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
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
Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path. The uninitialized read was
introduced in r2927.
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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.)
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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.
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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.
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Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand.
This way, TAB completion can be had.
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Requested auto-correction will place such sprites at their sector's first point.
git-svn-id: https://svn.eduke32.com/eduke32@3029 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
-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
This was exposed by Clang with -ftrapv, which apparently also traps those.
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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
Also factor out the code (2x) setting the alignment bits for sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2712 1a8010ca-5511-0410-912e-c29ae57300e0
The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter-
fere with smooth gameplay, but files that are opened only at game-time like
sounds won't be checked. The second means that there are now less false
positives, i.e. warnings about files that would be found due to the
check-all-{upper,lower} hack.
git-svn-id: https://svn.eduke32.com/eduke32@2702 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, it's just for the heck of it, since this setting is not saved into
MAP files. I kinda like the cylindrical projection...
git-svn-id: https://svn.eduke32.com/eduke32@2605 1a8010ca-5511-0410-912e-c29ae57300e0
This has been there since searchbottomwall introduction in r1466.
git-svn-id: https://svn.eduke32.com/eduke32@2604 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- use this in game.c and astub.c palookup loading code
- when makepalookup() is passed a 0 palnum, return early. This means that
'fogpal' will silently fail when attempting to change pal 0.
- in 'makepalookup' DEF command, error out if passed a pal of 0.
git-svn-id: https://svn.eduke32.com/eduke32@2569 1a8010ca-5511-0410-912e-c29ae57300e0
This additionally fixes leaks that were caused by traversing the file name
list with the 'findfiles' pointer and not clearing them afterwards (even if
there was a handle to the list head via 'findfileshigh').
git-svn-id: https://svn.eduke32.com/eduke32@2557 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
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
The code in the editor was potentially doing a strcat on a strdup'd string.
Also, rename AddGamePath to G_AddPath in astub.c and add CODEDUP markers
because shared stuff like this ought to be factored out into a separate
source file some time.
git-svn-id: https://svn.eduke32.com/eduke32@2531 1a8010ca-5511-0410-912e-c29ae57300e0
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
git-svn-id: https://svn.eduke32.com/eduke32@2502 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
A run of consecutive mapstates may share sector/wall/sprite blocks, but
the code was deciding whether to free them solely on local properties.
Now, save a reference count at the beginning of each such allocated block
and free it only if it reaches zero.
git-svn-id: https://svn.eduke32.com/eduke32@2492 1a8010ca-5511-0410-912e-c29ae57300e0
Also, always print at least level 5 corruptions (that is, have no instances
of completely silent corruptcheck).
git-svn-id: https://svn.eduke32.com/eduke32@2490 1a8010ca-5511-0410-912e-c29ae57300e0
This checks for about every possible type of sprite list corruption and
reports back with a corruption level 5 if one of the 14 validations fail.
git-svn-id: https://svn.eduke32.com/eduke32@2489 1a8010ca-5511-0410-912e-c29ae57300e0
- start scrolling from about half of the visible page
- PGUP/DGDN moves the cursor by 1/4 of the page
- code cleanup (we only need one displine[80], use clearkeys())
git-svn-id: https://svn.eduke32.com/eduke32@2488 1a8010ca-5511-0410-912e-c29ae57300e0
Also include one comment about a currently failing assertion there.
git-svn-id: https://svn.eduke32.com/eduke32@2482 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
- make a couple variables static in sounds_mapster32.c
- KHz --> Hz in initialization text
git-svn-id: https://svn.eduke32.com/eduke32@2439 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 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
- 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
- '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
Usage: press the ['] (quote) modifier together with the PERIOD key.
Aligns only the immediate upper and lower neighbors of each wall that got
aligned by following point2s or nextwalls. Doesn't play well with Alt
(carry over xrepeat) yet, might need two subsequent alignment passes.
git-svn-id: https://svn.eduke32.com/eduke32@2178 1a8010ca-5511-0410-912e-c29ae57300e0
callback 'G_Polymer_UnInit'.
- In astub.c, reset spritelightid to -1 when nulling the spritelightptr of
a sprite (no crashes observed, just precaution)
- In sdlayer.c, catch SIGILLs with our signal handler too, since illegal
instructions are what the instrumented debug builds will execute when
attempting to carry out an undefined (per C) operation.
git-svn-id: https://svn.eduke32.com/eduke32@2169 1a8010ca-5511-0410-912e-c29ae57300e0
one sector was filled and the 'clear bunch' message was displayed even if the
operation was canceled.
git-svn-id: https://svn.eduke32.com/eduke32@2153 1a8010ca-5511-0410-912e-c29ae57300e0
can be caused by copying map parts from one map to another (or a new one).
The copying system is slightly broken right now....
git-svn-id: https://svn.eduke32.com/eduke32@2133 1a8010ca-5511-0410-912e-c29ae57300e0
with no highlighted sectors; and when entering 3D mode, even if there are
highlighted sectors. This should have almost no effect, but I find it cleaner
that way.
- Check map for corruption every time an editing change is done. This was
accidentally disabled when commenting out the undo code (which I've yet
to debug).
git-svn-id: https://svn.eduke32.com/eduke32@2121 1a8010ca-5511-0410-912e-c29ae57300e0
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
selector. This could lead to a crash when OpenGL wasn't initialized before.
git-svn-id: https://svn.eduke32.com/eduke32@2117 1a8010ca-5511-0410-912e-c29ae57300e0
(lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one,
so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.
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sector c/f and moving one of them would go beyond the other side (ceilingz >
floorz), don't move any sector c/f at all. When moving only one sector in that
case, move so that ceilingz == floorz.
git-svn-id: https://svn.eduke32.com/eduke32@2112 1a8010ca-5511-0410-912e-c29ae57300e0
Now, if more than one sectors are affected, always move them by the same
amount. That is, if one of them would be sticking against the other side,
don't move the rest. Another change consists of determining the z delta
first, and only then moving the sprites by that amount. This fixes the
problem where you'd e.g. raise a 'floor door' against the ceiling, and the
effector sprites would be raised one time too much, preventing them from
being lowered the next time.
git-svn-id: https://svn.eduke32.com/eduke32@2111 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
last one + this one:
A couple of tweaks against accidental overwriting of maps.
- first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a
new map
- When saving with Ctrl-S, query the user for confirmation and also show the file name
where the map will be written
- when going into the ESC-menu, print the file name where the map will be written
on pressing 'S' above the '(S)ave' text
git-svn-id: https://svn.eduke32.com/eduke32@2096 1a8010ca-5511-0410-912e-c29ae57300e0
overheadeditor() by allocating temp variables in the blocks where they
are needed.
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