The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL.
Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]
git-svn-id: https://svn.eduke32.com/eduke32@4200 1a8010ca-5511-0410-912e-c29ae57300e0
- Move ARRAY_SIZE() macro to compat.h, add another one ARRAY_SSIZE()
- In A_RadiusDamage(): note maybe-unaligned access issue, prevent unlikely oob
- sector.c: use SPRITES_OF* macros where appropriate
git-svn-id: https://svn.eduke32.com/eduke32@4199 1a8010ca-5511-0410-912e-c29ae57300e0
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp
the vertical texture coordinate (vplc), preventing the unsightly stray lines
on the bottom of non-y-flipped sprites. (The first part of this effort, r3483,
handled their top).
However, this is only enabled for the mvlineasm ones: the vectorized variants
suffered almost no slowdown (even though a PADDUSD SSE instruction would be a
nice thing to have), while it was pretty significant for the sequential
translucent ones.
Summarizing, this leaves two cases where stray lines may appear in the non-ASM
build (the saturation is NYI for a.nasm):
- at the bottom of y-flipped sprites
- at the bottom of translucent sprites (can be toggled by #define)
Another observation is that recent GCC generates much faster code for this
stuff than Clang from SVN.
git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0
These were too much "looking into the implementation of a module" for my
taste, hence OSD_GetShadePal() earlier.
git-svn-id: https://svn.eduke32.com/eduke32@4138 1a8010ca-5511-0410-912e-c29ae57300e0
I updated the help windows to prefer these variants because they are superior to the -xSquished versions.
Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.
git-svn-id: https://svn.eduke32.com/eduke32@4128 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of directly in build.c:app_main(). Previously, it was possible that an
argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted
as the initial map to load. This in turn would attempt to execute WGR2.cfg as
sequence of OSD commands -- where that file is an EDuke32 config file instead!
Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map".
The map file name is not added to the "additional parameters" for map testing.
git-svn-id: https://svn.eduke32.com/eduke32@4121 1a8010ca-5511-0410-912e-c29ae57300e0
Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).
git-svn-id: https://svn.eduke32.com/eduke32@4090 1a8010ca-5511-0410-912e-c29ae57300e0
Unfortunately, SDL2 does not (yet?) provide a Yes/No box for wm_ynbox().
git-svn-id: https://svn.eduke32.com/eduke32@4085 1a8010ca-5511-0410-912e-c29ae57300e0
Most often, this had happened when casting comparison functions for qsort()
like these: "int yax_cmpbunches(const int16_t *b1, const int16_t *b2)"
to a function pointer type expecting "const void *". Alas, this is undefined
behavior: see
http://blog.frama-c.com/index.php?post/2013/08/24/Function-pointers-in-C
and posts linked from it.
At least two cases have not been fixed:
- The savegame system maintains pointers which are either to data or a function in
the generic "void *". This ought to be made into a union.
- Probably also:
#define OSD_ALIAS (int32_t (*)(const osdfuncparm_t*))0x1337
git-svn-id: https://svn.eduke32.com/eduke32@4068 1a8010ca-5511-0410-912e-c29ae57300e0
DONT_BUILD, because there have been no significant changes of the non-Lua build.
git-svn-id: https://svn.eduke32.com/eduke32@4006 1a8010ca-5511-0410-912e-c29ae57300e0
- libs and headers are expected in platform/Windows/* (not there yet)
- prefix Lua #includes with luajit-2.0/
- build bytecode objects with absolute path name (used for debug info)
git-svn-id: https://svn.eduke32.com/eduke32@4000 1a8010ca-5511-0410-912e-c29ae57300e0
- Rename sky_t members: yscale -> horizfrac, bits -> lognumtiles.
- Add default sky (8 tiles, horizfrac=32768 (i.e. 1/2 the scene horiz), offsets
all zero) and CLOUDYOCEAN sky (8 tiles, horizfrac=65536, offsets all zero)
to multipsky[].
- Get rid of "psky_t g_psky", merely maintaining a g_pskyidx instead. Set it up
at map load time so as to keep the behavior of the legacy per-map psky:
the last sector index with a matching psky ceiling wins.
- In mapstate_t, save g_pskyidx too, not (former) pskybits and pskyoffs[].
- Make on-map-load global psky setup consistent for the game and editor by
factoring it out into common.c: G_SetupGlobalPsky().
