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Author SHA1 Message Date
chief1983 044febd692 Backport of leaking handle fix in cfilearchiver from r5348 2009-07-18 21:32:49 +00:00
chief1983 62eae3726f Backport of autopilot CTD fix from r5346. 2009-07-18 21:32:05 +00:00
chief1983 8469407a02 Fix the drop issues created by the mod warning system. 2009-07-18 21:30:51 +00:00
Goober5000 97509f83aa fix Mantis 1942 for 3.6.10 2009-07-12 21:00:09 +00:00
chief1983 e224889510 Backport of Zacam's enhancement for briefing text colors. 2009-06-20 18:29:18 +00:00
karajorma e227ffcf89 Parse the +Glide Accel Mult: entry in 3.6.10 so that everyone can be prepared for the upcoming reversion to the way glide used to work in 3.6.9. 2009-06-14 15:26:33 +00:00
Goober5000 d6a490134e fix bug found by RedDwarf which would overflow the array if (e.g.) Alpha wing ever had six ships 2009-06-03 04:00:16 +00:00
chief1983 38d79d6a8f Nevermind, not going to make a change like that right now. Hopefully it can done in a manner that lets the launcher be backwards compatible, but not now. 2009-05-31 05:49:02 +00:00
chief1983 af08842474 Switch to HKCU for RC3+. Launcher is already updated, will release a new build of it with the new RC. 2009-05-26 18:07:18 +00:00
Goober5000 72e6df0185 2009-05-21 21:59:18 +00:00
Goober5000 b9839092c3 2009-05-10 03:04:59 +00:00
Wanderer c695230883 Fix for mantis 1915 and related collision detection issues 2009-05-09 10:45:04 +00:00
karajorma e2f1229d79 Nope. That won't fix the error. Reverting. 2009-05-04 13:43:48 +00:00
karajorma bdb1569898 Maybe fix a crash in the voice recognition code. Maybe fix a lock when going into the option menu while respawning. 2009-05-01 17:48:15 +00:00
chief1983 4f18bbd624 Nobody here but us chickens (really I don't think anyone uses this but FotG) 2009-05-01 16:14:32 +00:00
Goober5000 b78f77f0a0 fix bug in voice messaging 2009-04-30 23:55:42 +00:00
Goober5000 3427549f9b activate voice recognition 2009-04-30 23:45:14 +00:00
chief1983 f711df0fd1 This is why we can't have nice things. 2009-04-18 19:37:20 +00:00
chief1983 5119664e14 Pretty FRED icon (and new 256x256 FS2 icon to boot) courtesy of Axem 2009-04-13 20:50:59 +00:00
Goober5000 6e4021888d add apostrophes to contractions, lol 2009-04-10 07:49:12 +00:00
chief1983 03123b1437 Add Inferno configs to Xcode project 2009-04-08 17:48:46 +00:00
Goober5000 47060c5c9b add warning system for mods with bad data files 2009-04-08 04:58:12 +00:00
chief1983 0c628834c5 Manual inspection to make sure my new VC6 project was essentially the same as the old one, and wouldn't you know, I found a bug in the wxFred project too :) 2009-04-02 21:57:12 +00:00
chief1983 b4a20998e1 Amazing what you can learn from reading SVN logs. Really. Old. SVN logs. 2009-04-02 21:32:15 +00:00
chief1983 b4d35f6afe This MSVC6 project has additional defines to build Inferno builds, and also utilizes the speech SDK by default which was previously committed. I'm committing this so that anyone with VC6 can make a release build with little to no hassle. 2009-04-01 21:05:12 +00:00
chief1983 144a30b20f We include every other SDK just about...why not speech 2009-04-01 20:29:09 +00:00
chief1983 fe5c1f3bad Missing comma revealed with FS2_VOICER 2009-04-01 20:25:49 +00:00
chief1983 763f714864 Grammar fix 2009-03-31 18:32:09 +00:00
Wanderer 26217893fd fix for mantis 1899 2009-03-31 06:11:09 +00:00
Wanderer ce24e12816 fix for mantis 1900 2009-03-26 08:18:46 +00:00
Goober5000 570755309c final tweak to callsign feature 2009-03-26 01:43:26 +00:00
Goober5000 4f22d45411 change warning 2009-03-26 01:42:47 +00:00
karajorma 26db4ff799 Bit of a hack but it should stop the function from going over MAX_PACKET_SET_SIZE 2009-03-25 00:49:21 +00:00
karajorma aa49d10143 Made this change in my branch but it never made it over here. 2009-03-21 23:06:37 +00:00
karajorma d5168e3592 Fix Mantis 1661 (Ships leaving via the fighter bay don't disappear on multiplayer clients). 2009-03-17 20:28:41 +00:00
karajorma d8a1a68c16 Fix multiplayer for Inferno builds. 2009-03-17 20:25:36 +00:00
karajorma 70ecaa5d86 Various fixes needed to allow multiplayer to use over 255 weapons. 2009-03-17 20:20:48 +00:00
karajorma bdf9f7008b Fix Mantis 1486 (Pressing F4 crashes multiplayer) 2009-03-17 20:14:31 +00:00
karajorma 1637424c35 Fix a series of bugs with generic subsystem types and non-standard names in the ship model. 2009-03-17 17:44:28 +00:00
karajorma 26b7f17c41 Fix Mantis 1729 (Pressing glide keys while warping out locks up the game) 2009-03-16 22:22:48 +00:00
karajorma fff260ae8e Fix Mantis 1838 (Latency information obscures the messaging menu) 2009-03-15 17:19:45 +00:00
karajorma 5dcf9f7880 Fix Mantis 1898 (Names with a # are not truncated correctly in the message menu). 2009-03-12 20:25:09 +00:00
karajorma bf6391e4c2 Fix Mantis 1896 (Two support ships crash the game) 2009-03-10 21:24:07 +00:00
karajorma 87774d9ce8 Doh! x2 2009-03-09 11:50:38 +00:00
karajorma b4abe9f24d Doh! 2009-03-09 11:46:44 +00:00
karajorma 3f1880d22c Fix Mantis 1872 (Fiction Viewer crashes/locks up.)
Allow FRED to save fiction if the mission file already has some.
2009-03-07 22:53:07 +00:00
karajorma 9e61bb1df9 On reflection Mantis 1861 is also going to affect creating a new mission as well. Might as well fix that too. 2009-03-06 20:53:26 +00:00
karajorma 26dfa5f47f Fix Mantis 1861 (Texture Replacements don't initialise properly in FRED). 2009-03-06 19:03:51 +00:00
Wanderer e302a90a1e add 'missing' casts 2009-03-06 15:08:16 +00:00
karajorma bec2409fba Fix a warning where ai_do_objects_docked_stuff was being called twice on clients during multiplayer mission load. 2009-03-05 20:43:34 +00:00
karajorma 812e480bb3 That should only be called once per mission. 2009-03-02 20:41:31 +00:00
karajorma d704a450cb Some minor fixes including getting rid of the vestigial Determination setting from everything except the mission file itself. 2009-02-25 15:41:23 +00:00
Wanderer 4ea1424e64 possible fix for the missing thruster glow names.
changed phrasing of unrecognized type subsystem issue to less severe.
forced game to warn only once if exceeding max ship classes.
2009-02-25 14:50:59 +00:00
chief1983 0272c785dd Taylor's fix for the OpenGL error in the debug log
http://www.hard-light.net/forums/index.php/topic,61170.msg1207696/topicseen.html#msg1207696
2009-02-23 17:10:14 +00:00
Wanderer 8e83b3f502 fix for mantis 1862 2009-02-03 13:42:30 +00:00
karajorma 2d495a3c15 Serves me right for saying it was working. 2009-02-03 00:12:18 +00:00
karajorma e57d4ff5f2 Argument SEXPs shouldn't be included when searching the tree for arguments. 2009-02-02 17:17:31 +00:00
Wanderer 6e0200d27e fix for mantis 1875 2009-02-01 13:13:18 +00:00
karajorma 38eff95a7f Fix a bug with in-sequence and invalidate-argument. 2009-01-28 22:41:57 +00:00
karajorma d6f28ceb97 Fix Mantis 1867 (String-equals didn't work with nested arguments) 2009-01-24 22:36:45 +00:00
Goober5000 b8375fa785 being meticulous 2009-01-20 05:49:27 +00:00
phreak d5f2b68044 Cutscene bars fix, try #2 2009-01-20 05:19:35 +00:00
Goober5000 afd60862ab fix for Mantis #1851 2009-01-20 04:18:14 +00:00
Goober5000 deaad91241 possible fix for Mantis #1853 2009-01-20 03:46:49 +00:00
Goober5000 6842f9d910 don't CTD on sexps that are too long (Mantis #1852) 2009-01-20 03:38:09 +00:00
Goober5000 eb862504f4 preserve texture replacement upon name change (Mantis #1695) 2009-01-20 00:35:58 +00:00
Goober5000 ec427000eb hopefully final revision of the callsign code 2009-01-19 20:56:36 +00:00
phreak 87dd770d93 Cutscene bars fix using gr_set_clip instead of gr_rect. 2009-01-19 03:48:45 +00:00
Goober5000 39efcaf386 just for sanity's sake, default to 0% limit for support ships repairing hull 2009-01-18 04:01:09 +00:00
Goober5000 a58ae3d02e revert changes to close out issue #1870 2009-01-18 04:00:15 +00:00
karajorma 2f0c86dd01 Get rid of the ping message when the HUD is turned off 2009-01-15 21:33:32 +00:00
phreak 98e1d6b56f Fix for Mantis #1870 2009-01-15 01:07:35 +00:00
karajorma 6d8ca2c14b Make the player orders error message a little clearer. 2009-01-05 17:51:02 +00:00
karajorma d448ff3632 Mantis 1633 (No orders for player ships) appears to have been due to two different bugs. This should fix the one I missed earlier. 2009-01-04 17:10:51 +00:00
karajorma 978f5f363f Add a 3rd save format to FRED thereby making the current forward compatibility of save game optional. 2009-01-03 14:54:15 +00:00
chief1983 51a6901dae OpenGL tweaks from Taylor's 3610 patch and a big fix for OS X graphics - Thanks Echelon9! 2009-01-03 02:39:11 +00:00
chief1983 da0dbe84b3 Standalone GUI minimize from Taylor's 3610 patch 2009-01-03 02:37:45 +00:00
chief1983 6fc6267fca Fix for movie playback from Taylor's 3610 patch 2009-01-03 02:36:59 +00:00
chief1983 f5f0713345 Fix for fighter beams from Taylor's 3610 patch 2009-01-03 02:36:22 +00:00
karajorma 054d745ece Fix a bug whereby initial orders were being ignored on the standalone. Maybe fix Mantis 1815 (Starting wings play dead on standalone). 2008-12-30 21:33:35 +00:00
phreak 53492408c9 Change FRED version and title bar from 3.6.9 to 3.6.10 2008-12-25 04:13:43 +00:00
Goober5000 506ee1f517 choose the last persona found as the Command persona, not the first, since that's how retail does it 2008-12-22 05:30:21 +00:00
Goober5000 58b171ce76 bah 2008-12-21 21:36:42 +00:00
Goober5000 673f10485b this ought to fix bomber+ according to the way $smart secondary weapon selection was set up 2008-12-21 21:34:37 +00:00
Goober5000 1323b85c9d roll back Wanderer's fix 2008-12-21 21:18:00 +00:00
Wanderer f80572c172 fix mantis 1802
fix possible issue with subsystem fixup
fix - via ai_profiles - AI with bomber+ flag
2008-12-21 19:46:38 +00:00
karajorma 25c6d6340c Use fout_version for +Use Table Score and +Assist Score Percentage 2008-12-21 13:08:12 +00:00
Goober5000 33034e581b we probably only want to use fout_version when we have actually pushed a FSO version
(hopefully this should fix the sprawling version-specific commenting)
2008-12-21 07:45:38 +00:00
karajorma 88f71ef237 Fix a multiplayer bug where names like Alphabet were assumed to be in Alpha wing 2008-12-20 22:10:29 +00:00
Goober5000 69b0a7a250 skybox model should be 3.6, not 3.6.10 2008-12-20 19:53:55 +00:00
phreak cd7ce4e88b Fix crash due to revision 5006 2008-12-20 16:54:24 +00:00
Wanderer c37055ea42 possible fix for Mantis 1802 2008-12-19 22:23:31 +00:00
chief1983 b7a51a86b5 Commit WMC's fix for icon briefing lines that don't get deleted (Mantis 1763). 2008-12-17 07:54:55 +00:00
chief1983 af9eea721c Revert changes done to fix bug 1645 (it'll have to wait) 2008-12-17 07:38:38 +00:00
phreak 6ba6544036 Made the cutscene list dynamic 2008-12-16 22:07:21 +00:00
karajorma 2835c6950b Restore Assist Score Percentage saving. 2008-12-15 22:11:57 +00:00
Wanderer 0562982e02 warn the user of 'div by 0' issue 2008-12-15 20:25:49 +00:00
karajorma 3dd6ce5bb7 That's probably had a rather large knock on effect with the version saving code. 2008-12-15 18:47:43 +00:00
phreak 04f77b4e7c Add code project as a depedency of the Freespace2 project 2008-12-14 21:44:27 +00:00
phreak be97108d6c Fix a bad memset 2008-12-14 21:33:53 +00:00
Goober5000 adbb60d8bc fix algorithms for any-of, every-of, and number-of to align with or and and, respectively 2008-12-14 08:47:27 +00:00
phreak 28a408deee Possible fix for mantis #1843 2008-12-14 08:11:14 +00:00
Goober5000 6208959b49 whoever made this change forgot about operator precedence 2008-12-14 07:20:56 +00:00
phreak ee75c69ab9 Edit workspace file to use relative paths 2008-12-13 17:25:16 +00:00
karajorma 548faf84bc Fix the <argument> option not appearing when there were no other options on the list 2008-12-13 10:09:59 +00:00
karajorma 90ea4099fb Fix a bug where you could supply add-background-bitmap or add-sun-bitmap with a string variable which then couldn't be used. 2008-12-12 17:38:23 +00:00
phreak e1416453a8 This stops the crashing as demonstrated by Mantis #1844, but I don't know why or if it is correct. Could someone please look at this? 2008-12-12 14:38:28 +00:00
chief1983 d18a78ef05 Must have fatfingered some keys when I wasn't paying attention. 2008-12-10 17:48:29 +00:00
chief1983 8406bfada6 Hopefully this will actually let it load the 2d without breaking WCS again 2008-12-09 23:51:13 +00:00
phreak 23742e8261 Turning an Int3() into a Warning() 2008-12-09 13:02:30 +00:00
chief1983 f75be11102 Only PCX and DDS work for Squad Logos.
Slight tweak of the open file dialogs.
2008-12-08 16:45:07 +00:00
phreak 1d453b80f2 Add code::blocks support. To compile you will need to install the following library packages SDL, openal, ogg, vorbis, vorbisfile, theora, lua5.1, jpeg, GL, GLU. Currently, it has two types of outputs: Debug (standard debug build), and Release, which optimizes using -O3 and -march=core2 (because my laptop is a core2). Probably could experiment with additional compiler options to improve speed. 2008-12-06 21:24:14 +00:00
chief1983 b290f5281a Add Ship Choice 3d for TBP flag as well since lack of will crash debug builds, and fixed whitespace on that particular section of code. 2008-12-06 20:23:24 +00:00
chief1983 89a7c1e0f4 Force 3d Shockwave and 3d Weapon Selection command line option when The Babylon Project command line option is on, since their default launcher.ini does not have those and not having these options breaks things in TBP. 2008-12-06 00:44:44 +00:00
karajorma 6f32344d45 Fix the FRED undo function. 2008-12-05 23:06:17 +00:00
chief1983 fb37f654f0 Allow DDS, TGA and JPEG files for squad logos (TGA and JPEG need testing) 2008-12-04 23:15:18 +00:00
chief1983 9c0dbb7acb Add 3d Shockwave to All Features On and Default Off lists 2008-12-04 20:47:45 +00:00
chief1983 5c12c0ef48 Redo that fix again - tolower wins, but don't chdrive on non-Windows platforms
Made a variable more semantically correct
2008-12-04 20:17:51 +00:00
karajorma e55577111e Fix Mantis 1835 2008-12-04 19:32:21 +00:00
chief1983 61891ed5ec Fix the cause of the problem in Mantis #1748 in both chdir functions in case it becomes a problem elsewhere down the line 2008-12-04 17:56:53 +00:00
chief1983 84e6b6eabe Rest of the different fix for 1278 (only my second commit and I already goofed) 2008-12-04 17:40:28 +00:00
chief1983 1f5444b850 Different fix for 1278 - It's a bit more flexible. Use ai_profiles to allow/disallow entering multi with no primaries or secondaries 2008-12-04 17:38:11 +00:00
chief1983 d12f0c7ae9 Fix for disabled 3d shockwave flag when 2d shockwave doesn't exist - fallback to 3d anyway 2008-12-04 17:27:26 +00:00
phreak 3736999bdc Possible fix for mantis #1748 (FRED2 Crashes when squad logo button is pressed). 2008-12-03 05:40:35 +00:00
karajorma 93bb980ff3 Fix gibberish entries in file dialogs. Maybe fix Mantis 1748 2008-12-02 21:42:04 +00:00
karajorma 4862747454 Since the player ship is the default for most of these SEXPs they should not be greyed out just cause it is a player start rather than a ship 2008-12-02 21:14:23 +00:00
karajorma 42b5befef0 Fix Mantis 1733 (String variables required a valid default value when used in SEXPs even if that value would never be used) 2008-12-01 22:34:38 +00:00
karajorma 78cda09d2c Fix Mantis 1822 (Cannot use variables in add-background-bitmap or add-sun-bitmap) 2008-12-01 17:29:24 +00:00
karajorma b06a4a5349 Widen the primary and secondary combos in the weapons editor. 2008-11-30 20:00:02 +00:00
karajorma 21d258925d Typo 2008-11-30 14:56:45 +00:00
karajorma d6399427ff Print an error to the log when too many messages are in the queue rather than breakpointing. 2008-11-30 14:55:58 +00:00
phreak 4bf6b83e93 whoops 2008-11-30 14:13:28 +00:00
karajorma 07d6f2bff9 Fix add-background-bitmap and add-sun-bitmap to display a list of bitmaps from the tables properly. 2008-11-30 13:01:30 +00:00
phreak 1bc83969ac fix the message variable parsing the right way (mantis #1831) 2008-11-27 01:38:28 +00:00
karajorma aa7fc2d713 Fix Mantis 1825 (Int3() when trying to change a ship flag on a ship which self destructed) 2008-11-26 23:19:31 +00:00
phreak 4a4268e77d Fix Mantis #1831 2008-11-25 22:05:39 +00:00
Goober5000 66019a11ca add ai_profiles flag for Mantis #1422 2008-11-24 02:35:20 +00:00
Goober5000 219c7541f8 if a ship or weapon is allowed, allow all its # equivalents (further insurance against the Interceptor#Weak problem) 2008-11-24 02:13:13 +00:00
Goober5000 09d116f667 prevent form-on-wing goals from overriding everything else
this should fix the AI bug that revision 2170 applied to all wings (not just starting wings)
this should also fix the bug where Alpha wing couldn't be issued orders via sexp, even in retail
2008-11-24 00:01:00 +00:00
phreak 8c521c771b Add some preprocessor macros to aid in debugging. Nothing is on by default, but when enabled, the macros will force windowed mode at various resolutions. 2008-11-22 20:56:30 +00:00
karajorma cfa7e2d7c8 Fix Mantis 1823 (Rand SEXP only has 16-bit precision) 2008-11-20 20:03:14 +00:00
phreak 6d13cce780 Apply the time limit check when starting a co-op game to the kill limit as well. 2008-11-19 23:45:43 +00:00
phreak d1f6caaaaa Fixed Mantis #1675 2008-11-19 16:12:05 +00:00
phreak 871b316add Fix Mantis #1278 2008-11-19 15:31:30 +00:00
karajorma 9eb55188d5 Fix Mantis 1824 (Cargo containers disappear when using change-ship-class SEXPs) 2008-11-19 08:00:05 +00:00
phreak 9b7fff7e99 more fixes that deal with mantis 1564 2008-11-18 03:30:13 +00:00
karajorma 53143dee9c Allow AI-goals to be assigned to a ship represented by an <argument> 2008-11-17 17:57:45 +00:00
karajorma a6bae2c557 Fix the Decline error message that crops up in multiplayer sometimes and get rid of the PAIN! entry in the log. 2008-11-14 09:15:19 +00:00
karajorma 55aea5cf13 Fix Mantis 1633 (Initial orders for multiplayer Player Starts that end up AI controlled are ignored). 2008-11-13 21:21:00 +00:00
taylor 643a1aa230 standalone changes:
- add score/kill values to Player Info tab
 - add multi.log out to the Debug tab
 - add minimize-to-tray functionality
 - fix messaging problem with property sheet handled messages
2008-11-11 01:09:01 +00:00
taylor fe03b667cd remove bad checks for loadout info (we are screwed if the info is bad regardless, so making it Assert() is cleaner)
fix bug that screwed up TVT if more than 4 ships on team
2008-11-11 01:03:38 +00:00
taylor 570e4cb1e6 make sure that a positive hull precentage doesn't hit 0 due to rounding error (Mantis #1720) 2008-11-11 00:59:19 +00:00
taylor 2c45dbbb5f give multi clients a short delay on briefing music to reevaluate goals if needed (should fix/reduce Mantis #1465) 2008-11-11 00:58:19 +00:00
phreak 307106f983 Got rid of goto statements 2008-11-11 00:09:30 +00:00
karajorma 68c51f242a Fix Mantis 1812 (Ship-Deaths reported incorrectly for player starts controlled by AI ships) 2008-11-10 19:31:07 +00:00
taylor ad1c5055d4 address some rounding issues with integer based percent values (Mantis #1807) 2008-11-09 05:09:51 +00:00
taylor 3abccfa76c sync up to current FS2NetD code (fixes so many little problems/issues that it's not even funny) 2008-11-09 05:08:19 +00:00
