Commit graph

1666 commits

Author SHA1 Message Date
helixhorned
925b27e3cd Try to find another mirror wall if the assigned one breaks.
This fixes mirrors consisting of more than one walls not drawing when the
first assigned mirror wall breaks. It still does not let you have more
than one mirror (i.e. mirror sectors) showing up at the same time in
the scene.  Affects classic and Polymost only.

git-svn-id: https://svn.eduke32.com/eduke32@2387 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-25 15:59:44 +00:00
helixhorned
0175562e1f Do bound check for "quick" sector/wall accesses from CON, i.e. in getvarvar.
This was causing oob sector accesses with code like this:
    getwall[hitwall].nextsector temp
    ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1
(from DT's HYPERCORE).

Also validate quote indices passed to CON's quote and userquote commands at
runtime.

git-svn-id: https://svn.eduke32.com/eduke32@2381 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-24 19:51:54 +00:00
helixhorned
668774c12e Fix user quotes colored with a 2-digit number being wrongly x-aligned.
Such game text was shown starting from about the center of the screen.
The reason for the bug was this code:
  t += 1 + isdigit(*(t+2));
The sequence points here are at the beginning and end of this assignment
expression, and the updating of t may happen anywhere between these (C99
6.5.16 #3).  Please don't write such code.  When in doubt, and assignment
and reference to the same object should be split!

git-svn-id: https://svn.eduke32.com/eduke32@2380 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-24 19:51:37 +00:00
helixhorned
0919c186ba Pull the 'for (' ... ')' out of the TRAVERSE_{CONNECT,SPRITE_*} macros.
This plays more nicely with automatic formatters.  Also indent accordingly.

git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:33:33 +00:00
helixhorned
0309ba3141 QUOTE_NVG_OFF-p->heat_on --> QUOTE_NVG_OFF-!!p->heat_on in sector.c.
Because: 1) It used to be like this; 2) guard against bad CON input.

git-svn-id: https://svn.eduke32.com/eduke32@2378 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:33:09 +00:00
helixhorned
0f933a8522 Fix potential (certain?) oob access with ST28/SE21.
Encountered with Scent.map.  Since the SE21 are deleted after they have
been used, the search for them in the ST28 code in sector.c may come up
empty, in which case sector[-1] would be accessed.

git-svn-id: https://svn.eduke32.com/eduke32@2377 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-21 19:32:55 +00:00
helixhorned
cf9e0490a2 Uncomment "CrosshairColor" parsing code in config.c.
Untested, but LeoD says it works.

git-svn-id: https://svn.eduke32.com/eduke32@2375 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 21:18:57 +00:00
helixhorned
8b7a4dab9b Define Batoi/Batol to strtol(...) in compat.h and use these when necessary.
That is, everyplace a user input is to be converted.  The only remaining
instance of atoi() is now atoi(s_buildDate).

git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 21:17:39 +00:00
helixhorned
80bd1bb4e4 engine: make neartag accept a sprite-blacklist function and use it in sector.c.
Internally, the last argument to neartag is now a pointer to a function
  int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.

This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON).  There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted.  This remedies problems where such
sprites would get in the way of switches.

Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.

Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.

git-svn-id: https://svn.eduke32.com/eduke32@2373 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 19:54:24 +00:00
helixhorned
be0d5a7885 Use maps selector: draw files found in ZIPs with pal 8.
git-svn-id: https://svn.eduke32.com/eduke32@2370 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-20 19:53:07 +00:00
helixhorned
97ebb029d6 Make compiler happy: remove 'may be used uninitialized' warning in multivoc.c.
I'm not getting this warning (synthesis is) but I think it's justified because
the VOC block parsing code isn't terribly validating...

git-svn-id: https://svn.eduke32.com/eduke32@2364 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-18 22:15:35 +00:00
helixhorned
103a6e76f9 constify various cache1d and pragmas functions, some copybuf* -> memcpy/move.
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers.  A couple uses of the latter ones were replaced
with calls to standard library functions.