- Remove a couple of useless initializations, add some static assertions.
This commit is more likely to introduce subtle differences in behavior.
Specifically, getpsky() now always returns the default sky properties instead of
the global sky ones (but with all-zero offsets) when no match for a suiting
multi-psky is found. This is only likely to affect the yscale/horizfrac of
non-multi-pskies when a global non-default multi-psky has been set up.
Bump BYTEVERSION again.
git-svn-id: https://svn.eduke32.com/eduke32@3976 1a8010ca-5511-0410-912e-c29ae57300e0
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and
"multipsky[]".
- Factor out getting parallaxed sky properties into getpsky().
- Condense initial multi-psky setup by memcpy'ing from multipsky[].
- New function: MultiPsky_TileToIdx().
- Add new define PSKYOFF_MAX and related consistency-checking assertions.
- Lower MAXPSKYTILES to 8 to reflect current usage (was 256).
- Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1
and LA. (Not very useful as the editor will still only act for the static
values -- 80, 84 and 89, respectively.)
An attempt has been made to preserve behavior even in strange cases, so this
commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION
had to be bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3975 1a8010ca-5511-0410-912e-c29ae57300e0
Having to tag these few variables and functions as ATTRIBUTE((used))
seems sensible, but what follows is just strange. OSD_Printf? headspritesect?
git-svn-id: https://svn.eduke32.com/eduke32@3932 1a8010ca-5511-0410-912e-c29ae57300e0
Also, get rid of the strange filename[len]=255 hack in loadboard()
and make its file name arg const char* at last.
git-svn-id: https://svn.eduke32.com/eduke32@3913 1a8010ca-5511-0410-912e-c29ae57300e0
Also, clean up the saving/loading logic a bit:
- On load failure, display message with purple color.
- Take over the current file name ('boardfilename') only on success.
- Check SaveBoard() return values in various places.
git-svn-id: https://svn.eduke32.com/eduke32@3911 1a8010ca-5511-0410-912e-c29ae57300e0
In 3D mode, Alt+F now only attempts to set the first wall of the aimed at
wall, not collecting upper/lower neighbors. For this, press Shift+Alt+F.
In 2D mode, they are always collected.
git-svn-id: https://svn.eduke32.com/eduke32@3825 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
The 'x' is for "extended", since its last arg is a switch of whether to disable
sliding. Use that from gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@3811 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add some defines for sprite cstats to build.h (SPR_*) and use them.
git-svn-id: https://svn.eduke32.com/eduke32@3775 1a8010ca-5511-0410-912e-c29ae57300e0
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
git-svn-id: https://svn.eduke32.com/eduke32@3737 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
Toggled with Ctrl+Shift+[KP-]. Variable 'headlight_range' controls its range.
For the implementation, a new event EVENT_PREDRAW3DSCREEN was added.
git-svn-id: https://svn.eduke32.com/eduke32@3648 1a8010ca-5511-0410-912e-c29ae57300e0
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
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.
git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
If m32script gamevar "move_by_one" is nonzero, the some keys move the
"player arrow" by increments of 1:
- Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z.
- With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle.
This can be useful to debug renderer bugs that show a high sensitivity to the
exact location ("are transient in space").
git-svn-id: https://svn.eduke32.com/eduke32@3509 1a8010ca-5511-0410-912e-c29ae57300e0
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
In CON, the bit is still always cleared for user-defined gamevars.
git-svn-id: https://svn.eduke32.com/eduke32@3417 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, dragging wall vertices will correct the xrepeat after the
mouse button is released, so that the pre-drag absolute stretching is
restored.
git-svn-id: https://svn.eduke32.com/eduke32@3398 1a8010ca-5511-0410-912e-c29ae57300e0
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
- Stop using memcache on some other failure paths, particularly when
failing to read from the on-disk texcache.
- Factor out cache reading code (3x).
- Fix endianness issues affecting big-enadian systems (one introduced by
r3382, one existing before). Comment each B_LITTLE32 with whether we're
converting from native to on-disk (little) endianness or back.
git-svn-id: https://svn.eduke32.com/eduke32@3386 1a8010ca-5511-0410-912e-c29ae57300e0
The SDL and Windows layers had slightly different code: the latter would
dereference a NULL pointer if stdout.txt failed being write-opened.
git-svn-id: https://svn.eduke32.com/eduke32@3377 1a8010ca-5511-0410-912e-c29ae57300e0
Preventing a continuously growing stack top and inevitable program termination.
