Commit graph

234 commits

Author SHA1 Message Date
hendricks266
3d46bc1551 Implement alpha into rotatesprite (rotatesprite_) on the engine side.
git-svn-id: https://svn.eduke32.com/eduke32@3609 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:32:24 +00:00
hendricks266
c5044b3ecd 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.

git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:31:58 +00:00
hendricks266
d7e30a65dd Relax CAPITALIZATION restrictions.
git-svn-id: https://svn.eduke32.com/eduke32@3606 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-25 04:31:09 +00:00
helixhorned
182121a0aa engine: give sprite cstat 1024 a marco name, CSTAT_SPRITE_MDHACK.
git-svn-id: https://svn.eduke32.com/eduke32@3584 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-21 10:19:32 +00:00
helixhorned
1dd52a4d6e Fix POLYMER=0 build, cleaning up #include discipline on the way.
Also taking care that the USE_OPENGL=0 build builds.

git-svn-id: https://svn.eduke32.com/eduke32@3467 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-07 21:01:24 +00:00
helixhorned
4e5cdba646 Lose the 'packed' attribute for types declared in build.h.
Most of them are already aligned to their natural boundaries, so lowering
the alignment to 1 byte can only worsen things by making the C compiler
generate poorer (unaligned access) code for some platforms.

The layout of structures is not specified by the C Standard, but is rather
given by a particular platform + toolchain's ABI (application binary interface).
Most ABIs follow the expected pattern "alignment of scalars is their size,
alignment of arrays is that of its element type, alignment of structs is the
maximum alignment of its members". A couple of links to particular ABIs are
given in build.h.

Problems are expected with archs that care about unaligned access when a pointer
to a non-packed struct is taken that resides in a packed aggregate, but these
uses should be weeded out (I'm not sure if there are any in our codebase).

The following types are affected, only hitdata_t changes its size:
sectortype, walltype, spritetype, spriteext_t, spritesmooth_t,
struct validmode_t, picanm_t, palette_t, vec2_t, vec3_t, hitdata_t.

git-svn-id: https://svn.eduke32.com/eduke32@3455 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-03 12:48:11 +00:00
terminx
8d64c001a0 Additional networking patch from Jasper Foreman, sadly sitting untested for almost a month because everyone here has been too sick to do anything with it. :(
git-svn-id: https://svn.eduke32.com/eduke32@3443 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-28 22:00:37 +00:00
helixhorned
0796c0e66e Don't apply GL fogging to wall lines drawn in game's "light" overhead view.
git-svn-id: https://svn.eduke32.com/eduke32@3438 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-26 17:07:58 +00:00
helixhorned
8fb886b14a Replace dragpoint()'s "dragpoint_noreset" global with a "flags" argument.
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.

git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-16 20:38:41 +00:00
helixhorned
7d2dd223bb Mapster32: don't apply GL fogging to crosshair.
git-svn-id: https://svn.eduke32.com/eduke32@3389 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-13 16:40:14 +00:00
helixhorned
2528fd3bf5 player.c: factoring continued.
New local functions:
Proj_DoRandDecalSize, SectorContainsSE13, HandleHitWall, Proj_CheckBlood,
Proj_HandleKnee.

git-svn-id: https://svn.eduke32.com/eduke32@3362 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:42 +00:00
terminx
5c74bc6f56 Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS
git-svn-id: https://svn.eduke32.com/eduke32@3349 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-31 01:50:45 +00:00
terminx
cbf9d2cff3 Clean up a couple of other getrendermode() related bits that the previous commit missed
git-svn-id: https://svn.eduke32.com/eduke32@3347 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-30 20:34:55 +00:00
terminx
79e45c23d5 Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.
git-svn-id: https://svn.eduke32.com/eduke32@3346 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-30 20:34:34 +00:00
helixhorned
4ad4f9ebb7 Remove commented code using former engine variable "automapping".
git-svn-id: https://svn.eduke32.com/eduke32@3342 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:20 +00:00
helixhorned
b30d00dd91 Replace initialize_engine_globals() with array initialization.
git-svn-id: https://svn.eduke32.com/eduke32@3326 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:09 +00:00
helixhorned
d7cfde9d3d Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.
And rewrite the original functions as wrappers around these.

