Kp
4153c65f57
Pass object_base &to maybe_drop_primary_weapon_egg
2016-04-23 17:59:47 +00:00
Kp
16583d45db
Pass object_base &to call_object_create_egg
2016-04-23 17:59:47 +00:00
Kp
5682d9f7d7
Simplify boss weapon matter test
2016-04-23 17:59:47 +00:00
Kp
a6ad28c255
Pass object_base &to do_boss_weapon_collision
2016-04-23 17:59:47 +00:00
Kp
ebc0547837
Pass object_base &to boss_spew_robot
2016-04-23 17:59:47 +00:00
Kp
e2fce58d6d
Pass object_base &to collide_robot_and_controlcen
2016-04-23 17:59:47 +00:00
Kp
2fb0e77028
Simplify collide_robot_and_controlcen
...
Caller collide_two_objects swaps the inputs to ensure A.type <= B.type.
OBJ_ROBOT = 2, OBJ_CNTRLCEN = 9, so A will always be the robot and B
will always be the controlcen. Rename the parameters accordingly. Add
assert statements to check this.
2016-04-23 17:59:47 +00:00
Kp
34d2c5b8e2
Pass object_base &to collide_weapon_and_clutter
2016-04-23 17:59:47 +00:00
Kp
a1dac4c254
Pass object_base &to collide_player_and_marker
2016-04-23 17:59:47 +00:00
Kp
5907fec742
Pass object_base &to maybe_delete_object
2016-04-23 17:59:47 +00:00
Kp
a152ef009b
Pass object_base &to maybe_kill_weapon
2016-04-23 17:59:47 +00:00
Kp
7ea89fda9f
Pass object_base &to bump_one_object
2016-04-23 17:59:47 +00:00
Kp
835a9f33d9
Pass object &to collide_robot_and_wall
2016-04-23 17:59:47 +00:00
Kp
389ad4cb1b
Pass object &to calc_controlcen_gun_point
2016-04-23 17:59:47 +00:00
Kp
79edcd0c17
Pass object &to player_path_set_orient_and_vel
2016-04-23 17:59:47 +00:00
Kp
fa1e0d309c
Pass object_base &to add_awareness_event
2016-04-23 17:59:47 +00:00
Kp
49f2768a00
Pass object &to do_firing_stuff
2016-04-23 17:59:47 +00:00
Kp
2a19da88d4
Pass object_base &to move_towards_vector
2016-04-23 17:59:47 +00:00
Kp
a3c5f497f8
Pass object_base &to lead_player
2016-04-23 17:59:47 +00:00
Kp
e6887bb46b
Pass object &to ai_frame_animation
2016-04-23 17:59:47 +00:00
Kp
531725c23f
Factor out ai_frame_animation update
2016-04-23 17:59:47 +00:00
Kp
37a47a4f95
Pass object &to do_silly_animation
2016-04-23 17:59:47 +00:00
Kp
bf69d7c715
Factor out animation angle update
2016-04-23 17:59:47 +00:00
Kp
730d61a738
Pass object &to init_ai_object
2016-04-23 17:59:47 +00:00
Kp
11cf93a299
Factor out net_udp_listen read loop
2016-04-23 17:59:47 +00:00
Kp
271146e84f
Factor out net_udp_flush loop
2016-04-23 17:59:46 +00:00
Kp
fc3e488d81
Remove unnecessary write in RAIIsocket::reset
2016-04-23 17:59:46 +00:00
Kp
6d8a0bd249
Refactor ObjectMove* editor functions
...
Use a template to combine common code.
