By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4956 1a8010ca-5511-0410-912e-c29ae57300e0
In setview(), we now assert windowx2 < xdim. The only calling places where its
non-violation is non-trivial to ascertain are (1) showview from CON and
(2) draw-to-tile for look-sideways in game.c. AFAICS case 1 should be fine.
Case 2 is adapted; see comments there.
git-svn-id: https://svn.eduke32.com/eduke32@4935 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out calculation of player-relative and screen+clipped-player-relative
coordinates into get_rel_coords() and get_screen_coords(), respectively
- the usual beautification stuff, especially since we're now on C99
git-svn-id: https://svn.eduke32.com/eduke32@4875 1a8010ca-5511-0410-912e-c29ae57300e0
In A_RadiusDamage(). The code snippet that is disabled for such actors
increases the damaged actor's .xvel by (4 times the) damage amount and
is responsible for the strange effect of enemies becoming faster TOWARDS
the player on being hit with an RPG frontally.
Thanks to Fox for a keen eye.
git-svn-id: https://svn.eduke32.com/eduke32@4863 1a8010ca-5511-0410-912e-c29ae57300e0
That is, make interpolation work properly there -- both when 'using' a
VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes
a difference only if the camera is in a moving sector.
git-svn-id: https://svn.eduke32.com/eduke32@4847 1a8010ca-5511-0410-912e-c29ae57300e0
- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely
that one which is g_curViewscreen
- sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was
Manhattan vs. dist(), now both the latter)
- fix resetting to VIEWSCREEN tile when player is greater from it than that
distance. When the player is closer to it again, it is *not* reset to
TILE_VIEWSCR.
- more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen
sprite)
Note: in a multiplayer context, this needs to be thought about once more.
git-svn-id: https://svn.eduke32.com/eduke32@4843 1a8010ca-5511-0410-912e-c29ae57300e0
The only semantic change is that an out-of-sync instance of a distance to
check (viewscreen sprite <-> player sprite) is changed in
actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now
represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed
any change in behavior regarding this change (but there ought to be one).
Also, in DNCOORDS display, print 'totalclock' count, too.
git-svn-id: https://svn.eduke32.com/eduke32@4831 1a8010ca-5511-0410-912e-c29ae57300e0
*Move the FPS display down from the top of the screen, as we do for quotes.
*Don't show a non-functional mouse cursor in the center of the screen.
*Don't display the "Startup window" option in Game Settings.
*Display the IR pointer crosshair in addition to the aiming crosshair, not instead of it.
*Eliminate some assumptions from wiibuild.bat.
*DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4818 1a8010ca-5511-0410-912e-c29ae57300e0
- 'nofloorpalrange' DEF token: now handled for both game and editor (for the
latter, it's effective only for "shade preview" mode, [']+[X]).
- in generatefogpals(), assign g_noFloorPal[] = 1 for every generated (default)
fog pal; get rid of its return value / g_firstFogPal
git-svn-id: https://svn.eduke32.com/eduke32@4811 1a8010ca-5511-0410-912e-c29ae57300e0
VM_OnEvent() has become VM_OnEvent(), VM_OnEventWithReturn(), VM_OnEventWithDist(), and VM_OnEventWithBoth() (the latter of which is only ever used once...). Of course, this required every call to VM_OnEvent() be changed.
memberlabel_t and vmstate_t have been changed to use the regular "int" type versus explicitly specifying int32_t as they did previously. The rationale for this change is simply that it looks cleaner, and I think we should move toward just using "int" in most cases where there's no particular reason to specify an explicit data type.
Also changes CON_KILLIT to just "return" instead of "continue". DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4745 1a8010ca-5511-0410-912e-c29ae57300e0
This DOES NOT fix the more complex issue discussed at the forums.
git-svn-id: https://svn.eduke32.com/eduke32@4592 1a8010ca-5511-0410-912e-c29ae57300e0
The additional space was there all the time, so it's not understandable why
another array was necessary.
