Commit graph

473 commits

Author SHA1 Message Date
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
3bcdc5acb8 Lunatic reorganization part 2: split into engine and editor/game parts.
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.

git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-10 20:59:00 +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
a3fe057c0a WIP networking updates from Jasper Foreman
git-svn-id: https://svn.eduke32.com/eduke32@3095 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-28 22:27:53 +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
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
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
7305fbbae9 Add macro CON_ERRPRINTF(Fmt, ...) and use that everywhere.
git-svn-id: https://svn.eduke32.com/eduke32@3000 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:47 +00:00
helixhorned
1729f8fa38 Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.
This currently says that MP saving/loading isn't supported, but doesn't
really work correctly.  Also, properly bound-check the immediate argument
to CON's 'save' command and one more ... -> G_HandleAsync().

git-svn-id: https://svn.eduke32.com/eduke32@2999 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-05 17:25:43 +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
52bb35361b Some [U]INT_MAX --> [U]INT32_MAX.
git-svn-id: https://svn.eduke32.com/eduke32@2986 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:06:30 +00:00
helixhorned
7f74880c96 Move #include <math.h> from polymer.h to polymer.c.
git-svn-id: https://svn.eduke32.com/eduke32@2985 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:05:23 +00:00
hendricks266
a0dc378eda Expand "Switch weapons on pickup" to three options: "Off", "All weapons", and a new one, "Fav priority". It switches to the weapon you have just picked up only if it is ranked higher in the favorite weapon hierarchy using the "-u" parameter.
Suggested at: http://forums.duke4.net/topic/5667-tiny-request/

git-svn-id: https://svn.eduke32.com/eduke32@2975 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-27 03:52:38 +00:00
helixhorned
772778205b Pack how many players fake multi was started with into g_fakeMultiMode.
git-svn-id: https://svn.eduke32.com/eduke32@2957 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-22 22:51:38 +00:00
helixhorned
dc3a523eed Fake multi: fix display of item percentage and on/off states.
git-svn-id: https://svn.eduke32.com/eduke32@2935 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 13:02:37 +00:00
helixhorned
99160ede88 Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.
ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1).  Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing).  Also, dorotspr_handle_bit2 is made clearer.

git-svn-id: https://svn.eduke32.com/eduke32@2929 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:57:57 +00:00
helixhorned
e9095c8470 Lunatic: rotatesprite+test, player access, misc.
git-svn-id: https://svn.eduke32.com/eduke32@2923 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:52:18 +00:00
helixhorned
786df72c6d In setaspect_new, determine the aspect with {x,y}dim again except for showview.
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice.  Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.

git-svn-id: https://svn.eduke32.com/eduke32@2913 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-16 21:48:56 +00:00
helixhorned
32d721a055 CON: in showview*, use new aspect determination if r_usenewaspect is 1.
git-svn-id: https://svn.eduke32.com/eduke32@2895 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:26:18 +00:00
helixhorned
cb812625a7 CON: in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.
This makes sounds like DUKE_GET (item pickup) be heard for the second player
in the splitscreen mod, too.

git-svn-id: https://svn.eduke32.com/eduke32@2890 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:26:06 +00:00
helixhorned
458b202ce3 Also draw TROR from showview* commands.
git-svn-id: https://svn.eduke32.com/eduke32@2882 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:25:46 +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
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
5084d08249 CON: factor out addammo/addweapon{,var} common code, harden addweaponvar...
... against invalid weapon indices and arguments accessed from arrays/structs.

git-svn-id: https://svn.eduke32.com/eduke32@2873 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-10 19:11:47 +00:00
helixhorned
7f4eb4f5c3 Lunatic: implement a couple more 1.5 commands.
git-svn-id: https://svn.eduke32.com/eduke32@2869 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-08 19:32:35 +00:00
helixhorned
f3970f9ac7 Lunatic: clean up handing of ac/mv internally, add control module.
git-svn-id: https://svn.eduke32.com/eduke32@2864 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-06 20:00:29 +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
helixhorned
b47c18518f Lunatic: time every event and actor call and print summary at game exit.
git-svn-id: https://svn.eduke32.com/eduke32@2842 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-20 21:57:44 +00:00
helixhorned
54721d7461 Make ksqrt take uint32_t, add helper function uint32_t uhypsq(int32_t,int32_t).
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
  (int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")

