
zicodxx 8a10ec4238 Added feature to optionally disable friendly fire in Team and Coop games 2011-01-14 19:48:48 +01:00
zicodxx ba74b14753 When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit 2011-01-14 17:54:31 +01:00
zicodxx 2ba4206e15 Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value für closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be 2011-01-14 17:15:30 +01:00
zicodxx c8f4140bd6 In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE 2011-01-14 15:13:29 +01:00
zicodxx eeecf4016e Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed 2011-01-14 14:29:08 +01:00
Chris Taylor 030aef43e3 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) 2011-01-14 17:51:13 +08:00
zicodxx aca6890bd4 Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1 2011-01-11 01:26:14 +01:00
zicodxx 02c5c1bda9 Reverted most of the last commit - didn't work well when timer was updated too frequently 2011-01-11 00:37:45 +01:00
zicodxx 4026c8a73a In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2() 2011-01-10 22:59:00 +01:00
zicodxx 4b008cece1 Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code 2011-01-10 20:40:55 +01:00
zicodxx 39e956e2bc Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator and Guided Crosshair; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk 2011-01-10 16:12:04 +01:00
zicodxx 09da4f9f51 Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY 2011-01-09 19:45:14 +01:00
zicodxx adad856f38 Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function 2011-01-09 17:51:48 +01:00
zicodxx eac593a047 Fix for rev968: my_pnum must be defined static 2011-01-09 17:09:29 +01:00
zicodxx bea0daf3e8 Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all) 2011-01-09 14:19:01 +01:00
zicodxx d14ae4ea2b Draw FlightSim Reticle on Automap display, too; Fixed small glitch showing Vulcan/Gauss ammo in alt hud mode on all cockpit modes instead of CM_FULL_SCREEN only 2011-01-06 14:56:26 +01:00
zicodxx 449a5dffb1 Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag 2011-01-06 12:43:58 +01:00
zicodxx 0a08eacae6 Fixed but in object to object_rw conversion - if a bot is not dead, leave dying_start_time at 0 as anything else would kill it 2011-01-06 00:28:43 +01:00
zicodxx 307d92c644 Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature 2011-01-04 11:43:37 +01:00
zicodxx 8e23a0b452 More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd2x-rebirth' no matter if OpenGL or not 2011-01-03 11:42:53 +01:00
zicodxx 281c9668bb Moved NoRedundancy, MultiMessages and NoRankings toggles from GameArg to PlayerCfg to be set via Misc Options 2011-01-03 02:01:26 +01:00
zicodxx 3adc5fe77a Saving weapon keys in PLX like in D1X-Rebirth; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values 2011-01-03 01:09:09 +01:00
zicodxx 8dcbb3bd81 Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus; Fixed small typo for mouse.h include in credits.c 2011-01-02 18:07:44 +01:00
zicodxx 8a202f04ed Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen 2011-01-02 12:25:51 +01:00
zicodxx 8c8216c1f3 Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable 2010-12-30 23:36:41 +01:00
zicodxx 6e81498a86 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 19:11:10 +01:00
Chris Taylor f755a5e030 Make the keypad info display into a window 2010-12-28 12:29:42 +08:00
Chris Taylor 2fa153489c Move main/editor to editor and move headers to include/editor, like d1x 2010-12-28 11:21:43 +08:00
zicodxx f429c8c1ea Disabling IPv6 support for OS X since in Snow Leopard it's buggy, making all Multiplayer pretty much impossible - re-activating soon as proper patches from Apple are in sight 2010-12-24 10:06:38 +01:00
Chris Taylor 5cbfece8c4 Copy some editor stuff from d1x-rebirth to d2x-rebirth, like use of the OS native cursor 2010-12-24 12:34:30 +08:00
zicodxx 535edf0691 Align timer_delay for credits so the song (midi or redbook) should at least be heard once 2010-12-23 23:38:33 +01:00
zicodxx a1c830a92b Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame; Fixded joinign games - GameID was sent for full game info, not lite info 2010-12-23 22:42:26 +01:00
