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
|
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 |
|
zicodxx
|
1eac00e0b5
|
opengles variable in SConstruct could be activated by command-line argument opengl
|
2011-01-17 19:27:54 +01:00 |
|
Chris Taylor
|
45930e9afe
|
Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet)
|
2011-01-17 22:41:05 +08:00 |
|
zicodxx
|
587938363e
|
Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
|
2011-01-17 15:00:13 +01:00 |
|
Chris Taylor
|
b4f7151ac8
|
Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
|
2011-01-17 16:09:07 +08:00 |
|
Chris Taylor
|
9f76c83802
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
|
2011-01-17 12:37:04 +08:00 |
|
Chris Taylor
|
11bbae4079
|
Still send idle events when receiving SDL joystick events, fixing possible joystick issues
|
2011-01-17 12:16:05 +08:00 |
|
zicodxx
|
76514d8ba1
|
in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
|
2011-01-16 19:33:30 +01:00 |
|
zicodxx
|
f5f7435439
|
Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
|
2011-01-16 11:55:26 +01:00 |
|
zicodxx
|
8c5f76a2aa
|
Generally use PATH_MAX for filename arrays in titles code
|
2011-01-16 11:38:35 +01:00 |
|
zicodxx
|
ee3a1b6189
|
When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
|
2011-01-16 02:09:45 +01:00 |
|
zicodxx
|
a8f3f4764f
|
Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
|
2011-01-16 01:50:28 +01:00 |
|
zicodxx
|
e74f5e60d1
|
Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
|
2011-01-15 20:50:22 +01:00 |
|
zicodxx
|
e77fc51656
|
main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
|
2011-01-15 13:51:13 +01:00 |
|
zicodxx
|
ae194bf7a6
|
Fixed some compiler warnings
|
2011-01-15 00:33:10 +01:00 |
|
zicodxx
|
eb1ad2655f
|
Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
|
2011-01-14 22:55:55 +01:00 |
|
zicodxx
|
79e57e679a
|
Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
|
2011-01-14 21:32:53 +01:00 |
|
zicodxx
|
ce50e7d4e7
|
Added feature to optionally disable friendly fire in Team and Coop games
|
2011-01-14 19:48:36 +01:00 |
|
zicodxx
|
4e5e3fa604
|
Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing
|
2011-01-14 17:56:14 +01:00 |
|
zicodxx
|
03fbd12ac9
|
Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments
|
2011-01-14 16:38:06 +01:00 |
|
zicodxx
|
c918f54d56
|
In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
|
2011-01-14 15:12:39 +01:00 |
|
zicodxx
|
6e0ea332de
|
Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
|
2011-01-14 14:29:36 +01:00 |
|
Chris Taylor
|
80597ad64f
|
Fix compile errors introduced when merging
|
2011-01-14 17:49:33 +08:00 |
|
Chris Taylor
|
2bd3385abd
|
For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
|
2011-01-13 12:36:19 +08:00 |
|
zicodxx
|
010f7fb6d6
|
Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
|
2011-01-11 01:25:47 +01:00 |
|
zicodxx
|
340aa84298
|
Reverted most of the last commit - didn't work well when timer was updated too frequently
|
2011-01-11 00:37:38 +01:00 |
|
zicodxx
|
b76daeb8a8
|
In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2()
|
2011-01-10 22:59:00 +01:00 |
|
zicodxx
|
35570bb2d5
|
Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
|
2011-01-10 20:40:53 +01:00 |
|
zicodxx
|
31d17380ec
|
Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
|
2011-01-10 16:12:00 +01:00 |
|
zicodxx
|
7305f3d51e
|
Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
|
2011-01-09 19:45:09 +01:00 |
|
zicodxx
|
8bda08ed7f
|
Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
