Commit graph

416 commits

Author SHA1 Message Date
hendricks266
30f510d521 Add "rotatespritea" to CON and M32script.
I hope I didn't bruise Lunatic too much.

git-svn-id: https://svn.eduke32.com/eduke32@3610 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:33:03 +00:00
hendricks266
d7e30a65dd Relax CAPITALIZATION restrictions.
git-svn-id: https://svn.eduke32.com/eduke32@3606 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:31:09 +00:00
helixhorned
56ea732ccd Lunatic translator: dynamic tile remapping.
Also, fix message when tiles get remapped in debugging builds.

git-svn-id: https://svn.eduke32.com/eduke32@3568 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-17 18:11:38 +00:00
helixhorned
92e85fa0d3 Lunatic translator: music 0, add two userdefs members.
git-svn-id: https://svn.eduke32.com/eduke32@3567 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-17 18:11:27 +00:00
helixhorned
1606c17a77 Lunatic: fixups and debugging helpers.
- add LuaJIT's 'v' module printing trace info
- translator: fix game function name definitions
- revert math.fmod -> math.modf, they are different!
- disable JIT compilation for a function we're getting strange crashes with
- Make some of DukePlayer_t's members 'bool' on the Lua side. It's way
  too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0"
  was meant. [Background: Kyle873 observed that Duke was always floating.]
- Error out if looping in our_module(). I find this behavior more logical
  than returning true.
- fix a couple of missed FORBID variables

git-svn-id: https://svn.eduke32.com/eduke32@3530 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-28 17:30:04 +00:00
helixhorned
0354e38843 CON parser: don't allow read-only gamevars to 'readgamevar' command.
git-svn-id: https://svn.eduke32.com/eduke32@3522 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-25 15:31:05 +00:00
helixhorned
acddac64be Lunatic translator: nearing a workable state...
- some more outer commands
- gamearray persistence
- faster 'mod': use math.modf instead of math.fmod (the former is JIT-compiled)
- checkavail*
- THISACTOR special handling
- Fix building in Windows (export A_ShootWithZvel instead of A_Shoot).

git-svn-id: https://svn.eduke32.com/eduke32@3516 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-24 16:05:22 +00:00
helixhorned
5dfb4dc48b CON: don't accept read-only vars for first arg of qstrlen.
git-svn-id: https://svn.eduke32.com/eduke32@3505 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-18 16:07:54 +00:00
helixhorned
b92edcc798 Lunatic: projectiles...
git-svn-id: https://svn.eduke32.com/eduke32@3463 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-07 21:01:03 +00:00
helixhorned
8e0c7b133e Move around some #ifdef LUNATIC to compile out more code, minor cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@3459 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-07 21:00:48 +00:00
helixhorned
92f5158a70 CON parser: don't accept read-only gamevars for 1st arg of *sprite{sect,stat}.
git-svn-id: https://svn.eduke32.com/eduke32@3429 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-24 20:02:52 +00:00
helixhorned
142e36d6f4 Lunatic: cmdline switch to run test script, compile out more code, 2 more GVs.
git-svn-id: https://svn.eduke32.com/eduke32@3415 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-20 21:17:06 +00:00
helixhorned
2b0b8d34cc Remove mixed Lunatic/legacy build option.
git-svn-id: https://svn.eduke32.com/eduke32@3410 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-19 18:29:00 +00:00
helixhorned
898462152c Fix MUSICANDSFX ambient sounds (bit 2) playing only one instance.
This is done by introducing an additional internal bit, meaning
"play only one instance". It is set for all sounds which have bit 1
("repeat in the sound system") set at definesound time, but not those
that set bit 1 temporarily (see r3336).

