Commit graph

643 commits

Author SHA1 Message Date
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 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
kreatordxx 6cc629dc6a Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game 2010-04-05 13:48:23 +00:00
kreatordxx 66bad6378f Actually play endgame music when game is finished, play briefing music instead of hum if appropriate 2010-04-05 11:54:23 +00:00
kreatordxx 046ef88c77 Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler 2010-04-04 09:41:53 +00:00
kreatordxx 493b07e3da Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box 2010-04-04 01:31:48 +00:00
kreatordxx 5c0cdfe2d6 Move copyright drawing to main menu's event handler for tidiness 2010-04-03 10:16:53 +00:00
kreatordxx 33545ae73f Remove calls to nm_draw_background1 to show newmenus stacked 2010-04-03 09:10:20 +00:00
kreatordxx c430dd214e Make main menu persist to streamline redrawing (later) 2010-04-03 08:35:56 +00:00
kreatordxx 0c8c99fd13 Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist 2010-04-03 07:24:50 +00:00
kreatordxx beb39df2d4 Keep demo selector just after playing one, for convenience 2010-04-02 05:24:47 +00:00
kreatordxx dae5968170 Add a default event handler for screenshots, entering debugger, Redbook repeating etc 2010-04-02 05:01:08 +00:00
kreatordxx df6882b499 Hide the game window so the exit movie has a black background 2010-03-31 09:52:38 +00:00
kreatordxx 4b4c906a3f Fix bug introduced in last commit where the player can't escape from the death sequence (whoops) 2010-03-31 09:38:25 +00:00
kreatordxx 00450cfc32 Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later) 2010-03-31 09:18:28 +00:00
kreatordxx 068d11b745 Make gamecntl.c more similar between D1X and D2X 2010-03-31 06:19:37 +00:00
kreatordxx d94176ffd8 Don't reshow the mission menu after playing a level intro movie 2010-03-30 03:47:51 +00:00
kreatordxx 1f62f35477 D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build 2010-03-30 03:37:29 +00:00
zicodxx 6c77dd5ecd For casting light from Player-object, smooth out thrust to prevent flickering on high FPS 2010-03-28 09:53:12 +00:00
kreatordxx 3eda191002 Check menus[0], not menus[i] in hide_menus - fixing possible crash 2010-03-27 08:00:53 +00:00
kreatordxx e57602f117 Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated 2010-03-27 04:30:59 +00:00
kreatordxx 8ca12ad562 Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access 2010-03-27 03:24:14 +00:00
kreatordxx 94e8a83bb4 Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu 2010-03-27 02:54:41 +00:00
zicodxx 9d2a7773c8 Fixing uninitialized angles for robots in briefings 2010-03-26 21:27:55 +00:00
zicodxx 2563d73389 Ignore case-sensitivity for cfile_init/close/size and PHYSFSX_openReadBuffered; Give error message if default sound file cannot be opened so user knows what's going on 2010-03-26 21:17:56 +00:00
kreatordxx 95d7c4491d Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
zicodxx 19ad0ace53 In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head 2010-03-25 23:37:19 +00:00
kreatordxx 73ba0a078f Make sure got_z is not reset to 0 for Descent 1 missions - fixing crash, also make sure briefing hum is not played through more than one channel 2010-03-25 03:08:01 +00:00
kreatordxx dec98a025e Only show briefing background if we have one, fixing arithmetic crash with SDL Video build 2010-03-24 13:59:42 +00:00
kreatordxx 037bbd8786 Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing 2010-03-24 07:26:52 +00:00
kreatordxx 40c735e20e Fix error introduced with credits, make title screen a window. Only the editor left now... 2010-03-22 04:44:35 +00:00
kreatordxx 247943fa11 Make credits screen a window 2010-03-22 03:31:02 +00:00
kreatordxx 98aa279527 Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen 2010-03-21 02:20:07 +00:00
kreatordxx d9262cb4b6 Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level 2010-03-21 00:54:56 +00:00
kreatordxx 6ca05c2dce Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency 2010-03-20 13:21:53 +00:00
kreatordxx 7b478e9853 Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
