Mostly, these are rendering-related variables. We keep *writing* them to
mapster32.cfg so that older Mapster32 versions can be used side-by-side
for now.
git-svn-id: https://svn.eduke32.com/eduke32@4462 1a8010ca-5511-0410-912e-c29ae57300e0
Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0].
Also document 'fogpal' in the Lunatic doc.
git-svn-id: https://svn.eduke32.com/eduke32@4456 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- add a static assertion to engine.c
- gameexec.c: compile out an unused function in Lunatic builds
git-svn-id: https://svn.eduke32.com/eduke32@4451 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the game not process as many ticks as have elapsed during the saving
afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@4450 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, the check was for the hard-coded sound number. This made it
impossible to change difficulty selection sounds via EVENT_SOUND.
git-svn-id: https://svn.eduke32.com/eduke32@4449 1a8010ca-5511-0410-912e-c29ae57300e0
For convenience, orientation gets bit 1 (translucency) set automatically.
Again, test/screentext.con is updated to show off this functionality (the
code there assumes that additive blending tables are loaded at blend
numbers 101 -- 132).
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4428 1a8010ca-5511-0410-912e-c29ae57300e0
The extended PALETTE.DAT format can now carry a trailing byte, called
'lognumalphatables'. If it is present, the engine assumes that alpha blending
tables are loaded at blend indices 1 to 1<<lognumalphatables and handles
rotatesprite's alpha and spriteext[].alpha accordingly.
The ability to save this new byte is added to engine.lua:savePaletteDat()
and the corresponding convenience functions in shadexfog.lua.
Examples test/screentext.con and test/sprite_access.con are updated for
demonstration purposes.
git-svn-id: https://svn.eduke32.com/eduke32@4426 1a8010ca-5511-0410-912e-c29ae57300e0
Hook up those from test/shadexfog.lua and some debugging ones from engine.lua.
git-svn-id: https://svn.eduke32.com/eduke32@4419 1a8010ca-5511-0410-912e-c29ae57300e0
The overall situation is thus as follows:
- in C and from Lua, that member is called 'fogpal'
- In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias;
'filler' wasn't available before, either.
- In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)
git-svn-id: https://svn.eduke32.com/eduke32@4416 1a8010ca-5511-0410-912e-c29ae57300e0
The state quries the user for four values: ref. picnum, target picnum, max.
ldist and a lotag. Then, for all sprites i (of ref. picnum), for all sprites j
(of target picnum), if ldist(i,j)<=maxldist, sprite j's lotag is changed to the
provided one.
Also add lunatic/test/maputil.lua, containing a similar function but allowing
to customize the selection predicates of the ref. and target sprites, as well
as the action to carry out.
git-svn-id: https://svn.eduke32.com/eduke32@4414 1a8010ca-5511-0410-912e-c29ae57300e0
Also, extend the documentation for r_usenewshading a little. Specifically,
note when the different modes were introduced. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4410 1a8010ca-5511-0410-912e-c29ae57300e0
This replaces all remaining magic numbers with enumerations thereof.
It also tweaks the following, even though most will be irrelevant post-rewrite:
-Remove unused menus
-Properly center the nuke icon in Duke and the star icon in NAM
-Fix the multiplayer macro editing menu:
--Position the currently editing quote its proper spot instead of beneath the first row
--Don't highlight the first quote while editing a different one
--Select the quote just edited when finished editing instead of the first one
-Fix the cursor of a centered text input field (such as the adult mode password)
-Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones
-Shift the the Joystick Axes menu down to avoid overlapping the title bar
-Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse"
-Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar
git-svn-id: https://svn.eduke32.com/eduke32@4399 1a8010ca-5511-0410-912e-c29ae57300e0
Fix a case in G_MovePlayers(), where the player sprite's shade is approached
toward the ceiling/floor's shade. Before, it could stop at one above or below!
git-svn-id: https://svn.eduke32.com/eduke32@4392 1a8010ca-5511-0410-912e-c29ae57300e0
Also add two static assertions checking that the obituary quotes don't go
out of the MAXQUOTES bound. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4391 1a8010ca-5511-0410-912e-c29ae57300e0
In C and Lunatic, split 'jumptoplayer' of enum amoveflags_t / action.MOVFLAGS
into 'jumptoplayer_bits' and 'jumptoplayer_only' (see updated Lunatic doc).