karajorma 42683318f7 Fix Mantis 1044 (Campaign Editor crashes in release builds but not in debug) 2008-11-06 20:42:23 +00:00
phreak f4ba5d0bb2 Apply Spicious' patch from http://www.hard-light.net/forums/index.php/topic,57573.0.html 2008-11-04 05:21:00 +00:00
phreak 8d70f8c15f Mantis #1800, take 2 2008-11-03 00:04:26 +00:00
karajorma 73f924163c Surprised this wasn't committed before. 2008-10-30 20:39:47 +00:00
phreak 83a57be996 Possible fix for mantis #1800. Don't ask me how I came up with the numbers I used, I'm not too sure myself. 2008-10-30 04:04:54 +00:00
taylor 50cc1331ae put a 1/2 sec delay on the next secondary so we don't fire immediately after respawn (Mantis #1118) 2008-10-28 18:18:12 +00:00
taylor 1b5f722967 make disband wing work properly (Mantis #1680) 2008-10-28 18:16:08 +00:00
taylor 33ab6d34ef fix weapons carry check to work properly for multi (Mantis #1624) 2008-10-26 14:42:03 +00:00
phreak d7fd6b4454 Possible fix for mantis #1564 2008-10-26 02:57:36 +00:00
Goober5000 028bfecc70 fix another spawning weapon bug 2008-10-24 22:57:40 +00:00
Goober5000 e6b801595b fix bugs caused by missing parent when weapon-create creates missiles 2008-10-24 22:17:02 +00:00
Goober5000 d3f38e26bc fix a bug in weapon-create argument validation 2008-10-24 21:14:24 +00:00
karajorma d4305fbd85 Set the type correctly for modify-variable (it used to assume all variables were numbers). Fix setting string variable to the value of another string variable (again). Solve a couple of other minor assertions and crashes. 2008-10-24 16:54:59 +00:00
taylor 70059a94d6 make sure that we update our subsystem in-use count when removing subsystems
(fixes bug where it just keeps wanting more memory but doesn't really need it)
2008-10-24 09:05:54 +00:00
taylor 262c3178e9 more if-statement fixing
fix the fix so that it's actually fixed (re: Mantis #1676)
2008-10-24 09:03:46 +00:00
Wanderer 91dd16167b patch to improve turret subsystem targeting 2008-10-23 15:38:57 +00:00
taylor 862d6f43db mode if statement fixage 2008-10-23 13:27:21 +00:00
taylor 966ec358e9 fix bogus ml_printf strings
use ml_string over ml_printf where possible
remove newlines from ml_* calls, since it gets added already
2008-10-23 13:26:35 +00:00
taylor 6ed6ecbfb8 be sure that we sort the mission list properly for a host that isn't the master (for consistency with host-master behavior) 2008-10-23 13:25:19 +00:00
taylor 1062040fbf output warnings, errors and asserts to debug log for Linux/OSX
allow -no_warn to skip asserts like it does on Windows builds (for consistent behavior)
2008-10-23 13:23:45 +00:00
taylor 0f01a1bd4c this assert will happen during normal multi play, nothing ingame related 2008-10-23 13:22:11 +00:00
taylor 0b1ea9a58d restart sounds/music on game browser screen (Mantis #1279) 2008-10-23 13:21:02 +00:00
taylor 19c1520dba final part of the fighter beam fix; freaky as it is, it actually managed to not break anything :D (Mantis #1795) 2008-10-23 13:00:21 +00:00
Wanderer 3032a0f5d9 added 2 missing newlines to debug spew 2008-10-23 10:09:12 +00:00
Wanderer fbe14f5a5e improved readability per taylor's suggestion 2008-10-23 06:47:12 +00:00
taylor c4b763680c fix stupid bug that messed up last flight date (Mantis #1274) 2008-10-23 04:51:02 +00:00
taylor 60fca98974 set player speed after respawn to be initial velocity specified in mission (Mantis #1198) 2008-10-23 04:49:24 +00:00
taylor 15dbb9e8b4 basic fixing for cmeasure handling over the network, not 100% without packet breaking though (Mantis #1098) 2008-10-23 04:47:41 +00:00
taylor 9bce69ef79 ingame join related crash fix (the correct value is put in after mission sync) 2008-10-23 04:44:25 +00:00
taylor fdcaebfad3 pass correct object to primary cycling (fix for multiplayer) 2008-10-23 04:43:19 +00:00
taylor ef0c0e994b fix V's "hack" so that it actually works and doesn't leave unused objects hanging around 2008-10-23 04:41:19 +00:00
taylor 249b8496e3 fix some NaN that gave invalid values in the standalone UI 2008-10-23 04:39:54 +00:00
taylor 7c944ed2a3 fix some weird signature checks from retail code 2008-10-23 04:38:17 +00:00
Wanderer aab688222c allow option to prevent turrets from targeting too distant bombs 2008-10-23 04:30:09 +00:00
Wanderer acc7fa2b16 fix for surface shields selecting wrong hit quadrant 2008-10-22 13:56:19 +00:00
Goober5000 1ccfa433d6 one last fix 2008-10-21 21:37:37 +00:00
Goober5000 a832c11585 hopefully this should be the last on Mantis #1785 (the callsigns) 2008-10-21 06:17:44 +00:00
Goober5000 10340678cb Keldor's fix for callsigns not getting translated 2008-10-21 06:05:30 +00:00
Goober5000 a82b7862d8 fix a warning 2008-10-21 02:20:18 +00:00
Wanderer 2ccbedd071 added +noreplace to ships flags to allow adding flags
added +override to muzzleflash.tbl
added +override to weapon flags
2008-10-20 18:51:51 +00:00
Goober5000 280b979d09 try to keep up with Nature producing bigger idiots :( 2008-10-19 20:25:30 +00:00
Backslash 8a2af2b13b My bad. No need to cap the ammo here. I had used the wrong variable anyway. Fixed. 2008-10-17 10:12:48 +00:00
phreak 400e950190 Fix Mantis #1799: Crash on "Mystery of the Trinity" 2008-10-16 04:09:38 +00:00
taylor 36ac0cb908 make sure that we don't re-save a deleted pilot in the barracks (Mantis #1794)
fix pilot deletion proceedure to not provide useless failure handling (if it fails to delete once, it will fail every time)
2008-10-16 00:41:35 +00:00
taylor ae062bcc0b make debris render properly in wireframe mode in hud targetbox and in ships lab (Mantis #1797) 2008-10-15 22:15:24 +00:00
Backslash 4d0f978e1c Fix 'cycle' behavior when $Shots is more than 1. 2008-10-15 06:31:18 +00:00
taylor 4f7744cf36 fix bug where changing turret_targeting_order[] to have asteroids earlier in the order would skip further checks 2008-10-14 17:09:09 +00:00
taylor acf1aa60ac get rid of some useless/annoying debug messages 2008-10-14 16:58:26 +00:00
taylor e44de24957 fix for fighter beams in multi (Mantis #1795) 2008-10-14 16:57:23 +00:00
taylor 6e42152761 better version of the earlier ab_count fix 2008-10-14 16:42:33 +00:00
taylor 251f52796c when sorting the mission/campaign list be sure that we keep our current selection
when loading the mission/campaign list for the first time make sure that we always select the first element in the list
2008-10-14 16:40:42 +00:00
taylor c5f9ba424c add exports to map file
generate program database for release builds (doesn't make build bigger, .PDB allows finding of source/line given error address)
2008-10-14 16:38:39 +00:00
taylor d23e80bdef fix some bad if statements 2008-10-14 16:35:49 +00:00
taylor ddd6ce2cf6 update to build with current code (Mantis #1796) 2008-10-14 08:30:54 +00:00
taylor f2e2297e9f disable const string warning (that thing was just plain annoying) 2008-10-13 06:38:03 +00:00
taylor 0253d298e9 only load tbls from tables/ (Mantis #1725) 2008-10-13 06:34:48 +00:00
taylor f6d26f915a bunch of out-of-bounds fixage 2008-10-13 05:57:57 +00:00
Goober5000 941faf9ab9 fixed a number of bugs with Electronics missiles that were present ever since 2003 :( 2008-10-12 21:57:40 +00:00
Goober5000 d0af5c2169 move the Electronics tag to its proper place 2008-10-12 19:44:27 +00:00
Goober5000 05769b3ffe fixed "bastion" debug console command to work for all main halls
added "medals" debug console command for testing
2008-10-12 19:44:06 +00:00
phreak 6a3cf80be0 Add additional filename extension filters to fix Mantis #1484 2008-10-11 12:08:09 +00:00
karajorma 55c8720e90 Fix Mantis 1791 (invalidate-argument did not work with multiple matching arguments) 2008-10-09 21:13:26 +00:00
Turey e461625622 Mantis 1584: Enabled F(n) keys during popups. 2008-10-08 03:02:15 +00:00
taylor f598aafeb0 more class_type fixage from r4638 2008-10-07 20:47:03 +00:00
taylor 71e948278b don't call gr_activate() in Assert macro
log asserts properly when using the -no_warn flag
(though asserts aren't really warnings and should not be turned off, it could be argued that many of our asserts don't belong)
2008-10-07 20:31:04 +00:00
taylor ee57fa59ca make sure that we reset the state properly after an ident failure (Mantis #1735) 2008-10-07 16:28:22 +00:00
Wanderer dbe8e071bb fix for ab_count crash issue on mission reload 2008-10-06 18:05:37 +00:00
taylor 27f2f168dc fix fs2netd shutdown/cleanup code to work better (gets rid of various little issues) 2008-10-06 05:52:25 +00:00
taylor beafe688bb don't really need to bother with MAX_SERVERS any longer since it's ultimately dynamic 2008-10-06 05:51:20 +00:00
Goober5000 01c783e27d if ship names are hidden but a callsign is supplied, use the callsign 2008-10-05 21:58:16 +00:00
Goober5000 c7b8cd7021 alt names should now work in FRED (including the voice acting manager) 2008-10-05 21:29:45 +00:00
Wanderer 6ca5bdcffa Added warning to help preventing invalid ship types. 2008-10-05 13:50:44 +00:00
taylor 18b2922455 a fix/workaround for Mantis #1692
bunch of standalone fixage for error reporting and various little signon issues
fix heartbeats for standalone servers
make proper use of +pxo in multi.cfg for standalone so that games can show up in the lobby
client-side fix for getting pilot stats in lobby (Mantis #1652)
2008-10-05 13:31:35 +00:00
taylor de28613166 add separate standalone options for setting FS2NetD login/password (gets around FS2NetD server game listing issue) 2008-10-05 13:24:06 +00:00
taylor 9a3a1b051e no magic numbers 2008-10-05 13:19:13 +00:00
taylor 8650ee98bd start up mainhall music/ambient when in the lobby (Mantis #1761) 2008-10-05 13:16:42 +00:00
taylor a4889e49e9 fix standalone crash when server name/password is too long in multi.cfg 2008-10-05 13:15:10 +00:00
taylor fcb28b51f1 better error handling for when TCP socket is already in use (Mantis #1626)
fix missing protocol XSTR that used the wrong tstring for display
2008-10-05 01:17:45 +00:00
taylor 7938c36df2 you are never guaranteed a valid class_type (fixes Mantis #1742) 2008-10-04 20:48:07 +00:00
Swifty ceea88037c Fix the rest of the Visual Studio project files such that FRED can compile. 2008-10-03 00:04:52 +00:00
phreak d17ea1d102 Update fred to include trackir libs 2008-10-02 17:32:54 +00:00
Swifty db5767b18a Added missing semi-colons. 2008-10-02 06:50:15 +00:00
Swifty 04fc426d90 Statically link TrackIR support; FS2_TrackIR.dll no longer required at run-time. 2008-10-02 05:58:01 +00:00
phreak 4524583f06 Disable the mouse when lost focus in windowed mode. 2008-10-02 00:57:10 +00:00
phreak f445aedaf1 Get rid of some repeated code. 2008-10-01 22:50:13 +00:00
phreak 666cbd4bc5 Get rid of windows system ding sound when pressing ALT and another key while windowed mode is active. 2008-10-01 05:36:40 +00:00
phreak 99446022fc It may be a hack, but this seems to fix that one pixel line seen on the bottom and right side of the screen when faded to a solid color. 2008-10-01 04:04:39 +00:00
Goober5000 d37828e00a fix linked primary behavior to be based on percentage, not absolute value, as expected (Mantis #1778) 2008-10-01 00:44:11 +00:00
Goober5000 818b6a40ac re-bump alt names
fix hidden ship names for voice acting manager
2008-09-30 23:50:14 +00:00
karajorma 3bc9a692af Fix Mantis 1774 (when-argument within when does nothing) 2008-09-30 17:36:12 +00:00
karajorma 9ef6d889d3 Fix compiling on OSX...apparently. 2008-09-30 15:52:53 +00:00
Goober5000 a0344aefae uninitialized pointer bugfix and cleanup to hud_stuff_ship_name / hud_stuff_ship_class
send messages with ship class rather than ship name if ship name is hidden
2008-09-29 04:47:23 +00:00
Goober5000 f0e53971f6 redo the callsign feature to be independent of the alt name
(fixes Mantis #1785)
2008-09-28 23:05:03 +00:00
Goober5000 8340ed5943 add Keldor's fix for Mantis #1779 2008-09-28 20:58:28 +00:00
Goober5000 89d3b62524 make CAR and CDR fail-safe 2008-09-28 19:28:22 +00:00
Goober5000 fdd2daebad don't hide information when displaying ship callsign
clean up hud_render_target_ship_info a bit
2008-09-28 01:53:54 +00:00
Goober5000 d3509e1aba fix for Mantis #1783 (voice acting manager message senders) 2008-09-28 01:16:07 +00:00
Goober5000 52c04fdf18 add KeldorKatarn's fix for AI afterburning too long 2008-09-28 00:26:56 +00:00
phreak 42b5c942f5 Allow .jpg files to be loaded out of VPs when in the "interface" subdirectory. 2008-09-26 04:59:12 +00:00
phreak b2f21047da Add KeldorKatarn's patch for mantis #1776 2008-09-25 03:55:24 +00:00
phreak c3e32613d7 Fix for Mantis #1767: Fix invisible ships upon knossos warpin 2008-09-25 03:45:57 +00:00
phreak 146d3cdd8f Fix for mantis #1773. Check null pointers 2008-09-25 01:58:40 +00:00
phreak 16a3ed9f4b Seperate 3d ship and weapons selection into their own command line options. 2008-09-25 01:15:30 +00:00
phreak b5cc4e46fb Render the lens flare even if the parent sun is off screen as some lens flares are much larger than their parent star and they magically disappear as soon as the center of the star leaves the FOV. 2008-09-18 00:33:59 +00:00
phreak 485a98ac3e Fix radar orb rendering (It was using the incorrect rotation matrix). Also enable alpha blending on the orb axes. 2008-09-18 00:30:54 +00:00
WMCoolmon 4e872096b1 Fixed secondaries using the laser renderer 2008-09-17 00:10:05 +00:00
phreak 0248c6988a Ensure the larger keyframe is chosen when looping the weapon loadout animations. 2008-09-16 04:51:36 +00:00
phreak 3189278d43 Do the same thing for ships that the previous commit did 2008-09-15 23:21:41 +00:00
phreak 9278f421ad Honor the keyframe value in the weapon loadout animations. If less than 2 keyframes are defined (first frame and return frame), then the animation will treat "52" as the keyframe value (retail default).
All 1024x768 weapon loadout animations have 0 and 52 set as the keyframes so they render properly.
2008-09-15 23:05:05 +00:00
phreak 0f13bcee06 Fix for Mantis #1562: Lens flares visible if sun behind asteroids. 2008-09-15 01:51:20 +00:00
phreak f78749be88 Ensure target_engines pointer is initialized. 2008-09-14 21:55:34 +00:00
Goober5000 b784bb6cff revert changes from 4801 (Phreak's fix for >4GB memory reporting)
c.f. http://www.hard-light.net/forums/index.php/topic,56409.0.html
2008-09-14 20:29:03 +00:00
Goober5000 0ae4939981 re-fix WMC's bug to be compatible with expected behavior 2008-09-14 19:29:07 +00:00
phreak 2c34c391d2 Fixed nebula render bug for Mantis #1765 2008-09-14 19:05:30 +00:00
phreak 14c478376b cleanup find_homing_object() 2008-09-14 18:51:38 +00:00
phreak 8bf826793a Change output executables to 3_6_10 2008-09-14 17:05:59 +00:00
karajorma 58fc12fc57 KeldorKatarn's afterburner lock SEXPs 2008-09-13 22:21:38 +00:00
taylor 61ef271683 update with current official SDL framework (should fix Mantis #1727) 2008-09-13 14:41:57 +00:00
taylor 81811ff842 if max shield strength is 0 then disable shields (rest of Mantis #1645) 2008-09-13 14:40:06 +00:00
karajorma 455180fa4a Fix Mantis 1088 (Extra call to ai_do_objects_docked_stuff() )
Remove the banks_fired Assert. WMC is correct. We don't need it anyway.
2008-09-10 11:24:00 +00:00
phreak 25b56bfac6 Add updated freespace2 icons 2008-09-08 23:01:22 +00:00
Swifty 7e047b5c98 WMC's fix for RTT indexing and fix unnecessary slewing for 3D HUD elements. 2008-09-06 07:51:50 +00:00
Wanderer ac4fb52604 Fix for mantis 1736 2008-09-05 21:59:55 +00:00
Swifty 57fbb21c62 Fix for Mantis 1743: Targets don't shudder with the rest of the HUD. 2008-09-05 07:57:40 +00:00
phreak 21aa72ae2f Fix memory detection for systems with > 4GB of RAM. 2008-09-04 20:40:57 +00:00
karajorma 04e4095b36 Arguments within arguments (again). It should work this time round. 2008-09-04 20:38:14 +00:00
phreak 38abe31509 Possible fix for Mantis #1669 2008-09-01 03:09:00 +00:00
karajorma 3b6e62805f Fix Mantis 1545 & 1754 (Order SEXP doesn't work with wings or destroy subsystems properly)
Add the Query-Orders SEXP 
Deprecate the Order SEXP
2008-08-31 21:04:44 +00:00
WMCoolmon 4bff232cad Change set-fov back to a global override 2008-08-30 19:48:20 +00:00
WMCoolmon ddf75fc7e0 Final scripting, camera code updates. 2008-08-30 11:05:48 +00:00
WMCoolmon b4b2f7d54f Fix for mantis 0001211 2008-08-30 11:04:12 +00:00
WMCoolmon e71d060984 Core all-RTT code. 2008-08-30 11:03:03 +00:00
WMCoolmon c9e3d746d4 Added object_get_model; moved object_h to object.h 2008-08-30 11:02:36 +00:00
WMCoolmon 9d4bad1c7f Input updates for scripting 2008-08-30 11:00:11 +00:00
WMCoolmon 74a6636bc6 Attempted HUD shake fixes 2008-08-30 10:59:10 +00:00
WMCoolmon 19ed659d6b Minor idiotproofs 2008-08-30 10:58:44 +00:00
WMCoolmon 48d8f030b3 Better compatibility with avoiding the main hall 2008-08-30 10:57:27 +00:00
WMCoolmon 7ef7959d77 all-texture replacement code 2008-08-30 10:56:28 +00:00
WMCoolmon 6c7ccad82f Attempted HUD shake fixes 2008-08-30 10:56:04 +00:00
WMCoolmon 36e44e7f2b hud_get_draw, custom subsystem names in HUD subsystem damage list 2008-08-30 10:54:44 +00:00
WMCoolmon 6cfab94ef0 New camera code 2008-08-30 10:52:32 +00:00
WMCoolmon 9764ce9ea8 Replace Assert with smooth failure. 2008-08-30 10:52:08 +00:00
WMCoolmon d0808e2bf0 New camera code, cutscene bar fixes 2008-08-30 10:51:21 +00:00
WMCoolmon d2e4d0d6ee Support for all-texture-type texture replacement. 2008-08-30 10:50:49 +00:00
WMCoolmon 699ac0f2bd FRED support for new camera code and texture replacement of all texture types 2008-08-30 10:49:22 +00:00
WMCoolmon 39d623c7c2 ship_wing_point_or_none SEXP type 2008-08-30 10:48:46 +00:00
WMCoolmon 5404b776aa Support for custom warp sounds 2008-08-30 10:47:50 +00:00
WMCoolmon 5a72f40f62 Fix unneeded use of doubles 2008-08-30 10:47:16 +00:00
WMCoolmon 525e45db77 Updated objsnd API 2008-08-30 10:46:23 +00:00
WMCoolmon 3f02f79b3d New camera code, warp code updates, debris attributes, fix large numbers of ships being created at the same time, delta bank. 2008-08-30 10:45:41 +00:00
WMCoolmon 9360d3b580 Prevent "Alt-Alt" from textify_scancode 2008-08-30 10:43:37 +00:00
WMCoolmon f51a8cf3c0 New camera code core commit, delta bank code. 2008-08-30 10:42:27 +00:00
WMCoolmon 743c9eb82d Update to use new camera code. 2008-08-30 10:41:31 +00:00
WMCoolmon 752bff94cc Updated to use new texture map class. 2008-08-30 10:41:01 +00:00
WMCoolmon fd7cbf5750 - Fixed bug involving too many goals being assigned to a ship from wing orders 2008-08-30 10:37:51 +00:00
WMCoolmon 13eb0e77e4 Fix for mantis 0001737 2008-08-30 01:21:54 +00:00
WMCoolmon 896b61f2fe Fix glowpoint option in lab not working (thanks blowfish) 2008-08-30 00:24:10 +00:00
Goober5000 1859ae688e Mantis #1755: stars should not be drawn when there's a skybox 2008-08-26 01:28:30 +00:00
phreak 943ee9b8a2 Add Fred to the list of executables automatically built in debug mode. 2008-08-22 15:05:12 +00:00
karajorma 81a851e33a Revert argument changes till I can figure out why they crashing VC6 builds but not 2005 ones. 2008-08-20 20:45:45 +00:00
phreak 97951efa9d Fix alt-tab and FS2 trying to regain focus. 2008-08-20 04:22:39 +00:00
karajorma 672e34c166 Fix the -argument SEXPs to allow them to cope with conditionals being used within them.