Chris Taylor b82e1c9c61 Put event_process() in ui_mega_process(), getting editor to (mostly) work 2010-12-22 22:14:46 +08:00
zicodxx 5172e33d84 in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds 2010-12-22 14:55:26 +01:00
Chris Taylor 2b5fc26cff Fix warning for deliberate GameTime64 wrap; change GameTime to GameTime64 for editor 2010-12-22 17:48:00 +08:00
zicodxx ce0930184d added hitobj_list to struct laser_info to get a bit cleaner code 2010-12-22 10:41:25 +01:00
Chris Taylor 22102a3c23 Activate EDITOR for Mac OS X in Xcode, d2x target; fix some warnings and errors 2010-12-22 10:56:28 +08:00
zicodxx fe84fa3a9a Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion 2010-12-22 01:17:59 +01:00
zicodxx 70e43722e1 In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors 2010-12-22 01:11:14 +01:00
Chris Taylor c00d35f0eb Activate EDITOR for Mac OS X in Xcode, d2x target; fix some warnings and errors 2010-12-21 11:35:50 +08:00
zicodxx 3bcb0ecdde 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 00:18:17 +01:00
Chris Taylor 3ef5dff1a6 Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though) 2010-12-05 21:51:34 +08:00
zicodxx 4927b1c680 Changed another WIN32 to _WIN32 to avoid accidentially compiling with WORDS_BIGENDIAN when using VisualC 2010-12-04 21:59:07 +01:00
zicodxx 4956e746a2 When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed 2010-12-04 16:52:00 +01:00
Chris Taylor 61586a8d26 Set a bogus sound when a sound is skipped in gamedata_read_tbl and don't let piggy_close free it 2010-12-04 13:45:43 +08:00
zicodxx 3ccde930c3 Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping 2010-12-03 01:09:46 +01:00
zicodxx cc8296b175 When Quitting is called in standard_handler disable Autodemo if active 2010-11-30 23:45:10 +01:00
Chris Taylor 47236b142f Add missing stuff to get it to build on Mac OS X; turn fullscreen off when showing a messagebox for Mac 2010-12-01 00:00:46 +08:00
zicodxx e883f01ec9 Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdout 2010-11-30 13:46:23 +01:00
zicodxx 83a955976f Little fixes for rev950 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp 2010-11-30 12:20:09 +01:00
zicodxx acac225493 Large improvement for _WIN32 native MIDI code by TURRICAN0: supprt for HMP track loop, seamless song looping, GS reset, pausing/resuming midi, volume control for each MIDI channel; Set GameArg.SndDisableSdlMixer automatically if compiled without SDL_mixer support; On _WIN32 play HMP natively again 2010-11-28 16:49:40 +01:00
zicodxx 13c1093ca1 Added missing brackets gone missing in r936 2010-11-28 16:08:11 +01:00
Chris Taylor 4fa20a3d9f Add support for OS native error/warning boxes, only implemented for Mac for now 2010-11-28 20:08:29 +08:00
zicodxx 12e26b2d08 in do_powerup added check for distance of other players to powerup object to make redundant pickups less likely 2010-11-28 12:08:16 +01:00
zicodxx a49ccb9dd7 In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs) 2010-11-28 01:02:05 +01:00
zicodxx b43832c285 If -verbose or -debug is set, write gamelog.txt unbuffered for a higher chance to get messages there in case of a crash; Totally supress messages in stdout/err.txt on _WIN32 2010-11-26 13:15:56 +01:00
zicodxx 4b62b03c6a Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well. 2010-11-26 12:50:18 +01:00
zicodxx 3042de6649 When adding data from net_udp_send_mdata_direct to noloss queue, use data_len as length of data stream - not len which is longer and would then cause storing garbage 2010-11-25 14:17:28 +01:00
zicodxx 47e07da70a When verifying objects, do not necessarily check for controlcen as it's not necessarily there in some anarchy missions 2010-11-23 16:16:36 +01:00
zicodxx 182107ebce changing max UDP size again - increasing to 576 - should still be safe 2010-11-23 16:12:09 +01:00
zicodxx 7c3cf3be4c reducing max buffer size of an UDP packet from 1024 to 512 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used 2010-11-23 01:26:57 +01:00
zicodxx c1f7442f23 Took over variable VerifyPlayerJoined for UDP protocol usage as well to get object and extra packet sending in order as well as regulary resending UPID_SYNC for latecoming players. Should resolve problems when joining already running UDP games 2010-11-22 22:44:03 +01:00