git-svn-id: https://svn.eduke32.com/eduke32@4378 1a8010ca-5511-0410-912e-c29ae57300e0
That is, always bitwise-OR the per-tile actor flags with the existing ones.
git-svn-id: https://svn.eduke32.com/eduke32@4374 1a8010ca-5511-0410-912e-c29ae57300e0
Reserved bits are those that have no predefined SFLAG_* label in CON.
git-svn-id: https://svn.eduke32.com/eduke32@4372 1a8010ca-5511-0410-912e-c29ae57300e0
This flag is set from C for some enemies that should not be pushed back when
damaged, such as TANK. Both the tile flag and the per-sprite flag are used
(i.e. the ultimate flag value is the XOR of the two).
Add currently non-functional example to test.lua that attempts to set this bit
for NEWBEAST.
git-svn-id: https://svn.eduke32.com/eduke32@4371 1a8010ca-5511-0410-912e-c29ae57300e0
Unlike in C-CON, it only tries an exact match with the given and uppercased
label, not "full" case-insensitive search.
git-svn-id: https://svn.eduke32.com/eduke32@4370 1a8010ca-5511-0410-912e-c29ae57300e0
Make Mapster32 save as map-text if there is a wall with non-zero 'blend'.
git-svn-id: https://svn.eduke32.com/eduke32@4368 1a8010ca-5511-0410-912e-c29ae57300e0
Given highlighted sectors, these take the arithmetic mean of their ceiling's
or floor's (respectively) z, removing the slope bit from all, and setting the
new z to the mean one, rounded down to 1024 Build z units (one PGUP/PGDN).
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4357 1a8010ca-5511-0410-912e-c29ae57300e0
We shouldn't be using its actor[].t_data[8] because that one is used by the
sprite rotation-fixing system (which fixes STAT_FX sprites to the positions
relative to the pivot, too).
Test case source/lunatic/test/delmusicsfx.lua still passes with this
modification.
git-svn-id: https://svn.eduke32.com/eduke32@4352 1a8010ca-5511-0410-912e-c29ae57300e0
It now accepts a number of tables to create as 3rd arg. The function that
create_trans() takes as the 2nd argument is now being passed
(r,g,b, R,G,B, tablei, numtables).
Rewrite create_additive_trans() in terms of it.
Rename create_128_trans() -> create_alpha_trans().
git-svn-id: https://svn.eduke32.com/eduke32@4347 1a8010ca-5511-0410-912e-c29ae57300e0
One potential use is to add r_togglecomposition "0" if you don't like Aero turning on and off every time you switch between 2D mode and 32-bit 3D mode.
git-svn-id: https://svn.eduke32.com/eduke32@4344 1a8010ca-5511-0410-912e-c29ae57300e0
engine.setupDebugBasePal() set up the water base palette such each of the first
15 "ramps" of 16 consecutive colors has a single, "representative" color. For
example, color indices 0-15 and black, 16-31 are dark gray.
In shadexfog.lua, list remappings from LOOKUP.DAT that are expressible as
remappings of 16-tuples.
git-svn-id: https://svn.eduke32.com/eduke32@4337 1a8010ca-5511-0410-912e-c29ae57300e0
- Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to
make an identity map of the base shade table's shade 0
- Rewrite color index remapping case of makepalookup() for clarity
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4336 1a8010ca-5511-0410-912e-c29ae57300e0
As opposed to the previous way, where the first fog pals was <numlookups>+1,
where <numlookups> is the first byte value of LOOKUP.DAT. This allows to
pack e.g. lookups [1 .. 25] and [30 .. <lastpal>] into LOOKUP.DAT and have fog
pals be generated at pals [26 .. 29] (i.e. the additional lookups don't
shift the fog pals, making user maps depending on these numbers not look as
intended.)
git-svn-id: https://svn.eduke32.com/eduke32@4335 1a8010ca-5511-0410-912e-c29ae57300e0
Also, error if didn't read enough data and account for TITLE and REALMS
swap between basepal number and on-disk order (sigh).
git-svn-id: https://svn.eduke32.com/eduke32@4334 1a8010ca-5511-0410-912e-c29ae57300e0
It must be a power of two in [2 .. 128]. Rewrite test/sprite_access.con's
liztroop example to account for that.
