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
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
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
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
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
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
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
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
The showview command transforms the 320-based screen bound coordinates to the real
screen bounds like xreal = (x*xdim)/320, which shows a bias towards zero: for
example, for a 1680 screen width, the maximum permissible value 319 is mapped to
round_to_zero((319*1680)/320) == 1674. (The rounding is implicit in the integer
division). This makes it impossible for a view to cover the whole screen with any
other resolution than 320x200. The new command transforms the bounds like
xreal = (x*(xdim-1))/319, which would map 319 to 1679 in the preceding example.
git-svn-id: https://svn.eduke32.com/eduke32@2573 1a8010ca-5511-0410-912e-c29ae57300e0
The primary change is that things have been made memory-clean. Some of these
pointers may point to wildly different places during the course of the program
such as statically or dynamically allocated storage, the buffer returned by
getenv() (which must not be modified according to the docs), or an element of
argv[]. Consequently, we need to strdup, or better, dup_filename them if they
are ever to be passed to a function that modifies their pointed-to data.
Specifically:
- added statics or consts according to usage
- 3 new functions clear{Grp,Def,Script}NamePtr, only 'Def' one extern for now
- in G_CheckCommandLine, don't strip 'const'; use Bstrncpyz where appropriate
- remove multiple declarations
Also, warn if an application parameter has been ignored (not matched).
git-svn-id: https://svn.eduke32.com/eduke32@2561 1a8010ca-5511-0410-912e-c29ae57300e0
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
Skill names are defined via 'defineskillname' as before, but the index
of the last non-empty skill name (plus one) is taken as the skill count.
So, if you only define the 6th, there will be no effect.
Note that currently, there is no way to specify less than four skills
because the CON parser doesn't allow the empty string for the name (it'll
go beyond the line) and because the default skill names are initialized in
EDuke32 too, in addition to the CONs.
git-svn-id: https://svn.eduke32.com/eduke32@2530 1a8010ca-5511-0410-912e-c29ae57300e0
We've been running with same-sized actor_t for a while without problems now.
In the unlikely event (famous last words) that an issue should pop up later,
this revision should be consulted for the differences between the two versions.
git-svn-id: https://svn.eduke32.com/eduke32@2451 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
The replacement of atoi with strtol in r2374 had the side-effect that numbers
out of the range of a 32-bit integer were being returned as LONG_MAX/LONG_MIN
instead of being converted by taking the bits and re-interpreting them (note
that it was a coincidence that atoi behaved that way; to be strict, the
behavior was undefined and there is no regression).
Now, we implement parsing decimal integers using strtoll (with assuming
"long long" being the same as int64_t) and check in which range the number
falls. If it's in the range (INT32_MAX <= x <= UINT32_MAX), issue a warning;
if it's not in (INT32_MIN <= x <= UINT32_MAX), warn too (though this better
ought to be an error?). In each case, the bit representation is converted to
the CON number type (int32 to assume maximum portability) by re-interpreting
the bits [this is the same as an int/int cast, with GCC at least; more
generally, it's implementation-defined per C99].
git-svn-id: https://svn.eduke32.com/eduke32@2392 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of
error or warning at startup other than a logged message is bad.
git-svn-id: https://svn.eduke32.com/eduke32@2300 1a8010ca-5511-0410-912e-c29ae57300e0
check one 'if' down since mirrors are only created when the condition holds
git-svn-id: https://svn.eduke32.com/eduke32@2233 1a8010ca-5511-0410-912e-c29ae57300e0
the constants 0 and 1, and moveptrs may reference the script up to index 2
then (though I'm not sure whether the code is reachable with moveofs either
0 or 1), so make sure it's nulled instead of whatever happened to compile at
the first two positions. Move 1 is only used once in the original cons,
when frozen and being shattered.
git-svn-id: https://svn.eduke32.com/eduke32@2211 1a8010ca-5511-0410-912e-c29ae57300e0
Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0),
because the latter would clear only half of the data on 64-bit platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2189 1a8010ca-5511-0410-912e-c29ae57300e0
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.
This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).
git-svn-id: https://svn.eduke32.com/eduke32@2185 1a8010ca-5511-0410-912e-c29ae57300e0
represents a pointer into the script for label types other than LABEL_DEFINE
instead of checking inclusion of the value in the script bounds. This
assertion was tested with WGR2 SVN.
git-svn-id: https://svn.eduke32.com/eduke32@2150 1a8010ca-5511-0410-912e-c29ae57300e0