Commit Graph

66 Commits

Author SHA1 Message Date
hendricks266 ccf7d2d470 Allow -g, -x, -h, -j, and for the game, -d, to take their file name after a space. This allows quotes to be used with them properly.
I updated the help windows to prefer these variants because they are superior to the -xSquished versions.
Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.

git-svn-id: https://svn.eduke32.com/eduke32@4128 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-03 04:02:23 +00:00
helixhorned 8248ef8446 CON: Add LOGO_FLAGS bits 4096-32768 to disable E1-E4 bonus scenes, respectively.
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
2013-10-17 16:44:28 +00:00
helixhorned b6ea2a5c53 Lunatic: sync defs.ilua's user_defs with r3993, adding member MasterVolume.
git-svn-id: https://svn.eduke32.com/eduke32@4004 1a8010ca-5511-0410-912e-c29ae57300e0
2013-08-11 15:28:48 +00:00
terminx 3391de39be Implement a master volume control that functions separately from the sound effect and music volume controls. This is important because it allows waveform based music (like the SC-55 music pack, etc.) to play back at a louder volume than the sound effects if the end user so desires.
git-svn-id: https://svn.eduke32.com/eduke32@3993 1a8010ca-5511-0410-912e-c29ae57300e0
2013-08-06 23:53:55 +00:00
helixhorned 4f88aaf4d2 Retire global 'lastvisinc'.
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
2013-07-18 18:08:13 +00:00
helixhorned d7e4d5afbf Factor out repeated few-liner into G_NewGame_EnterLevel(), misc. cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@3950 1a8010ca-5511-0410-912e-c29ae57300e0
2013-07-13 21:04:52 +00:00
helixhorned a3adf3508e Substitute some symbolic SE_x_* labels for literal SE numbers that were missed.
git-svn-id: https://svn.eduke32.com/eduke32@3896 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-22 11:31:13 +00:00
hendricks266 899f19155d Make improvements utilizing G_ScreenText().
git-svn-id: https://svn.eduke32.com/eduke32@3838 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-01 06:56:28 +00:00
hendricks266 bf9b91352b Text wrapper conversion.
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
2013-06-01 06:56:00 +00:00
hendricks266 ced47cf9fc Add qstrdim and screentext, powerful new functions for HUD text.
git-svn-id: https://svn.eduke32.com/eduke32@3833 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-01 06:55:00 +00:00
helixhorned 560f88b022 Replace inline "qsetmode==200" checks with in3dmode().
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
2013-05-30 09:13:32 +00:00
helixhorned f6ea669613 Lunatic: initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.
git-svn-id: https://svn.eduke32.com/eduke32@3795 1a8010ca-5511-0410-912e-c29ae57300e0
2013-05-20 19:31:37 +00:00
helixhorned 9d858b9883 Lunatic: back up generated LunaCON code, recreate Lua state on map entering.
git-svn-id: https://svn.eduke32.com/eduke32@3787 1a8010ca-5511-0410-912e-c29ae57300e0
2013-05-19 19:29:13 +00:00
terminx 606e7cce98 Add support for the versions of Duke it out in D.C., Duke Caribbean: Life's a Beach, and Duke: Nuclear Winter packaged with Duke Nukem 3D: Megaton Edition on Steam. This allows them to be launched directly from the startup window and also adds an "-addon" command line parameter that should allow the duke3d.exe included with Megaton Edition to be replaced with a copy of EDuke32.
git-svn-id: https://svn.eduke32.com/eduke32@3654 1a8010ca-5511-0410-912e-c29ae57300e0
2013-04-08 18:30:39 +00:00
helixhorned 4601b2d203 Add new LOGO_FLAGS bit 2048, preventing cutscene at E4 beginning if set.
git-svn-id: https://svn.eduke32.com/eduke32@3566 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-15 16:56:29 +00:00
hendricks266 27fa5e72f7 Make stopping of all sounds after completion of LOGO.ANM conditional on the newly introduced (LOGO_FLAGS & LOGO_STOPANIMSOUNDS). Modifies r3217.
git-svn-id: https://svn.eduke32.com/eduke32@3545 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-04 01:24:17 +00:00
helixhorned 5e84185d6e Factor out setting baslayer timer from game into G_InitTimer().
git-svn-id: https://svn.eduke32.com/eduke32@3485 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-16 18:52:56 +00:00
helixhorned cba053bbcf CON myosx*: move masking orientation with user-bits-mask to G_DrawTileGeneric().
git-svn-id: https://svn.eduke32.com/eduke32@3479 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-11 17:16:54 +00:00
helixhorned b6fafd8d13 Factor out player[].* allocation into G_MaybeAllocPlayer(), rename 2 functions.
git-svn-id: https://svn.eduke32.com/eduke32@3476 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-10 16:24:38 +00:00
helixhorned c9190e79ae Wrap some ud.camera* and g_camera{Distance,Clock} into CAMERA* macros.
In Lunatic, make it a struct type "camera_t" instead.