|
2011-01-09 17:51:45 +01:00 |
|
zicodxx
|
10e4fc3274
|
Fix for rev959: my_pnum must be defined static
|
2011-01-09 17:09:26 +01:00 |
|
zicodxx
|
38df3322e3
|
Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
|
2011-01-09 14:19:00 +01:00 |
|
zicodxx
|
f0d75e5689
|
Draw FlightSim Reticle on Automap display, too
|
2011-01-06 14:56:12 +01:00 |
|
zicodxx
|
28bf026158
|
Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
|
2011-01-06 12:43:55 +01:00 |
|
zicodxx
|
6d665fbb10
|
Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
|
2011-01-04 11:43:30 +01:00 |
|
zicodxx
|
182fa63ea8
|
More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd1x-rebirth' no matter if OpenGL or not
|
2011-01-03 11:42:50 +01:00 |
|
zicodxx
|
8c75bd0957
|
Added feature to disable D2-style Prox. Bomb Gauge; Moved NoRedundancy and MultiMessages toggles from GameArg to PlayerCfg to be set via Misc Options
|
2011-01-03 02:01:09 +01:00 |
|
zicodxx
|
919470db2f
|
Added Cycle Primary/Secondary to the config panels for keyboard and joystick like in D2X-Rebirth and store them in the designated key/button arrays; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
|
2011-01-03 01:08:52 +01:00 |
|
zicodxx
|
80cf3fd308
|
Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus
|
2011-01-02 18:07:37 +01:00 |
|
zicodxx
|
70bf7e8694
|
Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen
|
2011-01-02 12:25:43 +01:00 |
|
zicodxx
|
21adec7f5c
|
Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable
|
2010-12-30 23:36:35 +01:00 |
|
zicodxx
|
05236e9c45
|
Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default
|
2010-12-28 19:11:06 +01:00 |
|
Chris Taylor
|
54fea43e07
|
Make the keypad info display into a window
|
2010-12-28 12:27:34 +08:00 |
|
zicodxx
|
6ccbb83a88
|
Disabling IPv6 support for OS X since in Snow Leopard it's buggy, making all Multiplayer pretty much impossible - re-activating soon as proper patches from Apple are in sight
|
2010-12-24 10:06:03 +01:00 |
|
Chris Taylor
|
0557c8bb43
|
Copy lots of editor stuff from d2x-rebirth to d1x-rebirth, getting it to work on Mac OS X
|
2010-12-24 12:26:24 +08:00 |
|
zicodxx
|
e15bd60656
|
Align timer_delay for credits so the song (midi or redbook) should at least be heard once
|
2010-12-23 23:38:27 +01:00 |
|
zicodxx
|
9f138fbf2a
|
Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame
|
2010-12-23 22:42:06 +01:00 |
|
Chris Taylor
|
da06d9889e
|
Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)
|
2010-12-22 22:13:33 +08:00 |
|
Chris Taylor
|
2effee8a4f
|
Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
|
2010-12-22 21:58:34 +08:00 |
|
zicodxx
|
401a546bb2
|
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 14:53:23 +01:00 |
|
zicodxx
|
858aa603e6
|
added hitobj_list to struct laser_info to get a bit cleaner code
|
2010-12-22 10:41:15 +01:00 |
|
Chris Taylor
|
e9fba443ef
|
Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
|
2010-12-22 17:38:52 +08:00 |
|
Chris Taylor
|
4f6199f40a
|
Use game_init_render_buffers for editor (for now), fixing crash
|
2010-12-22 17:21:32 +08:00 |
|
zicodxx
|
4b265301a0
|
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 01:17:49 +01:00 |
|
zicodxx
|
c75cd30d84
|
In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors
|
2010-12-22 01:11:11 +01:00 |
|
zicodxx
|
ffc73ed4f2
|
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 00:18:03 +01:00 |
|
Chris Taylor
|
84bf981a06
|
Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though)
|
2010-12-05 20:33:25 +08:00 |
|
zicodxx
|
82053d1bd8