2016-04-17 00:58:45 +00:00
Kp
bc2c77ba67
Lift weapon1 check in ai_do_actual_firing_stuff
2016-04-17 00:58:44 +00:00
Kp
aad313c85d
Pass object_base &to calc_gun_point
2016-04-09 21:40:27 +00:00
Kp
cc4c07185d
Combine calls to Laser_create_new_easy
2016-04-09 21:40:27 +00:00
Kp
bce267f82f
Pass object_base &to ai_turn_randomly
2016-04-09 21:40:27 +00:00
Kp
c5f933b462
Pass object_base &to ai_turn_towards_vector
2016-04-09 21:40:27 +00:00
Kp
d3b8779cc7
Use PMF helper for lead_player
2016-04-09 21:40:27 +00:00
Kp
95edd77019
Use array<> for ai.cpp globals
2016-04-09 21:40:27 +00:00
Kp
1b65f334cc
Compact multi_do_robot_fire
2016-04-09 21:40:27 +00:00
Kp
5235f813cd
Fold ai_multi_send_robot_position calls
2016-04-06 03:34:15 +00:00
Kp
4126c6c910
Pass object &to multi_send_robot_position
2016-04-06 03:34:15 +00:00
Kp
0e085e4799
Pass thief ID to recreate_thief
2016-04-06 03:34:15 +00:00
Kp
6e0e286dc8
Pass object &to start_robot_death_sequence
2016-04-06 03:34:15 +00:00
Kp
86b7151140
Shorten ai_multi_send_robot_position
2016-04-06 03:34:14 +00:00
Kp
3828b8ec96
Simplify bump_two_objects conditional
2016-04-06 03:34:14 +00:00
Kp
0c299248d4
Pass object &to apply_damage_to_player
2016-04-06 03:34:14 +00:00
Kp
72aa4bc8fb
Pass object &to phys_apply_rot
2016-04-06 03:34:14 +00:00
Kp
bad1464dcf
Pass object_base &to physics_turn_towards_vector
2016-04-06 03:34:14 +00:00
Kp
6a1e1670cc
Pass object_base &to phys_apply_force
2016-04-06 03:34:14 +00:00
Kp
8084bc4244
Factor out key pickup
2016-04-06 03:34:14 +00:00
Kp
bb878e46ba
Factor out single-player pick_up_energy fallback
2016-04-06 03:34:14 +00:00
Kp
89eb173013
Move draw_object_blob to namespace dcx
2016-04-06 03:34:14 +00:00
Kp
c2905bda23
Move check_warn_object_type to namespace dcx
2016-04-06 03:34:13 +00:00
Kp
b5afcc4605
Combine draw_object_blob calls to g3_draw_bitmap
2016-04-06 03:34:13 +00:00
Kp
5b3a36e6b8
Remove valptridx operator-(P *, A &)
2016-04-06 03:34:13 +00:00
Kp
5dae1e9080
Use range_for for kill_stuck_objects
2016-04-05 01:10:18 +00:00
Kp
6b5bf5a549
Always check for valid cside for wall1
...
Previously, if the wall0 test failed, the short-circuit effect of
boolean AND allowed the code to skip initializing wall1, even when cside
and its wall_num should have caused wall1 to be non-NULL. Swap the
order of the tests so that the short-circuit only skips statements that
have no side effects.
Fixes: 0635dbf108
("Pass trigger &")
2016-04-05 01:10:18 +00:00
Kp
f091ffad39
Factor out ogl_draw_vertex_reticle conditional calls
2016-04-05 01:10:18 +00:00
Kp
34e608e14c
Cache kconfig fspacx/fspacy values
2016-04-02 21:26:00 +00:00
Kp
f319882e40
Factor out kc_drawinput BM_XRGB usage
2016-04-02 21:26:00 +00:00
Kp
1787a4c2c5
Fix color saturation in kconfig boxes
...
BM_XRGB doubles its inputs. 35a4736
doubled the inputs explicitly, but
passed them back to BM_XRGB, which doubled them again. Switch to a
direct call to gr_find_closest_color to skip the second double pass.
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/192 >
Fixes: 35a4736df0
("Pass color to gr_urect")
2016-04-02 21:25:59 +00:00
zico
ab89dcd366
Reworked 586ba9ff6db85b976f074589c5dd7e2d6ff40cd1: Show player ping along with player kills/scores and made it a toggle for HUD configuration so the player can enable it permanently
2016-03-30 20:09:46 +02:00
zico
649475e3bc
Removed subtraction of lifeleft for external_explosion in do_endlevel_sequence as it is already happening in object_mode_one() making the explosion animation play too fast
2016-03-30 14:31:13 +02:00
zico
586ba9ff6d
Added ability to show ping on HUD player list (to cycle via F7)
2016-03-30 13:54:21 +02:00
Kp
dd3cedff3d
Add get_ghost_id for multi_do_reappear
...
