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
Currently, the only kinds of tint that can be applied simultaneously are
one "palfrom" per player, plus one loogie tint per player. Each palfrom
still overrides the preceding one. However, this is not a big problem IMO
since palfroms decrease at the same rate (loogie tint decreases at half the
speed). This change is especially good for the splitscreen mod, since now
the tints of the two players won't compete with each other. See the comment
in the source for some properties of the blending formula.
git-svn-id: https://svn.eduke32.com/eduke32@2954 1a8010ca-5511-0410-912e-c29ae57300e0
A debug macro to test tints being stuck at the least intense non-zero value
is provided in engine.c.
git-svn-id: https://svn.eduke32.com/eduke32@2952 1a8010ca-5511-0410-912e-c29ae57300e0
Reverved quotes are ones like "Killed by xxx". Since they're only
shown for the first player for now, printing them in the upper part
makes more sense (in above/below split, the first player is above).
git-svn-id: https://svn.eduke32.com/eduke32@2950 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
This fixes the screen keeping the bluish tint even after shattering a
frozen player in the splitscreen mod.
git-svn-id: https://svn.eduke32.com/eduke32@2938 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
ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.
git-svn-id: https://svn.eduke32.com/eduke32@2929 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
It seems like I broke the blitty/patchy way of drawing it with one of
the last commits.
git-svn-id: https://svn.eduke32.com/eduke32@2926 1a8010ca-5511-0410-912e-c29ae57300e0
This really fixes clearing the borders to the left and right with widescreen
and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size"
is small (ud.screen_size is large).
git-svn-id: https://svn.eduke32.com/eduke32@2924 1a8010ca-5511-0410-912e-c29ae57300e0
Classic HUD now has correct aspect in widescreen modes, so with the full status
bar, there may be patches of free room left to the left and right.
git-svn-id: https://svn.eduke32.com/eduke32@2914 1a8010ca-5511-0410-912e-c29ae57300e0
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
git-svn-id: https://svn.eduke32.com/eduke32@2913 1a8010ca-5511-0410-912e-c29ae57300e0
Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent
uint8_t/char to int8_t.
git-svn-id: https://svn.eduke32.com/eduke32@2897 1a8010ca-5511-0410-912e-c29ae57300e0
This makes sounds like DUKE_GET (item pickup) be heard for the second player
in the splitscreen mod, too.
git-svn-id: https://svn.eduke32.com/eduke32@2890 1a8010ca-5511-0410-912e-c29ae57300e0
This includes mirrors, rooms and masks. Any value other than 0 or 1
that is returned is considered an error (reserved for future use).
git-svn-id: https://svn.eduke32.com/eduke32@2889 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, it still affects the whole screen. Handles pain and lizard spit.
git-svn-id: https://svn.eduke32.com/eduke32@2886 1a8010ca-5511-0410-912e-c29ae57300e0
The sound distance is the minimum of the two. Both point sources as well
as MUSICANDSFX ambient sound is handled.
git-svn-id: https://svn.eduke32.com/eduke32@2885 1a8010ca-5511-0410-912e-c29ae57300e0
The two instances in S_PlaySound3D() and S_Update() were slightly
different as far as sequencing is concerned. However, I think making
it the same has only benefits and may fix some popping sounds when
starting to play a sound and updating it with a different distance
value on the second buffer fill.
git-svn-id: https://svn.eduke32.com/eduke32@2884 1a8010ca-5511-0410-912e-c29ae57300e0
The story: Duke3D 1.5 source had "short frags[MAXPLAYERS][MAXPLAYERS]" and
"clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);". In r1625,
g_player[].frags[MAXPLAYERS] was changed from an array of int32_t to one of
uint8_t, but the clearing code
("clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);") stayed. In r2201, I
rewrote clearfrags() under the assumption that it really is supposed to clear
stuff beyond .frags[].
