Commit graph

3403 commits

Author SHA1 Message Date
helixhorned
37d8cda701 Clean up actors.c and player.c.
git-svn-id: https://svn.eduke32.com/eduke32@3353 1a8010ca-5511-0410-912e-c29ae57300e0
2013-01-01 15:24:14 +00:00
helixhorned
25f6255d28 Lunatic: fix stack discipline.
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
2013-01-01 15:24:11 +00:00
Plagman
b6fdabc21f Revert "Make synthesis use i686-w64-mingw32-gcc-4.7.2-release-linux64 + native NASM."
This reverts commit 53756fb79f.

git-svn-id: https://svn.eduke32.com/eduke32@3351 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-31 23:39:36 +00:00
terminx
e0acee6356 Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!
git-svn-id: https://svn.eduke32.com/eduke32@3350 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-31 01:51:03 +00:00
terminx
5c74bc6f56 Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS
git-svn-id: https://svn.eduke32.com/eduke32@3349 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-31 01:50:45 +00:00
Plagman
53756fb79f Make synthesis use i686-w64-mingw32-gcc-4.7.2-release-linux64 + native NASM.
If you see any weird behavior in synthesis builds after this change, please
let Plagman know!

git-svn-id: https://svn.eduke32.com/eduke32@3348 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-31 01:24:22 +00:00
terminx
cbf9d2cff3 Clean up a couple of other getrendermode() related bits that the previous commit missed
git-svn-id: https://svn.eduke32.com/eduke32@3347 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-30 20:34:55 +00:00
terminx
79e45c23d5 Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.
git-svn-id: https://svn.eduke32.com/eduke32@3346 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-30 20:34:34 +00:00
helixhorned
5fc9bb9779 Lunatic: more glue, fixes, backtrace for code called back from C.
git-svn-id: https://svn.eduke32.com/eduke32@3345 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:32 +00:00
helixhorned
80f3e132b0 Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".
git-svn-id: https://svn.eduke32.com/eduke32@3344 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:28 +00:00
helixhorned
80ee967b8e Lunatic: beginning to glue things together. Introducing LUNATIC_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3343 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:24 +00:00
helixhorned
4ad4f9ebb7 Remove commented code using former engine variable "automapping".
git-svn-id: https://svn.eduke32.com/eduke32@3342 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:20 +00:00
helixhorned
7d1879b777 Fix LTO=1 RELEASE=1 Lunatic build.
git-svn-id: https://svn.eduke32.com/eduke32@3341 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 15:21:16 +00:00
hendricks266
bf566e10a8 Rectify.
git-svn-id: https://svn.eduke32.com/eduke32@3340 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 11:27:07 +00:00
hendricks266
e19b944fd8 Fix SVN mime-types of binary files.
Windows batch file:
for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G"
for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G"
for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G"
for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G"
for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G"
for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G"
for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G"
for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G"
for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G"
for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G"
for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G"
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32
svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64


git-svn-id: https://svn.eduke32.com/eduke32@3339 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 11:07:43 +00:00
hendricks266
be03f29484 Clean up and factor jaudiolib.
git-svn-id: https://svn.eduke32.com/eduke32@3338 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 10:59:21 +00:00
hendricks266
b6ddc6149e Replace initialize_globals() with global initialization.
git-svn-id: https://svn.eduke32.com/eduke32@3337 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 10:58:38 +00:00
hendricks266
11e0897def Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.
git-svn-id: https://svn.eduke32.com/eduke32@3336 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 10:58:09 +00:00
hendricks266
3933471e4b All kneel, king FLAC is here.
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.

Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.

HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).

git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 10:57:24 +00:00
hendricks266
95dd57154e Clean up some file and directory structure.
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".

git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 10:54:35 +00:00
terminx
8e61bff6f1 Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.
git-svn-id: https://svn.eduke32.com/eduke32@3333 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 05:23:28 +00:00
terminx
feaf4a7988 Remove FX_ASSVersion and related code since it wasn't used anywhere
git-svn-id: https://svn.eduke32.com/eduke32@3332 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 05:23:14 +00:00
terminx
61a8eaf666 Throw a compiler warning when building with only the null sound driver
git-svn-id: https://svn.eduke32.com/eduke32@3331 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 05:22:55 +00:00
terminx
0ae2d9ad60 Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK
git-svn-id: https://svn.eduke32.com/eduke32@3330 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-29 05:22:39 +00:00
helixhorned
d970283582 DEF "voxel": fix a tile range check failure message.
git-svn-id: https://svn.eduke32.com/eduke32@3329 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:18 +00:00
helixhorned
9c328bf0a5 Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS],
allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE).
For Lunatic, they are replaced with
weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

git-svn-id: https://svn.eduke32.com/eduke32@3328 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:16 +00:00
helixhorned
f1b1ce2cc3 Replace wall of dup'd code in Gv_AddSystemVars with something more readable.
Specifically, have a weapondata_t type mimicking the aplWeapon* arrays.
Keep a list weapondefaults[] which undergoes some static->dynamic tweaks
and then makes its way to the WEAPONx_XXX per-player gamevars.

git-svn-id: https://svn.eduke32.com/eduke32@3327 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:12 +00:00
helixhorned
b30d00dd91 Replace initialize_engine_globals() with array initialization.
git-svn-id: https://svn.eduke32.com/eduke32@3326 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:09 +00:00
helixhorned
279a197e27 Lunatic translator: pack all translation units into one big blob.
git-svn-id: https://svn.eduke32.com/eduke32@3325 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:06 +00:00
helixhorned
cc090a2ea8 Lunatic: sinking in code.
git-svn-id: https://svn.eduke32.com/eduke32@3324 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:18:02 +00:00
helixhorned
d7cfde9d3d Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.
And rewrite the original functions as wrappers around these.