git-svn-id: https://svn.eduke32.com/eduke32@3323 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:17:58 +00:00
helixhorned
0dd78fb029 Cleanup of console/on-screen-display (OSD) functionality.
- Rewrite the "clear background" routine in a no-brainer way instead of
  juggling around with rotatesprite(). Make it common to game+editor.
  Expose glRectd to glbuild.
- Don't stop OSD text line drawing when encountering a non-printable char.
  Instead, treat it as space.
- In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints)
  to swap pointers. Write an analogous "swapptr" instead.
- When changing from/to OSD, don't inject a pause key. This *might* have been
  the cause of the reported pausing problems.
- clean up the code...
(Yes, this commit throws together too much stuff. I suck sometimes. :P)

git-svn-id: https://svn.eduke32.com/eduke32@3321 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-25 16:13:50 +00:00
helixhorned
92dabb3694 Rename global visibility to g_visibility, remove useless casts & old fog code.
git-svn-id: https://svn.eduke32.com/eduke32@3287 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-14 19:28:05 +00:00
helixhorned
65e5ebcdbc Add command line option "-rotatesprite-no-widescreen".
This global option will set bit 1024 and clear bits 256 and 512 for all
rotatesprite calls, fixing complex HUD drawing code relying on precise
alignment of individual elements (widescreen rotatesprite is entirely
unsuitable for this purpose).

git-svn-id: https://svn.eduke32.com/eduke32@3284 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-14 19:27:55 +00:00
hendricks266
890aba88eb Fix warnings involving printf() requiring explicit casts on tracked types.
git-svn-id: https://svn.eduke32.com/eduke32@3238 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-26 08:26:04 +00:00
Plagman
36f80e9078 Move the tracking from a dirty state to a change count.
git-svn-id: https://svn.eduke32.com/eduke32@3234 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 16:24:41 +00:00
helixhorned
ca4ef47f0b engine.c: factor out 2 pract. ident. pieces of code into try_facespr_intersect.
The two uses are from hitscan and neartag.  The functionality is reproduced
exactly (assuming I made no mistake), down to different distance checking
(<= vs. <).

git-svn-id: https://svn.eduke32.com/eduke32@3228 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-25 13:18:57 +00:00
helixhorned
0316868c75 Clean up engine code by factoring repeated 3-liners into spriteheightofs().
This function also changed: it doesn't handle floor-aligned sprites now,
and the z offset is returned instead of set by pointer.

git-svn-id: https://svn.eduke32.com/eduke32@3205 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-17 19:46:43 +00:00
helixhorned
44904b12be Clean up picanm[] by making its elements values of struct type picanm_t.
The size of that struct is currently 4, and its layout almost the same as
what is read in with loadpics().  The number of tiles in an animation is
bumped to 256, so that the max. tile difference in DEF's animtilerange is
255. (There's no way to have such animations from ART.)

git-svn-id: https://svn.eduke32.com/eduke32@3202 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-17 19:46:28 +00:00
helixhorned
5e049afa5d Probably fix the zoom crash encountered with Mapster32 and CBP8.
Described here:
http://forums.duke4.net/topic/3857-the-crash-thread/page__view__findpost__p__141202

git-svn-id: https://svn.eduke32.com/eduke32@3188 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 21:10:00 +00:00
helixhorned
2cb3734f85 Split r3159..r3161, part 8: make some members of base types unsigned.
NOTE: This will need very thorough review.

git-svn-id: https://svn.eduke32.com/eduke32@3174 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:28:18 +00:00
helixhorned
6d5d415ea5 Split r3159..r3161, part 6: code conditional on __cplusplus.
Note the type change of vplce[] in engine.c: int32_t -> uint32_t.

git-svn-id: https://svn.eduke32.com/eduke32@3172 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:28:11 +00:00
helixhorned
1cd11d06ef Revert "Fix the warnings when building with C++, add MSVC C++ build support."
This reverts r3159..r3161.

Conflicts:
	eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)

git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 14:27:45 +00:00
hendricks266
c6bbb0547b Fix CPLUSPLUS=1 CLANG=1 building, and fix the "gotpic used attribute ignored" warning produced by clang.
git-svn-id: https://svn.eduke32.com/eduke32@3162 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-15 06:42:00 +00:00
terminx
3ff46c02b2 Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)


git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-14 23:32:43 +00:00
helixhorned
d85f529b74 Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
git-svn-id: https://svn.eduke32.com/eduke32@3145 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-10 14:11:17 +00:00
Plagman
a1b82232fd Fix warnings from pointer math with the trackers.
git-svn-id: https://svn.eduke32.com/eduke32@3139 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-10 01:53:50 +00:00
Plagman
a0dd0c85a5 Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]
arrays; any write access to them will run the corresponding hook and write
to the [sector/wall/sprite/tsprite]clean array.