Ghosts use the same ID space as players, so reuse function get_player_id
to fetch the ID after checking.
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/182 >
Fixes: 9f26e2211e
("Warn on invalid object ID access")
2016-03-20 20:38:54 +00:00
Kp
c1503d0e0f
Widen scope of player_info preservation
2016-03-19 19:08:11 +00:00
Kp
dc70dd61a5
Move gameseq_init_network_players call into LoadLevel
...
gameseq_init_network_players updates the Players array after loading a
level. This should always be done, since players may change their
object number across levels. Move the call into LoadLevel since some
callers failed to do it.
2016-03-19 19:08:10 +00:00
Kp
daaad3b049
Factor out 3d interpreter functions
2016-03-19 19:08:10 +00:00
Kp
34417e9b7a
Simplify track_goal setup
...
Fixes: 7cce4e292d
("Fixed up non-NEWHOMER code for testing purposes")
2016-03-19 19:08:10 +00:00
Kp
27cef20eb3
Move namespace dsx handling to dsx-ns.h
2016-03-19 19:08:10 +00:00
Kp
b8f39b024a
Move DoMenu into dsx
2016-03-19 19:08:10 +00:00
Kp
fcf59268c9
Use range_for for state.cpp
2016-03-19 19:08:09 +00:00
Kp
20e72128de
Add configure test and fallback code to support ancient Windows
...
Windows 2000 has no support for getaddrinfo. Five years ago (Apr 5
2011), the addition of tracker support
(7f18afd5d7
) brought a requirement for
getaddrinfo. Recently, someone with a working Windows 2000 system
reported that Rebirth no longer starts on Windows 2000. Although such
systems should not be connected to the Internet, they may still need
name resolution on a LAN. Add a configure test to probe for getaddrinfo
support and fall back to gethostbyname if needed.
Compiling a binary that works on Windows 2000 requires one of:
* using an ancient SDK that does not declare getaddrinfo
* defining _WIN32_WINNT to exclude Windows XP support
* overriding the SConf test to force failure
Fixes: 7f18afd5d7
("Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done")
2016-03-18 02:05:16 +00:00
Kp
8a09513934
Cache get_local_player in init_player_stats_level
2016-03-18 02:05:16 +00:00
Kp
be17cc929d
Combine count_number_of_{robots,hostages} into template
2016-03-17 03:34:24 +00:00
Kp
0f35160d55
Shorten gameseq_init_network_players
2016-03-17 03:34:23 +00:00
Kp
aaaabfeb31
Fix count of hostages lost
...
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/186 >
Fixes: c0ca1248fd
("Simplify hostage lost message")
2016-03-09 02:18:52 +00:00
Kp
4b4077bab9
Fix template/helper confusion
...
Sync non-template types to make helper a better match. Rename helper to
clarify code flow for readers.
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/183 >
Fixes: ff67afd440
("Propagate partial_range up into PHYSFSX_findFiles family")
2016-03-06 18:11:20 +00:00
Chris Taylor
e7c437f7fb
Address Clang name lookup issues: lookup descent_version_type enumerations against 'Mission' type instead of from Mission/Mission_path instances
2016-03-06 13:01:41 +08:00
Kp
06ed8865b7
Use ={} for init_all_vertices Vertex_active
2016-03-05 17:26:24 +00:00
zico
57c33695e6
Do not read pdata packets while the level isn't loaded and try not to send packets to players in these states.
2016-03-05 12:05:43 +01:00
Kp
4a5b2c0999
Remove morphing model stub glow_num support
...
Simplify the code by removing the dead path.
2016-03-04 04:12:35 +00:00
Kp
195c589e3f
Move file-local classes into anonymous namespace
2016-03-04 04:12:35 +00:00
Kp
0ff78c5475
Fix incorrect index in MultiLevelInv_Count Stolen_items loop
...
Fixes: cf512cd368
("In MultiLevelInv_Count, use range_for for powerup-object and StolenItems loops. Also do not set unwanted objects to 0 in switch cases as this is redundant due to initialization at the beginning of the function.")
