It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
git-svn-id: https://svn.eduke32.com/eduke32@2322 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside
one instance of the code, but used as if it were the previous sprite index
further on. Would only happen with projectiles that "work like" both SPIT
and RPG_IMPACT.
git-svn-id: https://svn.eduke32.com/eduke32@2321 1a8010ca-5511-0410-912e-c29ae57300e0
- make PGUP/PGDN and HOME/END behave as expected across all menus
- in keyboard/mouse button mapping menu, draw function names that have been given
custom names via CON with pal 8 for easier recognition
- fix tinting of function names in mouse button mapping menu
git-svn-id: https://svn.eduke32.com/eduke32@2313 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, there's a new function fade_screen_black() that implements the
fading more efficiently than calling rotatesprite for classic, and uses
tile 0 (assumed to have at least 64x32 size) in the GL modes.
The black background of the user map selector is still done with rotatesprite
and tile BLANK in every renderer.
git-svn-id: https://svn.eduke32.com/eduke32@2312 1a8010ca-5511-0410-912e-c29ae57300e0
So that the game won't exit if you write 'vidmode 4' when intending
'setrendermode 4'.
git-svn-id: https://svn.eduke32.com/eduke32@2311 1a8010ca-5511-0410-912e-c29ae57300e0
The problems still remains that rotatesprite behaves differently in classic and
OpenGL modes with clipping boundaries specified (and maybe in some other cases)
git-svn-id: https://svn.eduke32.com/eduke32@2304 1a8010ca-5511-0410-912e-c29ae57300e0
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
git-svn-id: https://svn.eduke32.com/eduke32@2303 1a8010ca-5511-0410-912e-c29ae57300e0
The implementation uses the recently introduced updatesector_onlynextwall when
setspritez fails.
git-svn-id: https://svn.eduke32.com/eduke32@2302 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, only when the mod/TC in question doesn't use that feature.
git-svn-id: https://svn.eduke32.com/eduke32@2301 1a8010ca-5511-0410-912e-c29ae57300e0
led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of
error or warning at startup other than a logged message is bad.
git-svn-id: https://svn.eduke32.com/eduke32@2300 1a8010ca-5511-0410-912e-c29ae57300e0
for an assertion failure with clang. Really ought to file a bug report instead.
git-svn-id: https://svn.eduke32.com/eduke32@2292 1a8010ca-5511-0410-912e-c29ae57300e0
It looks like GCC doesn't honor the 'used' attribute with LTO. This is
"fixed" by declaring the variables in question with external linkage
(i.e. removing the 'static'). I consider such behavior a GCC bug, though.
git-svn-id: https://svn.eduke32.com/eduke32@2286 1a8010ca-5511-0410-912e-c29ae57300e0
The "double-click button4" had to make way for MOUSE5 in the button binds menu,
but I don't think anyone cares. Savegame compatibility was actually silently
broken with the MAXTILES update earlier, but I forgot updating the version...
git-svn-id: https://svn.eduke32.com/eduke32@2284 1a8010ca-5511-0410-912e-c29ae57300e0
Also a couple of other cleanup lines... might need more though, I'm not sure
it's all good there.
git-svn-id: https://svn.eduke32.com/eduke32@2278 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, updateanimation() now takes a third parameter 'lpal'.
git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
This may fix compilation for optimized builds with GCC or clang where
the compiler would otherwise decide that those symbols are unused.
git-svn-id: https://svn.eduke32.com/eduke32@2271 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, this makes the following arrays be allocated statically:
spriteext, spritesmooth, sector, wall, sprite, tsprite, while
necessarily disabling the clipshape feature (because it relies on
setting sector/wall to different malloc'd block temporarily).
To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make',
and it's really only useful with CC=clang, of course.
git-svn-id: https://svn.eduke32.com/eduke32@2270 1a8010ca-5511-0410-912e-c29ae57300e0
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.
git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
I'm decreasing EXTRATILES because I feel that it's way overcommitted. It's the
max number of model-tiles that have their own skin for a certain palette,
like the slimer egg in the HRP.
git-svn-id: https://svn.eduke32.com/eduke32@2267 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
Always malloc that buffer. This allows us to remove suckcache() from
cache1d.c, which I believe to be buggy (see comments in the source).
git-svn-id: https://svn.eduke32.com/eduke32@2261 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
It is likely that this is the value it used to have at some point, because
the MAXTILEFILES macro equals 256 and is as old as the Duke3D source.
loadpics() now refuses to load an ART file with localtilestart or localtileend
out of bounds, or if localtileend<=localtilestart (i.e. no tiles in ART file, or
nonsense). Also, on 'invalid art file version', continue instead of returning.
Note: this does not increase the maximum number of tiles, which is still 15360,
it only gives a bit more freedom to arrange them (well, into more art files).
