The old extension is an artifact from when I was thought that extensions
should label whether a Lunatic module is to be used in internal/external
contexts.
Also, change test.lua slightly and commit a little updated documentation.
git-svn-id: https://svn.eduke32.com/eduke32@3969 1a8010ca-5511-0410-912e-c29ae57300e0
Its members are already laid out on the natural alignment boundaries.
Compilation tested with {32-bit, 64-bit} x {Lunatic, non-Lua} builds.
git-svn-id: https://svn.eduke32.com/eduke32@3968 1a8010ca-5511-0410-912e-c29ae57300e0
It didn't turn out that useful and was giving a warning with one of the
preceding changes.
git-svn-id: https://svn.eduke32.com/eduke32@3963 1a8010ca-5511-0410-912e-c29ae57300e0
Also, very slightly tweak a factor toward a "brighter" (farther visible)
scene overall to account for the "circular" nature of the fragment distance
(as opposed to an "ortho" distance in Build).
git-svn-id: https://svn.eduke32.com/eduke32@3962 1a8010ca-5511-0410-912e-c29ae57300e0
It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
git-svn-id: https://svn.eduke32.com/eduke32@3961 1a8010ca-5511-0410-912e-c29ae57300e0
Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).
git-svn-id: https://svn.eduke32.com/eduke32@3960 1a8010ca-5511-0410-912e-c29ae57300e0
So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.
git-svn-id: https://svn.eduke32.com/eduke32@3959 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in test.elua, add a currently failing must-fail test (i.e. it wrongly
succeeds where it should not!).
git-svn-id: https://svn.eduke32.com/eduke32@3954 1a8010ca-5511-0410-912e-c29ae57300e0
Because that function might have inserted tsprites itself, e.g. for the fake
floor shadow. Also add one "spritesortcnt < MAXSPRITESONSCREEN" bound check
in legacy ROR code.
git-svn-id: https://svn.eduke32.com/eduke32@3952 1a8010ca-5511-0410-912e-c29ae57300e0
Smoothed using an exponential moving average... with a time constant of 1 sec
if I didn't miscalculate things. Also, split BYTEVERSION_JF into Lunatic and
non-Lua.
git-svn-id: https://svn.eduke32.com/eduke32@3947 1a8010ca-5511-0410-912e-c29ae57300e0
The base name is taken from the environment variable LUNATIC_TIMING_BASEFN,
which is suffixed with .actors.csv and .events.csv.
git-svn-id: https://svn.eduke32.com/eduke32@3946 1a8010ca-5511-0410-912e-c29ae57300e0
That is, for shade of objects, use shade tables. For visibility, use GL fog.
Mixing these two does not produce satisfactory results in areas where both
shade and visibility darkening are high, such as around the E1L1 restroom.
git-svn-id: https://svn.eduke32.com/eduke32@3941 1a8010ca-5511-0410-912e-c29ae57300e0
- 'copy' may have them as source, 'getarraysize' works fine
- 'setarray' and 'resizearray' are obviously forbidden
- 'readarrayfromfile' and 'writearrayfromfile' is not implemented for them
(use case?)
Also, in the Makefile: don't use realpath on directories. It may give an empty
string.
git-svn-id: https://svn.eduke32.com/eduke32@3940 1a8010ca-5511-0410-912e-c29ae57300e0
Don't yet make this official API though, since there are unresolved issues
with newly created tsprites potentially being fed back to the animation loop.
Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().
git-svn-id: https://svn.eduke32.com/eduke32@3937 1a8010ca-5511-0410-912e-c29ae57300e0
- check map-text version on load
- LunaCON: don't allow (back)slash as identifier char
- LunaCON stand-alone: don't resort to default directory for root file names
- document non-local control flow functions and for LunaCON, ambigious lexical
elements
git-svn-id: https://svn.eduke32.com/eduke32@3933 1a8010ca-5511-0410-912e-c29ae57300e0
Having to tag these few variables and functions as ATTRIBUTE((used))
seems sensible, but what follows is just strange. OSD_Printf? headspritesect?
