Commit graph

820 commits

Author SHA1 Message Date
helixhorned
98ad4d7132 Factor out high-level 'add loop to sector' code into own function.
git-svn-id: https://svn.eduke32.com/eduke32@2128 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:52:37 +00:00
helixhorned
c196e27ee9 in 'adding new loop to sector': use local 'firstwall' instead of ovh.suckwall
git-svn-id: https://svn.eduke32.com/eduke32@2127 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:52:22 +00:00
helixhorned
53bbb48675 Three Mapster32 changes (2 wall-drawing related, 1 crash fix)
- Don't crash when sector joining fails under certain circumstances.
- Increase the point lock (Manhattan) distance from 1/16th to 1/8th
  of the grid square length, making it easier to snap to vertices not
  lying at the grid points with grid lock on
- When drawing walls, don't snap to any of them except the first drawn

git-svn-id: https://svn.eduke32.com/eduke32@2126 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:52:08 +00:00
helixhorned
45bcc11f46 Batch-insertion of many points at once using line drawing and ENTER.
When having drawn N new points (and having one 'free') and pressing
ENTER, the N line segments between the new points are checked one by
one for intersection with every non-grayed-out wall and a wall vertex
is inserted at every intersecting point.  This may be viewed as a
prerequisite for a 'cutter' style tool.

git-svn-id: https://svn.eduke32.com/eduke32@2125 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:53 +00:00
helixhorned
24edef5c63 Warn user if pressing Ctrl+Shift+ENTER (check all wall pointers) in TROR map.
git-svn-id: https://svn.eduke32.com/eduke32@2124 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:36 +00:00
helixhorned
2d308625ff Factor out high-level point inserting code into M32_InsertPoint().
This function only handles the actual insertion, also taking care of
constrained TROR walls. Anything around the inserting such as backing up
drawn walls or snapping the x/y position to the grid is handled outside.

git-svn-id: https://svn.eduke32.com/eduke32@2123 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:21 +00:00
helixhorned
39314586ac Somewhat largish commit with various keyboard tinkering for Mapster.
The main change consist of adding a key press (and release) callback
whose only purpose is to be used from m32script as EVENT_KEYPRESS.
When entering that event, the RETURN variable will be set to the
keystatus code of the key, and whether it was pressed or released can
be checked by looking at keystatus[] at that code (ifholdkey and
ifhitkey do this). The purpose of this, then, is to be able to remap
keys in a more general (and complicated) fashion than is possible with
the mapster32.cfg 'remap' option. Various other additions build around
this central one:

- add an example EVENT_KEYPRESS to a.m32, among other things emulating
  the keypad arrows with Alt-<normal arrows> for notebook convenience;
  disabled initially
- a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of
  collision with the above
- new m32script command: setkey <keycode>, setting keystatus[<keycode>]
  to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the
  future)
- fix indexing an m32script array with a defined label, there used to
  be a 'not a gamevar' error instead
- add the following constant labels for some key codes:
  KEY_SCROLL, KEY_F1 .. KEY_F12

git-svn-id: https://svn.eduke32.com/eduke32@2122 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:06 +00:00
helixhorned
9a8603d01e - Make old-nextwalls invalid on the following two occasions: ovh_whiteoutgrab
with no highlighted sectors; and when entering 3D mode, even if there are
  highlighted sectors. This should have almost no effect, but I find it cleaner
  that way.
- Check map for corruption every time an editing change is done. This was
  accidentally disabled when commenting out the undo code (which I've yet
  to debug).

git-svn-id: https://svn.eduke32.com/eduke32@2121 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:40 +00:00
helixhorned
a1864b6a2e Make it impossible to start drawing walls when having a circle-wall
selected. (There was a corner case where this was possible.)

git-svn-id: https://svn.eduke32.com/eduke32@2120 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:21 +00:00
helixhorned
57e132a044 Remove after_handleevents_hook and its only user, the keystatus-level clearing
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.

git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:07 +00:00
helixhorned
568a7e1243 Eliminate potential malloc(0) calls when loading (converting) md2 models
with no skins or no GL comands.

git-svn-id: https://svn.eduke32.com/eduke32@2118 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:49:40 +00:00
helixhorned
997b3426b5 Remove the -nopause switch of r2108, since it didn't help at all.
git-svn-id: https://svn.eduke32.com/eduke32@2114 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-17 21:09:49 +00:00
helixhorned
b2d789731a A couple of Mapster changes related to saving.
- new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the
  editor whether to 'fix' the sprite sectnums on saving and entering 3D
  mode. Note that a) sprite sectnums are never fixed when 'script_expertmode'
  is enabled, as before, and b) sprites that have out-of-bounds sectnums
  are still fixed if a proper sector is found
- if saving and some sprite sectnums have thus been tweaked, inform the
  mapper on the status line and print the changes in the OSD
- fix update issue similar to an earlier one: when 'saving as', the astub.c-
  based file name is now updated too, so saving with Ctrl-S now saves into
  the one save with 'save as' (and not the old one)
- don't attempt to recheck wall pointers from scratch (when saving and running
  with -check) if it's a TROR map

git-svn-id: https://svn.eduke32.com/eduke32@2110 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-11 20:05:29 +00:00
helixhorned
e18ef2ccc8 Oops. Revert the *alloc wrapping to catch them being called with bad values.
This was meant for debugging only.