Also, commonize the error handling to live on the engine side.
git-svn-id: https://svn.eduke32.com/eduke32@3352 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown.
1b1e05db06/diffs
git-svn-id: https://svn.eduke32.com/eduke32@3300 1a8010ca-5511-0410-912e-c29ae57300e0
This also means that the "r_shadescale_unbounded 0" option will work
in Polymer (except on models).
git-svn-id: https://svn.eduke32.com/eduke32@3286 1a8010ca-5511-0410-912e-c29ae57300e0
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
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs:
*libogg 1.3.0
*libvorbis 1.3.3
*zlib 1.2.7
*libpng 1.5.13
*libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd
*SDL_mixer 1.2.12 (for RENDERTYPE=SDL)
*DirectX import libraries: dsound and dxguid (now included)
To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons.
All compiler and linker warnings when building in 64-bit mode have been fixed.
Remaining 64-bit to-do:
- The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll.
- RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version().
- DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in.
- Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.)
This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d.
In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.
git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.
git-svn-id: https://svn.eduke32.com/eduke32@3274 1a8010ca-5511-0410-912e-c29ae57300e0
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
A new function maybe_append_ext() is added to common.c and used in the handling
of the -d<demo.edm> cmdline parameter and the 'map' OSD command with one
non-wildcard arg. (It's slightly different from the way the extension was
maybe-appended previously.)
git-svn-id: https://svn.eduke32.com/eduke32@3004 1a8010ca-5511-0410-912e-c29ae57300e0
A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does
what it says.
git-svn-id: https://svn.eduke32.com/eduke32@2995 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
For reference, they are the following:
- cache1d.c: suckcache()
- build.c: compare_wall_coords()
- make switch-invisible heuristic
- Mapster32: old sprite search
- Mapster32: manual z range
- m32script: read/writearray, qgetsysstr
- menus.c: savetemp()
git-svn-id: https://svn.eduke32.com/eduke32@2981 1a8010ca-5511-0410-912e-c29ae57300e0
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
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
git-svn-id: https://svn.eduke32.com/eduke32@2913 1a8010ca-5511-0410-912e-c29ae57300e0
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
The event is run after drawing the scene, but before the overlays. To
make a screenshot from a script, set DOSCRSHOT to non-zero. It will then
be scheduled to run once after the drawing but before the above-mentioned
event. The screenshots will be called mcapXXXX.{png,tga}.
git-svn-id: https://svn.eduke32.com/eduke32@2818 1a8010ca-5511-0410-912e-c29ae57300e0
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
-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
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
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
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
Usage is from 3D mode only. When a sector (or wall) is committed to the
clipboard, it (or the wall's sector) is saved, and is subsequently used
when auto-aligning [;-ENTER] another sector's ceiling or floor against the
reference one's. This temp. sector is reset on any structurally modifying
operation except setting first walls; also, aligning extended ceilings or
floors is impossible as they use .*xrepeat internally.
The auto-alignment does not change picnums (this can be accomplished with
the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the
alignee. Afterwards, if the reference is relative-aligned, it tweaks them,
so that every case where the two firstwalls are either parallel or perpendi-
cular is handled correctly.
It does not yet calculate the panning values.
git-svn-id: https://svn.eduke32.com/eduke32@2715 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that people know where to enable it. One day, all these
debugging switches ought to go into the Makefiles in one form or
another.
git-svn-id: https://svn.eduke32.com/eduke32@2714 1a8010ca-5511-0410-912e-c29ae57300e0
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
Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.
git-svn-id: https://svn.eduke32.com/eduke32@2684 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.
git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
This part is a mixture of the original patch and my changes. It seems like
tueidj had some trouble
1) getting OGG to work, which is why it's conditionally compiled out
2) struggling with endianness with the mixing routines? This may be also
due to him missing to define two others BIGENDIAN macros (our code is
in need of cleanup there). Note the change in jaudiolib/src/mix.c!