git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-18 22:14:45 +00:00
helixhorned
1ad110ff6a menus.c: rename _bar to sliderbar.
git-svn-id: https://svn.eduke32.com/eduke32@2359 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-18 17:56:52 +00:00
helixhorned
079056df67 Menus: make aspect ratio also control r_usenewaspect.
- RENDERER SETUP is now also accessible from classic, with only 2 options:
  'aspect ratio' and 'ambient light level'
- remove the latter option from the VIDEO SETUP menu
- When compiled with OpenGL, the aspect ratio option cycles between 3 states:
  r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1.
  In non-GL builds, there are only 2 states.
- don't display black translucent overlay in COLOR CORRECTION menu

git-svn-id: https://svn.eduke32.com/eduke32@2358 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-18 17:56:39 +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
ebbf4d79ce Clean up VOC in-memory block type parsing.
- Maintain a position relative to the start of the data. VOC doesn't
  mandate an EOF marker (blocktype 0). If we go over the end, fake
  that marker, so as to restart a looping sound or stop a one-shot one.
  This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
  since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...

git-svn-id: https://svn.eduke32.com/eduke32@2346 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-16 19:24:28 +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
b04e743236 Fix use of an uninitialized variable in P_FindWall->FindDistance2D with noclip.
git-svn-id: https://svn.eduke32.com/eduke32@2344 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-14 23:14:07 +00:00
helixhorned
53d9264f92 Fix a couple of out-of-bounds accesses when roaming around with noclip.
- guard cansee() against negative sectnums (return 0 immediately), since
  it's often called with the player sectnum as one argument
- in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which
  can happen if a map is started in void space accidentally (e.g. from
  the editor)
- two checks before accessing sector[] with a player sectnum

git-svn-id: https://svn.eduke32.com/eduke32@2342 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-14 23:13:38 +00:00
helixhorned
f89d73504d Draw HANDHOLDINGLASER and ~ACCESS with guniqhud=200 and 201, respectively.
This fixes updateanimation picking up foreign (and thus potentially oob)
frame numbers at "3: c > n".

git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-13 21:38:00 +00:00
helixhorned
5f23cb6bcd Debugging helper disabling a.nasm calls with OpenGL renderers.
Uncomment #define DEBUG_VALGRIND_NO_SMC in duke3d.h to be able to
 valgrind --smc-check=none (or the default stack-only)
with Polymost and Polymer renderers.

git-svn-id: https://svn.eduke32.com/eduke32@2337 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-12 13:47:33 +00:00
helixhorned
8ab0fbf7f4 Patch up out-of-bounds access (r/w) when mixing 16-bit stereo *source* data.
... by allocating two bytes more for the mixing buffers.