Clean up some code from in-sequence that never worked anyway.
2008-08-19 19:00:54 +00:00
phreak 4ea2ca2b64 Applied blowfish's patch for Mantis #1714. 2008-08-18 23:33:34 +00:00
taylor 61dbdc24b3 fix broken commit from partial Xt merge 2008-08-18 05:56:46 +00:00
phreak 2d79e4eee4 Don't flash the screen red when damaged while invulnerable (either through cheat or sexp). 2008-08-17 22:26:59 +00:00
phreak 1a3e5f28af Fix beam damage when time compression is active. 2008-08-17 21:55:03 +00:00
karajorma 69b61ceaa4 Hmmmmmm. Using a VC2005 keyword as a variable name is just asking for trouble. 2008-08-16 08:13:43 +00:00
Goober5000 ca0df1f2b0 fix a few bugs by rolling back the non-ship-template code from revision 4636
this also fixes the ship spinny thing (which both argv[-1] and Backslash had noticed and fixed previously)
2008-08-16 05:06:38 +00:00
phreak 3f48553935 Add a check to see if the complete escort list is full before adding an additional ship. 2008-08-15 01:37:38 +00:00
karajorma cb6dbe5214 Fix Mantis 1745 (TvT scoring for players kills scales with difficulty) 2008-08-12 20:29:36 +00:00
phreak 52829ea14e Remove check for no-collide-invisible ships when checking to see if a weapon passed it's target. Changed FOV check to allow for missiles with FOV half-angles greater than 90 degrees. 2008-08-11 04:11:46 +00:00
phreak 4e1fdc6c8b Fix for mantis #1744 2008-08-10 21:17:00 +00:00
phreak f419106805 Possible fix for mantis #1728 2008-08-10 21:16:22 +00:00
karajorma bfe417ff2f Add builtin messages for support ships back into TvT missions. 2008-08-10 10:37:20 +00:00
WMCoolmon 3a54776c6b ATTN: Swifty - Mantis #0001707. Update to fix what looks like basic math error on my part. 2008-08-07 01:35:17 +00:00
karajorma 6de7ba0deb Fix Mantis 1605 (Support ships are forever marked as abort on clients after initially called in).
Fix a bug where support messages were sent from the client and the server so they played twice.
2008-08-05 21:25:55 +00:00
WMCoolmon da6fa5a429 Update MSVC2003 project files 2008-08-04 22:54:03 +00:00
karajorma a70c5ffb1d Fix the Run Freespace option in FRED. Still not 100% but it should get a valid name more often than not. 2008-08-04 09:56:40 +00:00
karajorma bcdc1c1589 Fix Mantis 1731 (CTEXT reporting the variable value if a block variable of the same name existed) 2008-08-03 11:39:05 +00:00
karajorma 9a28c24f70 Fix Mantis 1232 (Can't use Zeta in Coop or Beta/Gamma in TvT) 2008-08-02 19:20:58 +00:00
karajorma 4374fcd1ce Fix Mantis 1734 (Block variables appearing in modify_variable menu and SEXP) 2008-08-02 16:53:09 +00:00
karajorma 90e30ee37e Fix a problem with the assertion logging fix I added earlier if the stack trace was too long. Will now log errors too. 2008-07-29 19:25:34 +00:00
WMCoolmon bf23eb17c8 add isPXOEnabled scripting function to Testing library 2008-07-29 04:21:58 +00:00
phreak e10379ad18 Disable UAC for the other project types (debug, and non-sse2 release builds). 2008-07-28 22:14:18 +00:00
phreak d094476101 Remove UAC when building the executables. 2008-07-28 02:51:36 +00:00
karajorma 0a9903f48d Print the stacktrace to the debug log on hitting an assertion. 2008-07-24 20:25:42 +00:00
karajorma a05b1ef11f Allow the player to score from assists and kills in a variety of new ways. 2008-07-24 20:23:52 +00:00
karajorma b3d7dba2a4 Let TvT games use all the skill levels 2008-07-24 20:10:29 +00:00
karajorma a360a8e606 Allow multi_find_player_by_ship_name() to deal with respawning players too 2008-07-24 20:09:21 +00:00
karajorma e44f2c1911 Fix Mantis 1732 (Ship-Guardianing ships destroyed before mission start)
Add change-player/team-score SEXPs
2008-07-24 20:01:30 +00:00
karajorma 5b05ce6028 Update 2005 solution with the shader stuff. 2008-07-24 19:56:27 +00:00
taylor 952c057ff9 add ARB_shader_texture_lod to the stupid SM3.0 test (for OS X mainly) 2008-07-22 15:50:01 +00:00
taylor e1044c578d 2d poofs are supposed to be default (forgot that since I didn't commit the new neb2 code :)) 2008-07-22 12:59:58 +00:00
phreak bba43b5a79 Updated to add new files to the VS2008 project. 2008-07-18 20:26:27 +00:00
taylor f2f6bef1fa damn, forgot these 2008-07-16 07:50:58 +00:00
taylor 9231692e48 basic commit of a few Xt tree changes
- updated OpenGL code (basic shader support, etc.)
 - new ships lab code
 - scripting RTT fixes
 - don't let FRED hog CPU time
2008-07-16 02:49:19 +00:00
karajorma 6e3aa4a33a A bandaid on the gaping wound that is the current score code for ships. Should stop the missions corrupting themselves with ;;FSO 3.6.10;; messages but missions won't open in 3.6.9 now. 2008-07-14 18:25:41 +00:00
taylor 663ff9d0b1 add part of the Xt texture replacement code which fixed texture page-in issues for late arrivals
(rest of the missing thruster fix)
2008-07-14 03:11:11 +00:00
phreak a9c8558507 Updated to a newer version of glext.h from SGI 2008-07-10 11:34:50 +00:00
taylor d5e1312e19 total_time fixage (it should never be allowed to be zero) 2008-07-10 06:15:56 +00:00
taylor 2494bd0291 various thruster fixage from the Xt tree (should fix Mantis #1450) 2008-07-10 05:58:51 +00:00
taylor 6c255cf1c9 fix HB being sent after server disconnect (made games show up for up to 10 minutes after they had ended)
make the chat channel count update more than once, since that didn't appear to work very well
fix compile error with GCC 4.3
2008-07-10 05:10:31 +00:00
Goober5000 16f8087433 the second half of the Mantis #1271 fix 2008-07-10 03:44:45 +00:00
Swifty 14c7b2c4c8 Mantis 1707: fix for FTL warp effect going out of bounds. 2008-07-08 16:17:49 +00:00
Goober5000 9d5d21c39d d'oh -- fix Mantis #1271 2008-07-08 08:03:31 +00:00
karajorma 466d3a2811 Couple of small changes to make the Standalone work again. 2008-07-07 08:46:17 +00:00
140 changed files with 46327 additions and 1248 deletions

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+1 -1
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@@ -858,7 +858,7 @@ void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos,
extern void ai_set_rearm_status( int team, int new_status );
extern void ai_good_secondary_time( int team, int weapon_index, int num_weapons, char *shipname );
extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point);
extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point, bool update_clients = true);
extern void ai_do_objects_undocked_stuff( object *docker, object *dockee );
extern void ai_do_objects_repairing_stuff( object *repaired_obj, object *repair_obj, int how );
-2
View File
@@ -429,8 +429,6 @@ void ai_profiles_init()
if (temp >= 0)
Default_ai_profile = temp;
Ai_profiles[Default_ai_profile].flags |= AIPF_SMART_SECONDARY_WEAPON_SELECTION;
Ai_profiles_initted = 1;
}
+1 -1
View File
@@ -1038,7 +1038,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
}
}
// use dist normal to enemy here (dont break 50 barrier)
// use dist normal to enemy here (don't break 50 barrier)
if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
// accelerate_ship(aip, accel * 0.5f);
accelerate_ship(aip, -1.0f);
+21 -40
View File
@@ -858,7 +858,7 @@
*
* 81 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
* modes don't collide big ships.
*
* 80 8/10/99 5:02p Andsager
* Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
@@ -4020,7 +4020,7 @@ void ai_stay_still(object *still_objp, vec3d *view_pos)
// when two objects have completed docking. used because we can dock object initially at misison load
// time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
// would be a freighter and dockee would be a cargo).
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point)
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point, bool update_clients)
{
Assert((docker != NULL) && (dockee != NULL));
@@ -4077,7 +4077,7 @@ void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee
// add multiplayer hook here to deal with docked objects. We need to only send information
// about the object that is docking. Both flags will get updated.
if ( MULTIPLAYER_MASTER )
if ( MULTIPLAYER_MASTER && update_clients)
send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
}
@@ -4192,7 +4192,7 @@ void ai_dock_with_object(object *docker, int docker_index, object *dockee, int d
if (dock_type == AIDO_DOCK_NOW)
{
dock_orient_and_approach(docker, docker_index, dockee, dockee_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index );
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index, false );
}
// pick a path to use to start docking
else
@@ -5485,6 +5485,8 @@ void ai_waypoints()
vm_vec_sub(&perp, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
vm_vector_2_matrix(&Pl_objp->orient, &perp, NULL, NULL);
} else {
if ( !wing_leader )
wing_leader = Pl_objp;
vm_vec_scale_add(&perp, &Pl_objp->pos, &wing_leader->phys_info.vel, 1000.0f);
ai_turn_towards_vector(&perp, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
@@ -6035,7 +6037,7 @@ void evade_ship()
afterburners_start(Pl_objp);
if (The_mission.ai_profile->flags & AIPF_SMART_AFTERBURNER_MANAGEMENT) {
aip->afterburner_stop_time = Missiontime + F1_0 + static_randf(Pl_objp-Objects) * F1_0 / 4;
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 + static_randf(Pl_objp-Objects) * F1_0 / 4);
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
@@ -6521,12 +6523,7 @@ void set_primary_weapon_linkage(object *objp)
if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
if ( aip->targeted_subsys == NULL ) {
shipp->flags |= SF_PRIMARY_LINKED;
if (!(The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION))
{
// if not using smart secondary weapons selection, then link the secondaries here.
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
}
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
return;
}
}
@@ -6882,12 +6879,6 @@ void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 =
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
}
//if attacking a big ship dual/salvo fire secondaries.
if ((WIF_HUGE & (priority1 | priority2)) && (The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION))
{
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 |= SF2_SECONDARY_LINKED;
}
ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
// nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
@@ -7393,9 +7384,15 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
{
float weapon_speed, range_time;
ship *shipp = &Ships[pobjp->instance];
vec3d target_moving_direction;
Assert( eobjp != NULL );
target_moving_direction = eobjp->phys_info.vel;
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY)
vm_vec_sub2(&target_moving_direction, &pobjp->phys_info.vel);
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
weapon_speed = MAX(weapon_speed, 1.0f); // set not less than 1
@@ -7414,7 +7411,7 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
float dist;
dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &target_moving_direction, aip->time_enemy_in_range * dist/weapon_speed);
} else {
float collision_time;
vec3d gun_pos, pnt;
@@ -7429,13 +7426,13 @@ void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *
vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
vm_vec_add2(&gun_pos, &pobjp->pos);
collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
collision_time = compute_collision_time(&eobjp->pos, &target_moving_direction, &gun_pos, weapon_speed);
if (collision_time == 0.0f) {
collision_time = 100.0f;
}
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &target_moving_direction, collision_time);
// set globals
G_collision_time = collision_time;
@@ -7641,7 +7638,7 @@ void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, flo
// Get minimum
ab_time = MIN(time_to_exhaust_25pct_fuel, time_to_fly_75pct_of_distance);
aip->afterburner_stop_time = Missiontime + F1_0 * ab_time;
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 * ab_time);
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
@@ -8626,9 +8623,6 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
int is_big_ship, priority1, priority2;
ship_weapon *swp;
ship_info *esip;
ship* shipp;
Assert(objp->type == OBJ_SHIP);
if ( en_objp->type == OBJ_SHIP ) {
esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
@@ -8636,8 +8630,7 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
esip = NULL;
}
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
swp = &Ships[objp->instance].weapons;
// AL 3-5-98: do a quick out if the ship has no secondaries
if ( swp->num_secondary_banks <= 0 ) {
@@ -8647,10 +8640,6 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
// clear the dual fire and salvo fire secondary flags.
shipp->flags &= ~(SF_SECONDARY_DUAL_FIRE);
shipp->flags2 &= ~(SF2_SECONDARY_LINKED);
if (preferred_secondary != -1) {
if (swp->current_secondary_bank != preferred_secondary) {
aip->current_target_is_locked = 0;
@@ -8659,13 +8648,6 @@ void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
}
//nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
if (The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION)
{
// if smart secondary is enabled, dual fire and salvo fire secondaries.
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
shipp->flags2 |= SF2_SECONDARY_LINKED;
}
} else {
aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
if (aip->targeted_subsys) {
@@ -10343,7 +10325,7 @@ void guard_object_was_hit(object *guard_objp, object *hitter_objp)
return;
}
// dont attack if you can't see him
// don't attack if you can't see him
if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
// if he's a stealth and visible, but not targetable, ok to attack.
if ( is_object_stealth_ship(hitter_objp) ) {
@@ -11118,7 +11100,6 @@ void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp,
Assert( repair_objp );
hud_support_view_stop();
if (MULTIPLAYER_MASTER) {
message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, p_team);
@@ -13817,7 +13798,7 @@ void ai_bay_depart()
}
// make ship disappear
ship_actually_depart(Pl_objp->instance);
ship_actually_depart(Pl_objp->instance, SHIP_DEPARTED_BAY);
// clean up path stuff
aip->path_start = -1;
+1 -1
View File
@@ -962,7 +962,7 @@ void ai_clear_ship_goals( ai_info *aip )
aip->active_goal = AI_GOAL_NONE; // for good measure
// next line moved here on 8/5/97 by MWA
// Dont reset player ai (and hence target)
// Don't reset player ai (and hence target)
// Goober5000 - account for player ai
//if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) || Player_use_ai ) {
if ( (Player_ship == NULL) || (&Ships[aip->shipnum] != Player_ship) || Player_use_ai )
+10 -4
View File
@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 1.31 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 1.30 2006/01/11 21:15:15 wmcoolmon
* Somewhat better turret comments
@@ -1003,7 +1003,7 @@ int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object
if (ss->turret_enemy_objnum != -1) {
model_subsystem *tp = ss->system_info;
vec3d gun_pos, gun_vec;
vec3d gun_pos, gun_vec, target_moving_direction;
//float weapon_speed;
float weapon_system_strength;
//HACK HACK HACK -WMC
@@ -1038,8 +1038,14 @@ int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object
}
}
target_moving_direction = lep->phys_info.vel;
//Try to guess where the enemy will be, and store that spot in predicted_enemy_pos
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &lep->phys_info.vel, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY) {
vm_vec_sub2(&target_moving_direction, &objp->phys_info.vel);
}
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &target_moving_direction, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
//Mess with the turret's accuracy if the weapon system is damaged.
if (weapon_system_strength < 0.7f) {
@@ -1101,7 +1107,7 @@ float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunp
return -1.0f;
}
} else {
// target is in sight and we dont care if its in turret's fov or not
// target is in sight and we don't care if its in turret's fov or not
return dot_return;
}
} else
+3 -3
View File
@@ -61,7 +61,7 @@
* --Goober5000
*
* Revision 2.7 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -84,7 +84,7 @@
* Put dithering back in for tgas and jpgs
*
* Revision 2.4 2003/11/29 10:52:08 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -102,7 +102,7 @@
* Revision 2.1.2.3 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.2 2002/09/28 22:13:42 randomtiger
+1 -1
View File
@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 2.33 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 2.32 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
+1 -1
View File
@@ -253,7 +253,7 @@
* Revision 2.0.2.10 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.0.2.9 2002/11/04 16:04:20 randomtiger
+3 -3
View File
@@ -702,7 +702,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_t
if(image_id != -1)
{
text_pos[0] = image_pos[0] + w; //Still set from bm_get_info call
text_pos[0] = (float) (image_pos[0] + w); //Still set from bm_get_info call
if (!center_x)
{
deltax = text_pos[0] / 1024.0f; //MikeStar;
@@ -711,14 +711,14 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, float in_display_t
}
else
{
text_pos[0] = image_pos[0];
text_pos[0] = (float) image_pos[0];
if (!center_x)
{
deltax = text_pos[0] / 1024.0f; //MikeStar;
text_pos[0] = gr_screen.max_w * deltax; //MikeStar;
}
}
text_pos[1] = image_pos[1];
text_pos[1] = (float) image_pos[1];
if (!center_y)
{
deltay = text_pos[1] / 768.0f; //MikeStar;
+2 -2
View File
@@ -168,10 +168,10 @@
* -DTP reworked mod support,
*
* Revision 2.6 2002/11/04 08:32:38 DTP
* Made sure, that VP and Plain files dont get added twice to the search order. Side-effect of Mod support.
* Made sure that VP and Plain files don't get added twice to the search order. Side-effect of Mod support.
*
* Revision 2.5 2002/10/30 06:31:05 DTP
* doh!, used upper case in include, dont know how much it matters for *nix systems, but here it is
* doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is
*
* Revision 2.4 2002/10/27 23:59:28 DTP
* DTP; started basic implementation of mod-support
+2 -2
View File
@@ -156,7 +156,7 @@
* -DTP reworked mod support,
*
* Revision 2.5 2002/10/30 06:29:45 DTP
* doh!, used upper case in include, dont know how much it matters for *nix systems, but here it is
* doh!, used upper case in include, don't know how much it matters for *nix systems, but here it is
*
* Revision 2.4 2002/10/30 06:26:11 DTP
* DTP Implemented basic VP files handling. mission and campaign files inside VP files found in mod dir still not supported, cheking / creating directories not implented either
@@ -2054,7 +2054,7 @@ int cf_create_default_path_string( char *path, uint path_max, int pathtype, char
#ifdef INF_BUILD
// keep pilot files separated for an Inferno build since they aren't compatible
if ( pathtype == CF_TYPE_SINGLE_PLAYERS ) {
if ( pathtype == CF_TYPE_SINGLE_PLAYERS || pathtype == CF_TYPE_MULTI_PLAYERS ) {
SAFE_STRCAT(path, "inferno", path_max);
SAFE_STRCAT(path, DIR_SEPARATOR_STR, path_max);
}
+6
View File
@@ -127,7 +127,13 @@ int write_index(char *hf, char *df)
d = fopen(df, "a+b");
if ( (h == NULL) || (d == NULL) )
{
if ( h )
fclose( h );
if ( d )
fclose( d );
return 0;
}
for (i = 0; i < Num_files; i++) {
fread(tmp_data, 32+4+4+4, 1, h);
+8 -20
View File
@@ -431,7 +431,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.54 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -471,7 +471,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.47 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -511,12 +511,12 @@
*
* Revision 2.40 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
* Revision 2.39 2003/11/03 18:07:26 randomtiger
* Added -d3d_no_vsync command to make turning off vsync optional.
* Removed 32bit command, it doesnt do anything.
* Removed 32bit command, it doesn't do anything.
* Made aa multisample reg check safe.
*
* Revision 2.38 2003/10/27 23:04:20 randomtiger
@@ -543,7 +543,7 @@
*
* Revision 2.34 2003/10/14 17:39:12 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -624,7 +624,7 @@
* Added "-dshowvid" command-line option, which must be set in order for movies to play.
*
* Revision 2.16 2002/12/21 13:39:25 DTP
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/17 03:08:18 DTP
* fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED.
@@ -675,7 +675,7 @@
* Revision 2.4.2.2 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.4.2.1 2002/08/27 13:19:02 penguin
@@ -1134,12 +1134,10 @@ cmdline_parm noemissive_arg("-no_emissive_light", NULL); // Cmdline_no_emissive
cmdline_parm normal_arg("-normal", NULL); // Cmdline_normal -- enable normal mapping
cmdline_parm height_arg("-height", NULL); // Cmdline_height -- enable support for parallax mapping
cmdline_parm enable_3d_shockwave_arg("-3dshockwave", NULL);
cmdline_parm glow_factor_arg("-glow_factor", NULL); // Multiplier factor for glowmaps.
float Cmdline_clip_dist = Default_min_draw_distance;
float Cmdline_fov = 0.75f;
float Cmdline_ogl_spec = 80.0f;
float Cmdline_glow_factor = 1.0f;
int Cmdline_ambient_factor = 128;
int Cmdline_cell = 0;
int Cmdline_decals = 0;
@@ -2220,16 +2218,6 @@ bool SetCmdlineParams()
Cmdline_ogl_spec = 128.0f;
}
if ( glow_factor_arg.found() )
{
Cmdline_glow_factor = glow_factor_arg.get_float();
if (Cmdline_glow_factor < 0.0f)
{
Cmdline_glow_factor = 0.0f;
}
}
if ( rearm_timer_arg.found() )
Cmdline_rearm_timer = 1;
+7 -8
View File
@@ -235,7 +235,7 @@
* and other stuff
*
* Revision 2.46 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -271,7 +271,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.40 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -308,12 +308,12 @@
*
* Revision 2.35 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
* Revision 2.34 2003/11/03 18:07:26 randomtiger
* Added -d3d_no_vsync command to make turning off vsync optional.