Also, I don't see what anyone keeps off from packing any number of tiles (from
1 to 15360) into an art file. Old EDITART limits?
git-svn-id: https://svn.eduke32.com/eduke32@2259 1a8010ca-5511-0410-912e-c29ae57300e0
The cause was a combination of many factors. First, Polymer requires the
start-drawing position to be inside the sector to draw (deviations lead to
incorrect drawing). This was violated by the game, because it interpolated
the current and next tic position without updating the sectnum, leading to
inconsistencies especially when passing through narrow sectors. Polymer
worked around it by doing an updatesector() each frame, however this works
poorly for maps with overlapping geometry such as SoS or RoR.
The solution to this is to add a new engine function,
updatesector_onlynextwalls(), which searches the sectors (via nextsector)
in breadth-first fashion instead of from 0 to numsectors-1, like updatesector
does when it fails for the *immediate* nextwall neighbors.
Internally, the breadt-first search helpers are moved into the engine.
git-svn-id: https://svn.eduke32.com/eduke32@2256 1a8010ca-5511-0410-912e-c29ae57300e0
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette()
with NULL arguments, causing a crash. It's happened for me on Vista, when
initially changing from 8-bit to 32-bit mode.
git-svn-id: https://svn.eduke32.com/eduke32@2255 1a8010ca-5511-0410-912e-c29ae57300e0
I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.
git-svn-id: https://svn.eduke32.com/eduke32@2254 1a8010ca-5511-0410-912e-c29ae57300e0
The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.
git-svn-id: https://svn.eduke32.com/eduke32@2252 1a8010ca-5511-0410-912e-c29ae57300e0
It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2251 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for debugging builds, show this message from verbosity level 1 on.
git-svn-id: https://svn.eduke32.com/eduke32@2250 1a8010ca-5511-0410-912e-c29ae57300e0
Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.
git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss. The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.
git-svn-id: https://svn.eduke32.com/eduke32@2248 1a8010ca-5511-0410-912e-c29ae57300e0
E.g. this should work correctly now:
// FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING
animsounds logo { 1 244 64 14 64 144 }
git-svn-id: https://svn.eduke32.com/eduke32@2243 1a8010ca-5511-0410-912e-c29ae57300e0
The syntax is as follows:
animsounds <anim> { frame1 sound1 frame2 sound2 ... }
<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.
The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).
Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:
// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244 64 14 }
git-svn-id: https://svn.eduke32.com/eduke32@2242 1a8010ca-5511-0410-912e-c29ae57300e0
the loop. For the release build and the test animation, this lowers the time
to 3-4 ms per conversion of one frame on my desktop machine.
git-svn-id: https://svn.eduke32.com/eduke32@2241 1a8010ca-5511-0410-912e-c29ae57300e0
let it hang around causing trouble later on; delete it right now and inform
the user.
Add a couple of 'static's to some functions and file scope data in mdsprite.c
git-svn-id: https://svn.eduke32.com/eduke32@2237 1a8010ca-5511-0410-912e-c29ae57300e0
the SE ones douple, triple, ... after each save. Maphack lights are reloaded
with polymer_resetlights() (though I've had them disappearing after load, I
couldn't reproduce it afterwards).
- in debugging builds, print a message when polymer_resetlight is called on a
nonexistent one. The problem is not so much the call itself (it's guarded),
but the fact that resources on the caller side may not have been freed if it
thinks that those lights do in fact exist. Right now, it's not the case though.
- add 'loaded map hack' messages after some other successful loadmaphack calls
git-svn-id: https://svn.eduke32.com/eduke32@2236 1a8010ca-5511-0410-912e-c29ae57300e0
crashes.
Usually, after loading a game, some wall tiles are tweaked depending on whether
adult mode is enabled or not. If it's not, those wall picnums are replaced
with blank or broken screens. If it is, they are restored from the wall's
.extra member. Apparently though, Mapster32 leaves some .extra members
floating around even after deleting a TROR nextwall link (it's used as the
'lower wall index'). Because MAXWALLS is greater than MAXTILES, this may
produce out-of-bounds accesses and corrupt memory (besides setting wall
tilenums to nonsensical values) later in the game.
Other than that, the change only affects loading savegames created with adult
mode OFF. Kinky TV screenies simply won't be restored then.
git-svn-id: https://svn.eduke32.com/eduke32@2235 1a8010ca-5511-0410-912e-c29ae57300e0
check one 'if' down since mirrors are only created when the condition holds
git-svn-id: https://svn.eduke32.com/eduke32@2233 1a8010ca-5511-0410-912e-c29ae57300e0
Resetting the gamevars might produce inconsistencies between an earlier loaded
game (for example, if it was saved with different/earlier CON code), and worst
of all, the gamevars that reference C variables might be overwritten (i.e. the
addresses to those variable, which is very bad!).
git-svn-id: https://svn.eduke32.com/eduke32@2230 1a8010ca-5511-0410-912e-c29ae57300e0
'frequently' isn't such a good idea. Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run. This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2225 1a8010ca-5511-0410-912e-c29ae57300e0
certain situations (mostly cutscenes etc). This commit removes bit 1 from all
flags that make it to setbrightness, the meaning of which is "don't actually
update the palette". I have no idea what it was for and since the corresponding
P_SetGamePalette() calls were from places like the mentioned cutscenes, I don't
think it matters performance-wise.
git-svn-id: https://svn.eduke32.com/eduke32@2223 1a8010ca-5511-0410-912e-c29ae57300e0
This is in the similar vein as the set-palette deferring and it's this
that fixes the low FPS in the radioactively contaminated area in AMC TC:
Megabase (since setgamma() is called from setbrightness()).
