zicodxx
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e23535ffe8
|
little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
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2012-04-24 11:55:12 +02:00 |
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zicodxx
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20e8b6c497
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fixed improper player disconnecting which might have been caused by endlevel packet
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2012-04-23 16:15:20 +02:00 |
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zicodxx
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d30fb514b1
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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
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2012-04-18 11:28:21 +02:00 |
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Chris Taylor
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3e991237ed
|
Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
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2012-04-17 17:14:21 +08:00 |
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Chris Taylor
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7b9f0f8d17
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Rename MessageBox to ui_messagebox to avoid a conflict with Windows' MessageBox
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2012-04-17 16:02:32 +08:00 |
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Chris Taylor
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7971e8cff8
|
Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
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2012-04-17 15:45:58 +08:00 |
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Chris Taylor
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670219fa5a
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Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
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2012-04-17 15:35:23 +08:00 |
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Chris Taylor
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7ff82427d9
|
Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
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2012-04-17 15:20:51 +08:00 |
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Chris Taylor
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36aeba165a
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Reset the player object for the editor, since demo playback mucks it up
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2012-04-17 15:11:49 +08:00 |
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Chris Taylor
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a5f9d3933d
|
Allow level progressing if playing the builtin mission with EDITOR compiled - only exit if Current_level_num is 0
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2012-04-17 15:04:18 +08:00 |
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Chris Taylor
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fa76bc657e
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Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
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2012-04-16 16:53:32 +08:00 |
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Chris Taylor
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ee9f1b33db
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Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
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2012-04-16 14:41:26 +08:00 |
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Chris Taylor
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ad5549793f
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Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
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2012-04-16 13:26:14 +08:00 |
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zicodxx
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4287e713b1
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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
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2012-04-16 01:13:27 +02:00 |
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zicodxx
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e8d4070413
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Fixed set but unused variables in OGL build
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2012-04-15 16:15:18 +02:00 |
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zicodxx
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c308f45544
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addition for last commit - forgot to fix when resolving merge-conflict
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2012-04-15 16:05:59 +02:00 |
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zicodxx
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a92f7497a3
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Addition for last change in hmp_reset(): execute midiOutShortMsg() even if midiOutPrepareHeader() fails as not related to SysEx part
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2012-04-15 15:52:12 +02:00 |
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zicodxx
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897a6aaf6b
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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
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2012-04-15 15:32:46 +02:00 |
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Chris Taylor
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e1eaf7cc65
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Clicking on mine elements in the editor now works in ogl
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2012-04-15 13:43:41 +08:00 |
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Chris Taylor
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1d05b49978
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Set edge_list_size to Num_segments*12 to avoid crashes in the editor with certain third party levels
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2012-04-15 09:32:04 +08:00 |
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zicodxx
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2a15431ec7
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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()
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2012-04-15 03:05:25 +02:00 |
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Chris Taylor
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8b22237d4e
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Set the correct palette for the editor
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2012-04-14 18:28:07 +08:00 |
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Chris Taylor
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b80b863f49
|
Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
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2012-04-14 17:41:50 +08:00 |
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Chris Taylor
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ef6e5180db
|
Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
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2012-04-14 15:06:12 +08:00 |
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Chris Taylor
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4c9ac01f4b
|
Don't bother generating a game text file (.txm) every time a level is loaded, even if the EDITOR is compiled. Just when a level is saved
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2012-04-14 14:22:18 +08:00 |
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Chris Taylor
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81cf0853f0
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Fix crash when loading a level in the editor
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2012-04-14 12:23:49 +08:00 |
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zicodxx
|
2baf397a68
|
Removed redundant call of songs_stop_all() when starting credits; Added failsafe for loop in case MHDR_DONE flag is not properly set by MIDI device; Added more verbosity for hmp_reset()
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2012-04-12 19:45:44 +02:00 |
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zicodxx
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9990b806a5
|
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
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2012-04-12 02:15:23 +02:00 |
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Chris Taylor
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a327d380a7
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Fix a crash when going into a directory with no files in the editor file browser, clicking on listboxes for same sets inputbox correctly
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2012-04-11 12:03:36 +08:00 |
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Chris Taylor
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7aa618b266
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Draw the object rotation velocity, file browser and MessageBox dialogs properly
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2012-04-11 10:52:19 +08:00 |
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Chris Taylor
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e93c497a47
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Fix unused variable warning in last commit
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2012-04-09 20:51:36 +08:00 |
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Chris Taylor
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7ef1431885
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Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)
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2012-04-09 20:40:55 +08:00 |
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Chris Taylor
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d9bc0a16ff
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No setting the screen mode when calling a newmenu function, so if it shows the 'Save Mine' messagebox in the editor, it won't change the screen resolution and trash everything. (If this causes problems, we can make it use the MessageBox if it's still in the editor, nm_messagebox otherwise)
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2012-04-09 19:18:49 +08:00 |
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Chris Taylor
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418e6ab674
|
Fix all remaining known editor drawing issues. In ogl: get the texture previews to draw, get userbox borders to draw in the right location, properly underline characters in the menus, draw all the borders properly (i.e. no gap), no scaling fonts. Software render: draw userbox borders again. Both: clear the whole status bar, clear to the right edge of the screen.