git-svn-id: https://svn.eduke32.com/eduke32@2109 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-10 21:47:42 +00:00
helixhorned
a67af55153 On Windows, add command-line switch -nopause, disabling the pause key.
Hopefully this fixes the periodic pausing/unpausing that a few people
have been experiencing.
Also fix build with GCC 3.

git-svn-id: https://svn.eduke32.com/eduke32@2108 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-10 21:47:26 +00:00
helixhorned
e1e09cd978 Also print file name of cache file in case of failure to open it.
git-svn-id: https://svn.eduke32.com/eduke32@2106 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-08 16:50:10 +00:00
helixhorned
3690f25944 Fix the 'displayrandvar{var}' CON and m32script commands for environments
with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2105 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-05 12:13:50 +00:00
helixhorned
3713e3db9b Fix another dragpoint() bug that was wrongly omitting walls.
This one could have only happened with TROR maps, I think.

git-svn-id: https://svn.eduke32.com/eduke32@2097 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-01 22:01:35 +00:00
helixhorned
4322bae14c Oops. That last one wasn't supposed to be committed. Here's the log for the
last one + this one:

A couple of tweaks against accidental overwriting of maps.
- first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a
  new map
- When saving with Ctrl-S, query the user for confirmation and also show the file name
  where the map will be written
- when going into the ESC-menu, print the file name where the map will be written
  on pressing 'S' above the '(S)ave' text

git-svn-id: https://svn.eduke32.com/eduke32@2096 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-31 19:50:06 +00:00
helixhorned
004b98e2b3 A couple of tweaks against accidental overwriting of maps.
- first, fix a bug where

git-svn-id: https://svn.eduke32.com/eduke32@2095 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-31 19:49:43 +00:00
helixhorned
3dd39c118d Fix an init issue with the earlier ATI workaround.
git-svn-id: https://svn.eduke32.com/eduke32@2094 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 21:48:57 +00:00
helixhorned
4d40d32014 When joining sectors and there's more than one non-grayed-out sector under the
cursor, query the mapper to pick one. The joining can still fail afterwards,
which makes it only a semi-automatic helper feature.

git-svn-id: https://svn.eduke32.com/eduke32@2092 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:48:29 +00:00
helixhorned
51b31c5445 This fixes the aforementioned TROR corruption. It happened because Mapster32
allowed circle-walls started on the unconstrained _other_ side of a constrained
wall. Also fix a potential invalid wall access when inserting a point (pretty
serious, that!)

git-svn-id: https://svn.eduke32.com/eduke32@2091 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:48:13 +00:00
helixhorned
78cf620036 (Almost) correct insertion of points in the midst of having some walls drawn,
also for make-circle (C, SPACE). There's still a TROR corruption happening
probably when inserting on constrained walls, but I've yet to get behind the
real cause.

git-svn-id: https://svn.eduke32.com/eduke32@2090 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:47:58 +00:00
helixhorned
cd8fc5328e Make deleting points correct while having some walls drawn. For that,
some wall drawing state is ripped out from overheadeditor() into a
a file-scope struct (even if we don't yet need it there). If the deleting
touches the first drawn point, the walls drawn so far are cleared.

git-svn-id: https://svn.eduke32.com/eduke32@2089 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:47:42 +00:00
helixhorned
48ac042ca4 Eliminate one malloc(0) when corrupt-checking an empty map, clean up
overheadeditor() by allocating temp variables in the blocks where they
are needed.

git-svn-id: https://svn.eduke32.com/eduke32@2088 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:47:26 +00:00
helixhorned
d37ef521fb A couple of small tweaks:
- fix arg checking in checkdefs.sh
 - some tilenum and quote ID validation in the CON interpreter
 - G_DrawDigiNum and friends: eliminate redundant strlen calls

git-svn-id: https://svn.eduke32.com/eduke32@2086 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:46:51 +00:00
helixhorned
35a151d2cd Workaround (two, actually) for the hardware gamma bug in 8-bit fullscreen with
ATI cards.
From the time of OpenGL initialization, gamma lookup in classic/fullscreen
will be done in software. Before that, always do a setgamma() after setting the
palette, since this is what resets the HW gamma. However, this may lead to
unappealing artifacts with portions of the scene being sent to the screen with
different gammas.

git-svn-id: https://svn.eduke32.com/eduke32@2085 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-27 13:14:22 +00:00
helixhorned
f938e0bc11 Bash helper script to find wrongly-cased file names in DEFs and
maybe replace them with the proper names.

Usage:
checkdefs.sh <some.def> [[<some_dir>] -patch]

<some_dir> is taken to be the base directory of the search path.
-patch uses 'sed -i' to replace the offending findings

git-svn-id: https://svn.eduke32.com/eduke32@2081 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-27 13:13:22 +00:00
plagman
9018359a9e glbuild: tell gl.h not to include the system's glext.h
We pack our own copy of glext.h to avoid build breakages on older environments,
and having gl.h include its own was defeating all that.

