Commit graph

131 commits

Author SHA1 Message Date
Kp 8e94b21061 Add size information to improve -fmudflap 2012-11-11 00:12:17 +00:00
Kp d2bbdfd058 Avoid use of C++ keyword as variable name 2013-06-30 17:59:31 +00:00
Kp 63dc72ba4a Add HUD_init_message_literal for preformatted text strings 2013-06-29 22:19:17 +00:00
Kp 29ab6430df Realign netflag enum and strings 2013-06-25 02:26:08 +00:00
Kp 5575f9beba Validate netgame mode index 2013-06-25 02:09:12 +00:00
Kp b685253fef Use enum for multiplayer message numbers 2013-06-14 03:04:23 +00:00
Kp 9af78b7217 Compute message_length limit automatically 2013-06-14 03:04:23 +00:00
Kp 4f63b346e6 Mark weapon related globals as const 2012-10-28 02:27:28 +00:00
Kp 8f95f0120d Use ubyte/const ubyte consistently in multiplayer messaging 2013-03-31 20:42:14 +00:00
Kp da757190cc Simplify processing of $ insertion of name in multiplayer messages 2013-03-31 20:42:14 +00:00
Kp 8768441da9 Move reactor Gun_dir,Gun_pos into struct object 2013-03-23 19:09:44 +00:00
Kp a81afea7fe Rename include/error.h to include/dxxerror.h
Avoid conflict with generic system header.
2012-07-07 18:35:06 +00:00
Kp 5c2d180d0f Normalize comments and whitespace to match D1X 2013-02-25 01:59:08 +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 9d16bf74d3 Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colon 2013-01-08 11:42:10 +01:00
zicodxx f4ab2e63af Added dummy %s to prevent formatting untrusted literals - patch by Kp 2013-01-03 17:30:42 +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 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 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 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 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 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 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 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 b02060216e Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers 2012-04-18 11:28:23 +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 8a136a461c addition for last commit - forgot to fix when resolving merge-conflict 2012-04-15 16:06:02 +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
Chris Taylor 311f835bf8 Clicking on mine elements in the editor now works in ogl 2012-04-15 13:45:45 +08:00
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 e45dd761b3 addition for r1310 forgotten to commit 2012-04-12 11:31:30 +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 39b0dacd6a variable declarations come first 2012-04-05 02:21:33 +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 aa8286c1d6 Fixed set but unused variables 2011-09-27 01:31:19 +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 fa96b3e5d7 Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action 2011-07-14 13:38:04 +02:00
zicodxx 3db4007d8a for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more 2011-06-04 22:50:37 +02:00
zicodxx dd991fbf6b Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content 2011-06-01 09:59:55 +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 9b17431c45 Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or both 2011-05-19 02:34:14 +02:00
zicodxx ecdeed6228 Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables 2011-05-15 11:59:12 +02:00
zicodxx aa520e662a Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first 2011-05-13 22:21:13 +02:00
zicodxx 040407cf02 Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available 2011-05-04 12:05:59 +02:00
zicodxx 3705012d32 Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level 2011-04-20 01:47:15 +02:00