kreatordxx 0fe66266fc Make briefing into a window, allowing more flexibility with other windows and tidying code up 2010-03-18 04:31:47 +00:00
kreatordxx 310b265e3f Show intro movie properly when idle in main menu, including subtitles if on 2010-03-18 02:49:02 +00:00
kreatordxx 9e6815c51b Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip 2010-03-17 09:44:19 +00:00
kreatordxx 59a10f14d6 Fix memory error for listbox when clicking in the region where there are no items 2010-03-14 01:54:34 +00:00
kreatordxx 3b91da551b Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future 2010-03-10 08:43:47 +00:00
kreatordxx 62e4bd1f6c Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future 2010-03-09 04:59:14 +00:00
kreatordxx 866fe8e387 Change audio buffer size back to 1024 for Mac only - fixing crackly music 2010-03-09 03:08:00 +00:00
kreatordxx a29874493f Put briefing globals in 'briefing' struct, pass this by parameter 2010-03-09 02:41:34 +00:00
zicodxx bade5d93d9 Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used 2010-03-04 17:19:47 +00:00
zicodxx ef445e0b0e Adding scons to depends-list for Debian packaging 2010-03-04 14:52:53 +00:00
zicodxx a3e499c141 Changed default Audio-buffer size to 2048 bytes. Should prevent crackly playback on some systems 2010-03-03 21:27:48 +00:00
kreatordxx 2b90001487 Make titles.c more similar between D1X and D2X 2010-03-01 07:27:51 +00:00
kreatordxx 5163fd97d6 No more crashing if an invalid Jukebox path is entered - default to MIDI 2010-02-27 13:05:34 +00:00
kreatordxx dce43a654d Actually change to MIDI if Jukebox was selected 2010-02-27 12:50:30 +00:00
kreatordxx 746832e8ab Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes 2010-02-26 08:42:44 +00:00
zicodxx 504bf67445 Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned 2010-02-25 15:20:01 +00:00
kreatordxx 1f479a756c Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example 2010-02-25 08:00:15 +00:00
kreatordxx 726bd6ee20 Move call to callback outside of loop in key_handler, now deleting a second demo using CTRL-D actually works 2010-02-25 04:27:15 +00:00
kreatordxx d1254c8222 Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
zicodxx 76b4afea52 Due to the change of GameCfg.ControlType, Mouselook was broken - fixed 2010-02-23 23:23:21 +00:00
zicodxx 496e26a45f Updated docs and hopefully made them more user-friendly 2010-02-23 19:58:19 +00:00
zicodxx 7816fa03ab Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries 2010-02-23 16:05:11 +00:00
zicodxx 7e83a3532e Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation 2010-02-23 15:22:28 +00:00
zicodxx 64af50c05a Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
zicodxx b9422063ab Removing svnmicro as micro numbering option since SVN-revisions will not really represent logical numbering; Some cleaning for libs usage; Small cleanup 2010-02-23 01:21:55 +00:00
zicodxx 62455c2a9b Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
zicodxx 2f9916c46b Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well 2010-02-19 15:30:57 +00:00
zicodxx 9ac473335f The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly 2010-02-19 00:24:32 +00:00
zicodxx 7a174eec94 Added another bunch of macros to fix sound initialisation for Movies when program is compiled without SDL_mixer 2010-02-15 17:53:47 +00:00
zicodxx 5afebdf580 Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
zicodxx 66dfa869b1 Write gamelog.txt buffered so it will not stress the medium it's saved on 2010-02-08 14:28:12 +00:00
zicodxx 6ecba78025 Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
kreatordxx f687fc9bd0 Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores 2010-02-08 06:08:55 +00:00
kreatordxx 13c192eb3f Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning 2010-02-08 05:34:43 +00:00
kreatordxx 8a4602a3f6 Split select_filename into [existing] RegisterPlayer and select_demo for better clarity 2010-02-07 12:10:52 +00:00
kreatordxx 210ea6ad5f Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
kreatordxx ff1c8547f3 Make the scores menu into a window 2010-02-07 06:00:10 +00:00