git-svn-id: https://svn.eduke32.com/eduke32@3393 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-13 16:40:36 +00:00
helixhorned
8ed4667265 Lunatic: grabbag of different things.
- fix error handing with recursing events
- wallsofsect iterator, sector[]:contains()
- more codegen; mangle function names
- m32: compinside

git-svn-id: https://svn.eduke32.com/eduke32@3375 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-05 13:09:31 +00:00
helixhorned
50f5a2340f Lunatic: more commands, mostly of the define* variety.
git-svn-id: https://svn.eduke32.com/eduke32@3373 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-05 13:09:19 +00:00
helixhorned
eda5b22030 Lunatic: more code...
git-svn-id: https://svn.eduke32.com/eduke32@3357 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:28 +00:00
helixhorned
a24ab8d4fa Factor out some code into C_AllocQuote() and C_InitQuotes().
In Lunatic-only build, also always allocate the first 128 quotes.

git-svn-id: https://svn.eduke32.com/eduke32@3356 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:25 +00:00
helixhorned
311967f425 Lunatic: definesound, more control.lua fixes.
git-svn-id: https://svn.eduke32.com/eduke32@3355 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:22 +00:00
helixhorned
fd390efe2a Lunatic: compile out more code with LUNATIC_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3354 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:18 +00:00
helixhorned
80ee967b8e Lunatic: beginning to glue things together. Introducing LUNATIC_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3343 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:24 +00:00
helixhorned
9c328bf0a5 Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.
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
2012-12-28 17:18:16 +00:00
helixhorned
6a4add81bd Fix rotation-fixed useractors (those having usertype bit 4 set).
Rotation-fixing happens for a couple of hard-coded statnums that presumably
never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't
make sense since the common case is that they do move. For this reason, bit 4
was introduced in r1934. The position of such useractors will not diverge
due to error roundoff accumulation in rotating sectors (SE0, train).

git-svn-id: https://svn.eduke32.com/eduke32@3316 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 19:24:21 +00:00
hendricks266
dac94ce284 Win64 support! (Meaning it works, not that we recommend it for everyday use.)
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs:
*libogg 1.3.0
*libvorbis 1.3.3
*zlib 1.2.7
*libpng 1.5.13
*libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd
*SDL_mixer 1.2.12 (for RENDERTYPE=SDL)
*DirectX import libraries: dsound and dxguid (now included)

To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons.

All compiler and linker warnings when building in 64-bit mode have been fixed.

Remaining 64-bit to-do:
 - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll.
 - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version().
 - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in.
 - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.)

This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d.

In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.

git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-13 02:37:20 +00:00
hendricks266
6f2fa332dd Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.
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
2012-12-13 02:33:53 +00:00
helixhorned
10ae7e342c CON: proper bound checks for {re,}definequote commands.
git-svn-id: https://svn.eduke32.com/eduke32@3262 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-09 13:42:38 +00:00
helixhorned
5c06ef08bf Make EventNames[] an array of (const char *) instead of const tokenlist.
git-svn-id: https://svn.eduke32.com/eduke32@3258 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-09 13:24:36 +00:00
helixhorned
cff452d814 Lunatic translator: update default defines.
git-svn-id: https://svn.eduke32.com/eduke32@3225 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 13:18:41 +00:00
hendricks266
5e0ffb93b3 RENDERTYPE=SDL on Windows, part 2.
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers.

sdlayer has been expanded to include the code from winbits under _WIN32.

All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.

git-svn-id: https://svn.eduke32.com/eduke32@3221 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 04:26:37 +00:00
terminx
ed464aaadc Add "ulotag" and "uhitag" to get/setactor/wall/sector, which exposes the tags unsigned, without the typecast to int16_t. This might be useful to someone.
git-svn-id: https://svn.eduke32.com/eduke32@3192 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-16 00:54:04 +00:00
helixhorned
107fa9cc39 Split r3159..r3161, part 12: Add explicit casts, non-pointer types.
Notes:
 - Atomic Edition (Censored) -> Plutonium Pak in grpscan.c
 - "scale" in astub.c:drawtileinfo() is incorrect, I think.
 - in demo.c, the gethitickms() value should be returned to a double.

