Commit graph

1110 commits

Author SHA1 Message Date
zicodxx d7d7661cd6 Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvas 2011-02-24 00:21:47 +01:00
zicodxx fe2dd897f7 Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too 2011-02-23 17:46:36 +01:00
Chris Taylor 32187e428f Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes 2011-02-21 14:36:18 +08:00
zicodxx 4c58b43b2d Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha 2011-02-18 00:43:03 +01:00
zicodxx 79e84f8d17 Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain 2011-02-18 00:17:49 +01:00
zicodxx 05d98af43f Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support 2011-02-15 14:44:00 +01:00
zicodxx 7481e1c0fc For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering 2011-02-14 23:52:28 +01:00
zicodxx c1e4e9c3d7 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 2011-02-14 22:27:02 +01:00
zicodxx e9da5b85b4 New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then 2011-02-12 23:58:39 +01:00
zicodxx 01e522e6e7 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 2011-02-11 12:24:13 +01:00
zicodxx 53c9fa987f Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops 2011-02-10 20:53:19 +01:00
zicodxx a025d430c0 Fixed compiler warning related to generation of game_id for Coop Savegames 2011-02-10 18:56:31 +01:00
zicodxx 6bc439a343 Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program 2011-02-10 15:30:05 +01:00
zicodxx be7713c1ae Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text 2011-02-10 14:09:05 +01:00
zicodxx 80e9e5893e Fixed memory leak produced by drawing circles and disks 2011-02-09 17:18:26 +01:00
zicodxx eb0d876b9c 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 12:58:28 +01:00
zicodxx 2232433860 Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused 2011-02-06 14:25:31 +01:00
zicodxx 09debd3e2f Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.) 2011-02-03 11:47:54 +01:00
zicodxx 3f17b47fe8 fix to rev 1038 - not completely there today... 2011-02-03 01:19:27 +01:00
zicodxx 2b1550fa2e 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 2011-02-03 01:05:01 +01:00
zicodxx 728442ff96 Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining 2011-02-02 23:51:29 +01:00
zicodxx 17d0482938 After rendering Reboot reticle, reset glLineWidth to default value again 2011-02-02 02:12:09 +01:00
zicodxx 284ca0809d Small correction for last commit - key handler of automap was reacting to non-key events as well 2011-02-02 02:08:21 +01:00
zicodxx 5aa0939b73 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 2011-02-02 01:36:43 +01:00
zicodxx 5f096e322a In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind 2011-01-26 11:55:43 +01:00
zicodxx 7683527726 Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls 2011-01-24 21:51:07 +01:00
zicodxx 54097a9a3e Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop 2011-01-24 20:45:59 +01:00
zicodxx 273d0b0dbe Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop 2011-01-24 20:37:45 +01:00
zicodxx 6263db8521 Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too 2011-01-24 15:26:06 +01:00
zicodxx b624e51c35 For new player, set ReticleSize to 0 which is the smallest size 2011-01-23 18:22:10 +01:00
zicodxx 5b6c028c60 Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement 2011-01-23 11:59:46 +01:00
zicodxx e5c1c4f963 Taking out one Assert in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that 2011-01-23 09:57:46 +01:00
zicodxx b35fd6e3d7 Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day 2011-01-22 21:43:20 +01:00
zicodxx e133e6e764 in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense 2011-01-22 18:46:05 +01:00
zicodxx 6bcb2ef0cf Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw) 2011-01-22 18:14:14 +01:00
zicodxx bed51f2f4d _POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define 2011-01-22 18:06:42 +01:00
zicodxx 4b1faafc15 Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer 2011-01-22 17:56:23 +01:00
zicodxx 13faad1855 Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages 2011-01-22 13:30:12 +01:00
zicodxx 41a3d3971e Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that 2011-01-21 17:45:26 +01:00
zicodxx c7038983d5 Added a simple random function for the Jukebox; Removed one small printf I once added for debugging 2011-01-20 12:17:24 +01:00
zicodxx 45d8b82ab6 Additional commit for last revision - didn't selected all files properly 2011-01-19 21:51:59 +01:00
zicodxx c124b0883f Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth 2011-01-19 21:35:14 +01:00
zicodxx 96a350e97f 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 19:55:32 +01:00
zicodxx 20cf4c5228 Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder 2011-01-19 12:21:59 +01:00
zicodxx 493f1cff34 Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho 2011-01-19 02:19:15 +01:00
zicodxx 0177a6f2ae Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack 2011-01-19 00:07:06 +01:00
zicodxx 61a5524e4e Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with 2011-01-18 20:02:02 +01:00
zicodxx 3c744c9b91 In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode 2011-01-18 19:43:05 +01:00
zicodxx b5adb1838a 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 2011-01-18 15:53:26 +01:00
zicodxx fc92651eb2 Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits 2011-01-17 21:00:45 +01:00