Commit graph

1454 commits

Author SHA1 Message Date
zicodxx d91b472f31 Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this 2012-10-31 16:26:48 +01:00
zicodxx 5a7cc639c6 Made FindArg static - patch by Kp 2012-09-03 00:48:34 +02:00
zicodxx 3b25a4dffe Avoid some unnecessary strlen's 2012-09-03 00:45:13 +02:00
zicodxx 48a496140a Compile out memory checker if not enabled - patch by Kp 2012-09-02 19:16:21 +02:00
zicodxx c4307f392a Use enum for object types, powerup types, weapon types 2012-09-02 00:24:42 +02:00
zicodxx cd56a79b08 Fixed incorrect patch merge introduced in the last commit 2012-09-01 23:29:51 +02:00
zicodxx f41c2443b3 Some Sconstruct lovin': Respect LDFLAGS; Made D2XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp 2012-07-28 01:41:40 +02:00
Chris Taylor c3f23bcb50 Don't draw objects with a modelnum of -1, improving stability when a third party mission is played with shareware data 2012-07-24 18:01:14 +08:00
Chris Taylor 80b12fb874 Fix warnings (no checking ubyte 'id' is < 0, include d_strdup prototype for radio.c and make sure that 'text' gets freed) 2012-07-24 17:28:44 +08:00
Chris Taylor 42d7f5bffb If bitmaps.tbl happens to be available, don't try and re-make the pig if EDITOR is defined because it would cause problems 2012-07-24 17:18:13 +08:00
Chris Taylor 015bf19085 Increment version number for Mac files (should have committed this ages ago) 2012-07-24 16:33:04 +08:00
zicodxx 7c5aaa29df Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp 2012-07-23 01:17:54 +02:00
zicodxx 13cd7d8837 cleanup for netgame help menu and incremented multi proto vwersion due to recent code changes (d1x mostly however) 2012-06-18 01:43:46 +02:00
zicodxx 583187db68 removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters 2012-06-18 01:23:32 +02:00
zicodxx 29ad124ea3 added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions 2012-06-10 14:02:43 +02:00
zicodxx b0288d8df0 removed MarkerOwner; some code cleaning in that regard 2012-06-10 11:26:29 +02:00
zicodxx edf56169ab do not write player file each time lifetime stats change to prevent hickups on killing 2012-06-08 23:13:33 +02:00
zicodxx 2055192b67 in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boy 2012-06-08 15:54:17 +02:00
zicodxx 98bf17c08c Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settings 2012-06-08 12:22:45 +02:00
zicodxx d910fd0e7c cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacks 2012-06-08 01:41:31 +02:00
zicodxx f449e24d69 changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up 2012-06-01 13:04:29 +02:00
zicodxx c8680ef789 use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention 2012-06-01 12:46:03 +02:00
zicodxx 8b3b6c5c1c Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed 2012-06-01 11:53:59 +02:00
zicodxx 886f313cfe Removed Laser_offset hack 2012-05-28 00:08:09 +02:00
zicodxx 45646d12d6 removed weapon_rate_scale() which should be obsolete due to other optimizations in network code 2012-05-27 15:04:45 +02:00
zicodxx 6ee7c2f092 Removed remnants of the old and obsolete VR implementation 2012-05-27 00:24:57 +02:00
zicodxx 12b30ed446 fixed possible buffer overflow in load_screen_text() 2012-05-26 19:39:14 +02:00
zicodxx 3d10827ca3 Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte 2012-05-26 17:53:07 +02:00
zicodxx 87e9757577 Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players 2012-05-26 14:09:03 +02:00
zicodxx 48e9e1dc09 Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects 2012-05-26 13:28:46 +02:00
zicodxx 1431d3bc35 Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request) 2012-05-25 12:14:28 +02:00
zicodxx 4554227d1a in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients 2012-05-24 12:46:35 +02:00
zicodxx 1296f3e3b3 Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking 2012-05-21 17:06:50 +02:00
zicodxx 36774e21d5 now properly initialize all other parts of the new/old player object when restoring a coop savestate 2012-05-21 10:33:53 +02:00
zicodxx b38c3a98e7 solved some potential buffer overflows when initializing movie names 2012-05-19 02:37:13 +02:00
zicodxx 66f2045c59 using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency 2012-05-19 02:16:43 +02:00
zicodxx 70287bfde6 using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency 2012-05-19 01:36:43 +02:00
zicodxx ef8c3bc436 fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players 2012-05-18 10:54:41 +02:00
zicodxx e6841439b0 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 2012-05-16 14:39:31 +02:00
zicodxx 2c5176a336 when updating game info also check for player connected status in case we send to everyone 2012-05-16 10:41:15 +02:00
zicodxx 8699ae6b63 In Multiplayer when taking damage, the game will only leave menus when shield drop below 5 2012-05-16 01:06:16 +02:00
zicodxx 1c8dc35257 Do not allow ports below 1024; More verbosity for udp_open_socket() 2012-05-16 00:59:19 +02:00
zicodxx d472f592a0 Do not send endlevel packets to disconnected (but still saved) clients 2012-05-15 23:39:24 +02:00
zicodxx 2bed74b056 During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions 2012-05-14 19:20:18 +02:00
zicodxx d3fb313fd9 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 2012-05-14 19:06:28 +02:00
zicodxx dbb5eeef35 Made inline functions static 2012-05-14 17:13:27 +02:00
zicodxx 6d3782996c Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this 2012-05-14 12:20:30 +02:00
zicodxx 20b8e59305 Incremented version to 0.57.3; Added Release notes 2012-05-10 19:10:49 +02:00
zicodxx bfef7393d5 Reduced timeout from 10 to 5 seconds 2012-05-10 18:54:22 +02:00
zicodxx 57d3f3b34f Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons and properly respects super laser; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit 2012-05-10 14:39:26 +02:00