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2543 3305d 9h helixhorned /polymer/eduke32/source/game.c Capitalize numgrpfiles macro to NUMGRPFILES.  
2542 3305d 9h helixhorned /polymer/eduke32/source/game.c Add common.[ch] which should be used for common non-engine types/functions/data.

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.
 
2540 3306d 2h hendricks266 /polymer/eduke32/source/game.c All string literals sent as normal messages to the player in-game written in ALL CAPS have been converted by hand to more proper capitalization. (Critical errors have been left as-is, and the editor did not need changes.)  
2538 3306d 2h hendricks266 /polymer/eduke32/source/game.c Superficial text changes:
- 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.)
 
2531 3306d 9h helixhorned /polymer/eduke32/source/game.c Take over more correct G_AddGroup from game.c to astub.c.

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.
 
2530 3306d 9h helixhorned /polymer/eduke32/source/game.c Allow up to 7 skills, coded by M210 and taken over with modifications.

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.
 
2528 3306d 17h helixhorned /polymer/eduke32/source/game.c Fix static-main-arrays debug build, which is without the clipshape feature.  
2524 3307d 15h helixhorned /polymer/eduke32/source/game.c Correct 'nofloorpalrange' range clamping, move one get_hud_pal() farther down.

The nofloorpalrange beginning and end indices are silently clamped to 1 .. 255.
 
2518 3309d 9h helixhorned /polymer/eduke32/source/game.c Make 'nofloorpalrange' def token affect HUD weapons.  
2517 3309d 9h helixhorned /polymer/eduke32/source/game.c New game def token "nofloorpal <pbeg> <pend>", disabling sprites taking on floor pals.

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).
 
2516 3309d 9h helixhorned /polymer/eduke32/source/game.c Remove global 'uint8_t *anim_pal' which was only used once as a temporary.  
2512 3309d 9h helixhorned /polymer/eduke32/source/game.c Comment out computergetinput() and children, which are unused since ng netcode.  
2506 3311d 12h hendricks266 /polymer/eduke32/source/game.c More "malloc + strlen + strcpy --> strdup" in module parameter code.  
2503 3311d 13h helixhorned /polymer/eduke32/source/game.c Weirdness removal in G_LoadExtraPalettes (which reads lookup.dat).

- replace bit tweaking for big endian archs with clear code
- allow palette lookups >= 128, previously we read into a signed byte
 
2502 3313d 8h helixhorned /polymer/eduke32/source/game.c Clear up after r2495. (Because I'm a pedantic asshole.)

- 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).
 
2495 3313d 23h hendricks266 /polymer/eduke32/source/game.c New "-clipmap" command-line switch to specify sector collision clip maps. This switch works in an additive fashion like -mx and -mh. _clipshape0.map through _clipshape9.map remain loaded by default.
Also, a very minor change in the con/def module code. (int --> int32_t)
 
2454 3320d 14h helixhorned /polymer/eduke32/source/game.c Rename ud.clipping to ud.noclip internally for sanity.

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
 
2451 3320d 14h helixhorned /polymer/eduke32/source/game.c Remove non-SAMESIZE_ACTOR_T code and remaining #defines.

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.
 
2442 3321d 10h helixhorned /polymer/eduke32/source/game.c Rename SOUNDOWNER's (used in sound_t) member .i to .ow for easier grepping.  
2441 3321d 10h helixhorned /polymer/eduke32/source/game.c With dndebug, show the currently playing sounds.

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)
 

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