zicodxx
10c8ace1a2
In briefings make sure Current_color cannot exceed possible array bounds
2010-07-19 17:30:25 +00:00
zicodxx
bc775b1331
Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
2010-07-19 17:07:12 +00:00
zicodxx
23660d8040
Implenented POBOYS cheat as equivalent to D2's DELSHIFTB
2010-07-17 12:08:45 +00:00
zicodxx
4fdbda1689
Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
2010-07-17 11:57:07 +00:00
zicodxx
81baeaeaa4
Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test
2010-07-17 11:19:29 +00:00
zicodxx
06cf80ab18
If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop
2010-07-16 13:03:12 +00:00
zicodxx
ac840f306b
Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
2010-07-16 11:07:42 +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
kreatordxx
8c23459d9e
Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat
2010-07-15 09:45:25 +00:00
zicodxx
9596e0fcf8
Scale tab stops in briefings to font-size correctly
2010-07-15 09:22:33 +00:00
zicodxx
2d739a2c46
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
2010-07-15 06:09:23 +00:00
zicodxx
2cb3bac259
Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
2010-07-15 05:40:25 +00:00
zicodxx
280b635dbe
Addition for last revision - just screwed up my working copies
2010-07-13 06:45:15 +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
47770df6ca
Fix for last revision - did not compile correctly
2010-07-09 13:47:11 +00:00
zicodxx
a8111d203d
Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that
2010-07-09 07:58:48 +00:00
zicodxx
152ed8ea60
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
2010-07-08 22:20:39 +00:00
zicodxx
52b57dbd31
When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels
2010-07-08 22:12:53 +00:00
zicodxx
9dbd8ad144
Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
2010-07-08 09:35:59 +00:00
zicodxx
4c63f57aac
Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
2010-07-08 06:37:23 +00:00
zicodxx
ee3856285d
Fixing building on Windows if SDL_Mixer is not a target
2010-07-05 12:14:49 +00:00
zicodxx
c209b4c319
Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems
2010-07-05 12:12:12 +00:00
zicodxx
d15778e03c
When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly
2010-07-05 08:05:32 +00:00
zicodxx
a7497054c3
Addition for rev1152: After setting mouse button, reset mouse state properly
2010-07-05 07:53:38 +00:00
zicodxx
8a7e7de051
Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key
2010-07-05 07:31:03 +00:00
zicodxx
d87c4ab289
Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()
2010-07-04 13:57:21 +00:00
zicodxx
44d6e096d6
Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
2010-07-04 13:12:08 +00:00
zicodxx
7009221170
Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff
2010-07-04 12:47:30 +00:00
zicodxx
47307bd25b
Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL
2010-07-04 07:07:51 +00:00
zicodxx
e62d911160
Renamed manual_join to direct_join; Aligned letlist tabs a little bit
2010-07-01 09:08:30 +00:00
zicodxx
07bdbfe610
Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice
2010-06-30 15:57:13 +00:00
zicodxx
bff24ced0d
Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically
2010-06-30 15:26:27 +00:00
zicodxx
e0d95f4f1c
If multi_level_sync() fails, restart menu music since level music is playing already
2010-06-29 21:14:30 +00:00
zicodxx
47091a3d5e
Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside
2010-06-29 20:51:38 +00:00
zicodxx
97e20ee74c
Added UDP Netlist to join LAN games discovered/announced via broadcast
2010-06-29 16:41:08 +00:00
zicodxx
ac8e02e0ce
Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)
2010-06-29 06:47:46 +00:00
zicodxx
4e3bf92435
When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
2010-06-27 11:28:26 +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
509e5be5a7
Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
2010-06-24 09:29:11 +00:00
zicodxx
da3ef28e60
main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type
2010-06-23 13:39:52 +00:00
zicodxx
ffa7f639c1
If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
2010-06-23 12:57:28 +00:00
zicodxx
f4d8a1e0a1
Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
2010-06-23 11:44:12 +00:00
zicodxx
9235a9eda4
Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly
2010-06-21 21:43:10 +00:00
zicodxx
88ebccab15
For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption
2010-06-20 20:32:30 +00:00
zicodxx
763f5f42b1
Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played
2010-06-19 17:03:51 +00:00
zicodxx
75169a184a
For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect
2010-06-19 16:24:34 +00:00
zicodxx
c3d91ceeca
emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
2010-06-18 08:22:45 +00:00
zicodxx
e4a0c20f76
Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
2010-06-18 07:31:06 +00:00
zicodxx
8a3aeb01e8
Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar
2010-06-17 09:46:45 +00:00
zicodxx
e1572135a2
If picking up one missile out of a four-pack, use singular description instead of plural
2010-06-17 09:45:05 +00:00
zicodxx
5cff370262
Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\!
