Commit graph

537 commits

Author SHA1 Message Date
helixhorned
26d2cf7e01 Replace {get,clear}filenames and duplicate autoload code in astub.c/game.c.
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
2012-03-28 19:42:32 +00:00
helixhorned
af9db8cfa2 Mapster32: fix specifying a custom configuration file with -cfg.
We were writing into a string literal. Ouch!

git-svn-id: https://svn.eduke32.com/eduke32@2551 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-26 22:05:51 +00:00
helixhorned
e7f091cd90 Factor out various instances of getatoken() into common.c.
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
2012-03-26 22:05:23 +00:00
helixhorned
e74f8cada1 Replace all occurences of assert in our code with Bassert.
git-svn-id: https://svn.eduke32.com/eduke32@2547 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-26 22:04:44 +00:00
helixhorned
ee5dd2cf32 Add common.[ch] which should be used for common non-engine types/functions/data.
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
2012-03-26 22:03:20 +00:00
hendricks266
9f61e6e2d5 Superficial text changes:
- 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
2012-03-26 05:05:57 +00:00
helixhorned
c4efd9b1fa Take over more correct G_AddGroup from game.c to astub.c.
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
2012-03-25 22:00:42 +00:00
helixhorned
386d34e3b4 Fix static-main-arrays debug build, which is without the clipshape feature.
git-svn-id: https://svn.eduke32.com/eduke32@2528 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-25 13:54:46 +00:00
helixhorned
3e1a8c523d In Mapster32, remove ReadGamePalette() and GAMEpalette[] and use engine's palette[].
git-svn-id: https://svn.eduke32.com/eduke32@2515 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-22 22:46:56 +00:00
hendricks266
270342463f More "malloc + strlen + strcpy --> strdup" in module parameter code.
git-svn-id: https://svn.eduke32.com/eduke32@2506 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-20 19:28:22 +00:00
helixhorned
97020caf73 Clear up after r2495. (Because I'm a pedantic asshole.)
- 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
2012-03-18 23:18:32 +00:00
helixhorned
68603b0a28 Mapster32 tag-label system: don't consider 'switch' walls with an upwall as linking.
git-svn-id: https://svn.eduke32.com/eduke32@2496 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 23:16:37 +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
0f7615daf7 Remix undo/redo system, fixing potential access of freed memory.
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
2012-03-17 11:35:35 +00:00
helixhorned
4412d5729e In undo/redo, always print the revision that got _restored_.
git-svn-id: https://svn.eduke32.com/eduke32@2491 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-17 11:35:16 +00:00
helixhorned
5246f17169 "Promote" oob sectnum/statnum sprites to corruption level 4.
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
2012-03-17 11:34:54 +00:00
helixhorned
4042fa90c4 Mapster32: sprite list consistency checker in corruptcheck.
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
2012-03-17 11:34:32 +00:00
helixhorned
d1538d5dfd Tweak Mapster32's sound index (F2).
- 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
2012-03-17 11:34:09 +00:00
helixhorned
5e1b3bd44b Re-enable Mapster32's undo/redo functionality.
git-svn-id: https://svn.eduke32.com/eduke32@2486 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-15 18:12:17 +00:00
helixhorned
65fe7ce3bd This should fix the assertion failure with undo/redo, my failure in r2478.
git-svn-id: https://svn.eduke32.com/eduke32@2485 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-14 23:17:54 +00:00
helixhorned
76de780d8b Fix (still not enabled) undo/redo code compilation.
Also include one comment about a currently failing assertion there.

