Commit graph

659 commits

Author SHA1 Message Date
zicodxx b6d7b9d266 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 98a1b97fb9 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 1093aa0d07 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 cb1b0bdb26 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 98fb362850 Fixing building on Windows if SDL_Mixer is not a target 2010-07-05 12:14:49 +00:00
zicodxx 0b8e26161b 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 02247f5abb 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 d74b94b9bd Addition for rev1152: After setting mouse button, reset mouse state properly 2010-07-05 07:53:38 +00:00
zicodxx 74674220ff 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 9d3abbbf32 Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup() 2010-07-04 13:57:21 +00:00
zicodxx 0a143da860 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 faab4b0acb 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 4d5ff1bd29 Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL 2010-07-04 07:07:51 +00:00
zicodxx 3ee2d7c4fa Renamed manual_join to direct_join; Aligned letlist tabs a little bit 2010-07-01 09:08:30 +00:00
zicodxx 3033cea7b4 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 f81a5d8601 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 03be2fae70 If multi_level_sync() fails, restart menu music since level music is playing already 2010-06-29 21:14:30 +00:00
zicodxx ca9c43d07f 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 a54a0a6975 Added UDP Netlist to join LAN games discovered/announced via broadcast 2010-06-29 16:41:08 +00:00
zicodxx ead78aa6aa 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 7849947519 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 d18e8f08fe Made Briefing printing sound apply everytime there is chattering enabled. Even if it would be logical to have it only with flashing cursor, most briefings - even Counterstrike - forget to toggle it correctly 2010-06-25 06:35:29 +00:00
zicodxx c33a8e49a3 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 6a81273645 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 5a8ff256ae Added function to list valid resolutions and build resolutions menu dynamically with the resulting list 2010-06-24 09:29:11 +00:00
zicodxx 16b0092af7 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 d79cc8bcbf 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 171386bc24 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 c935ecfa99 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 c02ca51f4e 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 950b4c9ada 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 a56e56f034 Show movies in correct aspect; Added mipmap generation to movie texture if Texture filtering enabled - can also be disabled seperately 2010-06-19 16:42:07 +00:00
zicodxx da0d7c1f61 For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect 2010-06-19 16:24:34 +00:00
zicodxx 7fd13388fb 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 221076a3f5 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 992f66f04c 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 a01ae0f445 Fixing digi_win32_ functions I broke yesterday. THANKS ZIF\! 2010-06-15 18:27:10 +00:00
zicodxx 2ba931acca Fixing typo in Netgame help screen 2010-06-15 17:20:37 +00:00
zicodxx ee53409d18 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 cac223991f 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 9877d658f3 Process -nomusic argument again 2010-06-14 17:55:25 +00:00
zicodxx 321115f8f3 Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normal 2010-06-14 15:17:03 +00:00
zicodxx 3a839c5b31 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 cc12616895 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 8f324ded75 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 58ef7993a5 Properly specify number of items for do_options_menu, so the options menu actually shows 2010-05-03 08:22:50 +00:00
kreatordxx 6cc629dc6a 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 66bad6378f 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 046ef88c77 Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler 2010-04-04 09:41:53 +00:00
kreatordxx 493b07e3da 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