2010-06-15 18:27:10 +00:00
zicodxx
9b2ea4680c
Fixing typo in Netgame help screen
2010-06-15 17:20:37 +00:00
zicodxx
3e96a3185b
Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
2010-06-15 16:24:56 +00:00
zicodxx
c6bb443c63
Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
2010-06-14 21:59:41 +00:00
zicodxx
4678e1e815
Process -nomusic argument again
2010-06-14 17:55:25 +00:00
zicodxx
8cb8b6e653
Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal
2010-06-14 15:17:03 +00:00
zicodxx
36e20a419a
Use strrchr instead of strchr for music filename extension in case there are dots in the filename
2010-06-14 10:43:30 +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
5650b4ce48
Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
2010-05-03 08:44:46 +00:00
kreatordxx
e960307bdd
Properly specify number of items for do_options_menu, so the options menu actually shows
2010-05-03 08:22:50 +00:00
kreatordxx
f5834db6f7
Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game
2010-04-05 13:48:23 +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
90e3796f97
Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
2010-04-04 09:41:53 +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
643c57614b
Move copyright drawing to main menu's event handler for tidiness
2010-04-03 10:16:53 +00:00
kreatordxx
eb0458ba5f
Remove calls to nm_draw_background1 to show newmenus stacked
2010-04-03 09:10:20 +00:00
kreatordxx
11edfb2aa6
Make main menu persist to streamline redrawing (later)
2010-04-03 08:35:56 +00:00
kreatordxx
3ba90f69e0
Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
2010-04-03 07:24:50 +00:00
kreatordxx
fb53348ddc
Keep demo selector just after playing one, for convenience
2010-04-02 05:24:47 +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
00d1d41439
D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build
2010-03-30 03:37:29 +00:00
zicodxx
ee6324b3e4
For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
2010-03-28 09:53:12 +00:00
kreatordxx
d45e67c242
Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer
2010-03-27 10:31:34 +00:00
zicodxx
ced670e54a
In AdvanceLevel only set Game_mode to GAME_OVER if current level is last level, fixing stupid mistake introduced in rev. 1080
2010-03-27 09:43:27 +00:00
kreatordxx
c0739acdfe
Check menus[0], not menus[i] in hide_menus - fixing possible crash
2010-03-27 08:00:53 +00:00
kreatordxx
c8b49c8a35
Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
2010-03-27 04:30:59 +00:00
kreatordxx
71dfec9fdb
Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
2010-03-27 03:24:14 +00:00
kreatordxx
68a1458abd
Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
2010-03-27 02:54:41 +00:00
zicodxx
1bdfcc70f1
Fixing uninitialized angles for robots in briefings
2010-03-26 21:27:55 +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
zicodxx
69e3954d20
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
kreatordxx
962a01cc5d
Only show briefing background if we have one, fixing arithmetic crash with SDL Video build
2010-03-24 13:59:42 +00:00
kreatordxx
1ff3f56c1c
Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
2010-03-24 07:26:52 +00:00
kreatordxx
c62d310c4c
Fix error introduced with credits, make title screen a window. Only the editor left now...