* Removed 32bit command, it doesnt do anything.
* Removed 32bit command, it doesn't do anything.
* Made aa multisample reg check safe.
*
* Revision 2.33 2003/10/27 23:04:20 randomtiger
@@ -394,7 +394,7 @@
* Added "-dshowvid" command-line option, which must be set in order for movies to play.
*
* Revision 2.16 2002/12/21 13:39:25 DTP
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/17 03:08:18 DTP
* fix to Show_framerate. seems it will call an unresolved external error during fred builds. modified my ifndefs a bit, dsw modified to include preprocessor tag FRED.
@@ -440,7 +440,7 @@
* Revision 2.3.2.2 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.3.2.1 2002/08/27 13:19:02 penguin
@@ -647,7 +647,6 @@ extern double specular_exponent_value;
extern float Cmdline_clip_dist;
extern float Cmdline_fov;
extern float Cmdline_ogl_spec;
extern float Cmdline_glow_factor;
extern float static_light_factor;
extern float static_point_factor;
extern float static_tube_factor;
+1 -1
View File
@@ -65,7 +65,7 @@
*
* Revision 2.8 2004/01/24 15:52:25 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.7 2003/08/21 20:54:38 randomtiger
* Fixed switching - RT
+3 -3
View File
@@ -21,7 +21,7 @@
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 1.8 2004/02/16 11:47:31 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -50,8 +50,8 @@
*
* Revision 1.4 2003/11/08 22:25:47 Kazan
* Timerbar was enabled in both release and debug - so i made it a command line option "-timerbar"
* DONT MESS WITH OTHER PEOPLES INCLUDE PATHS
* DONT MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
* DON'T MESS WITH OTHER PEOPLES INCLUDE PATHS
* DON'T MESS WITH EXEC NAMES (leave it fs2_open_r and fs2_open_d) or paths!
*
*
* $NoKeywords: $
+2 -2
View File
@@ -83,7 +83,7 @@
* taylor and I fixed fred2 by making code.lib and fred2's defines match up
*
* Revision 1.8 2004/05/02 18:03:19 randomtiger
* Fred doesnt need subspace palette any more
* Fred doesn't need subspace palette any more
*
* Revision 1.7 2004/04/03 18:06:35 Kazan
* Fixes:
@@ -796,7 +796,7 @@ int CFREDDoc::load_mission(char *pathname, int flags)
Assert(Mission_palette >= 0);
Assert(Mission_palette <= 98);
// RT, dont need this anymore
// RT, don't need this anymore
#if 0
if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
+1 -1
View File
@@ -502,7 +502,7 @@ float flFrametime;
int game_zbuffer = 1;
int Current_mission = 0xdeadbeef;
char **Builtin_mission_names;
char *Game_current_mission_filename;
char Game_current_mission_filename[MAX_FILENAME_LEN];
CFILE *Working_demo;
struct beam_info;
bool Env_cubemap_drawn = false;
+1
View File
@@ -1549,6 +1549,7 @@ void clear_mission()
debrief_reset();
ship_init();
event_music_reset_choices();
clear_texture_replacements();
// alternate ship type names
mission_parse_reset_alt();
+3 -1
View File
@@ -678,6 +678,8 @@ int CFred_mission_save::autosave_mission_file(char *pathname)
err = -3;
// else if (save_briefing_info())
// err = -4;
else if (save_fiction())
err = -3;
else if (save_cmd_briefs())
err = -4;
else if (save_briefing())
@@ -1783,7 +1785,7 @@ int CFred_mission_save::save_objects()
required_string_fred("$Determination:");
parse_comments();
fout(" %d", Ships[i].determination);
fout(" 10"); // dummy value for backwards compatibility
if (optional_string_fred("+Flags:", "$Name:")) {
parse_comments();
+1 -1
View File
@@ -365,7 +365,7 @@ void CModifyVariableDlg::OnOK()
// validate data
validate_data(temp_data, RESET_FOCUS);
if (m_data_validated) {
// Dont get OnKillfocusModifyDefaultValue when ok
// Don't get OnKillfocusModifyDefaultValue when ok
if (!m_modified_value) {
if ( strcmp(Sexp_variables[get_sexp_var_index()].text, temp_data) ) {
m_modified_value = true;
+4 -4
View File
@@ -1524,7 +1524,7 @@ void sexp_tree::right_clicked(int mode)
int op_type = query_operator_argument_type(op, Replace_count); // check argument type at this position
// special case dont allow replace data for variable names
// special case don't allow replace data for variable names
// Goober5000 - why? the only place this happens is when replacing the ambiguous argument in
// modify-variable with a variable, which seems legal enough.
//if (op_type != OPF_AMBIGUOUS) {
@@ -1587,7 +1587,7 @@ void sexp_tree::right_clicked(int mode)
}
}
// cant modify if no variables
// can't modify if no variables
if (sexp_variable_count() == 0) {
menu.EnableMenuItem(ID_SEXP_TREE_MODIFY_VARIABLE, MF_GRAYED);
}
@@ -1835,7 +1835,7 @@ void sexp_tree::right_clicked(int mode)
list = get_listing_opf(type, parent, Replace_count);
// special case dont allow replace data for variable names
// special case don't allow replace data for variable names
if ( (type != OPF_VARIABLE_NAME) && list) {
sexp_list_item *ptr;
@@ -2394,7 +2394,7 @@ BOOL sexp_tree::OnCommand(WPARAM wParam, LPARAM lParam)
int type = get_type(item_handle);
Assert( (type & SEXPT_NUMBER) || (type & SEXPT_STRING) );
// dont do type check for modify-variable
// don't do type check for modify-variable
if (Modify_variable) {
if (Sexp_variables[var_idx].type & SEXP_VARIABLE_NUMBER) {
type = SEXPT_NUMBER;
View File
File mode changed.

Before

Width:  |  Height:  |  Size: 34 KiB

After

Width:  |  Height:  |  Size: 34 KiB

+28 -26
View File
@@ -856,7 +856,7 @@
*
* Revision 2.73 2004/02/20 18:04:27 randomtiger
* Changed memory leak detection to happen after atexit all other calls.
* This will mean it doesnt report leaks that are cleared by just before the game quits by preset functions.
* This will mean it doesn't report leaks that are cleared by just before the game quits by preset functions.
*
* Revision 2.72 2004/02/20 04:29:53 bobboau
* pluged memory leaks,
@@ -867,7 +867,7 @@
* Use _REPORT_MEM_LEAKS compile flag in code.lib to get a report of memory leaks from malloc calls.
*
* Revision 2.70 2004/02/16 11:47:32 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -890,7 +890,7 @@
*
* Revision 2.67 2004/01/24 15:52:25 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.66 2004/01/23 00:14:27 randomtiger
* Fixed serious memory leak causes by use of -pcx32 flag
@@ -906,7 +906,7 @@
* Changed target view not to use lower res texture, hi res one is already chached so might as well use it
*
* Revision 2.63 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -993,7 +993,7 @@
*
* Revision 2.47 2003/10/14 17:39:12 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1096,12 +1096,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
*
* Revision 2.32 2003/05/21 20:26:07 phreak
* improved chase camera code.. you can now fight using this camera
@@ -1161,7 +1161,7 @@
* --Goober5000
*
* Revision 2.16 2002/12/21 13:39:03 DTP
* did bit more house keeping. modfied Phreaks fps cmdline a bit, so that we dont have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
* did bit more house keeping. modfied Phreak's fps cmdline a bit, so that we don't have to specific build code.libs for fred, but can use the same code.lib for both fs2_open.exe and fred2_open.exe
*
* Revision 2.15 2002/12/18 22:21:23 phreak
* tidied up game_init() a bit.. took out a bunch of unneeded ifdefs like E3_BUILD
@@ -2737,7 +2737,7 @@ uint load_post_level_init;
void game_level_init(int seed)
{
game_busy( NOX("** starting game_level_init() **") );
load_gl_init = time(NULL);
load_gl_init = (uint) time(NULL);
#ifdef USE_PYTHON
//Clear python images
py_clear_images();
@@ -2748,7 +2748,7 @@ void game_level_init(int seed)
// netgame security flags -- ensures that all players in multiplayer game will have the
// same randon number sequence (with static rand functions)
if ( Game_mode & GM_NORMAL ) {
Game_level_seed = time(NULL);
Game_level_seed = (int) time(NULL);
} else {
Game_level_seed = Netgame.security;
}
@@ -2864,7 +2864,7 @@ void game_level_init(int seed)
Env_cubemap_drawn = false;
load_gl_init = time(NULL) - load_gl_init;
load_gl_init = (uint) (time(NULL) - load_gl_init);
//WMC - Init multi players for level
if (Game_mode & GM_MULTIPLAYER && Player != NULL) {
@@ -3298,7 +3298,7 @@ int game_start_mission()
}
game_busy( NOX("** starting mission_load() **") );
load_mission_load = time(NULL);
load_mission_load = (uint) time(NULL);
if (mission_load(Game_current_mission_filename)) {
if ( !(Game_mode & GM_MULTIPLAYER) ) {
popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
@@ -3315,7 +3315,7 @@ int game_start_mission()
return 0;
}
load_mission_load = time(NULL) - load_mission_load;
load_mission_load = (uint) (time(NULL) - load_mission_load);
// free up memory from parsing the mission
extern void stop_parse();
@@ -3330,9 +3330,9 @@ int game_start_mission()
}*/
game_busy( NOX("** starting game_post_level_init() **") );
load_post_level_init = time(NULL);
load_post_level_init = (uint) time(NULL);
game_post_level_init();
load_post_level_init = time(NULL) - load_post_level_init;
load_post_level_init = (uint) (time(NULL) - load_post_level_init);
#ifndef NDEBUG
{
@@ -3636,7 +3636,7 @@ void game_init()
// seed the random number generator
Game_init_seed = time(NULL);
Game_init_seed = (int) time(NULL);
srand( Game_init_seed );
Framerate_delay = 0;
@@ -4647,7 +4647,7 @@ void game_tst_frame()
// setup tst
if(tst == 2){
tst_time = time(NULL);
tst_time = (int) time(NULL);
// load the tst bitmap
switch((int)frand_range(0.0f, 3.0)){
@@ -7045,13 +7045,15 @@ int game_poll()
return 0;
}
// If a popup is running, don't process all the Fn keys
// if( popup_active() ) {
// return k;
// }
state = gameseq_get_state();
// If a popup is running, don't process all the Fn keys
if( popup_active()) {
if (state != GS_STATE_DEATH_BLEW_UP) {
return k;
}
}
// if ( k ) nprintf(( "General", "Key = %x\n", k ));
switch (k) {
@@ -7081,8 +7083,8 @@ int game_poll()
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HUD_CONFIG:
case GS_STATE_CONTROL_CONFIG:
// case GS_STATE_DEATH_DIED:
// case GS_STATE_DEATH_BLEW_UP:
case GS_STATE_DEATH_DIED:
// case GS_STATE_DEATH_BLEW_UP: // DEATH_BLEW_UP might be okay but do not comment out DEATH_DIED as otherwise no clean up is performed on the dead ship
case GS_STATE_VIEW_MEDALS:
break;
@@ -8085,7 +8087,7 @@ void game_enter_state( int old_state, int new_state )
// Main_hall_netgame_started = 1;
// main_hall_do_multi_ready();
//} DTP commented out to keep original source
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl dont get thrown into Multiplayer with a Singleplayer Pilot.
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl don't get thrown into Multiplayer with a Singleplayer Pilot.
Main_hall_netgame_started = 1;
main_hall_do_multi_ready();
}
@@ -10727,7 +10729,7 @@ int find_freespace_cd(char *volume_name)
}
#if !defined(OEM_BUILD)
// oem not on 80 min cds, so dont check tha size
// oem not on 80 min cds, so don't check tha size
// check its size
uint used_space = game_get_cd_used_space(path);
if(used_space < CD_SIZE_72_MINUTE_MAX){
+429 -429
View File
@@ -1,429 +1,429 @@
//Microsoft Developer Studio generated resource script.
//
#include "freespaceresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include <windows.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"freespaceresource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include <windows.h>\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
DEBUG_MENU DIALOG DISCARDABLE 0, 0, 185, 159
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug Menu"
FONT 8, "MS Sans Serif"
BEGIN
LISTBOX IDC_LIST_DEBUG,7,7,171,121,LBS_OWNERDRAWFIXED |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Ok",IDOK,7,137,171,14
END
FIND_DIALOG DIALOG DISCARDABLE 0, 0, 119, 47
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Find Text"
FONT 8, "MS Sans Serif"
BEGIN
EDITTEXT IDC_TEXT,7,7,105,14,ES_AUTOHSCROLL
DEFPUSHBUTTON "Find",IDOK,7,26,50,14
PUSHBUTTON "Cancel",IDCANCEL,62,26,50,14
END
IDD_CONNECT DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Server"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "# Connections :",IDC_CON_COUNT,7,54,148,10
LISTBOX IDC_CONPING,7,79,148,167,WS_VSCROLL | WS_TABSTOP
LTEXT "Address and Ping",IDC_STATIC,7,66,143,10
PUSHBUTTON "Reset All",IDC_RESET_MULTI,162,174,46,72
PUSHBUTTON "Kick",IDC_KICK_BUTTON,161,80,47,19
CONTROL "",IDC_STATIC,"Static",SS_GRAYRECT,7,48,201,1
EDITTEXT IDC_STD_NAME,64,14,144,14,ES_AUTOHSCROLL
LTEXT "Server Name",IDC_STATIC,7,17,42,8
EDITTEXT IDC_STD_HOST_PASSWD,64,32,144,14,ES_AUTOHSCROLL
LTEXT "Host Password",IDC_STATIC,7,33,48,8
PUSHBUTTON "Refresh Missions",IDC_PXO_REFRESH,161,116,47,36,
BS_MULTILINE
END
IDD_MULTI DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "Multi-Player"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Frame Cap :",10,7,28,43,8
LTEXT "",IDC_FRAMECAP_STATIC,53,29,46,10,SS_SUNKEN
LTEXT "Realized FPS :",IDC_STATIC_A,119,30,49,12
LTEXT "",IDC_STANDALONE_FPS,172,29,34,11,SS_SUNKEN
LTEXT "Mission Time :",IDC_STATIC_A2,13,91,49,12
LTEXT "",IDC_STANDALONE_MTIME,71,90,125,11,SS_SUNKEN
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_SUNKEN,7,43,199,
1
LTEXT "Mission Name :",IDC_STATIC,13,80,52,11
LTEXT "",IDC_MISSION_NAME,71,78,125,11,SS_SUNKEN
LTEXT "Mission Goals",IDC_STATIC,7,140,74,8
LTEXT "Netgame Information",IDC_STATIC,133,140,66,8
LTEXT "Max Players",IDC_STATIC,117,158,42,8
LTEXT "Max Observers",IDC_STATIC,117,184,48,8
LTEXT "Security",IDC_STATIC,117,210,26,8
LTEXT "Respawns",IDC_STATIC,117,236,34,8
LTEXT "",IDC_NG_MAXPLAYERS,178,158,28,8
LTEXT "",IDC_NG_MAXOBSERVERS,178,184,28,8
LTEXT "",IDC_NG_SECURITY,178,210,28,8
LTEXT "",IDC_NG_RESPAWNS,178,236,28,8
END
IDD_PLAYER_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Player Info"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_LIST,77,6,112,169,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "Ship Type",IDC_STATIC,7,24,38,10
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,55,201,1
LTEXT "",IDC_PSHIP_TYPE,53,24,49,10,SS_SUNKEN
LTEXT "Mission Stats",IDC_STATIC,133,59,44,10
LTEXT "Primary Shots",IDC_STATIC,7,118,45,9
LTEXT "Primary Hits",IDC_STATIC,7,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,162,55,9
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,106,24,1,222
LTEXT "All Time Stats",IDC_STATIC,33,59,44,10
LTEXT "Primary Shots",IDC_STATIC,109,118,45,9
LTEXT "Primary Hits",IDC_STATIC,109,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,109,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,109,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,109,162,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,217,65,9
LTEXT "Secondary Shots",IDC_STATIC,109,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,109,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,109,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,109,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,109,217,65,9
LTEXT "",IDC_PSHOTS,75,118,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,129,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,140,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,151,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,162,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,173,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,184,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,195,28,8,SS_SUNKEN
LTEXT "",IDC_SPCT,75,206,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,217,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,118,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,129,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,140,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,151,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,162,28,9,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,173,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,184,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,195,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,206,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,217,28,8,SS_SUNKEN
CONTROL "",IDC_PINFO_PING,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,235,201,1
LTEXT "Player",IDC_STATIC,44,6,20,8
LTEXT "",IDC_PING_TIME,53,38,49,10,SS_SUNKEN
LTEXT "Avg Ping",IDC_STATIC,7,38,32,9
LTEXT "Assists",IDC_STATIC,7,107,54,10
LTEXT "Assists",IDC_STATIC,109,107,54,10
LTEXT "",IDC_ASSISTS,75,107,28,8,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,107,28,8,SS_SUNKEN
LTEXT "Score",IDC_STATIC,7,73,20,8
LTEXT "Score",IDC_STATIC,109,73,20,8
LTEXT "Kills",IDC_STATIC,7,84,13,8
LTEXT "Kills",IDC_STATIC,109,84,13,8
LTEXT "Friendly Kills",IDC_STATIC,109,96,39,8
LTEXT "Friendly Kills",IDC_STATIC,7,96,39,8
LTEXT "",IDC_SCORE,75,74,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT,75,85,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT_BH,75,96,28,8,SS_SUNKEN
LTEXT "",IDC_MSCORE,180,74,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT,180,85,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT_BH,180,96,28,8,SS_SUNKEN
END
IDD_GODSTUFF DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "God Stuff"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_GOD_LIST,39,7,101,211,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "",IDC_GODSTUFF_FPS,177,7,31,8,SS_SUNKEN
LTEXT "FPS",IDC_STATIC,154,7,16,8
LTEXT "Player ",IDC_STATIC,7,7,20,12
EDITTEXT IDC_GODSTUFF_BROADCAST,7,47,201,12,ES_MULTILINE
LTEXT "Server Message",IDC_STATIC,7,39,54,8
PUSHBUTTON "Send",IDC_GODSTUFF_SENDMESS,7,59,70,13
LISTBOX IDC_GOD_CHAT,7,84,201,162,LBS_NOINTEGRALHEIGHT |
LBS_NOSEL | WS_VSCROLL | WS_HSCROLL | WS_TABSTOP
END
IDD_DEBUG_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Standalone State :",IDC_STATIC,7,7,61,11
LTEXT "",IDC_STANDALONE_STATE,71,7,125,11,SS_SUNKEN
LTEXT "Multi log:",IDC_STATIC,8,26,29,8
LISTBOX IDC_MULTILOG,7,37,201,209,NOT LBS_NOTIFY |
LBS_NOINTEGRALHEIGHT | LBS_NOSEL | WS_VSCROLL |
WS_HSCROLL | WS_TABSTOP
END
IDD_GEN DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | DS_SETFOREGROUND | DS_3DLOOK | WS_POPUP | WS_VISIBLE |
WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
CTEXT "",IDC_FIELD1,27,11,136,8
CTEXT "",IDC_FIELD2,28,30,130,8
CTEXT "",IDC_FIELD3,27,49,138,8
END
IDD_DIALOG1 DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "OK",IDOK,129,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,129,24,50,14
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
"DEBUG_MENU", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 178
TOPMARGIN, 7
BOTTOMMARGIN, 152
END
"FIND_DIALOG", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 112
TOPMARGIN, 7
BOTTOMMARGIN, 40
END
IDD_CONNECT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_MULTI, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 206
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_PLAYER_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 6
BOTTOMMARGIN, 246
END
IDD_GODSTUFF, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_DEBUG_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_GEN, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 5
BOTTOMMARGIN, 88
END
IDD_DIALOG1, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 7
BOTTOMMARGIN, 88
END
END
#endif // APSTUDIO_INVOKED
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Volition Inc.\0"
VALUE "FileDescription", "FreeSpace\0"
VALUE "FileVersion", "1.03.01\0"
VALUE "InternalName", "FreeSpace\0"
VALUE "LegalCopyright", "Copyright © 1998\0"
VALUE "OriginalFilename", "fs.exe\0"
VALUE "ProductName", "FreeSpace\0"
VALUE "ProductVersion", "1.03.01\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_GOAL_INC BITMAP DISCARDABLE "goal_inc.bmp"
IDB_GOAL_COMP BITMAP DISCARDABLE "goal_com.bmp"
IDB_GOAL_ORD BITMAP DISCARDABLE "goal_ord.bmp"
IDB_GOAL_NONE BITMAP DISCARDABLE "goal_none.bmp"
IDB_GOAL_FAIL BITMAP DISCARDABLE "goal_fail.bmp"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_APP_ICON ICON DISCARDABLE "app_icon.ico"
IDI_APP_ICON_GLOW ICON DISCARDABLE "app_icon_glow.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (U.K.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENG)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
#pragma code_page(1252)
#endif //_WIN32
#endif // English (U.K.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// SRGRAMMAR
//
#ifdef FS2_VOICER
IDR_CMD_CFG SRGRAMMAR DISCARDABLE "..\..\code\sound\phrases.cfg"
#endif
//Microsoft Developer Studio generated resource script.