Chris Taylor 33377d0d2e If it can't find descent2.hog/d2demo.hog, still print some useful info 2010-11-22 21:11:24 +08:00
Chris Taylor dc85211d37 Make sure read_m3u won't read past the end of the buffer, causing a crash 2010-11-22 20:49:44 +08:00
zicodxx b860b2826f When checking for redundant messages in HUD display, compare new message to most recent one for locking and check whole list only for messages marked with HM_REDUNDANT. This will show all messages in correct order while keeping redundancy-prone messages from looping infinitely 2010-11-21 21:20:00 +01:00
zicodxx e93c32963b For fresh configuration set Redbook music as default for Mac, Builtin music for all others 2010-11-21 13:02:58 +01:00
zicodxx 1482048152 Created function PHYSFSX_isNewPath to check wether given path has already been added to Searchpath or not; Used PHYSFSX_isNewPath for menu browsing code instead it's own implementation; Using PHYSFSX_isNewPath for Jukebox directory, too to make sure Jukebox will not accidentially remove Game content depending on user selection; Also only keep Jukebox directory added until files are stored to prevent any other file present in this path can override or add anything to the game 2010-11-21 12:55:35 +01:00
Chris Taylor 53eef82836 Make sure read_m3u won't read past the end of the buffer, causing a crash 2010-11-13 13:11:25 +08:00
zicodxx cea9239f88 When running out of memory slots, do not try to print detailed info as it will only call a negative array index 2010-11-09 17:45:25 +01:00
zicodxx 11b73f68a7 In multi_consistency_error check for Game_wind before trying to set it in/visible - just for safety 2010-11-09 11:53:19 +01:00
zicodxx 017a9cab5b In DropOrb PLAYER_FLAGS_FLAG-bit was not removed before calling multi_send_flags which would draw the HUD-box even if player ejected all Hoard orbs 2010-11-09 00:28:22 +01:00
zicodxx 583d035b89 Apply transparency to Hoard Orb if effect activated 2010-11-08 23:39:53 +01:00
zicodxx ca312dd5bb In case listbox strings are too long for screen, fit box width to screen width, shorten strings and add a scroll effect to selected item 2010-11-01 13:42:36 +01:00
zicodxx 49de81d9e7 Text string for level music was made smaller some time ago so BROWSE_TXT_SHRT basically became obsolete - removed it now and show BROWSE_TXT instead 2010-10-30 01:29:58 +02:00
zicodxx 6b0e57bed9 Make songs playing at end briefings loop, like they used to in the original game 2010-10-30 01:09:14 +02:00
zicodxx ae22f8e037 Instead of writing converted MIDI to file, write to buffer so it can be played directly 2010-10-29 17:40:42 +02:00
Chris Taylor e57ffac570 Fix errors for Mac OS 9, Mac OS X 'd2x' target builds again 2010-10-16 18:57:50 +08:00
zicodxx 283172aff6 Added format arguments to all printf, sprintf and snprintf calls missing them to prevent warnings/errors with some distributions of gcc 2010-10-14 16:46:20 +02:00
zicodxx 7157fae1f4 Fixed compilation of menu.c when USE_SDLMIXER is not defined 2010-10-14 11:50:11 +02:00
zicodxx 8d5bb09e09 Use dynamic PhysicsFS library again to fix linking errors 2010-10-14 00:05:49 +02:00
Chris Taylor 846699a2e6 Fix errors for Mac OS 9, Mac OS X 'd2x' target builds again 2010-10-10 18:48:24 +08:00
Chris Taylor 9a38349caa Use dynamic PhysicsFS library again to fix linking errors 2010-10-10 18:08:42 +08:00
kreatordxx e2efd34d30 Enable exit sequence song for D2X (not available via Redbook) 2010-09-26 14:22:55 +00:00
kreatordxx ba7d0513c3 Add support for M3U playlists, tweak 'Jukebox playing' message so it shows the end of the path when truncating 2010-09-26 13:15:20 +00:00
zicodxx 4a573f0a1d fullpath variable was missing for _WIN32 2010-09-25 13:55:22 +00:00
kreatordxx e6169f17f9 Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code 2010-09-25 03:35:23 +00:00
kreatordxx eaa9d5f3c1 To fix Dravis's head in endgame debriefing, don't remap the colours and read compressed .bbm bitmaps properly (both my bad) 2010-09-19 13:33:22 +00:00
kreatordxx bf11555143 Pass -1 instead of 255 as the colour to ogl_ubitmapm_cs when drawing savegame previews, to make sure a black rectangle isn't drawn instead 2010-09-19 11:53:39 +00:00
