- in the function itself: for floor, currently, do nothing (but this commit
is in preparation of the next one, again)
- In Proj_MaybeDamageCF(), Proj_MaybeDamageCF2() and the A_RadiusDamage() use
if the function, generalize to floors, but with the special case that
parallaxed floors keep blocking projectiles, as before (in constrast to
parallaxed ceilings). However, Sect_DamageCeilingOrFloor() is only
called for non-parallaxed ceilings *and* floors.
git-svn-id: https://svn.eduke32.com/eduke32@4205 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out: G_WallSpriteDist()
- factor out: Proj_MaybeDamageCF() and Proj_MaybeDamageCF2()
in preparation for the next commit
- Make PROJ_DECAYVELOCITY macro take an arg for readability's sake
git-svn-id: https://svn.eduke32.com/eduke32@4204 1a8010ca-5511-0410-912e-c29ae57300e0
The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL.
Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]
git-svn-id: https://svn.eduke32.com/eduke32@4200 1a8010ca-5511-0410-912e-c29ae57300e0
- Move ARRAY_SIZE() macro to compat.h, add another one ARRAY_SSIZE()
- In A_RadiusDamage(): note maybe-unaligned access issue, prevent unlikely oob
- sector.c: use SPRITES_OF* macros where appropriate
git-svn-id: https://svn.eduke32.com/eduke32@4199 1a8010ca-5511-0410-912e-c29ae57300e0
Exposed by this snippet from a.m32:
getnumber256 .owner "OWNER (projection picnum): " -MAXTILES
Now, Alt+KP2 works as expected in 3D mode.
git-svn-id: https://svn.eduke32.com/eduke32@4196 1a8010ca-5511-0410-912e-c29ae57300e0
And issue warnings whenever the assignment would fail (error) at game time.
git-svn-id: https://svn.eduke32.com/eduke32@4195 1a8010ca-5511-0410-912e-c29ae57300e0
This requires enabling the same workaround as for Linux. Maybe it's not
system-dependent at all.
git-svn-id: https://svn.eduke32.com/eduke32@4193 1a8010ca-5511-0410-912e-c29ae57300e0
This generally fixes demo playback. Before, tilesizx[]/tilesizy[] were written
into twice as many bytes as needed. Now, don't do that at all.
git-svn-id: https://svn.eduke32.com/eduke32@4191 1a8010ca-5511-0410-912e-c29ae57300e0
Important because in Lua, a value of zero yields true in a boolean context.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4184 1a8010ca-5511-0410-912e-c29ae57300e0
I was checking for GCC >= 4.7, while Clangs pretends to be GCC 4.2. Use a
feature test macro instead. The comment I made in r4161 regarding GCC vs.
Clang code was wrong. Now, Clang generates slightly faster code for these cases
(solid and masked 4-pixel wide vlines).
git-svn-id: https://svn.eduke32.com/eduke32@4182 1a8010ca-5511-0410-912e-c29ae57300e0
In particular, (int32_t)j != -1 is replaced by (uint32_t)j < MAX_WEAPONS
to prevent a value >= MAX_WEAPONS to be assigned to p->wantweaponfire (it's
used as a weapon index in P_CheckWeapon().
git-svn-id: https://svn.eduke32.com/eduke32@4181 1a8010ca-5511-0410-912e-c29ae57300e0
Because p->scream_voice is an int8_t.
This is an unlikely situation (126 voices ought to be playing simultaneously
while starting the "scream" sound), but still...
git-svn-id: https://svn.eduke32.com/eduke32@4180 1a8010ca-5511-0410-912e-c29ae57300e0
The ones disabled are because they were found to not be used in any mod I
tested. Exposing members directly is rarely good API.
- bool toggle_key_flag -> const uint8_t ... (because value 2 is used)
- make scream_voice, cheat_phase read-only
git-svn-id: https://svn.eduke32.com/eduke32@4179 1a8010ca-5511-0410-912e-c29ae57300e0
Which was especially noticeable in the Lunatic build. Also, use
glPushAttrib/glPopAttrib there.
git-svn-id: https://svn.eduke32.com/eduke32@4176 1a8010ca-5511-0410-912e-c29ae57300e0
This "simply" requires an appropriate factor in the projection matrix.
Also, get rid of a special-case factor for >=1.6 aspects (making HUD models
wider then, I think).
git-svn-id: https://svn.eduke32.com/eduke32@4172 1a8010ca-5511-0410-912e-c29ae57300e0
Known as getactor/sprite[].xpanning from CON, values are 0-255. It should be
assumed that this is only valid for wall-aligned sprites (currently, face
sprites also pan).
A test is provided in lunatic/test/animatesprites.con. It should be run in E1L2
and only with the Lunatic build.
git-svn-id: https://svn.eduke32.com/eduke32@4170 1a8010ca-5511-0410-912e-c29ae57300e0
For sanitizing underwater sections, see r4166.
Also, don't print "Menu function executed successfully" when the function
printed something itself.
git-svn-id: https://svn.eduke32.com/eduke32@4169 1a8010ca-5511-0410-912e-c29ae57300e0
Also, if it were to be reenabled again, use execv() instead of execvp(),
i.e. don't look up $PATH for the executable.
git-svn-id: https://svn.eduke32.com/eduke32@4167 1a8010ca-5511-0410-912e-c29ae57300e0
Likewise for blocking wall sprites. This makes it possible to construct
underwater sections containing complex spritework without losing the
"underwater-ness" when over such sprites, in a backward-compatible way.