CON: for 'music', error if volume number is outside [0 .. MAXVOLUMES+1], and
in LunaCON, additionally warn if it's MAXVOLUMES+1 (0 is preferred for that).
git-svn-id: https://svn.eduke32.com/eduke32@4588 1a8010ca-5511-0410-912e-c29ae57300e0
The OSD command is invoked like "music E5L3" (case insensitively).
git-svn-id: https://svn.eduke32.com/eduke32@4587 1a8010ca-5511-0410-912e-c29ae57300e0
1. The application must specify its proper name and technical name. Instead of eduke32_or_mapster32.crash.log, we now have eduke32.crash.log and mapster32.crash.log.
2. The exception handler will display a message box informing the user of a crash and requesting they send in the crash log. The box has three options: "Quit", the DLL's current behavior, "Continue", which passes the exception to the next handler, and "Ignore", which resumes execution immediately. These should allow the user to skip bogus exceptions picked up by ebacktrace, such as one I get with my laptop that causes EDuke32 no issues.
git-svn-id: https://svn.eduke32.com/eduke32@4538 1a8010ca-5511-0410-912e-c29ae57300e0
Note that the user map function still overwrites everything in slot E1L8 for the time being, which is a deeper problem I need to address.
git-svn-id: https://svn.eduke32.com/eduke32@4525 1a8010ca-5511-0410-912e-c29ae57300e0
LOGO_NOE1ENDSCREEN
LOGO_NOE2ENDSCREEN
LOGO_NOE3RADLOGO
LOGO_NODUKETEAMTEXT
LOGO_NODUKETEAMPIC
As part of this, the LOGO_NOE*BONUSSCENE flags no longer remove the entire end sequence in one go. They now only remove the primary cinematic. If you want their previous effect, you'll have to add these additional bits.
git-svn-id: https://svn.eduke32.com/eduke32@4514 1a8010ca-5511-0410-912e-c29ae57300e0
Mouse/touch/pointer support is yet to come. #SOON.
Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.
git-svn-id: https://svn.eduke32.com/eduke32@4496 1a8010ca-5511-0410-912e-c29ae57300e0
... and cull code that is dead with the X*alloc() versions since they never
return NULL on requesting memory.
Use something like
git grep '[^Xx]\(m\|c\|re\)alloc *('
and
git grep '[^Xx]strdup *('
to see places where I left the B*alloc() calls intact.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4491 1a8010ca-5511-0410-912e-c29ae57300e0
These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed
__FILE__, __LINE__ and __func__ (if available) in debugging builds.
Terminating the application process immediately in case of allocation failure
will let us prune many error handling paths and simplify a good portion of code.
git-svn-id: https://svn.eduke32.com/eduke32@4490 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the subway sound not played once on map initialization.
git-svn-id: https://svn.eduke32.com/eduke32@4481 1a8010ca-5511-0410-912e-c29ae57300e0
For convenience, orientation gets bit 1 (translucency) set automatically.
Again, test/screentext.con is updated to show off this functionality (the
code there assumes that additive blending tables are loaded at blend
numbers 101 -- 132).
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4428 1a8010ca-5511-0410-912e-c29ae57300e0
Also, extend the documentation for r_usenewshading a little. Specifically,
note when the different modes were introduced. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4410 1a8010ca-5511-0410-912e-c29ae57300e0
This replaces all remaining magic numbers with enumerations thereof.