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2012-04-09 17:28:44 +08:00 |
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Chris Taylor
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285531c4e0
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Fix a nasty bug where pressing 'Alt' to explore the editor menubar would split the window stack in two, rendering the editor unresponsive
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2012-04-09 17:12:01 +08:00 |
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Chris Taylor
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8a437a759c
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Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)
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2012-04-09 10:12:58 +08:00 |
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zicodxx
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999e008dc6
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in software rendering scale savestate thumbnail to correct size
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2012-04-09 00:19:11 +02:00 |
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zicodxx
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9825e264d5
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plasma fire can ignite bombs which are dropped while firing. to compensate added a timed check where at least one projectile must be older than 200ms to trigger a possible collision. this fixes this issue if the player is moving away from the bomb
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2012-04-08 16:59:50 +02:00 |
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zicodxx
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ba75f1237e
|
added specification for Descent: Destination Saturn briefing screen to properly show briefings; added different briefing structure for Descent 1 Shareware which has a slightly different order of the usual briefings
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2012-04-08 15:47:50 +02:00 |
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zicodxx
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d39d58a585
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record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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2012-04-07 16:13:10 +02:00 |
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zicodxx
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9ca56e4039
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fixed glitch when reappear and explode packets are misordered, rendering player invisible
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2012-04-07 12:32:22 +02:00 |
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zicodxx
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513bd4b231
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removed redundant definitions of FILENAME_LEN
|
2012-04-07 11:41:14 +02:00 |
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zicodxx
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51b6b4e271
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made code more similar to D2X-Rebirth by introducing open_font which allows to keep track of font_data and free it properly
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2012-04-07 11:35:38 +02:00 |
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zicodxx
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abb2c08af3
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made choose_drop_segment more similar to D2X-Rebirth and let fallback correctly check for reactor segment
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2012-04-07 10:57:55 +02:00 |
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zicodxx
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4f8a60983e
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Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix64
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2012-04-05 02:41:56 +02:00 |
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Chris Taylor
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09a37b623a
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Make the editor draw the same for the non-ogl build as the ogl build, since I just made it draw the grey background over everything in the last commit. If you want to see what it's *supposed* to look like, go to yesterday's commit :P
|
2012-03-31 20:11:39 +08:00 |
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Chris Taylor
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801e989a66
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Use correct coordinates for dialog border (still doesn't draw fully)
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2012-03-31 19:47:39 +08:00 |
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Chris Taylor
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00245bccdc
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Make the main stuff (gadgets, two viewers) draw for the editor in ogl, still more tweaking required
|
2012-03-31 18:35:06 +08:00 |
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Chris Taylor