2010-03-22 04:44:35 +00:00
kreatordxx
db51d60490
Make credits screen a window
2010-03-22 03:31:02 +00:00
kreatordxx
d83c2e27c4
Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
2010-03-21 02:20:07 +00:00
kreatordxx
f5e18cb603
Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer level
2010-03-21 00:54:56 +00:00
kreatordxx
c4171b2f06
Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
2010-03-20 13:53:08 +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
d98bb97c48
Make all listboxes fall back to main event loop for flexibility
2010-03-18 07:02:38 +00:00
kreatordxx
3e0c8d7f34
Make briefing into a window, allowing more flexibility with other windows and tidying code up
2010-03-18 04:31:47 +00:00
kreatordxx
5ee9ccd867
Show intro movie properly when idle in main menu, including subtitles if on
2010-03-18 02:49:02 +00:00
kreatordxx
40ecc65268
Fix memory error for listbox when clicking in the region where there are no items
2010-03-14 01:54:34 +00:00
kreatordxx
f3ca7b4067
Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future
2010-03-10 08:43:47 +00:00
kreatordxx
8106bcc492
Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future
2010-03-09 04:59:14 +00:00
kreatordxx
40cfd30bd7
Put briefing globals in 'briefing' struct, pass this by parameter
2010-03-09 02:41:34 +00:00
zicodxx
bf23430dd7
If Shareware content is used, fallback to original Smart behaviour since Shareware content has no own definition for Bot-related Smarts
2010-03-04 22:43:37 +00:00
zicodxx
bd368ef9f3
Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used
2010-03-04 17:19:47 +00:00
zicodxx
db1e4e226f
Fixed some Piggy- and Text-loading routines for Shareware, Destination Saturn and 1.0 Registered; Full support for End-Briefing on non-registered still missing however
2010-03-04 14:53:46 +00:00
kreatordxx
d7048c7664
Make titles.c more similar between D1X and D2X
2010-03-01 07:27:51 +00:00
kreatordxx
303c3d91b1
Actually change to MIDI if Jukebox was selected
2010-02-27 12:50:30 +00:00
kreatordxx
7046ea43ff
Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes
2010-02-26 08:42:44 +00:00
zicodxx
dab80569a6
Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned
2010-02-25 15:20:01 +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
zicodxx
1300fe7ffc
Due to the change of GameCfg.ControlType, Mouselook was broken - fixed
2010-02-23 23:23:21 +00:00
zicodxx
8ca0637f99
Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries
2010-02-23 16:05:11 +00:00
zicodxx
72fe1664fd
Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation
2010-02-23 15:22:28 +00:00
zicodxx
e22b62eee4
Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
2010-02-23 15:05:50 +00:00
zicodxx
675d6d395a
Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
2010-02-21 01:25:27 +00:00
zicodxx
4733361212
Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well
2010-02-19 15:30:57 +00:00
zicodxx
26a6bf4c59
Small fix for most recent commit: Removed an obsolete d_free
2010-02-19 01:00:59 +00:00
zicodxx
19c82e97e3
The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly
2010-02-19 00:24:32 +00:00
zicodxx
29f475c345
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
6c16c6174e
Write gamelog.txt buffered so it will not stress the medium it's saved on
2010-02-08 14:28:12 +00:00
zicodxx
4ebc007757
Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
2010-02-08 13:24:42 +00:00
kreatordxx
224f3b1b35
Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning
2010-02-08 05:34:43 +00:00
kreatordxx
9acd0ba3a6
Move all globals in scores.c into struct members/local variables
2010-02-08 04:10:21 +00:00
kreatordxx
09f7bd6d57
Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
2010-02-07 12:10:52 +00:00
kreatordxx
d5cf0dd85b
Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
2010-02-07 07:28:49 +00:00
kreatordxx
b85eb5b156
Make the scores menu into a window
2010-02-07 06:00:10 +00:00
kreatordxx
1f33e08116
Create the main event loop and use it for the game and main menu
2010-02-07 04:34:21 +00:00
kreatordxx
5f73aa9005
Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution
2010-02-06 05:21:45 +00:00
kreatordxx
e5adf29b6c
Set the correct scroll position for the listbox when it's shown
2010-02-06 01:41:38 +00:00
zicodxx
134f6dc388
In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
2010-02-05 18:49:24 +00:00
kreatordxx
7c083d0834
No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demo
2010-02-05 08:53:20 +00:00
kreatordxx
b58c034350
Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
2010-02-05 02:31:36 +00:00
kreatordxx
999a1b2949
Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
2010-02-02 07:52:03 +00:00
kreatordxx
5de468326f
Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is there
2010-02-02 05:51:32 +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
5c923e864d
Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c
2010-02-01 06:55:38 +00:00
zicodxx
fc6d51e19e
Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables
2010-01-31 21:51:59 +00:00
kreatordxx
408f2ffd33
Fix crashing when doing menus in multiplayer, don't let player move when in automap
2010-01-31 07:45:26 +00:00
kreatordxx
e05553d802
Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