The moral:
1. Write clean code.
2. Use sizeof.
3. Write clean code!
git-svn-id: https://svn.eduke32.com/eduke32@2878 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
The p variable (sometimes named differently) has short scope in all cases,
so I'm almost sure that the replacements amount to an identity transformation.
git-svn-id: https://svn.eduke32.com/eduke32@2875 1a8010ca-5511-0410-912e-c29ae57300e0
... against invalid weapon indices and arguments accessed from arrays/structs.
git-svn-id: https://svn.eduke32.com/eduke32@2873 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite the mapastats iterator and the LIZTROOP hitscan timing
in terms of that.
git-svn-id: https://svn.eduke32.com/eduke32@2858 1a8010ca-5511-0410-912e-c29ae57300e0
Also fix error handling path in our_require(), i.e. when loadstring fails.
git-svn-id: https://svn.eduke32.com/eduke32@2857 1a8010ca-5511-0410-912e-c29ae57300e0
erratum in r2844 commit message:
ydim vs. bytesperline --> xdim vs. bytesperline
git-svn-id: https://svn.eduke32.com/eduke32@2849 1a8010ca-5511-0410-912e-c29ae57300e0
This was narrowed to int8_t in r1625, breaking CON code that wanted
to lock the player for a longer time than 127 game tics.
git-svn-id: https://svn.eduke32.com/eduke32@2847 1a8010ca-5511-0410-912e-c29ae57300e0
The tiles used are BIGHOLE (1141) and VIEWBORDER (3250). Ideally we'd draw the
console background using something specially-coded instead of rotatesprite if
it's fully black anyway.
git-svn-id: https://svn.eduke32.com/eduke32@2846 1a8010ca-5511-0410-912e-c29ae57300e0
If input is cleared before, it can become impossible to cancel the video
when decoding and displaying a frame takes longer than a frame.
git-svn-id: https://svn.eduke32.com/eduke32@2833 1a8010ca-5511-0410-912e-c29ae57300e0
On an AMD Phenom II X4 system with generic memory modules, this brings down
the mean time for this conversion from 16.5 to 10.5 ms.
(GCC 4.6.1, optimized build)
git-svn-id: https://svn.eduke32.com/eduke32@2830 1a8010ca-5511-0410-912e-c29ae57300e0
The event is run after drawing the scene, but before the overlays. To
make a screenshot from a script, set DOSCRSHOT to non-zero. It will then
be scheduled to run once after the drawing but before the above-mentioned
event. The screenshots will be called mcapXXXX.{png,tga}.
git-svn-id: https://svn.eduke32.com/eduke32@2818 1a8010ca-5511-0410-912e-c29ae57300e0
The editor colors are the ones listed on page 9 of the Mapster32 built-in help.
git-svn-id: https://svn.eduke32.com/eduke32@2816 1a8010ca-5511-0410-912e-c29ae57300e0
The map iterator now has init/finish capability, making it possible to
write scripts that aggregate data over multiple map files. One such example
calculates some statistics, the other loads art metadata and looks for
red walls with non-pow2 ysize tiles.
git-svn-id: https://svn.eduke32.com/eduke32@2814 1a8010ca-5511-0410-912e-c29ae57300e0
This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum. Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2810 1a8010ca-5511-0410-912e-c29ae57300e0
-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs. However, enabling it would still flood
the log with too many warnings. Also, GCC wrongly warns for initializations of
char arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
Most differences are handled with function parameters, except that one instance
checked SpriteProjectile[i].spawns for being >0 instead of >=0. The factored
function always checks for >=0.
git-svn-id: https://svn.eduke32.com/eduke32@2794 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
The latter shows that "int32_t ksqrt(int32_t)" also copes with values in the
range INT32_MIN..-1, effectively interpreting them as uint32_t (i.e. adding
2**32). However, this should not be relied on from CON.
git-svn-id: https://svn.eduke32.com/eduke32@2790 1a8010ca-5511-0410-912e-c29ae57300e0
The bug was introduced with SAMESIZE_ACTOR_T enabling in r2208.
This fixes being unable to read the messages in A.Dream* by zykov eddy.
git-svn-id: https://svn.eduke32.com/eduke32@2788 1a8010ca-5511-0410-912e-c29ae57300e0
Arrays inside structs must not be accessible, since they're not bound-checked
by the FFI. Therefore, we flatten them into repeated scalar fields and need
to write accessor functions later.
git-svn-id: https://svn.eduke32.com/eduke32@2786 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
- hitscan & related types and constants
- profiling with gethitickms
- translator: eval the opening parts of block commands early
- fix getbunch
git-svn-id: https://svn.eduke32.com/eduke32@2779 1a8010ca-5511-0410-912e-c29ae57300e0
Doesn't work: indexed-color modes, gamma (at least for X11), mouse wheel,
special keys like ENTER or BACKSPACE in the OSD, probably more...
In build/Makefile.shared, we now have logic to autodetect an SDL2 installed
in /usr/local, however OS X and Wii builds follow other Makefile code paths,
it seems. Note that the matching SDL2_mixer must be used then, too.
