Commit Graph

3107 Commits

Author SHA1 Message Date
Monster Iestyn 448014097e Merge branch 'endgame-code-refactor' into 'master'
Endgame code refactor

This is mostly just some code cleanup and moving about:
* `Y_EndGame` was moved from from y_inter.c/h to g_game.c/h, and renamed to `G_EndGame`. Frankly the old place that function lived didn't make sense, since it has nothing to do with tally screens directly.
* Most of `Y_FollowIntermission`'s code was removed, because `G_AfterIntermission` does it all already.
* And lastly, `G_ExitLevel` uses `HU_ClearCEcho()` instead of `HU_CEcho("")` to clear CEchos from the screen.

The only visible changes in-game from the above should be just that log.txt stops adding empty new lines when you complete a level, and CEchos will always be cleared after tally screens when a level goes to credits/evaluation next.

See merge request !98
2017-05-20 16:23:21 -04:00
Monster Iestyn 284e539c66 Don't bail out in Y_StartIntermission in dedicated mode, this causes the game not to add on score bonuses for players from the server's view of things! 2017-05-19 16:31:23 +01:00
Monster Iestyn 1078a642df Loop through rebound packets until you found a good one or ran out of them 2017-05-19 11:52:50 +01:00
Monster Iestyn 5a1fc6098e Attempts to prevent stupid stuff from happening 2017-05-19 11:25:28 +01:00
Nevur 19c46f3732 More PK3 work.
-Removed code duplicity on map resource reading.
-Fixed all known PK3-related bugs so far except for the ones mentioned below.
Issues:
-Blockmap and reject matrix still aren't loaded yet when using a map WAD.
-Palettes and colormaps aren't loaded (by extension, TRANS tables might not work either).
2017-05-18 21:13:18 +02:00
Monster Iestyn 229e75ab8b Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission
Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
2017-05-18 17:23:19 +01:00
Monster Iestyn d2313ea32b G_ExitLevel tweak: Use HU_ClearCEcho() instead of HU_DoCEcho(""), the latter causes an empty line to appear in log.txt 2017-05-18 17:10:44 +01:00
Monster Iestyn bc79365cf4 Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame 2017-05-18 16:54:58 +01:00
Monster Iestyn 21d29c8550 Merge branch 'public_next' 2017-05-17 16:19:01 +01:00
Monster Iestyn 0cf42d8bb8 Merge branch 'next' into public_next 2017-05-17 16:18:42 +01:00
Monster Iestyn 1781ccf4ca Merge branch 'master' into next 2017-05-17 16:16:50 +01:00
Monster Iestyn b564c8ab9a Merge branch 'sdl-fixes' into 'master'
SDL fixes and cleanup

Mostly cleanup tbh. I noticed a few things that bugged me when examining SDL's code recently, thought I might as well fix them up a bit.

These changes definitely does not affect netplay, so this can be merged to master just fine.

See merge request !183
2017-05-16 23:09:23 -04:00
toasterbabe 593416328a String addition to the addfile menu suggesting to visit the modifications page! No change to actual functionality, just secondary utility. 2017-05-16 23:43:21 +01:00
Monster Iestyn 551ed797db Merge branch 'jumping_fixes' into 'master'
Nojumpspin fix

MI can attest to this being a problem that's now solved.

To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.

See merge request !95
2017-05-16 17:02:20 -04:00
Nevur d4c324eb30 PK3 stuff again.
-Now can load map WAD files inside Maps/ directory, but they must only contain map data explicitly!

Known problems:
-There's an issue causing a crash with palettes and colormaps in PK3s.
-SS_START and SS_END don't work now. Will check later.
-Standalone lumps for maps in the Maps/ folder don't work anymore; perhaps I should keep that functionality?

Notes:
-It's now a mashup of something dumb that I wanted to do and yet piling hacks again.
-A lot of code duplicity with map lump loading functions.
2017-05-16 21:10:02 +02:00
toasterbabe 5f8cfb47e4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu 2017-05-16 19:54:54 +01:00
Monster Iestyn 8454e75e3c Merge branch 'extracolormaps-fix' into 'next'
R_InitExtraColormaps fix

This fixes the `R_InitExtraColormaps` function so that it correctly realises there are no "extra colormaps" actually in SRB2's files, rather than telling you there are 6 extra colormaps on game startup (or however many WAD files total you have added).

For those who don't know what the function does, it searches for C_START/C_END markers, and if they exist, adds any lumps inbetween to a list of extra colormaps internally. They are never used by the game though, since we last supported colormaps of that kind so long ago I don't think anyone remembers when anymore (definitely more than a decade at least).

Merging to next since I don't know if this would cause any netplay issues or not tbh.