git-svn-id: https://svn.eduke32.com/eduke32@3932 1a8010ca-5511-0410-912e-c29ae57300e0
- swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot)
- add vec3 method 'rotate', calling xmath.rotate
- store game tic count in savegames
git-svn-id: https://svn.eduke32.com/eduke32@3929 1a8010ca-5511-0410-912e-c29ae57300e0
- some renames of functions/methods
- con.actorvar: explicitly allow (for now) boolean and number values
- added gv.gametic, player.holdskey(), player.all(), actor.check*()/hit*(),
gv.rendmode, gv.REND, <bitint>:mask(), spr:getheightofs()
- make read of nil var in "finalized" (live) module produce error, too
- add test/helixspawner.lua
git-svn-id: https://svn.eduke32.com/eduke32@3928 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in some movement functions, replace e.g. (vel*TICSPERFRAME)>>2 with vel.
git-svn-id: https://svn.eduke32.com/eduke32@3925 1a8010ca-5511-0410-912e-c29ae57300e0
E.g. con.action{0, 4, delay=20}; for convenience, viewtype and incval are
initialized to 1 (not 0) here.
git-svn-id: https://svn.eduke32.com/eduke32@3923 1a8010ca-5511-0410-912e-c29ae57300e0
That is, its value was only referenced during the duration of a function call
that had previously set it. It was also never accessible from CON.
git-svn-id: https://svn.eduke32.com/eduke32@3921 1a8010ca-5511-0410-912e-c29ae57300e0
Using macros like AC_COUNT(t). Clean up related code:
- comment out the dead condition noted in the previous commit
- Lunatic: use get_count() instead of get_t_data(0) in one place,
rename to _get_t_data(), i.e. make that method internal
git-svn-id: https://svn.eduke32.com/eduke32@3920 1a8010ca-5511-0410-912e-c29ae57300e0
... due to making hi/lotag unsigned in r3174. This commit keeps the compiler
warning, the next one will remove it.
git-svn-id: https://svn.eduke32.com/eduke32@3919 1a8010ca-5511-0410-912e-c29ae57300e0
Add testing code for an example actor 1275 (newspaper) to test.elua.
git-svn-id: https://svn.eduke32.com/eduke32@3918 1a8010ca-5511-0410-912e-c29ae57300e0
Also, get rid of the strange filename[len]=255 hack in loadboard()
and make its file name arg const char* at last.
git-svn-id: https://svn.eduke32.com/eduke32@3913 1a8010ca-5511-0410-912e-c29ae57300e0
Also, clean up the saving/loading logic a bit:
- On load failure, display message with purple color.
- Take over the current file name ('boardfilename') only on success.
- Check SaveBoard() return values in various places.
git-svn-id: https://svn.eduke32.com/eduke32@3911 1a8010ca-5511-0410-912e-c29ae57300e0
In other words, for a test rectangular sector, a sprite would be inside the
sector in on all 4 edges and all 4 corners. Previously, it would have been
the lower right portion only (*excluding* LL and UR corners), which led to
map editing issues.
git-svn-id: https://svn.eduke32.com/eduke32@3898 1a8010ca-5511-0410-912e-c29ae57300e0
The main thing to note is the "half-open" nature of the x/y range checks.
git-svn-id: https://svn.eduke32.com/eduke32@3897 1a8010ca-5511-0410-912e-c29ae57300e0
- Pass original module name (dot=dirsep) to module via our require()
- geom.lua: fix some operations using the vector type constructor
- geom.lua: provide constructor for ivec3, useable like vec3
git-svn-id: https://svn.eduke32.com/eduke32@3894 1a8010ca-5511-0410-912e-c29ae57300e0
Also, an external 'minitext' with optional shade and pal. args and
documentation for ps:padecol().
git-svn-id: https://svn.eduke32.com/eduke32@3893 1a8010ca-5511-0410-912e-c29ae57300e0
They don't get registered on Windows for some reason, and mapstate debugging is
best carried out using scripting code, anyway.
git-svn-id: https://svn.eduke32.com/eduke32@3892 1a8010ca-5511-0410-912e-c29ae57300e0
It's hard to call this a fix, since ideally, buffer sizes like these would be
only as large as needed in the worst case.
git-svn-id: https://svn.eduke32.com/eduke32@3880 1a8010ca-5511-0410-912e-c29ae57300e0
Interestingly, that test case then appears to be drawn fully. Heh.