Again, update issues might be expected, but changing focus between EDuke32
and the desktop and back seems to restore the gamma settings properly on
Kubuntu. Looks like X (or whatever above handles this stuff) maintains it
on a per-application basis.
git-svn-id: https://svn.eduke32.com/eduke32@2222 1a8010ca-5511-0410-912e-c29ae57300e0
CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too
frequent. Deferring the actual palette updating means that multiple requests in
between two screen redraws are coalesced into one, which is desirable for
performance reasons and for the reduction of 'tearing' artefacts (but not
prevention, since the drawing isn't synced to the screen refresh rate with
vsync off).
(Did-not-)update issues might be introduced.
Windows isn't touched because
- I expect it to be more brittle, especially in light of the ATI HW gamma
problems.
- I haven't tested whether the particular performance penalty that lead to this
change ('gas' in AMC TC) exists there too
git-svn-id: https://svn.eduke32.com/eduke32@2221 1a8010ca-5511-0410-912e-c29ae57300e0
color-inversed shots. For both PNG and TGA, change the way they're
done in 8-bit mode: instead of XORing every byte with 15, save the
inverse palette (each component taken 255-x).
git-svn-id: https://svn.eduke32.com/eduke32@2219 1a8010ca-5511-0410-912e-c29ae57300e0
instead of shorts. This fixes their values' overflow in AMC TC megabase and
probably a couple of other large maps.
git-svn-id: https://svn.eduke32.com/eduke32@2216 1a8010ca-5511-0410-912e-c29ae57300e0
the constants 0 and 1, and moveptrs may reference the script up to index 2
then (though I'm not sure whether the code is reachable with moveofs either
0 or 1), so make sure it's nulled instead of whatever happened to compile at
the first two positions. Move 1 is only used once in the original cons,
when frozen and being shattered.
git-svn-id: https://svn.eduke32.com/eduke32@2211 1a8010ca-5511-0410-912e-c29ae57300e0
Now we don't need to worry about the numbers running out soon.
Bump BYTEVERSION by three to celebrate this, too.
git-svn-id: https://svn.eduke32.com/eduke32@2209 1a8010ca-5511-0410-912e-c29ae57300e0
This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
- make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
- prevent saving/loading in MP games (it certainly didn't work and still doesn't)
- it's time we start using assertions! Define NDEBUG for releasse builds.
- reset savegame major and minor versions (we have a new magic string, so no conflict)
git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
It was identified with the clearfrags rewriting, but not corrected.
git-svn-id: https://svn.eduke32.com/eduke32@2203 1a8010ca-5511-0410-912e-c29ae57300e0
There were two instances of nearly identical code in premap.c and savegame.c.
Also identifies a (harmless) problem with realloc'ing, we had:
if (len+1 > sizeof(MapInfo[...].musicfn))
MapInfo[...].musicfn = Brealloc(MapInfo[...].musicfn, len+1)
which reallocs almost all the time (since .musicfn is a pointer). Now we do
realloc every time...
git-svn-id: https://svn.eduke32.com/eduke32@2202 1a8010ca-5511-0410-912e-c29ae57300e0
Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0),
because the latter would clear only half of the data on 64-bit platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2189 1a8010ca-5511-0410-912e-c29ae57300e0
some information about it instead of simply omitting it.
Internally, struct savegame --> struct savegame_ for easier grepping.
git-svn-id: https://svn.eduke32.com/eduke32@2188 1a8010ca-5511-0410-912e-c29ae57300e0
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.
This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).
git-svn-id: https://svn.eduke32.com/eduke32@2185 1a8010ca-5511-0410-912e-c29ae57300e0
Actors are always moved such that _they_ clip against blocking sprites, even
if their blocking bit is clear. Setting the new bit make them not clip against
anything. The promary use of this is for decorative moving sprites that are
spawned in masses, such as rain or snow.
git-svn-id: https://svn.eduke32.com/eduke32@2184 1a8010ca-5511-0410-912e-c29ae57300e0
already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller
should break out of the loop.
git-svn-id: https://svn.eduke32.com/eduke32@2183 1a8010ca-5511-0410-912e-c29ae57300e0
to negative numbers. Previously, only checks for being zero were performed,
but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to
the sprite picnum...
git-svn-id: https://svn.eduke32.com/eduke32@2180 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