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4879 2352d 10h helixhorned /polymer/eduke32/source/game.c game.c: revert changes of r4861 ("consult g_mirrorCount instead of gotpic[]").  
4875 2353d 14h helixhorned /polymer/eduke32/source/game.c Cleanup of various engine functions.

- factor out calculation of player-relative and screen+clipped-player-relative
coordinates into get_rel_coords() and get_screen_coords(), respectively
- the usual beautification stuff, especially since we're now on C99
 
4863 2360d 11h helixhorned /polymer/eduke32/source/game.c actors.c: replace hard-coded list with missing check for SFLAG_NODAMAGEPUSH.

In A_RadiusDamage(). The code snippet that is disabled for such actors
increases the damaged actor's .xvel by (4 times the) damage amount and
is responsible for the strange effect of enemies becoming faster TOWARDS
the player on being hit with an RPG frontally.

Thanks to Fox for a keen eye.
 
4861 2360d 17h helixhorned /polymer/eduke32/source/game.c In G_HandleMirror(), consult g_mirrorCount instead of gotpic[] w/ MIRROR.

DONT_BUILD.
 
4856 2361d 14h hendricks266 /polymer/eduke32/source/game.c Menus: Implement mouse/touch/pointer controls for all widgets.  
4853 2361d 14h hendricks266 /polymer/eduke32/source/game.c Add the necessary plumbing to sdlayer to detect mousedown, mouseup, and dragging.  
4852 2361d 14h hendricks266 /polymer/eduke32/source/game.c Introduce preprocessor token EDUKE32_TOUCH_DEVICES that covers both Android and iOS, and replace selected instances of __ANDROID__ with it.  
4847 2361d 15h helixhorned /polymer/eduke32/source/game.c Propagate 'smoothratio' to scenes drawn from the position of a camera.

That is, make interpolation work properly there -- both when 'using' a
VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes
a difference only if the camera is in a moving sector.
 
4845 2362d 14h helixhorned /polymer/eduke32/source/game.c Prettify viewscreen turned to STATIC in breakable cameras mode. DONT_BUILD.  
4843 2362d 15h helixhorned /polymer/eduke32/source/game.c Tweak the behavior of viewscreens to what is more logical IMO.

- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely
that one which is g_curViewscreen
- sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was
Manhattan vs. dist(), now both the latter)
- fix resetting to VIEWSCREEN tile when player is greater from it than that
distance. When the player is closer to it again, it is *not* reset to
TILE_VIEWSCR.
- more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen
sprite)

Note: in a multiplayer context, this needs to be thought about once more.
 
4834 2362d 15h helixhorned /polymer/eduke32/source/game.c engine.c: style-cleanup drawvox(). Also clean up ALL of voxmodel.c.

No deliberate semantic changes here.
 
4831 2367d 16h helixhorned /polymer/eduke32/source/game.c Minor cleanup around security cameras / viewscreens. DONT_BUILD.

The only semantic change is that an out-of-sync instance of a distance to
check (viewscreen sprite <-> player sprite) is changed in
actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now
represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed
any change in behavior regarding this change (but there ought to be one).

Also, in DNCOORDS display, print 'totalclock' count, too.
 
4818 2371d 19h hendricks266 /polymer/eduke32/source/game.c Wii: Tweaks.
*Move the FPS display down from the top of the screen, as we do for quotes.
*Don't show a non-functional mouse cursor in the center of the screen.
*Don't display the "Startup window" option in Game Settings.
*Display the IR pointer crosshair in addition to the aiming crosshair, not instead of it.
*Eliminate some assumptions from wiibuild.bat.
*DONT_BUILD.
 
4815 2374d 18h helixhorned /polymer/eduke32/source/game.c Lunatic: show on-screen errors even in passive menu; fix '(display)rand*' for large values.

Also, some minor style cleanup in game.c. DONT_BUILD.
 
4811 2375d 10h helixhorned /polymer/eduke32/source/game.c Move g_noFloorPal[] to the engine side and adapt other stuff accordingly.

- 'nofloorpalrange' DEF token: now handled for both game and editor (for the
latter, it's effective only for "shade preview" mode, [']+[X]).
- in generatefogpals(), assign g_noFloorPal[] = 1 for every generated (default)
fog pal; get rid of its return value / g_firstFogPal
 
4791 2387d 2h hendricks266 /polymer/eduke32/source/game.c Add dummy command line parameters to allow us to serve as a drop-in replacement for the NAM Steam release's dosbox.exe  
4784 2388d 9h terminx /polymer/eduke32/source/game.c Fix EVENT_ANIMATESPRITES.  
4781 2389d 3h hendricks266 /polymer/eduke32/source/game.c Fix names of savegames. DONT_BUILD.  
4780 2389d 4h hendricks266 /polymer/eduke32/source/game.c Fix displaying a savegame preview shot when in OpenGL and/or when the selected slot is empty. DONT_BUILD.  
4766 2393d 4h hendricks266 /polymer/eduke32/source/game.c Make a bunch of things extern "C". This should fix C++ builds on OS X and with Lunatic. DONT_BUILD.  

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