//
#include "freespaceresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include <windows.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"freespaceresource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include <windows.h>\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
DEBUG_MENU DIALOG DISCARDABLE 0, 0, 185, 159
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug Menu"
FONT 8, "MS Sans Serif"
BEGIN
LISTBOX IDC_LIST_DEBUG,7,7,171,121,LBS_OWNERDRAWFIXED |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Ok",IDOK,7,137,171,14
END
FIND_DIALOG DIALOG DISCARDABLE 0, 0, 119, 47
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Find Text"
FONT 8, "MS Sans Serif"
BEGIN
EDITTEXT IDC_TEXT,7,7,105,14,ES_AUTOHSCROLL
DEFPUSHBUTTON "Find",IDOK,7,26,50,14
PUSHBUTTON "Cancel",IDCANCEL,62,26,50,14
END
IDD_CONNECT DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
CAPTION "Server"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "# Connections :",IDC_CON_COUNT,7,54,148,10
LISTBOX IDC_CONPING,7,79,148,167,WS_VSCROLL | WS_TABSTOP
LTEXT "Address and Ping",IDC_STATIC,7,66,143,10
PUSHBUTTON "Reset All",IDC_RESET_MULTI,162,174,46,72
PUSHBUTTON "Kick",IDC_KICK_BUTTON,161,80,47,19
CONTROL "",IDC_STATIC,"Static",SS_GRAYRECT,7,48,201,1
EDITTEXT IDC_STD_NAME,64,14,144,14,ES_AUTOHSCROLL
LTEXT "Server Name",IDC_STATIC,7,17,42,8
EDITTEXT IDC_STD_HOST_PASSWD,64,32,144,14,ES_AUTOHSCROLL
LTEXT "Host Password",IDC_STATIC,7,33,48,8
PUSHBUTTON "Refresh Missions",IDC_PXO_REFRESH,161,116,47,36,
BS_MULTILINE
END
IDD_MULTI DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | DS_3DLOOK | WS_POPUP | WS_VISIBLE | WS_CAPTION |
WS_SYSMENU
CAPTION "Multi-Player"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Frame Cap :",10,7,28,43,8
LTEXT "",IDC_FRAMECAP_STATIC,53,29,46,10,SS_SUNKEN
LTEXT "Realized FPS :",IDC_STATIC_A,119,30,49,12
LTEXT "",IDC_STANDALONE_FPS,172,29,34,11,SS_SUNKEN
LTEXT "Mission Time :",IDC_STATIC_A2,13,91,49,12
LTEXT "",IDC_STANDALONE_MTIME,71,90,125,11,SS_SUNKEN
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_SUNKEN,7,43,199,
1
LTEXT "Mission Name :",IDC_STATIC,13,80,52,11
LTEXT "",IDC_MISSION_NAME,71,78,125,11,SS_SUNKEN
LTEXT "Mission Goals",IDC_STATIC,7,140,74,8
LTEXT "Netgame Information",IDC_STATIC,133,140,66,8
LTEXT "Max Players",IDC_STATIC,117,158,42,8
LTEXT "Max Observers",IDC_STATIC,117,184,48,8
LTEXT "Security",IDC_STATIC,117,210,26,8
LTEXT "Respawns",IDC_STATIC,117,236,34,8
LTEXT "",IDC_NG_MAXPLAYERS,178,158,28,8
LTEXT "",IDC_NG_MAXOBSERVERS,178,184,28,8
LTEXT "",IDC_NG_SECURITY,178,210,28,8
LTEXT "",IDC_NG_RESPAWNS,178,236,28,8
END
IDD_PLAYER_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Player Info"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_LIST,77,6,112,169,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "Ship Type",IDC_STATIC,7,24,38,10
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,55,201,1
LTEXT "",IDC_PSHIP_TYPE,53,24,49,10,SS_SUNKEN
LTEXT "Mission Stats",IDC_STATIC,133,59,44,10
LTEXT "Primary Shots",IDC_STATIC,7,118,45,9
LTEXT "Primary Hits",IDC_STATIC,7,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,162,55,9
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,106,24,1,222
LTEXT "All Time Stats",IDC_STATIC,33,59,44,10
LTEXT "Primary Shots",IDC_STATIC,109,118,45,9
LTEXT "Primary Hits",IDC_STATIC,109,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,109,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,109,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,109,162,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,217,65,9
LTEXT "Secondary Shots",IDC_STATIC,109,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,109,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,109,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,109,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,109,217,65,9
LTEXT "",IDC_PSHOTS,75,118,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,129,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,140,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,151,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,162,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,173,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,184,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,195,28,8,SS_SUNKEN
LTEXT "",IDC_SPCT,75,206,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,217,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,118,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,129,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,140,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,151,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,162,28,9,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,173,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,184,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,195,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,206,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,217,28,8,SS_SUNKEN
CONTROL "",IDC_PINFO_PING,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,235,201,1
LTEXT "Player",IDC_STATIC,44,6,20,8
LTEXT "",IDC_PING_TIME,53,38,49,10,SS_SUNKEN
LTEXT "Avg Ping",IDC_STATIC,7,38,32,9
LTEXT "Assists",IDC_STATIC,7,107,54,10
LTEXT "Assists",IDC_STATIC,109,107,54,10
LTEXT "",IDC_ASSISTS,75,107,28,8,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,107,28,8,SS_SUNKEN
LTEXT "Score",IDC_STATIC,7,73,20,8
LTEXT "Score",IDC_STATIC,109,73,20,8
LTEXT "Kills",IDC_STATIC,7,84,13,8
LTEXT "Kills",IDC_STATIC,109,84,13,8
LTEXT "Friendly Kills",IDC_STATIC,109,96,39,8
LTEXT "Friendly Kills",IDC_STATIC,7,96,39,8
LTEXT "",IDC_SCORE,75,74,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT,75,85,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT_BH,75,96,28,8,SS_SUNKEN
LTEXT "",IDC_MSCORE,180,74,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT,180,85,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT_BH,180,96,28,8,SS_SUNKEN
END
IDD_GODSTUFF DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "God Stuff"
FONT 8, "MS Sans Serif"
BEGIN
COMBOBOX IDC_PLAYER_GOD_LIST,39,7,101,211,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
LTEXT "",IDC_GODSTUFF_FPS,177,7,31,8,SS_SUNKEN
LTEXT "FPS",IDC_STATIC,154,7,16,8
LTEXT "Player ",IDC_STATIC,7,7,20,12
EDITTEXT IDC_GODSTUFF_BROADCAST,7,47,201,12,ES_MULTILINE
LTEXT "Server Message",IDC_STATIC,7,39,54,8
PUSHBUTTON "Send",IDC_GODSTUFF_SENDMESS,7,59,70,13
LISTBOX IDC_GOD_CHAT,7,84,201,162,LBS_NOINTEGRALHEIGHT |
LBS_NOSEL | WS_VSCROLL | WS_HSCROLL | WS_TABSTOP
END
IDD_DEBUG_DIALOG DIALOG DISCARDABLE 0, 0, 215, 253
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Debug"
FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Standalone State :",IDC_STATIC,7,7,61,11
LTEXT "",IDC_STANDALONE_STATE,71,7,125,11,SS_SUNKEN
LTEXT "Multi log:",IDC_STATIC,8,26,29,8
LISTBOX IDC_MULTILOG,7,37,201,209,NOT LBS_NOTIFY |
LBS_NOINTEGRALHEIGHT | LBS_NOSEL | WS_VSCROLL |
WS_HSCROLL | WS_TABSTOP
END
IDD_GEN DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | DS_SETFOREGROUND | DS_3DLOOK | WS_POPUP | WS_VISIBLE |
WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
CTEXT "",IDC_FIELD1,27,11,136,8
CTEXT "",IDC_FIELD2,28,30,130,8
CTEXT "",IDC_FIELD3,27,49,138,8
END
IDD_DIALOG1 DIALOG DISCARDABLE 0, 0, 186, 95
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Dialog"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "OK",IDOK,129,7,50,14
PUSHBUTTON "Cancel",IDCANCEL,129,24,50,14
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
"DEBUG_MENU", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 178
TOPMARGIN, 7
BOTTOMMARGIN, 152
END
"FIND_DIALOG", DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 112
TOPMARGIN, 7
BOTTOMMARGIN, 40
END
IDD_CONNECT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_MULTI, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 206
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_PLAYER_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 6
BOTTOMMARGIN, 246
END
IDD_GODSTUFF, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_DEBUG_DIALOG, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 208
TOPMARGIN, 7
BOTTOMMARGIN, 246
END
IDD_GEN, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 5
BOTTOMMARGIN, 88
END
IDD_DIALOG1, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 179
TOPMARGIN, 7
BOTTOMMARGIN, 88
END
END
#endif // APSTUDIO_INVOKED
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Volition Inc.\0"
VALUE "FileDescription", "FreeSpace\0"
VALUE "FileVersion", "1.03.01\0"
VALUE "InternalName", "FreeSpace\0"
VALUE "LegalCopyright", "Copyright © 1998\0"
VALUE "OriginalFilename", "fs.exe\0"
VALUE "ProductName", "FreeSpace\0"
VALUE "ProductVersion", "1.03.01\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_GOAL_INC BITMAP DISCARDABLE "goal_inc.bmp"
IDB_GOAL_COMP BITMAP DISCARDABLE "goal_com.bmp"
IDB_GOAL_ORD BITMAP DISCARDABLE "goal_ord.bmp"
IDB_GOAL_NONE BITMAP DISCARDABLE "goal_none.bmp"
IDB_GOAL_FAIL BITMAP DISCARDABLE "goal_fail.bmp"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_APP_ICON ICON DISCARDABLE "app_icon.ico"
IDI_APP_ICON_GLOW ICON DISCARDABLE "app_icon_glow.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// English (U.K.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENG)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
#pragma code_page(1252)
#endif //_WIN32
#endif // English (U.K.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// SRGRAMMAR
//
#ifdef FS2_VOICER
IDR_CMD_CFG SRGRAMMAR DISCARDABLE "..\..\code\sound\phrases.cfg"
#endif
+1 -1
View File
@@ -320,7 +320,7 @@ $Fog: \n\
$AI: \n\
+Valid goals: ( \"fly to ship\" \"dock\" \"undock\" \"waypoints\" \"waypoints once\" \"stay near ship\" \"keep safe dist\" \"stay still\" \"play dead\" ) \n\
+Accept Player Orders: YES \n\
+Player orders: ( \"rearm me\" \"abort rearm\" \"stay near me\" \"stay near ship\" \"keep safe dist\" \"depart\" ) \n\
+Player orders: ( \"rearm me\" \"abort rearm\" \"depart\" ) \n\
+Auto attacks: YES \n\
+Actively Pursues: ( \"navbuoy\" \"sentry gun\" \"escape pod\" \"cargo\" \"support\" \"stealth\" \"fighter\" \"bomber\" \"fighter/bomber\" \"transport\" \"freighter\" \"awacs\" \"gas miner\" \"cruiser\" \"corvette\" \"capital\" \"super cap\" \"drydock\" \"knossos device\" ) \n\
+Guards attack this: YES \n\
+3
View File
@@ -604,6 +604,9 @@ extern void LuaError(struct lua_State *L, char *format=NULL, ...);
extern void _cdecl Error( char * filename, int line, const char * format, ... );
extern void _cdecl Warning( char * filename, int line, const char * format, ... );
extern int Global_warning_count;
extern int Global_error_count;
#include "osapi/outwnd.h"
// To debug printf do this:
+7
View File
@@ -284,6 +284,9 @@ extern void gr_activate(int active);
bool Messagebox_active = false;
int Global_warning_count = 0;
int Global_error_count = 0;
#ifdef _MSC_VER
#include <crtdbg.h>
@@ -1188,6 +1191,8 @@ void LuaError(struct lua_State *L, char *format, ...)
void _cdecl Error( char * filename, int line, const char * format, ... )
{
Global_error_count++;
int val;
va_list args;
@@ -1241,6 +1246,8 @@ void _cdecl Error( char * filename, int line, const char * format, ... )
void _cdecl Warning( char *filename, int line, const char *format, ... )
{
Global_warning_count++;
#ifndef NDEBUG
va_list args;
int result;
+3 -5
View File
@@ -290,7 +290,7 @@
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.16 2004/02/16 11:47:32 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -1402,8 +1402,6 @@ bool gr_init(int d_mode, int d_width, int d_height, int d_depth)
// built in debug mode. This helps if you run with the debugger active as the
// game won't be switching from fullscreen to minimized every time you hit a breakpoint or
// warning message.
#define _FORCE_DEBUG_640
#ifdef _DEBUG
#ifdef _FORCE_DEBUG_WIDESCREEN
width = 1280;
@@ -1626,7 +1624,7 @@ void gr_set_shader(shader *shade)
// Set the bitmap for the mouse pointer. This is called by the animating mouse
// pointer code.
//
// The lock parameter just locks basically disables the next call of this function that doesnt
// The lock parameter just locks basically disables the next call of this function that doesn't
// have an unlock feature. If adding in more cursor-changing situations, be aware of
// unexpected results. You have been warned.
//
@@ -2287,4 +2285,4 @@ void gr_flip()
Script_system.EndFrame();
gr_screen.gf_flip();
}
}
+8 -8
View File
@@ -199,7 +199,7 @@
* fixing lighting bug I accedently introduced
*
* Revision 2.54 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -245,7 +245,7 @@
* Put dithering back in for tgas and jpgs
*
* Revision 2.46 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -345,7 +345,7 @@
*
* Revision 2.26 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -442,12 +442,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
*
* Revision 2.12 2003/07/04 02:27:48 phreak
* added support for cloaking.
@@ -523,7 +523,7 @@
* Revision 2.2.2.22 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.2.2.21 2002/11/04 16:04:20 randomtiger
@@ -568,7 +568,7 @@
*
* Revision 2.2.2.14 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesnt work but its a good base for someone to start from. - RT
* It doesn't work but it's a good base for someone to start from. - RT
*
* Revision 2.2.2.13 2002/10/19 23:56:40 randomtiger
* Changed generic bitmap code to allow maximum dimensions to be determined by 3D's engines maximum texture size query.
@@ -600,7 +600,7 @@
* Revision 2.2.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately dont need
* Got rid of some DX5 stuff we definately don't need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+5 -5
View File
@@ -168,7 +168,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.22 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -206,7 +206,7 @@
* Changed all builds (demo, OEM) to use retail reg path, this means launcher can set all them up successfully.
*
* Revision 2.16 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -258,7 +258,7 @@
*
* Revision 2.8 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -310,7 +310,7 @@
* Revision 2.1.2.8 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.7 2002/10/30 22:57:21 randomtiger
@@ -329,7 +329,7 @@
* Revision 2.1.2.4 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately dont need
* Got rid of some DX5 stuff we definately don't need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+5 -5
View File
@@ -223,7 +223,7 @@
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.42 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -249,7 +249,7 @@
* Undid my node fix, it introduced a lot of bugs, update again if you have that version.
*
* Revision 2.38 2003/11/29 10:52:09 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -335,7 +335,7 @@
*
* Revision 2.23 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -489,7 +489,7 @@
*
* Revision 2.3.2.13 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesnt work but its a good base for someone to start from. - RT
* It doesn't work but it's a good base for someone to start from. - RT
*
* Revision 2.3.2.12 2002/10/16 00:41:38 randomtiger
* Fixed small bug that was stopping unactive text from displaying greyed out
@@ -517,7 +517,7 @@
* Revision 2.3.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately dont need
* Got rid of some DX5 stuff we definately don't need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
+4 -4
View File
@@ -1187,7 +1187,7 @@ bool d3d_init_device()
D3DCREATE_SOFTWARE_VERTEXPROCESSING};
// Use a pure device if we can, it really speeds things up
// However it means we cant use Get* functions (aside from GetFrontBuffer, GetCaps, etc)
// However it means we can't use Get* functions (aside from GetFrontBuffer, GetCaps, etc)
if(got_caps && GlobalD3DVars::d3d_caps.DevCaps & D3DDEVCAPS_PUREDEVICE) {
vptypes[0] |= D3DCREATE_PUREDEVICE;
mprintf((" Using PURE D3D Device\n"));
@@ -1237,7 +1237,7 @@ bool d3d_init_device()
sprintf(Device_init_error, "Failed to get init mode");
// Lets draw attension to this bug which we dont yet understand
// Let's draw attension to this bug which we don't yet understand
if(got_caps == false)
{
sprintf(Device_init_error,
@@ -1382,7 +1382,7 @@ bool d3d_inspect_caps()
if ( not_good ) {
strcpy(Device_init_error, missing_features);
// return false; I dont think it should fail on this - RT
// return false; I don't think it should fail on this - RT
}
return true;
@@ -1611,7 +1611,7 @@ void gr_d3d_cleanup()
d3d_tcache_cleanup();
// Ensures gamma options dont return to the desktop
// Ensures gamma options don't return to the desktop
gr_d3d_set_gamma(1.0);
// release surfaces
+5 -5
View File
@@ -156,7 +156,7 @@
* and posably fixed Turnsky's shinemap bug
*
* Revision 2.30 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -345,7 +345,7 @@
* Revision 2.1.2.20 2002/11/04 21:24:59 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.19 2002/11/04 03:02:29 randomtiger
@@ -411,7 +411,7 @@
* Revision 2.1.2.8 2002/10/04 00:48:42 randomtiger
* Fixed video memory leaks
* Added code to cope with lost device, not tested
* Got rid of some DX5 stuff we definately dont need
* Got rid of some DX5 stuff we definately don't need
* Moved some enum's into internal,h because gr_d3d_set_state should be able to be called from any dx file
* Cleaned up some stuff - RT
*
@@ -803,7 +803,7 @@ void d3d_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h
void *d3d_vimage_to_texture(int bitmap_type, int bpp, void *thandle, ushort *data, int src_w, int src_h, int *tex_w, int *tex_h, float *u_scale, float *v_scale, int reload)
{
// Dont prepare
// Don't prepare
bool use_mipmapping = (bitmap_type != TCACHE_TYPE_INTERFACE);
if(Cmdline_mipmap == 0) {
@@ -1247,7 +1247,7 @@ void d3d_tcache_init()
D3D_pow2_textures = (GlobalD3DVars::d3d_caps.TextureCaps & D3DPTEXTURECAPS_POW2) ? 1 : 0;
// RT I dont think wide surfaces are supported in D3D8 so we need this code
// RT I don't think wide surfaces are supported in D3D8 so we need this code
if(0)
{
if ( D3D_max_texture_width > gr_screen.max_w ) {
+1 -1
View File
@@ -111,7 +111,7 @@
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.3 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
+3 -3
View File
@@ -620,7 +620,7 @@
*
* Revision 2.61 2004/02/13 04:17:12 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -721,7 +721,7 @@
*
* Revision 2.35 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1799,7 +1799,7 @@ void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float
glFogf(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
glFogf(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
}
// Um.. this is not the correct way to fog in software, probably doesnt matter though
// Um.. this is not the correct way to fog in software, probably doesn't matter though
else if ( (OGL_fogmode == 2) && Cmdline_nohtl ) {
glFogf(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
fog_near *= fog_near; // it's faster this way
Executable → Regular
View File
File mode changed.
Executable → Regular
View File
File mode changed.
+1 -2
View File
@@ -324,8 +324,7 @@ ogl_function GL_Functions[NUM_OGL_FUNCTIONS] =
// special extensions (only special functions are supported at the moment)
ogl_function GL_EXT_Special[NUM_OGL_EXT_SPECIAL] = {
{ "wglSwapIntervalEXT", 0 },
{ "glXSwapIntervalSGI", 0 },
{ "glClampColorARB", 0 }
{ "glXSwapIntervalSGI", 0 }
};
+4 -11
View File
@@ -261,13 +261,7 @@ extern ogl_function GL_EXT_Special[];
#define OGL_SPC_WGL_SWAP_INTERVAL 0
#define OGL_SPC_GLX_SWAP_INTERVAL 1
// glClampColorARB is provided as a part of GL_ARB_color_buffer_float, this is all
// fine and dandy with NVIDIA cards, but ATI cards use the vendor-specific
// GL_ATI_pixel_buffer_float instead, but the ATI cards to provide the entry point
// for ClampColorARB. ARGH!!!1
#define OGL_SPC_CLAMP_COLOR 2
#define NUM_OGL_EXT_SPECIAL 3
#define NUM_OGL_EXT_SPECIAL 2
#define Is_Extension_Enabled(x) GL_Extensions[x].enabled
@@ -275,14 +269,14 @@ extern ogl_function GL_EXT_Special[];
void opengl_extensions_init();
#define GLEXT_CALL(i,x) if (GL_Functions[i].function_ptr)\
#define GLEXT_CALL(i, x) if (GL_Functions[i].function_ptr) \
((x)GL_Functions[i].function_ptr)
// the same as GLEXT_CALL() except that it can be used with a cast or in an if statement
// this doesn't do NULL ptr checking so you have to be careful with it!