git-svn-id: https://svn.eduke32.com/eduke32@2336 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-12 13:47:15 +00:00
helixhorned
09addc955c jmact/control.c: rewrite strange looking loop.
git-svn-id: https://svn.eduke32.com/eduke32@2334 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-11 11:52:33 +00:00
helixhorned
f872d556d8 Draw translucent black background only when playing (back a demo or oneself).
git-svn-id: https://svn.eduke32.com/eduke32@2333 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-11 11:52:19 +00:00
helixhorned
ca30952b21 Fix menu text not drawing when not playing (back), introduced in r2326.
git-svn-id: https://svn.eduke32.com/eduke32@2332 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-11 11:51:48 +00:00
helixhorned
15532fa96a Remove a couple of redundant declarations.
git-svn-id: https://svn.eduke32.com/eduke32@2330 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:45:38 +00:00
helixhorned
ebd7fc402b Lunatic: interface to events.
git-svn-id: https://svn.eduke32.com/eduke32@2329 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:45:18 +00:00
helixhorned
4a00423c89 Add some #includes to gameexec.h and sector.h so that they can be included directly
git-svn-id: https://svn.eduke32.com/eduke32@2328 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:44:45 +00:00
helixhorned
aee01a4958 Use a tokenlist for the event names and add tokenlist typedef to gamedef.h.
git-svn-id: https://svn.eduke32.com/eduke32@2327 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:44:26 +00:00
helixhorned
1ada6d0529 Make r_maxfps functional in demo playback.
git-svn-id: https://svn.eduke32.com/eduke32@2326 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:44:09 +00:00
helixhorned
968a999356 Coalescle codes for dnkroz and dncgs cheats.
git-svn-id: https://svn.eduke32.com/eduke32@2325 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:43:55 +00:00
helixhorned
3f2c54d9e8 Factor out identical (except for params) pieces of code of G_CheatGetInv().
git-svn-id: https://svn.eduke32.com/eduke32@2324 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-09 22:43:40 +00:00
helixhorned
75436815c3 Revert r2303 functionality ("Don't wait for pain tinting to subside...")
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
2012-02-09 22:43:06 +00:00
helixhorned
34000a9ed0 Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn().
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
2012-02-09 22:42:51 +00:00
helixhorned
5846d73d30 Probably fix crash when reaching light count limit in G_MoveEffectors SE50 code.
git-svn-id: https://svn.eduke32.com/eduke32@2320 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-08 11:01:03 +00:00
helixhorned
997375bd20 Lunatic: use enum constants
git-svn-id: https://svn.eduke32.com/eduke32@2319 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-08 11:00:48 +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
43c5fc2f34 Lunatic: a bit rearrangement, getbunch.
git-svn-id: https://svn.eduke32.com/eduke32@2317 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 21:34:39 +00:00
helixhorned
00b4dadd98 game.c: trivial tweaks to reduce code duplication (which is hard on the eyes)
git-svn-id: https://svn.eduke32.com/eduke32@2316 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 21:34:22 +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
a04e15082b EDuke32: Various menu tweaks and one fix.
- 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
2012-02-04 14:30:54 +00:00
helixhorned
00b852fe37 EDuke32: When in menus, always draw a black (33%) translucent background.
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
2012-02-04 14:30:39 +00:00
helixhorned
7b09accdce Check 'bpp' parameter to vidmode OSD command in EDuke32.
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
2012-02-04 14:30:17 +00:00
helixhorned
e59e7f0f3c Lunatic: fix interface when compiled with 'pointered' main arrays. Argh!
git-svn-id: https://svn.eduke32.com/eduke32@2310 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 14:29:59 +00:00
helixhorned
6ca24a0543 Fix not-initialized variable warning in 'soundanims' CON token parser.
git-svn-id: https://svn.eduke32.com/eduke32@2309 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-04 14:29:41 +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
55699e1240 Fix an update issue with the recent screen tint retaining on palette change.
git-svn-id: https://svn.eduke32.com/eduke32@2307 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-02 17:34:30 +00:00
helixhorned
15c7460059 When loading a map and in a few other places, reset screen tinting.
git-svn-id: https://svn.eduke32.com/eduke32@2306 1a8010ca-5511-0410-912e-c29ae57300e0
2012-02-02 17:34:16 +00:00
helixhorned
39509680b6 Fix demo progress bar in OpenGL modes by adding bit 1024 to rotatesprite calls.
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
2012-01-30 21:19:13 +00:00
helixhorned
04e19dd942 Don't wait for pain tinting to subside when changing a base palette.
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
2012-01-30 21:18:59 +00:00
helixhorned
e0163fcbcd Make savegames between dynamicremap-enabled and -disabled builds compatible.
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
2012-01-29 21:46:44 +00:00
terminx
5bc595ab89 Dynamic tile remapping shouldn't actually be disabled in synthesis builds, whether the source allows it to be compi
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
2012-01-28 15:16:14 +00:00
helixhorned
75538bc8e1 add one line forgotten with dynamictileremap disabling
git-svn-id: https://svn.eduke32.com/eduke32@2299 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:38:54 +00:00
helixhorned
d3c67a8192 Lunatic: sectorsofbunch iterator, error(..., 2), temp 'ud' access
git-svn-id: https://svn.eduke32.com/eduke32@2298 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:38:41 +00:00
helixhorned
283e8d053f Conditionally compile out the dynamic-to-static tile remapping feature.
git-svn-id: https://svn.eduke32.com/eduke32@2297 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:38:23 +00:00
helixhorned
99f1fcb6c2 Move inithashnames() and freehashnames() declarations into namesdyn.h.
git-svn-id: https://svn.eduke32.com/eduke32@2296 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:37:56 +00:00
helixhorned
d2ffed7b6b Fix and clean up dynamic-to-static tile remapping source.
git-svn-id: https://svn.eduke32.com/eduke32@2295 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:37:39 +00:00
helixhorned
289476e7bd Lunatic: prohibit initial assigns creating new globals, add some must-fail tests
git-svn-id: https://svn.eduke32.com/eduke32@2294 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:37:24 +00:00
helixhorned
3a0734a7b0 Lunatic: fix for running with static main engine arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2291 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-28 14:36:34 +00:00
helixhorned
48ec616480 Remove a couple of nested externs and #include some headers directly
... instead of relying on indirect inclusion via duke3d.h.

