Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.
(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)
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This commit also adds the NOTELEPORT sprite flag, which of course prevents sprites from teleporting.
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And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps
and shadow maps for the spotlight; please let me know if you have a usecase
where you want lightmaps but no shadow maps for specific lights.
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Submersion only happens when the upper sector has lotag 1 and its vertical
neighbor has lotag 2 (this can be useful to create non-submergible above-water
sectors). Currently, only the player is handled. On the implementation side,
the water handling code is split into P_Submerge() and P_Emerge() preparing the
"teleportation", and P_FinishWaterChange() for the finalization.
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For reference, they are the following:
- cache1d.c: suckcache()
- build.c: compare_wall_coords()
- make switch-invisible heuristic
- Mapster32: old sprite search
- Mapster32: manual z range
- m32script: read/writearray, qgetsysstr
- menus.c: savetemp()
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Well, this never worked anyway, but invoking demons flying out of your
nose is never a good idea.
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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.
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The sound distance is the minimum of the two. Both point sources as well
as MUSICANDSFX ambient sound is handled.
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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.
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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.
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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.
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This fixes an integer overflow when a distance is calculated later.
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(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.
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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.
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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.
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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.
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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).
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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.
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- 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
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