Kp
970ce18410
Pass canvas to render_object
2017-03-11 19:56:27 +00:00
Kp
25c36d4b0e
Pass canvas to draw_morph_object
2017-03-11 19:56:27 +00:00
Kp
262d6c6c27
Pass canvas to g3_draw_morphing_model
2017-03-11 19:56:27 +00:00
Kp
e1d0d0603f
Pass canvas to draw_hostage
2017-03-11 19:56:26 +00:00
Kp
f0707cb9bd
Pass canvas to draw_powerup
2017-03-11 19:56:26 +00:00
Kp
a55de34884
Pass canvas to Laser_render
2017-03-11 19:56:26 +00:00
Kp
753cbafe61
Pass canvas to render_terrain
2017-03-11 19:56:26 +00:00
Kp
113aa50a2a
Pass canvas to draw_fireball
2017-03-11 19:56:25 +00:00
Kp
48d9f2cd19
Pass vclip to draw_vclip_object
2017-03-11 19:56:25 +00:00
Kp
450b3ec4f5
Pass canvas to draw_weapon_vclip
2017-03-11 19:56:25 +00:00
Kp
48a6adbe87
Pass canvas to draw_vclip_object
2017-03-11 19:56:25 +00:00
Kp
bc11b3bf85
Pass const object to draw_object_tmap_rod
2017-03-11 19:56:25 +00:00
Kp
03043f944e
Guard Headlights by if(D2)
...
Descent 1 has no headlight powerup. Code to read headlights was
incorrectly added in 357e1b0144
, but no code was added to write
headlights, so the Descent 1 lighting code checked for headlights that
never existed. Guard the headlight global variables and the associated
logic with if(D2).
Fixes: 357e1b0144
("Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)")
2017-03-11 19:56:25 +00:00
Kp
a6c8087815
Remove unused compute_object_light parameter rotated_pnt
2017-03-11 19:56:24 +00:00
Kp
dfbcc02346
Pass const object to compute_object_light
2017-03-11 19:56:24 +00:00
Kp
84faf8aa73
Pass canvas to draw_object_blob
2017-03-11 19:56:24 +00:00
Kp
4e1156a996
Use canvas in OGL g3_draw_sphere
2017-03-11 19:56:24 +00:00
Kp
9ccddf5366
Pass canvas to draw_exit_model
2017-03-11 19:56:23 +00:00
Kp
719de35484
Pass grs_bitmap to gr_pixel
2017-03-11 19:56:23 +00:00
Kp
9dbec8433d
Pass grs_bitmap to gr_upixel
2017-03-11 19:56:23 +00:00
Kp
9311548eba
Pass grs_bitmap to ogl_upixelc
2017-03-11 19:56:23 +00:00
Kp
c725a6cb88
Pass canvas to gr_init_font
2017-03-11 19:56:22 +00:00
Kp
afb52a5a3e
Pass canvas to draw_hud
2017-03-11 19:56:22 +00:00
Kp
a19286437a
Pass canvas to show_mousefs_indicator
2017-03-11 19:56:22 +00:00
Kp
4b6f42a962
Pass canvas to show_reticle
2017-03-11 19:56:22 +00:00
Kp
5e1b27120d
Pass canvas to HUD_render_message_frame
2017-03-11 19:56:21 +00:00
Kp
d67a27df65
Fix SDL check_header_includes=1 build
...
Type `SyncGLMethod` was defined conditional on DXX_USE_OGL, but header
`common/include/ogl_sync.h` used `SyncGLMethod` unconditionally. This
works fine in the normal build since SDL builds never include
`common/include/ogl_sync.h`, but broke the check_header_includes=1 test
since that compiles `common/include/ogl_sync.h` even for SDL builds.
Wrap type `ogl_sync` in `#if DXX_USE_OGL` to hide it from the
check_header_includes=1 test in SDL mode.
2017-03-11 19:56:21 +00:00
Kp
f5a17abbe8
Pass canvas to show_HUD_names
2017-03-10 01:22:28 +00:00
Kp
7410ad343c
Pass canvas to render_mine
2017-03-10 01:22:28 +00:00
Kp
8542940b24
Pass canvas to render_frame
2017-03-10 01:22:27 +00:00
Kp
393e96b8d8
Unify SDL/OGL save_screen_shot
...
This simplifies maintenance and reduces the potential for inconsistency.
It also cleans up one existing inconsistency.
2017-03-10 01:22:27 +00:00
Kp
c50756c958
Cache canvas in radio.cpp
2017-03-10 01:22:25 +00:00
Kp
5be6b53d16
Fold calls in ui_draw_radio
2017-03-10 01:22:25 +00:00
Kp
0f93dc6e34
Cache canvas in message.cpp
2017-03-10 01:22:25 +00:00
Kp
4d9541d776
Cache canvas in menubar.cpp
2017-03-10 01:22:25 +00:00
Kp
a730f68e0b
Cache canvas in listbox.cpp
2017-03-10 01:22:25 +00:00
Kp
6ff14b7688
Cache canvas in keypad.cpp
2017-03-10 01:22:25 +00:00
Kp
dff67dad1b
Cache canvas in inputbox.cpp
2017-03-10 01:22:24 +00:00
Kp
8d5ca033e1
Cache canvas in icon.cpp
2017-03-10 01:22:24 +00:00
Kp
9d4e1e307c
Shorten ui_dialog_do_gadgets
2017-03-10 01:22:24 +00:00
Kp
0dc59ab3f2
Simplify ui_dialog_handler switch
2017-03-10 01:22:24 +00:00
Kp
8633b85ee4
Simplify draw_tmap interpolation
...
Prior changes removed most of what made the switch branches distinct.
Capitalize on that to combine identical code paths.
2017-03-10 01:22:24 +00:00
Kp
fe7bb8d36b
Use valptridx<wall>::magic_constant for wall_none
2017-03-04 22:25:54 +00:00
Kp
a8c3a7f10b
Alias Side_to_verts to Side_to_verts_int
2017-03-04 22:25:54 +00:00
Kp
cebd2fd36d
Pass object &to boss_init_all_segments
...
The index is not needed.
2017-03-01 02:48:41 +00:00
Kp
482dcf0ba3
Avoid temporarily moving boss while probing layout
...
Expose sphere_intersects_wall and call it directly from
boss_fits_in_seg, so that boss_fits_in_seg does not need to modify the
position and segment of the boss during the test.
2017-03-01 02:48:40 +00:00
Chris Taylor
19e4c07bb0
Bosses generated by a robot maker or even released by another robot will now teleport
...
Fixes issue #328 .
2017-02-26 10:21:10 +08:00
Chris Taylor
32286ed4fc
Play boss looping immediately on loading saved game
...
If boss has teleported before, even before a loaded state was saved, play the boss looping sound immediately when loading the saved game (if near the boss). Resolves issue #326 .
2017-02-26 10:21:10 +08:00
Kp
ba914fea81
Pass up various return values
2017-02-26 00:00:02 +00:00
Kp
8a89313ec4
Move compute_segment_center body to dcx
2017-02-22 03:05:44 +00:00