The spawn-time SE 17 setup uses nextsectorneighborz() which can fail
(return -1) on some circumstances and would cause an OOB sector[] access.
git-svn-id: https://svn.eduke32.com/eduke32@2971 1a8010ca-5511-0410-912e-c29ae57300e0
Basically, base palettes with lower indices trump higher ones. For example,
when one player is underwater and the other above, the normal palette takes
precedence.
git-svn-id: https://svn.eduke32.com/eduke32@2955 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, the only kinds of tint that can be applied simultaneously are
one "palfrom" per player, plus one loogie tint per player. Each palfrom
still overrides the preceding one. However, this is not a big problem IMO
since palfroms decrease at the same rate (loogie tint decreases at half the
speed). This change is especially good for the splitscreen mod, since now
the tints of the two players won't compete with each other. See the comment
in the source for some properties of the blending formula.
git-svn-id: https://svn.eduke32.com/eduke32@2954 1a8010ca-5511-0410-912e-c29ae57300e0
A debug macro to test tints being stuck at the least intense non-zero value
is provided in engine.c.
git-svn-id: https://svn.eduke32.com/eduke32@2952 1a8010ca-5511-0410-912e-c29ae57300e0
Reverved quotes are ones like "Killed by xxx". Since they're only
shown for the first player for now, printing them in the upper part
makes more sense (in above/below split, the first player is above).
git-svn-id: https://svn.eduke32.com/eduke32@2950 1a8010ca-5511-0410-912e-c29ae57300e0
To enable it, the HUD-less (maximized) screen size must be selected.
git-svn-id: https://svn.eduke32.com/eduke32@2944 1a8010ca-5511-0410-912e-c29ae57300e0
Using the players's cursectnum instead of "updating" the sectnum means that it
won't glitch on SoS. The z clamping (basically a port of some code from
G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
git-svn-id: https://svn.eduke32.com/eduke32@2939 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the screen keeping the bluish tint even after shattering a
frozen player in the splitscreen mod.
git-svn-id: https://svn.eduke32.com/eduke32@2938 1a8010ca-5511-0410-912e-c29ae57300e0
This uses the new rotatesprite bit introduced earlier. Also, allow the
HUD-less screen size.
git-svn-id: https://svn.eduke32.com/eduke32@2931 1a8010ca-5511-0410-912e-c29ae57300e0
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
It seems like I broke the blitty/patchy way of drawing it with one of
the last commits.
git-svn-id: https://svn.eduke32.com/eduke32@2926 1a8010ca-5511-0410-912e-c29ae57300e0
This really fixes clearing the borders to the left and right with widescreen
and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size"
is small (ud.screen_size is large).
git-svn-id: https://svn.eduke32.com/eduke32@2924 1a8010ca-5511-0410-912e-c29ae57300e0
Classic HUD now has correct aspect in widescreen modes, so with the full status
bar, there may be patches of free room left to the left and right.
git-svn-id: https://svn.eduke32.com/eduke32@2914 1a8010ca-5511-0410-912e-c29ae57300e0
Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent
uint8_t/char to int8_t.
git-svn-id: https://svn.eduke32.com/eduke32@2897 1a8010ca-5511-0410-912e-c29ae57300e0
This includes mirrors, rooms and masks. Any value other than 0 or 1
that is returned is considered an error (reserved for future use).
git-svn-id: https://svn.eduke32.com/eduke32@2889 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, it still affects the whole screen. Handles pain and lizard spit.
git-svn-id: https://svn.eduke32.com/eduke32@2886 1a8010ca-5511-0410-912e-c29ae57300e0
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
This was narrowed to int8_t in r1625, breaking CON code that wanted
to lock the player for a longer time than 127 game tics.
git-svn-id: https://svn.eduke32.com/eduke32@2847 1a8010ca-5511-0410-912e-c29ae57300e0
This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum. Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2810 1a8010ca-5511-0410-912e-c29ae57300e0
-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs. However, enabling it would still flood
the log with too many warnings. Also, GCC wrongly warns for initializations of
char arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
Arrays inside structs must not be accessible, since they're not bound-checked
by the FFI. Therefore, we flatten them into repeated scalar fields and need
to write accessor functions later.
git-svn-id: https://svn.eduke32.com/eduke32@2786 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- don't strip const when passing the char ptr to it and a couple more
instances in game.c
- use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"),
so that e.g.
eduke32 -port 1700 -connect localhost
is the same as
eduke32 -connect localhost:1700
(-port must come before -connect, unfortunately.)
git-svn-id: https://svn.eduke32.com/eduke32@2737 1a8010ca-5511-0410-912e-c29ae57300e0
r2727 made old savegames incompatible, as an array with MAXVOLUMES*MAXLEVELS
is saved in Gv_WriteSave().
git-svn-id: https://svn.eduke32.com/eduke32@2730 1a8010ca-5511-0410-912e-c29ae57300e0
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
NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical.
