Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).
git-svn-id: https://svn.eduke32.com/eduke32@4090 1a8010ca-5511-0410-912e-c29ae57300e0
Unfortunately, SDL2 does not (yet?) provide a Yes/No box for wm_ynbox().
git-svn-id: https://svn.eduke32.com/eduke32@4085 1a8010ca-5511-0410-912e-c29ae57300e0
Permitting to enable various debugging options. See "eduke32 -debughelp"
for which ones those are: they were previously settable from defs_common.lua,
and a new option 'strict' has been added that makes accesses to void sprites
error. (That is, already "sprite[i]", not "sprite[i].some_member".)
git-svn-id: https://svn.eduke32.com/eduke32@4049 1a8010ca-5511-0410-912e-c29ae57300e0
The check is dead because it is made after the fact (oob access), but the
cheat string matching logic below actually assures that
cheatbuflen < sizeof(cheatbuf) at all times.
Exposed using the Stack tool from http://css.csail.mit.edu/stack/ .
Also, in gamedef.c's definecheat handling, print the string length (19), not
the buffer length (20) if the cheat was truncated.
git-svn-id: https://svn.eduke32.com/eduke32@4016 1a8010ca-5511-0410-912e-c29ae57300e0
Clang's UBSan reports this as undefined behavior. I think that the reason
is as follows: C99 6.5.3.2#1 (Constraints) says:
The operand of the unary & operator shall be either a function designator, the
result of a [] or unary * operator, or an lvalue that designates an object that
is not a bit-field and is not declared with the register storage-class specifier.
But in case of an expression like "&array[-1]", the operand ("array[-1]") does
not designate a valid object.
Moral: check first -- assure that an expression is valid for a particular
operation before carrying it out. Keep in mind that otherwise, the compiler
is absolutely free to optimize out the *check*.
git-svn-id: https://svn.eduke32.com/eduke32@4014 1a8010ca-5511-0410-912e-c29ae57300e0
- Rename sky_t members: yscale -> horizfrac, bits -> lognumtiles.
- Add default sky (8 tiles, horizfrac=32768 (i.e. 1/2 the scene horiz), offsets
all zero) and CLOUDYOCEAN sky (8 tiles, horizfrac=65536, offsets all zero)
to multipsky[].
- Get rid of "psky_t g_psky", merely maintaining a g_pskyidx instead. Set it up
at map load time so as to keep the behavior of the legacy per-map psky:
the last sector index with a matching psky ceiling wins.
- In mapstate_t, save g_pskyidx too, not (former) pskybits and pskyoffs[].
- Make on-map-load global psky setup consistent for the game and editor by
factoring it out into common.c: G_SetupGlobalPsky().
- Remove a couple of useless initializations, add some static assertions.
This commit is more likely to introduce subtle differences in behavior.
Specifically, getpsky() now always returns the default sky properties instead of
the global sky ones (but with all-zero offsets) when no match for a suiting
multi-psky is found. This is only likely to affect the yscale/horizfrac of
non-multi-pskies when a global non-default multi-psky has been set up.
Bump BYTEVERSION again.
git-svn-id: https://svn.eduke32.com/eduke32@3976 1a8010ca-5511-0410-912e-c29ae57300e0
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and
"multipsky[]".
- Factor out getting parallaxed sky properties into getpsky().
- Condense initial multi-psky setup by memcpy'ing from multipsky[].
- New function: MultiPsky_TileToIdx().
- Add new define PSKYOFF_MAX and related consistency-checking assertions.
- Lower MAXPSKYTILES to 8 to reflect current usage (was 256).
- Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1
and LA. (Not very useful as the editor will still only act for the static
values -- 80, 84 and 89, respectively.)
An attempt has been made to preserve behavior even in strange cases, so this
commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION
had to be bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3975 1a8010ca-5511-0410-912e-c29ae57300e0
It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
git-svn-id: https://svn.eduke32.com/eduke32@3961 1a8010ca-5511-0410-912e-c29ae57300e0
Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).
git-svn-id: https://svn.eduke32.com/eduke32@3960 1a8010ca-5511-0410-912e-c29ae57300e0
Because that function might have inserted tsprites itself, e.g. for the fake
floor shadow. Also add one "spritesortcnt < MAXSPRITESONSCREEN" bound check
in legacy ROR code.
git-svn-id: https://svn.eduke32.com/eduke32@3952 1a8010ca-5511-0410-912e-c29ae57300e0
Smoothed using an exponential moving average... with a time constant of 1 sec
if I didn't miscalculate things. Also, split BYTEVERSION_JF into Lunatic and
non-Lua.
git-svn-id: https://svn.eduke32.com/eduke32@3947 1a8010ca-5511-0410-912e-c29ae57300e0
Don't yet make this official API though, since there are unresolved issues
with newly created tsprites potentially being fed back to the animation loop.
Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().
git-svn-id: https://svn.eduke32.com/eduke32@3937 1a8010ca-5511-0410-912e-c29ae57300e0
Using macros like AC_COUNT(t). Clean up related code:
- comment out the dead condition noted in the previous commit
- Lunatic: use get_count() instead of get_t_data(0) in one place,
rename to _get_t_data(), i.e. make that method internal
git-svn-id: https://svn.eduke32.com/eduke32@3920 1a8010ca-5511-0410-912e-c29ae57300e0
... due to making hi/lotag unsigned in r3174. This commit keeps the compiler
warning, the next one will remove it.
git-svn-id: https://svn.eduke32.com/eduke32@3919 1a8010ca-5511-0410-912e-c29ae57300e0
Add testing code for an example actor 1275 (newspaper) to test.elua.
git-svn-id: https://svn.eduke32.com/eduke32@3918 1a8010ca-5511-0410-912e-c29ae57300e0
Also from Lunatic, make these members read-only and provide methods that
allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].
git-svn-id: https://svn.eduke32.com/eduke32@3865 1a8010ca-5511-0410-912e-c29ae57300e0
The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle.
Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too.
Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.
git-svn-id: https://svn.eduke32.com/eduke32@3850 1a8010ca-5511-0410-912e-c29ae57300e0
That is, the gamevars named WEAPONx_* in CON will now have the remapped value
if they were not overridden from CON ('gamevar' at file scope).
For C-CON, everything except signaling an override from the CON parser is in
place.
git-svn-id: https://svn.eduke32.com/eduke32@3848 1a8010ca-5511-0410-912e-c29ae57300e0
G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText().
G_GameTextLen() now wraps G_ScreenTextSize().
G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().
git-svn-id: https://svn.eduke32.com/eduke32@3836 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
Also, prettify G_FreeMapState(), remove some duplicate function decls and
resurrect 'savestate' and 'restorestate' OSD commands for the debug build.
git-svn-id: https://svn.eduke32.com/eduke32@3791 1a8010ca-5511-0410-912e-c29ae57300e0
There's no option letter for loading them, and the extension is checked
case sensitively. Lua modules are loaded after CON translated to Lua.
Also remove -testlua option.
git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
In the mirror reversing code, get rid of the padding. This may produce
seams, but they appear to be extremely transient and shouldn't be
noticeable.
In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3726 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
... four lines later.
I don't know if that is the intended semantics for this function, but
nasal demons is clearly not what we want. Please review!
git-svn-id: https://svn.eduke32.com/eduke32@3712 1a8010ca-5511-0410-912e-c29ae57300e0
grpinfo
{
name "YourGameName"
scriptname "yourgame.con"
defname "yourgame.def"
size yourgrpsize
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc yourgrpcrc
}
The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.
git-svn-id: https://svn.eduke32.com/eduke32@3708 1a8010ca-5511-0410-912e-c29ae57300e0
Also remove the two instances of commented out code, but not the respective
CON structure access code.
git-svn-id: https://svn.eduke32.com/eduke32@3702 1a8010ca-5511-0410-912e-c29ae57300e0
Let me know if this breaks any mods that have #2462 with an x-dimension other than 320.
git-svn-id: https://svn.eduke32.com/eduke32@3674 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
git-svn-id: https://svn.eduke32.com/eduke32@3666 1a8010ca-5511-0410-912e-c29ae57300e0
Nag: The behavoir of atoi() is *undefined* if "the value of the result
cannot be represented" (C99 7.20.1).