Note: tsprite and sprite use the same hook and require running a few more
instructions per access in order to disambiguiate; this could be made more
optimal (like the other arrays) by clearly separating the types in the game
code.

Note #2: taking a member's address currently marks it dirty because of tons
of helper functions across the editor code. I don't know how many read-only
accesses we have after taking a member address, but it could also be fixed
with some finessing of the code.

git-svn-id: https://svn.eduke32.com/eduke32@3138 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-09 22:31:02 +00:00
Plagman
27a39f1982 Fix the Linux mapster32 build with LTO enabled.
git-svn-id: https://svn.eduke32.com/eduke32@3136 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-09 17:35:58 +00:00
hendricks266
fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
helixhorned
d5f7e5becf Texel-granular hitscan() for wall-aligned sprites.
The attribute is set per tile from DEF: either
    texhitscanrange <begintile> <endtile>
or
    tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)

In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.

git-svn-id: https://svn.eduke32.com/eduke32@3078 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-14 20:41:34 +00:00
helixhorned
9128e8af04 For loadboard() and friends, pass a vec3_t position instead of separate x/y/z.
git-svn-id: https://svn.eduke32.com/eduke32@3042 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-01 17:52:30 +00:00
helixhorned
735d1ed77e Remove last argument from yax_getneighborsect(), make radarang[] engine.c-local.
git-svn-id: https://svn.eduke32.com/eduke32@3039 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-01 17:52:18 +00:00
helixhorned
d4ff4c4595 Clean up updatesector* family, no functional changes.
- factor out the "is inside" predicates
- rename updatesector_onlynextwalls() -> updatesectorbreadth()
- add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().

git-svn-id: https://svn.eduke32.com/eduke32@3037 1a8010ca-5511-0410-912e-c29ae57300e0
2012-10-01 17:52:09 +00:00
helixhorned
72b73f6356 Make getangle() a __fastcall function instead of static inline.
This trims four 4k pages of code from the release EDuke32 build and
one page from Mapster32.

git-svn-id: https://svn.eduke32.com/eduke32@2991 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:12:01 +00:00
helixhorned
ee39d713e8 Calculate sine and arctan tables, getting rid of TABLES.DAT dependency.
We're pulling stuff from math.h even in non-GL builds right now, so
adding libc's sin() and atan() doesn't seem like a big deal.  In the
unlikely event that their accuracy is so bad that the calculated tables
don't match the original ones, a warning is issued on little-endian
platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2988 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:08:43 +00:00
helixhorned
5bca5f59ad Move #define PI from to build.h, add bound-checking assertion in dosetaspect().
git-svn-id: https://svn.eduke32.com/eduke32@2987 1a8010ca-5511-0410-912e-c29ae57300e0
2012-09-02 14:07:36 +00:00
helixhorned
948a716229 Mapster32: for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra
git-svn-id: https://svn.eduke32.com/eduke32@2965 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-26 22:10:40 +00:00
helixhorned
dc3a523eed Fake multi: fix display of item percentage and on/off states.
git-svn-id: https://svn.eduke32.com/eduke32@2935 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 13:02:37 +00:00
helixhorned
99160ede88 Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.
ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1).  Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing).  Also, dorotspr_handle_bit2 is made clearer.

git-svn-id: https://svn.eduke32.com/eduke32@2929 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-19 12:57:57 +00:00
helixhorned
2913ee5211 Clean up build.h and status bar drawing code in game.c.
git-svn-id: https://svn.eduke32.com/eduke32@2896 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-16 21:48:08 +00:00
helixhorned
2b2be071d4 High-level TROR drawing: clean up how things are passed around.
git-svn-id: https://svn.eduke32.com/eduke32@2880 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-13 18:25:37 +00:00
helixhorned
4dca439d8f Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"
This makes the code rather more readable in some places.  Unlike the two
preceding commits, this one is actually purely textual replacement.

git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
2012-08-10 19:12:01 +00:00
helixhorned
6ed9241f0a Classic: fix glitches where stuff would be drawn transiently on sect change.
This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum.  Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.