This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).

git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-01 22:11:14 +00:00
helixhorned
c001749dee Fix actors at action 0 executing the action C code protion in gameexec.c.
The bug was introduced with SAMESIZE_ACTOR_T enabling in r2208.
This fixes being unable to read the messages in A.Dream* by zykov eddy.

git-svn-id: https://svn.eduke32.com/eduke32@2788 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-26 19:50:04 +00:00
helixhorned
c3955f7462 CON parser/runtime: two bound tweaks, defer setting insptr in (load)actor.
git-svn-id: https://svn.eduke32.com/eduke32@2750 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-10 18:56:24 +00:00
helixhorned
59df76f0b6 Lunatic: actors
git-svn-id: https://svn.eduke32.com/eduke32@2747 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-10 18:56:15 +00:00
helixhorned
90b169d8c8 Lunatic: in event interface, pass actor, player, dist.
git-svn-id: https://svn.eduke32.com/eduke32@2746 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-10 18:56:10 +00:00
helixhorned
0ac242293b gameexec.c: factor out stuff, make code more readable overall.
git-svn-id: https://svn.eduke32.com/eduke32@2745 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-07 17:38:01 +00:00
terminx
9f40f84cbe This probably fixes the music breakage caused by r2727.
git-svn-id: https://svn.eduke32.com/eduke32@2738 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-04 22:01:45 +00:00
helixhorned
59fa419506 Lunatic: pack actor/move parameters into t_data, which is enlarged to 14 elements.
(LUNATIC build only.)
Also, a minor problem is identified.  sizeof(actor_t) is 124 on 64-bit platforms,
while the expected size is 128 bytes.  This needs to be corrected whenever the
next savegame version bump happens.

git-svn-id: https://svn.eduke32.com/eduke32@2724 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 15:46:08 +00:00
helixhorned
ae15643a73 Rename LUNATIC_ENABLE macro to just LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@2721 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 15:45:59 +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
cea07d0125 In CON showview, if drawing off-screen, clear the view with pal 0 and bail out.
This fixes the glitches/corruption whereever showview is used from
EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the
frame buffer, for example because we have a tilted view or "pixel doubling"
enabled.  Fixing it for real (i.e. so that the showview actually completes)
will require more effort.

git-svn-id: https://svn.eduke32.com/eduke32@2706 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-29 20:01:44 +00:00
helixhorned
eebddcd559 Cleanup & minor rewrites, among other things in premap.c:G_EnterLevel().
git-svn-id: https://svn.eduke32.com/eduke32@2695 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-25 18:39:22 +00:00
helixhorned
05af53ac4b Fix gamearrays on 64-bit platforms.
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
2012-05-25 15:23:48 +00:00
helixhorned
8a4519324e Fix one ptr size mismatch and one format letter/arg mismatch on x86_64.
git-svn-id: https://svn.eduke32.com/eduke32@2671 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-18 21:40:20 +00:00
helixhorned
f5fb70250a Lunatic: actions prototype, not enabled even in the dev build.
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
2012-05-18 12:46:10 +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
fd6e36af5a Add bit 16 to the two main setbrightness() users, add bit 2 to one of them.
(I.e. also restore r2232 again.)
The first one is the palette restore logic in G_DisplayRest, the second
is CON setgamepalette, to which the "don't gltexinvalidateall()" bit is
added to mimic the first. Hightile invalidations aren't really useful for
anything other than reloading them after a video mode change, IMO.

