Commit Graph

642 Commits

Author SHA1 Message Date
helixhorned 6f34193bb6 Give sprite cstat bit 2048 (NOSHADE, Mapster32 key [N]) a macro name.
git-svn-id: https://svn.eduke32.com/eduke32@4350 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-22 19:38:51 +00:00
hendricks266 a21f340553 Mapster32: Introduce m32_settings.cfg, analogous to settings.cfg, so that you can save your cvars and aliases for the editor.
One potential use is to add r_togglecomposition "0" if you don't like Aero turning on and off every time you switch between 2D mode and 32-bit 3D mode.

git-svn-id: https://svn.eduke32.com/eduke32@4344 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-22 08:03:02 +00:00
terminx 2aa167af01 Fix texcache
git-svn-id: https://svn.eduke32.com/eduke32@4340 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-22 01:27:03 +00:00
helixhorned df25e3cd7c In loadlookups(), look for gap of 4 consecutive unused pals for fog pals.
As opposed to the previous way, where the first fog pals was <numlookups>+1,
where <numlookups> is the first byte value of LOOKUP.DAT. This allows to
pack e.g. lookups [1 .. 25] and [30 .. <lastpal>] into LOOKUP.DAT and have fog
pals be generated at pals [26 .. 29] (i.e. the additional lookups don't
shift the fog pals, making user maps depending on these numbers not look as
intended.)

git-svn-id: https://svn.eduke32.com/eduke32@4335 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-16 19:16:05 +00:00
helixhorned 7e7507746d Factor out common parts of loading LOOKUP.DAT into engine.c:loadlookups().
Also, error if didn't read enough data and account for TITLE and REALMS
swap between basepal number and on-disk order (sigh).

git-svn-id: https://svn.eduke32.com/eduke32@4334 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-16 19:16:03 +00:00
hendricks266 c2cb6a9754 Networking updates.
- Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol.
- Implemented proper server-side version verification of all clients upon connection.
- Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.)
- Protected against OOB array accesses if an invalid player id is received.
- Renamed all "Recieve" to "Receive".

git-svn-id: https://svn.eduke32.com/eduke32@4322 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-10 11:00:25 +00:00
hendricks266 8f9ffcf23f MSVC: Add support for x64 building and all synthesis libs (libpng/zlib, libvpx, libFLAC).
External ogg/vorbis are no longer required.

git-svn-id: https://svn.eduke32.com/eduke32@4320 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-10 10:59:42 +00:00
hendricks266 5d92bef194 Very minor changes after an investigation into the possibility of Polymost on Wii.
git-svn-id: https://svn.eduke32.com/eduke32@4317 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-10 10:56:14 +00:00
hendricks266 7deb709ab6 Replace QuickLZ with LZ4.
git-svn-id: https://svn.eduke32.com/eduke32@4316 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-10 10:55:49 +00:00
helixhorned eec27960ea Lunatic: update dynsymlists. Move blendtable[] from build.h to engine.c.
BUILD_LUNATIC.

git-svn-id: https://svn.eduke32.com/eduke32@4309 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:59 +00:00
helixhorned a9fb9e6356 Lunatic: add a 'lastokcol' argument to engine.nearcolor() and document it.
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.

git-svn-id: https://svn.eduke32.com/eduke32@4308 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:58 +00:00
helixhorned ad8d6795e2 In the C code, rename sprite[].filler to 'blend'.
Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor.
In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend,
but that name is *deprecated*.

git-svn-id: https://svn.eduke32.com/eduke32@4305 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:55 +00:00
helixhorned b1b0da2852 Polymer: factor out polymer_invalidateartmap(), use it in invalidatetile().
This fixes updating the viewscreen in Polymer's ART mapping mode.

git-svn-id: https://svn.eduke32.com/eduke32@4304 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:53 +00:00
helixhorned e379cd3655 Polymer: factor out polymer_invalidatesprite(), use when viewscreen tex changed.
Also, rewrite invalidatetile() for clarity.

git-svn-id: https://svn.eduke32.com/eduke32@4303 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:52 +00:00
helixhorned 330b744a1b Classic: support for multiple blending tables + Lunatic interfaces.
Currently, sprite[].filler (to be renamed) selects a blending table. If none
is installed with that index, the blending table at index 0 is taken (which is
read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build
will never use a custom blending table because there's no way to register one!
But the functionality is there.

git-svn-id: https://svn.eduke32.com/eduke32@4301 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:49 +00:00
helixhorned 842cce37b7 Lunatic: Fix compilation of C++ build, but not starting up yet.
BUILD_LUNATIC.