git-svn-id: https://svn.eduke32.com/eduke32@2810 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-06 15:36:46 +00:00
helixhorned
bdedbc6f76 Constify various char* vars, parameters, etc. for more -Wwrite-strings cleanness
-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs.  However, enabling it would still flood
the log with too many warnings.  Also, GCC wrongly warns for initializations of
char arrays.

git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-01 22:11:33 +00:00
helixhorned
54721d7461 Make ksqrt take uint32_t, add helper function uint32_t uhypsq(int32_t,int32_t).
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
  (int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")

This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).

git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-01 22:11:14 +00:00
hendricks266
67ed6945fd The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.
NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical.

Also, decapitalize two string literals missed in r2540.

git-svn-id: https://svn.eduke32.com/eduke32@2726 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:09:33 +00:00
helixhorned
5b387f7a08 Introduce two convenient sprite iteration macros in build.h, add a few uses.
Defines SPRITES_OF(Statnum, Iter) and SPRITES_OF_SECT(Sectnum, Iter)
[The first is so that STAT_* can be substituted for Iter and it reads nicely.]

Usage should be self-explanatory, but one thing to keep in mind is that
the sprites that are iterated over MUST NOT be deleted.

git-svn-id: https://svn.eduke32.com/eduke32@2707 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-29 20:01:48 +00:00
helixhorned
2fc6e2e6b0 Various cleanup and rewrites.
- make allocatepermanenttile() return intptr_t
- the usual

git-svn-id: https://svn.eduke32.com/eduke32@2697 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-26 21:58:21 +00:00
helixhorned
2cef17641a A couple of misc. Wii changes.
- Make MAXXDIM and MAXYDIM macros be 860 and 490, respectively.  tueidj says
  max. screen size is 848x480, but there are oob access bugs in the classic
  renderer when running with the maximum possible resolution
- don't allocate additional sector/wall storage for Mapster (saves ~16k)
- Add ud.config.UseJoystick = 1 in config.c, but make it conditional on Wii
- remove one comment I no longer believe true, add one TODO comment

git-svn-id: https://svn.eduke32.com/eduke32@2645 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-06 20:23:20 +00:00
helixhorned
410ffae3ab Patch adding Wii support by tueidj, part 9: build.h sector/wall/spr/... limits
On the Wii, V7 (i.e. original) map limits are used and the maximum screen size
is 1600x1200.

git-svn-id: https://svn.eduke32.com/eduke32@2629 1a8010ca-5511-0410-912e-c29ae57300e0
2012-05-01 12:40:24 +00:00
helixhorned
9a7d1ed1a5 A couple of less interesting changes.
- strip 'inline' from animateoffs() definition, remove declaration in build.h
- one min/max -> clamp
- one malloc/strlen/strcpy -> strdup

git-svn-id: https://svn.eduke32.com/eduke32@2592 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-05 19:49:54 +00:00
helixhorned
b7df5ffa5f Big clean up in defs.c and related content. The usual stuff...
- factor out many identical checks in a convenient function; some messages
  may read slightly differently now and tile ranges may be handled more strictly
  (error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
  tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
  can't store it in picanm[]

git-svn-id: https://svn.eduke32.com/eduke32@2588 1a8010ca-5511-0410-912e-c29ae57300e0
2012-04-04 18:58:19 +00:00
helixhorned
51398ca749 Rename 'numpalookups' to 'numshades' internally.
git-svn-id: https://svn.eduke32.com/eduke32@2504 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-20 18:32:00 +00:00
helixhorned
359614df70 Input validation: guard makepalookup 'pal', 2dcol 'col'. Add one const.
git-svn-id: https://svn.eduke32.com/eduke32@2500 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 23:17:51 +00:00
hendricks266
cf2b9ec940 New "-clipmap" command-line switch to specify sector collision clip maps. This switch works in an additive fashion like -mx and -mh. _clipshape0.map through _clipshape9.map remain loaded by default.
Also, a very minor change in the con/def module code. (int --> int32_t)

git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 08:50:41 +00:00
helixhorned
4d4221d71f Continuously keep track of the number of sprites in the world.
New engine variable 'int32_t Numsprites', not yet saved into savegames
or mapstates. (The capitalization is to distinguish it from the often-used
'numsprites' locals or structure member names.
In the editor, get rid of updatenumsprites().

git-svn-id: https://svn.eduke32.com/eduke32@2478 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-14 22:30:24 +00:00
helixhorned
26dfddfaf0 Trivial stuff that got accumulated and not committed.
git-svn-id: https://svn.eduke32.com/eduke32@2471 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-13 20:07:40 +00:00
helixhorned
b044502709 When deleting sprites, insert them at the tail (instead of head) of the freelist.
The major outside-visible change is that this fixes the sound cutoff bugs that
happened because newly-spawned sprites took the place of those whose sounds
had not yet finished playing.