2010-01-31 04:30:48 +00:00
zicodxx
d7a139207d
Fixed two memory errors inside menu GUI
2010-01-30 22:49:43 +00:00
kreatordxx
21d8d86d5b
Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
2010-01-30 03:24:19 +00:00
zicodxx
2bcf54b77a
Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
2010-01-29 21:53:17 +00:00
kreatordxx
1850ac1a09
Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quickly
2010-01-29 06:36:39 +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
zicodxx
9c4408adb2
When deleting a player also delete the Multiplayer efficiency file
2010-01-29 00:35:20 +00:00
zicodxx
d17841fbc4
Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
2010-01-28 15:26:27 +00:00
kreatordxx
1ad4448b45
Allow user to abort close, for whatever reason (helps with my next commit)
2010-01-28 04:53:56 +00:00
kreatordxx
de7574451b
Tidy up newmenu_show/hide_cursor calls
2010-01-28 04:24:25 +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
zicodxx
04316ff79b
Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps in D1X-Rebirth so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format
2010-01-28 01:08:36 +00:00
zicodxx
51c28cc8a6
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
kreatordxx
00641e9aa4
Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
2010-01-27 09:11:47 +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
zicodxx
ca2c80ce4b
Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter
2010-01-26 12:04:50 +00:00
zicodxx
8c2a404085
Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that
2010-01-24 17:38:13 +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
zicodxx
e3ccb8e6cf
Removed the new Demo Interpolating code and added the improvements to the old one
2010-01-20 23:28:35 +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
fe6d09750e
Make net_ipx_show_game_rules and net_udp_show_game_rules into windows
2010-01-19 14:53:06 +00:00
kreatordxx
e7c04d7d90
Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
2010-01-18 05:53:13 +00:00
kreatordxx
633b1b0804
Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig
2010-01-17 14:42:59 +00:00
kreatordxx
e52f47e741
For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
2010-01-15 13:02:28 +00:00
kreatordxx
b3b87fc62d
Make pause box a window
2010-01-09 09:19:26 +00:00
kreatordxx
b97e08dfdc
Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
2010-01-08 01:55:12 +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
32ce77350a
Put most of the remaining globals in automap.c in the 'automap' struct
2009-12-27 12:27:44 +00:00
kreatordxx
d21f7e78b9
Make listboxes into windows
2009-12-27 05:00:45 +00:00
kreatordxx
d450c3e6f4
Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
2009-12-26 01:08:57 +00:00
kreatordxx
dad42489f7
Make sure the Game_wind only gets freed once when escaping demo playback
2009-12-14 13:27:05 +00:00
kreatordxx
54e376ebbe
Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
2009-12-12 11:34:32 +00:00
kreatordxx
a7d99b894c
Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
2009-12-08 11:01:36 +00:00
kreatordxx
8d653f877e
Make newmenu.c nearly identical between D1X and D2X
2009-12-05 09:48:18 +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
37b4803493
Squishing string-related bugs in Bomb display and Weapon reordering
2009-12-01 14:50:09 +00:00
zicodxx
75062a8d96
Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
2009-11-30 22:42:55 +00:00
zicodxx
86fcdc5d81
Draw Endlevel sequence with correct DepthFunc
2009-11-30 19:11:46 +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
6a00504d89
Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
2009-11-29 16:46:13 +00:00
zicodxx
e9d4eb051e
Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
2009-11-28 20:57:57 +00:00
kreatordxx
9192b5ede6
Fix some compile errors, including for the non-NETWORK build
2009-11-28 07:51:06 +00:00
zicodxx
242b3531fa
Again making the joining safer
2009-11-25 00:26:26 +00:00
zicodxx
fb08673f54
Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
2009-11-24 22:43:41 +00:00
zicodxx
cf3f852095
Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
2009-11-24 15:20:09 +00:00
zicodxx
2c2dc3fc13
Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)
2009-11-24 12:12:15 +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
zicodxx
05ff20ccfb
Adding cfile.h include to get CFILE definition work again
2009-11-22 11:07:25 +00:00
kreatordxx
96d305e54c
Only list resolutions that can actually be used, using new gr_check_mode
2009-11-17 14:27:39 +00:00
kreatordxx
d57c2981c2
Add endian converter for demos, read shareware demos, various bugfixes to demo system
2009-11-15 08:22:08 +00:00
kreatordxx
70bbac21b7
Read big endian savegames on little endian computers and vice versa
2009-10-05 02:51:37 +00:00
kreatordxx
31413b59df
Fix compile error with ai_restore_state and include necessary ogl_init.h in state.c (whoops)
2009-09-11 05:15:53 +00:00
kreatordxx
90c02b1ea3
Make state.c more similar between D1X and D2X
2009-08-22 07:21:19 +00:00
kreatordxx
d7e33667bf
Make the game screen into a \'window\', handling events through event_process
2009-08-10 10:47:17 +00:00
kreatordxx
16f615c6ff
Make game.c more similar between D1X and D2X, making related changes to other files (\!)