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2d8c86eaf1
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Make all drawing in the editor single buffered, since the whole screen is double buffered. Fixes crash - but only shows a black screen and the menu for ogl
|
2012-03-31 12:27:10 +08:00 |
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Chris Taylor
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c75f1d3937
|
Make sure the ogl font code recognises the editor font is fixed width, fixing a crash; take the plunge and make D1X Rebirth compile with editor for Mac OpenGL build (won't work yet)
|
2012-03-31 11:36:56 +08:00 |
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zicodxx
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24d0849125
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Changed declaration of event_get_idle_second() from int32_t to fix since Windows does not know it without pstypes.h. Included maths.h for this but should now work flawlessly on all platforms
|
2012-03-30 16:29:03 +02:00 |
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Chris Taylor
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1237649a99
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Make 2d/font.c more similar between d1x-rebirth and d2x-rebirth
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2012-03-30 20:35:39 +08:00 |
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zicodxx
|
0dae4f8206
|
Fixed Redbook playback which was not repeating the CD after finishing
|
2012-03-29 14:49:44 +02:00 |
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zicodxx
|
1a76d33345
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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 10:15:58 +02:00 |
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zicodxx
|
0e55ac91da
|
Added forgotten D2 powerup capping code when starting level which hopefully fixes massive powerup loss
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2012-03-28 21:45:40 +02:00 |
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zicodxx
|
6251eb2eb0
|
Dynamically allocate line to read from descent.cfg and ensure a safe length
|
2012-03-28 13:43:31 +02:00 |
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zicodxx
|
32ebfab29d
|
Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
|
2012-03-28 12:26:19 +02:00 |
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zicodxx
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4ddf79e16f
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Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
|
2012-03-28 12:09:19 +02:00 |
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zicodxx
|
d583415cfb
|
in netgame info screen some setting-descriptions were interchanged and displayed wrong toggles
|
2012-03-28 12:02:15 +02:00 |
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zicodxx
|
945d50ec76
|
Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
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2012-03-28 11:02:30 +02:00 |
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zicodxx
|
f4dfae832f
|
properly disable cheats when loading a saved game so only cheats that were stored are re-enabled
|
2012-03-28 10:07:12 +02:00 |
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zicodxx
|
766f48084c
|
Allow .flac to be a filename extension for sng file and jukebox
|
2012-03-28 10:03:18 +02:00 |
|
zicodxx
|
3554fd442c
|
Fix compile-time error when building without editor
|
2012-03-28 09:56:31 +02:00 |
|
Chris Taylor
|
e7048d09ae
|
Fix bug where pad buttons would disappear when clicking on them, after opening then closing a dialog
|
2012-03-24 17:50:37 +08:00 |
|
Chris Taylor
|
ea454664d0
|
Draw in response to EVENT_UI_DIALOG_DRAW, uncomment medlisp_update_screen call and use gr_box instead of gr_rect in some places. You can now see what you're doing
|
2012-03-24 17:18:03 +08:00 |
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Chris Taylor
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8b757570d5
|
Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor
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2012-03-24 14:43:08 +08:00 |
|
Chris Taylor
|
cd0213122c
|
Draw the editor menubar properly - by drawing in response to EVENT_WINDOW_DRAW and initialising the screen canvas properly. The latter fixes a lot of other editor drawing issues as well
|
2012-03-24 13:26:51 +08:00 |
|
Chris Taylor
|
05722dec97
|
Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
|
2012-03-19 14:08:25 +08:00 |
|
Chris Taylor
|
15a6a81176
|
The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
|
2012-03-19 13:48:35 +08:00 |
|
Chris Taylor
|
b94d8f127e
|
Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based.
|
2012-03-18 18:04:16 +08:00 |
|
Chris Taylor
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6983a906a3
|
Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)
|
2012-03-18 16:01:53 +08:00 |
|
Chris Taylor
|
f98753fa38
|
Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()
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2012-03-18 12:11:55 +08:00 |
|
Chris Taylor
|
c960c868f3
|
Make do_wall_window into a proper callback. Only one dialog left - the main one.
