Commit graph

299 commits

Author SHA1 Message Date
helixhorned
fc048658dc Experimental NETCODE Makefile variable, enabled by default.
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
2012-12-09 13:24:44 +00:00
helixhorned
4b66769bcb Couple of tweaks in player.c to match all ProjectileData[...].xxx with a regexp.
It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".

git-svn-id: https://svn.eduke32.com/eduke32@3152 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-11 17:57:09 +00:00
helixhorned
a76a796ebb Fix demo playback with diff application enabled.
This requires ripping out the .proj member of tiledata_t back into
ProjectileData[] again because it was the only one in g_tile[] that
changed during the course of a game.  The g_tile[] array is now also
correctly flagged as "constant throughout a game" (DS_NOCHK).
Savegame version bumped.

git-svn-id: https://svn.eduke32.com/eduke32@3151 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-11 17:57:06 +00:00
helixhorned
3d74c8a9fd Fix viewing through moving cameras.
It's still not pretty though since there's no interpolation from G_DrawRooms().

git-svn-id: https://svn.eduke32.com/eduke32@3149 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-11 17:56:57 +00:00
helixhorned
e7e777348b When found a camera sprite for viewscreen, set position etc. immediately.
Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.

git-svn-id: https://svn.eduke32.com/eduke32@3142 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-10 14:11:07 +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
hendricks266
2066656aed Two new player structure members: "autostep" and "autostep_sbw".
These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump.

The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1.

BYTEVERSION bumped.

git-svn-id: https://svn.eduke32.com/eduke32@3100 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-29 04:29:17 +00:00
terminx
f6a11eacc1 Clean up a couple of functions, namely P_IncurDamage()
git-svn-id: https://svn.eduke32.com/eduke32@3081 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 22:10:29 +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
735d1ed77e Remove last argument from yax_getneighborsect(), make radarang[] engine.c-local.
git-svn-id: https://svn.eduke32.com/eduke32@3039 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-01 17:52:18 +00:00
hendricks266
74c00dbbd6 Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.
While we're at it, factor out duplicate code into P_ChangeWeapon().

git-svn-id: https://svn.eduke32.com/eduke32@3015 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-13 07:06:11 +00:00
helixhorned
011e2b714a Replace some literal statnums with the corrensponding STAT_...
git-svn-id: https://svn.eduke32.com/eduke32@3011 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-12 09:46:21 +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
6fe5eb2863 Clean up A_FindPlayer(), constify some function args, some 0x7fffffff->INT32_MAX
git-svn-id: https://svn.eduke32.com/eduke32@2984 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:04:16 +00:00
helixhorned
59151dd045 player.c: factor out 7x similar code into GetAutoAimAngle().
This is one of the cases where the duplicated code has minor modifications
at each site. These are handled by function args here.

git-svn-id: https://svn.eduke32.com/eduke32@2983 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:03:10 +00:00
helixhorned
a9d3103373 Remove commented out AI Duke opponent code.
git-svn-id: https://svn.eduke32.com/eduke32@2982 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:02:04 +00:00
helixhorned
e4bb83cd39 player.c: factor out inline checks for shootable switch picnums.
git-svn-id: https://svn.eduke32.com/eduke32@2980 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 13:59:50 +00:00
helixhorned
08a19e19f3 player.c: factor out multiple instances of a 3-liner into A_SetHitData().
Playing around with Coccinelle's semantic patches... be prepared for more.

git-svn-id: https://svn.eduke32.com/eduke32@2979 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 13:58:45 +00:00
helixhorned
26c540e736 Fix "shooting" tripbombs from non-players such as the SE shooter.
Well, this never worked anyway, but invoking demons flying out of your
nose is never a good idea.