Because I added my share to this part, I might have actually broken sound
mixing on big-endian platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2630 1a8010ca-5511-0410-912e-c29ae57300e0
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
For the Wii, SDL's mutex functionality is used. The implementation in the
original patch was wrong though, so this part required non-trivial changes.
git-svn-id: https://svn.eduke32.com/eduke32@2626 1a8010ca-5511-0410-912e-c29ae57300e0
The original patch was communicated to me by Hendricks, but since it didn't
apply cleanly (it's based on r2182) I took the liberty of slightly messing
with it for inclusion into EDuke32.
Info: http://wiibrew.org/wiki/User:Tueidj/Duke3D
This first part (which wasn't changed from the original patch) implements
scaling arithmetic and miscellaneous pragmas, some in PPC assembly and a part
of them in C. Of some interest is the fact that the Wii processor apparently
lacks support for 64-bit integers, so divscale() uses floating-point math.
git-svn-id: https://svn.eduke32.com/eduke32@2621 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
It allocates a buffer of size BMAX_PATH and copies the passed string into it.
git-svn-id: https://svn.eduke32.com/eduke32@2560 1a8010ca-5511-0410-912e-c29ae57300e0
Don't actually replace the instances in the code now.
Additions in common.h:
- fnlist_t, which combines CACHE1D_FIND_REC *finddirs, *findfiles and
int32_t numdirs, numfiles
- the FNLIST_INITIALIZER macro, which MUST be used for automatic variables
- fnlist_clearnames, fnlist_getnames functions
- G_LoadGroupsInDir, G_DoAutoload, two often-occurring uses of these
git-svn-id: https://svn.eduke32.com/eduke32@2555 1a8010ca-5511-0410-912e-c29ae57300e0
Alongside, these make into into the header:
- the 'tokenlist' type (a typedef'd struct)
- the T_EOF and T_ERROR enumeration values
git-svn-id: https://svn.eduke32.com/eduke32@2549 1a8010ca-5511-0410-912e-c29ae57300e0
As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
git-svn-id: https://svn.eduke32.com/eduke32@2542 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix up and add building instructions for kmd2tool, getdxdidf, and makesdlkeytrans.
- Add kmd2tool to "utils" build job.
- Fix warning in and cross-platform building of generateicon.
- Source and text cleanup!
git-svn-id: https://svn.eduke32.com/eduke32@2521 1a8010ca-5511-0410-912e-c29ae57300e0
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
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
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
- JFBuild ports: arttool, givedepth, and mkpalette
- All viable tools are now built when 'make utils' is invoked, not just some
- Revert "initprintf" hack of previous commit and replace it with "compat_tools.c"
- Move Bstrtolower from baselayer.c to compat.c
- Makefiles: Add start and finish messages for the tools
- Makefiles: To prevent "-Wimplicit" from being passed to the C++ compiler, create $(*CONLYFLAGS)
git-svn-id: https://svn.eduke32.com/eduke32@2458 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
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
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2350 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
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
Internally, updateanimation() now takes a third parameter 'lpal'.
git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
- 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
Always malloc that buffer. This allows us to remove suckcache() from
cache1d.c, which I believe to be buggy (see comments in the source).
git-svn-id: https://svn.eduke32.com/eduke32@2261 1a8010ca-5511-0410-912e-c29ae57300e0
- 'whitecol' was defined in the engine and in build.c, use only the engine one
- make cachesize, artsize, artversion static in engine.c
- undo some formatting havoc presumably done by astyle
git-svn-id: https://svn.eduke32.com/eduke32@2260 1a8010ca-5511-0410-912e-c29ae57300e0
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
I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.
git-svn-id: https://svn.eduke32.com/eduke32@2254 1a8010ca-5511-0410-912e-c29ae57300e0
It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2251 1a8010ca-5511-0410-912e-c29ae57300e0
the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss. The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.
git-svn-id: https://svn.eduke32.com/eduke32@2248 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
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
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
- 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
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
with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.
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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
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
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
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.
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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
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
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
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
- 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
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
is to remove a couple of 'inline's for functions with external linkage, which
seems to be a GCC convenience.
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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
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.
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This makes the latter also correct when testing a map from the editor.
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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
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
- 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
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
* 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
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
* 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
* 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
- 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
* 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
"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
* 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
* 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
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
* rudimentary TROR support
* free mixing of multi- and single-tile pskies
* Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.
Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)
Misc.:
* fixes TROR-nextwall corruption when deleting sectors
* tile selector 'goto' now has also completion
* I forgot a file for the non-OpenGL build last time
git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0