In source/jaudiolib/src/driver_sdl.c, change the #includes from <SDL/SDL_xxx.h>
to "SDL_xxx.h". SDL wiki says this is the most portable way, hopefully this
doesn't break builds for anyone.
git-svn-id: https://svn.eduke32.com/eduke32@2777 1a8010ca-5511-0410-912e-c29ae57300e0
This exposes some problems in the default/in-the-wild CONs. As usual,
we'll have to retrofit sensible semantics :rolleyes:.
git-svn-id: https://svn.eduke32.com/eduke32@2765 1a8010ca-5511-0410-912e-c29ae57300e0
The latter is only for development, since the embedded version already has a
undeclared-var-reference handling similar to that. Also fix parm2memberpat.
git-svn-id: https://svn.eduke32.com/eduke32@2762 1a8010ca-5511-0410-912e-c29ae57300e0
This was exposed by Clang with -ftrapv, which apparently also traps those.
git-svn-id: https://svn.eduke32.com/eduke32@2757 1a8010ca-5511-0410-912e-c29ae57300e0
Literals written out as if they were unsigned and having the highest-order
bit set are all too ubiquitous, like hitscan masks for example.
git-svn-id: https://svn.eduke32.com/eduke32@2742 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- don't strip const when passing the char ptr to it and a couple more
instances in game.c
- use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"),
so that e.g.
eduke32 -port 1700 -connect localhost
is the same as
eduke32 -connect localhost:1700
(-port must come before -connect, unfortunately.)
git-svn-id: https://svn.eduke32.com/eduke32@2737 1a8010ca-5511-0410-912e-c29ae57300e0
This was supposed to go into the last commit, but I did
git commit --amend
without adding the changes to the index. Now I'm too lazy to sort
things out.
git-svn-id: https://svn.eduke32.com/eduke32@2736 1a8010ca-5511-0410-912e-c29ae57300e0
The GAMESTATE one has to be carried out twice, first on the data from
xd3_encode_memory, and then with the compressed data (because it might have
increased in size, though this is very unlikely). The MOVE check is
similar, though there, failure of the first check implies corrupt memory
(which is why we're Bassert'ing that condition).
Currently, the overflow on GAMESTATE sending happens when switching to a
different map.
git-svn-id: https://svn.eduke32.com/eduke32@2735 1a8010ca-5511-0410-912e-c29ae57300e0
These are element indices for a while now. Also eliminate some dead
code afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2731 1a8010ca-5511-0410-912e-c29ae57300e0
r2727 made old savegames incompatible, as an array with MAXVOLUMES*MAXLEVELS
is saved in Gv_WriteSave().
git-svn-id: https://svn.eduke32.com/eduke32@2730 1a8010ca-5511-0410-912e-c29ae57300e0
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
git-svn-id: https://svn.eduke32.com/eduke32@2728 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
(LUNATIC build only.)
Also, a minor problem is identified. sizeof(actor_t) is 124 on 64-bit platforms,
while the expected size is 128 bytes. This needs to be corrected whenever the
next savegame version bump happens.
git-svn-id: https://svn.eduke32.com/eduke32@2724 1a8010ca-5511-0410-912e-c29ae57300e0
Usage is from 3D mode only. When a sector (or wall) is committed to the
clipboard, it (or the wall's sector) is saved, and is subsequently used
when auto-aligning [;-ENTER] another sector's ceiling or floor against the
reference one's. This temp. sector is reset on any structurally modifying
operation except setting first walls; also, aligning extended ceilings or
floors is impossible as they use .*xrepeat internally.
The auto-alignment does not change picnums (this can be accomplished with
the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the
alignee. Afterwards, if the reference is relative-aligned, it tweaks them,
so that every case where the two firstwalls are either parallel or perpendi-
cular is handled correctly.
It does not yet calculate the panning values.
git-svn-id: https://svn.eduke32.com/eduke32@2715 1a8010ca-5511-0410-912e-c29ae57300e0
Also factor out the code (2x) setting the alignment bits for sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2712 1a8010ca-5511-0410-912e-c29ae57300e0
Defines SPRITES_OF(Statnum, Iter) and SPRITES_OF_SECT(Sectnum, Iter)
[The first is so that STAT_* can be substituted for Iter and it reads nicely.]
