See lunatic/test/sprite_access.con for a LIZTROOP that periodically smoothly
alpha-fades in and out. (Assuming that the 128 alpha blending tables from
shadexfog.create_128_trans(1) are installed.)
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4313 1a8010ca-5511-0410-912e-c29ae57300e0
Lunatic: also, add an additional argument 'moreblends' to
engine.savePaletteDat() and document that function.
See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which
prints success or errors.
git-svn-id: https://svn.eduke32.com/eduke32@4312 1a8010ca-5511-0410-912e-c29ae57300e0
The function now writes out a full PALETTE.DAT: base balette, shade table and
translucency table.
git-svn-id: https://svn.eduke32.com/eduke32@4311 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.
git-svn-id: https://svn.eduke32.com/eduke32@4308 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, sprite[].filler (to be renamed) selects a blending table. If none
is installed with that index, the blending table at index 0 is taken (which is
read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build
will never use a custom blending table because there's no way to register one!
But the functionality is there.
git-svn-id: https://svn.eduke32.com/eduke32@4301 1a8010ca-5511-0410-912e-c29ae57300e0
In the non-Lunatic build naturally, since the Lunatic one uses its own member.
git-svn-id: https://svn.eduke32.com/eduke32@4275 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4260 1a8010ca-5511-0410-912e-c29ae57300e0
Available in the game and editor. Provide test/shadexfog.lua, containing a
function to creating a set of 32 shade tables corresponding to different shades
of the same fog palookup table, together with some tests and convenience
functions.
Also,
- Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32}
- Add LUNATIC_FIRST_TIME in the global env for the game
- defs_m32.lua: add reload() convenience function
- Failed attempt at recreating the base shade table. It is NOT a linear ramp
of the base palette colors to (0,0,0). That is, it's not created by
build/util/transpal.exe!
git-svn-id: https://svn.eduke32.com/eduke32@4236 1a8010ca-5511-0410-912e-c29ae57300e0
It is unacceptable that yvel is on one hand modifiable without restriction from
scripting, but can be used as an array index without prior bound check in the C
code. Because that member has an overloaded meaning and is also used for
innocuous purposes such as the green color intensity of an SE light, it's
infeasible to restrict access from scripting. Consequently, we must add bound
checks on the C side. This is the first part of the effort to make .yvel safe,
adding two functions P_Get() and P_GetP(). There are a couple of other uses as
some kind of index.
git-svn-id: https://svn.eduke32.com/eduke32@4226 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out: G_WallSpriteDist()
- factor out: Proj_MaybeDamageCF() and Proj_MaybeDamageCF2()
in preparation for the next commit
- Make PROJ_DECAYVELOCITY macro take an arg for readability's sake
git-svn-id: https://svn.eduke32.com/eduke32@4204 1a8010ca-5511-0410-912e-c29ae57300e0
And issue warnings whenever the assignment would fail (error) at game time.
git-svn-id: https://svn.eduke32.com/eduke32@4195 1a8010ca-5511-0410-912e-c29ae57300e0
Important because in Lua, a value of zero yields true in a boolean context.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4184 1a8010ca-5511-0410-912e-c29ae57300e0
The ones disabled are because they were found to not be used in any mod I
tested. Exposing members directly is rarely good API.
- bool toggle_key_flag -> const uint8_t ... (because value 2 is used)
- make scream_voice, cheat_phase read-only
git-svn-id: https://svn.eduke32.com/eduke32@4179 1a8010ca-5511-0410-912e-c29ae57300e0
Known as getactor/sprite[].xpanning from CON, values are 0-255. It should be
assumed that this is only valid for wall-aligned sprites (currently, face
sprites also pan).
A test is provided in lunatic/test/animatesprites.con. It should be run in E1L2
and only with the Lunatic build.
git-svn-id: https://svn.eduke32.com/eduke32@4170 1a8010ca-5511-0410-912e-c29ae57300e0
Add an example searching for all maps containing blocking floor-aligned
sprites in underwater sectors.
git-svn-id: https://svn.eduke32.com/eduke32@4165 1a8010ca-5511-0410-912e-c29ae57300e0
And 0 otherwise. Before accessing a sprite that is not not known to be
definitely valid (e.g. a loop over all sprites from 0 to MAXSPRITES-1),
one should check for validity before accessing it in any other fashion.
git-svn-id: https://svn.eduke32.com/eduke32@4146 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out a block of code into C_SetCfgName() and use that from lunacon.lua.
git-svn-id: https://svn.eduke32.com/eduke32@4143 1a8010ca-5511-0410-912e-c29ae57300e0
Each scene is disabled in its entirety, there's no way to disable only a
particular part. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4109 1a8010ca-5511-0410-912e-c29ae57300e0
That is, now it's not necessary to write e.g. "io. write" -- .xxx is
translated to <what>[i].xxx only if it's a matching member name.
git-svn-id: https://svn.eduke32.com/eduke32@4105 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned
and continuously updated to the position of where the player aims at.
git-svn-id: https://svn.eduke32.com/eduke32@4059 1a8010ca-5511-0410-912e-c29ae57300e0
The offsets (that will translate the axes for .pitch/.roll rotation) were
calculated improperly with screen sizes other than 1280 x 1024 and were
dependent on other related variables. The fix proceeded empirically, i.e. mostly
trial, error, and some educated guesswork. (It's telling that the magic constant
1280 is needed.) A test for Lunatic is added to test.lua that will rotate
SEENINES.
Bug pointed out by Mblackwell.
git-svn-id: https://svn.eduke32.com/eduke32@4058 1a8010ca-5511-0410-912e-c29ae57300e0
- Need to open some files in binary mode.
- MinGW's "find" doesn't provide -L option, detect that.
git-svn-id: https://svn.eduke32.com/eduke32@4051 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, for the tables returned with require"DEFS" etc. This allows to
check if maybe parts of a bundle of files is missing (because comparisons like
"spr.picnum == D.NONEXISTENT_NAME" do not yield errors normally).
git-svn-id: https://svn.eduke32.com/eduke32@4050 1a8010ca-5511-0410-912e-c29ae57300e0
Permitting to enable various debugging options. See "eduke32 -debughelp"
for which ones those are: they were previously settable from defs_common.lua,
and a new option 'strict' has been added that makes accesses to void sprites
error. (That is, already "sprite[i]", not "sprite[i].some_member".)
git-svn-id: https://svn.eduke32.com/eduke32@4049 1a8010ca-5511-0410-912e-c29ae57300e0
- engine.c: comment out some unused decls with RELEASE=0 DEBUGANYWAY=1
- Lunatic: update dump.lua and v.lua
- Lunatic: test/test_geom.lua: note a perf regression (wrt older LuaJIT,
or I mis-configured / built something wrong)
git-svn-id: https://svn.eduke32.com/eduke32@4048 1a8010ca-5511-0410-912e-c29ae57300e0
- add gv.GET, gv.WEAPON, gv.RETURN
- specify that sprite[].x/y/z and wall[].x/y are 32-bit ints
- add an example for con.longjmp()
- add an appendix listing the RETURN usage of various events
git-svn-id: https://svn.eduke32.com/eduke32@4032 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, keep the name g_RETURN. I'm still superstitious about
dropping the "g_".
git-svn-id: https://svn.eduke32.com/eduke32@4031 1a8010ca-5511-0410-912e-c29ae57300e0