It also tweaks the following, even though most will be irrelevant post-rewrite:
-Remove unused menus
-Properly center the nuke icon in Duke and the star icon in NAM
-Fix the multiplayer macro editing menu:
--Position the currently editing quote its proper spot instead of beneath the first row
--Don't highlight the first quote while editing a different one
--Select the quote just edited when finished editing instead of the first one
-Fix the cursor of a centered text input field (such as the adult mode password)
-Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones
-Shift the the Joystick Axes menu down to avoid overlapping the title bar
-Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse"
-Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar
git-svn-id: https://svn.eduke32.com/eduke32@4399 1a8010ca-5511-0410-912e-c29ae57300e0
This flag is set from C for some enemies that should not be pushed back when
damaged, such as TANK. Both the tile flag and the per-sprite flag are used
(i.e. the ultimate flag value is the XOR of the two).
Add currently non-functional example to test.lua that attempts to set this bit
for NEWBEAST.
git-svn-id: https://svn.eduke32.com/eduke32@4371 1a8010ca-5511-0410-912e-c29ae57300e0
As opposed to the previous way, where the first fog pals was <numlookups>+1,
where <numlookups> is the first byte value of LOOKUP.DAT. This allows to
pack e.g. lookups [1 .. 25] and [30 .. <lastpal>] into LOOKUP.DAT and have fog
pals be generated at pals [26 .. 29] (i.e. the additional lookups don't
shift the fog pals, making user maps depending on these numbers not look as
intended.)
git-svn-id: https://svn.eduke32.com/eduke32@4335 1a8010ca-5511-0410-912e-c29ae57300e0
Also, error if didn't read enough data and account for TITLE and REALMS
swap between basepal number and on-disk order (sigh).
git-svn-id: https://svn.eduke32.com/eduke32@4334 1a8010ca-5511-0410-912e-c29ae57300e0
- Make Win+F* also make play and RTS sound, since modern OS's window managers
like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all
10 should hopefully be covered.)
- Fix an issue where keys other than F1-F10 were considered as starting an RTS
sound and crashing EDuke32 in the process
git-svn-id: https://svn.eduke32.com/eduke32@4278 1a8010ca-5511-0410-912e-c29ae57300e0
When a map named <filename>.map is loaded (<filename> may also contain directory
separators), the engine checks for existence of <filename>_XX.art in the virtual
file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive
sequence of these ART files, i.e. aborts whenever a number in the sequence isn't
found (in contrast to normal ART loading).
Restrictions:
- the per-map ART files must not reside in ZIP files
- if a tile number is attempted to be overridden that has a dummytile or is
cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the
log/OSD.
Loaded per-map ART data are cleared whenever the map is "left". In particular:
- whenever another map is loaded
- in the editor: when a new map is started
- in the game: after the bonus ending screen of a finished level, after going
to the title screen via the menu
A final note: file names are supposed to be looked up and compared
case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will
come and eat you!
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4257 1a8010ca-5511-0410-912e-c29ae57300e0
These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development.
I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.
git-svn-id: https://svn.eduke32.com/eduke32@4249 1a8010ca-5511-0410-912e-c29ae57300e0
Available in the game and editor. Provide test/shadexfog.lua, containing a
function to creating a set of 32 shade tables corresponding to different shades
of the same fog palookup table, together with some tests and convenience
functions.
Also,
- Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32}
- Add LUNATIC_FIRST_TIME in the global env for the game
- defs_m32.lua: add reload() convenience function
- Failed attempt at recreating the base shade table. It is NOT a linear ramp
of the base palette colors to (0,0,0). That is, it's not created by
build/util/transpal.exe!
git-svn-id: https://svn.eduke32.com/eduke32@4236 1a8010ca-5511-0410-912e-c29ae57300e0
It is unacceptable that yvel is on one hand modifiable without restriction from
scripting, but can be used as an array index without prior bound check in the C
code. Because that member has an overloaded meaning and is also used for
innocuous purposes such as the green color intensity of an SE light, it's
infeasible to restrict access from scripting. Consequently, we must add bound
checks on the C side. This is the first part of the effort to make .yvel safe,
adding two functions P_Get() and P_GetP(). There are a couple of other uses as
some kind of index.
git-svn-id: https://svn.eduke32.com/eduke32@4226 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
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
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