Kp
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5c2d180d0f
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Normalize comments and whitespace to match D1X
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2013-02-25 01:59:08 +00:00 |
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Kp
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7f5d61c3ed
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Remove RCS comment to synchronize code with D1X
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2013-02-22 04:32:14 +00:00 |
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zicodxx
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b6a906bc53
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Decrease personal score when killing multi buddy and don't increment towards kill goal; Killing off some old externs on which I don't wanna waste an extra commit
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2013-01-19 16:37:42 +01:00 |
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zicodxx
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f4ab2e63af
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Added dummy %s to prevent formatting untrusted literals - patch by Kp
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2013-01-03 17:30:42 +01:00 |
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zicodxx
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9e9476e89f
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Fixed argument specifier mismatches flagged by -Wformat - patch by Kp
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2013-01-03 17:05:10 +01:00 |
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zicodxx
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6ee7c2f092
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
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zicodxx
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70287bfde6
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
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zicodxx
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e6841439b0
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:31 +02:00 |
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zicodxx
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d3fb313fd9
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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Chris Taylor
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d0544583fd
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Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
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2012-04-14 17:42:44 +08:00 |
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Chris Taylor
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2ca5303028
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Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
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2012-04-14 15:09:21 +08:00 |
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zicodxx
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41365995e8
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Fixed unhandled case in key reading when escort hotkeys are disabled
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2012-03-28 11:07:17 +02:00 |
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zicodxx
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d3666c4033
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Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
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2012-03-28 11:02:30 +02:00 |
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Chris Taylor
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b542189ab6
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:09:26 +08:00 |
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Chris Taylor
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e28ba63503
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The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
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2012-03-19 13:49:19 +08:00 |
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zicodxx
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8a6839e8a1
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
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zicodxx
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7046b42271
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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; Small fix for position of Afterburner gauge in CM_FULL_SCREEN
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2011-04-16 01:12:04 +02:00 |
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zicodxx
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74c7bdd7c5
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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
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2011-04-11 17:47:16 +02:00 |
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zicodxx
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bddb2e97a2
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Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
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2011-02-15 14:44:03 +01:00 |
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zicodxx
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d6fbef4e43
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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
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2011-02-14 22:27:07 +01:00 |
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zicodxx
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1f5fde02c7
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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
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2011-02-11 12:24:02 +01:00 |
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zicodxx
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753178a30f
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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
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2011-02-09 12:58:32 +01:00 |
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zicodxx
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fbf27484f1
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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
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2011-02-03 01:05:06 +01:00 |
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zicodxx
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96782e092a
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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
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2011-02-02 01:36:49 +01:00 |
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zicodxx
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ab79094700
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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
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2011-01-18 15:53:28 +01:00 |
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zicodxx
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0d997ed81a
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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
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2011-01-14 22:56:00 +01:00 |
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Chris Taylor
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030aef43e3
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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)
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2011-01-14 17:51:13 +08:00 |
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zicodxx
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449a5dffb1
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Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
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2011-01-06 12:43:58 +01:00 |
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zicodxx
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6e81498a86
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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
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2010-12-28 19:11:10 +01:00 |
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Chris Taylor
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2b5fc26cff
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Fix warning for deliberate GameTime64 wrap; change GameTime to GameTime64 for editor
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2010-12-22 17:48:00 +08:00 |
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zicodxx
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fe84fa3a9a
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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
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2010-12-22 01:17:59 +01:00 |
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zicodxx
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4956e746a2
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When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed
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2010-12-04 16:52:00 +01:00 |
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zicodxx
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6e39b9f25b
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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
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2010-09-02 13:58:06 +00:00 |
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zicodxx
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709496a932
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Removed processing of HandleVRKey() as this code is not usable anymore and blocks some system keys (removal of general VR-code will follow later)
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2010-08-19 13:49:46 +00:00 |
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zicodxx
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a23618f961
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
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kreatordxx
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db15309f5f
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Tidy up use of set_screen_mode
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2010-07-29 08:30:46 +00:00 |
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zicodxx
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100cbe51cb
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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
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2010-07-28 17:27:35 +00:00 |
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zicodxx
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1833474b12
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Fixing showing options menu in demos - was still called (or rather not) by obsolete variable
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2010-07-16 06:27:49 +00:00 |
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zicodxx
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0ce37b89bb
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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
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2010-07-13 06:35:25 +00:00 |
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zicodxx
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c33a8e49a3
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rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch
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2010-06-24 17:17:28 +00:00 |
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zicodxx
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6a81273645
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When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore
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2010-06-24 14:00:01 +00:00 |
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zicodxx
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cc12616895
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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
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2010-06-14 08:13:16 +00:00 |
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kreatordxx
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66bad6378f
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Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
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2010-04-05 11:54:23 +00:00 |
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kreatordxx
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493b07e3da
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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
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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dae5968170
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Add a default event handler for screenshots, entering debugger, Redbook repeating etc
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2010-04-02 05:01:08 +00:00 |
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kreatordxx
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4b4c906a3f
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Fix bug introduced in last commit where the player can't escape from the death sequence (whoops)
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2010-03-31 09:38:25 +00:00 |
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kreatordxx
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00450cfc32
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Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
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2010-03-31 09:18:28 +00:00 |
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kreatordxx
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068d11b745
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Make gamecntl.c more similar between D1X and D2X
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2010-03-31 06:19:37 +00:00 |
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kreatordxx
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95d7c4491d
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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
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2010-03-26 14:05:40 +00:00 |
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kreatordxx
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1f479a756c
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Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example
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2010-02-25 08:00:15 +00:00 |
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