Commit graph

800 commits

Author SHA1 Message Date
zicodxx d15778e03c When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly 2010-07-05 08:05:32 +00:00
zicodxx a7497054c3 Addition for rev1152: After setting mouse button, reset mouse state properly 2010-07-05 07:53:38 +00:00
zicodxx 8a7e7de051 Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key 2010-07-05 07:31:03 +00:00
zicodxx d87c4ab289 Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup() 2010-07-04 13:57:21 +00:00
zicodxx 44d6e096d6 Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins 2010-07-04 13:12:08 +00:00
zicodxx 7009221170 Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff 2010-07-04 12:47:30 +00:00
zicodxx 47307bd25b Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL 2010-07-04 07:07:51 +00:00
zicodxx e62d911160 Renamed manual_join to direct_join; Aligned letlist tabs a little bit 2010-07-01 09:08:30 +00:00
zicodxx 07bdbfe610 Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice 2010-06-30 15:57:13 +00:00
zicodxx bff24ced0d Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically 2010-06-30 15:26:27 +00:00
zicodxx e0d95f4f1c If multi_level_sync() fails, restart menu music since level music is playing already 2010-06-29 21:14:30 +00:00
zicodxx 47091a3d5e Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside 2010-06-29 20:51:38 +00:00
zicodxx 97e20ee74c Added UDP Netlist to join LAN games discovered/announced via broadcast 2010-06-29 16:41:08 +00:00
zicodxx ac8e02e0ce Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use) 2010-06-29 06:47:46 +00:00
zicodxx 4e3bf92435 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 ef4e9e1e17 Implemented kill_and_so_forth via DEL+SHIFT+B for easier debugging 2010-06-25 07:53:15 +00:00
zicodxx 4d688df531 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 0fde6445d4 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 509e5be5a7 Added function to list valid resolutions and build resolutions menu dynamically with the resulting list 2010-06-24 09:29:11 +00:00
zicodxx da3ef28e60 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 ffa7f639c1 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 f4d8a1e0a1 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 9235a9eda4 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 88ebccab15 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 763f5f42b1 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 75169a184a For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect 2010-06-19 16:24:34 +00:00
zicodxx c3d91ceeca 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 e4a0c20f76 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 8a3aeb01e8 Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar 2010-06-17 09:46:45 +00:00
zicodxx e1572135a2 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 5cff370262 Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\! 2010-06-15 18:27:10 +00:00
zicodxx 9b2ea4680c Fixing typo in Netgame help screen 2010-06-15 17:20:37 +00:00
zicodxx 3e96a3185b 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 c6bb443c63 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 4678e1e815 Process -nomusic argument again 2010-06-14 17:55:25 +00:00
zicodxx 8cb8b6e653 Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal 2010-06-14 15:17:03 +00:00
zicodxx 36e20a419a 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 f09a336184 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 5650b4ce48 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 e960307bdd Properly specify number of items for do_options_menu, so the options menu actually shows 2010-05-03 08:22:50 +00:00
kreatordxx f5834db6f7 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 53fc092ebf 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 90e3796f97 Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler 2010-04-04 09:41:53 +00:00
kreatordxx 76b0fb35ef 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 643c57614b Move copyright drawing to main menu's event handler for tidiness 2010-04-03 10:16:53 +00:00
kreatordxx eb0458ba5f Remove calls to nm_draw_background1 to show newmenus stacked 2010-04-03 09:10:20 +00:00
kreatordxx 11edfb2aa6 Make main menu persist to streamline redrawing (later) 2010-04-03 08:35:56 +00:00
kreatordxx 3ba90f69e0 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 fb53348ddc Keep demo selector just after playing one, for convenience 2010-04-02 05:24:47 +00:00
kreatordxx d749889c89 Add a default event handler for screenshots, entering debugger, Redbook repeating etc 2010-04-02 05:01:08 +00:00
kreatordxx 8cf06690d7 Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later) 2010-03-31 09:18:28 +00:00
kreatordxx 322db66f11 Make gamecntl.c more similar between D1X and D2X 2010-03-31 06:19:37 +00:00
kreatordxx 00d1d41439 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 ee6324b3e4 For casting light from Player-object, smooth out thrust to prevent flickering on high FPS 2010-03-28 09:53:12 +00:00
kreatordxx d45e67c242 Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer 2010-03-27 10:31:34 +00:00
zicodxx ced670e54a In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080 2010-03-27 09:43:27 +00:00
kreatordxx c0739acdfe Check menus[0], not menus[i] in hide_menus - fixing possible crash 2010-03-27 08:00:53 +00:00
kreatordxx c8b49c8a35 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 71dfec9fdb 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 68a1458abd 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 1bdfcc70f1 Fixing uninitialized angles for robots in briefings 2010-03-26 21:27:55 +00:00
kreatordxx 574bc21e06 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 69e3954d20 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 962a01cc5d Only show briefing background if we have one, fixing arithmetic crash with SDL Video build 2010-03-24 13:59:42 +00:00