See merge request !182
2017-05-15 17:14:47 -04:00
Monster Iestyn 17a06dd6c4 I_GetConsoleEvents: Split KEY_EVENT code into a function of its own, like with I_GetEvent's event types
One benefit of this is that event_t data need only be created if KEY_EVENT is found, since the other event types never do anything anyway
2017-05-15 18:39:59 +01:00
Monster Iestyn 87085f2475 SDLSetMode: merge wasfullscreen/windowed mode code into one block 2017-05-15 16:35:32 +01:00
Monster Iestyn a340f2c8ed Impl_CreateWindow: re-use "flags" for SDL_RENDERER_* flags, remove unnecessary curly braces 2017-05-15 16:19:28 +01:00
Monster Iestyn 4979ab6b8e Not really important or anything, but checking render_soft == rendermode rather than rendermode == render_soft always bugged me. And it's not consistent with the rest of the source code (or at least most of it) anyway. 2017-05-15 15:43:31 +01:00
Monster Iestyn d1bbd1261e VID_SetMode: SDLSetMode should use vid.width/vid.height, not windowedModes[modeNum].
If modenum was < 0 or >= MAXWINMODES, that would make windowedModes[modeNum] be out of bounds and possibly crash the game.
2017-05-15 15:36:51 +01:00
Monster Iestyn 093800cb06 I_FinishUpdate: OglSdlFinishUpdate should never run for render_soft, even if screens[0] somehow is NULL 2017-05-15 15:24:40 +01:00
Monster Iestyn f8482421e5 Don't need to use WADFILENUM/LUMPNUM in this function, since W_CheckNumForNamePwad returns just the lump number, not a combined WAD + lump number frankenstein's monster
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
2017-05-15 14:38:55 +01:00
Monster Iestyn 222807c6f6 Fix R_InitExtraColormaps reporting 6 or more colormaps every time you loaded the game, even though we haven't used C_START/C_END in more than a decade now
Note to self: W_ functions are awfully confusing with returning with LUMPERROR or INT16_MAX. Should sort out what's going on there if necessary
2017-05-15 14:29:31 +01:00
toasterbabe bdcd9125d2 Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix for non-slopes - they still like stepping up over the borders of sloped sectors - but this fixes the most egregrious issue.
2017-05-14 14:47:09 +01:00
Monster Iestyn 9a9b2fcc2d Merge branch 'master' into mapthing-spawn-hook 2017-05-13 21:06:49 +01:00
Monster Iestyn 8d483cdc47 Fix whitespace on that one line toaster pointed out 2017-05-13 20:51:10 +01:00
Monster Iestyn e45e740a65 Merge branch 'master' into lua-lump-load-only 2017-05-13 20:40:38 +01:00
Alam Ed Arias 7d4146870a Appveyor: keep a stable name version of the archive 2017-05-13 12:14:09 -04:00
Alam Ed Arias 377fc81447 Appveyor: disable deployment 2017-05-13 12:07:37 -04:00
Monster Iestyn ed81c9abcb Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
I cleaned up some of Sryder's changes a little too I guess
2017-05-13 12:49:30 +01:00
Sryder 32c4ddca5c Remove accidental leftovers
Accidentally left a comment and stuff in there from previous attempts

# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:39:55 +01:00
Sryder ec0f30f849 Fix a one character bug with clipping 2017-05-12 23:39:01 +01:00
Sryder 3f0f645c70 Flat sprites for OGL
# Conflicts:
#	src/hardware/hw_main.c
2017-05-12 23:38:44 +01:00
Monster Iestyn 635789c1ec Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
2017-05-12 23:03:38 +01:00
Monster Iestyn e6bee93e40 Merge branch 'next' into public_next 2017-05-12 22:58:31 +01:00
Monster Iestyn a1f5caeba6 Merge branch 'update-to-v2.1.18' into 'next'
Update to v2.1.18

Exactly what it says on the tin.

See merge request !180
2017-05-12 16:08:31 -04:00
Monster Iestyn b8ffeeb59f Update version number to v2.1.18
Don't worry, I remembered to update MODVERSION as well this time :)
2017-05-12 16:06:27 +01:00
Monster Iestyn f0de3a407d Merge branch 'public_next' 2017-05-11 22:58:03 +01:00
Monster Iestyn 4da3b7eac1 Merge branch 'next' into public_next 2017-05-11 22:57:45 +01:00
Monster Iestyn 55fd0aba91 Merge branch 'master' into next 2017-05-11 20:47:12 +01:00
Monster Iestyn 7185455d6a Merge branch 'jetjaw-crash-fix' into 'next'
Jet Jaw crash fix

Turns out not having MF_SHOOTABLE can cause the Jet Jaw to endlessly loop between the two states, until somehow LUA_CallAction inexplicably causes Z_StrDup to crash anyway (that one's a mystery to me, I'm not going to look into it right now). I tweaked A_JetJawChomp so this endless loop can't happen anymore.

See merge request !176
2017-05-11 15:23:56 -04:00
Monster Iestyn 435ea7dc9d Merge branch 'invalid-node-hotfix_master' into 'master'
Invalid node hotfix master

Quick hotfix to prevent `Net_CloseConnection` from crashing if the node's number is invalid.

See merge request !179
2017-05-11 15:17:31 -04:00
Monster Iestyn 96c63bf95b Whoops forgot this bit too 2017-05-09 20:17:46 +01:00
Monster Iestyn 8582406dd2 prevent invalid nodes from crashing Net_CloseConnection, print a warning and return instead 2017-05-09 15:13:19 -04:00
toasterbabe 3e7377930f FIX FOR MI'S CRASH 2017-05-09 17:38:00 +01:00
toasterbabe 3e9cc51953 Change config recognition method 2017-05-09 17:09:40 +01:00
toasterbabe fd81a82cca Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into addfile_menu 2017-05-09 16:45:58 +01:00
toasterbabe 28752afa6a Fix inconsistencies in spacing in m_cond.h 2017-05-09 16:28:20 +01:00