Commit Graph

162 Commits

Author SHA1 Message Date
helixhorned 14467dec24 Replace literal g_sounds[].m bits with enum constants. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4055 1a8010ca-5511-0410-912e-c29ae57300e0
2013-09-08 20:18:56 +00:00
terminx e9a773a588 Add a few defined constants for commonly used weapon_pos values
git-svn-id: https://svn.eduke32.com/eduke32@3903 1a8010ca-5511-0410-912e-c29ae57300e0
2013-06-27 23:04:57 +00:00
terminx f8cc394fa3 Sanitize hard coded render mode numbers... replace all references to rendmode 0, 3, 4, etc with proper REND_CLASSIC, REND_POLYMOST, REND_POLYMER labels.
git-svn-id: https://svn.eduke32.com/eduke32@3784 1a8010ca-5511-0410-912e-c29ae57300e0
2013-05-17 03:44:09 +00:00
helixhorned 74aaac70d2 Fix two bugs found by Clang's undefined behavior sanitizer.
- 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
2013-04-29 19:24:19 +00:00
helixhorned 3b39a87bd1 Fix a couple of issues identified in the preceding commit.
- 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
2013-04-15 10:48:13 +00:00
helixhorned 8064bd2f30 Clean up of mostly actors.c, but some other files along the way too.
- 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
2013-04-15 10:48:09 +00:00
helixhorned a6a4e30bbc Fix playing ambient sounds at max volume for split sec on entering their range.
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
2013-03-31 18:58:17 +00:00
helixhorned cd1f3739d9 player.c: factor out repeated code into P_SetWeaponGamevars().
git-svn-id: https://svn.eduke32.com/eduke32@3413 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-20 21:16:54 +00:00
helixhorned 80f3e132b0 Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".
git-svn-id: https://svn.eduke32.com/eduke32@3344 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:28 +00:00
helixhorned 9c328bf0a5 Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS],
allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE).
For Lunatic, they are replaced with
weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

git-svn-id: https://svn.eduke32.com/eduke32@3328 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:16 +00:00
helixhorned 48c47af5dc Pack actor_t's bposx/bposy/bposz members into a vec3_t named "bpos".
git-svn-id: https://svn.eduke32.com/eduke32@3314 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 14:00:08 +00:00
terminx fbdbca2952 Networking patch from Jasper Foreman
git-svn-id: https://svn.eduke32.com/eduke32@3270 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-12 02:53:13 +00:00
helixhorned 7614a78cc5 Factor dist() and ldist() into common.c.
git-svn-id: https://svn.eduke32.com/eduke32@3243 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-29 12:49:38 +00:00
helixhorned 1009e0f2ec Remove many redundant (int16_t) casts and one now incorrect one.
The redundant ones are in code like this: s->cstat = (int16_t)32768;
Because the value is eventually converted to the type of "s->cstat", any
casts to integral types having at least as many bits are no-ops, signedness
being irrelevant due to (probably any two's complement arch targeting
compiler's) bit-pattern preserving semantics of these conversions.

The now incorrect one is: if (lotag == (int16_t) 65535),
"int32_t lotag" being read from a wall or sprite struct directly earlier.
Now, with these members being unsigned, and (int16_t)65535 equalling -1,
the check always fails.  The correction fixes normal switches having such
a lotag ending the level immediately.

In short: integer casts before assignments are unnecessary, those in reads
highly relevant!

git-svn-id: https://svn.eduke32.com/eduke32@3211 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-18 19:01:34 +00:00
helixhorned 2cb3734f85 Split r3159..r3161, part 8: make some members of base types unsigned.
NOTE: This will need very thorough review.

git-svn-id: https://svn.eduke32.com/eduke32@3174 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:28:18 +00:00
helixhorned 1cd11d06ef Revert "Fix the warnings when building with C++, add MSVC C++ build support."
This reverts r3159..r3161.

Conflicts:
	eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)

git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:27:45 +00:00
terminx 3ff46c02b2 Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)


git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-14 23:32:43 +00:00
helixhorned 3d74c8a9fd Fix viewing through moving cameras.
It's still not pretty though since there's no interpolation from G_DrawRooms().

git-svn-id: https://svn.eduke32.com/eduke32@3149 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-11 17:56:57 +00:00
helixhorned e7e777348b When found a camera sprite for viewscreen, set position etc. immediately.
Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.

git-svn-id: https://svn.eduke32.com/eduke32@3142 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-10 14:11:07 +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 5cca0d4ffe Add some compile time defined names for p->inven_icon values. Too bad these values aren't in the same order as the inventory items themselves... (dukeinv_t and dukeinvicon_t values do not match).
git-svn-id: https://svn.eduke32.com/eduke32@3115 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-04 23:41:05 +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
terminx 54ec3c7640 Minor menu cleanups, only half-finished (if that).
git-svn-id: https://svn.eduke32.com/eduke32@3084 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 22:16:07 +00:00
helixhorned a92d5486c4 Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER.
Also catch some other literal SEs and statnums.