git-svn-id: https://svn.eduke32.com/eduke32@2482 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-14 22:31:32 +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
4659b691e6 Some sound source cleanup, no functional changes.
- 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
2012-03-10 21:21:42 +00:00
hendricks266
9f78a773f1 Add "OSX_STARTUPWINDOW" Makefile variable to toggle the OS X startup window. Off by default.
git-svn-id: https://svn.eduke32.com/eduke32@2426 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-08 06:07:10 +00:00
hendricks266
27b279a1ce JFDuke3D port: OS X Startup Window, copied almost verbatim
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
2012-03-04 09:30:27 +00:00
helixhorned
e14b2808ef Fix non-OpenGL build.
git-svn-id: https://svn.eduke32.com/eduke32@2357 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-18 17:56:26 +00:00
helixhorned
0ef1721955 Mapster32: Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.
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
2012-02-16 19:25:42 +00:00
helixhorned
17ba2664f9 Mapster32: don't use lazy tile loading with r_hightile=0.
git-svn-id: https://svn.eduke32.com/eduke32@2345 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-16 19:24:09 +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
1d0cb07167 Factor out four instances of identical code into M32_DrawRoomsAndMasks().
git-svn-id: https://svn.eduke32.com/eduke32@2314 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 21:33:52 +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
7a4c9253c5 astub.c: remove some tabs in the code
git-svn-id: https://svn.eduke32.com/eduke32@2275 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 22:11:55 +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
260bbc1f92 cleanup:
- '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
2012-01-15 22:39:38 +00:00
helixhorned
e30ed58aa0 Fix parallaxed sector display in Mapster32 on Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@2257 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-14 14:48:45 +00:00
helixhorned
b73b9cb732 a.m32: new state 'print_parallel_midpts'
git-svn-id: https://svn.eduke32.com/eduke32@2179 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-12 23:18:53 +00:00
helixhorned
84867ee620 Mapster32: Rudimentary support for auto-aligning along TROR nextwalls.
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
2011-12-12 23:18:35 +00:00
helixhorned
4989c173bd Fix out-of-bounds access in tile selector code in astub.c
git-svn-id: https://svn.eduke32.com/eduke32@2177 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-12 23:18:15 +00:00
helixhorned
151287168c - Fix invalid polymer light array access originating from game's cleanup
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
2011-12-09 19:11:31 +00:00
helixhorned
c112cdde89 Fix a potential out-of-bounds read and write when loading the help file
in Mapster32.

git-svn-id: https://svn.eduke32.com/eduke32@2161 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:09:14 +00:00
helixhorned
6fc7e5b683 Remove some warnings with clang, code-side changes.
git-svn-id: https://svn.eduke32.com/eduke32@2158 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:08:29 +00:00
helixhorned
086dcf383d Mapster32: fix filling all sectors of a bunch with Ctrl-U. Previously, only
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
2011-12-04 21:20:31 +00:00
helixhorned
f4703a596d Auto-correct the just mentioned inconsistency by clearing the respective TROR
nextwalls. (i.e. setting them to -1 on 'corruptcheck tryfix')

git-svn-id: https://svn.eduke32.com/eduke32@2134 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-26 14:12:44 +00:00
helixhorned
1402a6d70b corruption checker: catch TROR-nextwalls in non-extended sectors. These
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
2011-11-26 14:12:30 +00:00
helixhorned
9a8603d01e - Make old-nextwalls invalid on the following two occasions: ovh_whiteoutgrab
with no highlighted sectors; and when entering 3D mode, even if there are
  highlighted sectors. This should have almost no effect, but I find it cleaner
  that way.
- Check map for corruption every time an editing change is done. This was
  accidentally disabled when commenting out the undo code (which I've yet
  to debug).

git-svn-id: https://svn.eduke32.com/eduke32@2121 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:40 +00:00
helixhorned
57e132a044 Remove after_handleevents_hook and its only user, the keystatus-level clearing
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.

git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:07 +00:00
helixhorned
ac12a06de4 Fix calling glEnable() without checking for the rendering mode in the tile
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
2011-11-25 09:49:22 +00:00
helixhorned
21274b317f Fix the flickering in the tile selector with lazy hightile loading on
(lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one,
so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.

git-svn-id: https://svn.eduke32.com/eduke32@2115 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-17 21:10:04 +00:00
helixhorned
5623334283 Correct thinko with the ceiling/floor movement code. When moving more than one
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
2011-11-11 22:39:56 +00:00
helixhorned
b7834f21dd Tweak raising/lowering (groups of) ceilings or floors.
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
2011-11-11 20:05:44 +00:00
helixhorned
b2d789731a A couple of Mapster changes related to saving.
- new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the
  editor whether to 'fix' the sprite sectnums on saving and entering 3D
  mode. Note that a) sprite sectnums are never fixed when 'script_expertmode'
  is enabled, as before, and b) sprites that have out-of-bounds sectnums
  are still fixed if a proper sector is found
- if saving and some sprite sectnums have thus been tweaked, inform the
  mapper on the status line and print the changes in the OSD
- fix update issue similar to an earlier one: when 'saving as', the astub.c-
  based file name is now updated too, so saving with Ctrl-S now saves into
  the one save with 'save as' (and not the old one)
- don't attempt to recheck wall pointers from scratch (when saving and running
  with -check) if it's a TROR map

git-svn-id: https://svn.eduke32.com/eduke32@2110 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-11 20:05:29 +00:00
helixhorned
59670ed45e m32: Make a couple of often-used operations not spam messages to the log.
git-svn-id: https://svn.eduke32.com/eduke32@2103 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-03 23:08:35 +00:00
helixhorned
4322bae14c Oops. That last one wasn't supposed to be committed. Here's the log for the
last one + this one:

