Commit graph

935 commits

Author SHA1 Message Date
zicodxx 43e3be131c Keep copyright information up to date 2011-07-19 11:36:12 +02:00
zicodxx d850bcc14e Properly call multi_leave_game() when host leaves multi game to let clients exit smoothly 2011-07-19 11:30:21 +02:00
zicodxx c8b7f65809 Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for example 2011-07-16 16:02:20 +02:00
zicodxx 5c660b3a2d Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions 2011-07-16 11:36:36 +02:00
zicodxx 497dfd0b09 properly check and fix viewMatrix in free flight auotmap 2011-07-15 16:01:37 +02:00
zicodxx 632f001f16 Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this 2011-07-15 11:46:04 +02:00
zicodxx 77f0edf8ac Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings 2011-07-15 10:43:01 +02:00
zicodxx 83f64ec080 When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage 2011-07-14 13:36:24 +02:00
zicodxx cf23e6bb24 Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis 2011-07-13 23:26:42 +02:00
zicodxx 8bc5fd54a1 Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables 2011-07-12 15:34:47 +02:00
zicodxx 387645f7c8 Add fallback routine from D2 source in wall_frame_process() to automatically set open-flag if wall state is set to opened 2011-07-12 00:08:55 +02:00
zicodxx c4c93e5cf1 Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables 2011-07-10 01:09:40 +02:00
zicodxx e8a1f903f9 Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one 2011-07-09 21:39:19 +02:00
zicodxx dbdf7e27dc Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list 2011-07-08 01:23:41 +02:00
zicodxx 1bc5378f78 Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup() 2011-07-04 11:23:50 +02:00
zicodxx 53fca9dd44 When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel angles 2011-07-02 22:48:10 +02:00
zicodxx 2da37871b8 Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed 2011-07-01 01:01:06 +02:00
zicodxx 4fcfe5618c changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly 2011-06-30 12:23:38 +02:00
zicodxx 66978064d1 Due to design issue in demo system initial recording of doors could place same texture on front and back sides of doors - fixed as good as possible (wish I could expand the demo format) 2011-06-29 14:53:42 +02:00
zicodxx 3be8070aa5 Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity 2011-06-28 22:00:41 +02:00
zicodxx 13fe431c7b Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss 2011-06-28 09:16:21 +02:00
zicodxx 8c0c5d4d81 when entering secret level reset Control_center_destroyed when we start the level and not in between as it will break sending endlevel packets 2011-06-27 18:17:04 +02:00
zicodxx 71caea4ee2 Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake... 2011-06-24 13:09:39 +02:00
zicodxx a605c03076 For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion 2011-06-23 09:50:14 +02:00
zicodxx e26a5bb354 PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine 2011-06-23 09:23:53 +02:00
zicodxx ad850557ca in compute_light_emission() handle RT_NONE for delayed explosion fireballs 2011-06-20 11:30:11 +02:00
zicodxx fa85aa820d By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges 2011-06-17 00:33:42 +02:00
zicodxx df59103290 Condition for sound sample number for SOUND_CHEATER was reversed between Shareware and Full Release content 2011-06-13 17:22:13 +02:00
zicodxx bff27ec4fd reverted changes in lighting.c from last commit - was not meant to go into main code, only for testing... 2011-06-09 11:31:03 +02:00
zicodxx 24b8426dd5 Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light 2011-06-09 10:28:55 +02:00
zicodxx 425eef904d Definition of dynlight_time should have been static to archive timed light calculations 2011-06-07 17:31:45 +02:00
zicodxx 96c6458eb8 For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf 2011-06-06 21:17:16 +02:00
zicodxx ed5cefb117 For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf 2011-06-06 16:33:10 +02:00
zicodxx 856ac49a7b for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more 2011-06-04 22:50:35 +02:00
zicodxx 5d1cf695e2 Fix weapon selection sounds fpr pc shareware and do not allow selecting weapons not available in this content (i.e. if obtained by cheat) 2011-06-04 13:17:54 +02:00
zicodxx bc7089fd7e Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player 2011-06-04 10:04:35 +02:00
zicodxx 852d9d0334 Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups 2011-06-01 15:49:03 +02:00
zicodxx fc985c3ccb Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate 2011-06-01 15:06:14 +02:00
zicodxx dcc964817e Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content 2011-06-01 09:59:51 +02:00
zicodxx 21082c6db2 Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup 2011-05-30 02:17:42 +02:00
zicodxx 75af2aa90c Made netgame setup menu more flexible towards (constant or temporary) changes in available game modes 2011-05-28 12:07:36 +02:00
zicodxx af7c22faa2 Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams 2011-05-25 15:25:06 +02:00
zicodxx 6628a6efbe When restoring Coop setting from netgame profile don't forget to fix max players variable 2011-05-22 20:04:40 +02:00
zicodxx 6fe57317cc Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable 2011-05-22 19:54:44 +02:00
zicodxx 3791862055 Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds 2011-05-20 17:10:05 +02:00
zicodxx bfad1aac59 Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds 2011-05-20 16:15:04 +02:00
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 bbe0ccb64f Rearranged code to check for netgame-closed flag and refuse-players flag so they are updated correctly if another part of the code changes the menu item without activating it 2011-05-20 11:48:17 +02:00
zicodxx 29580f9823 Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls 2011-05-19 23:49:01 +02:00
zicodxx 1a97660653 for fix_illegal_wall_intersection() try using the distance we moved to move out from the wall. Just in case it's a sane value, i.e. > 0 and <= obj->size/2 2011-05-19 11:49:47 +02:00