Also, decapitalize two string literals missed in r2540.
git-svn-id: https://svn.eduke32.com/eduke32@2726 1a8010ca-5511-0410-912e-c29ae57300e0
(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
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
I experienced the following on Windows XP: a few openfrompath() -->
findfrompath() calls were taking enormously long (4.5 secs) to complete, having
been passed a file name like "//bla/qwe.asd". My guess is that Windows then
tried to interpret these as a network FS path in access(), and the 4.5 secs
represents a timeout value.
git-svn-id: https://svn.eduke32.com/eduke32@2703 1a8010ca-5511-0410-912e-c29ae57300e0
The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter-
fere with smooth gameplay, but files that are opened only at game-time like
sounds won't be checked. The second means that there are now less false
positives, i.e. warnings about files that would be found due to the
check-all-{upper,lower} hack.
git-svn-id: https://svn.eduke32.com/eduke32@2702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the crash on Wii when looking sidewards (e.g. when dying), but
makes the tilted view look more pixelated.
The problem was that an attempt was made to render onto a 640x640 tile for
the rotated view, but the base engine arrays were too small for that.
git-svn-id: https://svn.eduke32.com/eduke32@2698 1a8010ca-5511-0410-912e-c29ae57300e0
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
The primary reason for doing this is that handing of moving sectors is
significantly simplified. Because moving sectors usually don't move containing
SEs/effector-statnum sprites, no special handing code is needed to move light
SEs with them. Thus, this commit sets light SEs to a new statnum when they're
spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights)
is added to process every sprite in that status list.
This should "fix" light SEs moving together with a variety of moving sectors,
but CON programs expecting the old behavior may break, therefore this commit is
marked as experimental.
Additionally, a problem with the old implementation is identified: it seems like
the correct functioning is dependent upon the order of processing between the
sector movement effector and the light SE, so this makes it another good reason
for the change. (A third one is that all lights can be processed with a per-
statnum loop, but CON coders should not do this until the change is considered
final).
git-svn-id: https://svn.eduke32.com/eduke32@2646 1a8010ca-5511-0410-912e-c29ae57300e0
Besides being the compiler's job nowadays, they significantly inflate
the size of the debugging builds.
git-svn-id: https://svn.eduke32.com/eduke32@2640 1a8010ca-5511-0410-912e-c29ae57300e0
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
(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
- in actors.c, make a static array const (the original patch removed the
staticness)
- remove one comment and change some compiled-out code
- remove commented out pre-Makefile.common stuff
Some changes were not adopted from tueidj's patch:
- whitespace cleanup
- ud.config.UseJoystick = 1 in config.c
- Makefile.common, as mentioned before
- proper read-in of g_numRealPalettes, because it was done with r2503
git-svn-id: https://svn.eduke32.com/eduke32@2632 1a8010ca-5511-0410-912e-c29ae57300e0
- conditionally compiles out some code intended for the PC platforms
- compat.c: get home directory routine, access() implementation
- game.c: don't use ioctl(), lower cache1d size to 8 MiB, Wii-specific
initialization code and application directory ("apps/eduke32")
git-svn-id: https://svn.eduke32.com/eduke32@2628 1a8010ca-5511-0410-912e-c29ae57300e0
- the crosshair is displayed at the position read from the absolute pointing
device
- in the menus, use the hat input (that was mapped to mouse buttons in part 4)
for navigation
git-svn-id: https://svn.eduke32.com/eduke32@2625 1a8010ca-5511-0410-912e-c29ae57300e0
This was more or less done by trial and error rather than understanding what
exactly is going on there. In any case, the code for all the different ending
scenes ought to be factored out instead of being duplicated with subtle
differences every time.
git-svn-id: https://svn.eduke32.com/eduke32@2585 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that when hud_bgstretch is disabled (i.e. background pictures are
not stretched to the whole screen), the frame buffer has no leftover contents
from previous frames on the sides of the screen. This was particularly noticable
when using the console.
The "places" are the following:
- before drawing an anim frame
- before drawing a "full-screen" background
- while displaying logo, titlescreen, loadscreen
(this leaves a couple others which I didn't test, and didn't tweak)
git-svn-id: https://svn.eduke32.com/eduke32@2584 1a8010ca-5511-0410-912e-c29ae57300e0
Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.
git-svn-id: https://svn.eduke32.com/eduke32@2583 1a8010ca-5511-0410-912e-c29ae57300e0
When requesting an increasing ramp, the upper limit is taken to be exclusive.