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

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

git-svn-id: https://svn.eduke32.com/eduke32@2095 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-31 19:49:43 +00:00
helixhorned
48ac042ca4 Eliminate one malloc(0) when corrupt-checking an empty map, clean up
overheadeditor() by allocating temp variables in the blocks where they
are needed.

git-svn-id: https://svn.eduke32.com/eduke32@2088 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:47:26 +00:00
helixhorned
aae60f64c2 Eliminate all 'variable ... set but not used [-Wunused-but-set-variable]'
warnings with GCC 4.6 except one in kplib.c

git-svn-id: https://svn.eduke32.com/eduke32@2079 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-17 18:42:10 +00:00
helixhorned
50bc3a3fcb Two tweaks when keying in values directly in the editor's 3D mode.
First, when pressing 'S on signed members (like the shade), display
the real signed value instead of the value cast to an unsigned type.
Second, when aiming at an overwall and pressing G, affect the overwall
instead of the wall. Maybe these changes affect a few other queries too...

git-svn-id: https://svn.eduke32.com/eduke32@2077 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-17 18:41:17 +00:00
helixhorned
2a6a2d590a - protect stat bit 2 when pasting to ceilings or floors
- when pasting to walls or maskwalls, the following user bits are kept now:
  4 (top/bottom alignment [O])
  1+64 (blocking, hitscan)
  8+256 (x/y-flip)
- print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall

git-svn-id: https://svn.eduke32.com/eduke32@2033 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-18 11:55:31 +00:00
helixhorned
b486f3aa0d More natural mouse picking in software mode, closer to "what's under the cursor
is picked" but still not perfect. In particular, sometimes a wrong wall is
selected, and sprites don't get picked through portals. As a rule of thumb,
don't be too far away from the objects you're modifying in 3D mode.

git-svn-id: https://svn.eduke32.com/eduke32@2030 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-17 14:26:02 +00:00
helixhorned
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
9fd471a56a Make uninitialization sequence more consistent across the editor code. It's
always like this now:
  ExtUninit -> (writesetup, misc.)
  uninitengine -> (uninitsystem -> (uninit timers, mouse, ...))
  exit()
Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c

git-svn-id: https://svn.eduke32.com/eduke32@2022 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:29 +00:00
helixhorned
009d405803 Mapster32: when changing screen palettes, pass flag 2 to setbrightness().
This will prevent it from calling gltexinvalidateall() when e.g. submerging
and resurfacing, mimicking the behavior of the game, where only
gltexinvalidate8() is called in such situations.

git-svn-id: https://svn.eduke32.com/eduke32@2013 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:44:31 +00:00
helixhorned
85b65c26d3 Mapster32: make the heinum&2 and stat inconsistency be displayed only once
with 'corruptcheck now', but still print each corrected one on tryfix.

git-svn-id: https://svn.eduke32.com/eduke32@2012 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:44:16 +00:00
helixhorned
a145cc93bc Make Polymer declare a callback function G_Polymer_UnInit() that is called
whenever we change to another renderer etc. and define it for the game and
editor.  The purpose of the function is to clean up references to Polymer
resources like lights.
This fixes 1) all lights becoming spot lights in the game and 2)
an issue with maphack lights in the editor (can't recall which exactly).

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

git-svn-id: https://svn.eduke32.com/eduke32@2004 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:44:51 +00:00
helixhorned
962910ce32 Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().
This makes the latter also correct when testing a map from the editor.

git-svn-id: https://svn.eduke32.com/eduke32@2001 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:43:48 +00:00
helixhorned
b391f62ca5 Oops...
git-svn-id: https://svn.eduke32.com/eduke32@1998 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-01 19:58:40 +00:00
helixhorned
8db922737a BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL-
BACKSPACE the downwall link. These functions are useful because the automatic
nextwall determination code sometimes gets it wrong (not corrupting anything) or
if you want to vertically displace a sector attached to a higher or lower level.
Also add the exploding ceiling example to the TROR test map.

git-svn-id: https://svn.eduke32.com/eduke32@1997 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-01 19:53:05 +00:00
helixhorned
b72d351f20 * game and editor: emit a warning when a search-path directory specified
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
  checker. This makes a lot of original maps spew countless 'errors', but
  it's preferable for new maps since such floors and ceilings could behave
  strangely with TROR.

git-svn-id: https://svn.eduke32.com/eduke32@1995 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-01 18:37:53 +00:00
helixhorned
c8bf3682e0 disable undo/redo editor feature until I can debug the disappearing sprites
git-svn-id: https://svn.eduke32.com/eduke32@1973 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:54:16 +00:00
helixhorned
26a25bdce5 * Address http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__103306
by using setspritez() instead of setsprite() for the sectnum updating.
* Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.