Note: my nagging about undefined behaviors will *not* get less over time. :P
git-svn-id: https://svn.eduke32.com/eduke32@3660 1a8010ca-5511-0410-912e-c29ae57300e0
While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)
(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)
Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
So that it doesn't result in the -t (respawn on) command line switch.
git-svn-id: https://svn.eduke32.com/eduke32@3586 1a8010ca-5511-0410-912e-c29ae57300e0
This now should look correct for both settings of r_usenewaspect.
git-svn-id: https://svn.eduke32.com/eduke32@3575 1a8010ca-5511-0410-912e-c29ae57300e0
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.
git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix an error() call in control.lua:gamearray_file_common().
git-svn-id: https://svn.eduke32.com/eduke32@3572 1a8010ca-5511-0410-912e-c29ae57300e0
This is the only gamevar of its kind that is handled for Lunatic, neither
PLR_MORALE nor LOGO_FLAGS are.
git-svn-id: https://svn.eduke32.com/eduke32@3556 1a8010ca-5511-0410-912e-c29ae57300e0
And const them appropriately. Also remove #if 0'ed code related to an MSVC
pragma.
git-svn-id: https://svn.eduke32.com/eduke32@3451 1a8010ca-5511-0410-912e-c29ae57300e0
Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before
too, because .tspr was set before each event run (and not before all runs),
only that it was never nulled, which was kind of untidy.
git-svn-id: https://svn.eduke32.com/eduke32@3450 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0
Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY.
This fixes an issue where in E1L4, a pigcop would appear in the area
you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing
the range of relevant revisions.
git-svn-id: https://svn.eduke32.com/eduke32@3426 1a8010ca-5511-0410-912e-c29ae57300e0
The pixel doubling now only applies to the area where the world scene is drawn,
i.e. it may be smaller than the physical screen / WM window size. The optimized
version is slightly faster than for non-doubled pixels for me (optimized build),
but see code for caveats. Some other minor issues:
- won't work when the world is drawn from demo cameras (and offscreen, but that
matters less)
- will leave a few pixels empty when running with x resolutions not evenly
divisible by 4
git-svn-id: https://svn.eduke32.com/eduke32@3421 1a8010ca-5511-0410-912e-c29ae57300e0
- more predefined vars
- fix recursive states and ones with a stray "else" before the end
git-svn-id: https://svn.eduke32.com/eduke32@3409 1a8010ca-5511-0410-912e-c29ae57300e0
* Make the "classic status bar fullscreen viewport" mode accessible
in classic too.
* Make range of status bar scale 36..100
* Update ud.statusbarmode when executing OSD command r_size (ud.screen_size).
NOTE: ud.statusbarmode is considered internal. Don't use from CON!
* Make sure 1) loading any configuration and 2) menu bars work correctly.
(The "classic status bar fullscreen viewport" mode will never be restored
though because ud.statusbarmode isn't handled by the OSD var system).
git-svn-id: https://svn.eduke32.com/eduke32@3402 1a8010ca-5511-0410-912e-c29ae57300e0
This obviously won't help performance as the scene has still to be drawn at
the original resolution, but it's better than the draw-to-tile hack.
git-svn-id: https://svn.eduke32.com/eduke32@3378 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic-only build, also always allocate the first 128 quotes.
git-svn-id: https://svn.eduke32.com/eduke32@3356 1a8010ca-5511-0410-912e-c29ae57300e0
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.
Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.
HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".
git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS],
allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE).
For Lunatic, they are replaced with
weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].
git-svn-id: https://svn.eduke32.com/eduke32@3328 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite the "clear background" routine in a no-brainer way instead of
juggling around with rotatesprite(). Make it common to game+editor.
Expose glRectd to glbuild.
- Don't stop OSD text line drawing when encountering a non-printable char.
Instead, treat it as space.
- In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints)
to swap pointers. Write an analogous "swapptr" instead.
- When changing from/to OSD, don't inject a pause key. This *might* have been
the cause of the reported pausing problems.
- clean up the code...
(Yes, this commit throws together too much stuff. I suck sometimes. :P)
git-svn-id: https://svn.eduke32.com/eduke32@3321 1a8010ca-5511-0410-912e-c29ae57300e0
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
This global option will set bit 1024 and clear bits 256 and 512 for all
rotatesprite calls, fixing complex HUD drawing code relying on precise
alignment of individual elements (widescreen rotatesprite is entirely
unsuitable for this purpose).
git-svn-id: https://svn.eduke32.com/eduke32@3284 1a8010ca-5511-0410-912e-c29ae57300e0
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
git-svn-id: https://svn.eduke32.com/eduke32@3260 1a8010ca-5511-0410-912e-c29ae57300e0