git-svn-id: https://svn.eduke32.com/eduke32@4286 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-31 21:13:03 +00:00
helixhorned 6d4f56c643 Get rid of neartag* global variables. LunaCON: fix 'operate'.
git-svn-id: https://svn.eduke32.com/eduke32@4284 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-31 21:13:00 +00:00
helixhorned ab5c89430c sector.c and related cleanup, round 2.
- use SPRITES_OF* iterator macros
- new function: E_SpriteIsValid(); add some safety checks
  (e.g. hitag used as sprite index)
- the rest is mostly "the usual code transformations"

git-svn-id: https://svn.eduke32.com/eduke32@4281 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-31 21:12:56 +00:00
helixhorned da6c7109c1 Reincarnate RTS sound functionality together with cleaning up related code.
- Make Win+F* also make play and RTS sound, since modern OS's window managers
  like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all
  10 should hopefully be covered.)
- Fix an issue where keys other than F1-F10 were considered as starting an RTS
  sound and crashing EDuke32 in the process

git-svn-id: https://svn.eduke32.com/eduke32@4278 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-30 19:12:08 +00:00
hendricks266 62abd504ef Print "32-bit"/"64-bit" along with the version number in the log.
git-svn-id: https://svn.eduke32.com/eduke32@4274 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-27 10:31:39 +00:00
hendricks266 31a8bfebb6 SDL: Fix "the issue where if you hold down a key and enter the console then release it that the key remains held down until you hit it again outside the console".
git-svn-id: https://svn.eduke32.com/eduke32@4269 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-27 10:30:25 +00:00
helixhorned 7ca71203f0 Classic: in debugging builds, add cvar debug_maskdrawmode.
git-svn-id: https://svn.eduke32.com/eduke32@4261 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-19 20:17:14 +00:00
helixhorned 4881a13f99 Engine-side per-map ART file support.
When a map named <filename>.map is loaded (<filename> may also contain directory
separators), the engine checks for existence of <filename>_XX.art in the virtual
file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive
sequence of these ART files, i.e. aborts whenever a number in the sequence isn't
found (in contrast to normal ART loading).

Restrictions:
 - the per-map ART files must not reside in ZIP files
 - if a tile number is attempted to be overridden that has a dummytile or is
   cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the
log/OSD.

Loaded per-map ART data are cleared whenever the map is "left". In particular:
 - whenever another map is loaded
 - in the editor: when a new map is started
 - in the game: after the bonus ending screen of a finished level, after going
   to the title screen via the menu

A final note: file names are supposed to be looked up and compared
case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will
come and eat you!

BUILD_LUNATIC.

git-svn-id: https://svn.eduke32.com/eduke32@4257 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-12 14:54:36 +00:00
hendricks266 3b1b5bb41d For DISABLEINLINING=1, apply __fastcall to make up for the lack of inlining.
git-svn-id: https://svn.eduke32.com/eduke32@4247 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-12 14:04:02 +00:00
hendricks266 8fa00afb7c Mapster32: Add EVENT_LOADMAP, EVENT_SAVEMAP, EVENT_PRELOADMAP, and EVENT_PRESAVEMAP.
Some are more useful than others.

git-svn-id: https://svn.eduke32.com/eduke32@4244 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-12 14:03:00 +00:00
helixhorned ca955899b0 Fix USE_OPENGL=0 build. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4241 1a8010ca-5511-0410-912e-c29ae57300e0
2014-01-02 17:08:08 +00:00
helixhorned 8a4c5259a8 In the no-netcode build, don't expose four internal engine functions.
Also don't compile three multiplayer related OSD commands there.