git-svn-id: https://svn.eduke32.com/eduke32@2080 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-23 05:02:57 +00:00
helixhorned
aae60f64c2 Eliminate all 'variable ... set but not used [-Wunused-but-set-variable]'
warnings with GCC 4.6 except one in kplib.c

git-svn-id: https://svn.eduke32.com/eduke32@2079 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-17 18:42:10 +00:00
helixhorned
026e1f44e9 Make Polymer's FOV depend viewingrange variable in a 'tangent-linear'
fashion. Among other things, this makes the FOV widening when shrunk
work. User CON code should always check the initial viewingrange value
when attempting to do FOV effects like zoom, because it is not guaranteed
to be 65536 due to different screen aspect ratios etc.

git-svn-id: https://svn.eduke32.com/eduke32@2078 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-17 18:41:38 +00:00
helixhorned
d540f18ef4 OSX build: don't include startup window (where the hell is the nib file?); makefile bits for libpng from maxports (dynamically linked, not enabled); update osxbuild.sh so that the 64-bit build links (statically) to libvpx
git-svn-id: https://svn.eduke32.com/eduke32@2076 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-11 16:53:52 +00:00
helixhorned
9196bdbd81 fix osx build: looks like it doesn't have the GL debugging functions
git-svn-id: https://svn.eduke32.com/eduke32@2073 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-11 16:52:53 +00:00
helixhorned
2a4a7cd731 Fix dragpoint()!!! There was a bug that omitted setting the new position of certain wall-points since the TROR introduction.
git-svn-id: https://svn.eduke32.com/eduke32@2070 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 17:43:51 +00:00
helixhorned
48c49e751f Initialize prlights[lighti].flags.invalidate with 0 when calling
polymer_addlight().  I have no idea whether it's the 'right' thing,
but it fixes this:

Conditional jump or move depends on uninitialised value(s)
  at polymer_updatelights (polymer.c:5090)
  by polymer_drawrooms (polymer.c:938)
              . . .
Uninitialised value was created by a stack allocation
  at loadmaphack (engine.c:9482)

Fix another uninitialized access when rendering jpegs.

git-svn-id: https://svn.eduke32.com/eduke32@2069 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 17:43:36 +00:00
helixhorned
6cfdc2b376 Delete maphack lights when changing from Polymer to another renderer.
This fixes a crash when loading a map afterwards.

Tweak a few debugging messages and some whitespace.

git-svn-id: https://svn.eduke32.com/eduke32@2068 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 17:43:16 +00:00
plagman
f08610b6c8 Polymer: support for creating a debugging context in winlayer
This also fixes a warning when building for Windows.

git-svn-id: https://svn.eduke32.com/eduke32@2067 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 00:14:56 +00:00
helixhorned
a0b928583b Show fake TROR texture when show-invisibility [I] is on in Mapster32/Polymer.
Also move a 'int16_t editstatus' declaration from polymost.c to engine_priv.h.

git-svn-id: https://svn.eduke32.com/eduke32@2066 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 22:38:09 +00:00
helixhorned
eba8de3007 kextract <groupfile> (without further filenames) lists all files in the GRP.
git-svn-id: https://svn.eduke32.com/eduke32@2065 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 22:37:51 +00:00
helixhorned
b63f7e558b maint: refactor closing cache files and removing duplicate pointers into their own functions
git-svn-id: https://svn.eduke32.com/eduke32@2064 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 22:37:33 +00:00
hendricks266
885b9a46fd remove two instances of duplicate USE_OPENGL preprocessor checks missed by the removal of the POLYMOST definition
git-svn-id: https://svn.eduke32.com/eduke32@2060 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 07:18:17 +00:00
hendricks266
05cf720c4d move Electric Fence (EFENCE) handling from build/Makefile to Makefile.common
git-svn-id: https://svn.eduke32.com/eduke32@2059 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 07:16:57 +00:00
plagman
dee99139f5 Polymer: constantly get the textures handle for projective spotlights
Getting the texture handles without requiring invalidation means we can
handle ART-animating tilenums without impacting performance too much.

git-svn-id: https://svn.eduke32.com/eduke32@2058 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 07:09:15 +00:00
plagman
93b4d6182e Polymer: preliminary support for GL_ARB_debug_output
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.

Also updates our local copy of glext.h with a fresh one from the
Khronos registry.

git-svn-id: https://svn.eduke32.com/eduke32@2056 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 05:56:35 +00:00
plagman
e7c735418f Polymer: Fix upside-down projective textures
We need to Y-invert the projection texcoords when sampling
from the lightmap.

git-svn-id: https://svn.eduke32.com/eduke32@2055 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 03:09:20 +00:00
plagman
7c4b84a8f2 Polymer: apply ART animation to spotlight lightmaps.
git-svn-id: https://svn.eduke32.com/eduke32@2054 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 01:44:54 +00:00
plagman
98b6be4fed Polymer: Discard cached sprite planes on texinvalidate
Sprites would stick with their old material on global palette change.
This goes through all prsprites and clobbers their CRCs so that an
alternate skin / tint / highpal can be applied accordingly.

git-svn-id: https://svn.eduke32.com/eduke32@2053 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 01:00:14 +00:00
plagman
a6d349c90a Polymer: account for model flipping for backface culling.
The winding order of faces is different if only flipping about X or Y,
and we were unconditionally culling CW faces.

