Commit graph

137 commits

Author SHA1 Message Date
Kp 5b9ccda8e8 Simplify update_flicker 2016-01-26 03:45:08 +00:00
Kp 7386094bc3 Rename menu macros to reduce token pasting 2016-01-09 16:38:17 +00:00
Kp fd64d3284c Cache ConsoleObject in move_player_2_segment 2016-01-09 16:38:14 +00:00
Kp 86709f547b Fix capitalization of PHYSFS_File
Per comment in physfs.h, the spelling PHYSFS_file is deprecated.
Replace all instances with PHYSFS_File.
2016-01-09 16:38:14 +00:00
Kp a3ae630829 Remove default argument for basic_ptridx(index) 2016-01-09 16:38:14 +00:00
Kp 1f91897f5d Move some game symbols to namespaces 2016-01-09 16:38:12 +00:00
Kp 3acfdcd00a Remove sprintf from game.cpp 2016-01-03 20:21:36 +00:00
Kp 2629b5b3d9 Move SysAutoRecordDemo to CArg 2015-12-24 04:01:27 +00:00
Kp 23bb4c5826 Move SysNoNiceFPS to CArg 2015-12-24 04:01:26 +00:00
Kp 29e305c6df Use namespace dcx for SDL save_screen_shot 2015-12-23 03:28:18 +00:00
Kp 1975cdb912 Reorder flicker_lights tests 2015-12-22 04:18:52 +00:00
Kp e8c34be843 Use v*ptr* factories with highest_valid 2015-12-22 04:18:51 +00:00
Kp db9fb0ed42 Move more symbols into namespace dcx/dsx 2015-12-22 04:18:50 +00:00
Kp 132367ce27 Fix SDL-only build after namespace changes 2015-12-18 04:08:24 +00:00
Kp 2b51578ba6 Use enum class for Player_dead_state (formerly Player_is_dead) 2015-12-15 04:09:35 +00:00
Kp 26e948d5f1 Uninline namespace dsx 2015-12-13 18:00:49 +00:00
Kp 8109379fdd Use inline namespace dsx for similar/misc/ 2015-12-13 18:00:48 +00:00
zico b286458119 Upon user request: reverted commits 1c8dc35 and 1431d3bc so the game will automatically close menus and automap upon taking damage in multiplayer - restoring the original game behavior 2015-12-05 13:12:21 +01:00
Kp 9b8a956431 Make palette_save static for D2 2015-12-04 03:36:31 +00:00
Kp ed55763603 Remove unused symbols 2015-12-04 03:36:31 +00:00
Kp 708dc0a7e1 Use vobjptr/vcobjptr for more Objects[] access 2015-12-03 03:26:49 +00:00
Kp b683b4cc68 Scope weapon type 2015-12-03 03:26:49 +00:00
Kp 64dee5d52a Move SysMaxFPS to CGameArg
Both games support SysMaxFPS.  Move it to the common structure.
2015-11-24 04:05:35 +00:00
Kp 52051c427b Move invulnerable_time to object.ctype.player_info 2015-11-14 18:17:21 +00:00
Kp 9eb8aba4c9 Move cloak_time to object.ctype.player_info 2015-11-14 18:17:21 +00:00
Kp 6b353cb9ac Move player powerup_flags to object.ctype.player_info 2015-11-07 21:55:59 +00:00
Kp df5e02aed0 Use macro get_local_player_invulnerable_time for player's invulnerable_time 2015-10-30 02:52:56 +00:00
Kp 17b8b64980 Use macro get_local_player_flags for player's flags 2015-10-30 02:52:56 +00:00
Kp ea5b7a08c1 Use macro get_local_player_energy for local player's energy 2015-10-30 02:52:55 +00:00
Kp 3ffd207e44 Use macro get_local_player_shields for local player's shields 2015-10-30 02:52:55 +00:00
Kp 8b61b9f0db Remove unused symbols 2015-10-24 03:13:11 +00:00
Kp 48af374924 Reduce direct use of Segments[] 2015-10-21 02:45:43 +00:00
Kp 533f1cb3bb Qualify references to primary weapons 2015-10-18 21:01:18 +00:00
Kp 7da64d3782 Add new autoselect-while-firing mode: "when firing stops"
Mako88 reports that some users want not to autoselect while firing, but
do not notice when a new weapon is added to the HUD, and end up never
activating a preferred weapon.  Add a new autoselect mode that remembers
what would be selected and switches to it once the player ceases firing.

