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5057 2127d 9h hendricks266 /polymer/eduke32/source/game.c Modify the modern mini-HUD so that:
1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all.
2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean.
 
5054 2141d 8h hendricks266 /polymer/eduke32/source/game.c Replace the drawing code for the level stats with nearly equivalent code that can be much more easily reproduced in CON.  
5052 2141d 16h hendricks266 /polymer/eduke32/source/game.c Amend r5048 to also reset ototalclock and lockclock, and to reset all three at the top of G_PlaybackDemo.  
5048 2142d 7h hendricks266 /polymer/eduke32/source/game.c Reset totalclock to zero for each MAIN_LOOP_RESTART.  
5047 2142d 7h hendricks266 /polymer/eduke32/source/game.c CON: Add EVENT_DISPLAYROOMSCAMERA and EVENT_DISPLAYSTART.

EVENT_DISPLAYROOMSCAMERA functions exactly like EVENT_DISPLAYROOMS, including RETURN values, but for the ud.camerasprite >= 0 case.
EVENT_DISPLAYSTART is executed immediately after the screen background is cleared and drawn. Ensure its RETURN value is zero, because it is currently not being used.

WARNING: Consult the devs before using EVENT_DISPLAYSTART. Its position in the display code sequence is not finalized.
 
5046 2142d 7h hendricks266 /polymer/eduke32/source/game.c CON: Add EVENT_DISPLAYCAMERAOSD. Set RETURN to -1 to disable it.

From this event, if "getactor[THISACTOR].htg_t 0" is zero, then the camera is functional. Nonzero values indicate the camera has been destroyed, which is only possible when the CAMERASDESTRUCTABLE parameter of gamestartup has been enabled.
 
5045 2142d 7h hendricks266 /polymer/eduke32/source/game.c CON: Add EVENT_DISPLAYLEVELSTATS. Set RETURN to -1 to disable them.  
5042 2142d 7h hendricks266 /polymer/eduke32/source/game.c Restore the shade of a tiled MENUTILE to 8, rather than 16.  
5020 2158d 17h helixhorned /polymer/eduke32/source/game.c Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().

This fixes engine-side sprite animation in the following scenario: CON code
wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole
screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from
EVENT_DISPLAYROOMS). DONT_BUILD.
 
5007 2164d 3h hendricks266 /polymer/eduke32/source/game.c Amend previous commit. DONT_BUILD.  
5006 2164d 4h hendricks266 /polymer/eduke32/source/game.c Fix an assertion failure with NETCODE=0. DONT_BUILD.  
4997 2167d 10h terminx /polymer/eduke32/source/game.c A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4989 2167d 10h terminx /polymer/eduke32/source/game.c More Android changes. DONT_BUILD.  
4987 2167d 10h terminx /polymer/eduke32/source/game.c Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:

cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.

Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:

definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345

...

cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished

...

Sounds can be played during animations (and tiles can be overlaid, etc) like this:

onevent EVENT_CUTSCENE
ifcutscene ANIM_SOMEFILE
{
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...
}
endevent

The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.
 
4986 2167d 10h terminx /polymer/eduke32/source/game.c Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4982 2167d 10h terminx /polymer/eduke32/source/game.c Macro for handling ud.bgstretch. DONT_BUILD.  
4972 2169d 21h helixhorned /polymer/eduke32/source/game.c CON: Amend retrieval of STR_*TIME for qgetsysstr, fixing LunaCON and possible oob.

- Add declarations of C functions to defs.ilua, names to dynsymlist,
fix typo in con_lang.lua, ffi.string() calls in control.lua
- Assert that G_LastMapInfoIndex() is always called with ud.last_level >= 1.
(A stricter requirement than necessary to prevent follow-up oob accesses, but
logically the most meaningful.)
- In G_PrintParTime() and G_PrintDesignerTime(), return "<invalid>" if the above
does not hold. This can happen from EVENT_NEWGAME, for example. Add a test to
lunatic/test/qgetsysstr.con. DONT_BUILD.
 
4968 2170d 7h hendricks266 /polymer/eduke32/source/game.c Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest.  
4965 2170d 22h helixhorned /polymer/eduke32/source/game.c Classic: fix underallocation of TILE_TILT and tilting at very small resolutions.

Since TILE_TILT is only allocated once, it must be done with the maximum
possible size.
 
4956 2172d 23h helixhorned /polymer/eduke32/source/game.c Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
 

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