These changes mean that
 1) active full screen tints should (almost) always be kept with a basepal
    change. The only exceptions to this are when tints really have to be
    cleared, e.g. when changing the player view in co-op play.
 2) there should be no performance issues with simultaneously changing
    basepals while a tint is applied

git-svn-id: https://svn.eduke32.com/eduke32@2637 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:22:59 +00:00
helixhorned
226f04ddae Revert r2232, "don't reset full-screen tint on basepal change" in CON setgamepalette.
Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else.  Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.

git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-29 20:55:10 +00:00
helixhorned
b2b8ab7890 CON palfrom: sanity-check current player and maybe print error message.
git-svn-id: https://svn.eduke32.com/eduke32@2615 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-28 21:56:38 +00:00
helixhorned
015affaa27 CON showview/showviewunbiased: silently clamp 'horiz' to HORIZ_MIN..HORIZ_MAX.
git-svn-id: https://svn.eduke32.com/eduke32@2575 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-31 11:22:32 +00:00
helixhorned
34c0e85295 Allow the screen bounds difference in CON showview/-unbiased to be less than 2.
This requires one tweak in drawrooms' umost/dmost setup to prevent oob access.
Specifically, a coordinate difference of 0 is allowed.  In the classic renderer,
this would mean a one-pixel (real screen coords) height or width.  In Polymost,
it would currently mean a one-pixel height and zero-pixel width, but this might
be subject to change.

git-svn-id: https://svn.eduke32.com/eduke32@2574 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-31 11:22:19 +00:00
helixhorned
1ae1bfa479 New CON command 'showviewunbiased', mapping the screen coords w/o round-to-0 bias.
The showview command transforms the 320-based screen bound coordinates to the real
screen bounds like xreal = (x*xdim)/320, which shows a bias towards zero: for
example, for a 1680 screen width, the maximum permissible value 319 is mapped to
round_to_zero((319*1680)/320) == 1674.  (The rounding is implicit in the integer
division).  This makes it impossible for a view to cover the whole screen with any
other resolution than 320x200.  The new command transforms the bounds like
xreal = (x*(xdim-1))/319, which would map 319 to 1679 in the preceding example.

git-svn-id: https://svn.eduke32.com/eduke32@2573 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-31 11:22:00 +00:00
helixhorned
b897a59d82 Bound-check the 'picnum' argument to rotatesprite; tweak CON digitalnumber check.
There are instances where oob picnums may propagate to that function, so
protect it.  The digitanumber[z] bound check is actually made more permissive,
but could also just as well be removed now.

git-svn-id: https://svn.eduke32.com/eduke32@2533 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-25 22:01:21 +00:00
helixhorned
acc2a2f70e Save 'Numsprites' into savegames and mapstates. Bump savegame minor version.
git-svn-id: https://svn.eduke32.com/eduke32@2483 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-14 22:31:49 +00:00
helixhorned
b044502709 When deleting sprites, insert them at the tail (instead of head) of the freelist.
The major outside-visible change is that this fixes the sound cutoff bugs that
happened because newly-spawned sprites took the place of those whose sounds
had not yet finished playing.

Besides, there are these changes:
 - remove deletesprite{sect,stat}
 - we have a new engine variable 'tailspritefree' that keeps track of the
   sprite freelist tail
 - we need to store it in savegames and mapstates, so bump the savegame
   minor version

git-svn-id: https://svn.eduke32.com/eduke32@2470 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-13 20:07:17 +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
c0228fa14c After executing actor or loadactor CON code, null the instruction pointer.
This is so that in the event of a crash, no CON dump will be printed if no
(actor or loadactor) CON code was actually executing at the time of the
crash, confusing the users.  Note: doesn't apply for event code.

git-svn-id: https://svn.eduke32.com/eduke32@2453 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:38:27 +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
3917e05c1e Remove non-SAMESIZE_ACTOR_T code and remaining #defines.
We've been running with same-sized actor_t for a while without problems now.
In the unlikely event (famous last words) that an issue should pop up later,
this revision should be consulted for the differences between the two versions.