Changes since Mako88's proposed version:
- Use `enum class` for autoselection mode and a radio button to
  represent the decision of Immediate/Never/Delayed.
- Handle delayed autoselect for vulcan ammo.
- Set Delayed_primary == Primary_weapon to indicate no change is needed,
  rather than Delayed_primary==-1.  This lets some paths use
  Delayed_primary without checking for a magic value.
- Likewise Delayed_secondary / Secondary_weapon.
- Update Delayed_primary/Delayed_secondary when changing active
  primary/secondary weapon, so that a player who changes weapons while
  firing will automatically clear any deferred change.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/97>
Based-on-patch-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/pull/147>
2015-10-18 18:11:57 +00:00
Kp 7034b68357 Manage world time automatically where possible
For all cases where world time nests, use automatic management.  Some
sites disable time in one function and enable it elsewhere.  These are
untouched.
2015-10-09 02:46:09 +00:00
Kp ad14362db0 Simplify do_invulnerable_stuff 2015-09-26 21:17:13 +00:00
zico e0785251c4 Reset homing_object_dist along with d_homer_tick_step instead of every frame to make sure lock indicator is visible in frames where homers wait for a new chance to turn; Also moved call of calc_d_tick() to calc_frame_time() - shouldn't be nested in calc_d_homer_tick() 2015-09-10 14:11:30 +02:00
zico 51049794ce Break screenshot numbering on 9999 instead of 99999 due to formatting of the string (it's still enough) 2015-09-01 19:06:14 +02:00
zico 818017398d Added a little failsafe to screenshot function to make sure the game will not cause an endless loop if savenum ever rolls over 2015-08-30 12:47:47 +02:00
Kp f15116f2cb Simplify multiplayer sound handling 2015-08-05 02:59:02 +00:00
Kp bda7fef3a0 Use get_local_player to compute reference to local player 2015-07-25 23:10:46 +00:00
Kp f00725f740 Use forward-declaration header for player.h 2015-07-25 23:10:45 +00:00
Kp d4c2152009 Shorten calc_d_tick 2015-07-18 21:01:57 +00:00
Kp 9be5a4bfb6 Shorten calc_frame_time 2015-07-18 21:01:56 +00:00
Kp d3df8b8e83 Fix LTO -Wodr for cheats 2015-07-18 03:49:47 +00:00
Kp bbcdf9f7d2 Fix LTO -Wodr for GameCfg 2015-07-18 03:49:47 +00:00
Kp fa8dcc9113 Explicitly delete basic_ptridx(pointer_type); require array
Require the array argument for basic_ptridx, which is supplied
automatically when the factory is used.
2015-07-13 01:09:37 +00:00
Kp b20f33e705 Use valptr for game.cpp 2015-07-12 01:04:19 +00:00
Kp 29aa820dc0 Only respawn when the player presses fire
Only respawn when the player presses a fire key/button (primary,
secondary, or flare).  Only clear primary, second, flare, and bomb when
respawning.  This allows dead players to use the automap or change their
camera views.

This is a necessary step to flushing only the firing inputs on respawn,
as requested by Mako88 in
<https://github.com/dxx-rebirth/dxx-rebirth/issues/104>.  Currently,
inputs are flushed again by the activation of the game window, so
respawn still flushes all inputs.

	#1  0x00005555555cee19 in game_flush_inputs () at similar/main/game.cpp:374
	#2  game_handler (event=...) at similar/main/game.cpp:1114
	#3  0x0000555555576113 in window_send_event (wind=..., event=...) at common/arch/sdl/window.cpp:208
	#4  0x000055555557627b in WINDOW_SEND_EVENT (file=0x5555556dc126 "common/arch/sdl/window.cpp", e=0x5555556dc141 "EVENT_WINDOW_ACTIVATED", line=179, event=..., w=...) at common/include/window.h:111
	#5  window_set_visible (w=..., visible=visible@entry=1) at common/arch/sdl/window.cpp:179
	#6  0x00005555555e90f5 in window_set_visible (visible=1, wind=<optimized out>) at common/include/window.h:90
	#7  DoPlayerDead () at similar/main/gameseq.cpp:1479
	#8  0x000055555563ed65 in dead_player_frame () at similar/main/object.cpp:1486
	#9  0x00005555555cf4df in GameProcessFrame () at similar/main/game.cpp:1329
	#10 game_handler (event=...) at similar/main/game.cpp:1157
2015-06-20 16:16:43 +00:00
Kp 2a62fa7d78 Make Spawn invulnerability a slider in 0s-4s 2015-06-13 22:42:22 +00:00