2009-07-01 11:35:33 +00:00
kreatordxx
af0c2db749
Split game.c into game.c, gamecntl.c and gamerend.c like d2x
2009-06-07 11:28:12 +00:00
kreatordxx
78d9b8f15f
Make inferno.c more similar between D1X and D2X
2009-05-31 07:20:26 +00:00
kreatordxx
45ba0ca307
Add new window system, not used yet
2009-05-21 12:16:39 +00:00
kreatordxx
d7d319624b
Add option to force either Redbook or Jukebox to use the playing order for the game CD
2009-05-06 12:19:28 +00:00
kreatordxx
f139dda3a6
Make some files more similar between D1X and D2X
2009-05-03 12:31:30 +00:00
kreatordxx
db27b1723d
Remove redundant conf.h directives
2009-04-30 13:01:31 +00:00
kreatordxx
36e6885115
Disable network support for Mac OS X for now
2009-04-30 12:30:14 +00:00
zicodxx
85b086c0ef
Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
2009-04-09 07:41:30 +00:00
zicodxx
0c36fecb42
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
0fc0fff7f1
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
kreatordxx
f149ace782
Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
2009-03-03 12:55:27 +00:00
zicodxx
abf43c66f8
Small positional correction for homing-warning bitmap
2009-02-23 10:21:25 +00:00
zicodxx
80debdb4d5
Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flow
2009-02-23 10:15:23 +00:00
zicodxx
43190e625e
Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
2009-02-22 10:53:10 +00:00
zicodxx
d7a8f5ad84
Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible
2009-02-17 11:34:16 +00:00
zicodxx
5618f08d2d
Added list to keep trace of received PDATA packets so receiver won't interpret them several times
2009-02-15 19:03:57 +00:00
zicodxx
30590cf3b1
When creating new player, make sure string is long enough for use with players dir
2009-02-09 10:59:59 +00:00
zicodxx
e6b7867b27
Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
2009-02-09 10:52:42 +00:00
zicodxx
4ee0b415ad
Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field
2009-02-08 12:55:50 +00:00
zicodxx
ecbcec78d3
Fixed connect-state mess in order of kmatrix flow
2009-02-08 12:49:27 +00:00
zicodxx
177a49ac63
Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
2009-02-06 09:40:00 +00:00
zicodxx
5c566411e1
Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
2009-02-03 10:56:22 +00:00
zicodxx
39ce196542
Removed MULIT_POS_* hanldings as these signals are not created anymore
2009-02-02 10:56:12 +00:00
zicodxx
21d9308934
Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps
2009-02-02 09:02:29 +00:00
zicodxx
5ca2103453
Mea culpa - last revision - unwanted printf in netdrv_udp.c corrected
2009-02-02 08:52:59 +00:00
zicodxx
fd8b425243
Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
2009-02-02 08:49:58 +00:00
zicodxx
f84a267dd1
Added Packet-loss prevention code for Netgames
2009-01-31 23:47:15 +00:00
zicodxx
be596fbbdd
Fixing bug with incorrect/missing UDP port termination
2009-01-31 14:52:06 +00:00
kreatordxx
cb9afb9bdf
Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
2009-01-31 06:37:43 +00:00
zicodxx
b63f988d37
New level render order for better seperation and blending between transculent level geometry and sprites
2009-01-30 11:50:25 +00:00
zicodxx
94877bce5a
Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently
2009-01-29 11:15:18 +00:00
zicodxx
6ba4be9e2b
Changed function naming convention in netdrv and below to general Descent code convention
2009-01-26 05:01:18 +00:00
zicodxx
1acc8031b6
Removed some old code to smooth FrameTime we don't need anymore
2009-01-24 22:44:57 +00:00
zicodxx
21738cdd2c
New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
2009-01-22 12:30:32 +00:00
zicodxx
3699f316cc
Took out old missile tracking code to be selectable over command-line to preserve consistency
2009-01-17 11:11:07 +00:00
zicodxx
e6c160ca85
Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
2009-01-17 11:02:59 +00:00
zicodxx
e04250e266
Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int
2009-01-15 23:58:36 +00:00
zicodxx
c37285c217
Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
2009-01-15 20:55:35 +00:00
zicodxx
007e23461e
Cleaning up the mess from revision 892...
