Don't actually replace the instances in the code now.
Additions in common.h:
- fnlist_t, which combines CACHE1D_FIND_REC *finddirs, *findfiles and
int32_t numdirs, numfiles
- the FNLIST_INITIALIZER macro, which MUST be used for automatic variables
- fnlist_clearnames, fnlist_getnames functions
- G_LoadGroupsInDir, G_DoAutoload, two often-occurring uses of these
git-svn-id: https://svn.eduke32.com/eduke32@2555 1a8010ca-5511-0410-912e-c29ae57300e0
Alongside, these make into into the header:
- the 'tokenlist' type (a typedef'd struct)
- the T_EOF and T_ERROR enumeration values
git-svn-id: https://svn.eduke32.com/eduke32@2549 1a8010ca-5511-0410-912e-c29ae57300e0
As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
git-svn-id: https://svn.eduke32.com/eduke32@2542 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
git-svn-id: https://svn.eduke32.com/eduke32@2536 1a8010ca-5511-0410-912e-c29ae57300e0
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
There are instances where oob picnums may propagate to that function, so
protect it. The digitanumber[z] bound check is actually made more permissive,
but could also just as well be removed now.
git-svn-id: https://svn.eduke32.com/eduke32@2533 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the differences in these codes stand out much more clearly.
git-svn-id: https://svn.eduke32.com/eduke32@2526 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix typo, correctly adding SDL libs to the tools on OS X so that makesdlkeytrans builds.
- Move all mention of $(LIBS) out of build/Makefile into build/Makefile.shared because no linking takes place in the engine itself so LIBS additions were lost. This should fix USE_LIBPNG=1 on Windows at least.
- Other assorted cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2523 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix up and add building instructions for kmd2tool, getdxdidf, and makesdlkeytrans.
- Add kmd2tool to "utils" build job.
- Fix warning in and cross-platform building of generateicon.
- Source and text cleanup!
git-svn-id: https://svn.eduke32.com/eduke32@2521 1a8010ca-5511-0410-912e-c29ae57300e0
- Properly handle the architecture definition when BUILD32_ON_64=1
- Add proper $(*LDFLAGS) to which LTO and ARCH are correctly passed.
- Cleanup of compiler flag variables.
This should fix to some degree building of the Build tools on OS X, and it may possibly fix the crashing of the OS X x86 32-bit build.
git-svn-id: https://svn.eduke32.com/eduke32@2520 1a8010ca-5511-0410-912e-c29ae57300e0
An effect is only really seen in the buildtools written in C++, currently just arttool.
This is mainly of interest to distributors of the buildtools to avoid missing DLL errors.
git-svn-id: https://svn.eduke32.com/eduke32@2507 1a8010ca-5511-0410-912e-c29ae57300e0
We shouldn't assume a particular bytes-per-line value and use ylookup[] instead.
Specifically, windowed modes on Windows use a frame buffer that always has odd
x dimension.
git-svn-id: https://svn.eduke32.com/eduke32@2505 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
Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
git-svn-id: https://svn.eduke32.com/eduke32@2499 1a8010ca-5511-0410-912e-c29ae57300e0
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
Also, a very minor change in the con/def module code. (int --> int32_t)
git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
- Make all arguments explicit toggles (except for onlyzip).
- Disable PowerPC builds by default on Snow Leopard in addition to Lion.
- Enable Darwin 9 compatibility for all builds whenever PowerPC is enabled.
git-svn-id: https://svn.eduke32.com/eduke32@2487 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, if the sprite turned really out to be in void space, either freelist
inconsistency (before the list rewrite) or oob access (now) would happen.
Also add an bound-checking assert() for insertsprite's sectnum argument (it's not
a bound check!)
git-svn-id: https://svn.eduke32.com/eduke32@2480 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
Previously, the lists starting at headspritestat[MAXSTATUS] and
headspritesect[MAXSECTORS] were both used as sprite freelists and were always
in complete synchrony. Now, make only the statnum list keep the free sprites.