git-svn-id: https://svn.eduke32.com/eduke32@3178 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:28:41 +00:00
helixhorned
5ad385c043 Split r3159..r3161, part 10: add explicit casts to *alloc return values.
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
2012-11-15 14:28:29 +00:00
helixhorned
f7eb5adb40 Split r3159..r3161, part 4: Tweaks of tiledata_t's "cacherange" member.
REM: This will need a savegame version bump.

git-svn-id: https://svn.eduke32.com/eduke32@3169 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:28:00 +00:00
helixhorned
9dd3748b03 Split r3159..r3161, part 3: MSVC, nedmalloc, *layer, startup windows.
git-svn-id: https://svn.eduke32.com/eduke32@3168 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:27:57 +00:00
helixhorned
1cd11d06ef Revert "Fix the warnings when building with C++, add MSVC C++ build support."
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
2012-11-15 14:27:45 +00:00
terminx
3ff46c02b2 Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
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
2012-11-14 23:32:43 +00:00
terminx
39437b2fdc Fix useractor enemystayput breakage
git-svn-id: https://svn.eduke32.com/eduke32@3154 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-11 18:46:02 +00:00
helixhorned
a76a796ebb Fix demo playback with diff application enabled.
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
2012-11-11 17:57:06 +00:00
terminx
6f3f2eb1b8 Hopefully fix the projectile breakage, and add some predefined names for working with the built in statnums
git-svn-id: https://svn.eduke32.com/eduke32@3105 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-31 15:03:33 +00:00
terminx
88c95a18f7 Retire the actorscrptr[], actorLoadEventScrptr[], SpriteFlags[], ActorType[], SpriteCacheList[], ProjectileData[] and DefaultProjectile[] arrays in favor of a tile_t structure exposed as g_tile[]. This consolidates most of the MAXTILES sized arrays on the game side into one place.
git-svn-id: https://svn.eduke32.com/eduke32@3102 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-30 15:54:35 +00:00
hendricks266
f18ef269ed Add EVENT_CHANGEMENU and clean up menus.c a little more.
This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.

git-svn-id: https://svn.eduke32.com/eduke32@3101 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-29 04:29:45 +00:00
hendricks266
2066656aed Two new player structure members: "autostep" and "autostep_sbw".
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
2012-10-29 04:29:17 +00:00
terminx
fdef8a6b8c Remove a debug line I accidentally committed a few days ago.
git-svn-id: https://svn.eduke32.com/eduke32@3090 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-20 15:58:06 +00:00
terminx
2c00f53008 Add some CON defines for friendly names to pass to definegamefuncname. Now, instead of "definegamefuncname 36 something" you would "definegamefuncname GAMEFUNC_TURNAROUND something". It's just a little something to make CON files more readable.
git-svn-id: https://svn.eduke32.com/eduke32@3089 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-16 17:05:14 +00:00
terminx
bc9a29b121 CON access to ud.runkey_mode through get/setuserdef
git-svn-id: https://svn.eduke32.com/eduke32@3071 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 18:18:30 +00:00
terminx
9120696e86 Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.
git-svn-id: https://svn.eduke32.com/eduke32@3053 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-05 20:48:10 +00:00
helixhorned
0665d961d2 Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails
git-svn-id: https://svn.eduke32.com/eduke32@2998 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:40 +00:00
hendricks266
2620738eb9 Add EVENT_PREGAME. Now all sprites are processed in the following fashion:
1. EVENT_PREGAME
2. hardcoded stuff
3. EVENT_GAME

One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

git-svn-id: https://svn.eduke32.com/eduke32@2973 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-27 03:49:55 +00:00
hendricks266
da4fcec462 Fix the overlooking of EDUKE.CON in the absence of DUKE3D.GRP caused by r2726. Also, tweak a few string literals' use of quotation marks.
git-svn-id: https://svn.eduke32.com/eduke32@2789 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-27 17:45:52 +00:00
helixhorned
3975e34625 gamedef.c: some bound tweaks
git-svn-id: https://svn.eduke32.com/eduke32@2766 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-17 19:45:46 +00:00