kreatordxx cdf8d247cd Increment version to 0.56.0 for Mac OS X, marking release point 2010-09-17 11:36:46 +00:00
kreatordxx 347a76bd44 Don't let the teleport sound get cut out by Game_wind being hidden when going to a secret level 2010-09-17 11:09:57 +00:00
kreatordxx b0444fb77a Put in a note that a restart is required when changing the texture filter level (remove later when it isn't) 2010-09-17 11:06:48 +00:00
kreatordxx 8172c34f7f Link to PhysicsFS static library and use header from source for Mac OS X 2010-09-17 10:44:21 +00:00
kreatordxx 25a5afd49e Set default Jukebox music paths to original Redbook music in iTunes for Mac OS X 2010-09-17 10:14:37 +00:00
kreatordxx 9b47f46e5c Enable IPv6 for Mac OS X 2010-09-17 09:44:45 +00:00
zicodxx 155c378c80 Removed Fusion_last_sound_time and made Fusion_next_sound_time static inside FireLaser() with it's own fallback function for bogus timer values - should make this code insusceptible against errors - last but not least: minus two globals 2010-09-04 09:22:07 +00:00
zicodxx 4f5aa4ea1b In briefing_init() init robot angles properly because in show_spinning_robot_frame() robot_angles.h is incremented only but not initialized 2010-09-04 08:17:54 +00:00
zicodxx e73dfb1266 Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds 2010-09-03 21:49:39 +00:00
zicodxx 5923bce64d When opening music file via filehandle, made sure buffer is freed after playing to prevent major memory leakage 2010-09-02 14:00:26 +00:00
zicodxx 6e39b9f25b Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension 2010-09-02 13:58:06 +00:00
zicodxx 099c8cf86f Rewrote code to control Texture Filtering a little so it's easier to apply Mipmaps for different parts of the game independently; Made Movie Filtering a menu option which must be enabled seperately; Added Movie Subtitles toggle to misc game options 2010-09-02 13:55:28 +00:00
kreatordxx 466f51e8f5 On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t 2010-09-02 00:07:37 +00:00
zicodxx e34035ec05 in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default 2010-09-01 17:01:51 +00:00
zicodxx 7e51471eb2 Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication 2010-08-31 13:25:45 +00:00
kreatordxx 66d16a928b In select_file_recursive handle paths relative to the current write directory correctly 2010-08-28 02:46:54 +00:00
kreatordxx 81e82d694c Make define of MEM_K apply to non-debug builds as well (whoops) 2010-08-28 01:13:01 +00:00
zicodxx 31ddede5ab In list_dir_el make sure PHYSFS_getRealDir won't give NULL to strcmp which will happen for files located in a Windows root directory 2010-08-27 21:16:43 +00:00
zicodxx 9d9bc567f7 In select_file_handler properly initialize newpath preventing memory errors and crashes 2010-08-27 20:32:05 +00:00
zicodxx aff0187d79 Moving upwards definition of MEM_K so it's not restricted to \!NDEBUG; Initialized **i in list_dir_el properly to silence gcc when compiling 2010-08-27 15:43:24 +00:00
kreatordxx 55871bba3e Add path browsing feature to make song file/directory selection easier 2010-08-27 14:09:19 +00:00
kreatordxx fd5ff122ba When 'force descent ][ cd track order' is chosen, play and loop the credits track after the title track for Jukebox too 2010-08-25 00:40:55 +00:00
zicodxx 9e4ea7f92d Overhauled detection of TEX/TXB files for Briefings and Endings 2010-08-24 14:02:38 +00:00
kreatordxx 89da3a0eb7 For Redbook, play the credits track after the title track like original Descent 2 did 2010-08-23 11:29:45 +00:00
kreatordxx 39fd679cb9 Use more reliable Mix_LoadMUS for music in directory searchpaths, so WAVE's and MP3's are correctly loaded (probably others) 2010-08-22 13:27:47 +00:00
zicodxx b23226a92d Moved levelnum-sanity-check in game_param_handler so it will be checked when screen is changed to allow entry of secret levels (which does not work in D2X-Rebirth - it's only done for code similarity); added menu item START GAME for consistency and added proper subtitle for game setup page 2010-08-22 09:25:24 +00:00
zicodxx 6c61d30ffa Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller 2010-08-21 17:08:53 +00:00