Besides, there are these changes:
 - remove deletesprite{sect,stat}
 - we have a new engine variable 'tailspritefree' that keeps track of the
   sprite freelist tail
 - we need to store it in savegames and mapstates, so bump the savegame
   minor version

git-svn-id: https://svn.eduke32.com/eduke32@2470 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-13 20:07:17 +00:00
helixhorned
846214a164 Move insertsprite() and deletesprite() into engine.c instead of being inlined.
These operations aren't executed THAT often to warrant exposing four internal
functions.  Besides, I'll be hacking on them and need everything laid out
cleanly.  Should somebody complain, they can go change them to __fastcall or
something.

git-svn-id: https://svn.eduke32.com/eduke32@2465 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-13 20:05:51 +00:00
helixhorned
b359d0dce9 engine cleanup: make pow2char and pow2long const, make voxlock static.
git-svn-id: https://svn.eduke32.com/eduke32@2463 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-13 20:05:20 +00:00
hendricks266
858746d081 Fix JonoF's email address.
git-svn-id: https://svn.eduke32.com/eduke32@2456 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-12 04:47:04 +00:00
helixhorned
91c13a4ee6 cleanup: remove now unused B_ATTRIBUTE_USED macro.
git-svn-id: https://svn.eduke32.com/eduke32@2428 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-08 19:15:18 +00:00
hendricks266
5b76b7dbba Remove ATTRIBUTE((used)) from gotpic[] because it only served to generate warnings when using LTO.
git-svn-id: https://svn.eduke32.com/eduke32@2418 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-05 07:23:34 +00:00
helixhorned
9eae2b485a ATTRIBUTE((pure)) for Ptile2tile(), add a forgotten comment.
git-svn-id: https://svn.eduke32.com/eduke32@2412 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-04 20:14:18 +00:00
helixhorned
fc9609928f Make 'dommxoverlay' and 'beforedrawrooms' static in engine.c.
git-svn-id: https://svn.eduke32.com/eduke32@2391 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-27 19:40:28 +00:00
helixhorned
80bd1bb4e4 engine: make neartag accept a sprite-blacklist function and use it in sector.c.
Internally, the last argument to neartag is now a pointer to a function
  int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.

This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON).  There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted.  This remedies problems where such
sprites would get in the way of switches.

Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.

Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.

git-svn-id: https://svn.eduke32.com/eduke32@2373 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 19:54:24 +00:00
helixhorned
1ec1e3e45c Make neartag() return void instead of always 0.
git-svn-id: https://svn.eduke32.com/eduke32@2372 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 19:53:42 +00:00
helixhorned
30e16fe7bb When loading a map in-game, clear TROR wall members corresponding to up/down links.
I find this cleaner for two reasons.  First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed.  Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.

git-svn-id: https://svn.eduke32.com/eduke32@2349 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-16 19:25:18 +00:00
helixhorned
15532fa96a Remove a couple of redundant declarations.
git-svn-id: https://svn.eduke32.com/eduke32@2330 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:45:38 +00:00
helixhorned
103ee7a40b rotatesprite(..., windowx1,windowy1,windowx2,windowy2) --> rotatesprite_win
git-svn-id: https://svn.eduke32.com/eduke32@2318 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 21:35:00 +00:00
helixhorned
00b852fe37 EDuke32: When in menus, always draw a black (33%) translucent background.
Internally, there's a new function fade_screen_black() that implements the
fading more efficiently than calling rotatesprite for classic, and uses
tile 0 (assumed to have at least 64x32 size) in the GL modes.

