Notes:
- MAXJOYBUTTONS is out of sync between the two definitions
- In menus.c, NUMMOUSEFUNCTIONS must equal MAXMOUSEBUTTONS,
fail to compile if this becomes false.
git-svn-id: https://svn.eduke32.com/eduke32@3527 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes an update issue: start EDuke32 without warping to a map in Polymost,
change to classic, and change to Polymost again. The OSD background will be
displaced.
git-svn-id: https://svn.eduke32.com/eduke32@3525 1a8010ca-5511-0410-912e-c29ae57300e0
We must not call these functions using the FFI, since the Lua state is
considered locked across such calls.
git-svn-id: https://svn.eduke32.com/eduke32@3520 1a8010ca-5511-0410-912e-c29ae57300e0
- some more outer commands
- gamearray persistence
- faster 'mod': use math.modf instead of math.fmod (the former is JIT-compiled)
- checkavail*
- THISACTOR special handling
- Fix building in Windows (export A_ShootWithZvel instead of A_Shoot).
git-svn-id: https://svn.eduke32.com/eduke32@3516 1a8010ca-5511-0410-912e-c29ae57300e0
Thus making the identical source and destination quote number case into the
expected no-op instead of being undefined behavior.
git-svn-id: https://svn.eduke32.com/eduke32@3510 1a8010ca-5511-0410-912e-c29ae57300e0
If m32script gamevar "move_by_one" is nonzero, the some keys move the
"player arrow" by increments of 1:
- Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z.
- With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle.
This can be useful to debug renderer bugs that show a high sensitivity to the
exact location ("are transient in space").
git-svn-id: https://svn.eduke32.com/eduke32@3509 1a8010ca-5511-0410-912e-c29ae57300e0
Face- and wall-aligned sprites are drawn using the wall routines in BUILD.
However, the per-x-screen-coordinate distance (swall[]) is calculated in a way
that potentially incurs great precision loss (for example 5 bits for
xdimen=1280, yxaspect=65536). This leads to the starting (top) vertical texture
coordinate possibly wrapping to large values, leaving an unsightly "stray line"
on top of the sprite from certain viewing angles/horiz values.
The approach to fix it has two parts: first, the distance is calculated using
float values, preventing the precision loss. Because this doesn't fully prevent
the unwanted lines, the texture coords are clamped to the mininum and maximum
(0 and UINT32_MAX respectively) when calculating them for sprites.
Note that stray lines may still appear at the *bottom* of sprites under certain
circumstances, for example when viewing at a y-flipped sprite from above.
These should be less noticable in real-world usage though.
The feature is guarded by a macro HIGH_PRECISION_SPRITE in case using floating
point or 64-bit integers is undesirable/impossible on some platforms.
git-svn-id: https://svn.eduke32.com/eduke32@3483 1a8010ca-5511-0410-912e-c29ae57300e0
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
git-svn-id: https://svn.eduke32.com/eduke32@3474 1a8010ca-5511-0410-912e-c29ae57300e0
The usual: declare locals more tightly, const-qualify them where it helps
readability, remove dead code...
git-svn-id: https://svn.eduke32.com/eduke32@3470 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, actor[].shootzvel (implementation detail, not available to CON)
was checked, and if it was !=0, that was the overridden velocity. The value
0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a
hack where if zvel 0 was passed and really meant, it needed to be set to
1 instead. Now we have A_ShootWithZvel() taking an additional last argument
plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.
git-svn-id: https://svn.eduke32.com/eduke32@3465 1a8010ca-5511-0410-912e-c29ae57300e0
actors.h: remove 'packed' from projectile_t, tiledata_t. In tiledata_t,
make .cacherange member an int32_t so that the following member
"projectile_t defproj" is aligned on a 4-byte boundary.
player.h: remove 'packed' from playerspawn_t, DukeStatus_t, input_t.