This way, it has no CON compatibility implications because
headspritesect[MAXSECTORS] is inaccessible there. Leave the array at its
original size for now.
git-svn-id: https://svn.eduke32.com/eduke32@2477 1a8010ca-5511-0410-912e-c29ae57300e0
Makefiles: new features to facilitate above:
- buildtools: "make printutils" is a phony which simply lists all the tools
- $(EXESUFFIX_OVERRIDE)
git-svn-id: https://svn.eduke32.com/eduke32@2476 1a8010ca-5511-0410-912e-c29ae57300e0
The major outside-visible change is that this fixes the sound cutoff bugs that
happened because newly-spawned sprites took the place of those whose sounds
had not yet finished playing.
Besides, there are these changes:
- remove deletesprite{sect,stat}
- we have a new engine variable 'tailspritefree' that keeps track of the
sprite freelist tail
- we need to store it in savegames and mapstates, so bump the savegame
minor version
git-svn-id: https://svn.eduke32.com/eduke32@2470 1a8010ca-5511-0410-912e-c29ae57300e0
This is simply done by using the two list helper functions defined earlier
instead of a deletespriteX/insertspriteX pair.
git-svn-id: https://svn.eduke32.com/eduke32@2469 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out two helper functions, do_deletesprite{sect,stat}
and do_insertsprite_at_headof{sect,stat}.
git-svn-id: https://svn.eduke32.com/eduke32@2466 1a8010ca-5511-0410-912e-c29ae57300e0
These operations aren't executed THAT often to warrant exposing four internal
functions. Besides, I'll be hacking on them and need everything laid out
cleanly. Should somebody complain, they can go change them to __fastcall or
something.
git-svn-id: https://svn.eduke32.com/eduke32@2465 1a8010ca-5511-0410-912e-c29ae57300e0
In changesprite{stat,sect}, don't check for deletesprite{stat,sect} failure,
because the only way it can fail was already checked for above. So, this is
essentially dead code elimination.
git-svn-id: https://svn.eduke32.com/eduke32@2462 1a8010ca-5511-0410-912e-c29ae57300e0
- JFBuild ports: arttool, givedepth, and mkpalette
- All viable tools are now built when 'make utils' is invoked, not just some
- Revert "initprintf" hack of previous commit and replace it with "compat_tools.c"
- Move Bstrtolower from baselayer.c to compat.c
- Makefiles: Add start and finish messages for the tools
- Makefiles: To prevent "-Wimplicit" from being passed to the C++ compiler, create $(*CONLYFLAGS)
git-svn-id: https://svn.eduke32.com/eduke32@2458 1a8010ca-5511-0410-912e-c29ae57300e0
- Adding $(EXESUFFIX) where it belongs in the Makefile.
- Eliminating a call to initprintf() from compat.c. This may not be ideal.
git-svn-id: https://svn.eduke32.com/eduke32@2457 1a8010ca-5511-0410-912e-c29ae57300e0
- forgot a glogy --> logy in a-c.c
- comment out stretchhline and slopevlin2 in a.nasm, the former also in a-c.c
- make transmaskvline2 use a uintptr_t where appropriate
git-svn-id: https://svn.eduke32.com/eduke32@2448 1a8010ca-5511-0410-912e-c29ae57300e0
With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model
is always NULL. This was confusing the polymer code responsible for deciding
whether to enable smooth animations or not, which meant that any animation
that would loop to frame 0 would do it as if animation interpolation was
disabled, which looks very choppy.
git-svn-id: https://svn.eduke32.com/eduke32@2443 1a8010ca-5511-0410-912e-c29ae57300e0
- make some variables static
- conditionally compile out some code with DEBUG_ALLOCACHE_AS_MALLOC
- exit(1) on failure (instead of exit(0))
- some formatting
git-svn-id: https://svn.eduke32.com/eduke32@2438 1a8010ca-5511-0410-912e-c29ae57300e0
Note: I'm not really sure whether I'm initializing it in the right places.
git-svn-id: https://svn.eduke32.com/eduke32@2429 1a8010ca-5511-0410-912e-c29ae57300e0
When drawing from inside the mirror, there may be no 'bunches' (BUILD lingo,
not TROR ones) collected, but following code used the first one unconditionally.
git-svn-id: https://svn.eduke32.com/eduke32@2427 1a8010ca-5511-0410-912e-c29ae57300e0
Hlines for masked and translucent masked ceiling/floor (sprites).