#define GLEXT_CALL2(i,x) ((x)GL_Functions[i].function_ptr)
#define GLEXT_CALL2(i, x) ((x)GL_Functions[i].function_ptr)
#define GLEXT_SPC_CALL(i,x) if (GL_EXT_Special[i].function_ptr) \
#define GLEXT_SPC_CALL(i, x) if (GL_EXT_Special[i].function_ptr) \
((x)GL_EXT_Special[i].function_ptr)
@@ -418,6 +412,5 @@ typedef void (* glDrawRangeElementsProcPtr) (GLenum mode, GLuint start, GLuint e
// special extensions
#define vwglSwapIntervalEXT GLEXT_SPC_CALL( OGL_SPC_WGL_SWAP_INTERVAL, PFNWGLSWAPINTERVALEXTPROC )
#define vglXSwapIntervalSGI GLEXT_SPC_CALL( OGL_SPC_GLX_SWAP_INTERVAL, PFNGLXSWAPINTERVALSGIPROC )
#define vglClampColorARB GLEXT_SPC_CALL( OGL_SPC_CLAMP_COLOR, PFNGLCLAMPCOLORARBPROC )
#endif // _GROPENGLEXT_H
+6 -4
View File
@@ -63,10 +63,12 @@ void opengl_texture_state::default_values(GLint unit, GLenum target)
units[unit].texture_id = 0;
}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
if (unit < GL_supported_texture_units) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
units[unit].texgen_S = GL_FALSE;
units[unit].texgen_T = GL_FALSE;
+1 -9
View File
@@ -393,15 +393,7 @@ void opengl_set_additive_tex_env()
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_ENV_COMBINE) ) {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_ADD);
if (GL_state.Lighting())
{
GL_state.Texture.SetRGBScale(Cmdline_glow_factor);
}
else
{
GL_state.Texture.SetRGBScale(1.0f);
}
GL_state.Texture.SetRGBScale(1.0f);
} else {
GL_state.Texture.SetEnvMode(GL_ADD);
}
+1 -1
View File
@@ -78,7 +78,7 @@
* --Goober5000
*
* Revision 2.6 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
+7 -2
View File
@@ -128,7 +128,7 @@
*
*
* 6 8/03/99 5:35p Andsager
* Dont draw target dot for instructor in training mission
* Don't draw target dot for instructor in training mission
*
* 5 6/07/99 4:20p Andsager
* Add HUD color for tagged object. Apply to target and radar.
@@ -849,7 +849,7 @@ void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, in
tinfo_name = temp_name;
tinfo_class = temp_class;
// maybe concatenate callsign
// maybe concatenate the callsign
if (*temp_name)
{
char temp_callsign[NAME_LENGTH];
@@ -858,6 +858,11 @@ void draw_bounding_brackets(int x1, int y1, int x2, int y2, int w_correction, in
if (*temp_callsign)
sprintf(&temp_name[strlen(temp_name)], " (%s)", temp_callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(temp_name, &Ships[t_objp->instance]);
}
break;
case OBJ_DEBRIS:
+1 -1
View File
@@ -971,7 +971,7 @@ void hud_draw_lock_triangles(int center_x, int center_y, float frametime)
// reset timestamp
Lock_gauge_draw_stamp = timestamp(1000 / (2 * LOCK_GAUGE_BLINK_RATE));
// switch between draw and dont-draw
// switch between draw and don't-draw
Lock_gauge_draw = !Lock_gauge_draw;
}
+3 -1
View File
@@ -394,6 +394,7 @@
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#include "parse/parselo.h"
// defines for different modes in the squad messaging system
@@ -785,6 +786,7 @@ int hud_squadmsg_count_ships(int add_to_menu)
{
Assert ( Num_menu_items < MAX_MENU_ITEMS );
strcpy( MsgItems[Num_menu_items].text, shipp->ship_name );
end_string_at_first_hash_symbol(MsgItems[Num_menu_items].text); // truncate the name if it has a # in it
MsgItems[Num_menu_items].instance = SHIP_INDEX(shipp);
MsgItems[Num_menu_items].active = 1;
Num_menu_items++;
@@ -2252,7 +2254,7 @@ void hud_squadmsg_ship_select()
// we must convert the Msg_shortcut_command value to a value that the message
// system normally uses to select a command. Since the menu
//Assert( Msg_shortcut_command != IGNORE_TARGET_ITEM );
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY );
hud_squadmsg_send_ship_command( MsgItems[First_menu_item+k].instance, Msg_shortcut_command, 1, SQUADMSG_HISTORY_ADD_ENTRY);
hud_squadmsg_toggle();
}
}
+4 -18
View File
@@ -2769,7 +2769,7 @@ void evaluate_ship_as_closest_target(esct *esct)
}
// If no turret is attacking, check if objp is actually targetting attacked_objnum
// dont bail if targeting is for player
// don't bail if targeting is for player
if ( !targeting_player && !turret_is_attacking ) {
ai_info *aip = &Ai_info[esct->shipp->ai_index];
@@ -4298,7 +4298,7 @@ void hud_show_hostile_triangle()
aip = &Ai_info[Ships[A->instance].ai_index];
// dont look at ignore ships
// don't look at ignore ships
if ( sp->flags & TARGET_SHIP_IGNORE_FLAGS ) {
continue;
}
@@ -5844,22 +5844,8 @@ void hud_show_weapons()
emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], name_y, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));
}
}
}
else if (ship_is_secondary_linked_with(Player_ship, i, 1))
{
emp_hud_printf(Weapon_sunlinked_x[gr_screen.res], name_y, EG_NULL, "%c", Lcl_special_chars + 2);
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
if ( (sw->secondary_bank_ammo[i] > 0) && (i >= 0) ) {
int ms_till_fire = timestamp_until(sw->next_secondary_fire_stamp[i]);
if ( (ms_till_fire >= 500) && ((wip->fire_wait >= 1 ) || (ms_till_fire > wip->fire_wait*1000)) ) {
emp_hud_printf(Weapon_secondary_reload_x[gr_screen.res], name_y, EG_NULL, "%d", fl2i(ms_till_fire/1000.0f +0.5f));
}
}
}
else
{
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
} else {
emp_hud_string(Weapon_secondary_name_x[gr_screen.res], name_y, i ? EG_WEAPON_S1 : EG_WEAPON_S2, weapon_name);
}
int ammo=sw->secondary_bank_ammo[i];
+8 -3
View File
@@ -330,7 +330,7 @@
* revised the subsystem localization
*
* 27 9/14/99 11:03p Jefff
* dont draw target names from # on (weapons case)
* don't draw target names from # on (weapons case)
*
* 26 9/04/99 5:17p Andsager
* Make event log record name of destroyed subsytem, and use this name for
@@ -1241,7 +1241,7 @@ void hud_render_target_ship_info(object *target_objp)
hud_stuff_ship_name(outstr_name, target_shipp);
hud_stuff_ship_class(outstr_class, target_shipp);
// maybe concatenate callsign
// maybe concatenate the callsign
if (*outstr_name)
{
char outstr_callsign[NAME_LENGTH];
@@ -1250,6 +1250,11 @@ void hud_render_target_ship_info(object *target_objp)
if (*outstr_callsign)
sprintf(&outstr_name[strlen(outstr_name)], " (%s)", outstr_callsign);
}
// maybe substitute the callsign
else
{
hud_stuff_ship_callsign(outstr_name, target_shipp);
}
// print lines
emp_hud_string(Targetbox_coords[gr_screen.res][TBOX_NAME][0], Targetbox_coords[gr_screen.res][TBOX_NAME][1], EG_TBOX_NAME, outstr_name);
@@ -1693,7 +1698,7 @@ void hud_render_target_debris(object *target_objp)
hud_render_target_setup(&camera_eye, &camera_orient, 0.5f);
model_clear_instance(debrisp->model_num);
// This calls the colour that doesnt get reset
// This calls the colour that doesn't get reset
submodel_render( debrisp->model_num, debrisp->submodel_num, &target_objp->orient, &obj_pos, flags | MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_NO_FOGGING );
hud_render_target_close();
}
+21 -17
View File
@@ -279,23 +279,6 @@ int HUD_wingman_right_coords[GR_NUM_RESOLUTIONS][5][2] = {
}
};
// special coordinates if only one wing is present
int HUD_wingman_status_single_coords[GR_NUM_RESOLUTIONS][4][2] =
{
{ // GR_640
{589,159}, // where to draw dots 1 - 4 if we have only one wing present (special case)
{582,167},
{596,167},
{589,175},
},
{ // GR_1024
{971,159},
{964,167},
{978,167},
{971,175},
}
};
int HUD_wingman_status_name_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][2] =
{
{ // GR_640
@@ -314,6 +297,27 @@ int HUD_wingman_status_name_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][2] =
}
};
// special coordinates if only one wing is present
int HUD_wingman_status_single_coords[GR_NUM_RESOLUTIONS][MAX_SHIPS_PER_WING][2] =
{
{ // GR_640
{589,159}, // where to draw dots if we have only one wing present (special case)
{582,167},
{596,167},
{589,175},
{578,175},
{600,175},
},
{ // GR_1024
{971,159},
{964,167},
{978,167},
{971,175},
{960,175},
{982,175},
}
};
int HUD_wingman_status_coords[GR_NUM_RESOLUTIONS][MAX_SQUADRON_WINGS][MAX_SHIPS_PER_WING][2] =
{
// we will only ever display up to 5 wings
+8 -26
View File
@@ -2439,38 +2439,20 @@ int button_function_critical(int n, net_player *p = NULL)
}
}
if (!(Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE))
{
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 &= ~SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
}
else if (ship_can_link_secondaries(&Ships[objp->instance]) &&
(!(Ships[objp->instance].flags2 & SF2_SECONDARY_LINKED)))
{
Ships[objp->instance].flags2 |= SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to salvo fire mode", -1));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
}
else
{
if ( Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE ) {
Ships[objp->instance].flags &= ~SF_SECONDARY_DUAL_FIRE;
Ships[objp->instance].flags2 &= ~SF2_SECONDARY_LINKED;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to normal fire mode", 34));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
} else {
Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
if(at_self) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
snd_play( &Snds[SND_SECONDARY_CYCLE] );
hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
}
}
// multiplayer server should maintain bank/link status here
+1 -1
View File
@@ -79,4 +79,4 @@ int TrackIR_ShutDown()
{
return 1;
}
#endif
#endif
+1 -1
View File
@@ -53,7 +53,7 @@
*
* Revision 2.11 2003/10/14 17:39:14 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+8 -8
View File
@@ -532,8 +532,8 @@ void lcl_init(int lang_init)
// read the language from the registry
if(lang_init < 0){
memset(lang_string, 0, 128);
// default to DEFAULT_LANGUAGE (which should be english so we dont have to put German text
// in tstrings in the #default section
// default to DEFAULT_LANGUAGE (which should be English so we don't have to put German text
// in tstrings in the #default section)
ret = os_config_read_string(NULL, "Language", DEFAULT_LANGUAGE);
if(ret == NULL){
@@ -1604,7 +1604,7 @@ void lcl_fix_polish(char *str)
// lcl_translate_wep_name()
//
// For displaying weapon names in german version
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_wep_name(char *name)
{
@@ -1623,7 +1623,7 @@ void lcl_translate_wep_name(char *name)
// lcl_translate_brief_icon_name()
//
// For displaying ship names in german version
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_brief_icon_name(char *name)
{
@@ -1770,7 +1770,7 @@ void lcl_translate_brief_icon_name(char *name)
// lcl_translate_brief_icon_name_pl()
//
// For displaying ship names in polish version
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_brief_icon_name_pl(char *name)
{
@@ -1858,7 +1858,7 @@ char buf[128];
// lcl_translate_ship_name()
//
// For displaying ship names in german version in the briefing
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_ship_name(char *name)
{
@@ -1871,7 +1871,7 @@ void lcl_translate_ship_name(char *name)
// lcl_translate_targetbox_name()
//
// For displaying ship names in german version in the targetbox
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_targetbox_name(char *name)
{
@@ -1923,7 +1923,7 @@ void lcl_translate_targetbox_name(char *name)
// lcl_translate_targetbox_name_pl()
//
// For displaying ship names in polish version in the targetbox
// since we cant actually just change them outright.
// since we can't actually just change them outright.
//
void lcl_translate_targetbox_name_pl(char *name)
{
+1 -1
View File
@@ -116,7 +116,7 @@
*
* Revision 2.7 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+1 -1
View File
@@ -607,7 +607,7 @@ void credits_init()
stuff_string_line(line, sizeof(line));
// This is a bit odd but it means if a total conversion uses different credits the
// Volition credit wont happen
// Volition credit won't happen
if(first_run == true)
{
if(strcmp(line, mod_check) == 0)
+3 -3
View File
@@ -169,7 +169,7 @@
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.13 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Removed a lot of files that we don't need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
@@ -188,7 +188,7 @@
*
* Revision 2.11 2004/01/24 15:52:26 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.10 2003/11/06 21:10:26 randomtiger
* Added my batching solution for more efficient d3d_string.
@@ -243,7 +243,7 @@
* The big include file move
*
* Revision 2.1 2002/07/29 07:56:10 DTP
* FIX; Startgame arguement dont go ahead when a singleplayer pilot is selected
* FIX; Startgame arguement don't go ahead when a singleplayer pilot is selected
*
* Revision 2.0 2002/06/03 04:02:24 penguin
* Warpcore CVS sync
+1 -1
View File
@@ -1839,7 +1839,7 @@ void options_multi_gen_button_pressed(int n)
}
break;
// dont put missions in the multidata directory
// don't put missions in the multidata directory
case OM_GEN_XFER_MULTIDATA_NO:
if(Om_gen_xfer_multidata){
gamesnd_play_iface(SND_USER_SELECT);
+11
View File
@@ -704,10 +704,21 @@ void demo_title_blit()
#endif
// no need to reset this to false because we only ever see player_select once per game run
static bool Startup_warning_dialog_displayed = false;
void player_select_do()
{
int k;
// Goober5000 - display a popup warning about problems in the mod
if ((Global_warning_count > 10 || Global_error_count > 0) && !Startup_warning_dialog_displayed) {
char text[512];
sprintf(text, "Warning!\n\nThe currently active mod has generated %d warnings and/or errors during program startup. These could have been caused by anything from incorrectly formated table files to corrupt models. While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience. Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mod's data files, not FreeSpace Open's source code.", Global_warning_count + Global_error_count);
popup(PF_TITLE_BIG | PF_TITLE_RED, 1, POPUP_OK, text);
Startup_warning_dialog_displayed = true;
}
#ifdef FS2_DEMO
if ( Demo_title_active ) {
// demo_title_blit();
+2 -2
View File
@@ -135,7 +135,7 @@
* Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger
@@ -470,7 +470,7 @@ int hash_filename(char *filename) {
ulonglong hash_val = 0;
char *ptr = filename;
// Dont hash .fsm extension, convert all to upper case
// Don't hash .fsm extension, convert all to upper case
for (int i=0; i < ((signed int)(strlen(filename)) - 4); i++) {
hash_val = (hash_val << 4) + toupper(*ptr++);
}
+5 -5
View File
@@ -774,7 +774,7 @@ void techroom_render_desc(int xo, int yo, int ho)
// maybe output 'more' indicator
if ( z < Text_size ) {
// can be scrolled down
int more_txt_x = Tech_desc_coords[gr_screen.res][0] + (Tech_desc_coords[gr_screen.res][2]/2) - 10; // FIXME should move these to constants since they dont move
int more_txt_x = Tech_desc_coords[gr_screen.res][0] + (Tech_desc_coords[gr_screen.res][2]/2) - 10; // FIXME should move these to constants since they don't move
int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
int w, h;
gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
@@ -1052,7 +1052,7 @@ void tech_scroll_list_down()
}
}
// this doesnt do a thing...
// this doesn't do a thing...
void tech_ship_scroll_capture()
{
techroom_select_new_entry();
@@ -1249,7 +1249,7 @@ void techroom_change_tab(int num)
if (Techroom_show_all || (Weapon_info[i].wi_flags & mask) || (Weapon_info[i].wi_flags2 & mask2))
{
//following was commented out to fix the tech room crash bug when modified weapons.tbl is used. Fix by Phreak, implemented by Sesquipedalian.
// note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
// note: hack here to exclude dogfight weapons -- don't put weapon in if it has same description as pvs weapon
//if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
// continue;
//}
@@ -1355,7 +1355,7 @@ void techroom_change_tab(int num)
}
// index lookup on intel is a pretty pointless, but it keeps everything
// consistent and doesnt really hurt anything
// consistent and doesn't really hurt anything
Current_list = Intel_list;
Current_list_size = Intel_list_size;
@@ -1465,7 +1465,7 @@ int techroom_load_ani(anim **animpp, char *name)
char anim_filename[64] = "2_";
// hi-res support
// (i dont think there are any hi-res anims for these tho)
// (i don't think there are any hi-res anims for these tho)
if (gr_screen.res == GR_1024) {
strcat(anim_filename, name);
} else {
+7 -1
View File
@@ -198,7 +198,7 @@
*
* Revision 2.7 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -1916,6 +1916,12 @@ ubyte brief_return_color_index(char c)
case 'b':
return BRIEF_TEXT_BLUE;
case 'w':
return BRIEF_TEXT_WHITE;
case 'y':
return BRIEF_TEXT_YELLOW;
default:
Int3(); // unsupported meta-code
break;
+1 -1
View File
@@ -270,7 +270,7 @@
*
* 20 9/07/99 6:55p Jefff
* functionality to break out of a loop. hacked functionality to jump to
* a specific mission in a campaign -- doesnt grant ships/weapons from
* a specific mission in a campaign -- doesn't grant ships/weapons from
* skipped missions tho.
*
* 19 9/07/99 2:19p Jefff
+1 -1
View File
@@ -91,7 +91,7 @@
*
* 14 9/07/99 6:55p Jefff
* functionality to break out of a loop. hacked functionality to jump to
* a specific mission in a campaign -- doesnt grant ships/weapons from
* a specific mission in a campaign -- doesn't grant ships/weapons from
* skipped missions tho.
*
* 13 9/06/99 9:45p Jefff
+1 -1
View File
@@ -231,7 +231,7 @@
*
* Revision 2.9 2004/02/13 04:17:13 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+21 -5
View File
@@ -954,7 +954,7 @@
* Knossos warp-in warp-out.
*
* 52 8/03/99 5:35p Andsager
* Dont draw target dot for instructor in training mission
* Don't draw target dot for instructor in training mission
*
* 51 7/30/99 7:01p Dave
* Dogfight escort gauge. Fixed up laser rendering in Glide.
@@ -2937,7 +2937,6 @@ int parse_create_object_sub(p_object *p_objp)
shipp->departure_path_mask = p_objp->departure_path_mask;
shipp->departure_cue = p_objp->departure_cue;
shipp->departure_delay = p_objp->departure_delay;
shipp->determination = p_objp->determination;
shipp->wingnum = p_objp->wingnum;
shipp->hotkey = p_objp->hotkey;
shipp->score = p_objp->score;
@@ -3674,7 +3673,8 @@ int parse_object(mission *pm, int flag, p_object *p_objp)
stuff_string(p_objp->misc, F_NAME, NAME_LENGTH);
required_string("$Determination:");
stuff_int(&p_objp->determination);
int dummy;
stuff_int(&dummy);
// set flags
p_objp->flags = 0;
@@ -5856,13 +5856,16 @@ void parse_variables()
int parse_mission(mission *pm, int flags)
{
int saved_warning_count = Global_warning_count;
int saved_error_count = Global_error_count;
int i;
Player_starts = Num_cargo = Num_waypoint_lists = Num_goals = Num_wings = 0;
Player_start_shipnum = -1;
*Player_start_shipname = 0; // make the string 0 length for checking later
memset( &Player_start_pobject, 0, sizeof(Player_start_pobject) );
Fred_num_texture_replacements = 0;
clear_texture_replacements();
// initialize the initially_docked array.
for ( i = 0; i < MAX_SHIPS; i++ ) {
@@ -5961,6 +5964,12 @@ int parse_mission(mission *pm, int flags)
post_process_mission();
if ((saved_warning_count - Global_warning_count) > 10 || (saved_error_count - Global_error_count) > 0) {
char text[512];
sprintf(text, "Warning!\n\nThe current mission has generated %d warnings and/or errors during load. These are usually caused by corrupted ship models or syntax errors in the mission file. While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience. Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mission's data files, not FreeSpace Open's source code.", (saved_warning_count - Global_warning_count) + (saved_error_count - Global_error_count));
popup(PF_TITLE_BIG | PF_TITLE_RED | PF_NO_NETWORKING, 1, POPUP_OK, text);
}
// success
return 0;
}
@@ -7897,7 +7906,6 @@ void mission_bring_in_support_ship( object *requester_objp )
pobj->departure_cue = Locked_sexp_false;
pobj->departure_delay = 0;
pobj->determination = 10; // ASSUMPTION: mission file always had this number written out
pobj->wingnum = -1;
pobj->flags = 0;
@@ -8291,3 +8299,11 @@ void restore_one_secondary_bank(int *ship_secondary_weapons, int *default_second
}
}
}
void clear_texture_replacements()
{
for (int i=0; i < Fred_num_texture_replacements; i++) {
memset(Fred_texture_replacements, '\0', sizeof(texture_replace));
}
Fred_num_texture_replacements = 0;
}
+2 -1
View File
@@ -873,7 +873,6 @@ typedef struct p_object {
int departure_delay;
char misc[NAME_LENGTH];
int determination;
int wingnum; // set to -1 if not in a wing -- Wing array index otherwise
int pos_in_wing; // Goober5000 - needed for FRED with the new way things work
@@ -1093,9 +1092,11 @@ extern int Knossos_warp_ani_used;
// Karajorma
void swap_parse_object(p_object *p_obj, int ship_class);
void clear_texture_replacements();
// Goober5000
subsys_status *parse_get_subsys_status(p_object *pobjp, char *subsys_name);
#endif
+1 -2
View File
@@ -205,8 +205,7 @@ void fiction_viewer_init()
// no graphics?
if (Fiction_viewer_bitmap < 0)
{
Int3();
mprintf(("No fiction viewer graphics -- cannot display fiction viewer!\n"));
Warning(LOCATION, "No fiction viewer graphics -- cannot display fiction viewer!");
return;
}
+5 -5
View File
@@ -218,7 +218,7 @@
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.6 2003/01/27 00:51:46 DTP
* Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still cant join. narrowing it down.
* Part of bumping MAX_SHIPS to 250 max_ship_types. Server now no more Crashes on kill, when max_shiptypes is above 200. Note Client still can't join. narrowing it down.