Also, move one clamp from r1874 one up in the data flow chain.
Doesn't seem to break textured overhead map view with Last Pissed Time.
git-svn-id: https://svn.eduke32.com/eduke32@3878 1a8010ca-5511-0410-912e-c29ae57300e0
Also add an assertion that currently sometimes fails when zooming in too much
in Mapster32 textured 2D mode. Example: DNF's LADYKILLR.MAP at (46000,-14000).
git-svn-id: https://svn.eduke32.com/eduke32@3877 1a8010ca-5511-0410-912e-c29ae57300e0
(This is the module that implements much of the "hard-coded" functionality
formerly on the C side.)
git-svn-id: https://svn.eduke32.com/eduke32@3871 1a8010ca-5511-0410-912e-c29ae57300e0
However, from the command line, reverse the situation: dirseps must be passed
as '/', dots are forbidden (except in the trailing ".lua").
git-svn-id: https://svn.eduke32.com/eduke32@3867 1a8010ca-5511-0410-912e-c29ae57300e0
It is a 32-bit signed integer. No version bump necessary, although CON code
accessing this new member will not work with earlier revisions (obviously).
git-svn-id: https://svn.eduke32.com/eduke32@3866 1a8010ca-5511-0410-912e-c29ae57300e0
Also from Lunatic, make these members read-only and provide methods that
allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].
git-svn-id: https://svn.eduke32.com/eduke32@3865 1a8010ca-5511-0410-912e-c29ae57300e0
The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle.
Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too.
Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.
git-svn-id: https://svn.eduke32.com/eduke32@3850 1a8010ca-5511-0410-912e-c29ae57300e0
That is, the gamevars named WEAPONx_* in CON will now have the remapped value
if they were not overridden from CON ('gamevar' at file scope).
For C-CON, everything except signaling an override from the CON parser is in
place.
git-svn-id: https://svn.eduke32.com/eduke32@3848 1a8010ca-5511-0410-912e-c29ae57300e0
Also add some recent keywords to the list in con_lang.lua which I had
forgotten all along.
git-svn-id: https://svn.eduke32.com/eduke32@3845 1a8010ca-5511-0410-912e-c29ae57300e0
Also, make sector[].*stat a bitint type.
Now, a piece of code could look like this:
local sec = sector[i]
local ceil = sec.ceiling
ceil.statx:flip(sector.STAT.SMOOSH)
git-svn-id: https://svn.eduke32.com/eduke32@3844 1a8010ca-5511-0410-912e-c29ae57300e0
The previous behavior was to translate them as global gamevars, since LunaCON
currently has no support for multiplayer. However, then some errors would be
missed where such gamevars are accessed in no-player context
(e.g. EVENT_ENTERLEVEL).
On by default, disabled with -fno-playervar.
git-svn-id: https://svn.eduke32.com/eduke32@3842 1a8010ca-5511-0410-912e-c29ae57300e0
G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText().
G_GameTextLen() now wraps G_ScreenTextSize().
G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().
git-svn-id: https://svn.eduke32.com/eduke32@3836 1a8010ca-5511-0410-912e-c29ae57300e0
Hard replacement reassigns the tile flags, while soft replacement bitwise
ORs them, as in CON (since some flags might already have been set using
commands like spritenoshade).
git-svn-id: https://svn.eduke32.com/eduke32@3829 1a8010ca-5511-0410-912e-c29ae57300e0
The latter checked with #defined HAVE_GTK2, which is probably not correct
for every platform.
In builds without a startup window, the periods get mingled with stdout
output otherwise.
git-svn-id: https://svn.eduke32.com/eduke32@3827 1a8010ca-5511-0410-912e-c29ae57300e0
Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix
MULTIMODE gamevar definition (was 0, not 1).
git-svn-id: https://svn.eduke32.com/eduke32@3826 1a8010ca-5511-0410-912e-c29ae57300e0
In 3D mode, Alt+F now only attempts to set the first wall of the aimed at
wall, not collecting upper/lower neighbors. For this, press Shift+Alt+F.