git-svn-id: https://svn.eduke32.com/eduke32@2451 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:37:50 +00:00
helixhorned
ba9a3f9d1b Save TROR-related information into map states and bump BYTEVERSION.
git-svn-id: https://svn.eduke32.com/eduke32@2449 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:37:08 +00:00
helixhorned
ea9ecf0735 Remove a couple of redundant declarations in actors.c and gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@2447 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-11 17:36:32 +00:00
helixhorned
95cbdbd1be Rename SOUNDOWNER's (used in sound_t) member .i to .ow for easier grepping.
git-svn-id: https://svn.eduke32.com/eduke32@2442 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-10 21:22:44 +00:00
hendricks266
1c2ea1e96e Add "echo" CON command which allows the user to print a quote only to the console and log file, for debugging or informational purposes. EVENT_INIT can finally be put to use!
git-svn-id: https://svn.eduke32.com/eduke32@2419 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-05 07:24:04 +00:00
helixhorned
0175562e1f Do bound check for "quick" sector/wall accesses from CON, i.e. in getvarvar.
This was causing oob sector accesses with code like this:
    getwall[hitwall].nextsector temp
    ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1
(from DT's HYPERCORE).

Also validate quote indices passed to CON's quote and userquote commands at
runtime.

git-svn-id: https://svn.eduke32.com/eduke32@2381 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-24 19:51:54 +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
helixhorned
ebd7fc402b Lunatic: interface to events.
git-svn-id: https://svn.eduke32.com/eduke32@2329 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:45:18 +00:00
helixhorned
283e8d053f Conditionally compile out the dynamic-to-static tile remapping feature.
git-svn-id: https://svn.eduke32.com/eduke32@2297 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:38:23 +00:00
helixhorned
7a5a19a874 Fix actor[].dispicnum becoming negative.
Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.

git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:00 +00:00
helixhorned
146e1f1c09 When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent
crashes.

Usually, after loading a game, some wall tiles are tweaked depending on whether
adult mode is enabled or not.  If it's not, those wall picnums are replaced
with blank or broken screens.  If it is, they are restored from the wall's
.extra member.  Apparently though, Mapster32 leaves some .extra members
floating around even after deleting a TROR nextwall link (it's used as the
'lower wall index').  Because MAXWALLS is greater than MAXTILES, this may
produce out-of-bounds accesses and corrupt memory (besides setting wall
tilenums to nonsensical values) later in the game.

Other than that, the change only affects loading savegames created with adult
mode OFF. Kinky TV screenies simply won't be restored then.

git-svn-id: https://svn.eduke32.com/eduke32@2235 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-05 20:48:37 +00:00
helixhorned
bb17cff9b7 Pass bit 16 to P_SetGamePalette from CON's setgamepalette (forgotten from earlier commit)
git-svn-id: https://svn.eduke32.com/eduke32@2232 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-03 19:56:10 +00:00
hendricks266
13c399f612 - Format CON crash output in VM_ScriptInfo() much more nicely.
- Execute VM_ScriptInfo() when DNDEBUG is used.

git-svn-id: https://svn.eduke32.com/eduke32@2229 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-01 04:14:06 +00:00
helixhorned
8007da7190 Factor out two nearly identical pieces of code in game.c and gameexec.c
into G_HandleMirror().

git-svn-id: https://svn.eduke32.com/eduke32@2217 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:33:40 +00:00
helixhorned
f12bd9f13d misc. beautifying some game code...
git-svn-id: https://svn.eduke32.com/eduke32@2192 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-21 18:42:49 +00:00
helixhorned
8e54a3febf Preliminary commoning of actor[].t_data[10] to an array of int32's on both
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.

This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).

git-svn-id: https://svn.eduke32.com/eduke32@2185 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-21 18:40:47 +00:00
helixhorned
9b0ea0366e Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.
Actors are always moved such that _they_ clip against blocking sprites, even
if their blocking bit is clear. Setting the new bit make them not clip against
anything.  The promary use of this is for decorative moving sprites that are
spawned in masses, such as rain or snow.

git-svn-id: https://svn.eduke32.com/eduke32@2184 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-17 18:51:50 +00:00
helixhorned
44e29613f1 Fix two yax_drawrooms() calls with too large sectnums (copy&paste error).
git-svn-id: https://svn.eduke32.com/eduke32@2175 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-11 13:26:54 +00:00
helixhorned
eb764b3b75 gameexec.c: fix calculation of a pointer value outside the bounds of an array
and an invalid derived pointer value.

git-svn-id: https://svn.eduke32.com/eduke32@2166 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:10:35 +00:00
helixhorned
3690f25944 Fix the 'displayrandvar{var}' CON and m32script commands for environments
with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2105 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-05 12:13:50 +00:00
helixhorned
e94243d7db New CON command
setactorsoundpitch <actor#> <sound#> <pitchoffset>
which can be used to change the pitch of a playing sound.

