Subversion Repositories eduke32


Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
3803 2882d 16h terminx /polymer/eduke32/source/gameexec.c Add support for shareware 0.99/1.0/1.1, for shits and giggles.  
3802 2882d 16h terminx /polymer/eduke32/source/gameexec.c MSVC build fix  
3792 2886d 15h helixhorned /polymer/eduke32/source/gameexec.c Make G_{Save,Restore}MapState() take no input arguments.

Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed
inside these functions.
3791 2886d 15h helixhorned /polymer/eduke32/source/gameexec.c Remove redundant checks for some map state function uses.

Also, prettify G_FreeMapState(), remove some duplicate function decls and
resurrect 'savestate' and 'restorestate' OSD commands for the debug build.
3702 2914d 0h helixhorned /polymer/eduke32/source/gameexec.c Remove 'cl_angleinterpolation' cvar because it had no effect for a while.

Also remove the two instances of commented out code, but not the respective
CON structure access code.
3684 2920d 23h helixhorned /polymer/eduke32/source/gameexec.c gameexec.c: in VM_Fall(), comment out dead code, small indentation change.  
3682 2920d 23h helixhorned /polymer/eduke32/source/gameexec.c Improve on the code that handles changing sectors of projectiles.

- In the A_MoveSprite() code that transports projectiles due to an SE7
(introduced in r1450 / legacy ROR), only report "success" if the
transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
checking it.
3680 2920d 23h helixhorned /polymer/eduke32/source/gameexec.c Fix a couple of issues identified in the preceding commit.

- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
3679 2920d 23h helixhorned /polymer/eduke32/source/gameexec.c Clean up of mostly actors.c, but some other files along the way too.

- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
3666 2923d 22h helixhorned /polymer/eduke32/source/gameexec.c In upward moving enemy code of VM_Move(), consider TROR boundaries.

This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
3663 2923d 22h helixhorned /polymer/eduke32/source/gameexec.c Mostly engine and some gameexec.c stylistic changes.  
3658 2926d 17h helixhorned /polymer/eduke32/source/gameexec.c Lunatic: new-generation map format, in-memory representation ("map-int VX").

The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.

Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
3640 2930d 16h helixhorned /polymer/eduke32/source/gameexec.c LunaCON: ifsquished.  
3610 2942d 6h hendricks266 /polymer/eduke32/source/gameexec.c Add "rotatespritea" to CON and M32script.

I hope I didn't bruise Lunatic too much.
3608 2942d 6h hendricks266 /polymer/eduke32/source/gameexec.c Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.

While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)

(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)

Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
3594 2942d 15h helixhorned /polymer/eduke32/source/gameexec.c Lunatic: in readgamearray support code, use engine file functions.

This is so that files residing in GRPs (or anywhere the engine looks for them)
can be read, too.
3557 2953d 23h helixhorned /polymer/eduke32/source/gameexec.c Lunatic: also save min, max actor times; fix release build.  
3542 2963d 18h helixhorned /polymer/eduke32/source/gameexec.c Fix starttrack crashing when a "null music" is selected.

Introduced with the refactoring in r3490.
3526 2969d 19h helixhorned /polymer/eduke32/source/gameexec.c Lunatic translator: handle RETURN across events.  
3520 2970d 18h helixhorned /polymer/eduke32/source/gameexec.c Lunatic: export C functions that may call into CON events using the Lua C API.

We must not call these functions using the FFI, since the Lua state is
considered locked across such calls.

Show All