kreatordxx afa0d75fb6 Create the main event loop and use it for the game and main menu 2010-02-07 04:34:21 +00:00
kreatordxx f8dd214654 Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution 2010-02-06 05:21:45 +00:00
kreatordxx 55a6e7f97e Set the correct scroll position for the listbox when it's shown 2010-02-06 01:41:38 +00:00
kreatordxx f730b25932 Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a level 2010-02-06 01:19:40 +00:00
zicodxx 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 2010-02-05 18:49:24 +00:00
kreatordxx 5adb2fb3fb Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriate 2010-02-05 14:05:57 +00:00
kreatordxx 35f0aa14f7 No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo 2010-02-05 08:53:20 +00:00
kreatordxx 9d7bce257c Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls 2010-02-05 02:31:36 +00:00
kreatordxx 98d5b76928 Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit 2010-02-02 07:52:03 +00:00
kreatordxx 0f6def2613 Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there 2010-02-02 05:51:32 +00:00
kreatordxx eb92f445ca 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 2010-02-02 03:38:29 +00:00
kreatordxx 35584d725b 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 2010-02-01 06:55:38 +00:00
zicodxx 90e4b4ed95 Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables 2010-01-31 21:51:59 +00:00
kreatordxx ff04fd682e Fix crashing when doing menus in multiplayer, don't let player move when in automap 2010-01-31 07:45:26 +00:00
kreatordxx dab9a9f5a6 Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively 2010-01-31 04:30:48 +00:00
zicodxx 6cbf0ca110 Fixed two memory errors inside menu GUI 2010-01-30 22:49:43 +00:00
kreatordxx 5ac8cf2b2d 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 2010-01-30 03:24:19 +00:00
zicodxx e46606821f Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too 2010-01-29 21:53:17 +00:00
kreatordxx b2db38be4c Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly 2010-01-29 06:36:39 +00:00
kreatordxx f83741d89f 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 2010-01-29 03:36:44 +00:00
zicodxx 1e6251a6ee Resetting DemoDoLeft/Right correctly at start of each demo 2010-01-29 00:30:54 +00:00
zicodxx 61e67d9fe9 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 2010-01-28 15:26:27 +00:00
kreatordxx 5d3ea4051f Allow user to abort close, for whatever reason (helps with my next commit) 2010-01-28 04:53:56 +00:00
kreatordxx f6c32d7518 Tidy up newmenu_show/hide_cursor calls 2010-01-28 04:24:25 +00:00
kreatordxx 3f90a9cb41 Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing 2010-01-28 03:27:49 +00:00
zicodxx 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 2010-01-28 01:08:36 +00:00
zicodxx 3d9791ca69 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 2010-01-28 00:04:29 +00:00
kreatordxx 71c656200b 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 2010-01-27 09:11:47 +00:00
kreatordxx 3a116769be Remove all uses of LeaveGame jmpbuf to allow more changing of main loop 2010-01-27 04:30:31 +00:00
zicodxx 422c745cfa Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter 2010-01-26 12:04:50 +00:00
zicodxx 2a6c9d0dbd 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 2010-01-24 17:38:13 +00:00
kreatordxx b552ba900d Move the editor call out of the Function_mode loop, for later overhaul 2010-01-23 14:19:21 +00:00
zicodxx 5eaf164d72 Removed the new Demo Interpolating code and added the improvements to the old one 2010-01-20 23:28:35 +00:00
kreatordxx 62a9214bc3 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 2010-01-20 11:04:09 +00:00
kreatordxx c50b954c00 Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE 2010-01-20 05:10:32 +00:00
kreatordxx fc84dd37b2 Make net_ipx_show_game_rules and net_udp_show_game_rules into windows 2010-01-19 14:53:06 +00:00
kreatordxx 69305fb7f2 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 2010-01-18 05:53:13 +00:00
kreatordxx fc32bff5bc Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig 2010-01-17 14:42:59 +00:00
kreatordxx 3d41df6447 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 2010-01-15 13:02:28 +00:00
kreatordxx c6cbb6b9f8 Make pause box a window 2010-01-09 09:19:26 +00:00
