-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs. However, enabling it would still flood
the log with too many warnings. Also, GCC wrongly warns for initializations of
char arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
(int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")
This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).
git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical.
Also, decapitalize two string literals missed in r2540.
git-svn-id: https://svn.eduke32.com/eduke32@2726 1a8010ca-5511-0410-912e-c29ae57300e0
Usage is from 3D mode only. When a sector (or wall) is committed to the
clipboard, it (or the wall's sector) is saved, and is subsequently used
when auto-aligning [;-ENTER] another sector's ceiling or floor against the
reference one's. This temp. sector is reset on any structurally modifying
operation except setting first walls; also, aligning extended ceilings or
floors is impossible as they use .*xrepeat internally.
The auto-alignment does not change picnums (this can be accomplished with
the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the
alignee. Afterwards, if the reference is relative-aligned, it tweaks them,
so that every case where the two firstwalls are either parallel or perpendi-
cular is handled correctly.
It does not yet calculate the panning values.
git-svn-id: https://svn.eduke32.com/eduke32@2715 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that people know where to enable it. One day, all these
debugging switches ought to go into the Makefiles in one form or
another.
git-svn-id: https://svn.eduke32.com/eduke32@2714 1a8010ca-5511-0410-912e-c29ae57300e0
Defines SPRITES_OF(Statnum, Iter) and SPRITES_OF_SECT(Sectnum, Iter)
[The first is so that STAT_* can be substituted for Iter and it reads nicely.]
Usage should be self-explanatory, but one thing to keep in mind is that
the sprites that are iterated over MUST NOT be deleted.
git-svn-id: https://svn.eduke32.com/eduke32@2707 1a8010ca-5511-0410-912e-c29ae57300e0
Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.
git-svn-id: https://svn.eduke32.com/eduke32@2684 1a8010ca-5511-0410-912e-c29ae57300e0
- Make MAXXDIM and MAXYDIM macros be 860 and 490, respectively. tueidj says
max. screen size is 848x480, but there are oob access bugs in the classic
renderer when running with the maximum possible resolution
- don't allocate additional sector/wall storage for Mapster (saves ~16k)
- Add ud.config.UseJoystick = 1 in config.c, but make it conditional on Wii
- remove one comment I no longer believe true, add one TODO comment
git-svn-id: https://svn.eduke32.com/eduke32@2645 1a8010ca-5511-0410-912e-c29ae57300e0
Among other things, comment out very seldomly (or not at all)
used sprite member macros: SV, ZV, RX, RY, CX, CY, CD, PL.
git-svn-id: https://svn.eduke32.com/eduke32@2639 1a8010ca-5511-0410-912e-c29ae57300e0
This part is a mixture of the original patch and my changes. It seems like
tueidj had some trouble
1) getting OGG to work, which is why it's conditionally compiled out
2) struggling with endianness with the mixing routines? This may be also
due to him missing to define two others BIGENDIAN macros (our code is
in need of cleanup there). Note the change in jaudiolib/src/mix.c!
Because I added my share to this part, I might have actually broken sound
mixing on big-endian platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2630 1a8010ca-5511-0410-912e-c29ae57300e0
On the Wii, V7 (i.e. original) map limits are used and the maximum screen size
is 1600x1200.
git-svn-id: https://svn.eduke32.com/eduke32@2629 1a8010ca-5511-0410-912e-c29ae57300e0
For the Wii, SDL's mutex functionality is used. The implementation in the
original patch was wrong though, so this part required non-trivial changes.
git-svn-id: https://svn.eduke32.com/eduke32@2626 1a8010ca-5511-0410-912e-c29ae57300e0
The original patch was communicated to me by Hendricks, but since it didn't
apply cleanly (it's based on r2182) I took the liberty of slightly messing
with it for inclusion into EDuke32.
Info: http://wiibrew.org/wiki/User:Tueidj/Duke3D
This first part (which wasn't changed from the original patch) implements
scaling arithmetic and miscellaneous pragmas, some in PPC assembly and a part
of them in C. Of some interest is the fact that the Wii processor apparently
lacks support for 64-bit integers, so divscale() uses floating-point math.
git-svn-id: https://svn.eduke32.com/eduke32@2621 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out many identical checks in a convenient function; some messages
may read slightly differently now and tile ranges may be handled more strictly
(error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
can't store it in picanm[]
git-svn-id: https://svn.eduke32.com/eduke32@2588 1a8010ca-5511-0410-912e-c29ae57300e0
It allocates a buffer of size BMAX_PATH and copies the passed string into it.
git-svn-id: https://svn.eduke32.com/eduke32@2560 1a8010ca-5511-0410-912e-c29ae57300e0
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
- 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
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
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
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
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
- 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
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
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
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
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
I find this cleaner for two reasons. First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed. Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.
git-svn-id: https://svn.eduke32.com/eduke32@2349 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
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
Internally, updateanimation() now takes a third parameter 'lpal'.
git-svn-id: https://svn.eduke32.com/eduke32@2277 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
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
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
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
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
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
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
When having drawn N new points (and having one 'free') and pressing
ENTER, the N line segments between the new points are checked one by
one for intersection with every non-grayed-out wall and a wall vertex
is inserted at every intersecting point. This may be viewed as a
prerequisite for a 'cutter' style tool.
git-svn-id: https://svn.eduke32.com/eduke32@2125 1a8010ca-5511-0410-912e-c29ae57300e0
The main change consist of adding a key press (and release) callback
whose only purpose is to be used from m32script as EVENT_KEYPRESS.
When entering that event, the RETURN variable will be set to the
keystatus code of the key, and whether it was pressed or released can
be checked by looking at keystatus[] at that code (ifholdkey and
ifhitkey do this). The purpose of this, then, is to be able to remap
keys in a more general (and complicated) fashion than is possible with
the mapster32.cfg 'remap' option. Various other additions build around
this central one:
- add an example EVENT_KEYPRESS to a.m32, among other things emulating
the keypad arrows with Alt-<normal arrows> for notebook convenience;
disabled initially
- a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of
collision with the above
- new m32script command: setkey <keycode>, setting keystatus[<keycode>]
to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the
future)
- fix indexing an m32script array with a defined label, there used to
be a 'not a gamevar' error instead
- add the following constant labels for some key codes:
KEY_SCROLL, KEY_F1 .. KEY_F12
git-svn-id: https://svn.eduke32.com/eduke32@2122 1a8010ca-5511-0410-912e-c29ae57300e0
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.
git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
- new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the
editor whether to 'fix' the sprite sectnums on saving and entering 3D
mode. Note that a) sprite sectnums are never fixed when 'script_expertmode'
is enabled, as before, and b) sprites that have out-of-bounds sectnums
are still fixed if a proper sector is found
- if saving and some sprite sectnums have thus been tweaked, inform the
mapper on the status line and print the changes in the OSD
- fix update issue similar to an earlier one: when 'saving as', the astub.c-
based file name is now updated too, so saving with Ctrl-S now saves into
the one save with 'save as' (and not the old one)
- don't attempt to recheck wall pointers from scratch (when saving and running
with -check) if it's a TROR map
git-svn-id: https://svn.eduke32.com/eduke32@2110 1a8010ca-5511-0410-912e-c29ae57300e0