Commit graph

2140 commits

Author SHA1 Message Date
Kp 85ed489642 Use ?: for multi sounds 2015-10-30 02:52:55 +00:00
Kp 731e287329 Clean up trailing whitespace on rank strings 2015-10-30 02:52:55 +00:00
Kp 1af81af4ec Reorder show_HUD_names bool tests
This improves the generated code by ~60 instructions.
2015-10-30 02:52:55 +00:00
Kp f50189dc23 Factor out gauge box color computation 2015-10-30 02:52:55 +00:00
Kp 070444157e Use type safe player flags 2015-10-30 02:52:55 +00:00
Kp 7ac2840bfe Rename Netgame.player_flags to .net_player_flags
The simple name conflicts with an upcoming change.
2015-10-30 02:52:54 +00:00
Kp cc345aa83d Simplify demo cloak/invul processing 2015-10-30 02:52:54 +00:00
Kp 6b831b08ec Update demo caching variables sooner 2015-10-30 02:52:54 +00:00
Kp 9a6d027e63 Factor out weapon cycling 2015-10-30 02:52:54 +00:00
Kp ff2c88c498 Factor out cockpit/statusbar key gauges 2015-10-30 02:52:54 +00:00
Kp 64c161c4b2 Remove unnecessary zero of .invulnerable_time 2015-10-30 02:52:54 +00:00
Kp 4882558d6e Remove unnecessary zero of .cloak_time 2015-10-30 02:52:54 +00:00
Kp e130ea7b36 Remove unnecessary secondary_weapon_flags 2015-10-30 02:52:53 +00:00
Kp ea3c4a8986 Switch const multi text to array<> 2015-10-29 03:01:43 +00:00
zico bd391e2363 Reduced the level rendering from 3 passes to 2 while maintinaing the original function (may need optimization, tho); Rendering level parts with transparency effects (force fields, energy center sparks) in same pass as objects to prevent them from making objects invisible behind them; Changed object sorting to they render back to front to prevent rendering issues (robots disappearing behind explosions, further away powerup rendered over a closer one, etc) 2015-10-25 18:16:34 +01:00
Kp 2ac6c0e72b Factor out red/gold/blue key messages 2015-10-24 03:13:11 +00:00
Kp 1c84b7ab9c Use enum class for wall_hit_process_t 2015-10-24 03:13:11 +00:00
Kp 0c303bc539 Use ?: for drop_player_eggs flag 2015-10-24 03:13:11 +00:00
Kp 8b61b9f0db Remove unused symbols 2015-10-24 03:13:11 +00:00
Kp cf9f777187 Simplify select_tmap
Remove unreachable nullptr case.  Use case-sensitive comparison.  Remove
unsupported entry i386 from documentation.
2015-10-21 02:45:44 +00:00
Kp 48af374924 Reduce direct use of Segments[] 2015-10-21 02:45:43 +00:00
Kp 21057db809 Move DbgSafelog, DbgVerbose to CArg 2015-10-18 21:01:21 +00:00
Kp b0541daf19 Remove dead code in D1 demo fixup 2015-10-18 21:01:21 +00:00
Kp 682b845b9d Reorder gameseg distance tests 2015-10-18 21:01:20 +00:00
Kp 54e12654bb Factor out side_pokes_out 2015-10-18 21:01:20 +00:00
Kp f5abe5bc5e Combine gameseg vm_dist_to_plane calls 2015-10-18 21:01:20 +00:00
Kp 6f94cc933c Fold create_abs_vertex_lists into create_all_vertnum_lists 2015-10-18 21:01:20 +00:00
Kp af2d8f7deb Factor out create_vert*_lists switch 2015-10-18 21:01:20 +00:00
Kp 228dd75260 Switch Side_to_verts to unsigned 2015-10-18 21:01:20 +00:00
Kp ed668b611f Record start time in demo 2015-10-18 21:01:20 +00:00
Kp 1f63bfeee5 Reduce lifetime of returned get_seg_masks result 2015-10-18 21:01:19 +00:00
Kp 4163510b09 Move compare_func into render_compare_context_t 2015-10-18 21:01:19 +00:00
Kp c172d2c4c4 Omit OBJ_PLAYER from window.rendered_robots
The only user of rendered_robots filters for type OBJ_ROBOT.
2015-10-18 21:01:19 +00:00
Kp 6d714520ee Skip rendering Viewer sooner
Move the skip-Viewer check from render_object up to build_object_lists
so that, instead of skipping the viewer, the viewer is not scheduled
to be rendered.
2015-10-18 21:01:19 +00:00
Kp f4f451606b Pass vobjptridx_t to compute_light_emission 2015-10-18 21:01:19 +00:00
Kp ae338abdc7 Make compute_seg_dynamic_light static 2015-10-18 21:01:19 +00:00
Kp c5f6878f72 Use bitset for set_dynamic_light vertex visit tracking 2015-10-18 21:01:19 +00:00
Kp 6259e80206 Remove useless Omega blob light hack
The code immediately overwrites the computed value with a standard
value.  Optimizing compilers deleted the `light_intensity=0` store as
dead.  Delete the entire block to save a d_rand call.
2015-10-18 21:01:19 +00:00
Kp c0d45ab0d4 Compact compute_light_emission OBJ_FIREBALL path 2015-10-18 21:01:19 +00:00
Kp 5d79694584 Cache rotate_list global references 2015-10-18 21:01:18 +00:00
Kp faf698703e Make rotate_list result anonymous 2015-10-18 21:01:18 +00:00
Kp d767f7cd5e Pass vcsegptridx to render_face 2015-10-18 21:01:18 +00:00
Kp 309426e024 Use enum class for descent_version 2015-10-18 21:01:18 +00:00
Kp f46a2802aa Simplify object_nearby_aux return 2015-10-18 21:01:18 +00:00
Kp 533f1cb3bb Qualify references to primary weapons 2015-10-18 21:01:18 +00:00
Kp 7da64d3782 Add new autoselect-while-firing mode: "when firing stops"
Mako88 reports that some users want not to autoselect while firing, but
do not notice when a new weapon is added to the HUD, and end up never
activating a preferred weapon.  Add a new autoselect mode that remembers
what would be selected and switches to it once the player ceases firing.

Changes since Mako88's proposed version:
- Use `enum class` for autoselection mode and a radio button to
  represent the decision of Immediate/Never/Delayed.
- Handle delayed autoselect for vulcan ammo.
- Set Delayed_primary == Primary_weapon to indicate no change is needed,
  rather than Delayed_primary==-1.  This lets some paths use
  Delayed_primary without checking for a magic value.
- Likewise Delayed_secondary / Secondary_weapon.
- Update Delayed_primary/Delayed_secondary when changing active
  primary/secondary weapon, so that a player who changes weapons while
  firing will automatically clear any deferred change.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/97>
Based-on-patch-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/pull/147>
2015-10-18 18:11:57 +00:00
Kp 5f29170702 Move valptridx error reporting out of main header 2015-10-13 02:43:25 +00:00
Kp 8f656c40db Use range_for for validate_path 2015-10-13 02:43:24 +00:00
John Ackerman a606caa2b4 Improve .ini files and help message output 2015-10-11 22:21:00 +00:00
Kp a37bae4b4f Track output size for PHYSFSX_getRealPath 2015-10-11 22:21:00 +00:00