In Lunatic, correct packing attribute of the base type of the unrestricted
actor_t and DukePlayer_t pointer types (the declaration was used without
Bump BYTEVERSION.
git-svn-id: https://svn.eduke32.com/eduke32@3458 1a8010ca-5511-0410-912e-c29ae57300e0
Most of them are already aligned to their natural boundaries, so lowering
the alignment to 1 byte can only worsen things by making the C compiler
generate poorer (unaligned access) code for some platforms.
The layout of structures is not specified by the C Standard, but is rather
given by a particular platform + toolchain's ABI (application binary interface).
Most ABIs follow the expected pattern "alignment of scalars is their size,
alignment of arrays is that of its element type, alignment of structs is the
maximum alignment of its members". A couple of links to particular ABIs are
given in build.h.
Problems are expected with archs that care about unaligned access when a pointer
to a non-packed struct is taken that resides in a packed aggregate, but these
uses should be weeded out (I'm not sure if there are any in our codebase).
The following types are affected, only hitdata_t changes its size:
sectortype, walltype, spritetype, spriteext_t, spritesmooth_t,
struct validmode_t, picanm_t, palette_t, vec2_t, vec3_t, hitdata_t.
git-svn-id: https://svn.eduke32.com/eduke32@3455 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
The m32script variable 'showrespawn_always' toggles whether the respawned picnum
is shown unconditionally instead of only when aimed at (and locked onto the
RESPAWN sprite) in 3D mode.
Cool idea by Micky C.
NOTE: sometimes doesn't work because of a bug in the m32script interpreter.
git-svn-id: https://svn.eduke32.com/eduke32@3447 1a8010ca-5511-0410-912e-c29ae57300e0
Pass types via ffi.typeof() instead of declaring them in the
global namespace when possible.
git-svn-id: https://svn.eduke32.com/eduke32@3437 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
Whenever it should be not, STRIP is set to the empty string.
This fixes the Lunatic RELEASE=1 build.
git-svn-id: https://svn.eduke32.com/eduke32@3422 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
In CON, the bit is still always cleared for user-defined gamevars.
git-svn-id: https://svn.eduke32.com/eduke32@3417 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
Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.
git-svn-id: https://svn.eduke32.com/eduke32@3404 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
One use was in determining the ray vector for the mouse-aiming hitscan
in the editor. Unfortunately, the change doesn't make it any less broken
in Polymost, even if the two instances were out of sync.
git-svn-id: https://svn.eduke32.com/eduke32@3401 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, dragging wall vertices will correct the xrepeat after the
mouse button is released, so that the pre-drag absolute stretching is
restored.
git-svn-id: https://svn.eduke32.com/eduke32@3398 1a8010ca-5511-0410-912e-c29ae57300e0
- Run it twice, since the first one is wrong.
- Warn when attempting to align based on a top-oriented wall. When the
sequence of walls to align has "windows", only the bottom parts will
be correct.
- Make the modifiers actually useful:
* Pressing SHIFT aligns at most one wall, remove the old CTRL modifier.
* The rest is as before: ALT makes the walls have (approximately) equal
texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.
git-svn-id: https://svn.eduke32.com/eduke32@3396 1a8010ca-5511-0410-912e-c29ae57300e0
Also, factor out 2x dup'd code of insertsprite() into do_insertsprite()
and add searchwall-displaying code into package/samples/a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@3395 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.
git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by introducing an additional internal bit, meaning
"play only one instance". It is set for all sounds which have bit 1
("repeat in the sound system") set at definesound time, but not those
that set bit 1 temporarily (see r3336).
git-svn-id: https://svn.eduke32.com/eduke32@3393 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite comparison to the non-tint in astub.c to be even less hackish.
git-svn-id: https://svn.eduke32.com/eduke32@3387 1a8010ca-5511-0410-912e-c29ae57300e0
- Stop using memcache on some other failure paths, particularly when
failing to read from the on-disk texcache.
- Factor out cache reading code (3x).
- Fix endianness issues affecting big-enadian systems (one introduced by
r3382, one existing before). Comment each B_LITTLE32 with whether we're
converting from native to on-disk (little) endianness or back.
git-svn-id: https://svn.eduke32.com/eduke32@3386 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