In 2D mode, they are always collected.
git-svn-id: https://svn.eduke32.com/eduke32@3825 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
Because one may obviously use gettspr/settspr in states called from that
event.
git-svn-id: https://svn.eduke32.com/eduke32@3820 1a8010ca-5511-0410-912e-c29ae57300e0
The 'x' is for "extended", since its last arg is a switch of whether to disable
sliding. Use that from gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@3811 1a8010ca-5511-0410-912e-c29ae57300e0
For pre-1.3 CONs, determining the older script version with gamestartup and/or
definelevelname is not implemented.
git-svn-id: https://svn.eduke32.com/eduke32@3806 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: I'm committing this from my git clone again. If this works OK,
everything is in good order again. If not, I hope that I won't damage
the SVN repo. *Runs away...*
git-svn-id: https://svn.eduke32.com/eduke32@3798 1a8010ca-5511-0410-912e-c29ae57300e0
What is missing is saving and restoring per-player and per-actor gamevars.
Also add a test CON mutator 'mapstate.con'.
git-svn-id: https://svn.eduke32.com/eduke32@3794 1a8010ca-5511-0410-912e-c29ae57300e0
Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed
inside these functions.
git-svn-id: https://svn.eduke32.com/eduke32@3792 1a8010ca-5511-0410-912e-c29ae57300e0
Also, prettify G_FreeMapState(), remove some duplicate function decls and
resurrect 'savestate' and 'restorestate' OSD commands for the debug build.
git-svn-id: https://svn.eduke32.com/eduke32@3791 1a8010ca-5511-0410-912e-c29ae57300e0
There's no option letter for loading them, and the extension is checked
case sensitively. Lua modules are loaded after CON translated to Lua.
Also remove -testlua option.
git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
Also, update test_tileoffsets.map with a new 'dimension': cstat 128
(sprite centering). It has an issue in Polymer marked with a silver D.
git-svn-id: https://svn.eduke32.com/eduke32@3777 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the case marked with the silver letter C in test_tileoffsets.map.
The orientation of the sprites is correct (matches classic) as far as I can
see, there are now only problems with translation.
git-svn-id: https://svn.eduke32.com/eduke32@3776 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add some defines for sprite cstats to build.h (SPR_*) and use them.
git-svn-id: https://svn.eduke32.com/eduke32@3775 1a8010ca-5511-0410-912e-c29ae57300e0
It has all combinations of {STEAM,CEILINGSTEAM} x combinations(flipping)
x combinations(alignment). Three silver letters are placed near cases that
currently draw not like classic in Polymost or Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3774 1a8010ca-5511-0410-912e-c29ae57300e0
Among other things, rotatesprite doesn't cope well with large zoom values.
Two assertions are added that guard qinterpolatedown16short() calls: in
the failing case, they would write outside the destination arrays.
Another (existing) assertion is commented a little and like for the first,
instructions are given how to reproduce its failure.
git-svn-id: https://svn.eduke32.com/eduke32@3754 1a8010ca-5511-0410-912e-c29ae57300e0
Variables dt_* are defined. If dt_t (tile number) is >=0 that tile is drawn
using 'rotatespritea'.
git-svn-id: https://svn.eduke32.com/eduke32@3752 1a8010ca-5511-0410-912e-c29ae57300e0
- factored out: tweak_sboardfilename(), menuselect_try_findlast()
- quickloading a map now doesn't require loading one first
- the usual
git-svn-id: https://svn.eduke32.com/eduke32@3749 1a8010ca-5511-0410-912e-c29ae57300e0
Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console.
Like with the first alternative, the corruption numbers / range (here, 1-14)
must be given.
git-svn-id: https://svn.eduke32.com/eduke32@3746 1a8010ca-5511-0410-912e-c29ae57300e0
... in the auto-correction. Also,
- make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob).