git-svn-id: https://svn.eduke32.com/eduke32@1959 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-09 16:03:56 +00:00
helixhorned
b6d729a553 * skip grayed out sectors when changing tags in 2d mode
* make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode
* make r_usenewaspect enabled by default

git-svn-id: https://svn.eduke32.com/eduke32@1957 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-06 11:50:45 +00:00
helixhorned
54f345f78f Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).
git-svn-id: https://svn.eduke32.com/eduke32@1956 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:46 +00:00
helixhorned
aa8b2e4e05 Lots of M32script tweaks:
* fix breaking out of 'switch' blocks and compilation of the 'default' case
* Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them.
* new branching command 'ifinteractive', true if a state runs from the menu mentioned above.
* new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags>

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

git-svn-id: https://svn.eduke32.com/eduke32@1955 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:25 +00:00
helixhorned
cbf122fa80 fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.
git-svn-id: https://svn.eduke32.com/eduke32@1954 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-01 19:04:41 +00:00
helixhorned
0713c44219 * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)
* helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback.
* when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed.
* more Makefile.deps updating

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

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

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


git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 15:15:57 +00:00
hendricks266
8b5761c14d My first commit!
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.

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

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

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

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

git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 22:39:29 +00:00
helixhorned
049cc20022 fix stupid crash with Alt-C (picnum replacer)
git-svn-id: https://svn.eduke32.com/eduke32@1936 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 21:01:31 +00:00
helixhorned
a9290a0d29 Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)
git-svn-id: https://svn.eduke32.com/eduke32@1934 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 22:08:05 +00:00
helixhorned
a15d8bfb98 * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

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

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

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


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

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


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

corruptcheck tryfix 9-21 ?

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


* fix demo playback (tueidj figured this out)


git-svn-id: https://svn.eduke32.com/eduke32@1927 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-03 22:51:28 +00:00
helixhorned
6a713133cf * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level
* TROR support for SE 31 and 32 in-game, example provided in test map
* some uncommited stuff for TROR: SE 6/14


git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-29 19:57:05 +00:00
terminx
ef61e48c25 Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."


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


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


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

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


git-svn-id: https://svn.eduke32.com/eduke32@1900 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-29 23:10:51 +00:00
helixhorned
68dff06533 TROR: join sectors to a new bunch. For this, highlight exactly two connected components having the same outline and being TROR-consistent (same height etc.) and press Ctrl-J. Any ambiguity (connect c/f with f/c?, move which component?) is resolved by asking the user. Warning: hot off the keyboard and likely buggy
git-svn-id: https://svn.eduke32.com/eduke32@1895 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 22:42:39 +00:00
helixhorned
4fb043483d Increase default tile cache size to 24M in Mapster32 and add a command-line parameter '-cachesize <kilobytes>'
git-svn-id: https://svn.eduke32.com/eduke32@1894 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 18:07:45 +00:00
helixhorned
5f8cc046cc fix: loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes. change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit
git-svn-id: https://svn.eduke32.com/eduke32@1893 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 14:22:32 +00:00
helixhorned
e92099b2f7 Polymost:
* 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
2011-05-22 21:52:22 +00:00
helixhorned
0c190bfa55 * Auto-grayout for plain old sectors toggled with Ctrl-A. When it is in effect, _all_ sectors which fall outside the [min ceiling z, max floor z] bounds of all active extended sectors are deactivated.
* make it possible to duplicate from extended sectors; all extensions are cleared from them
* lazy hightile loading in tile selector can now be disabled in mapster32.cfg
* fixes USE_OPENGL=0 build


git-svn-id: https://svn.eduke32.com/eduke32@1890 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-18 22:44:09 +00:00
helixhorned
873375025f * Include file cleanup by dragging most declarations into editor.h
* more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines)
* multi-pkies now have individual parallaxyscale


git-svn-id: https://svn.eduke32.com/eduke32@1886 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-15 22:37:24 +00:00
helixhorned
98456aefe3 -- engine:
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes

-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields

-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector


git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-12 23:31:13 +00:00
helixhorned
a0ca3ed041 fix a.m32 script, inserted light SEs now have nonzero repeat
git-svn-id: https://svn.eduke32.com/eduke32@1878 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-08 20:12:16 +00:00
helixhorned
203cf0b7b1 A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage...
* The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor

Fixes:
* crash when carrying out certain operations on walls with xrepeat 0
* the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing


git-svn-id: https://svn.eduke32.com/eduke32@1877 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-07 18:23:34 +00:00