Usage should be self-explanatory, but one thing to keep in mind is that
the sprites that are iterated over MUST NOT be deleted.
git-svn-id: https://svn.eduke32.com/eduke32@2707 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the glitches/corruption whereever showview is used from
EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the
frame buffer, for example because we have a tilted view or "pixel doubling"
enabled. Fixing it for real (i.e. so that the showview actually completes)
will require more effort.
git-svn-id: https://svn.eduke32.com/eduke32@2706 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by kopen4loadfrommod'ing and immediately closing the file
(since the checker is still run from there when not ingame).
On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each
openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo
respectively, so it shouldn't have a too noticable impact on initial
loading times.
git-svn-id: https://svn.eduke32.com/eduke32@2704 1a8010ca-5511-0410-912e-c29ae57300e0
I experienced the following on Windows XP: a few openfrompath() -->
findfrompath() calls were taking enormously long (4.5 secs) to complete, having
been passed a file name like "//bla/qwe.asd". My guess is that Windows then
tried to interpret these as a network FS path in access(), and the 4.5 secs
represents a timeout value.
git-svn-id: https://svn.eduke32.com/eduke32@2703 1a8010ca-5511-0410-912e-c29ae57300e0
The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter-
fere with smooth gameplay, but files that are opened only at game-time like
sounds won't be checked. The second means that there are now less false
positives, i.e. warnings about files that would be found due to the
check-all-{upper,lower} hack.
git-svn-id: https://svn.eduke32.com/eduke32@2702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the crash on Wii when looking sidewards (e.g. when dying), but
makes the tilted view look more pixelated.
The problem was that an attempt was made to render onto a 640x640 tile for
the rotated view, but the base engine arrays were too small for that.
git-svn-id: https://svn.eduke32.com/eduke32@2698 1a8010ca-5511-0410-912e-c29ae57300e0
Also, correct the loadboard() return value checks in premap.c to be
aware of a returned -2 ("wrong map version").
git-svn-id: https://svn.eduke32.com/eduke32@2694 1a8010ca-5511-0410-912e-c29ae57300e0
They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.
git-svn-id: https://svn.eduke32.com/eduke32@2689 1a8010ca-5511-0410-912e-c29ae57300e0
- alloc_multimapstate() helper
- make g_netMapRevision a uint32 and store save->revision in sequence order
(without &(NET_REVISIONS-1))
- one assert, one XXX comment, stylistic changes
git-svn-id: https://svn.eduke32.com/eduke32@2674 1a8010ca-5511-0410-912e-c29ae57300e0
For Lunatic, we'll want to get rid of the t_data --> script indirections, since
the latter will be no more. Thus, all parameters are saved in t_data directly.
For the normal build, there are no changes, only stylistic tweaks.
git-svn-id: https://svn.eduke32.com/eduke32@2669 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
The remaining checks now "continue;" when an oob tilenum is found where
an oob access would ensue else. Also, it's now checked for negative
numbers (the message remains the same though).
git-svn-id: https://svn.eduke32.com/eduke32@2651 1a8010ca-5511-0410-912e-c29ae57300e0
The primary reason for doing this is that handing of moving sectors is
significantly simplified. Because moving sectors usually don't move containing
SEs/effector-statnum sprites, no special handing code is needed to move light
SEs with them. Thus, this commit sets light SEs to a new statnum when they're
spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights)
is added to process every sprite in that status list.
This should "fix" light SEs moving together with a variety of moving sectors,
but CON programs expecting the old behavior may break, therefore this commit is
marked as experimental.
Additionally, a problem with the old implementation is identified: it seems like
the correct functioning is dependent upon the order of processing between the
sector movement effector and the light SE, so this makes it another good reason
for the change. (A third one is that all lights can be processed with a per-
statnum loop, but CON coders should not do this until the change is considered
final).
git-svn-id: https://svn.eduke32.com/eduke32@2646 1a8010ca-5511-0410-912e-c29ae57300e0
- Make MAXXDIM and MAXYDIM macros be 860 and 490, respectively. tueidj says
max. screen size is 848x480, but there are oob access bugs in the classic
renderer when running with the maximum possible resolution
- don't allocate additional sector/wall storage for Mapster (saves ~16k)
- Add ud.config.UseJoystick = 1 in config.c, but make it conditional on Wii
- remove one comment I no longer believe true, add one TODO comment
git-svn-id: https://svn.eduke32.com/eduke32@2645 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
Besides being the compiler's job nowadays, they significantly inflate
the size of the debugging builds.
git-svn-id: https://svn.eduke32.com/eduke32@2640 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
(I.e. also restore r2232 again.)