git-svn-id: https://svn.eduke32.com/eduke32@2290 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:03:55 +00:00
helixhorned
d6530a862f Route the 5th mouse button to the game; bump savegame version.
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
2012-01-26 21:58:55 +00:00
helixhorned
da218f7e65 small correction of a memory-clearing line in namesdyn.c
git-svn-id: https://svn.eduke32.com/eduke32@2283 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-26 21:58:39 +00:00
helixhorned
5f12ab7f53 Fix sprite[-1] access when aborting playing a sound in Mapster's Sound Index.
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
2012-01-23 19:13:00 +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
d0acd40ff8 Inreased debugging level for catching oob accesses to 'main' arrays.
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
2012-01-19 23:17:34 +00:00
helixhorned
ba25d9a678 Fix a problem in G_DrawRooms where an sectnum updated to -1 may be used as index.
git-svn-id: https://svn.eduke32.com/eduke32@2269 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 23:17:03 +00:00
helixhorned
ca2d612976 Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)
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
2012-01-19 21:58:23 +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
2e1e2345af trivial tweaks: make stuff static, remove unused stuff, formatting...
git-svn-id: https://svn.eduke32.com/eduke32@2265 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:22 +00:00
helixhorned
ebb3d0a378 gamedef.c: make some variables static and remove some #if 0'ed code.
git-svn-id: https://svn.eduke32.com/eduke32@2262 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-15 22:40:16 +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
6aec1d1f26 Add a hack to the animsounds DEF token parsing to not wrongly emit an error.
git-svn-id: https://svn.eduke32.com/eduke32@2258 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-15 22:38:54 +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
7a5a19a874 Fix actor[].dispicnum becoming negative.
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
2012-01-12 20:48:00 +00:00
helixhorned
e3150b2801 a couple more trivial tweaks
git-svn-id: https://svn.eduke32.com/eduke32@2247 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:45:34 +00:00
helixhorned
d83ff63607 sounds.c: check the sound number before accessing arrays with it; always do
this in "(unsigned)i < bound" fashion.