*
* Revision 2.5 2003/01/14 04:00:16 Goober5000
* allowed for up to 256 main halls
@@ -1897,7 +1897,7 @@ void debrief_accept(int ok_to_post_start_game_event)
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// check for possible mission loop
// check for (1) mission loop available, (2) dont have to repeat last mission
// check for (1) mission loop available, (2) don't have to repeat last mission
if(!(Game_mode & GM_MULTIPLAYER)){
int cur = Campaign.current_mission;
bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
@@ -2857,7 +2857,7 @@ void debrief_draw_award_text()
}
}
// clears out text array so we dont have old award text showing up on new awards.
// clears out text array so we don't have old award text showing up on new awards.
void debrief_award_text_clear() {
int i;
@@ -3177,7 +3177,7 @@ void debrief_do_frame(float frametime)
gr_flip();
// dont let dude skip 3-09. hack.
// don't let dude skip 3-09. hack.
if(Game_mode & GM_CAMPAIGN_MODE){
if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
if ((Campaign.missions[Campaign.current_mission].name != NULL) && !stricmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
@@ -3203,7 +3203,7 @@ void debrief_do_frame(float frametime)
gameseq_post_event(GS_EVENT_START_GAME);
break;
case 2:
// dont show this again
// don't show this again
Player->show_skip_popup = 0;
break;
}
+1 -1
View File
@@ -987,7 +987,7 @@ static int Wl_bank_coords[GR_NUM_RESOLUTIONS][MAX_SHIP_WEAPONS][2] = {
};
static int Wl_bank_count_draw_flags[MAX_SHIP_WEAPONS] = {
0, 0, 0, // primaries -- dont draw counts
0, 0, 0, // primaries -- don't draw counts
1, 1, 1, 1 // secondaries -- do draw counts
};
+3 -3
View File
@@ -508,7 +508,7 @@
*
* Revision 2.67 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -652,7 +652,7 @@
*
* Revision 2.36 2003/10/14 17:39:15 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -6872,7 +6872,7 @@ int model_should_render_engine_glow(int objnum, int bank_obj)
ssp = GET_FIRST(&shipp->subsys_list);
while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
if ( !strcmp(subname, ssp->system_info->name) ) {
if ( !strcmp(subname, ssp->system_info->subobj_name) ) {
// this subsystem has 0 or less hits, ie. it's destroyed
if ( ssp->current_hits <= 0 )
return 0;
+4 -4
View File
@@ -396,7 +396,7 @@
*
* Revision 2.30 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -423,7 +423,7 @@
*
* Revision 2.25 2003/10/14 17:39:15 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
@@ -1641,7 +1641,7 @@ static void set_subsystem_info( model_subsystem *subsystemp, char *props, char *
subsystemp->type = SUBSYSTEM_ACTIVATION;
} else { // If unrecognized type, set to unknown so artist can continue working...
subsystemp->type = SUBSYSTEM_UNKNOWN;
mprintf(("Warning: Ignoring unrecognized subsystem %s, believed to be in ship %s\n", dname, Global_filename));
mprintf(("Potential problem found: Unrecognized type subsystem '%s', believed to be in ship %s\n", dname, Global_filename));
}
if ( (p = strstr(props, "$triggered:")) != NULL ) {
@@ -3069,7 +3069,7 @@ int read_model_file(polymodel * pm, char *filename, int n_subsystems, model_subs
n = cfread_int(fp);
pm->n_textures = n;
// Dont overwrite memory!!
// Don't overwrite memory!!
Assert(n <= MAX_MODEL_TEXTURES);
//mprintf(0," num textures = %d\n",n);
for (i=0; i<n; i++ )
+3 -3
View File
@@ -164,7 +164,7 @@
*
* Revision 2.17 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -179,7 +179,7 @@
* Added fix for fogging debris in D3D htl.
*
* Revision 2.14 2003/11/29 10:52:10 randomtiger
* Turned off D3D file mapping, its using too much memory which may be hurting older systems and doesnt seem to be providing much of a speed benifit.
* Turned off D3D file mapping, it's using too much memory which may be hurting older systems and doesn't seem to be providing much of a speed benifit.
* Added stats command for ingame stats on memory usage.
* Trys to play intro.mve and intro.avi, just to be safe since its not set by table.
* Added fix for fonts wrapping round in non standard hi res modes.
@@ -217,7 +217,7 @@
*
* Revision 2.8 2003/10/14 17:39:16 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+1 -1
View File
@@ -42,7 +42,7 @@
*
* Revision 2.2 2003/10/14 17:39:16 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+1 -1
View File
@@ -444,7 +444,7 @@ char *GetChatUserList()
// You can't be in more than one channel at a time with this API, so you
// leave the current channel before trying to join
// a new one. Because of this if the join fails, make sure you try to join
// another channel, or the user wont be able to chat
// another channel, or the user won't be able to chat
//-1 Failed to join
// 0 joining
// 1 successfully joined
+14 -8
View File
@@ -434,7 +434,7 @@ net_player *Net_player; // pointer to console's net_player entry
// netgame vars
netgame_info Netgame; // netgame information
int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
int Multi_mission_loaded = 0; // flag, so that we don't load the mission more than once client side
int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
int Multi_button_info_id = 0; // identifier of the stored button info to be applying
@@ -1499,7 +1499,7 @@ void multi_do_frame()
// ping everyone
multi_ping_send_all();
Next_ping_time = time(NULL);
Next_ping_time = (int) time(NULL);
}
// if I am the master, and we are not yet actually playing the mission, send off netgame
@@ -1510,7 +1510,7 @@ void multi_do_frame()
if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
send_netgame_update_packet();
Netgame_send_time = time(NULL);
Netgame_send_time = (int) time(NULL);
}
} else {
if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
@@ -1519,7 +1519,7 @@ void multi_do_frame()
send_netplayer_update_packet();
}
State_send_time = time(NULL);
State_send_time = (int) time(NULL);
}
}
}
@@ -1529,7 +1529,7 @@ void multi_do_frame()
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
send_game_info_packet();
Gameinfo_send_time = time(NULL);
Gameinfo_send_time = (int) time(NULL);
}
// for any potential respawns
@@ -1585,7 +1585,7 @@ void multi_do_frame()
}
// reset timestamp
Next_bytes_time = time(NULL);
Next_bytes_time = (int) time(NULL);
}
} else {
// sending new objects from here is dependent on having objects only created after
@@ -1683,7 +1683,7 @@ void multi_pause_do_frame()
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
send_game_info_packet();
Gameinfo_send_time = time(NULL);
Gameinfo_send_time = (int) time(NULL);
}
}
@@ -1691,7 +1691,7 @@ void multi_pause_do_frame()
if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
multi_ping_send_all();
Next_ping_time = time(NULL);
Next_ping_time = (int) time(NULL);
}
// periodically send a client update packet to all clients
@@ -2147,10 +2147,16 @@ void multi_display_netinfo()
return;
}
// HUD is turned off
if (!HUD_draw) {
return;
}
// message window is open
if (Player->flags & PLAYER_FLAGS_MSG_MODE) {
return;
}
gr_set_color_fast(&Color_normal);
// server or client
+11 -3
View File
@@ -387,7 +387,12 @@ struct player;
// version 47 - 11/11/2003 (FS2OpenPXO, FS2 Open Changes - FS2Open 3.6)
// revert 46 - 9/7/2006 (the 47 bump wasn't needed, reverting to retail version for compatibility reasons)
// STANDALONE_ONLY
#ifdef INF_BUILD
#define MULTI_FS_SERVER_VERSION 146
#else
#define MULTI_FS_SERVER_VERSION 46
#endif
#define MULTI_FS_SERVER_COMPATIBLE_VERSION MULTI_FS_SERVER_VERSION
// version defines (i.e. demo, full version, special OEM version
@@ -690,11 +695,14 @@ extern int Om_tracker_flag;
#define SW_STD_BAD 0x3 // from standalone to host - "everything is bad"
// stats block packet
#define STATS_MISSION 0 // all stats for the mission, for one player
#define STATS_MISSION 0 // all stats for the mission (except kills), for one player
#define STATS_ALLTIME 1 // alltime stats, for one player
#define STATS_MISSION_KILLS 2 // mission kills and assists
#define STATS_MISSION_KILLS 2 // mission kills and assists
#define STATS_DOGFIGHT_KILLS 3 // same as mission kills, but also sends per-player kills
#define STATS_MISSION_CLASS_KILLS 4 // kills for the mission, for one player
#define STATS_ALLTIME_KILLS 5 // alltime kills, for one player
#define MAX_SHIPS_PER_PACKET 130 // Number of ships in a STATS_MISSION_KILLS or STATS_ALLTIME_KILLS packet
// ----------------------------------------------------------------------------------------
@@ -1082,7 +1090,7 @@ extern ushort Next_debris_signature; // next debris signature
// netgame vars
extern netgame_info Netgame; // netgame information
extern int Multi_mission_loaded; // flag, so that we dont' load the mission more than once client side
extern int Multi_mission_loaded; // flag, so that we don't load the mission more than once client side
extern ushort Multi_ingame_join_sig; // signature for the player obj for use when joining ingame
extern int Multi_button_info_ok; // flag saying it is ok to apply critical button info on a client machine
extern int Multi_button_info_id; // identifier of the stored button info to be applying
+2 -2
View File
@@ -178,7 +178,7 @@ void multi_log_init()
multi_log_write_header();
// initialize our timer info
Multi_log_open_systime = time(NULL);
Multi_log_open_systime = (int) time(NULL);
Multi_log_update_systime = Multi_log_open_systime;
} else {
nprintf(("Network","Error opening %s for writing!!\n",MULTI_LOGFILE_NAME));
@@ -210,7 +210,7 @@ void multi_log_process()
// write the update
multi_log_write_update();
Multi_log_update_systime = time(NULL);
Multi_log_update_systime = (int) time(NULL);
}
}
+143 -64
View File
@@ -3076,7 +3076,7 @@ void send_ship_kill_packet( object *objp, object *other_objp, float percent_kill
if ( objp->flags & OF_PLAYER_SHIP ) {
int pnum;
char temp;
ubyte temp2;
short temp2;
pnum = multi_find_player_by_object( objp );
if ( pnum != -1 ) {
@@ -3091,9 +3091,9 @@ void send_ship_kill_packet( object *objp, object *other_objp, float percent_kill
temp = (char)Net_players[pnum].m_player->killer_species;
ADD_DATA( temp );
Assert(Net_players[pnum].m_player->killer_weapon_index < UCHAR_MAX);
temp2 = (ubyte)Net_players[pnum].m_player->killer_weapon_index;
ADD_DATA( temp );
Assert(Net_players[pnum].m_player->killer_weapon_index < SHRT_MAX);
temp2 = (short)Net_players[pnum].m_player->killer_weapon_index;
ADD_SHORT( temp2 );
ADD_STRING( Net_players[pnum].m_player->killer_parent_name );
} else {
@@ -3114,8 +3114,9 @@ void process_ship_kill_packet( ubyte *data, header *hinfo )
ushort ship_sig, other_sig, debris_sig;
object *sobjp, *oobjp;
float percent_killed;
ubyte was_player, extra_death_info, sd, killer_weapon_index = -1;
ubyte was_player, extra_death_info, sd;
char killer_name[NAME_LENGTH], killer_objtype = OBJ_NONE, killer_species = 0;
short killer_weapon_index = -1;
offset = HEADER_LENGTH;
GET_USHORT(ship_sig);
@@ -3132,7 +3133,7 @@ void process_ship_kill_packet( ubyte *data, header *hinfo )
if ( was_player != 0 ) {
GET_DATA( killer_objtype );
GET_DATA( killer_species );
GET_DATA( killer_weapon_index );
GET_SHORT( killer_weapon_index );
GET_STRING( killer_name );
}
@@ -3324,7 +3325,7 @@ void process_wing_create_packet( ubyte *data, header *hinfo )
}
// packet indicating a ship is departing
void send_ship_depart_packet( object *objp )
void send_ship_depart_packet( object *objp, int method )
{
ubyte data[MAX_PACKET_SIZE];
int packet_size;
@@ -3334,6 +3335,7 @@ void send_ship_depart_packet( object *objp )
BUILD_HEADER(SHIP_DEPART);
ADD_USHORT( signature );
ADD_SHORT( (short) method);
multi_io_send_to_all_reliable(data, packet_size);
}
@@ -3344,9 +3346,11 @@ void process_ship_depart_packet( ubyte *data, header *hinfo )
int offset;
object *objp;
ushort signature;
short s_method;
offset = HEADER_LENGTH;
GET_USHORT( signature );
GET_SHORT(s_method);
PACKET_SET_SIZE();
// find the object which is departing
@@ -3356,8 +3360,23 @@ void process_ship_depart_packet( ubyte *data, header *hinfo )
return;
}
// start warping him out
shipfx_warpout_start( objp );
switch (s_method) {
case SHIP_DEPARTED_BAY:
case SHIP_VANISHED:
if (objp->type == OBJ_SHIP) {
ship_actually_depart(objp->instance, s_method);
}
else {
nprintf(("network", "Can not proces ship depart packed. Object with net signature %d is not a ship!\n", signature ));
return;
}
break;
// assume standard warp out
default:
// start warping him out
shipfx_warpout_start( objp );
}
}
// packet to tell clients cargo of a ship was revealed to all
@@ -3880,7 +3899,7 @@ void send_mission_log_packet( int num )
int packet_size;
ubyte data[MAX_PACKET_SIZE];
ubyte type;
ushort sindex;
int sindex;
log_entry *entry;
Assert ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) );
@@ -3888,12 +3907,12 @@ void send_mission_log_packet( int num )
// get the data from the log
entry = &log_entries[num];
type = (ubyte)entry->type; // do the type casting thing to save on packet space
sindex = (ushort)entry->index;
sindex = entry->index;
BUILD_HEADER(MISSION_LOG_ENTRY);
ADD_DATA(type);
ADD_INT(entry->flags);
ADD_USHORT(sindex);
ADD_INT(sindex);
ADD_INT(entry->timestamp); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
ADD_STRING(entry->pname);
ADD_STRING(entry->sname);
@@ -3906,7 +3925,7 @@ void send_mission_log_packet( int num )
void process_mission_log_packet( ubyte *data, header *hinfo )
{
int offset, flags;
ushort sindex;
int sindex;
ubyte type;
char pname[NAME_LENGTH], sname[NAME_LENGTH];
fix timestamp;
@@ -3916,7 +3935,7 @@ void process_mission_log_packet( ubyte *data, header *hinfo )
offset = HEADER_LENGTH;
GET_DATA(type);
GET_INT(flags);
GET_USHORT(sindex);
GET_INT(sindex);
GET_INT(timestamp); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
GET_STRING(pname);
GET_STRING(sname);
@@ -5718,10 +5737,6 @@ void process_mission_sync_packet(ubyte *data, header *hinfo)
multi_team_send_update();
}
// process the initial orders now (moved from post_process_mission()in missionparse)
mission_parse_fixup_players();
ai_post_process_mission();
// get the sync mode (pre or post briefing)
GET_INT(mode);
@@ -5750,6 +5765,11 @@ void process_mission_sync_packet(ubyte *data, header *hinfo)
strcpy(Netgame.mission_name,Game_current_mission_filename);
}
}
else if (mode == MULTI_SYNC_POST_BRIEFING) {
// process the initial orders now (moved from post_process_mission()in missionparse)
mission_parse_fixup_players();
ai_post_process_mission();
}
PACKET_SET_SIZE();
// set the correct mode and m ove into the state
@@ -6276,9 +6296,9 @@ void process_deny_packet(ubyte *data, header *hinfo)
// this packet will consist of
// 1.) netplayer ship classes (85 bytes max)
// 2.) ship weapon state data (241 bytes max)
// 2.) ship weapon state data (277 bytes max)
// 3.) player settings et. al. (133 bytes max)
// TOTAL 459 NOTE : keep this in mind when/if adding new data to this packet
// TOTAL 495 NOTE : keep this in mind when/if adding new data to this packet
void send_post_sync_data_packet(net_player *p, int std_request)
{
ubyte data[MAX_PACKET_SIZE], val;
@@ -6354,7 +6374,7 @@ void send_post_sync_data_packet(net_player *p, int std_request)
ADD_DATA(val);
}
// add weapon state information for all starting ships (241 bytes max)
// add weapon state information for all starting ships (277 bytes max)
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
shipp = &Ships[Objects[so->objnum].instance];
@@ -6404,16 +6424,16 @@ void send_post_sync_data_packet(net_player *p, int std_request)
ADD_DATA(val);
// secondary weapon info
val = (ubyte)(shipp->weapons.secondary_bank_weapons[0]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_weapons[0]);
ADD_SHORT(val_short);
val_short = (short)(shipp->weapons.secondary_bank_ammo[0]);
ADD_SHORT(val_short);
val = (ubyte)(shipp->weapons.secondary_bank_weapons[1]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_weapons[1]);
ADD_SHORT(val_short);
val_short = (short)(shipp->weapons.secondary_bank_ammo[1]);
ADD_SHORT(val_short);
val = (ubyte)(shipp->weapons.secondary_bank_weapons[2]);
ADD_DATA(val);
val_short = (short)(shipp->weapons.secondary_bank_weapons[2]);
ADD_SHORT(val_short);
val_short = (short)(shipp->weapons.secondary_bank_ammo[2]);
ADD_SHORT(val_short);
@@ -6598,18 +6618,18 @@ void process_post_sync_data_packet(ubyte *data, header *hinfo)
shipp->weapons.primary_bank_weapons[1] = (int)val;
// secondary weapon info
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[0] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[0] = (int)val_short;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[0] = (int)val_short;
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[1] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[1] = (int)val_short;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[1] = (int)val_short;
GET_DATA(val);
shipp->weapons.secondary_bank_weapons[2] = (int)val;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_weapons[2] = (int)val_short;
GET_SHORT(val_short);
shipp->weapons.secondary_bank_ammo[2] = (int)val_short;
@@ -6700,8 +6720,8 @@ void send_wss_slots_data_packet(int team_num,int final,net_player *p,int std_req
// add the weapons
for(i = 0;i<MAX_SHIP_WEAPONS;i++){
val = (ubyte)Wss_slots_teams[team_num][idx].wep[i];
ADD_DATA(val);
val_short = (short)Wss_slots_teams[team_num][idx].wep[i];
ADD_SHORT(val_short);
}
// add the weapon counts
@@ -6775,13 +6795,8 @@ void process_wss_slots_data_packet(ubyte *data, header *hinfo)
// get the weapons
for(i = 0;i<MAX_SHIP_WEAPONS;i++){
GET_DATA(val);
Wss_slots_teams[team_num][idx].wep[i] = (int)val;
// check for signed/unsigned problems
if(Wss_slots_teams[team_num][idx].wep[i] == 255){
Wss_slots_teams[team_num][idx].wep[i] = -1;
}
GET_SHORT(val_short);
Wss_slots_teams[team_num][idx].wep[i] = (int)val_short;
}
// get the weapon counts
@@ -6902,7 +6917,7 @@ void process_shield_explosion_packet( ubyte *data, header *hinfo)
}
}
void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *target)
void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *target, short offset)
{
scoring_struct *sc;
ubyte data[MAX_PACKET_SIZE], val;
@@ -6928,10 +6943,20 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
switch(stats_code){
case STATS_ALLTIME:
// alltime kills
#ifdef INF_BUILD
idx = 0;
while(idx<MAX_SHIP_CLASSES)
{
send_player_stats_block_packet(pl, STATS_ALLTIME_KILLS, target, (short)idx);
idx += MAX_SHIPS_PER_PACKET;
}
#else
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
u_tmp = (ushort)sc->kills[idx];
ADD_USHORT(u_tmp);
}
#endif
// medal information
for(idx=0;idx<MAX_MEDALS;idx++){
i_tmp = sc->medals[idx];
@@ -6958,11 +6983,20 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
break;
case STATS_MISSION:
// mission OKkills
// mission OKkills
#ifdef INF_BUILD
idx = 0;
while(idx<MAX_SHIP_CLASSES)
{
send_player_stats_block_packet(pl, STATS_MISSION_CLASS_KILLS, target, (short)idx);
idx += MAX_SHIPS_PER_PACKET;
}
#else
for(idx=0;idx<MAX_SHIP_CLASSES;idx++){
u_tmp = (ushort)sc->m_okKills[idx];
ADD_USHORT(u_tmp);
}
#endif
ADD_INT(sc->m_score);
ADD_INT(sc->m_assists);
@@ -6993,7 +7027,25 @@ void send_player_stats_block_packet(net_player *pl, int stats_code, net_player *
ADD_INT(sc->m_kill_count);
ADD_INT(sc->m_kill_count_ok);
ADD_INT(sc->m_assists);
break;
break;
#ifdef INF_BUILD
case STATS_MISSION_CLASS_KILLS:
ADD_SHORT(offset);
for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
{
ADD_USHORT((ushort)sc->m_okKills[idx]);
}
break;
case STATS_ALLTIME_KILLS:
ADD_SHORT(offset);
for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
{
ADD_USHORT((ushort)sc->kills[idx]);
}
break;
#endif
}
Assert(packet_size < MAX_PACKET_SIZE);
@@ -7032,7 +7084,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
player_num = find_player_id(player_id);
if (player_num == -1) {
nprintf(("Network", "Couldn't find player for stats update!\n"));
ml_string("Couldn't find player for stats update!");
ml_string("Couldn't find player for stats update!\n");
sc = &bogus;
Int3();
@@ -7043,14 +7095,39 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
// get the stats code
GET_DATA(val);
switch(val){
case STATS_ALLTIME:
ml_string("Received STATS_ALLTIME");
#ifdef INF_BUILD
short si_offset;
case STATS_ALLTIME_KILLS:
GET_SHORT(si_offset);
for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
{
GET_USHORT(u_tmp);
sc->kills[idx] = u_tmp;
}
break;
case STATS_MISSION_CLASS_KILLS:
GET_SHORT(si_offset);
for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
{
GET_USHORT(u_tmp);
sc->m_okKills[idx] = u_tmp;
}
break;
#endif
case STATS_ALLTIME:
ml_string("Received STATS_ALLTIME\n");
#ifndef INF_BUILD
// kills - alltime
for (idx=0; idx<MAX_SHIP_CLASSES; idx++) {
GET_USHORT(u_tmp);
sc->kills[idx] = u_tmp;
}
#endif
// read in the stats
for (idx=0; idx<MAX_MEDALS; idx++) {
@@ -7078,13 +7155,15 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_MISSION:
ml_string("Received STATS_MISSION");
ml_string("Received STATS_MISSION\n");
#ifndef INF_BUILD
// kills - mission OK
for (idx=0; idx<MAX_SHIP_CLASSES; idx++) {
GET_USHORT(u_tmp);
sc->m_okKills[idx] = u_tmp;
}
#endif
GET_INT(sc->m_score);
GET_INT(sc->m_assists);
@@ -7102,7 +7181,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_MISSION_KILLS:
ml_string("Received STATS_MISSION_KILLS");
ml_string("Received STATS_MISSION_KILLS\n");
GET_INT(sc->m_kill_count);
GET_INT(sc->m_kill_count_ok);
@@ -7110,7 +7189,7 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
break;
case STATS_DOGFIGHT_KILLS:
ml_string("Received STATS_DOGFIGHT_KILLS");
ml_string("Received STATS_DOGFIGHT_KILLS\n");
if(player_num >= 0){
ml_printf("Dogfight stats for %s", Net_players[player_num].m_player->callsign);
}
@@ -7124,16 +7203,16 @@ void process_player_stats_block_packet(ubyte *data, header *hinfo)
GET_INT(sc->m_kill_count);
GET_INT(sc->m_kill_count_ok);
GET_INT(sc->m_assists);
break;
break;
}
PACKET_SET_SIZE();
// if I'm the server of the game, I should always rebroadcast these stats
if ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (sc != &bogus)) {
// make sure these are alltime stats
Assert(val == STATS_ALLTIME);
Assert(val == STATS_ALLTIME || val == STATS_ALLTIME_KILLS);
multi_broadcast_stats(STATS_ALLTIME);
multi_broadcast_stats(val);
}
}
@@ -8263,7 +8342,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
{
ubyte data[MAX_PACKET_SIZE];
int packet_size = 0;
ubyte u_beam_info;
short u_beam_info;
char subsys_index;
beam_info b_info;
ushort target_sig;
@@ -8288,7 +8367,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
target_sig = (target) ? target->net_signature : 0;
u_beam_info = (ubyte)beam_info_index;
u_beam_info = (short)beam_info_index;
if (fighter_beam) {
Assert( (bank_point >= 0) && (bank_point < UCHAR_MAX) );
@@ -8323,7 +8402,7 @@ void send_beam_fired_packet(object *shooter, ship_subsys *turret, object *target
ADD_USHORT(shooter->net_signature);
ADD_DATA(subsys_index);
ADD_USHORT(target_sig);
ADD_DATA(u_beam_info);
ADD_SHORT(u_beam_info);
ADD_DATA(b_info); // FIXME: This is still wrong, we shouldn't be sending an entire struct over the wire - taylor
// ADD_DATA(fighter_beam); // this breaks the protocol but is here in case we decided to do that in the future - taylor
@@ -8336,7 +8415,7 @@ void process_beam_fired_packet(ubyte *data, header *hinfo)
int i, offset;
ushort shooter_sig, target_sig;
char subsys_index;
ubyte u_beam_info;
short u_beam_info;
beam_info b_info;
beam_fire_info fire_info;
// ubyte fighter_beam = 0;
@@ -8349,7 +8428,7 @@ void process_beam_fired_packet(ubyte *data, header *hinfo)
GET_USHORT(shooter_sig);
GET_DATA(subsys_index);
GET_USHORT(target_sig);
GET_DATA(u_beam_info);
GET_SHORT(u_beam_info);
GET_DATA(b_info); // FIXME: This is still wrong, we shouldn't be sending an entire struct over the wire - taylor
// GET_DATA(fighter_beam); // this breaks the protocol but is here in case we decided to do that in the future - taylor
PACKET_SET_SIZE();
@@ -8813,7 +8892,7 @@ void process_flak_fired_packet(ubyte *data, header *hinfo)
void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage, vec3d *force, vec3d *hitpos)
{
ubyte data[MAX_PACKET_SIZE];
ubyte windex;
short windex;
ushort udamage;
int packet_size = 0;
@@ -8828,8 +8907,8 @@ void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage
// build the packet and add the code
BUILD_HEADER(NETPLAYER_PAIN);
windex = (ubyte)weapon_info_index;
ADD_DATA(windex);
windex = (short)weapon_info_index;
ADD_SHORT(windex);
udamage = (ushort)damage;
ADD_USHORT(udamage);
ADD_VECTOR((*force));
@@ -8844,7 +8923,7 @@ void send_player_pain_packet(net_player *pl, int weapon_info_index, float damage
void process_player_pain_packet(ubyte *data, header *hinfo)
{
int offset;
ubyte windex = 0;
short windex = 0;
ushort udamage;
vec3d force;
vec3d local_hit_pos;
@@ -8852,7 +8931,7 @@ void process_player_pain_packet(ubyte *data, header *hinfo)
// get the data for the pain packet
offset = HEADER_LENGTH;
GET_DATA(windex);
GET_SHORT(windex);
GET_USHORT(udamage);
GET_VECTOR(force);
GET_VECTOR(local_hit_pos);
+2 -2
View File
@@ -531,7 +531,7 @@ void send_wing_create_packet( wing *wingp, int num_to_create, int pre_create_cou
void send_ship_create_packet( object *objp, int is_support = 0 );
// packet indicating a ship is departing
void send_ship_depart_packet( object *objp );
void send_ship_depart_packet( object *objp, int method = -1 );
// send a mission log item packet
void send_mission_log_packet( int entry );
@@ -671,7 +671,7 @@ void send_wss_slots_data_packet(int team_num, int final, net_player *p = NULL, i
void send_shield_explosion_packet(int objnum, int tri_num, vec3d hit_pos);
void send_player_stats_block_packet(net_player *pl, int stats_type, net_player *target = NULL);
void send_player_stats_block_packet(net_player *pl, int stats_type, net_player *target = NULL, short offset = 0);
void send_host_restr_packet(char *callsign, int code, int mode);
+3 -3
View File
@@ -4332,8 +4332,8 @@ void multi_create_game_do()
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING; //DTP must be set before a call to gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC) is done as it is below.