git-svn-id: https://svn.eduke32.com/eduke32@4233 1a8010ca-5511-0410-912e-c29ae57300e0
2013-12-31 11:51:54 +00:00
helixhorned 8a2d786e23 Reserve 16 tiles from the end of MAXTILES, don't allow as user tiles from ART/DEF.
git-svn-id: https://svn.eduke32.com/eduke32@4225 1a8010ca-5511-0410-912e-c29ae57300e0
2013-12-28 17:04:22 +00:00
helixhorned 8dcee7c8dc Factor some code in config.c into OSD_WriteAliases(), move symbol_t to osd.c.
git-svn-id: https://svn.eduke32.com/eduke32@4213 1a8010ca-5511-0410-912e-c29ae57300e0
2013-12-24 09:44:24 +00:00
hendricks266 cfedcbd7d7 Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.
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
2013-12-20 07:24:09 +00:00
helixhorned ee9e84c356 Various stylistic cleanup.
- 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
2013-12-12 19:22:16 +00:00
helixhorned 2a43511c70 cache1d: add FIND_NOCURDIR option to klistpath().
git-svn-id: https://svn.eduke32.com/eduke32@4188 1a8010ca-5511-0410-912e-c29ae57300e0
2013-12-01 18:27:59 +00:00
helixhorned 198ba2d697 Give rotatesprite 'orientation' bits enum names, too.
git-svn-id: https://svn.eduke32.com/eduke32@4175 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-22 19:26:52 +00:00
helixhorned 9aa8bc7c82 Use named enum constants for the HUD flags instead of literal numbers.
git-svn-id: https://svn.eduke32.com/eduke32@4174 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-22 19:26:50 +00:00
helixhorned 7182f0a7f2 A couple of trivial changes.
git-svn-id: https://svn.eduke32.com/eduke32@4171 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-22 19:26:44 +00:00
helixhorned 3753d45601 a-c.c: prevent stray lines on bottom of sprites by saturating v. tex coords.
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
2013-11-16 18:47:11 +00:00
helixhorned e19a271a86 OSD: retire OSD_GetFmt(), OSD_GetFmtPtr() and OSD_GetTextPtr() functions.
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
2013-11-04 22:56:10 +00:00
helixhorned 37d8cbedcc OSD: factor out getting sh/pal using format+text buffers into OSD_GetShadePal().
git-svn-id: https://svn.eduke32.com/eduke32@4136 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-04 22:56:08 +00:00
hendricks266 ccf7d2d470 Allow -g, -x, -h, -j, and for the game, -d, to take their file name after a space. This allows quotes to be used with them properly.
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
2013-11-03 04:02:23 +00:00
helixhorned c2797e4b11 Mapster32: take initial map file name from ExtPreInit()->G_CheckCommandLine().
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
2013-10-28 21:26:25 +00:00
helixhorned 70f0100ac2 SDL: factor out 2x repeated code into keyascfifo_{isfull,insert}.
git-svn-id: https://svn.eduke32.com/eduke32@4116 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-27 21:12:13 +00:00
helixhorned 7791f94073 Lunatic: make it possible to build with LuaJIT 2.1, add -Lopts=profile there.
git-svn-id: https://svn.eduke32.com/eduke32@4107 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-16 19:43:06 +00:00
hendricks266 401a73862a Wii: Fix build and add custom headers and libs to SVN. (It's helpful to set up a build system from scratch.)
DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@4102 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-13 09:08:31 +00:00
hendricks266 2ab39f2cca Clean up some GUI/WM minutiae. Should fix linking Mapster32 on *nix with HAVE_GTK=0.
git-svn-id: https://svn.eduke32.com/eduke32@4091 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-08 10:00:44 +00:00
hendricks266 d738fb7ad5 Fix the vsync menu option so that it actually works.
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
2013-10-08 10:00:25 +00:00
hendricks266 333e0f26e2 Allow wm_msgbox() to use SDL_ShowSimpleMessageBox() under SDL2.
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
2013-10-07 10:05:24 +00:00
hendricks266 db69800fd0 Split the handling of audio based on RENDERTYPE into a new variable named MIXERTYPE, allowing Windows builds to use SDL for input and rendering (RENDERTYPE=SDL) while using DirectSound and Windows' MIDI interface (MIXERTYPE=WIN [current default]) so that EMIDI works.
git-svn-id: https://svn.eduke32.com/eduke32@4084 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-07 10:05:03 +00:00
hendricks266 e7c9a0be5d Iron out all errors and warnings when compiling with MinGW-w64, targeting either 32-bit or 64-bit.
git-svn-id: https://svn.eduke32.com/eduke32@4078 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-07 10:03:11 +00:00
hendricks266 612284cfea Improve SDL2 support as much as I can, for now. The game compiles, links, and starts, but all three renderers either don't display correctly or crash.
To build with SDL2: make RENDERTYPE=SDL SDL_TARGET=2

git-svn-id: https://svn.eduke32.com/eduke32@4074 1a8010ca-5511-0410-912e-c29ae57300e0
2013-10-06 07:49:53 +00:00
helixhorned 514a3bfd64 Prevent calling function pointers cast to an incompatible type.
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
2013-09-21 13:38:44 +00:00