zicodxx
f4ab2e63af
Added dummy %s to prevent formatting untrusted literals - patch by Kp
2013-01-03 17:30:42 +01:00
zicodxx
7c5aaa29df
Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
2012-07-23 01:17:54 +02:00
Chris Taylor
b542189ab6
Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
2012-03-19 14:09:26 +08:00
zicodxx
52f3f87359
Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
2011-09-26 23:00:24 +02:00
zicodxx
144eacb061
Correctly handle PC Shareware for start_endlevel_movie() again without the defines but via is_SHAREWARE
2011-06-04 12:22:03 +02:00
zicodxx
9f42879473
When reaching EL_FLYTHROUGH in do_endlevel_frame() do not check for start_endlevel_movie() anymore but rather it's result so this subfunction does not get called again which does not only save us from executing pointless code and code which screws up flythrough sequence
2011-06-01 14:39:23 +02:00
zicodxx
dd991fbf6b
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 09:59:55 +02:00
zicodxx
580ac93b7c
Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
2011-05-07 12:25:05 +02:00
zicodxx
98e3706ada
Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
2011-05-04 02:22:18 +02:00
zicodxx
eb7e001c2f
Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
2011-04-07 22:32:51 +02:00
zicodxx
8faed77f5f
Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability; Suspend Game_wind when playing endlevel movie while demo playback
2011-03-28 01:39:51 +02:00
zicodxx
d020a3136e
Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
2011-02-18 00:17:51 +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
kreatordxx
e2efd34d30
Enable exit sequence song for D2X (not available via Redbook)
2010-09-26 14:22:55 +00:00
zicodxx
0ce37b89bb
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
kreatordxx
df6882b499
Hide the game window so the exit movie has a black background
2010-03-31 09:52:38 +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
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
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
zicodxx
621844e3f3
Draw Endlevel sequence with correct DepthFunc
2009-11-30 19:11:46 +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
bf512bb9ec
Remove redundant conf.h directives
2009-04-30 13:01:31 +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
zicodxx
1de53497b2
Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup
2008-11-14 16:56:40 +00:00
zicodxx
6dc900f51d
Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
2008-10-16 17:27:02 +00:00
zicodxx
3a52d03d21
Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu
2008-04-13 00:28:36 +00:00
zicodxx
44bbb66101
Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
2008-04-06 20:23:28 +00:00
zicodxx
d2365d65f0
Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings
2008-03-20 23:23:46 +00:00
kreatordxx
912bef3a8b
make sure a briefing isn't interpreted as an endlevel sequence file, preventing an in-game warning
2008-02-12 12:27:05 +00:00
md2211
a0b4cac982
* Removed executable flag on most files
...
* Reverted value of SOUND_MAX_VOLUME
2007-09-21 19:06:05 +00:00
xatmes
373524ae14
main/endlevel.c: Changed RAND_MAX to D_RAND_MAX in vector multipler so that resu
...
lting scale equals something logical. Fixes explosions/attached sound when chas
ing player during endlevel tunnel exit
main/switch.c: Added condition so that sounds keep playing through exit sequence
when exiting a D1 level
2007-05-13 01:57:04 +00:00
zicodxx
89ec716e75
improved DepthTest, fixing Clipping bugs
2007-02-26 13:32:00 +00:00
zicodxx
f7ae8684f6
draw spheres instead of pixels in draw_stars to show correctly in OGL
2007-01-17 15:35:38 +00:00
zicodxx
05b378230d
improved use of Depth Test, added experimental hack for 4D levels; removed two Asserts which fail with 4D levels
2006-07-11 16:14:17 +00:00
zicodxx
249088e477
added GL functions to fix the portal-bug; added exception boolean value tempNoDepthTest to render d1 endlevel correctly; code reformatting
2006-05-05 13:24:29 +00:00
zicodxx
b94413b91b
initial import
2006-03-20 17:12:09 +00:00