- apply the --> 'do { ... } while (--cnt)' transformation, making these
functions iterate cnt+1 times like the asm version. This also fixes an
off-by-one issue where sprites or masked ceilings/floors had a one-pixel
non-drawn line to the right.
- This time, only declare-as-local two 'extern' globals (asm1 and asm2).
It seems that I was too eager with "localing" all file-scoped vars earlier.
GCC is able to remove the loads from memory inside the loop by itself, whereas
clang is not. This is not trivial, since it has to prove that the 'screen'
pointer passed to the functions will never alias these globals.
git-svn-id: https://svn.eduke32.com/eduke32@2424 1a8010ca-5511-0410-912e-c29ae57300e0
The apparent horizon (in units proportional to pixels by a constant factor)
was being calculated without normalizing to viewingrange, resulting a
discrepancy between the drawn and actual up/down angle with non-default
viewingranges (e.g. with r_usenewaspect=1, or when setting it from setaspect).
This also means that the center-of-aim will now be the same regardless of
the aspect.
This fixes many derived bugs:
* inconsistency w/ crosshair when shooting a gun and aiming up/down (obviously)
* bugs resulting from being able to look up/down too far (garbage non-slope
texture-mapping and viewing BIGORBIT skies above the borders in classic).
Note: mods that had workaround logic for this bug will have to remove it...
git-svn-id: https://svn.eduke32.com/eduke32@2414 1a8010ca-5511-0410-912e-c29ae57300e0
This has no measureable difference. Oh well, maybe it benefits weaker
machines, since the generated loop code should definitely be prettier.
git-svn-id: https://svn.eduke32.com/eduke32@2408 1a8010ca-5511-0410-912e-c29ae57300e0
This doesn't give much, maybe 0.5 fps more, probably because the
loop body is pretty long.
git-svn-id: https://svn.eduke32.com/eduke32@2406 1a8010ca-5511-0410-912e-c29ae57300e0
Affected functions: hlineasm4, vlineasm1, mvlineasm1, tvlineasm1.
Optimizations:
- declare all used variables as possibly const-qualified locals in each
function. This removes unnecessary loads from memory in the loops.
- rewrite "for (; cnt>=0; cnt--) {...}" to "cnt++; do {...} while (--cnt);"
in the three last ones (yes, these function iterate cnt+1 times). This
makes them functionally equivalent to the asm versions (madness ensues for
cnt < 0) and allows the compiler to remove one 'test' instruction at the
end of each loop.
- in the translucence function, replace addition by ORing
Observations (system: Core2 Duo Linux x86_64):
With a 1680x1050 window fully covered by the respective type of wall (simple,
masked, trans. masked), fps increases by 3-4 from the baseline of approx. 60.
git-svn-id: https://svn.eduke32.com/eduke32@2405 1a8010ca-5511-0410-912e-c29ae57300e0
- remove the objects too on 'clean'
- fix warning with 'transpal' on x64
(generates translucency and shade tables)
git-svn-id: https://svn.eduke32.com/eduke32@2404 1a8010ca-5511-0410-912e-c29ae57300e0
- print compilation status for building the final executable
- add 'cleanutils' target in build/Makefile
- don't link against pthread, seems unnecessary
- don't build nedmalloc.o when not requested in Makefile.common
git-svn-id: https://svn.eduke32.com/eduke32@2403 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