kreatordxx 1ff3f56c1c 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 c62d310c4c Fix error introduced with credits, make title screen a window. Only the editor left now... 2010-03-22 04:44:35 +00:00
kreatordxx db51d60490 Make credits screen a window 2010-03-22 03:31:02 +00:00
kreatordxx d83c2e27c4 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 f5e18cb603 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 c4171b2f06 Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game 2010-03-20 13:53:08 +00:00
kreatordxx 9331893332 Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency 2010-03-20 13:21:53 +00:00
kreatordxx d98bb97c48 Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
kreatordxx 3e0c8d7f34 Make briefing into a window, allowing more flexibility with other windows and tidying code up 2010-03-18 04:31:47 +00:00
kreatordxx 5ee9ccd867 Show intro movie properly when idle in main menu, including subtitles if on 2010-03-18 02:49:02 +00:00
kreatordxx 40ecc65268 Fix memory error for listbox when clicking in the region where there are no items 2010-03-14 01:54:34 +00:00
kreatordxx f3ca7b4067 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 8106bcc492 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 40cfd30bd7 Put briefing globals in 'briefing' struct, pass this by parameter 2010-03-09 02:41:34 +00:00
zicodxx bf23430dd7 If Shareware content is used, fallback to original Smart behaviour since Shareware content has no own definition for Bot-related Smarts 2010-03-04 22:43:37 +00:00
zicodxx bd368ef9f3 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 db1e4e226f Fixed some Piggy- and Text-loading routines for Shareware, Destination Saturn and 1.0 Registered; Full support for End-Briefing on non-registered still missing however 2010-03-04 14:53:46 +00:00
kreatordxx d7048c7664 Make titles.c more similar between D1X and D2X 2010-03-01 07:27:51 +00:00
kreatordxx 303c3d91b1 Actually change to MIDI if Jukebox was selected 2010-02-27 12:50:30 +00:00
kreatordxx 7046ea43ff 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 dab80569a6 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 c4f86ebfc8 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 700156eb36 Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
zicodxx 1300fe7ffc Due to the change of GameCfg.ControlType, Mouselook was broken - fixed 2010-02-23 23:23:21 +00:00
zicodxx 8ca0637f99 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 72fe1664fd 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 e22b62eee4 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 675d6d395a Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
zicodxx 4733361212 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 26a6bf4c59 Small fix for most recent commit: Removed an obsolete d_free 2010-02-19 01:00:59 +00:00
zicodxx 19c82e97e3 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 29f475c345 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 6c16c6174e Write gamelog.txt buffered so it will not stress the medium it's saved on 2010-02-08 14:28:12 +00:00
zicodxx 4ebc007757 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 224f3b1b35 Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning 2010-02-08 05:34:43 +00:00
kreatordxx 9acd0ba3a6 Move all globals in scores.c into struct members/local variables 2010-02-08 04:10:21 +00:00
kreatordxx 09f7bd6d57 Split select_filename into [existing] RegisterPlayer and select_demo for better clarity 2010-02-07 12:10:52 +00:00
kreatordxx d5cf0dd85b 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 b85eb5b156 Make the scores menu into a window 2010-02-07 06:00:10 +00:00
kreatordxx 1f33e08116 Create the main event loop and use it for the game and main menu 2010-02-07 04:34:21 +00:00
kreatordxx 5f73aa9005 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 e5adf29b6c Set the correct scroll position for the listbox when it's shown 2010-02-06 01:41:38 +00:00
zicodxx 134f6dc388 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 7c083d0834 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 b58c034350 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 999a1b2949 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 5de468326f 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 9fd714a083 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 5c923e864d 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 fc6d51e19e 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 408f2ffd33 Fix crashing when doing menus in multiplayer, don't let player move when in automap 2010-01-31 07:45:26 +00:00
kreatordxx e05553d802 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 d7a139207d Fixed two memory errors inside menu GUI 2010-01-30 22:49:43 +00:00
kreatordxx 21d8d86d5b 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 2bcf54b77a 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 1850ac1a09 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 50afcedda5 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 9c4408adb2 When deleting a player also delete the Multiplayer efficiency file 2010-01-29 00:35:20 +00:00
zicodxx d17841fbc4 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 1ad4448b45 Allow user to abort close, for whatever reason (helps with my next commit) 2010-01-28 04:53:56 +00:00
kreatordxx de7574451b Tidy up newmenu_show/hide_cursor calls 2010-01-28 04:24:25 +00:00
kreatordxx 9d4e69c7a9 Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing 2010-01-28 03:27:49 +00:00
zicodxx 04316ff79b 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 51c28cc8a6 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 00641e9aa4 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 c856195678 Remove all uses of LeaveGame jmpbuf to allow more changing of main loop 2010-01-27 04:30:31 +00:00
zicodxx ca2c80ce4b Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter 2010-01-26 12:04:50 +00:00
