... 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
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
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
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
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
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
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
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 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
This is the only gamevar of its kind that is handled for Lunatic, neither
PLR_MORALE nor LOGO_FLAGS are.
git-svn-id: https://svn.eduke32.com/eduke32@3556 1a8010ca-5511-0410-912e-c29ae57300e0
And const them appropriately. Also remove #if 0'ed code related to an MSVC
pragma.
git-svn-id: https://svn.eduke32.com/eduke32@3451 1a8010ca-5511-0410-912e-c29ae57300e0
Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before
too, because .tspr was set before each event run (and not before all runs),
only that it was never nulled, which was kind of untidy.
git-svn-id: https://svn.eduke32.com/eduke32@3450 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0
Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY.
This fixes an issue where in E1L4, a pigcop would appear in the area
you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing
the range of relevant revisions.
git-svn-id: https://svn.eduke32.com/eduke32@3426 1a8010ca-5511-0410-912e-c29ae57300e0
The pixel doubling now only applies to the area where the world scene is drawn,
i.e. it may be smaller than the physical screen / WM window size. The optimized
version is slightly faster than for non-doubled pixels for me (optimized build),
but see code for caveats. Some other minor issues:
- won't work when the world is drawn from demo cameras (and offscreen, but that
matters less)
- will leave a few pixels empty when running with x resolutions not evenly
divisible by 4
git-svn-id: https://svn.eduke32.com/eduke32@3421 1a8010ca-5511-0410-912e-c29ae57300e0
- more predefined vars
- fix recursive states and ones with a stray "else" before the end
git-svn-id: https://svn.eduke32.com/eduke32@3409 1a8010ca-5511-0410-912e-c29ae57300e0
* Make the "classic status bar fullscreen viewport" mode accessible
in classic too.
* Make range of status bar scale 36..100
* Update ud.statusbarmode when executing OSD command r_size (ud.screen_size).
NOTE: ud.statusbarmode is considered internal. Don't use from CON!
* Make sure 1) loading any configuration and 2) menu bars work correctly.
(The "classic status bar fullscreen viewport" mode will never be restored
though because ud.statusbarmode isn't handled by the OSD var system).
git-svn-id: https://svn.eduke32.com/eduke32@3402 1a8010ca-5511-0410-912e-c29ae57300e0
This obviously won't help performance as the scene has still to be drawn at
the original resolution, but it's better than the draw-to-tile hack.
git-svn-id: https://svn.eduke32.com/eduke32@3378 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic-only build, also always allocate the first 128 quotes.
git-svn-id: https://svn.eduke32.com/eduke32@3356 1a8010ca-5511-0410-912e-c29ae57300e0
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.
Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.
HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".
git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0
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
- Rewrite the "clear background" routine in a no-brainer way instead of
juggling around with rotatesprite(). Make it common to game+editor.
Expose glRectd to glbuild.
- Don't stop OSD text line drawing when encountering a non-printable char.
Instead, treat it as space.
- In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints)
to swap pointers. Write an analogous "swapptr" instead.
- When changing from/to OSD, don't inject a pause key. This *might* have been
the cause of the reported pausing problems.
- clean up the code...
(Yes, this commit throws together too much stuff. I suck sometimes. :P)
git-svn-id: https://svn.eduke32.com/eduke32@3321 1a8010ca-5511-0410-912e-c29ae57300e0
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
This global option will set bit 1024 and clear bits 256 and 512 for all
rotatesprite calls, fixing complex HUD drawing code relying on precise
alignment of individual elements (widescreen rotatesprite is entirely
unsuitable for this purpose).
git-svn-id: https://svn.eduke32.com/eduke32@3284 1a8010ca-5511-0410-912e-c29ae57300e0
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
git-svn-id: https://svn.eduke32.com/eduke32@3260 1a8010ca-5511-0410-912e-c29ae57300e0
... instead of switch/case-ing them in A_CheckEnemyTile().
Because this requires bumping BYTEVERSION, we also get rid of the
excess trailing bytes in the save game's "rest" data. (See r3052.)
git-svn-id: https://svn.eduke32.com/eduke32@3257 1a8010ca-5511-0410-912e-c29ae57300e0
- more codegen
- make more members const, some char unsigned
- fix some "geom" metamethods
- '^' operator
git-svn-id: https://svn.eduke32.com/eduke32@3253 1a8010ca-5511-0410-912e-c29ae57300e0
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
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing.
Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
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