- in drawscreen_drawwall(), do a more strict bound check, not only >=0.
git-svn-id: https://svn.eduke32.com/eduke32@3745 1a8010ca-5511-0410-912e-c29ae57300e0
That is, assume that switch(DYNAMICTILEMAP(-1)) (which is an oob access and thus
undefined behavior) gets us to the 'default:' label.
git-svn-id: https://svn.eduke32.com/eduke32@3743 1a8010ca-5511-0410-912e-c29ae57300e0
The visibility calculation relies on the distance, which might not be entirely
accurate in rotatesprite, so maybe it'll be too dark in some cases.
git-svn-id: https://svn.eduke32.com/eduke32@3741 1a8010ca-5511-0410-912e-c29ae57300e0
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
git-svn-id: https://svn.eduke32.com/eduke32@3737 1a8010ca-5511-0410-912e-c29ae57300e0
In the mirror reversing code, get rid of the padding. This may produce
seams, but they appear to be extremely transient and shouldn't be
noticeable.
In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3726 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
In those Clang versions, -fcatch-undefined-behavior was replaced by
-fsanitize=<what>. For Clang 3.2, we enable the address sanitizer
and for 3.3 also the miscellaneous undefined behavior one.
Currently, there's no version auto-detection from the Makefiles, it's
set to 3.3 and the others are commented out.
git-svn-id: https://svn.eduke32.com/eduke32@3716 1a8010ca-5511-0410-912e-c29ae57300e0
Numbers 0 and 1 mean 'no spread', but the latter does one krand() call.
Negative numbers are reserved for potential future use.
git-svn-id: https://svn.eduke32.com/eduke32@3715 1a8010ca-5511-0410-912e-c29ae57300e0
... four lines later.
I don't know if that is the intended semantics for this function, but
nasal demons is clearly not what we want. Please review!
git-svn-id: https://svn.eduke32.com/eduke32@3712 1a8010ca-5511-0410-912e-c29ae57300e0
LameDuke's shade table has 32 gradients of shade, like Duke3D.
For the translucency table though, only the diagonal + one half is stored
because it's symmetric (50/50 translucency).
git-svn-id: https://svn.eduke32.com/eduke32@3709 1a8010ca-5511-0410-912e-c29ae57300e0
grpinfo
{
name "YourGameName"
scriptname "yourgame.con"
defname "yourgame.def"
size yourgrpsize
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc yourgrpcrc
}
The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.
git-svn-id: https://svn.eduke32.com/eduke32@3708 1a8010ca-5511-0410-912e-c29ae57300e0
Set it to >=0 to override the base palette (water, slime, ...) in 3D mode.
This can be useful to navigate Lameduke's underwater sections, since its
LOOKUP.DAT only contains 8 lookup tables, but no other *base* palettes.
Consequently, base palettes >=1 will make the whole screen black when
Lameduke's LOOKUP.DAT is loaded into EDuke32 or Mapster32.
git-svn-id: https://svn.eduke32.com/eduke32@3704 1a8010ca-5511-0410-912e-c29ae57300e0
Also remove the two instances of commented out code, but not the respective
CON structure access code.
git-svn-id: https://svn.eduke32.com/eduke32@3702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to
[-524288 .. 524288] (x/y limits).
Also, make the previewed tsprites be 33% translucent with the option of 66%
translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@3699 1a8010ca-5511-0410-912e-c29ae57300e0
- colorize the trailing part if there is corruption or (new) if sprites were
removed
- also corrupt-check when loading <V7 map
- move start{pos,ang,sectnum} to build.c
- remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment
git-svn-id: https://svn.eduke32.com/eduke32@3697 1a8010ca-5511-0410-912e-c29ae57300e0
Sprites are now considered to have out of bounds sector numbers if it is
< 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now
encountered during post-load, an attempt is made first to assign it a sector
number (using updatesector()). If that fails, the sprite is removed from the
map. The background is that a dozen of maps do come with such sprites and
could previously corrupt the sprite list when loaded.