Also, add function shadexfog.create_trans() which aceepts a function
(r,g,b,R,G,B) -> blended (r,g,b) and rewrite shadexfog.create_additive_trans()
in terms of it.
git-svn-id: https://svn.eduke32.com/eduke32@4333 1a8010ca-5511-0410-912e-c29ae57300e0
- Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol.
- Implemented proper server-side version verification of all clients upon connection.
- Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.)
- Protected against OOB array accesses if an invalid player id is received.
- Renamed all "Recieve" to "Receive".
git-svn-id: https://svn.eduke32.com/eduke32@4322 1a8010ca-5511-0410-912e-c29ae57300e0
See lunatic/test/sprite_access.con for a LIZTROOP that periodically smoothly
alpha-fades in and out. (Assuming that the 128 alpha blending tables from
shadexfog.create_128_trans(1) are installed.)
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4313 1a8010ca-5511-0410-912e-c29ae57300e0
Lunatic: also, add an additional argument 'moreblends' to
engine.savePaletteDat() and document that function.
See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which
prints success or errors.
git-svn-id: https://svn.eduke32.com/eduke32@4312 1a8010ca-5511-0410-912e-c29ae57300e0
The function now writes out a full PALETTE.DAT: base balette, shade table and
translucency table.
git-svn-id: https://svn.eduke32.com/eduke32@4311 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.
git-svn-id: https://svn.eduke32.com/eduke32@4308 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor.
In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend,
but that name is *deprecated*.
git-svn-id: https://svn.eduke32.com/eduke32@4305 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, sprite[].filler (to be renamed) selects a blending table. If none
is installed with that index, the blending table at index 0 is taken (which is
read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build
will never use a custom blending table because there's no way to register one!
But the functionality is there.
git-svn-id: https://svn.eduke32.com/eduke32@4301 1a8010ca-5511-0410-912e-c29ae57300e0
- use SPRITES_OF* iterator macros
- new function: E_SpriteIsValid(); add some safety checks
(e.g. hitag used as sprite index)
- the rest is mostly "the usual code transformations"
git-svn-id: https://svn.eduke32.com/eduke32@4281 1a8010ca-5511-0410-912e-c29ae57300e0
- Make Win+F* also make play and RTS sound, since modern OS's window managers
like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all
10 should hopefully be covered.)
- Fix an issue where keys other than F1-F10 were considered as starting an RTS
sound and crashing EDuke32 in the process
git-svn-id: https://svn.eduke32.com/eduke32@4278 1a8010ca-5511-0410-912e-c29ae57300e0
In the non-Lunatic build naturally, since the Lunatic one uses its own member.
git-svn-id: https://svn.eduke32.com/eduke32@4275 1a8010ca-5511-0410-912e-c29ae57300e0
It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem.
Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.
git-svn-id: https://svn.eduke32.com/eduke32@4268 1a8010ca-5511-0410-912e-c29ae57300e0
In simple cases, it should be added. Combinations of alignment across TROR
boundaries and bottom-swapping will probably not work right.
git-svn-id: https://svn.eduke32.com/eduke32@4265 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4260 1a8010ca-5511-0410-912e-c29ae57300e0
Actually, right now, any first arg starting with '-' will show the usage.
git-svn-id: https://svn.eduke32.com/eduke32@4258 1a8010ca-5511-0410-912e-c29ae57300e0
When a map named <filename>.map is loaded (<filename> may also contain directory
separators), the engine checks for existence of <filename>_XX.art in the virtual
file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive
sequence of these ART files, i.e. aborts whenever a number in the sequence isn't
found (in contrast to normal ART loading).
Restrictions:
- the per-map ART files must not reside in ZIP files
- if a tile number is attempted to be overridden that has a dummytile or is
cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the
log/OSD.
Loaded per-map ART data are cleared whenever the map is "left". In particular:
- whenever another map is loaded
- in the editor: when a new map is started
- in the game: after the bonus ending screen of a finished level, after going
to the title screen via the menu
A final note: file names are supposed to be looked up and compared
case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will
come and eat you!
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4257 1a8010ca-5511-0410-912e-c29ae57300e0
These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development.
I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.
git-svn-id: https://svn.eduke32.com/eduke32@4249 1a8010ca-5511-0410-912e-c29ae57300e0