git-svn-id: https://svn.eduke32.com/eduke32@2052 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 00:32:00 +00:00
plagman
6863a463b4 polymer: fix leading whitespace in polymer_drawmdsprite
git-svn-id: https://svn.eduke32.com/eduke32@2051 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 00:31:46 +00:00
helixhorned
b3f1bd409c fix for the fix
git-svn-id: https://svn.eduke32.com/eduke32@2049 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-30 14:02:13 +00:00
helixhorned
64ead0a130 When X- or Y-flipping a selection of highlighted sectors, also handle setting
the nextwall pointers correctly;  Add some 'asksave=1' and 'make old-nextwalls
invalid'.

git-svn-id: https://svn.eduke32.com/eduke32@2048 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-30 13:52:02 +00:00
helixhorned
58fc90f77d Sanitize drawing sprites at different levels with TROR/classic. This should fix
most problems where sprites appear to be drawn through walls.

git-svn-id: https://svn.eduke32.com/eduke32@2046 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-28 20:30:41 +00:00
helixhorned
bb72f803c4 Two tweaks to make the precaching more efficient/less redundant in the game.
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal.  Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.

git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-28 20:30:24 +00:00
helixhorned
04d1ebb010 When inserting a new sprite and determining its picnum by frequency count
of the picnums of all sprites, omit the newly inserted sprite itself!

git-svn-id: https://svn.eduke32.com/eduke32@2043 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-25 15:11:28 +00:00
helixhorned
86345f2b00 backtrace.c: add flags to open() so that the log file is opened user-r/w.
This way, crashlogs will really be appended. Additionally, print a time
 at the end of each backtrace.

winlayer.c: load ebacktrace1.dll instead of the old one
Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers
 This will let us get a stack trace for crashes with the release build code.

git-svn-id: https://svn.eduke32.com/eduke32@2040 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-22 16:52:55 +00:00
helixhorned
98ac0c2edc When searching a nextwall for a white wall after dragging a point,
exclude grayed out walls.

git-svn-id: https://svn.eduke32.com/eduke32@2039 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-22 16:52:32 +00:00
helixhorned
1203b4b213 Fix
http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__st__480
(I think, didn't test it)

git-svn-id: https://svn.eduke32.com/eduke32@2035 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-20 19:12:42 +00:00
plagman
03429e8f2e Polymer: sanitize backface culling
Keep track of which side is getting culled, swap around mirrors, swap
around model drawing.

git-svn-id: https://svn.eduke32.com/eduke32@2032 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-18 07:18:50 +00:00
helixhorned
6f4fedb7fe fix picking
git-svn-id: https://svn.eduke32.com/eduke32@2031 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-17 15:26:52 +00:00
helixhorned
b486f3aa0d More natural mouse picking in software mode, closer to "what's under the cursor
is picked" but still not perfect. In particular, sometimes a wrong wall is
selected, and sprites don't get picked through portals. As a rule of thumb,
don't be too far away from the objects you're modifying in 3D mode.

git-svn-id: https://svn.eduke32.com/eduke32@2030 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-17 14:26:02 +00:00
helixhorned
19ebd8feb3 In the textured 2D mode of Mapster32, only texture non-grayed out sectors.
git-svn-id: https://svn.eduke32.com/eduke32@2029 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-17 14:25:42 +00:00
helixhorned
9b1d384723 Three-way clipping in Mapster32 (still toggled with 'N): on and off as
before, and additionally a mode that doesn't clip against masked walls
and sprites.

git-svn-id: https://svn.eduke32.com/eduke32@2028 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-16 19:17:48 +00:00
helixhorned
9b70a2efbf In the editor, when rescaling the texture after dragging a wall-point, also
traverse the TROR neighbors.

git-svn-id: https://svn.eduke32.com/eduke32@2027 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 19:31:44 +00:00
helixhorned
7582b86237 Add high-resolution timers C API for profiling. The functions are called
uint64_t gethiticks() and gethitickspersec().  For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used.  The only user of
these functions right now is some TROR on-screen debugging code.

Revert an earlier change regarding r_preview_mouseaim.  We can't do the
check because editstatus is set later.

git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:05:00 +00:00
helixhorned
cc7110c18f - Add new trueror1.map that showcases the functionality and limitations of
the additional rendering pass
- Remove r_preview_mouseaim cvar from the game, since it's only for Mapster
- sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent
  process ID in the external MIDI playing code. I think there's a race there...

git-svn-id: https://svn.eduke32.com/eduke32@2025 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:04:37 +00:00
helixhorned
2415b03c79 Support for drawing 'island sectors' for TROR/classic (and with limited
functionality, Polymost).

The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar.

The basic idea is that when drawing lower or upper levels, a first pass
is performed that ignores all red walls for which the TROR nextwall link
'towards' the viewer arrives at a red wall.  Thus, in the worst case, there
can be up to twice as many rendering passes now (when it is discovered that
the no-mask-pass isn't different that what would be drawn with the ordinary
one, the latter is skipped, since we've already drawn all needed geometry).

Hovever, this kind of multi-pass splitting is only suitable for simple scenes,
like the upper subway in the TROR test map.  In particular, multiple islands
shouldn't 'see' each other.