2016-03-04 04:12:35 +00:00
zico
49a336b263
Reintroduced the lost HOMING_TURN_TIME division for homing missile acceleration
2016-03-03 19:39:29 +01:00
Kp
217357711f
Move some argument processing to dcx
2016-03-02 02:52:44 +00:00
zico
7cce4e292d
Fixed up non-NEWHOMER code for testing purposes
2016-02-29 16:42:49 +01:00
zico
8d69b1924b
Added a failsafe to randomized player selection in maybe_drop_net_powerup() that will prevent the loop to hang and go with Player_num instead
2016-02-29 16:31:20 +01:00
zico
cf512cd368
In MultiLevelInv_Count, use range_for for powerup-object and StolenItems loops. Also do not set unwanted objects to 0 in switch cases as this is redundant due to initialization at the beginning of the function.
2016-02-29 16:13:48 +01:00
zico
d5c11c42e4
In multi_prep_level_player() declared i as loop-local
2016-02-29 16:04:44 +01:00
zico
e47a1f3d91
Turned drop_playerobj in chrose_drop_segment() into reference
2016-02-29 15:58:36 +01:00
Kp
95ab6076a4
Move FakingInvul to player_info
...
Every player can fake invulnerability independently. In preparation for
host tracking, store FakingInvul as a player property, not a static
global.
2016-02-27 19:02:21 +00:00
Kp
788ed1bd70
Compact laser firing code
2016-02-27 19:02:21 +00:00
zico
901a554e96
New powerup management code: Addeed functions and packet type to keep track of original and current level inventory as well as player and thief inventories. Calling maybe_drop_net_powerup() for all ammo based weapons except Concussion missiles. Limiting maybe_drop_net_powerup() to only spawn items missing from initial level inventory. Added function to let host respawn items that were lost for whatever reason. Expanded maybe_drop_net_powerup() and child functions to be able to drop item based on a random player. Changed back maybe_drop_secondary_weapon_egg() to its original behavior, dropping 3 of each type max.
2016-02-25 14:11:08 +01:00
Kp
ea8ca1d1e2
Pass update_flicker timer as argument
...
Clang fails to compile update_flicker<0x80000000>(...); gcc handles it
properly. A template is not necessary here, so switch to passing the
value as an argument. Both compilers accept this.
Reported-by: kreatordxx <private mail>
Fixes: 5b9ccda8e8
("Simplify update_flicker")
2016-02-25 02:36:40 +00:00
zico
2e6aa0f081
Took out obj_unlink() call in net_udp_read_object_packet(). As of 7064fcccba
obj->segnum is undefined and obj_unlink() would be called for undefined objects, causing some new objects to not appear for rejoining players. Since init_objects() is called beforehand and host should not be able to send the same object twice, this whole call should be unnecessary to begin with.
2016-02-23 14:25:17 +01:00
Kp
c26a688af5
Unify tmap storage branches
2016-02-20 17:28:11 +00:00
Kp
d5a12ba5af
Cache afterburner bar temporaries
2016-02-20 17:28:11 +00:00
Kp
0bf60e5661
Hide bogus demo cloak/invul timers
...
Demo files do not record cloak/invulnerability times, so the playback
code sets a fake time of "50% elapsed" for the entire time that the
effect is active. This causes two problems in playback. The first,
which always applied, but was mostly ignored, is that the viewer does
not get the blinking warning that the effect will expire soon. The
second, which became visible with the addition of cloak/invulnerability
digital timers, is that demos always report "15" as the time remaining,
for the entire time that the effect is active. Old demos cannot be
fixed, so hide the problem by forcing the timers to be hidden when
viewing a demo.
2016-02-20 17:28:11 +00:00
Kp
c3003fbb22
Fix vulcan ammo display
...
Do not abuse `f2i` to shift an unsigned quantity. `f2i` is defined to
work on `fix`, which is `int`.
2016-02-20 17:28:11 +00:00
Kp
3c20c24ac0
Disable piggy_bitmap_page_out_all
2016-02-20 17:28:11 +00:00
zico
0215759746
Merge branch 'unification/master' of github.com:dxx-rebirth/dxx-rebirth into unification/master
2016-02-15 13:05:38 +01:00
zico
4ef50976ed
Revised a055aecee5
. Removed secondaries cap for Multiplayer but restared for Singleplayer (for gameplay/balance). Limit could be restored for Multiplayer if levels were otherwise properly repopulated (planned)
2016-02-15 13:05:17 +01:00