The base name is taken from the environment variable LUNATIC_TIMING_BASEFN,
which is suffixed with .actors.csv and .events.csv.
git-svn-id: https://svn.eduke32.com/eduke32@3946 1a8010ca-5511-0410-912e-c29ae57300e0
- swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot)
- add vec3 method 'rotate', calling xmath.rotate
- store game tic count in savegames
git-svn-id: https://svn.eduke32.com/eduke32@3929 1a8010ca-5511-0410-912e-c29ae57300e0
That is, its value was only referenced during the duration of a function call
that had previously set it. It was also never accessible from CON.
git-svn-id: https://svn.eduke32.com/eduke32@3921 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
The 'x' is for "extended", since its last arg is a switch of whether to disable
sliding. Use that from gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@3811 1a8010ca-5511-0410-912e-c29ae57300e0
Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed
inside these functions.
git-svn-id: https://svn.eduke32.com/eduke32@3792 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
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
- In the A_MoveSprite() code that transports projectiles due to an SE7
(introduced in r1450 / legacy ROR), only report "success" if the
transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
checking it.
git-svn-id: https://svn.eduke32.com/eduke32@3682 1a8010ca-5511-0410-912e-c29ae57300e0
- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
git-svn-id: https://svn.eduke32.com/eduke32@3680 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 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
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 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
This is so that files residing in GRPs (or anywhere the engine looks for them)
can be read, too.
git-svn-id: https://svn.eduke32.com/eduke32@3594 1a8010ca-5511-0410-912e-c29ae57300e0
We must not call these functions using the FFI, since the Lua state is
considered locked across such calls.
git-svn-id: https://svn.eduke32.com/eduke32@3520 1a8010ca-5511-0410-912e-c29ae57300e0
Thus making the identical source and destination quote number case into the
expected no-op instead of being undefined behavior.
git-svn-id: https://svn.eduke32.com/eduke32@3510 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, actor[].shootzvel (implementation detail, not available to CON)
was checked, and if it was !=0, that was the overridden velocity. The value
0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a
hack where if zvel 0 was passed and really meant, it needed to be set to
1 instead. Now we have A_ShootWithZvel() taking an additional last argument
plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.
git-svn-id: https://svn.eduke32.com/eduke32@3465 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
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.
git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.
git-svn-id: https://svn.eduke32.com/eduke32@3274 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
- more codegen
- make more members const, some char unsigned
- fix some "geom" metamethods
- '^' operator
git-svn-id: https://svn.eduke32.com/eduke32@3253 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
- duke3d.h: comment the timing marcos a bit more
- factor out smoothratio calculation
- (TICRATE/TICSPERFRAME) --> REALGAMETICSPERSEC
git-svn-id: https://svn.eduke32.com/eduke32@3007 1a8010ca-5511-0410-912e-c29ae57300e0
This currently says that MP saving/loading isn't supported, but doesn't
really work correctly. Also, properly bound-check the immediate argument
to CON's 'save' command and one more ... -> G_HandleAsync().
git-svn-id: https://svn.eduke32.com/eduke32@2999 1a8010ca-5511-0410-912e-c29ae57300e0
... and use it in three places. In two of these uses,
1) CON {read,write}arrayfromfile and
2) G_SavePlayer,
display an error message if the file name such generated is too long.
In the CON commands of 1), also error out if the file couldn't be opened.
git-svn-id: https://svn.eduke32.com/eduke32@2997 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
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
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