Actually, the check is for bit 1 being set, but all other bits should be
considered reserved.
git-svn-id: https://svn.eduke32.com/eduke32@4166 1a8010ca-5511-0410-912e-c29ae57300e0
Add an example searching for all maps containing blocking floor-aligned
sprites in underwater sectors.
git-svn-id: https://svn.eduke32.com/eduke32@4165 1a8010ca-5511-0410-912e-c29ae57300e0
By detecting them in the SDL_KEYDOWN events. This list is getting a bit
ridiculous...
git-svn-id: https://svn.eduke32.com/eduke32@4163 1a8010ca-5511-0410-912e-c29ae57300e0
Compiling a 32-bit NOASM build resulted in code containing a MOVAPS instruction
that accessed a memory location not aligned to 16 bytes (MinGW, GCC 4.8).
git-svn-id: https://svn.eduke32.com/eduke32@4162 1a8010ca-5511-0410-912e-c29ae57300e0
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp
the vertical texture coordinate (vplc), preventing the unsightly stray lines
on the bottom of non-y-flipped sprites. (The first part of this effort, r3483,
handled their top).
However, this is only enabled for the mvlineasm ones: the vectorized variants
suffered almost no slowdown (even though a PADDUSD SSE instruction would be a
nice thing to have), while it was pretty significant for the sequential
translucent ones.
Summarizing, this leaves two cases where stray lines may appear in the non-ASM
build (the saturation is NYI for a.nasm):
- at the bottom of y-flipped sprites
- at the bottom of translucent sprites (can be toggled by #define)
Another observation is that recent GCC generates much faster code for this
stuff than Clang from SVN.
git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0
For a full 1680x1050 screen drawing a solid/masked wall, the FPS increases
from 118 to 133 and from 114 to 116 (respectively) for me.
Guarded by the macro USE_VECTOR_EXT in the source.
git-svn-id: https://svn.eduke32.com/eduke32@4160 1a8010ca-5511-0410-912e-c29ae57300e0
And 0 otherwise. Before accessing a sprite that is not not known to be
definitely valid (e.g. a loop over all sprites from 0 to MAXSPRITES-1),
one should check for validity before accessing it in any other fashion.
git-svn-id: https://svn.eduke32.com/eduke32@4146 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out a block of code into C_SetCfgName() and use that from lunacon.lua.
git-svn-id: https://svn.eduke32.com/eduke32@4143 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes some init and update anomalies: before,
- init would always be the graphical mode (0), but writing
merely "osdtextmode" would switch it
- osdtextmode would not get saved to the cfg
git-svn-id: https://svn.eduke32.com/eduke32@4139 1a8010ca-5511-0410-912e-c29ae57300e0
These were too much "looking into the implementation of a module" for my
taste, hence OSD_GetShadePal() earlier.
git-svn-id: https://svn.eduke32.com/eduke32@4138 1a8010ca-5511-0410-912e-c29ae57300e0
This renders tweaks like r4122 unnecessary.
Also, note a "bug" with the program generating that C code.
git-svn-id: https://svn.eduke32.com/eduke32@4135 1a8010ca-5511-0410-912e-c29ae57300e0
Also, shorten "FAILED STARTING DEMO RECORDING." message so that it fits on
the screen. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4133 1a8010ca-5511-0410-912e-c29ae57300e0
While we're rearranging files, ensure all SVN mime-types are set correctly.
git-svn-id: https://svn.eduke32.com/eduke32@4130 1a8010ca-5511-0410-912e-c29ae57300e0
I updated the help windows to prefer these variants because they are superior to the -xSquished versions.
Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.
git-svn-id: https://svn.eduke32.com/eduke32@4128 1a8010ca-5511-0410-912e-c29ae57300e0
This was caused by mismatched for types mapstate_t's animateptr[] and the global
one (int32_t vs. int32_t *).
Bump BYTEVERSION.
git-svn-id: https://svn.eduke32.com/eduke32@4125 1a8010ca-5511-0410-912e-c29ae57300e0
So that there are no error messages like "M32 file `a.m32.m32' not found."
Also, in build.c's 'save as' code, add a bound check that would probably
always pass in practice, but looks a bit safer and may fail in very cornerly
cases.
git-svn-id: https://svn.eduke32.com/eduke32@4124 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of directly in build.c:app_main(). Previously, it was possible that an
argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted
as the initial map to load. This in turn would attempt to execute WGR2.cfg as
sequence of OSD commands -- where that file is an EDuke32 config file instead!
Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map".
The map file name is not added to the "additional parameters" for map testing.
git-svn-id: https://svn.eduke32.com/eduke32@4121 1a8010ca-5511-0410-912e-c29ae57300e0
Because the one implemented on top of X shows a special mark for tabs instead of
whitespace.
Also, in wm_msgbox(), use vsnprintf.
git-svn-id: https://svn.eduke32.com/eduke32@4120 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes ESC in certain situations such as the editor map selection menu.
git-svn-id: https://svn.eduke32.com/eduke32@4117 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a potential crash caused by violating the expected invariant
sprite[g_player[player_index].ps->i].yvel == player_index
otherwise.
git-svn-id: https://svn.eduke32.com/eduke32@4114 1a8010ca-5511-0410-912e-c29ae57300e0
Each scene is disabled in its entirety, there's no way to disable only a
particular part. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4109 1a8010ca-5511-0410-912e-c29ae57300e0