|
Changed another WIN32 to _WIN32 to avoid accidentially compiling with WORDS_BIGENDIAN when using VisualC
|
2010-12-04 21:58:59 +01:00 |
|
zicodxx
|
970fd72eae
|
When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed
|
2010-12-04 16:51:40 +01:00 |
|
Chris Taylor
|
f4ec76d74d
|
When setting a bogus sound in gamedata_read_tbl, don't let piggy_close free it. Fixes freeing of non-malloc'd pointer for PC shareware data
|
2010-12-04 13:44:09 +08:00 |
|
zicodxx
|
f0c4d80f48
|
Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping
|
2010-12-03 01:09:22 +01:00 |
|
zicodxx
|
822ffc543f
|
When Quitting is called in standard_handler disable Autodemo if active
|
2010-11-30 23:44:47 +01:00 |
|
Chris Taylor
|
287172c3f2
|
Change Mac OS X 'Development' SDK to the built-in one to get rid of depreciated 'ShowCursor' warning
|
2010-12-01 00:06:30 +08:00 |
|
Chris Taylor
|
c34763b070
|
Turn fullscreen off when showing a messagebox for Mac; move songs_play_song(SONG_TITLE) from inferno.c to titles.c
|
2010-11-30 23:40:27 +08:00 |
|
zicodxx
|
427fb6d6b5
|
Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdout
|
2010-11-30 13:46:10 +01:00 |
|
zicodxx
|
bb0391467e
|
Little fixes for rev939 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp
|
2010-11-30 12:19:41 +01:00 |
|
zicodxx
|
ce2fb8db90
|
Large improvement for _WIN32 native MIDI code by TURRICAN0: supprt for HMP track loop, seamless song looping, GS reset, pausing/resuming midi, volume control for each MIDI channel; Set GameArg.SndDisableSdlMixer automatically if compiled without SDL_mixer support; On _WIN32 play HMP natively again
|
2010-11-28 16:49:32 +01:00 |
|
zicodxx
|
0c9a9f4d62
|
Added missing brackets gone missing in r936
|
2010-11-28 16:07:39 +01:00 |
|
zicodxx
|
0c10299a5f
|
Fix for r936 - re-added playing titles song when titles are about to show
|
2010-11-28 15:50:50 +01:00 |
|
Chris Taylor
|
be82a68e77
|
Add support for OS native error/warning boxes, only implemented for Mac for now
|
2010-11-28 20:02:38 +08:00 |
|
zicodxx
|
8f349cfdc5
|
in do_powerup added check for distance of other players to powerup object to make redundant pickups less likely
|
2010-11-28 12:08:14 +01:00 |
|
zicodxx
|
2b02639bd2
|
In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)
|
2010-11-28 01:02:04 +01:00 |
|
zicodxx
|
e2730faa5b
|
If -verbose or -debug is set, write gamelog.txt unbuffered for a higher chance to get messages there in case of a crash; Totally supress messages in stdout/err.txt on _WIN32
|
2010-11-26 13:15:44 +01:00 |
|
zicodxx
|
365def54ed
|
Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well.
|
2010-11-26 12:50:01 +01:00 |
|
zicodxx
|
5a6fb73ed2
|
When verifying objects, do not necessarily check for controlcen as it's not necessarily there in some anarchy missions
|
2010-11-23 16:16:22 +01:00 |
|
zicodxx
|
83d746151a
|
changing max UDP size again - increasing to 576 - should still be safe
|
2010-11-23 16:12:00 +01:00 |
|
zicodxx
|
9e9063901e
|
reducing max buffer size of an UDP packet from 1024 to 512 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used
|
2010-11-23 01:26:44 +01:00 |
|
Chris Taylor
|
6e7c517338
|
If it can't find descent.hog, still print some useful info
|
2010-11-22 21:09:42 +08:00 |
|
Chris Taylor
|
cfae937bda
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Make sure read_m3u won't read past the end of the buffer, causing a crash
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2010-11-22 20:47:46 +08:00 |
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