zicodxx 8c2a404085 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 b6b9cc1546 Move the editor call out of the Function_mode loop, for later overhaul 2010-01-23 14:19:21 +00:00
zicodxx e3ccb8e6cf Removed the new Demo Interpolating code and added the improvements to the old one 2010-01-20 23:28:35 +00:00
kreatordxx 7e92589332 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 88d1b32914 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 fe6d09750e Make net_ipx_show_game_rules and net_udp_show_game_rules into windows 2010-01-19 14:53:06 +00:00
kreatordxx e7c04d7d90 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 633b1b0804 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 e52f47e741 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 b3b87fc62d Make pause box a window 2010-01-09 09:19:26 +00:00
kreatordxx b97e08dfdc 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 6b4d952ebc Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
zicodxx e5cc87f4a2 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 32ce77350a Put most of the remaining globals in automap.c in the 'automap' struct 2009-12-27 12:27:44 +00:00
kreatordxx d21f7e78b9 Make listboxes into windows 2009-12-27 05:00:45 +00:00
kreatordxx d450c3e6f4 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 dad42489f7 Make sure the Game_wind only gets freed once when escaping demo playback 2009-12-14 13:27:05 +00:00
kreatordxx 54e376ebbe 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
kreatordxx a7d99b894c 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
kreatordxx 8d653f877e Make newmenu.c nearly identical between D1X and D2X 2009-12-05 09:48:18 +00:00
kreatordxx 7ebcf32e45 Make the automap into a 'window', make kconfig.c more similar between D1X and D2X 2009-12-02 13:49:54 +00:00
zicodxx 37b4803493 Squishing string-related bugs in Bomb display and Weapon reordering 2009-12-01 14:50:09 +00:00
zicodxx 75062a8d96 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 86fcdc5d81 Draw Endlevel sequence with correct DepthFunc 2009-11-30 19:11:46 +00:00
zicodxx 127af323e0 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
zicodxx 6a00504d89 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
zicodxx e9d4eb051e 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
kreatordxx 9192b5ede6 Fix some compile errors, including for the non-NETWORK build 2009-11-28 07:51:06 +00:00
zicodxx 242b3531fa Again making the joining safer 2009-11-25 00:26:26 +00:00
zicodxx fb08673f54 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 cf3f852095 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 2c2dc3fc13 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 dbf4d55839 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
zicodxx 05ff20ccfb Adding cfile.h include to get CFILE definition work again 2009-11-22 11:07:25 +00:00
kreatordxx 96d305e54c Only list resolutions that can actually be used, using new gr_check_mode 2009-11-17 14:27:39 +00:00
kreatordxx d57c2981c2 Add endian converter for demos, read shareware demos, various bugfixes to demo system 2009-11-15 08:22:08 +00:00
kreatordxx 70bbac21b7 Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
kreatordxx 31413b59df 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 90c02b1ea3 Make state.c more similar between D1X and D2X 2009-08-22 07:21:19 +00:00
kreatordxx d7e33667bf Make the game screen into a \'window\', handling events through event_process 2009-08-10 10:47:17 +00:00
kreatordxx 16f615c6ff Make game.c more similar between D1X and D2X, making related changes to other files (\!) 2009-07-01 11:35:33 +00:00
kreatordxx af0c2db749 Split game.c into game.c, gamecntl.c and gamerend.c like d2x 2009-06-07 11:28:12 +00:00
kreatordxx 78d9b8f15f Make inferno.c more similar between D1X and D2X 2009-05-31 07:20:26 +00:00
kreatordxx 45ba0ca307 Add new window system, not used yet 2009-05-21 12:16:39 +00:00
kreatordxx d7d319624b 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 f139dda3a6 Make some files more similar between D1X and D2X 2009-05-03 12:31:30 +00:00
kreatordxx db27b1723d Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
kreatordxx 36e6885115 Disable network support for Mac OS X for now 2009-04-30 12:30:14 +00:00
zicodxx 85b086c0ef 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 0c36fecb42 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 0fc0fff7f1 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 f149ace782 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 abf43c66f8 Small positional correction for homing-warning bitmap 2009-02-23 10:21:25 +00:00
zicodxx 80debdb4d5 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 43190e625e 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 d7a8f5ad84 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 5618f08d2d 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 30590cf3b1 When creating new player, make sure string is long enough for use with players dir 2009-02-09 10:59:59 +00:00
zicodxx e6b7867b27 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 4ee0b415ad 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 ecbcec78d3 Fixed connect-state mess in order of kmatrix flow 2009-02-08 12:49:27 +00:00
zicodxx 177a49ac63 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 5c566411e1 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 39ce196542 Removed MULIT_POS_* hanldings as these signals are not created anymore 2009-02-02 10:56:12 +00:00
zicodxx 21d9308934 Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps 2009-02-02 09:02:29 +00:00
zicodxx 5ca2103453 Mea culpa - last revision - unwanted printf in netdrv_udp.c corrected 2009-02-02 08:52:59 +00:00
zicodxx fd8b425243 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 f84a267dd1 Added Packet-loss prevention code for Netgames 2009-01-31 23:47:15 +00:00
zicodxx be596fbbdd Fixing bug with incorrect/missing UDP port termination 2009-01-31 14:52:06 +00:00