git-svn-id: https://svn.eduke32.com/eduke32@2245 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:44:49 +00:00
helixhorned
3095b09773 trivial formatting / removing of old cruft / adding comments
git-svn-id: https://svn.eduke32.com/eduke32@2244 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:44:35 +00:00
helixhorned
a0d27ee702 animvpx sound: fix the 'may have many sounds per frame' requirement
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
2012-01-10 23:44:09 +00:00
helixhorned
6a37636bb0 Possibility of specifying sounds for a VPX anim-replacement via DEF.
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
2012-01-10 23:43:54 +00:00
helixhorned
f826ffb4d0 In VPX 3 planed --> packed conversion code, pull constant expressions out of
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
2012-01-10 23:43:33 +00:00
helixhorned
b926e2a496 - When saving game, clear all polymer lights before. Not doing this makes
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
2012-01-05 21:58:23 +00:00
helixhorned
146e1f1c09 When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent
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
2012-01-05 20:48:37 +00:00
helixhorned
b5f2955895 savegame.c: some const void **ptr -> void **ptr, since they're certainly not const
git-svn-id: https://svn.eduke32.com/eduke32@2234 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-05 20:48:20 +00:00
helixhorned
74b823d6dc trivial tweaks: some NULLing pointer after freeing them; move the 'too much mirrors'
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
2012-01-05 20:48:05 +00:00
helixhorned
bb17cff9b7 Pass bit 16 to P_SetGamePalette from CON's setgamepalette (forgotten from earlier commit)
git-svn-id: https://svn.eduke32.com/eduke32@2232 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-03 19:56:10 +00:00
helixhorned
f87c0db3ce In G_NewGame(), call Gv_RefreshPointers after Gv_ResetVars.
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
2012-01-03 19:55:38 +00:00
hendricks266
13c399f612 - Format CON crash output in VM_ScriptInfo() much more nicely.
- Execute VM_ScriptInfo() when DNDEBUG is used.

git-svn-id: https://svn.eduke32.com/eduke32@2229 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-01 04:14:06 +00:00
helixhorned
afbffe5c4a CON: make the 'palette' player member actually return the player's palette ID
instead of -1. Setting is still only through 'setgamepalette'.

git-svn-id: https://svn.eduke32.com/eduke32@2226 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-29 14:26:30 +00:00
helixhorned
65deeda53a The earlier changes introduced bugs when palettes were not set correctly in
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
2011-12-28 20:35:23 +00:00
helixhorned
d1d94e083f savegame.c: fix compilation warnings with release build, add timing for debug
git-svn-id: https://svn.eduke32.com/eduke32@2218 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:33:54 +00:00
helixhorned
8007da7190 Factor out two nearly identical pieces of code in game.c and gameexec.c
into G_HandleMirror().

git-svn-id: https://svn.eduke32.com/eduke32@2217 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:33:40 +00:00
helixhorned
51e3bc0148 net: fix bug in Net_ParseServerPacket introduced with SAMESIZE_ACTOR_T.
git-svn-id: https://svn.eduke32.com/eduke32@2215 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-27 14:22:28 +00:00
helixhorned
489605ee0d Fix sintable access with raw angle value (which might be outside [0..2047])
in overhead map drawing code.

git-svn-id: https://svn.eduke32.com/eduke32@2214 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-26 15:44:23 +00:00
helixhorned
7baaa44e28 savegame.c: fix initial setting of compression threshold on savegame load;
64-bit fixes

git-svn-id: https://svn.eduke32.com/eduke32@2212 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-26 14:37:34 +00:00
helixhorned
0bf329e70d start CON code at script[3] instead of script[1]. The 'move' command permits
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
2011-12-25 15:35:06 +00:00
helixhorned
5ef480ad7a fix displaying the screenshot even for old-version savegames.
git-svn-id: https://svn.eduke32.com/eduke32@2210 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:34:52 +00:00
helixhorned
a3a80467a7 net: send BYTEVERSION as two bytes, high byte first.
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
2011-12-25 15:34:37 +00:00
helixhorned
ff6284ea8c Enable SAMESIZE_ACTOR_T described earlier.
git-svn-id: https://svn.eduke32.com/eduke32@2208 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:34:22 +00:00
helixhorned
b3474c75b2 Rewrite the savegame format in terms of the generic saving/loading system.
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
2011-12-25 15:34:06 +00:00