Also, correct the loadboard() return value checks in premap.c to be
aware of a returned -2 ("wrong map version").
git-svn-id: https://svn.eduke32.com/eduke32@2694 1a8010ca-5511-0410-912e-c29ae57300e0
Most of the time, Windows file name lookup is case-insensitive. Reading the
docs (see MSDN's CreateFile help, for example), it seems like case-sensitivity
can be controlled on a per-file basis where applicable (NTFS), but people
should be concerned about matching case in the DEFs/on disk *especially* in
that case.
Also, note that this hack will not always help on systems with case-sensitive
lookup.
git-svn-id: https://svn.eduke32.com/eduke32@2693 1a8010ca-5511-0410-912e-c29ae57300e0
When a file from the local file system is opened, its real file name is gotten
with SHGetFileInfo() and compared against the one that was passed. In the case
they're not identical, a warning is issued.
This is one step towards eliminating mismatched file names in DEFs etc., which
cause trouble on systems that look them up case-sensitively. However, it's not
perfect because the issue is trickier than it appears on first sight.
For one thing, this will only check the last (i.e. file) part in the path,
falsely accepting mismatched directory names. However for these, it reports
them ruthlessly, even for those names where the try-other-case hack (try all
uppercase, all lowercase) would find the correctly-cased file.
git-svn-id: https://svn.eduke32.com/eduke32@2692 1a8010ca-5511-0410-912e-c29ae57300e0
They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.
git-svn-id: https://svn.eduke32.com/eduke32@2689 1a8010ca-5511-0410-912e-c29ae57300e0
Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.
git-svn-id: https://svn.eduke32.com/eduke32@2684 1a8010ca-5511-0410-912e-c29ae57300e0
- alloc_multimapstate() helper
- make g_netMapRevision a uint32 and store save->revision in sequence order
(without &(NET_REVISIONS-1))
- one assert, one XXX comment, stylistic changes
git-svn-id: https://svn.eduke32.com/eduke32@2674 1a8010ca-5511-0410-912e-c29ae57300e0
This should be more correct, since previously, the saved PNGs were way too
contrasty when looked from within a browser. Now, they'll always be
slightly darker than in-game (assuming one has a gamma greater than 1).
git-svn-id: https://svn.eduke32.com/eduke32@2673 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2669 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
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).
git-svn-id: https://svn.eduke32.com/eduke32@2646 1a8010ca-5511-0410-912e-c29ae57300e0