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3803 2886d 2h terminx /polymer/eduke32/source/gamedef.h Add support for shareware 0.99/1.0/1.1, for shits and giggles.  
3610 2945d 15h hendricks266 /polymer/eduke32/source/gamedef.h Add "rotatespritea" to CON and M32script.

I hope I didn't bruise Lunatic too much.
 
3463 2990d 23h helixhorned /polymer/eduke32/source/gamedef.h Lunatic: projectiles...  
3459 2990d 23h helixhorned /polymer/eduke32/source/gamedef.h Move around some #ifdef LUNATIC to compile out more code, minor cleanup.  
3415 3008d 23h helixhorned /polymer/eduke32/source/gamedef.h Lunatic: cmdline switch to run test script, compile out more code, 2 more GVs.  
3410 3010d 2h helixhorned /polymer/eduke32/source/gamedef.h Remove mixed Lunatic/legacy build option.  
3408 3010d 2h helixhorned /polymer/eduke32/source/gamedef.h Consolidate badly named HUD weapon globals ("g_looking_angSR1") into struct.  
3356 3028d 5h helixhorned /polymer/eduke32/source/gamedef.h Factor out some code into C_AllocQuote() and C_InitQuotes().

In Lunatic-only build, also always allocate the first 128 quotes.
 
3354 3028d 5h helixhorned /polymer/eduke32/source/gamedef.h Lunatic: compile out more code with LUNATIC_ONLY.  
3328 3032d 3h helixhorned /polymer/eduke32/source/gamedef.h Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS],
allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE).
For Lunatic, they are replaced with
weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].
 
3327 3032d 3h helixhorned /polymer/eduke32/source/gamedef.h Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

Specifically, have a weapondata_t type mimicking the aplWeapon* arrays.
Keep a list weapondefaults[] which undergoes some static->dynamic tweaks
and then makes its way to the WEAPONx_XXX per-player gamevars.
 
3274 3047d 17h hendricks266 /polymer/eduke32/source/gamedef.h Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.

Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.
 
3258 3051d 7h helixhorned /polymer/eduke32/source/gamedef.h Make EventNames[] an array of (const char *) instead of const tokenlist.  
3242 3061d 7h helixhorned /polymer/eduke32/source/gamedef.h Move enum vmflags_t to gameexec.c since it's an implementation detail.  
3192 3074d 19h terminx /polymer/eduke32/source/gamedef.h Add "ulotag" and "uhitag" to get/setactor/wall/sector, which exposes the tags unsigned, without the typecast to int16_t. This might be useful to someone.  
3148 3079d 23h helixhorned /polymer/eduke32/source/gamedef.h Lunatic reorganization part 2: split into engine and editor/game parts.

On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
 
3102 3091d 4h terminx /polymer/eduke32/source/gamedef.h 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.  
3100 3092d 16h hendricks266 /polymer/eduke32/source/gamedef.h 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.
 
3071 3107d 2h terminx /polymer/eduke32/source/gamedef.h CON access to ud.runkey_mode through get/setuserdef  
3053 3115d 23h terminx /polymer/eduke32/source/gamedef.h Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.  

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