git-svn-id: https://svn.eduke32.com/eduke32@3073 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 20:41:21 +00:00
helixhorned 011e2b714a Replace some literal statnums with the corrensponding STAT_...
git-svn-id: https://svn.eduke32.com/eduke32@3011 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-12 09:46:21 +00:00
helixhorned 8f6d9c0986 Replace some more literal SE numbers, rename a couple of functions.
git-svn-id: https://svn.eduke32.com/eduke32@3010 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-12 09:45:14 +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 6fe5eb2863 Clean up A_FindPlayer(), constify some function args, some 0x7fffffff->INT32_MAX
git-svn-id: https://svn.eduke32.com/eduke32@2984 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:04:16 +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 4dca439d8f Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"
This makes the code rather more readable in some places.  Unlike the two
preceding commits, this one is actually purely textual replacement.

git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-10 19:12:01 +00:00
helixhorned e1d6fe534d Mass text replacement g_player[p].ps --> ps, part 1 (the easy one).
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.

git-svn-id: https://svn.eduke32.com/eduke32@2875 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-10 19:11:53 +00:00
helixhorned f1ffd6d90a Factor out 5 instances of functionally identical code into G_ClearCameraView().
git-svn-id: https://svn.eduke32.com/eduke32@2853 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-02 10:52:13 +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
helixhorned 35d989646e A couple of minor fixes and comments that got accumulated in my tree.
git-svn-id: https://svn.eduke32.com/eduke32@2709 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-29 20:01:55 +00:00
helixhorned 5b387f7a08 Introduce two convenient sprite iteration macros in build.h, add a few uses.
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.

git-svn-id: https://svn.eduke32.com/eduke32@2707 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-29 20:01:48 +00:00
helixhorned 2fc6e2e6b0 Various cleanup and rewrites.
- make allocatepermanenttile() return intptr_t
- the usual

git-svn-id: https://svn.eduke32.com/eduke32@2697 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-26 21:58:21 +00:00
terminx 5207f91978 Fix the previous/next weapon events
git-svn-id: https://svn.eduke32.com/eduke32@2675 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-19 14:39:29 +00:00
terminx c0851da27b Fix breakage of EVENT_WEAPKEYx after r2656
git-svn-id: https://svn.eduke32.com/eduke32@2658 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-17 17:23:02 +00:00
terminx 2ca8dc1c38 This should hopefully fix the disaster with events caused by my last couple of commits ;)
git-svn-id: https://svn.eduke32.com/eduke32@2656 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-16 00:45:10 +00:00
terminx 3548c50724 Fix a potential issue with nested event execution
git-svn-id: https://svn.eduke32.com/eduke32@2655 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-15 23:39:48 +00:00
terminx 4ba6da5007 Addition of 3 events:
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
2012-05-14 18:12:27 +00:00
helixhorned 3f798b048c Factor out almost all instances of setting ...->pals.[rgbf] into P_PalFrom.
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.

git-svn-id: https://svn.eduke32.com/eduke32@2643 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:24:50 +00:00
helixhorned 84e5fcdad8 Accumulated trivia, mostly "the usual".
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.

git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:23:44 +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
helixhorned 139b2086c1 Rename P_ActivateSwitch()'s 3rd argument from 'switchtype' to 'switchissprite'.
git-svn-id: https://svn.eduke32.com/eduke32@2440 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-10 21:22:03 +00:00
helixhorned fbbefc0df9 sector.c: fix a possible oob access of a local array.
git-svn-id: https://svn.eduke32.com/eduke32@2411 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-04 20:14:01 +00:00
helixhorned 0919c186ba Pull the 'for (' ... ')' out of the TRAVERSE_{CONNECT,SPRITE_*} macros.
This plays more nicely with automatic formatters.  Also indent accordingly.

git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:33:33 +00:00
helixhorned 0309ba3141 QUOTE_NVG_OFF-p->heat_on --> QUOTE_NVG_OFF-!!p->heat_on in sector.c.
Because: 1) It used to be like this; 2) guard against bad CON input.

git-svn-id: https://svn.eduke32.com/eduke32@2378 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:33:09 +00:00
helixhorned 0f933a8522 Fix potential (certain?) oob access with ST28/SE21.
Encountered with Scent.map.  Since the SE21 are deleted after they have
been used, the search for them in the ST28 code in sector.c may come up
empty, in which case sector[-1] would be accessed.

git-svn-id: https://svn.eduke32.com/eduke32@2377 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:32:55 +00:00
helixhorned 80bd1bb4e4 engine: make neartag accept a sprite-blacklist function and use it in sector.c.
Internally, the last argument to neartag is now a pointer to a function
  int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.

This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON).  There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted.  This remedies problems where such
sprites would get in the way of switches.

Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.

Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.

git-svn-id: https://svn.eduke32.com/eduke32@2373 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 19:54:24 +00:00