kreatordxx d7d5a8cd20 Make escort menu a window, now the game is drawn behind it 2010-01-09 01:56:38 +00:00
kreatordxx 624ae0b6d0 Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu 2010-01-08 01:55:12 +00:00
kreatordxx b6452e75b7 Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
zicodxx 7653e8ee12 New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly) 2010-01-07 00:01:36 +00:00
kreatordxx 2505f63f2b Put most of the remaining globals in automap.c in the 'automap' struct 2009-12-27 12:27:44 +00:00
kreatordxx f0fa1c81d9 Make listboxes into windows 2009-12-27 05:00:45 +00:00
kreatordxx b835361586 Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat 2009-12-26 01:08:57 +00:00
kreatordxx dcc375c5dd Make sure the Game_wind only gets freed once when escaping demo playback 2009-12-14 13:27:05 +00:00
kreatordxx 55f2419a09 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
zicodxx a87ae8a672 Fixing possible string overflow while using KALI_PROCESS_NAME 2009-12-11 10:13:27 +00:00
kreatordxx 19806aa7ec Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames 2009-12-08 11:01:36 +00:00
zicodxx 7449e5bac7 Removing old use of variable already_showing_info which was removed from newmenu code 2009-12-07 14:58:59 +00:00
kreatordxx 992648620c Make newmenu.c nearly identical between D1X and D2X 2009-12-05 09:48:18 +00:00
kreatordxx 8f9d869452 Make the automap into a 'window', make kconfig.c more similar between D1X and D2X 2009-12-02 13:49:54 +00:00
zicodxx c72e86eeff Renaming FSCALE to FIXSCALE preventing possible naming conflicts 2009-12-01 16:45:40 +00:00
zicodxx 4a6b3f2b8b Squishing string-related bugs in Bomb display and Weapon reordering 2009-12-01 14:50:09 +00:00
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
zicodxx 621844e3f3 Draw Endlevel sequence with correct DepthFunc 2009-11-30 19:11:46 +00:00
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 2009-11-30 14:59:37 +00:00
kreatordxx 230989108a Update to not compile redundant net_ipx.c for Mac OS X 2009-11-30 13:04:58 +00:00
zicodxx 62b75469dd 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
kreatordxx 63147eda7d Make Mac version numbers consistent, Xcode build settings tidy up 2009-11-29 06:02:45 +00:00
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
zicodxx 0d4a53766e Again making the joining safer 2009-11-25 00:26:26 +00:00
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
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
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
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
kreatordxx 57c71476fc Only list resolutions that can actually be used, using new gr_check_mode 2009-11-17 14:27:39 +00:00
kreatordxx 00347f0bcb Add endian converter for demos, read shareware demos, various bugfixes to demo system 2009-11-15 08:22:08 +00:00
kreatordxx 4a00fdf805 Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
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
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
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
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
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
kreatordxx bed89343af Make some files more similar between D1X and D2X 2009-05-03 12:31:30 +00:00
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
kreatordxx bf512bb9ec Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
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
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
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
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
zicodxx ec28629cc3 Small positional correction for homing-warning bitmap 2009-02-23 10:21:25 +00:00
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
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
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
zicodxx 084295bf96 Made connect-state handling in kmatrix flow even more failsafe 2009-02-15 19:12:16 +00:00
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
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