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2012-03-17 21:33:59 +08:00 |
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Chris Taylor
|
303a9f6858
|
Make do_robot_window and do_object_window into proper callbacks, doing both in the same commit because of global recycling
|
2012-03-17 19:42:08 +08:00 |
|
Chris Taylor
|
6ceb7d560f
|
Make do_trigger_window into a proper callback
|
2012-03-17 17:38:21 +08:00 |
|
Chris Taylor
|
46a816572d
|
Make do_hostage_window into a proper callback (seems to be unused for now)
|
2012-03-17 16:38:45 +08:00 |
|
Chris Taylor
|
45415324c3
|
Make do_centers_window into a proper callback, iron out some problems that have become apparent
|
2012-03-12 10:31:48 +08:00 |
|
Chris Taylor
|
cdfd06bbd6
|
Use the gadget-sent events in the dialogs in ui
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2012-03-05 19:07:57 +08:00 |
|
Chris Taylor
|
6068bf961d
|
All gadgets now send events
|
2012-03-03 20:12:25 +08:00 |
|
Chris Taylor
|
e05a2d3483
|
Actually add editor data files and make sure DXX can find them
|
2012-03-03 16:02:16 +08:00 |
|
Chris Taylor
|
6124b1affc
|
Increment version to 0.57.2 for Mac and RELEASE-NOTES
|
2012-03-03 13:36:17 +08:00 |
|
Chris Taylor
|
a4be50fdfe
|
Give the last use of a dialog in ui, in PopupMenu, a callback
|
2012-01-09 23:06:29 +08:00 |
|
Chris Taylor
|
9c686ce92a
|
Give the dialog in MessageBoxN a callback
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2012-01-03 17:23:42 +08:00 |
|
Chris Taylor
|
200e66a839
|
Give the dialog in (also presently unused) MenuX a callback
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2012-01-03 16:22:17 +08:00 |
|
Chris Taylor
|
fdef129f7e
|
Give the dialog in (presently unused) GetKeyCode a callback
|
2012-01-03 13:24:45 +08:00 |
|
Chris Taylor
|
a5c4992c58
|
Give ui_get_filename a callback for its dialog. Happy new year
|
2012-01-02 15:49:08 +08:00 |
|
Chris Taylor
|
1c6ecbece0
|
Make editor menubar and associated menus into windows; either remove or make event-based all the B1_* macros
|
2011-12-31 17:10:40 +08:00 |
|
Chris Taylor
|
ff3f419c31
|
Remove redundant canvas, next and prev members in the UI_DIALOG struct
|
2011-12-18 20:33:51 +08:00 |
|
zicodxx
|
b4bf4e8c75
|
break out of loop in event_send() in case window_send_event() closed the window to prevent invalid read on memory
|
2011-11-27 21:35:58 +01:00 |
|
zicodxx
|
1a89c345a8
|
Just as in Descent 2, let flares die in lava
|
2011-11-25 22:45:40 +01:00 |
|
zicodxx
|
b3329c6c86
|
Fixed forgotten MALLOC in g3_draw_morphing_model crashing game when rendering morphing robot (created from matcen for example)
|
2011-11-25 11:40:41 +01:00 |
|
zicodxx
|
49649ab697
|
calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls
|
2011-11-24 11:30:29 +01:00 |
|
zicodxx
|
84b60ab017
|
Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabled
|
2011-11-24 11:04:43 +01:00 |
|
zicodxx
|
517bc77692
|
Sliders can now be operated with Numpad arrows if numlock if off
|
2011-11-14 22:14:52 +01:00 |
|
Chris Taylor
|
d1a995ef6d
|
Make ui_userbox_do fully event-responsive
|
2011-11-14 19:27:04 +08:00 |
|
Chris Taylor
|
33b1b6118d
|
Make ui_scroll_do fully event-responsive, make sure scrolling actually works by calling all controls' ui_*_do functions (like before)
|
2011-11-12 12:46:29 +08:00 |
|
Chris Taylor
|
1c305434f4
|
Make ui_radio_do fully event-responsive
|
2011-11-06 20:05:43 +08:00 |
|
Chris Taylor
|
d8a1aaff32
|
Make ui_listbox_do fully event-responsive
|
2011-11-06 11:05:45 +08:00 |
|
Chris Taylor
|
744e51c877
|
Say when the event was handled for ui_inputbox_do (was already event-responsive)
|
2011-11-05 20:11:48 +08:00 |
|
Chris Taylor
|
ee05f99a3c
|
Fix implicit function declaration in last commit, make ui_icon_do fully event-responsive
|
2011-11-05 19:43:54 +08:00 |
|