zicodxx 9a42f9ca8b Bind WM-Icon to application 2010-08-21 06:51:13 +00:00
zicodxx 47255f4e31 For each Music playback system defining own volume scaling definition which was wrong for SDL_mixer 2010-08-19 15:54:19 +00:00
zicodxx 709496a932 Removed processing of HandleVRKey() as this code is not usable anymore and blocks some system keys (removal of general VR-code will follow later) 2010-08-19 13:49:46 +00:00
zicodxx a23618f961 Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code 2010-08-19 13:32:33 +00:00
zicodxx 455136bb19 Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support 2010-08-17 14:59:57 +00:00
zicodxx 3baac0b592 Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips 2010-08-16 19:59:41 +00:00
zicodxx 9dfab660e6 Updated docs to add new OGG Soundtrack created by Brandon Blume 2010-08-16 17:21:13 +00:00
zicodxx cb933f9f80 When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctly 2010-08-16 11:50:37 +00:00
zicodxx 4b0c86f36d Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs 2010-08-15 06:57:51 +00:00
kreatordxx b55a717112 Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug 2010-08-14 02:26:18 +00:00
zicodxx 4f0d1c4cfb The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue 2010-08-11 16:25:58 +00:00
zicodxx cfc7e49837 Cleaned and simplified includes to fix possible and actual problems with PATH_MAX 2010-08-09 19:19:36 +00:00
kreatordxx 4e238f2005 Add 'Resources' in .app bundle to searchpath for Mac; move bigger functions from physfsx.h to physfsx.c; resolve conflict with definition of 'bool' 2010-08-09 14:04:22 +00:00
kreatordxx afb0c08a1e Between event sending, exit event_process if front window is different, fixing netgame joining problem introduced with commit on 20100731 2010-08-06 06:49:45 +00:00
zicodxx 9f25721f8a When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index 2010-08-03 15:03:56 +00:00
zicodxx 651e6db699 Fixed automap marker info as well as misleading text defines 2010-08-01 19:08:26 +00:00
zicodxx e8c22880b9 If mouse_toggle_cursor is set to activate, do not toggle ursor visibility as mouse_update_cursor_and_grab might decide it should be hidden 2010-08-01 17:46:13 +00:00
zicodxx fd32ea98c4 Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music 2010-08-01 17:42:38 +00:00
kreatordxx 7f93792249 For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion 2010-07-31 12:09:38 +00:00
zicodxx c50081f72c Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab 2010-07-30 17:59:21 +00:00
zicodxx 48b60f63a8 restricted parsing of sdl-config to *NIX and Mac builds as it's static on Win32 anyways; added verbosebuild as SCons option to print out all compiler/linker messages 2010-07-30 07:34:33 +00:00
zicodxx 7b1bfbbf2c Removed leftover of mouse grabbing from set_screen_mode - forgot to do this in rev1192 2010-07-29 21:28:53 +00:00
zicodxx 808dbae5ed Using rather sane values for gluPerspective - fixing Z-Fighting bugs on Intel chips; in Fullscreen toggle, always apply new viewing values independent of Screen_mode 2010-07-29 20:19:52 +00:00
kreatordxx db15309f5f Tidy up use of set_screen_mode 2010-07-29 08:30:46 +00:00
zicodxx 100cbe51cb 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 9f5860a54a Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized 2010-07-27 20:42:54 +00:00
zicodxx 406a599aeb Fixing bug in MIDI header - format was written in size of int instead of short 2010-07-27 20:16:39 +00:00
zicodxx 0e0b04c138 Fixing automatic mouse release function - still this does not seem to work in every case 2010-07-27 19:42:28 +00:00
kreatordxx 1f6e72f781 Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h 2010-07-27 11:41:43 +00:00
zicodxx 3a67eed1a8 Overhauling showing/grabbing cursor and also taking care of case if program looses focus; store old_delta_x/y in mouse info structure 2010-07-26 18:10:21 +00:00
kreatordxx c7da78f144 Fix crash caused by last commit (whoops) 2010-07-25 02:43:22 +00:00
kreatordxx 961fd2b1b8 For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memory 2010-07-25 02:30:53 +00:00
kreatordxx 936f46fbeb Rewrite quit system, fixing *many* bugs with it :P 2010-07-25 01:22:44 +00:00