On the C side, zrange, angrange and autoaimang are represented as
DukePlayer_t members then.
git-svn-id: https://svn.eduke32.com/eduke32@3366 1a8010ca-5511-0410-912e-c29ae57300e0
The diff may look daunting, but it's clear what is changed with
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]' -b
git-svn-id: https://svn.eduke32.com/eduke32@3361 1a8010ca-5511-0410-912e-c29ae57300e0
Factoring out 2x almost duplicated code into {P,A}_PostFireHitscan().
git-svn-id: https://svn.eduke32.com/eduke32@3360 1a8010ca-5511-0410-912e-c29ae57300e0
The code is duplicated with small changes for the hardcoded and custom
projectiles.
Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and
Proj_MaybeAddSpread().
git-svn-id: https://svn.eduke32.com/eduke32@3358 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
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
It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".
git-svn-id: https://svn.eduke32.com/eduke32@3152 1a8010ca-5511-0410-912e-c29ae57300e0
This requires ripping out the .proj member of tiledata_t back into
ProjectileData[] again because it was the only one in g_tile[] that
changed during the course of a game. The g_tile[] array is now also
correctly flagged as "constant throughout a game" (DS_NOCHK).
Savegame version bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3151 1a8010ca-5511-0410-912e-c29ae57300e0
It's still not pretty though since there's no interpolation from G_DrawRooms().
git-svn-id: https://svn.eduke32.com/eduke32@3149 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3142 1a8010ca-5511-0410-912e-c29ae57300e0
These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump.
The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1.
BYTEVERSION bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3100 1a8010ca-5511-0410-912e-c29ae57300e0
While we're at it, factor out duplicate code into P_ChangeWeapon().
git-svn-id: https://svn.eduke32.com/eduke32@3015 1a8010ca-5511-0410-912e-c29ae57300e0
This is one of the cases where the duplicated code has minor modifications
at each site. These are handled by function args here.
git-svn-id: https://svn.eduke32.com/eduke32@2983 1a8010ca-5511-0410-912e-c29ae57300e0
Playing around with Coccinelle's semantic patches... be prepared for more.
git-svn-id: https://svn.eduke32.com/eduke32@2979 1a8010ca-5511-0410-912e-c29ae57300e0
Well, this never worked anyway, but invoking demons flying out of your
nose is never a good idea.
git-svn-id: https://svn.eduke32.com/eduke32@2977 1a8010ca-5511-0410-912e-c29ae57300e0
Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.
git-svn-id: https://svn.eduke32.com/eduke32@2976 1a8010ca-5511-0410-912e-c29ae57300e0
Basically, base palettes with lower indices trump higher ones. For example,
when one player is underwater and the other above, the normal palette takes
precedence.
git-svn-id: https://svn.eduke32.com/eduke32@2955 1a8010ca-5511-0410-912e-c29ae57300e0
To enable it, the HUD-less (maximized) screen size must be selected.
git-svn-id: https://svn.eduke32.com/eduke32@2944 1a8010ca-5511-0410-912e-c29ae57300e0
Using the players's cursectnum instead of "updating" the sectnum means that it
won't glitch on SoS. The z clamping (basically a port of some code from
G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
git-svn-id: https://svn.eduke32.com/eduke32@2939 1a8010ca-5511-0410-912e-c29ae57300e0
Using rotatesprite with bit 8 clear (scale to viewport) but using
fullscreen clipping bounds is never what we want. Also, tweak for
fake multi.
git-svn-id: https://svn.eduke32.com/eduke32@2932 1a8010ca-5511-0410-912e-c29ae57300e0
This uses the new rotatesprite bit introduced earlier. Also, allow the
HUD-less screen size.
git-svn-id: https://svn.eduke32.com/eduke32@2931 1a8010ca-5511-0410-912e-c29ae57300e0
I checked all direct and transitive uses of that function and am fairly
confident that it is never used.
git-svn-id: https://svn.eduke32.com/eduke32@2930 1a8010ca-5511-0410-912e-c29ae57300e0
The black translucent background underneath the user map list will now
be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen
the latter being replaced in some mod. Also, it will look the same
regardless of screen aspect.
git-svn-id: https://svn.eduke32.com/eduke32@2928 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the code rather more readable in some places. Unlike the two
preceding commits, this one is actually purely textual replacement.
git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
Functions affected are G_Move* in actors.c and A_Shoot in player.c.
