Commit graph

225 commits

Author SHA1 Message Date
Chris Taylor fa76bc657e 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 2012-04-16 16:53:32 +08:00
Chris Taylor ee9f1b33db 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 2012-04-16 14:41:26 +08:00
zicodxx 897a6aaf6b 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 2012-04-15 15:32:46 +02:00
Chris Taylor ef6e5180db Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor 2012-04-14 15:06:12 +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() 2012-03-18 12:11:55 +08:00
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 80e69421d8 Fixed misuse of gr_bitblt_find_transparent_area() caused rear view to be shifted on some cockpits 2011-09-25 01:01:51 +02:00
zicodxx 1bc5378f78 Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup() 2011-07-04 11:23:50 +02:00
zicodxx fc985c3ccb Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate 2011-06-01 15:06:14 +02:00
zicodxx dcc964817e Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content 2011-06-01 09:59:51 +02:00
zicodxx af7c22faa2 Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams 2011-05-25 15:25:06 +02:00
zicodxx 6fe57317cc Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable 2011-05-22 19:54:44 +02:00
zicodxx 29580f9823 Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls 2011-05-19 23:49:01 +02:00
zicodxx c63f3f7682 Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills 2011-04-11 17:47:12 +02:00
zicodxx 6140595491 Fixed text-related annoyances: *Show reticle names* now named *Show player names on HUD*; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens 2011-04-10 03:12:02 +02:00
zicodxx c1e4e9c3d7 Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu 2011-02-14 22:27:02 +01:00
zicodxx e9da5b85b4 New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then 2011-02-12 23:58:39 +01:00
zicodxx eb0d876b9c Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code 2011-02-09 12:58:28 +01:00
zicodxx 5aa0939b73 Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding 2011-02-02 01:36:43 +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 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 4e5e3fa604 Added Descent2 Multiplayer features: Kill goals, Allowed play time; Bright players, Invulnerable when reappearing 2011-01-14 17:56:14 +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 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 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 be82a68e77 Add support for OS native error/warning boxes, only implemented for Mac for now 2010-11-28 20:02:38 +08:00
zicodxx 2b069acab4 Removed Fusion_last_sound_time and made Fusion_next_sound_time static inside FireLaser() with it's own fallback function for bogus timer values - should make this code insusceptible against errors - last but not least: minus two globals 2010-09-04 09:22:07 +00:00
kreatordxx 0529a5320b Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug 2010-08-14 02:26:18 +00:00
zicodxx 842af496ca Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab 2010-07-30 17:59:21 +00:00
kreatordxx 3dd7a7a627 Tidy up use of set_screen_mode 2010-07-29 08:30:46 +00:00
zicodxx 4a0d15fbcd One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency 2010-07-28 17:27:35 +00:00
zicodxx 23660d8040 Implenented POBOYS cheat as equivalent to D2's DELSHIFTB 2010-07-17 12:08:45 +00:00
zicodxx ac840f306b Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given 2010-07-16 11:07:42 +00:00
zicodxx 9933bb81ce Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile 2010-07-13 06:35:25 +00:00
zicodxx 9dbd8ad144 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 d87c4ab289 Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup() 2010-07-04 13:57:21 +00:00
zicodxx 44d6e096d6 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 bff24ced0d 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 4e3bf92435 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 e4a0c20f76 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 9b2ea4680c Fixing typo in Netgame help screen 2010-06-15 17:20:37 +00:00
zicodxx c6bb443c63 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 f09a336184 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 76b0fb35ef 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
kreatordxx 3ba90f69e0 Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist 2010-04-03 07:24:50 +00:00
kreatordxx d749889c89 Add a default event handler for screenshots, entering debugger, Redbook repeating etc 2010-04-02 05:01:08 +00:00
kreatordxx 8cf06690d7 Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later) 2010-03-31 09:18:28 +00:00
kreatordxx c8b49c8a35 Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated 2010-03-27 04:30:59 +00:00
kreatordxx c4171b2f06 Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game 2010-03-20 13:53:08 +00:00