When it is passed to G_FadePalette, only the lowest 6 bits are passed further
to setpalettefade, which means that a limit of 64 is incorrectly set as 0.
Also, when breaking from the fade loop, set the fade value to the end one for
fadepal!
git-svn-id: https://svn.eduke32.com/eduke32@2582 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- use this in game.c and astub.c palookup loading code
- when makepalookup() is passed a 0 palnum, return early. This means that
'fogpal' will silently fail when attempting to change pal 0.
- in 'makepalookup' DEF command, error out if passed a pal of 0.
git-svn-id: https://svn.eduke32.com/eduke32@2569 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of drawing the rooms and masks with the classic renderer once.
The captured scene is transformed to use the base palette, so that the
screenshot will also show up in classic. No aspect correction is done.
git-svn-id: https://svn.eduke32.com/eduke32@2567 1a8010ca-5511-0410-912e-c29ae57300e0
The primary change is that things have been made memory-clean. Some of these
pointers may point to wildly different places during the course of the program
such as statically or dynamically allocated storage, the buffer returned by
getenv() (which must not be modified according to the docs), or an element of
argv[]. Consequently, we need to strdup, or better, dup_filename them if they
are ever to be passed to a function that modifies their pointed-to data.
Specifically:
- added statics or consts according to usage
- 3 new functions clear{Grp,Def,Script}NamePtr, only 'Def' one extern for now
- in G_CheckCommandLine, don't strip 'const'; use Bstrncpyz where appropriate
- remove multiple declarations
Also, warn if an application parameter has been ignored (not matched).
git-svn-id: https://svn.eduke32.com/eduke32@2561 1a8010ca-5511-0410-912e-c29ae57300e0
This additionally fixes leaks that were caused by traversing the file name
list with the 'findfiles' pointer and not clearing them afterwards (even if
there was a handle to the list head via 'findfileshigh').
git-svn-id: https://svn.eduke32.com/eduke32@2557 1a8010ca-5511-0410-912e-c29ae57300e0
Alongside, these make into into the header:
- the 'tokenlist' type (a typedef'd struct)
- the T_EOF and T_ERROR enumeration values
git-svn-id: https://svn.eduke32.com/eduke32@2549 1a8010ca-5511-0410-912e-c29ae57300e0
As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
git-svn-id: https://svn.eduke32.com/eduke32@2542 1a8010ca-5511-0410-912e-c29ae57300e0
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
The code in the editor was potentially doing a strcat on a strdup'd string.
Also, rename AddGamePath to G_AddPath in astub.c and add CODEDUP markers
because shared stuff like this ought to be factored out into a separate
source file some time.
git-svn-id: https://svn.eduke32.com/eduke32@2531 1a8010ca-5511-0410-912e-c29ae57300e0
Skill names are defined via 'defineskillname' as before, but the index
of the last non-empty skill name (plus one) is taken as the skill count.
So, if you only define the 6th, there will be no effect.
Note that currently, there is no way to specify less than four skills
because the CON parser doesn't allow the empty string for the name (it'll
go beyond the line) and because the default skill names are initialized in
EDuke32 too, in addition to the CONs.
git-svn-id: https://svn.eduke32.com/eduke32@2530 1a8010ca-5511-0410-912e-c29ae57300e0
The nofloorpalrange beginning and end indices are silently clamped to 1 .. 255.
git-svn-id: https://svn.eduke32.com/eduke32@2524 1a8010ca-5511-0410-912e-c29ae57300e0
It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff. This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (but not for HUD stuff, yet).
git-svn-id: https://svn.eduke32.com/eduke32@2517 1a8010ca-5511-0410-912e-c29ae57300e0
- replace bit tweaking for big endian archs with clear code
- allow palette lookups >= 128, previously we read into a signed byte
git-svn-id: https://svn.eduke32.com/eduke32@2503 1a8010ca-5511-0410-912e-c29ae57300e0
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
git-svn-id: https://svn.eduke32.com/eduke32@2502 1a8010ca-5511-0410-912e-c29ae57300e0
Also, a very minor change in the con/def module code. (int --> int32_t)
git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
The format is
snd #<sound number>
inst <instance of that sound>:
voice <internal voice handle>,
ow <owner's sprite ID/-1> (this is the interesting part)
git-svn-id: https://svn.eduke32.com/eduke32@2441 1a8010ca-5511-0410-912e-c29ae57300e0
added: sector extra; viewingrange and yxaspect before the main drawrooms call
removed: randomseed
git-svn-id: https://svn.eduke32.com/eduke32@2413 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes mirrors consisting of more than one walls not drawing when the
first assigned mirror wall breaks. It still does not let you have more
than one mirror (i.e. mirror sectors) showing up at the same time in
the scene. Affects classic and Polymost only.
git-svn-id: https://svn.eduke32.com/eduke32@2387 1a8010ca-5511-0410-912e-c29ae57300e0
Such game text was shown starting from about the center of the screen.