The first one is the palette restore logic in G_DisplayRest, the second
is CON setgamepalette, to which the "don't gltexinvalidateall()" bit is
added to mimic the first. Hightile invalidations aren't really useful for
anything other than reloading them after a video mode change, IMO.
These changes mean that
1) active full screen tints should (almost) always be kept with a basepal
change. The only exceptions to this are when tints really have to be
cleared, e.g. when changing the player view in co-op play.
2) there should be no performance issues with simultaneously changing
basepals while a tint is applied
git-svn-id: https://svn.eduke32.com/eduke32@2637 1a8010ca-5511-0410-912e-c29ae57300e0
The sliders themselves still permit changing values, but are drawn with a
'disabled' shade because they're non-functional with software gamma.
git-svn-id: https://svn.eduke32.com/eduke32@2635 1a8010ca-5511-0410-912e-c29ae57300e0
- in actors.c, make a static array const (the original patch removed the
staticness)
- remove one comment and change some compiled-out code
- remove commented out pre-Makefile.common stuff
Some changes were not adopted from tueidj's patch:
- whitespace cleanup
- ud.config.UseJoystick = 1 in config.c
- Makefile.common, as mentioned before
- proper read-in of g_numRealPalettes, because it was done with r2503
git-svn-id: https://svn.eduke32.com/eduke32@2632 1a8010ca-5511-0410-912e-c29ae57300e0
- BIGX -> BIGX_, likely again because of a name clash
- make a loop in animlib.c iterate in forward direction
git-svn-id: https://svn.eduke32.com/eduke32@2631 1a8010ca-5511-0410-912e-c29ae57300e0
This part is a mixture of the original patch and my changes. It seems like
tueidj had some trouble
1) getting OGG to work, which is why it's conditionally compiled out
2) struggling with endianness with the mixing routines? This may be also
due to him missing to define two others BIGENDIAN macros (our code is
in need of cleanup there). Note the change in jaudiolib/src/mix.c!
Because I added my share to this part, I might have actually broken sound
mixing on big-endian platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2630 1a8010ca-5511-0410-912e-c29ae57300e0
- conditionally compiles out some code intended for the PC platforms
- compat.c: get home directory routine, access() implementation
- game.c: don't use ioctl(), lower cache1d size to 8 MiB, Wii-specific
initialization code and application directory ("apps/eduke32")
git-svn-id: https://svn.eduke32.com/eduke32@2628 1a8010ca-5511-0410-912e-c29ae57300e0
This simply macro-defines various low-level networking functions.
git-svn-id: https://svn.eduke32.com/eduke32@2627 1a8010ca-5511-0410-912e-c29ae57300e0
- the crosshair is displayed at the position read from the absolute pointing
device
- in the menus, use the hat input (that was mapped to mouse buttons in part 4)
for navigation
git-svn-id: https://svn.eduke32.com/eduke32@2625 1a8010ca-5511-0410-912e-c29ae57300e0
- sdlayer.c: custom "get joystick button names" routine
- jmact/mouse.c: packs some joystick events into the value returned by
MOUSE_GetButtons(): bits used are 256, 512, 4096, 8192
- MOUSE_Init() --> Mouse_Init(), presumably because of a name clash?
- comments out right-shift of joystick analog values by 5, maybe this fixes
the scale problems with the joystick on the PC too?
git-svn-id: https://svn.eduke32.com/eduke32@2624 1a8010ca-5511-0410-912e-c29ae57300e0
I didn't add Makefile.common, because it needs to be made conditional.
git-svn-id: https://svn.eduke32.com/eduke32@2622 1a8010ca-5511-0410-912e-c29ae57300e0
Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else. Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.
git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
- bump lpeg stack limit to 1024 (hack) for long if/if/if...else chains
- lexical: newline, EOF and whitespace; "bad" identifiers; hex literals,
newline terminated strings (allow empty string)
- syntax: allow nesting of array expressions, it's easier than special-casing;
handle issues with structs expecting parm2 (hackish); userdef;
switch/case/default
- fix parsing some commands; mind prefixes!
- frontend: if failing match, print last keyword and its position; warn on
"bad" identifiers (one per such); batch processing from command line
- Files that locate finds from my linux box now pass (except where there are
really syntax errors).
git-svn-id: https://svn.eduke32.com/eduke32@2616 1a8010ca-5511-0410-912e-c29ae57300e0