Commit breaks MSVC builds by failing to provide NOWARN macros to MSVC.
git-svn-id: https://svn.eduke32.com/eduke32@3232 1a8010ca-5511-0410-912e-c29ae57300e0
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
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers.
sdlayer has been expanded to include the code from winbits under _WIN32.
All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.
git-svn-id: https://svn.eduke32.com/eduke32@3221 1a8010ca-5511-0410-912e-c29ae57300e0
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing.
Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
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
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
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.
git-svn-id: https://svn.eduke32.com/eduke32@3163 1a8010ca-5511-0410-912e-c29ae57300e0
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
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
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
separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET.
eg.:
Then if you have a tracked value and a value of the same type at the given offset:
Tracker_1<int32_t> trackedInt;
int32_t trackedIntDirty = 0; // 4 bytes after
trackedIntDirty will become 1 everytime trackedInt changes.
git-svn-id: https://svn.eduke32.com/eduke32@3119 1a8010ca-5511-0410-912e-c29ae57300e0
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
This is done by pressing LShift and
- holding down the left mouse button for scaling, or
- the right mouse button for rotating the highlighted walls/sprites
with respect to a pivot point determined as the center of the bounding box of
all highlighted points.
Note that scaling sectors isn't that easy and the current functionality is very
rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't
touched expect for their position. The user is responsible to maintain map
consistency, for example to prevent wall-lines of the same sector crossing
each other.
git-svn-id: https://svn.eduke32.com/eduke32@3113 1a8010ca-5511-0410-912e-c29ae57300e0
When LShift is pressed and the mouse is over a linking sprite (as determined by
the tag labeling system), lines are drawn to all other sprites, and pressing
[ or ] will cycle these then. False positives and missed sprites are possible.
Additional changes:
- consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what
matters. The original maps are inconsistent there.
- When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of
doing [ or ].
git-svn-id: https://svn.eduke32.com/eduke32@3108 1a8010ca-5511-0410-912e-c29ae57300e0
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps
and shadow maps for the spotlight; please let me know if you have a usecase
where you want lightmaps but no shadow maps for specific lights.
git-svn-id: https://svn.eduke32.com/eduke32@3091 1a8010ca-5511-0410-912e-c29ae57300e0
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
- make inside_editor() static in build.c
- replace comparisons of inside()'s return values with 0 by ones with 1
(since a returned 0 can mean -1 or 1, i.e. oob sector or is really inside)
- prevent a theoretically possible oob access in correct_ornamented_sprite()
git-svn-id: https://svn.eduke32.com/eduke32@3038 1a8010ca-5511-0410-912e-c29ae57300e0
- 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