Two issues are worth mentioning: first, care needs to be taken for translucent
ceilings or floors, since drawing them twice isn't the same as drawing them
once. This is done for classic, but not for Polymost.  Second, sprites (which
are always drawn _after_ the geometry for a given pass) are still clipped to
the geometry of the ordinary pass, resulting in their disappearance from
certain angles.
--

Additionaly, a change made it into this commit that fixes redundant collection
of sprites in TROR:classic/Polymost.

git-svn-id: https://svn.eduke32.com/eduke32@2024 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:04:14 +00:00
helixhorned
701c69fecc misc. cleanup:
- remove 'imageSize' global which was always yres*bytesperline and only used once
- some clearbuf() -> Bmemset() because I find the latter easier to read
- remove some clearbufs to 0 of some global arrays on init

git-svn-id: https://svn.eduke32.com/eduke32@2023 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:50 +00:00
helixhorned
9fd471a56a Make uninitialization sequence more consistent across the editor code. It's
always like this now:
  ExtUninit -> (writesetup, misc.)
  uninitengine -> (uninitsystem -> (uninit timers, mouse, ...))
  exit()
Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c

git-svn-id: https://svn.eduke32.com/eduke32@2022 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:29 +00:00
helixhorned
96283fdf5e Make a couple of variables static in the engine; don't initialize umost/dmost
with other than base levels, since the y*most arrays are copied there later.

git-svn-id: https://svn.eduke32.com/eduke32@2020 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:02:52 +00:00
helixhorned
24cbd241d7 - In the editor, make bunch-equal-making [J] stricter, because the way it was
handled could lead to a bunch whose floors and ceilings covered different
  areas. A fix for the reduced functionality arising from this change is
  underway.
- Rewrite a small portion of code using yax_vnextsec() in game.c.

git-svn-id: https://svn.eduke32.com/eduke32@2019 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:02:35 +00:00
helixhorned
7f1133a493 Engine: add funtion 'yax_vnextsec(wall, cf)' to C API. It's often useful when
dealing with sectors on the two sides of a bunch.  Make yax_globallev and
yax_globalbunch variables non-static.
Rewrite a TROR-related bit in the engine code using the new function.

git-svn-id: https://svn.eduke32.com/eduke32@2018 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:02:12 +00:00
helixhorned
3b634f28ae fix a couple of editor issues:
- one reported by Micky:
http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__106610
- malloc(0) call when saving a map with no sprites
- update 'asksave' after Alt-S and corrupt-check on starting a new map

git-svn-id: https://svn.eduke32.com/eduke32@2017 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-12 15:03:51 +00:00
helixhorned
e166895c90 engine: In setbrightness() and qsetmodeany(), call setpalette() only if the
palette changed from the last one (either globally or within the last call of
one of the function). This fixes the ugly OSD flickering in 8-bit mode when
a screen tint effect is in action (such as when being hurt or snotted on).

git-svn-id: https://svn.eduke32.com/eduke32@2015 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:45:11 +00:00
helixhorned
01676d7431 A couple of trivial/cleanup changes. setvgapalette() is removed from the
engine, since it had no users.

git-svn-id: https://svn.eduke32.com/eduke32@2014 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:44:53 +00:00
helixhorned
9c16dc7873 sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three
effects:
1) Mouse turning works with SDL 1.3
2) The mouse pointer can't leave the window area with the console up, so that
   focus always stays with the application
3) Menu selection using the mouse doesn't work. Not dramatic IMO.

git-svn-id: https://svn.eduke32.com/eduke32@2011 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:50 +00:00
helixhorned
843689f8a0 polymer.c: Fix a potential zero-size calloc call when a two-walled sector
is present (like in E4L1).  Also sneak in a trivial change in cache1d.c

git-svn-id: https://svn.eduke32.com/eduke32@2010 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:34 +00:00
helixhorned
dc02ff5654 Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,
fix two issues with signed integer overflow. One is related to clipping
and the other to Polymost mouse-picking for overlong walls. Many more
remain especially in the 8-bit rendering code, but I expect many of
them to be intended.

git-svn-id: https://svn.eduke32.com/eduke32@2009 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:17 +00:00
helixhorned
727be94eb5 Tweak the source so that it can be built by clang. The only necessary change
is to remove a couple of 'inline's for functions with external linkage, which
seems to be a GCC convenience.

git-svn-id: https://svn.eduke32.com/eduke32@2008 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:00 +00:00
helixhorned
08f5290f4f mdsprite.c: prevent a couple of float divides by zero and save model file
name into m->head.nam after loading (but before preprocessing for Polymer)

git-svn-id: https://svn.eduke32.com/eduke32@2007 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:45:39 +00:00
helixhorned
a145cc93bc Make Polymer declare a callback function G_Polymer_UnInit() that is called
whenever we change to another renderer etc. and define it for the game and
editor.  The purpose of the function is to clean up references to Polymer
resources like lights.
This fixes 1) all lights becoming spot lights in the game and 2)
an issue with maphack lights in the editor (can't recall which exactly).

git-svn-id: https://svn.eduke32.com/eduke32@2006 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:45:21 +00:00
helixhorned
b3d3fd9a39 Better handling of tsprites that are duplicated through TROR portals.
Specifically, now also consider the sprite tile's yoffset, and fix an
issue when a tsprite got duplicated 'toward' the viewer. Also add a
couple of tests in trueror1.map.

git-svn-id: https://svn.eduke32.com/eduke32@2004 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:44:51 +00:00
helixhorned
a3e83fbe0c Unbreak zip support as another means to group files. Using 16-bit integers to
hold file lengths is certainly very frownworthy.