git-svn-id: https://svn.eduke32.com/eduke32@3323 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:17:58 +00:00
helixhorned
4f2639f4d7 Clean up spawning / actor initialization code.
git-svn-id: https://svn.eduke32.com/eduke32@3322 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-28 17:17:53 +00:00
helixhorned
0dd78fb029 Cleanup of console/on-screen-display (OSD) functionality.
- 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
2012-12-25 16:13:50 +00:00
helixhorned
fa2ac57674 Lunatic: event chaining.
git-svn-id: https://svn.eduke32.com/eduke32@3320 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-25 16:13:45 +00:00
helixhorned
41bfa1b841 Lunatic: print -> OSD_Printf, error reporting.
git-svn-id: https://svn.eduke32.com/eduke32@3319 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-25 16:13:41 +00:00
helixhorned
255c84c5a2 Clip printext256() at xdim, don't crash OSD_Printf() with empty string.
git-svn-id: https://svn.eduke32.com/eduke32@3318 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-25 16:13:36 +00:00
helixhorned
596b83aec1 Add a couple of test CONs: non-local control flow, rotation-fixed useractors.
git-svn-id: https://svn.eduke32.com/eduke32@3317 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 19:24:25 +00:00
helixhorned
6a4add81bd Fix rotation-fixed useractors (those having usertype bit 4 set).
Rotation-fixing happens for a couple of hard-coded statnums that presumably
never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't
make sense since the common case is that they do move. For this reason, bit 4
was introduced in r1934. The position of such useractors will not diverge
due to error roundoff accumulation in rotating sectors (SE0, train).

git-svn-id: https://svn.eduke32.com/eduke32@3316 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 19:24:21 +00:00
helixhorned
4ea9f799b1 Lunatic: more complete gameactor(), misc. translator tweaks.
git-svn-id: https://svn.eduke32.com/eduke32@3315 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 19:24:16 +00:00
helixhorned
48c47af5dc Pack actor_t's bposx/bposy/bposz members into a vec3_t named "bpos".
git-svn-id: https://svn.eduke32.com/eduke32@3314 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 14:00:08 +00:00
helixhorned
6f1259b131 Mapster32: save r_usenewshading in configuration file.
git-svn-id: https://svn.eduke32.com/eduke32@3313 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 14:00:03 +00:00
helixhorned
d975a6a24f Fix build.lua's loadarts(), add bigytiles.lua.
git-svn-id: https://svn.eduke32.com/eduke32@3312 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 14:00:00 +00:00
helixhorned
9af1cf8368 engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.
Unconditionally enabled, but useful for comparing the behavior of the 1-column
vline functions against the 2- or 4-column ones.

git-svn-id: https://svn.eduke32.com/eduke32@3311 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 13:59:56 +00:00
helixhorned
9dc1d212a7 Classic: fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.
The former is really only a workaround. Walls/vertical sprites/pskies with
ysize 512 (and presumably greater, but this was not tested) are rendered
with one shade higher at the borders (1 pixel vlines) because of a certain
assumption in the ASM (see comments there). With very dark shades, the
palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the
end for each.

The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled
yet. It seems to matter only for the uncommon case where the such pskies repeat
in the height. A 1680x1050 window fully covered with such a sky is then rendered
at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline
routines), so it may be leaning a bit too much on the side of correctness.

A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for
demonstration purposes.

git-svn-id: https://svn.eduke32.com/eduke32@3310 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 13:59:52 +00:00
hendricks266
0805060c74 Add "mapinfo" token to the def parser, pending implementation.
Sub-tokens: "mapfile", "maptitle", "mapmd4", "mhkfile"

http://forums.duke4.net/topic/6070-user-map-maphacks-eduke32-feature-request/

git-svn-id: https://svn.eduke32.com/eduke32@3309 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-23 03:12:50 +00:00
helixhorned
518ac7b4df Mapster32: in 3D mode's tile info, highlight members of swapped bottom walls.
- If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>"
- highlight pic, shade, pal, cstat in yellow then
- in printext256, accept at most 3 digits for the color format string (e.g. ^123)

git-svn-id: https://svn.eduke32.com/eduke32@3308 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-20 12:04:39 +00:00
helixhorned
55283e5ce6 In Polymost, make r_usenewaspect=2 fog independent of screen x size.
git-svn-id: https://svn.eduke32.com/eduke32@3307 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-20 12:04:34 +00:00
helixhorned
192e863dd6 Mapster32: when pasting single wall, take over bits 4, 1+64 and 8+256.
That is, everything concerning orientation. Previously, it was wrongly
the bitwise NOT of these bits that got taken over. In particular, if bit
2 (swap bottom walls) would get pasted, ridiculousness could ensue.

git-svn-id: https://svn.eduke32.com/eduke32@3306 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-18 22:40:49 +00:00
terminx
817bc98964 Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."
This reverts commit 705cc72fed880e857a68c483fd3ff1ead3df044d.

git-svn-id: https://svn.eduke32.com/eduke32@3305 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-18 18:07:28 +00:00
hendricks266
50844b6e71 Fix ebacktrace on 32-bit. (Sorry, we're back to 5 MB.)
git-svn-id: https://svn.eduke32.com/eduke32@3304 1a8010ca-5511-0410-912e-c29ae57300e0
2012-12-18 09:15:39 +00:00