git-svn-id: https://svn.eduke32.com/eduke32@3696 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, in GL modes, and if the CHAINGUN is not replaced by a model,
- draw the upper part twice: first, two screen pixels * weapon scale lower,
then at the original position
- reverse the previous order: draw the upper part first, then the lower part
This is much preferable to the previous engine-side hack, and to my eye,
it looks perfect now.
git-svn-id: https://svn.eduke32.com/eduke32@3695 1a8010ca-5511-0410-912e-c29ae57300e0
- In the A_MoveSprite() code that transports projectiles due to an SE7
(introduced in r1450 / legacy ROR), only report "success" if the
transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
checking it.
git-svn-id: https://svn.eduke32.com/eduke32@3682 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in two cases, don't assign A_IncurDamage() result to a variable if
it's not needed.
git-svn-id: https://svn.eduke32.com/eduke32@3681 1a8010ca-5511-0410-912e-c29ae57300e0
- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
git-svn-id: https://svn.eduke32.com/eduke32@3680 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 1a8010ca-5511-0410-912e-c29ae57300e0
Actually, the tweaked code in VM_Move() is not specific to projectiles, so
other sprites now may pass no-SE7 water boundaries too, but it's most noticeable
with projectiles.
git-svn-id: https://svn.eduke32.com/eduke32@3678 1a8010ca-5511-0410-912e-c29ae57300e0
That is, if submerging, the lower sector MUST have lotag 2. If emerging, the
upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors
unconditionally.) This means that the area where submersion or emersion can
happen is now the same for the top and bottom parts.
git-svn-id: https://svn.eduke32.com/eduke32@3677 1a8010ca-5511-0410-912e-c29ae57300e0
Let me know if this breaks any mods that have #2462 with an x-dimension other than 320.
git-svn-id: https://svn.eduke32.com/eduke32@3674 1a8010ca-5511-0410-912e-c29ae57300e0
(Note: We are still vulnerable to crashes here (and likely in other places), but you have (4096-16) extra characters to work with. We should consider replacing many uses of Bsprintf with Bsnprintf.)
git-svn-id: https://svn.eduke32.com/eduke32@3669 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
git-svn-id: https://svn.eduke32.com/eduke32@3666 1a8010ca-5511-0410-912e-c29ae57300e0
... like was done with clipmove() previously.
Also, do some code clean up. There are no changes of functionality.
git-svn-id: https://svn.eduke32.com/eduke32@3662 1a8010ca-5511-0410-912e-c29ae57300e0
Nag: The behavoir of atoi() is *undefined* if "the value of the result
cannot be represented" (C99 7.20.1).
Note: my nagging about undefined behaviors will *not* get less over time. :P
git-svn-id: https://svn.eduke32.com/eduke32@3660 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner
command.
git-svn-id: https://svn.eduke32.com/eduke32@3656 1a8010ca-5511-0410-912e-c29ae57300e0
So that members needing it are checked when they're assigned to using the
usual syntax. What kind of check to perform (sector, player, ... x whether
negative values are allowed) is written in a declarative fashion inside the
C declaration.
Also, make Lunatic's MAXQUOTES be C's OBITQUOTEINDEX and bound-check an
access of sprite[p->wackedbyplayer] in the C code.
git-svn-id: https://svn.eduke32.com/eduke32@3653 1a8010ca-5511-0410-912e-c29ae57300e0
Toggled with Ctrl+Shift+[KP-]. Variable 'headlight_range' controls its range.
For the implementation, a new event EVENT_PREDRAW3DSCREEN was added.
git-svn-id: https://svn.eduke32.com/eduke32@3648 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic, gamevars (variables that are saved with savegames) are per-module.
git-svn-id: https://svn.eduke32.com/eduke32@3642 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by always calling FX_PlayAuto3D() to play such sounds. It now
additionally takes a third argument 'loophow', permissible values being
FX_ONESHOT and FX_LOOP.
git-svn-id: https://svn.eduke32.com/eduke32@3631 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for tip_incs values greater or equal than the number of elements in
this table, return early reporting that the hand has been drawn, so that
the otherwise selected weapon is not drawn.
git-svn-id: https://svn.eduke32.com/eduke32@3630 1a8010ca-5511-0410-912e-c29ae57300e0
For events and actors, a flag can be now passed whether to chain the new
function at the beginning or end of an already existing one, or to replace
it entirely.