The reason for the bug was this code:
t += 1 + isdigit(*(t+2));
The sequence points here are at the beginning and end of this assignment
expression, and the updating of t may happen anywhere between these (C99
6.5.16 #3). Please don't write such code. When in doubt, and assignment
and reference to the same object should be split!
git-svn-id: https://svn.eduke32.com/eduke32@2380 1a8010ca-5511-0410-912e-c29ae57300e0
This plays more nicely with automatic formatters. Also indent accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
Uncomment #define DEBUG_VALGRIND_NO_SMC in duke3d.h to be able to
valgrind --smc-check=none (or the default stack-only)
with Polymost and Polymer renderers.
git-svn-id: https://svn.eduke32.com/eduke32@2337 1a8010ca-5511-0410-912e-c29ae57300e0
It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
git-svn-id: https://svn.eduke32.com/eduke32@2322 1a8010ca-5511-0410-912e-c29ae57300e0
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
git-svn-id: https://svn.eduke32.com/eduke32@2303 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, this makes the following arrays be allocated statically:
spriteext, spritesmooth, sector, wall, sprite, tsprite, while
necessarily disabling the clipshape feature (because it relies on
setting sector/wall to different malloc'd block temporarily).
To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make',
and it's really only useful with CC=clang, of course.
git-svn-id: https://svn.eduke32.com/eduke32@2270 1a8010ca-5511-0410-912e-c29ae57300e0
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
The syntax is as follows:
animsounds <anim> { frame1 sound1 frame2 sound2 ... }
<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.
The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).
Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:
// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244 64 14 }
git-svn-id: https://svn.eduke32.com/eduke32@2242 1a8010ca-5511-0410-912e-c29ae57300e0
check one 'if' down since mirrors are only created when the condition holds
git-svn-id: https://svn.eduke32.com/eduke32@2233 1a8010ca-5511-0410-912e-c29ae57300e0
certain situations (mostly cutscenes etc). This commit removes bit 1 from all
flags that make it to setbrightness, the meaning of which is "don't actually
update the palette". I have no idea what it was for and since the corresponding
P_SetGamePalette() calls were from places like the mentioned cutscenes, I don't
think it matters performance-wise.
git-svn-id: https://svn.eduke32.com/eduke32@2223 1a8010ca-5511-0410-912e-c29ae57300e0
This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
- make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
- prevent saving/loading in MP games (it certainly didn't work and still doesn't)
- it's time we start using assertions! Define NDEBUG for releasse builds.
- reset savegame major and minor versions (we have a new magic string, so no conflict)
git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
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
Hopefully this fixes the periodic pausing/unpausing that a few people
have been experiencing.
Also fix build with GCC 3.
git-svn-id: https://svn.eduke32.com/eduke32@2108 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
fashion. Among other things, this makes the FOV widening when shrunk
work. User CON code should always check the initial viewingrange value
when attempting to do FOV effects like zoom, because it is not guaranteed
to be 65536 due to different screen aspect ratios etc.
git-svn-id: https://svn.eduke32.com/eduke32@2078 1a8010ca-5511-0410-912e-c29ae57300e0
My choice of solution is simply to add an extra set of values duplicating the previous five because doing so would definitely show the user no changes. I could have tinkered with the messy loop where the out-of-bounds references are made but there is no guarantee I could have succeeded or kept compatibility.
git-svn-id: https://svn.eduke32.com/eduke32@2061 1a8010ca-5511-0410-912e-c29ae57300e0
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal. Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
handled could lead to a bunch whose floors and ceilings covered different
areas. A fix for the reduced functionality arising from this change is
underway.