The pitch offset has the same meaning as the definesound pitch range endpoints,
i.e. the units are 1/100th of a seminote.  Note that just like the random pitch
offset, increasing the pitch makes the sound duration shorter (and vice versa).

git-svn-id: https://svn.eduke32.com/eduke32@2104 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-03 23:08:54 +00:00
helixhorned
d37ef521fb A couple of small tweaks:
- fix arg checking in checkdefs.sh
 - some tilenum and quote ID validation in the CON interpreter
 - G_DrawDigiNum and friends: eliminate redundant strlen calls

git-svn-id: https://svn.eduke32.com/eduke32@2086 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:46:51 +00:00
helixhorned
9b04832153 Fix being squished in sectors with little headroom but extended non-blocking
ceilings or floors. In such cases, you're not squished unconditionally (instead
of fetching the ceiling or floor height of the neighbor sector), but TROR isn't
meant for small-scale RoR anyway.

git-svn-id: https://svn.eduke32.com/eduke32@2071 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 17:44:06 +00:00
helixhorned
54f345f78f Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).
git-svn-id: https://svn.eduke32.com/eduke32@1956 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:46 +00:00
helixhorned
85fba8755b maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function
git-svn-id: https://svn.eduke32.com/eduke32@1950 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:49 +00:00
helixhorned
864cc11463 maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()
git-svn-id: https://svn.eduke32.com/eduke32@1949 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:28 +00:00
helixhorned
43ecbb1019 * We cansee() now through TROR portals, making enemies recognize you from above and below
* fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099
* API change: Sect_{Set,Clear}Interpolation now takes sectnums directly


git-svn-id: https://svn.eduke32.com/eduke32@1926 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 17:15:07 +00:00
terminx
ef61e48c25 Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."


git-svn-id: https://svn.eduke32.com/eduke32@1909 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 00:11:52 +00:00
helixhorned
98456aefe3 -- engine:
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes

-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields

-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector


git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-12 23:31:13 +00:00
helixhorned
203cf0b7b1 A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage...
* The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor

Fixes:
* crash when carrying out certain operations on walls with xrepeat 0
* the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing


git-svn-id: https://svn.eduke32.com/eduke32@1877 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-07 18:23:34 +00:00
terminx
1fdafcdad6 Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
git-svn-id: https://svn.eduke32.com/eduke32@1857 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 01:16:29 +00:00
terminx
e17a4834eb fix mikesnd
git-svn-id: https://svn.eduke32.com/eduke32@1837 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-09 18:53:04 +00:00
terminx
1a8f02a07b a couple of multiplayer fixes
git-svn-id: https://svn.eduke32.com/eduke32@1826 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-05 01:41:38 +00:00
terminx
8c47f34c7c Use svn revision numbers in synthesis build strings
git-svn-id: https://svn.eduke32.com/eduke32@1821 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-04 09:29:03 +00:00
terminx
323008432a Consolidate POLYMOST preprocessor define into USE_OPENGL, remove SUPERBUILD preprocessor define, add additional mode to neartag() to skip sprite searches and speed up processing (and enable for CON_OPERATE), fix issue with nearby single instance sounds not playing due to out of range sounds blocking their playback, fix issue with settings.cfg being reset to default bindings when running a mod that specifies its own cfg base name, improve CON structure member interface read/write performance, fix a bug with CON "move" pointer validation
git-svn-id: https://svn.eduke32.com/eduke32@1820 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-04 08:50:58 +00:00
terminx
7f2bf98179 fix monumental fuckup in r1805 that broke pretty much every EDuke32 mod ever
git-svn-id: https://svn.eduke32.com/eduke32@1807 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-27 18:01:49 +00:00
terminx
043bb208b3 Multiplayer improvements
git-svn-id: https://svn.eduke32.com/eduke32@1802 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-25 21:50:19 +00:00