Commit graph

53 commits

Author SHA1 Message Date
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 2657a6dca9 Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked 2011-04-16 01:12:02 +02:00
zicodxx c63f3f7682 Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills 2011-04-11 17:47:12 +02:00
zicodxx 05d98af43f Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support 2011-02-15 14:44:00 +01:00
zicodxx c1e4e9c3d7 Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu 2011-02-14 22:27:02 +01:00
zicodxx 01e522e6e7 Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa 2011-02-11 12:24:13 +01:00
zicodxx eb0d876b9c 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 12:58:28 +01:00
zicodxx 2b1550fa2e 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 01:05:01 +01:00
zicodxx 5aa0939b73 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 01:36:43 +01:00
zicodxx b5adb1838a 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 15:53:26 +01:00
zicodxx eb1ad2655f 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 22:55:55 +01:00
Chris Taylor 2bd3385abd 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) 2011-01-13 12:36:19 +08:00
zicodxx 28bf026158 Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag 2011-01-06 12:43:55 +01:00
zicodxx 05236e9c45 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 19:11:06 +01:00
Chris Taylor e9fba443ef Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes 2010-12-22 17:38:52 +08:00
zicodxx 4b265301a0 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 01:17:49 +01:00
zicodxx 970fd72eae When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed 2010-12-04 16:51:40 +01:00
zicodxx 5e3be36c39 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 ac92d9c971 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
kreatordxx 3dd7a7a627 Tidy up use of set_screen_mode 2010-07-29 08:30:46 +00:00
zicodxx 4a0d15fbcd 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 23660d8040 Implenented POBOYS cheat as equivalent to D2's DELSHIFTB 2010-07-17 12:08:45 +00:00
zicodxx 4b407c62b8 Fixing showing options menu in demos - was still called (or rather not) by obsolete variable 2010-07-16 06:27:49 +00:00
zicodxx 9933bb81ce Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile 2010-07-13 06:35:25 +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 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 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 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 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 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
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 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
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 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
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
kreatordxx c856195678 Remove all uses of LeaveGame jmpbuf to allow more changing of main loop 2010-01-27 04:30:31 +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
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 b3b87fc62d Make pause box a window 2010-01-09 09:19:26 +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 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 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 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