- Rewrite a small portion of code using yax_vnextsec() in game.c.
git-svn-id: https://svn.eduke32.com/eduke32@2019 1a8010ca-5511-0410-912e-c29ae57300e0
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
checker. This makes a lot of original maps spew countless 'errors', but
it's preferable for new maps since such floors and ceilings could behave
strangely with TROR.
git-svn-id: https://svn.eduke32.com/eduke32@1995 1a8010ca-5511-0410-912e-c29ae57300e0
- fix an earlier 'oops': make highpals load correctly again
- maphack lights shouldn't be double-loaded now
- slight tweak to the loading screen fadein/out timing
- two bound checks
- make some variables static in engine.c
git-svn-id: https://svn.eduke32.com/eduke32@1969 1a8010ca-5511-0410-912e-c29ae57300e0
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access
git-svn-id: https://svn.eduke32.com/eduke32@1960 1a8010ca-5511-0410-912e-c29ae57300e0
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate.
Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.
git-svn-id: https://svn.eduke32.com/eduke32@1941 1a8010ca-5511-0410-912e-c29ae57300e0
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.
I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites.
I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway.
I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning.
One final change is a slight positioning cleanup of both programs' --help dialog boxes.
git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level
* TROR support for SE 31 and 32 in-game, example provided in test map
* some uncommited stuff for TROR: SE 6/14
git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
* Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue...
* fix a warning
git-svn-id: https://svn.eduke32.com/eduke32@1921 1a8010ca-5511-0410-912e-c29ae57300e0
"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
game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right
git-svn-id: https://svn.eduke32.com/eduke32@1899 1a8010ca-5511-0410-912e-c29ae57300e0
* rudimentary TROR support
* free mixing of multi- and single-tile pskies
* Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.
Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)
Misc.:
* fixes TROR-nextwall corruption when deleting sectors
* tile selector 'goto' now has also completion
* I forgot a file for the non-OpenGL build last time
git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0
* 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
* 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
* Sprite cstat 2048 ('use own shade', [N]) now works more or less. (Issues may arise when combined with sector light effects.)
* Begin work on 'smart' tag labeling system for Mapster32. Right now, it only displays a '+' after tags with linking semantics.
*
git-svn-id: https://svn.eduke32.com/eduke32@1866 1a8010ca-5511-0410-912e-c29ae57300e0
* Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way...
* Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.
git-svn-id: https://svn.eduke32.com/eduke32@1852 1a8010ca-5511-0410-912e-c29ae57300e0
No, seriously. Adds widescreen aware rotatesprite and works out half a dozen huge problems in the sound system, among other things.
git-svn-id: https://svn.eduke32.com/eduke32@1658 1a8010ca-5511-0410-912e-c29ae57300e0
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c
git-svn-id: https://svn.eduke32.com/eduke32@1598 1a8010ca-5511-0410-912e-c29ae57300e0
Features: * start recording in mid-game (ScrollLock)
* saves interleaved diffs for later sync correction
* supports fast-forward/rewind
Some work still needed to trace down remaining sync problems. Also be sure to check the demo* cvars.
git-svn-id: https://svn.eduke32.com/eduke32@1595 1a8010ca-5511-0410-912e-c29ae57300e0
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER
git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0
2. Use hash for dynnames.
3. On crash EDuke32 throws info about CON code.
git-svn-id: https://svn.eduke32.com/eduke32@1031 1a8010ca-5511-0410-912e-c29ae57300e0
This was sent to me broken, but after some investigation it looks like the only problem was in CON_STATE. This should speed up CON compilation speed about 500%or so.
git-svn-id: https://svn.eduke32.com/eduke32@1024 1a8010ca-5511-0410-912e-c29ae57300e0
2. Saving mod_dir to CFG is a bad idea IMHO so I commented it out. When I tried to load the standard game, EDuke32 would use the last used mod_dir.
3. Fixed tsprites.
4. EDSuke32 doesn't throw errors after 4096-th error. Resets the counter in ResetGameVars.
5. Restored 999 revision. Member names are changed. Extra members can be commented out.
6. Added an option(-sloppycmd) to allow execting of bad commands. This option should be renamed to something else.
git-svn-id: https://svn.eduke32.com/eduke32@1007 1a8010ca-5511-0410-912e-c29ae57300e0
Some constantly used loops in the compiler have also been flipped around for faster execution. Seems to speed up CON compilation a little bit.
git-svn-id: https://svn.eduke32.com/eduke32@1004 1a8010ca-5511-0410-912e-c29ae57300e0
Access to the tspr's owner in EVENT_ANIMATESPRITES is through the THISACTOR variable. The extra members of the sprite struct aren't represented in the tsprite CON implementation because they aren't referenced when rendering the sprite.
git-svn-id: https://svn.eduke32.com/eduke32@1002 1a8010ca-5511-0410-912e-c29ae57300e0
This is simmilar to the rotatesprite16 but it works for other drawing commands now.
git-svn-id: https://svn.eduke32.com/eduke32@966 1a8010ca-5511-0410-912e-c29ae57300e0