git-svn-id: https://svn.eduke32.com/eduke32@3405 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-19 18:28:32 +00:00
hendricks266 5e0ffb93b3 RENDERTYPE=SDL on Windows, part 2.
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers.

sdlayer has been expanded to include the code from winbits under _WIN32.

All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.

git-svn-id: https://svn.eduke32.com/eduke32@3221 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 04:26:37 +00:00
hendricks266 fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
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.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
terminx 88c95a18f7 Retire the actorscrptr[], actorLoadEventScrptr[], SpriteFlags[], ActorType[], SpriteCacheList[], ProjectileData[] and DefaultProjectile[] arrays in favor of a tile_t structure exposed as g_tile[]. This consolidates most of the MAXTILES sized arrays on the game side into one place.
git-svn-id: https://svn.eduke32.com/eduke32@3102 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-30 15:54:35 +00:00
helixhorned e921346dac TROR: Prototypical no-SE7 water submersion/emersion.
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.

git-svn-id: https://svn.eduke32.com/eduke32@3072 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 20:41:17 +00:00
terminx 9120696e86 Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.
git-svn-id: https://svn.eduke32.com/eduke32@3053 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-05 20:48:10 +00:00
helixhorned eb4848fe05 Replace most other literal SEs/STs by symbolic enumeration values.
Have fun researching Duke3D's hardcoded weirdness!!!

git-svn-id: https://svn.eduke32.com/eduke32@3008 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-08 22:18:44 +00:00
helixhorned fba2556f9b Clean up some timing-related code.
- duke3d.h: comment the timing marcos a bit more
- factor out smoothratio calculation
- (TICRATE/TICSPERFRAME) --> REALGAMETICSPERSEC

git-svn-id: https://svn.eduke32.com/eduke32@3007 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-08 22:18:40 +00:00
helixhorned 8f8a3c6846 Move enum cheatindex_t from game.c to game.h and use its values in osdcmds.c.
git-svn-id: https://svn.eduke32.com/eduke32@3005 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-08 22:18:34 +00:00
helixhorned 0665d961d2 Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails
git-svn-id: https://svn.eduke32.com/eduke32@2998 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:40 +00:00
helixhorned bb5d3496ee Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().
... and use it in three places. In two of these uses,
1) CON {read,write}arrayfromfile and
2) G_SavePlayer,
display an error message if the file name such generated is too long.