git-svn-id: https://svn.eduke32.com/eduke32@2977 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-28 21:42:49 +00:00
hendricks266
3c5aeae341 Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.
Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

git-svn-id: https://svn.eduke32.com/eduke32@2976 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-27 03:53:59 +00:00
helixhorned
2b58c6de4c Replace some literal numbers denoting SEs/STs by symbolic enumeration values.
git-svn-id: https://svn.eduke32.com/eduke32@2970 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-26 22:16:08 +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
481a986a30 splitscreen: tweak base palette application, remove resp. code from splitscr.con.
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
2012-08-22 22:49:27 +00:00
helixhorned
60b876aa46 splitscreen: handle crosshairs for above/below split and regard crosshairscale.
git-svn-id: https://svn.eduke32.com/eduke32@2945 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-20 21:29:54 +00:00
helixhorned
b6090152ac splitscreen: support for above/below screen split.
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
2012-08-20 21:28:48 +00:00
helixhorned
d24aad08dc splitscreen: tweak view drawing: use player's cursectnum and simulate z clamping.
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
2012-08-20 21:23:48 +00:00
helixhorned
5e6642df2a Display the firsts-when-shrunk hud-weaponscaled, tweak for fake multi.
git-svn-id: https://svn.eduke32.com/eduke32@2934 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 13:01:30 +00:00
helixhorned
1ac7dd16be Make the scuba HUD be affected by hud_weaponscale, tweak for fake multi.
git-svn-id: https://svn.eduke32.com/eduke32@2933 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 13:01:24 +00:00
helixhorned
04ff274f77 Display the nukebutton punching fist with viewport clipping bounds.
Using rotatesprite with bit 8 clear (scale to viewport) but using
fullscreen clipping bounds is never what we want.  Also, tweak for
fake multi.

git-svn-id: https://svn.eduke32.com/eduke32@2932 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 13:00:19 +00:00
helixhorned
5806582805 Fake multi: draw the HUD weapons and status bar with the proper aspect.
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
2012-08-19 13:00:08 +00:00
helixhorned
eca0959740 player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).
I checked all direct and transitive uses of that function and am fairly
confident that it is never used.

git-svn-id: https://svn.eduke32.com/eduke32@2930 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:59:03 +00:00
helixhorned
88eb1fac78 Clean up a couple of rotatesprite uses.
The black translucent background underneath the user map list will now
be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen
the latter being replaced in some mod. Also, it will look the same
regardless of screen aspect.

git-svn-id: https://svn.eduke32.com/eduke32@2928 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:56:51 +00:00
helixhorned
e014246d82 player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)
git-svn-id: https://svn.eduke32.com/eduke32@2920 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:50:42 +00:00
helixhorned
6253113476 Clean up player.c's weapon display code (no functional changes).
git-svn-id: https://svn.eduke32.com/eduke32@2917 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:47:55 +00:00
helixhorned
ad88878328 fake multi: draw weapons for both players.
git-svn-id: https://svn.eduke32.com/eduke32@2905 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-16 21:48:33 +00:00
helixhorned
4076f5a1c4 In fake multi-mode, always draw the original mini status bar.
git-svn-id: https://svn.eduke32.com/eduke32@2900 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-16 21:48:21 +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
971d816235 Mass text replacement g_player[p].ps --> ps, part 2 (harder)
Functions affected are G_Move* in actors.c and A_Shoot in player.c.
Here, the p variable had function scope, now it's redeclared in shorter
blocks. I'm still relatively sure that no observable behavior was changed,
though not as sure as in part 1.  Also, some dead assignments and the like
are eliminated.

git-svn-id: https://svn.eduke32.com/eduke32@2876 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-10 19:11:56 +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
7f409f08bb When teleporting silently, also set g_player[].ps->bobposx/y to the new position
This fixes an integer overflow when a distance is calculated later.

git-svn-id: https://svn.eduke32.com/eduke32@2785 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-26 19:49:56 +00:00
hendricks266
67ed6945fd The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.
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
2012-06-03 16:09:33 +00:00
terminx
1c1da97378 WIP multiplayer changes, still completely broken.
git-svn-id: https://svn.eduke32.com/eduke32@2664 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-17 23:54:43 +00:00
terminx
282036a048 Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)
git-svn-id: https://svn.eduke32.com/eduke32@2660 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-17 20:47:56 +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
245c8c1fef Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.
git-svn-id: https://svn.eduke32.com/eduke32@2654 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-15 14:12:24 +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
2ac2cce38b In game code, replace remaining literal status numbers by their defines.
git-svn-id: https://svn.eduke32.com/eduke32@2642 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-05 22:24:33 +00:00