Here, the p variable had function scope, now it's redeclared in shorter
blocks. I'm still relatively sure that no observable behavior was changed,
though not as sure as in part 1. Also, some dead assignments and the like
are eliminated.
git-svn-id: https://svn.eduke32.com/eduke32@2876 1a8010ca-5511-0410-912e-c29ae57300e0
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
(int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")
This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).
git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes an integer overflow when a distance is calculated later.
git-svn-id: https://svn.eduke32.com/eduke32@2785 1a8010ca-5511-0410-912e-c29ae57300e0
NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical.
Also, decapitalize two string literals missed in r2540.
git-svn-id: https://svn.eduke32.com/eduke32@2726 1a8010ca-5511-0410-912e-c29ae57300e0
EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var
iable is set to the sound effect # of the sound to be played, or -1 to cancel playback.
EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET
URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects.
EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t
he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff
ects
Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop
now.
git-svn-id: https://svn.eduke32.com/eduke32@2652 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that it may be intercepted in the future.
The only code that's not replaced by the function call is with the CON
interface to g_player[].ps->pals via player[].pals X and .pals_time.
Also, comment out one instance because it's overwritten by a succeeding one.
git-svn-id: https://svn.eduke32.com/eduke32@2643 1a8010ca-5511-0410-912e-c29ae57300e0
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.
git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
The nofloorpalrange beginning and end indices are silently clamped to 1 .. 255.
git-svn-id: https://svn.eduke32.com/eduke32@2524 1a8010ca-5511-0410-912e-c29ae57300e0
This might now be even more confusing for users reading both the source
and CON code (where the access is necessarily still via '.clipping'),
but at least reading the source now makes sense :P
git-svn-id: https://svn.eduke32.com/eduke32@2454 1a8010ca-5511-0410-912e-c29ae57300e0
This plays more nicely with automatic formatters. Also indent accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updateanimation picking up foreign (and thus potentially oob)
frame numbers at "3: c > n".
git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.
git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
to negative numbers. Previously, only checks for being zero were performed,
but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to
the sprite picnum...
git-svn-id: https://svn.eduke32.com/eduke32@2180 1a8010ca-5511-0410-912e-c29ae57300e0
TROR portals that works with a little help from updatesectorz() (change not visible
from CON code). Relies only on the presence of an extension whose portal isn't
blocked and also plays nicely with corner cases like being shrunk and enabling
the jetpack. This should fix the upward moving platforms in WGR2.
git-svn-id: https://svn.eduke32.com/eduke32@1996 1a8010ca-5511-0410-912e-c29ae57300e0
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access
git-svn-id: https://svn.eduke32.com/eduke32@1960 1a8010ca-5511-0410-912e-c29ae57300e0
game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right
git-svn-id: https://svn.eduke32.com/eduke32@1899 1a8010ca-5511-0410-912e-c29ae57300e0
* rudimentary TROR support
* free mixing of multi- and single-tile pskies
* Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.
Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)
Misc.:
* fixes TROR-nextwall corruption when deleting sectors
* tile selector 'goto' now has also completion
* I forgot a file for the non-OpenGL build last time
git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes
-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields
-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector
git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
Add brightness/gamma/contrast cvars to Mapster32
Fix bug with WEAPON_SEMIAUTO flag for custom weapons
Fix VM error with starttrack when specifying an invalid music track
Fix detection of 0x1a EOF characters in CON files
Fix a couple of additional sound issues
Fix crash in pushmove()
Fix Mapster32 textured 2D mode display being a few pixels off from the actual lines drawn
Fix crash when clicking "cancel" in Mapster32 startup window
Add Makefile detection to build with -march=pentium3 -mtune=generic on i686
git-svn-id: https://svn.eduke32.com/eduke32@1665 1a8010ca-5511-0410-912e-c29ae57300e0
No, seriously. Adds widescreen aware rotatesprite and works out half a dozen huge problems in the sound system, among other things.
git-svn-id: https://svn.eduke32.com/eduke32@1658 1a8010ca-5511-0410-912e-c29ae57300e0
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER
git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0