In the CON commands of 1), also error out if the file couldn't be opened.

git-svn-id: https://svn.eduke32.com/eduke32@2997 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:37 +00:00
helixhorned e417274c1e Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.
git-svn-id: https://svn.eduke32.com/eduke32@2996 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:34 +00:00
helixhorned a9d3103373 Remove commented out AI Duke opponent code.
git-svn-id: https://svn.eduke32.com/eduke32@2982 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:02:04 +00:00
helixhorned 2b58c6de4c Replace some literal numbers denoting SEs/STs by symbolic enumeration values.
git-svn-id: https://svn.eduke32.com/eduke32@2970 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-26 22:16:08 +00:00
helixhorned 6953dbd964 Print quotes for both players in fake multi, remove quote code in splitscr.con.
git-svn-id: https://svn.eduke32.com/eduke32@2948 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-20 21:32:11 +00:00
helixhorned 21a9cb3581 Rename args in G_DoSpriteAnimations(), for easier grepping.
git-svn-id: https://svn.eduke32.com/eduke32@2881 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:25:40 +00:00
helixhorned 2b2be071d4 High-level TROR drawing: clean up how things are passed around.
git-svn-id: https://svn.eduke32.com/eduke32@2880 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:25:37 +00:00
helixhorned 8eafee0636 Resurrect fake multiplayer mode a little (no bots).
Just enough so that Bloodclaw's splitscreen mod can be played.

git-svn-id: https://svn.eduke32.com/eduke32@2879 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:25:32 +00:00
hendricks266 d3a3c74112 Massive menu input control revamp/cleanup/factor. (added: input.[ch])
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.

On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])

Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.

I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.

In addition, "Press any key or button to continue" now truly means what it says.

As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.

A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.

git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
hendricks266 67ed6945fd The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.
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
2012-06-03 16:09:33 +00:00
helixhorned 7cd2c19801 Remove the 'inline' qualifier of some (not-so) short functions.
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
2012-05-05 22:24:02 +00:00
helixhorned b06ce8456a Make g_grpNamePtr memory-clean, extern clearGrpNamePtr().
git-svn-id: https://svn.eduke32.com/eduke32@2563 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-28 19:44:33 +00:00
helixhorned 3deb8d1d99 Clear up handling of g_*NamePtr in the game.
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
2012-03-28 19:44:00 +00:00
helixhorned b5894eb7e0 Make 'nofloorpalrange' def token affect HUD weapons.
git-svn-id: https://svn.eduke32.com/eduke32@2518 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-22 22:47:47 +00:00
hendricks266 cf2b9ec940 New "-clipmap" command-line switch to specify sector collision clip maps. This switch works in an additive fashion like -mx and -mh. _clipshape0.map through _clipshape9.map remain loaded by default.
Also, a very minor change in the con/def module code. (int --> int32_t)

git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 08:50:41 +00:00
helixhorned 8f8bb68ace Rename ud.clipping to ud.noclip internally for sanity.
This might now be even more confusing for users reading both the source
and CON code (where the access is necessarily still via '.clipping'),
but at least reading the source now makes sense :P

git-svn-id: https://svn.eduke32.com/eduke32@2454 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:38:50 +00:00
helixhorned bdc02d36d9 Explicitly call A_DeleteSprite() from game code instead of relying on macro expansion.
git-svn-id: https://svn.eduke32.com/eduke32@2452 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:38:13 +00:00
hendricks266 3fdb7ee8fc Rewrite code for the "-rts" command line parameter to remove an unnecessary int32_t, prevent needless string copying, factor out duplicate math, centralize the default RTS name, and prevent clobbering of the RTSName CFG setting.
git-svn-id: https://svn.eduke32.com/eduke32@2420 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-05 07:24:34 +00:00
helixhorned ca2d612976 Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.

git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:58:23 +00:00
helixhorned cd89fce9aa less trivial stuff
- fix one bound-checking line
- rewrite two lines in astub.c to potentially not overflow an int16
- make tiletovox[] an array of int16's

git-svn-id: https://svn.eduke32.com/eduke32@2266 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:46 +00:00
helixhorned 2e1e2345af trivial tweaks: make stuff static, remove unused stuff, formatting...
git-svn-id: https://svn.eduke32.com/eduke32@2265 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:22 +00:00