The black background of the user map selector is still done with rotatesprite
and tile BLANK in every renderer.

git-svn-id: https://svn.eduke32.com/eduke32@2312 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 14:30:39 +00:00
helixhorned
99e08bf441 legibility improvements: rotatesprite(..., 0,0,xdim-1,ydim-1) -> rotatesprite_fs
git-svn-id: https://svn.eduke32.com/eduke32@2308 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-02 17:35:05 +00:00
helixhorned
a6158ac3f6 Fix building with GCC 4.6 link-time optimization.
It looks like GCC doesn't honor the 'used' attribute with LTO. This is
"fixed" by declaring the variables in question with external linkage
(i.e. removing the 'static').  I consider such behavior a GCC bug, though.

git-svn-id: https://svn.eduke32.com/eduke32@2286 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:02:45 +00:00
helixhorned
d0acd40ff8 Inreased debugging level for catching oob accesses to 'main' arrays.
If enabled, this makes the following arrays be allocated statically:
spriteext, spritesmooth, sector, wall, sprite, tsprite, while
necessarily disabling the clipshape feature (because it relies on
setting sector/wall to different malloc'd block temporarily).

To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make',
and it's really only useful with CC=clang, of course.

git-svn-id: https://svn.eduke32.com/eduke32@2270 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 23:17:34 +00:00
helixhorned
a61052f807 Double MAXTILES to 30720, reduce EXTRATILES (models w/ custom pal skin) to 3840
I'm decreasing EXTRATILES because I feel that it's way overcommitted. It's the
max number of model-tiles that have their own skin for a certain palette,
like the slimer egg in the HRP.

git-svn-id: https://svn.eduke32.com/eduke32@2267 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:58:06 +00:00
helixhorned
cd89fce9aa less trivial stuff
- fix one bound-checking line
- rewrite two lines in astub.c to potentially not overflow an int16
- make tiletovox[] an array of int16's

git-svn-id: https://svn.eduke32.com/eduke32@2266 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:46 +00:00
helixhorned
2e1e2345af trivial tweaks: make stuff static, remove unused stuff, formatting...
git-svn-id: https://svn.eduke32.com/eduke32@2265 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:22 +00:00
hendricks266
426ef1494e Add the 'yoffset' token to model definitions to allow models to compensate for ART tiles with large yoffsets, such as #603. Under normal circumstances the existing 'zadd' parameter should be used instead. Special thanks to Supertanker.
git-svn-id: https://svn.eduke32.com/eduke32@2264 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-17 04:31:59 +00:00
helixhorned
480690aa1d Fix the Polymer hitches first encountered with Parkade.
The cause was a combination of many factors. First, Polymer requires the
start-drawing position to be inside the sector to draw (deviations lead to
incorrect drawing).  This was violated by the game, because it interpolated
the current and next tic position without updating the sectnum, leading to
inconsistencies especially when passing through narrow sectors.  Polymer
worked around it by doing an updatesector() each frame, however this works
poorly for maps with overlapping geometry such as SoS or RoR.

The solution to this is to add a new engine function,
updatesector_onlynextwalls(), which searches the sectors (via nextsector)
in breadth-first fashion instead of from 0 to numsectors-1, like updatesector
does when it fails for the *immediate* nextwall neighbors.

Internally, the breadt-first search helpers are moved into the engine.

git-svn-id: https://svn.eduke32.com/eduke32@2256 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-14 14:48:30 +00:00
helixhorned
3095b09773 trivial formatting / removing of old cruft / adding comments
git-svn-id: https://svn.eduke32.com/eduke32@2244 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:44:35 +00:00
helixhorned
d5a934f9ba Trivial tweaks of setbrightness. Add an assertion that bits 1 and 4 are clear,
mainly.  Also remove setvgapalette() from source.

git-svn-id: https://svn.eduke32.com/eduke32@2224 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:35:44 +00:00
helixhorned
b3474c75b2 Rewrite the savegame format in terms of the generic saving/loading system.
This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
 - make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
 - prevent saving/loading in MP games (it certainly didn't work and still doesn't)
 - it's time we start using assertions! Define NDEBUG for releasse builds.
 - reset savegame major and minor versions (we have a new magic string, so no conflict)

git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:34:06 +00:00
helixhorned
775d652d7d Lunatic: more Makefile tweaks; spriteext
git-svn-id: https://svn.eduke32.com/eduke32@2148 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-04 18:09:50 +00:00
helixhorned
bbc6db465e Mapster32: new cfg var 'glusememcache', the same as r_memcache cvar.
git-svn-id: https://svn.eduke32.com/eduke32@2145 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-03 13:13:28 +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
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
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
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
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
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
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
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