git-svn-id: https://svn.eduke32.com/eduke32@2003 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:44:24 +00:00
helixhorned
a23504822d Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.
git-svn-id: https://svn.eduke32.com/eduke32@2002 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:44:07 +00:00
helixhorned
962910ce32 Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().
This makes the latter also correct when testing a map from the editor.

git-svn-id: https://svn.eduke32.com/eduke32@2001 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:43:48 +00:00
helixhorned
decb2a0db1 use updatesectorz instead of updatesector for the startsectnum updating when saving a map.
git-svn-id: https://svn.eduke32.com/eduke32@2000 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-02 22:15:43 +00:00
helixhorned
99ce725b60 Much more elegant solution to updating the player's sectnum when passing through
TROR portals that works with a little help from updatesectorz() (change not visible
from CON code). Relies only on the presence of an extension whose portal isn't
blocked and also plays nicely with corner cases like being shrunk and enabling
the jetpack. This should fix the upward moving platforms in WGR2.

git-svn-id: https://svn.eduke32.com/eduke32@1996 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-01 18:38:13 +00:00
helixhorned
b72d351f20 * game and editor: emit a warning when a search-path directory specified
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
  checker. This makes a lot of original maps spew countless 'errors', but
  it's preferable for new maps since such floors and ceilings could behave
  strangely with TROR.

git-svn-id: https://svn.eduke32.com/eduke32@1995 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-01 18:37:53 +00:00
helixhorned
317aca0093 polymost.c: remove the rest of the rendmode 1 and 2 code from the build
git-svn-id: https://svn.eduke32.com/eduke32@1994 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-28 17:31:08 +00:00
plagman
c17818aa6e Polymer: fix leak of GL query objects
In cases where performing occlusion queries for multiple red walls
leading to the same sector, we would sometimes leak a number of
query objects. This was apparently harmless on NVIDIA drivers, but
would leak tons of memory on ATI.

git-svn-id: https://svn.eduke32.com/eduke32@1993 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-28 04:42:27 +00:00
plagman
95d6c6f281 Polymer: fix sector masks translucency.
The code was using the Polymer-cached version of the sector cstat to
determine the translucency of its diffuse material, meaning it would
never get it right on the first try; that's what you get for having
completely different variables named 's' and 'sec'.

git-svn-id: https://svn.eduke32.com/eduke32@1991 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-21 19:41:34 +00:00
plagman
458ad8fa04 Polymer: Don't draw back faces of sector masks.
We normally enable backface culling always, but turn it off for
two-sided sprites; we need to make sure it's re-enabled after that
as sector masks are drawn after.

git-svn-id: https://svn.eduke32.com/eduke32@1990 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-21 19:41:22 +00:00
hendricks266
6cbc6a1a0c add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility
git-svn-id: https://svn.eduke32.com/eduke32@1987 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:14 +00:00
plagman
8e5bf7a89c Polymer: fix external view.
Some of the ROR code was operating under the assumption that drawasks
always correspond to one call of polymer_displarooms(), but that's not
necessarily the case; external view draws all sectors from the top
polymer_drawrooms(), which was causing crashes. Just ignore the sector
mask queues in external view mode, we already don't draw masked walls.

git-svn-id: https://svn.eduke32.com/eduke32@1982 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:06:00 +00:00
plagman
0423ff8184 Polymer: propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.

git-svn-id: https://svn.eduke32.com/eduke32@1981 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:49 +00:00
plagman
8250e5f3e8 Polymer: add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.

Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.

The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.

git-svn-id: https://svn.eduke32.com/eduke32@1980 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:38 +00:00
plagman
e77548d42a Polymer: Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate
drawing and as mask walls for delayed drawing.

git-svn-id: https://svn.eduke32.com/eduke32@1979 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:24 +00:00
plagman
98061f3a38 Polymer: Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.

git-svn-id: https://svn.eduke32.com/eduke32@1978 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:14 +00:00
plagman
5b379decc6 Polymer: handle floor/ceiling translucency.
Assigns the right alpha value to floor/ceiling planes if their
translucency bits are set and make sure that changing the cstat now
triggers an update of the material for editing purposes.

This doesn't do anything by itself, but will be needed to correctly
draw floor/ceiling masks.

git-svn-id: https://svn.eduke32.com/eduke32@1977 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:04 +00:00
plagman
e7fc03ed33 Polymer: Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and
reaping the occlusion queries to potentially make them more efficient.

git-svn-id: https://svn.eduke32.com/eduke32@1976 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:53 +00:00
plagman
936147e33b Polymer: Correct(er) TROR walking.
Enumerate the vertical siblings of each walked sector and check them
against the current frustum. No occlusion queries yet, but that should
correct any missing sectors until a flaw in that logic is discovered.

git-svn-id: https://svn.eduke32.com/eduke32@1975 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:42 +00:00
plagman
6de59ef085 Polymer skeleton cleanup.
Reorganize polymer.c a bit to match the order of prototypes from the
header, move macros from the middle into the header.

