Commit graph

64 commits

Author SHA1 Message Date
Kp 7cda97cc74 Move d2x-rebirth source into subdirectory d2x-rebirth 2013-02-19 00:34:46 +00:00
Kp 7f5d61c3ed Remove RCS comment to synchronize code with D1X 2013-02-22 04:32:14 +00:00
zicodxx b6a906bc53 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 2013-01-19 16:37:42 +01:00
zicodxx 0a03ea3adc Moved multi_* declarations to multi.h - patch by Kp 2013-01-03 16:33:57 +01:00
zicodxx ba1dcead7c Moved vers_id.h inclusion to where it is needed - patch by Kp 2012-11-02 18:35:57 +01:00
zicodxx 7c5aaa29df Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp 2012-07-23 01:17:54 +02:00
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 b0288d8df0 removed MarkerOwner; some code cleaning in that regard 2012-06-10 11:26:29 +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 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 20b8e59305 Incremented version to 0.57.3; Added Release notes 2012-05-10 19:10:49 +02:00
zicodxx 4eaddede80 Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way 2012-05-10 01:40:39 +02:00
zicodxx 1475eccac4 Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier 2012-05-09 01:22:31 +02:00
zicodxx 347775de93 Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level 2012-04-27 02:09:48 +02:00
zicodxx 4e4f949bc0 fixed improper player disconnecting which might have been caused by endlevel packet 2012-04-23 16:15:19 +02:00
zicodxx 8fc772586c fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information 2012-04-16 01:13:29 +02:00
zicodxx 3a96935748 Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition 2012-04-15 15:32:48 +02:00
zicodxx 90e41c1c85 When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game() 2012-04-15 03:05:28 +02:00
zicodxx f35eba5f04 Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward 2012-04-12 02:15:26 +02:00
zicodxx d0ddf0362a fixed glitch when reappear and explode packets are misordered, rendering player invisible 2012-04-07 12:32:22 +02:00
zicodxx c3b520b6e2 Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second 2012-03-29 10:16:33 +02:00
zicodxx 26bb1f6a34 Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h 2012-03-28 12:26:24 +02:00
zicodxx 2f08947f48 Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages 2011-11-02 01:04:42 +01:00
zicodxx 951f3edd80 Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal 2011-09-19 13:01:11 +02:00
zicodxx a8892bd13a Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay 2011-09-15 10:45:48 +02:00
zicodxx d9ca3a2287 Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability 2011-09-14 01:15:32 +02:00
zicodxx dadb99bdca Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info 2011-05-25 15:25:13 +02:00
zicodxx 914555fe81 Host can now decide (again) if players are allowed to display enemy names on HUD 2011-05-05 00:16:37 +02:00
zicodxx baeca7ebfa Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Removed ShowAllNames from Netgame structure as I see no reason why names display should be host-controlled; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games 2011-04-12 00:45:21 +02:00
zicodxx 74c7bdd7c5 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 2011-04-11 17:47:16 +02:00
zicodxx 7f18afd5d7 Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done 2011-04-05 02:24:34 +02:00
zicodxx 753178a30f 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 2011-02-09 12:58:32 +01:00
zicodxx fd53a1264b On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names 2011-01-19 19:55:38 +01:00
zicodxx a1f7da133e Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com> 2011-01-19 02:19:17 +01:00
zicodxx 8a10ec4238 Added feature to optionally disable friendly fire in Team and Coop games 2011-01-14 19:48:48 +01:00
zicodxx eeecf4016e Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed 2011-01-14 14:29:08 +01:00
zicodxx 5172e33d84 in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds 2010-12-22 14:55:26 +01:00
zicodxx fe84fa3a9a 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 2010-12-22 01:17:59 +01:00
zicodxx 3bcb0ecdde Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next) 2010-12-11 00:18:17 +01:00
zicodxx c1f7442f23 Took over variable VerifyPlayerJoined for UDP protocol usage as well to get object and extra packet sending in order as well as regulary resending UPID_SYNC for latecoming players. Should resolve problems when joining already running UDP games 2010-11-22 22:44:03 +01:00
kreatordxx 466f51e8f5 On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t 2010-09-02 00:07:37 +00:00
kreatordxx 00450cfc32 Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later) 2010-03-31 09:18:28 +00:00
kreatordxx 6ca05c2dce Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency 2010-03-20 13:21:53 +00:00
zicodxx 64af50c05a 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
kreatordxx ff04fd682e Fix crashing when doing menus in multiplayer, don't let player move when in automap 2010-01-31 07:45:26 +00:00
kreatordxx f83741d89f 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
kreatordxx b6452e75b7 Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
zicodxx 62b75469dd 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 febe5d124d Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
zicodxx fb112d7dfb 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