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);//DTP STart game
Cmdline_almission = NULL; // we dont want to autoload anymore do we, we will be able to quit. halleluja. Startgame has already been disabled, so no need to turn of "Cmdline_start_netgame"
return; // we dont need to check or set regarding ships/weapons anything as we are already progressing into mission so return
Cmdline_almission = NULL; // we don't want to autoload anymore do we, we will be able to quit. halleluja. Startgame has already been disabled, so no need to turn of "Cmdline_start_netgame"
return; // we don't need to check or set regarding ships/weapons anything as we are already progressing into mission so return
}
else {
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR(" Not a multi player-mission",9999)); //DTP startgame popup pilot error
@@ -9416,7 +9416,7 @@ void multi_maybe_set_mission_loop()
}
bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
// check for (1) mission loop available, (2) dont have to repeat last mission
// check for (1) mission loop available, (2) don't have to repeat last mission
if ( (Campaign.missions[cur].has_mission_loop && (Campaign.loop_mission != -1)) && !require_repeat_mission ) {
char buffer[512];
+2 -2
View File
@@ -2902,7 +2902,7 @@ void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(NULL);
// send the accept packet here
send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
@@ -2955,7 +2955,7 @@ void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(NULL);
// if he's joining as a host (on the standalone)
if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
+1 -1
View File
@@ -113,7 +113,7 @@
* infinate loop
*
* 99 7/06/98 5:05p Allender
* dont use default port to send UDP data to. Use port stored in address
* don't use default port to send UDP data to. Use port stored in address
*
* 98 6/13/98 9:32p Mike
* Kill last character in file which caused "Find in Files" to report the
+1 -1
View File
@@ -487,7 +487,7 @@ int collide_asteroid_ship( obj_pair * pair )
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.heavy->instance].ship_name));
//}
} else {
// dont draw sparks (using sphere hitpos)
// don't draw sparks (using sphere hitpos)
ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
//if (asteroid_hit_info.light->type == OBJ_SHIP) {
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.light->instance].ship_name));
+1 -1
View File
@@ -1120,7 +1120,7 @@ int ship_ship_check_collision(collision_info_struct *ship_ship_hit_info, vec3d *
return valid_hit_occured;
}
// gets modified mass of cruiser in cruiser/asteroid collision so cruisers dont get bumped so hard.
// gets modified mass of cruiser in cruiser/asteroid collision so cruisers don't get bumped so hard.
// modified mass is 10x, 4x, or 2x larger than asteroid mass
// returns 1 if modified mass is larger than given mass, 0 otherwise
int check_special_cruiser_asteroid_collision(object *heavy, object *light, float *cruiser_mass, int *cruiser_light)
+7 -2
View File
@@ -1015,7 +1015,11 @@ int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pai
//vector max_vel; //maximum foward velocity in x,y,z
float max_vel_weapon, max_vel_other;
max_vel_weapon = weapon->phys_info.max_vel.xyz.z;
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY)
max_vel_weapon = vm_vec_mag(&weapon->phys_info.vel);
else
max_vel_weapon = weapon->phys_info.max_vel.xyz.z;
if ((Weapons[weapon->instance].lssm_stage==5))
{
@@ -1042,7 +1046,8 @@ int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pai
float root1, root2, root, earliest_time;
vm_vec_sub( &delta_x, &weapon->pos, &other->pos );
vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon );
laser_vel = weapon->phys_info.vel;
// vm_vec_copy_scale( &laser_vel, &weapon->orient.vec.fvec, max_vel_weapon );
delta_t = (other->radius + 10.0f) / max_vel_other; // time to get from center to radius of other obj
delta_x_dot_vl = vm_vec_dotprod( &delta_x, &laser_vel );
+1 -1
View File
@@ -56,7 +56,7 @@
*
* Revision 2.2 2003/10/14 17:39:17 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
+3 -3
View File
@@ -113,7 +113,7 @@
*
* Revision 2.13 2004/01/24 15:52:26 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
* In OGL it works perfectly and in both APIs it doesn't switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.12 2004/01/17 21:59:54 randomtiger
* Some small changes to the main codebase that allow Fred_open OGL to compile.
@@ -145,12 +145,12 @@
*
* I have also taken the opertunity to fix a few bugs in the launcher and add a new feature to make selecting mods a bit easier.
*
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher wont compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
* The launcher now uses some files in the freespace project so it should be put into CVS with the rest of the code inside the 'code' directory (still in its 'Launcher' dir of course). Currently the launcher won't compile since speech.cpp and speech.h arent in cvs yet. But once Roee has checked in that will be sorted.
*
* I have also removed the internal launcher from the D3D8 module.
* Please contact me if you have any problems.
*
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and cant afford to find out.
* When trying to run the exe after updating I get an error parsing 'rank.tbl' but im fairly sure thats nothing to do with me so I'll just have to leave it for now because I'm still using a 56K modem and can't afford to find out.
*
* Revision 2.7 2003/03/18 10:07:05 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
+2 -2
View File
@@ -37,8 +37,8 @@ char *Osreg_title = "FreeSpace 2 OEM";
*/
// RT Lets make all versions use the same registry location
// If we dont the launcher either needs to handle somehow telling what release type a
// FS2 exe is or it wont work. Its far similar to just use one default location.
// If we don't the launcher either needs to handle somehow telling what release type a
// FS2 exe is or it won't work. Its far similar to just use one default location.
// The Launcher will set up everything needed
char *Osreg_app_name = "FreeSpace2";
char *Osreg_title = "FreeSpace 2";
+1 -1
View File
@@ -99,7 +99,7 @@
* Revision 2.1.2.2 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.1.2.1 2002/10/08 14:33:27 randomtiger
+1 -1
View File
@@ -47,7 +47,7 @@
* Revision 2.2.2.1 2002/11/04 21:25:00 randomtiger
*
* When running in D3D all ani's are memory mapped for speed, this takes up more memory but stops gametime locking of textures which D3D8 hates.
* Added new command line tag Cmdline_d3dlowmem for people who dont want to make use of this because they have no memory.
* Added new command line tag Cmdline_d3dlowmem for people who don't want to make use of this because they have no memory.
* Cleaned up some more texture stuff enabled console debug for D3D.
*
* Revision 2.2 2002/08/01 01:41:09 penguin
+1 -1
View File
@@ -40,7 +40,7 @@
*
* Revision 2.1.2.1 2002/10/20 22:21:48 randomtiger
* Some incomplete code to handle background drawing when message boxes are drawn.
* It doesnt work but its a good base for someone to start from. - RT
* It doesn't work but it's a good base for someone to start from. - RT
*
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
+7 -3
View File
@@ -2994,7 +2994,9 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
if (*src == '\n') {
n_chars[line_num] = src - p_str[line_num]; // track length of line
line_num++;
p_str[line_num] = NULL;
if (line_num < max_lines) {
p_str[line_num] = NULL;
}
new_line = 1;
memset(buffer, 0, SPLIT_STR_BUFFER_SIZE);
@@ -3038,7 +3040,9 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
n_chars[line_num] = end - p_str[line_num]; // track length of line
Assert(n_chars[line_num]);
line_num++;
p_str[line_num] = NULL;
if (line_num < max_lines) {
p_str[line_num] = NULL;
}
new_line = 1;
memset(buffer, 0, SPLIT_STR_BUFFER_SIZE);
@@ -3047,7 +3051,7 @@ int split_str(char *src, int max_pixel_w, int *n_chars, char **p_str, int max_li
}
} // end for
if (p_str[line_num]) {
if (!new_line && p_str[line_num]) {
n_chars[line_num] = src - p_str[line_num]; // track length of line
Assert(n_chars[line_num]);
line_num++;
+17 -15
View File
@@ -6328,8 +6328,8 @@ int sexp_hits_left_subsystem(int n)
single_subsystem = is_sexp_true(n);
}
// return as a percentage the hits remaining on the subsystem as a whole (i.e. for 3 engines,
// we are returning the sum of the hits on the 3 engines)
// if the third option is present or if this is an unknown subsystem type we only want to find the percentage of the
// named subsystem
if (single_subsystem || (type == SUBSYSTEM_UNKNOWN)) {
// find the ship subsystem by searching ship's subsys_list
ship_subsys *ss;
@@ -6349,6 +6349,8 @@ int sexp_hits_left_subsystem(int n)
}
return SEXP_NAN;
// by default we return as a percentage the hits remaining on the subsystem as a whole (i.e. for 3 engines,
// we are returning the sum of the hits on the 3 engines)
} else {
percent = fl2i((ship_get_subsystem_strength(&Ships[shipnum],type) * 100.0f) + 0.5f);
return percent;
@@ -9571,7 +9573,7 @@ void sexp_sabotage_subsystem(int n)
float sabotage_hits;
ship *shipp;
ship_subsys *ss, *ss_start;
bool generic, do_loop = true;
bool is_generic, do_loop = true;
shipname = CTEXT(n);
subsystem = CTEXT(CDR(n));
@@ -9614,16 +9616,16 @@ void sexp_sabotage_subsystem(int n)
}
// now find the given subsystem on the ship.This could be a generic type like <All Engines>
generic = is_generic_subsys(subsystem);
is_generic = is_generic_subsys(subsystem);
subsys_type = ai_get_subsystem_type(subsystem);
ss_start = GET_FIRST(&shipp->subsys_list);
while (do_loop) {
if (generic) {
if (is_generic) {
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
if (subsys_type == ss_start->system_info->type) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -9729,7 +9731,7 @@ void sexp_repair_subsystem(int n)
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
if (subsys_type == ss_start->system_info->type) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -9843,7 +9845,7 @@ void sexp_set_subsystem_strength(int n)
// loop until we find a subsystem of that type
for ( ; ss_start != END_OF_LIST(&Ships[shipnum].subsys_list); ss_start = GET_NEXT(ss_start)) {
ss = NULL;
if (subsys_type == ai_get_subsystem_type(ss_start->system_info->name)) {
if (subsys_type == ss_start->system_info->type) {
ss = ss_start;
ss_start = GET_NEXT(ss_start);
break;
@@ -11450,7 +11452,7 @@ void sexp_ship_subsys_untargetable(int n, int untargetable)
if (is_generic_subsys(subsys)) {
int subsys_type = ai_get_subsystem_type(subsys);
for (ss = GET_FIRST(&Ships[ship_num].subsys_list); ss != END_OF_LIST(&Ships[ship_num].subsys_list); ss = GET_NEXT(ss)) {
if (subsys_type == ai_get_subsystem_type(ss->sub_name)) {
if (subsys_type == ss->system_info->type) {
if (untargetable)
ss->flags |= SSF_UNTARGETABLE;
else
@@ -11622,7 +11624,7 @@ void sexp_ship_subsys_guardian_threshold(int num)
subsys_type = ai_get_subsystem_type(hull_name);
// search through all subsystems
for (ss = GET_FIRST(&Ships[ship_num].subsys_list); ss != END_OF_LIST(&Ships[ship_num].subsys_list); ss = GET_NEXT(ss)) {
if (subsys_type == ai_get_subsystem_type(ss->system_info->name)) {
if (subsys_type == ss->system_info->type) {
ss->subsys_guardian_threshold = threshold;
}
}
@@ -11856,7 +11858,7 @@ void sexp_ship_vanish(int n)
// get the ship num. If we get a -1 for the number here, ship has yet to arrive
num = ship_name_lookup(ship_name);
if ( num != -1 )
ship_actually_depart(num, true);
ship_actually_depart(num, SHIP_VANISHED);
}
}
@@ -22950,7 +22952,7 @@ sexp_help_struct Sexp_help[] = {
{ OP_CHANGE_SUBSYSTEM_NAME, "change-subsystem-name\r\n"
"\tChanges the name of the specified subsystem on the specified ship\r\n"
"\tTakes 3 or more arguments\r\n"
"\t1: Name(s) of ship(s)\r\n"
"\t1: Name of the ship.\r\n"
"\t2: New name for the subsystem (names larger than the maximum display size will be truncated\r\n"
"\t3: Name(s) of subsystem(s) to rename\r\n"
},
@@ -22964,7 +22966,7 @@ sexp_help_struct Sexp_help[] = {
// Karajorma
{ OP_NUM_SHIPS_IN_WING, "num-ships-in-wing\r\n"
"\tReturns the number of ships in battle which belong to a given wing. Takes 1 or more arguments...\r\n"
"\t1:\tName of ship (or wing) to check"
"\t(all):\tName of wing(s) to check"
},
// Goober5000
@@ -23046,7 +23048,7 @@ sexp_help_struct Sexp_help[] = {
//phreak
{ OP_SCRAMBLE_MESSAGES, "scramble-messages\r\n"
"\tCauses messages to be send as if the player has sustained communications subsystem or EMP damage. Takes no arguments.\r\n"
"\tCauses messages to be sent as if the player has sustained communications subsystem or EMP damage. Takes no arguments.\r\n"
"\tThis effect can be reversed using unscramble-messages."
},
@@ -23074,7 +23076,7 @@ sexp_help_struct Sexp_help[] = {
},
{ OP_CUTSCENES_FADE_OUT, "fade-out\r\n"
"\tFades in "
"\tFades out "
"Takes 0 to 2 arguments...\r\n"
"\t1:\tTime to fade in (in milliseconds)\r\n"
"\t2:\tColor to fade to - 1 for white, 2 for red, default is black\r\n"
+1 -1
View File
@@ -92,7 +92,7 @@
*
* 5 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
* modes don't collide big ships.
*
* 4 7/03/99 5:50p Dave
* Make rotated bitmaps draw properly in padlock views.
+1 -1
View File
@@ -66,7 +66,7 @@
*
* 6 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
* modes don't collide big ships.
*
* 5 7/03/99 5:50p Dave
* Make rotated bitmaps draw properly in padlock views.
+8 -1
View File
@@ -1408,6 +1408,13 @@ void read_keyboard_controls( control_info * ci, float frame_time, physics_info *
press_glide = !press_glide;
}
}
// if the player is warping out, cancel gliding
if (Player_ship->flags & SF_DEPART_WARP) {
toggle_glide = 0;
press_glide = 0;
}
// Do we want to be gliding?
if ( toggle_glide || press_glide ) {
// Probably don't need to do this check, but just in case...
@@ -2104,7 +2111,7 @@ int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
return 0;
}
// dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
// don't scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
return 0;
}
+2 -2
View File
@@ -543,7 +543,7 @@ int popupdead_do_frame(float frametime)
return -1;
}
// dont let dude skip 3-09. hack.
// don't let dude skip 3-09. hack.
if(Game_mode & GM_CAMPAIGN_MODE){
if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
if ((Campaign.missions[Campaign.current_mission].name != NULL) && !stricmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
@@ -570,7 +570,7 @@ int popupdead_do_frame(float frametime)
gameseq_post_event(GS_EVENT_START_GAME);
return -1;
case 2:
// dont show this again
// don't show this again
Player->show_skip_popup = 0;
break;
}
+1 -1
View File
@@ -185,7 +185,7 @@
*
* Revision 2.14 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
+2 -2
View File
@@ -41,7 +41,7 @@
*
* Revision 2.15 2004/02/13 04:17:14 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* Simulated speech doesn't say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
@@ -84,7 +84,7 @@
*
* Revision 2.5 2003/10/14 17:39:18 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* It doesn't use the backgrounds anymore but it's still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
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