2009-01-15 01:05:31 +00:00
kiplingw
70fd9452f1
Added: Better support for non-free compiler... (patch from Damjan Cvetko <zobo@lana.krneki.org>)
2009-01-14 19:54:45 +00:00
zicodxx
6038280726
Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
2009-01-13 16:53:10 +00:00
zicodxx
f1544295dd
Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects
2009-01-13 01:19:19 +00:00
kiplingw
3afde73ac6
Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug...
2008-12-27 04:23:56 +00:00
kreatordxx
b848edbdef
Now the Mac D1X command keys work (whoops)
2008-12-24 06:09:53 +00:00
kreatordxx
7b9dc359bb
Make Redbook the default for Mac, because MIDI is buggy
2008-12-23 10:05:23 +00:00
kreatordxx
33fb9fc7eb
Fix Mac OS 9 compile issues, update Xcode project
2008-12-21 08:54:03 +00:00
zicodxx
2b5c8d2b77
Removed (#if 0) the unfinished Tracker stuff for our Release so it won't confuse the Win32 build
2008-12-20 11:57:03 +00:00
zicodxx
828d753668
Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu
2008-12-13 12:58:57 +00:00
kreatordxx
0a7a505912
Fix short_frameinfo sending code for big endian processors
2008-12-13 04:05:30 +00:00
zicodxx
73dd8e0962
Added /KillReactor command to blow up the reactor in Multiplayer games
2008-12-12 15:57:00 +00:00
zicodxx
39b54f1686
Added /KillReactor command to blow up the reactor in Multiplayer games
2008-12-12 15:53:13 +00:00
zicodxx
616ddc6c45
Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
2008-12-12 02:05:30 +00:00
zicodxx
53efe6c01a
Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
2008-12-12 01:36:34 +00:00
zicodxx
c87b860595
Made MULTI_D1X_PROTO use D1X-IVER so no different releases can play together with Version checking enabled
2008-12-08 15:45:12 +00:00
kreatordxx
f257e48ddc
Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
2008-12-07 12:26:43 +00:00
zicodxx
58734beacb
Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
2008-12-01 09:31:21 +00:00
zicodxx
8466399451
Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.