git-svn-id: https://svn.eduke32.com/eduke32@1974 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:28 +00:00
helixhorned
c8bf3682e0 disable undo/redo editor feature until I can debug the disappearing sprites
git-svn-id: https://svn.eduke32.com/eduke32@1973 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:54:16 +00:00
helixhorned
4d8d392bbf slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.
git-svn-id: https://svn.eduke32.com/eduke32@1971 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:18 +00:00
helixhorned
5c2be94bff Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.
git-svn-id: https://svn.eduke32.com/eduke32@1970 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:01 +00:00
helixhorned
5262a0f24c Various cleanup work:
- fix an earlier 'oops': make highpals load correctly again
 - maphack lights shouldn't be double-loaded now
 - slight tweak to the loading screen fadein/out timing
 - two bound checks
 - make some variables static in engine.c

git-svn-id: https://svn.eduke32.com/eduke32@1969 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:54 +00:00
helixhorned
5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00
plagman
58ba283c45 Fix colored fog in Polymer.
This fixes a ridiculous interaction problem between non-black fog and
additive lighting passes. Plagman is stupid.

git-svn-id: https://svn.eduke32.com/eduke32@1965 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-15 03:41:42 +00:00
helixhorned
1dbcae56d5 fix rotscrnang weirdness for any r_usenewaspect
git-svn-id: https://svn.eduke32.com/eduke32@1962 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-11 21:49:18 +00:00
helixhorned
fbb6cc5e7e make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.
git-svn-id: https://svn.eduke32.com/eduke32@1961 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-10 11:58:59 +00:00
helixhorned
26a25bdce5 * Address http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__103306
by using setspritez() instead of setsprite() for the sectnum updating.
* Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.

git-svn-id: https://svn.eduke32.com/eduke32@1959 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-09 16:03:56 +00:00
helixhorned
3ca7ed1c2e don't crash wall alignment with void-tiled walls
git-svn-id: https://svn.eduke32.com/eduke32@1958 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-08 19:30:24 +00:00
helixhorned
b6d729a553 * skip grayed out sectors when changing tags in 2d mode
* make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode
* make r_usenewaspect enabled by default

git-svn-id: https://svn.eduke32.com/eduke32@1957 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-06 11:50:45 +00:00
helixhorned
aa8b2e4e05 Lots of M32script tweaks:
* fix breaking out of 'switch' blocks and compilation of the 'default' case
* Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them.
* new branching command 'ifinteractive', true if a state runs from the menu mentioned above.
* new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags>

See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

git-svn-id: https://svn.eduke32.com/eduke32@1955 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:25 +00:00
helixhorned
80d9badb9b Patch up this issue:
http://forums.duke4.net/topic/4685-glitch-on-keyboard-customization-page/
by setting the key_names[] characters in the non-ASCII range to '?' on Windows

git-svn-id: https://svn.eduke32.com/eduke32@1953 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 20:36:04 +00:00
helixhorned
0713c44219 * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)
* helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback.
* when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed.
* more Makefile.deps updating

git-svn-id: https://svn.eduke32.com/eduke32@1952 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 13:03:07 +00:00
helixhorned
13dde60ccd More fog/visibility tweaking. This makes Polymost's not depend on the screen width.
git-svn-id: https://svn.eduke32.com/eduke32@1944 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 18:40:10 +00:00
helixhorned
7e9b2eae0f * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.

* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected;  Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).

* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.


git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 15:15:57 +00:00
helixhorned
793aadebc5 Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.
git-svn-id: https://svn.eduke32.com/eduke32@1942 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 22:00:53 +00:00
helixhorned
d4f234b09f A bit of cleanup with memory issues.
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate.

Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.


git-svn-id: https://svn.eduke32.com/eduke32@1941 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 13:32:01 +00:00
hendricks266
8b5761c14d My first commit!
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.

I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites.

I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway.

I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning.

One final change is a slight positioning cleanup of both programs' --help dialog boxes.

git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 22:39:29 +00:00
helixhorned
563d42856e Build fix for OSX/PowerPC
git-svn-id: https://svn.eduke32.com/eduke32@1935 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 23:04:20 +00:00
helixhorned
a9290a0d29 Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)
git-svn-id: https://svn.eduke32.com/eduke32@1934 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 22:08:05 +00:00
helixhorned
8b6857b360 VP8 video playback as (side-by-side) replacement of ANM moving pictures.
Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g.

  mkvextract tracks <filename>.webm 1:<filename>.ivf
  (part of Mkvtoolnix, the Matroska toolset)

Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code.

Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ?
---

Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.


git-svn-id: https://svn.eduke32.com/eduke32@1933 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-18 19:06:29 +00:00
helixhorned
24dcfc6633 Make smostcnt an int32 to prevent overflow (and subsequent crash) with too many saved positions; In Mapster, make it possible to bunch-join an extended with a non-extended floor inner to the first one, so that inner sectors created out of loops can be deleted by joining the sectors then.
git-svn-id: https://svn.eduke32.com/eduke32@1932 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-13 16:42:29 +00:00
helixhorned
a15d8bfb98 * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

git-svn-id: https://svn.eduke32.com/eduke32@1931 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-10 15:39:21 +00:00
helixhorned
606589f605 * Join-bunch functionality in 2d mode ('J'). When applied to two adjacent extended floors with different bunchnums, this makes them equal so that their sectors can be joined in a next step if their ceiling bunchnums are equal. The two floors also must be non-sloped and at the same height.
* slightly tweaked status line, now also displaying the number of bunches
* fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors

git-svn-id: https://svn.eduke32.com/eduke32@1930 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-09 17:36:02 +00:00
helixhorned
57379654a7 Addresses posts #180 and #181 of the TROR thread. Specifically,
* it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component.
* Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect.

* bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector
* m32script: protect wall members relevant to TROR
* save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg


git-svn-id: https://svn.eduke32.com/eduke32@1928 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-04 21:20:59 +00:00
helixhorned
ee4d060b1f * New m32script commands:
- sethighlightsector <sectnum> <on?>
 - updatehighlightsector
 - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state>

The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though).


* corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example,

corruptcheck tryfix 9-21 ?

would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors.


* fix demo playback (tueidj figured this out)


git-svn-id: https://svn.eduke32.com/eduke32@1927 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-03 22:51:28 +00:00
helixhorned
43ecbb1019 * We cansee() now through TROR portals, making enemies recognize you from above and below
* fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099
* API change: Sect_{Set,Clear}Interpolation now takes sectnums directly


git-svn-id: https://svn.eduke32.com/eduke32@1926 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 17:15:07 +00:00
helixhorned
4e0da757ef fix MSVC build
git-svn-id: https://svn.eduke32.com/eduke32@1925 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 12:22:12 +00:00
helixhorned
6a713133cf * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level
* TROR support for SE 31 and 32 in-game, example provided in test map
* some uncommited stuff for TROR: SE 6/14


git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-29 19:57:05 +00:00
helixhorned
1eec50be5f make min. resolution 320x200 (Hendricks266's request)
git-svn-id: https://svn.eduke32.com/eduke32@1923 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-27 10:55:08 +00:00
helixhorned
87f726bfd7 fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug
git-svn-id: https://svn.eduke32.com/eduke32@1922 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 23:29:51 +00:00
helixhorned
83ab50d66e * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.
* Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue...
* fix a warning


git-svn-id: https://svn.eduke32.com/eduke32@1921 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 21:59:42 +00:00
helixhorned
3bc56d267c Polymost: crash prevention for bad pal sprites (and warning in Mapster 3D mode)
git-svn-id: https://svn.eduke32.com/eduke32@1920 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 13:00:31 +00:00
plagman
0bc508eecd Polymer ROR support, but no support for masked floor/ceilings yet.
git-svn-id: https://svn.eduke32.com/eduke32@1919 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 08:54:02 +00:00
helixhorned
ffde01b0ca fix NOASM=1 build
git-svn-id: https://svn.eduke32.com/eduke32@1912 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-20 21:07:47 +00:00
helixhorned
51fb860650 * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer
* fix possible crash in OSD_Exec() and uninitialized mem access in game config reader
* move makeasmwriteable() to baselayer.c


git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:30:32 +00:00
terminx
ef61e48c25 Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."


git-svn-id: https://svn.eduke32.com/eduke32@1909 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 00:11:52 +00:00
helixhorned
5a632bc1f0 * Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.
* Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale
* Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc.
* Change defaults for r_novoxmips to 1 and lazytileselector to 0


git-svn-id: https://svn.eduke32.com/eduke32@1908 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-18 13:02:08 +00:00
helixhorned
fdcfd8db0f also fix eduke32 on x86 and include a script for compiling all four versions, packing each into a fat binary and zipping the whole pack.
git-svn-id: https://svn.eduke32.com/eduke32@1907 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 13:11:19 +00:00
helixhorned
043c756676 A couple more OSX tweaks: pull in 'nibless' SDLMain.m into tree for future hacking, fix backspace ('delete') key in OSD, almost everything to make x86 binaries actually run.
git-svn-id: https://svn.eduke32.com/eduke32@1905 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 11:53:41 +00:00
helixhorned
116ab2ed99 Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.
git-svn-id: https://svn.eduke32.com/eduke32@1904 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-16 19:39:22 +00:00
helixhorned
dd355636ff A couple of OSX fixes: one 64-bit cleanup, compilation fix on ppc (is that ever used?), nasm command line fix for x86
git-svn-id: https://svn.eduke32.com/eduke32@1903 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-15 10:38:12 +00:00
helixhorned
e1d868dc20 A couple of tweaks for easier work with TROR:
* When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD
 * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair)
 * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish
 * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly
 * a few misc. tweaks, consistency checks, and fixes


git-svn-id: https://svn.eduke32.com/eduke32@1901 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-04 00:06:08 +00:00
helixhorned
d3a9dec77c -- TROR:
* Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom.
 * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness).
 * Sloping extended sectors is now checked more rigorously

-- misc:
 * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps.
 * 2D drawing is slightly tweaked so that active walls always display over inactive ones


git-svn-id: https://svn.eduke32.com/eduke32@1900 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-29 23:10:51 +00:00
helixhorned
95a33b72bd editor: tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining
game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right


git-svn-id: https://svn.eduke32.com/eduke32@1899 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-29 12:30:38 +00:00
helixhorned
480df8187b set op support for loop highlighting with RCtrl-RShift
git-svn-id: https://svn.eduke32.com/eduke32@1896 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-24 21:46:51 +00:00
helixhorned
68dff06533 TROR: join sectors to a new bunch. For this, highlight exactly two connected components having the same outline and being TROR-consistent (same height etc.) and press Ctrl-J. Any ambiguity (connect c/f with f/c?, move which component?) is resolved by asking the user. Warning: hot off the keyboard and likely buggy
git-svn-id: https://svn.eduke32.com/eduke32@1895 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 22:42:39 +00:00