Also, for the translator, add option -fno-error-nostate, disabled by default.
git-svn-id: https://svn.eduke32.com/eduke32@3629 1a8010ca-5511-0410-912e-c29ae57300e0
- Don't attempt to play an ANM file if it is empty (warn) or too short (error).
- If failing to read IVF file header or initializing VPX codec, don't play ANM.
- Return early from gltexapplyprops() if not in GL modes.
git-svn-id: https://svn.eduke32.com/eduke32@3628 1a8010ca-5511-0410-912e-c29ae57300e0
The code is mostly by other people, who are credited in the CON files.
git-svn-id: https://svn.eduke32.com/eduke32@3627 1a8010ca-5511-0410-912e-c29ae57300e0
With this change, it is impossible for negative values to be used as array
indices inside this function, and I believe that it is also impossible that
they escape to somewhere they might be used as such.
For Lunatic, allow setting actor[].picnum to negative values and in the
translator, add (commented out) code to warn whenever it is set to a constant
negative value. Also, fix a _sound call in _addphealth in control.lua.
git-svn-id: https://svn.eduke32.com/eduke32@3626 1a8010ca-5511-0410-912e-c29ae57300e0
While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)
(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)
Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, only the <0 condition was checked. However, the passed sectnums
could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr'
on a sprite not in the game world.
git-svn-id: https://svn.eduke32.com/eduke32@3603 1a8010ca-5511-0410-912e-c29ae57300e0
There's only one RETURN value on the C side (g_RETURN), which is also referenced
from Lua. Upon entering an event, its value takes on the per-event default one,
and its value when the event code finishes is passed back to the game.
Independently of that, its value is always saved and restored across event calls.
git-svn-id: https://svn.eduke32.com/eduke32@3601 1a8010ca-5511-0410-912e-c29ae57300e0
In passing, fix a couple of omissions: gameactor() being passed nil's in the
middle, more than one moveflag to CON *actor.
git-svn-id: https://svn.eduke32.com/eduke32@3597 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that files residing in GRPs (or anywhere the engine looks for them)
can be read, too.
git-svn-id: https://svn.eduke32.com/eduke32@3594 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for the embedded translator: don't warn on unrecognized command line opt.
git-svn-id: https://svn.eduke32.com/eduke32@3590 1a8010ca-5511-0410-912e-c29ae57300e0
... into a macro MFLAGS_NOCONV(m). Since it currently expands to (0), some dead
code will be eliminated.
Introduce a "compilation option" macro DO_MD2_MD3_CONV in mdsprite.c.
git-svn-id: https://svn.eduke32.com/eduke32@3588 1a8010ca-5511-0410-912e-c29ae57300e0
So that it doesn't result in the -t (respawn on) command line switch.
git-svn-id: https://svn.eduke32.com/eduke32@3586 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
The unmodified behavior is completely wrong and I don't see how any mod could ever use it.
git-svn-id: https://svn.eduke32.com/eduke32@3578 1a8010ca-5511-0410-912e-c29ae57300e0
(Modders who used an older version: Take a look at the SVN diff, the fixes can easily be applied by hand.)
git-svn-id: https://svn.eduke32.com/eduke32@3577 1a8010ca-5511-0410-912e-c29ae57300e0
This now should look correct for both settings of r_usenewaspect.
git-svn-id: https://svn.eduke32.com/eduke32@3575 1a8010ca-5511-0410-912e-c29ae57300e0
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.
git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix an error() call in control.lua:gamearray_file_common().
git-svn-id: https://svn.eduke32.com/eduke32@3572 1a8010ca-5511-0410-912e-c29ae57300e0
(Or '0's, but that case is handled automatically.) The resulting generated
number is taken by looking at the 8 lower nibbles and interpreting them as
a signed 32-bit integer.
Also add some number parsing tests to test/nlcf_break.con.
git-svn-id: https://svn.eduke32.com/eduke32@3571 1a8010ca-5511-0410-912e-c29ae57300e0