2008-11-22 00:43:59 +00:00
zicodxx
c19aa8c19a
Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)
2008-11-21 16:09:41 +00:00
zicodxx
c5c4870573
Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo
2008-11-21 00:12:41 +00:00
zicodxx
d09569b56c
Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
2008-11-20 18:02:42 +00:00
zicodxx
58d1871199
When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow
2008-11-20 02:09:01 +00:00
zicodxx
335543283e
Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives
2008-11-19 15:52:07 +00:00
zicodxx
2e5cd378d3
Actually demand ANY valid key to abort the Death sequence
2008-11-19 12:34:50 +00:00
zicodxx
8702e9517a
Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
2008-11-18 14:43:30 +00:00
zicodxx
1cbb44a897
Fixed Cheats
2008-11-18 14:34:52 +00:00
zicodxx
076e466009
Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize
2008-11-17 23:38:43 +00:00
zicodxx
53a15a829a
When printing Gamelog, make sure canvas is NULL
2008-11-17 23:28:59 +00:00
zicodxx
be02298290
Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered
2008-11-15 20:49:54 +00:00
zicodxx
aee0198f2e
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
9424a5be86
Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come
2008-11-09 23:51:19 +00:00
zicodxx
76002c1775
Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
2008-11-09 14:46:31 +00:00
zicodxx
15d25cc54a
Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself
2008-11-09 14:31:30 +00:00
zicodxx
87f6ecce75
Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
2008-11-03 11:39:56 +00:00
zicodxx
483a981d2f
I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
2008-11-01 15:40:00 +00:00
zicodxx
4b0041d815
Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*
2008-11-01 01:19:52 +00:00
zicodxx
ab0524f95b
Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability
2008-10-31 16:57:36 +00:00
zicodxx
85b303e5e1
Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected
2008-10-30 15:00:32 +00:00
zicodxx
d53a475a58
Show debug help screen options in release build as well as some might be actually useful for players
2008-10-30 10:45:13 +00:00
zicodxx
a23ee70d37
Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes
2008-10-29 11:50:15 +00:00
zicodxx
cf147bcd4c
Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
2008-10-29 11:03:31 +00:00
zicodxx
7e1141a881
Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
2008-10-28 17:04:35 +00:00
zicodxx
7d91cc91f8
Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode
2008-10-28 15:32:12 +00:00
zicodxx
92cec5ced3
Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI
2008-10-28 13:28:10 +00:00
zicodxx
a7cc0c79ec
Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
2008-10-23 09:17:54 +00:00
zicodxx
a26e5e3284
Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
2008-10-22 15:31:24 +00:00
kreatordxx
b2fbaf7829
Fix some gcc 4.0 warnings (-wall flag)
2008-10-21 11:38:03 +00:00
zicodxx
c09620f160
Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619
2008-10-20 12:34:45 +00:00
zicodxx
d5da444a40
resolution 1440x960 to 1440x900 - typo
2008-10-20 11:11:56 +00:00
zicodxx
69c66b9afb
Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
2008-10-19 12:53:30 +00:00
zicodxx
03e026756e
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
kreatordxx
be4910621e
Page in overriding robot textures, like D2X-Rebirth
2008-10-04 11:56:03 +00:00
zicodxx
2043c19d60
Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
2008-10-01 11:53:27 +00:00
zicodxx
6054bf7e90
Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
2008-09-30 00:18:39 +00:00
zicodxx
63d2c4a2cf
Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
2008-09-30 00:07:07 +00:00
kiplingw
75227cf100
Added: Some notes regarding the warning raised in main/newdemo.c...
...
Fixed: Warning in 2d/pcx.c...
2008-07-27 22:12:19 +00:00
kiplingw
4328ddcb05
Added: Mostly stubbed out test code for game tracker server stuff...
...
Fixed: Cleaned up some GUI macro code in menu.c...
Updated: CHANGELOG.txt for end user level changes...
SConstruct: Cleaned up build system a bit with prettier build messages, added a feature or two, and included tracker source
Fixed: Fixed harmless warnings on no new line at end of some source files...
2008-07-26 17:57:13 +00:00
kreatordxx
5c7b49b0ef
Make network endian code more consistent between DXX's, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
2008-07-26 06:14:31 +00:00
zicodxx
e54992a974
Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
2008-07-19 22:28:31 +00:00
kreatordxx
0866c3c66c
Add BALDGUY cheat for Mac data (see if anyone finds it ;-) )
2008-07-15 12:50:27 +00:00
kreatordxx
ce914f552e
No using chdir for Mac OS 9 - it doesn't have it
2008-07-01 11:22:36 +00:00
kreatordxx
e539cdc14b
Make sure the right audio CD track is played when starting a level
2008-07-01 11:18:37 +00:00
kreatordxx
566efbd634
make sure it knows whether an audio CD just inserted is the official one
2008-06-17 13:41:29 +00:00
kreatordxx
16cfedcccd
tidy up music keys, ALT-SHIFT-F9 ejects audio CDs
2008-06-15 08:50:05 +00:00
zicodxx
b20c810d1d
Fixed scores write (wasn't PhysFS); Fixed PLAYING_BUILTING_MISSION in D1X; Better call for DoJasonInterpolate in demo code (hopefully)
2008-06-14 23:29:39 +00:00
zicodxx
a36ee745bd
Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
2008-06-11 21:18:50 +00:00
zicodxx
26502298d9
Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
2008-06-04 19:30:43 +00:00