Commit graph

121 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
helixhorned
8ecb6e6bd5 Factor out filename-based music setup code into G_SetupFilenameBasedMusic.
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
2011-12-25 15:32:30 +00:00
helixhorned
9a3ae8df08 misc. cleanup in savegame.c
git-svn-id: https://svn.eduke32.com/eduke32@2200 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:32:00 +00:00
helixhorned
41db6bc512 Remove 'projectile' field from actor_t because it was entirely unused.
WARNING: This silently breaks savegames on 64-bit platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2197 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:31:14 +00:00
helixhorned
a7d1177d23 savegame.c: minor cleanup and crash prevention in doloadplayer2
if loading directly from file to state.

git-svn-id: https://svn.eduke32.com/eduke32@2190 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-21 18:42:12 +00:00
helixhorned
89d321c01f In EDuke32 loading/saving menus, when finding old version savegame, display
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
2011-12-21 18:41:38 +00:00
helixhorned
8e54a3febf Preliminary commoning of actor[].t_data[10] to an array of int32's on both
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
2011-12-21 18:40:47 +00:00
helixhorned
6fc7e5b683 Remove some warnings with clang, code-side changes.
git-svn-id: https://svn.eduke32.com/eduke32@2158 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:08:29 +00:00
helixhorned
85fba8755b maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function
git-svn-id: https://svn.eduke32.com/eduke32@1950 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:49 +00:00
helixhorned
864cc11463 maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()
git-svn-id: https://svn.eduke32.com/eduke32@1949 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:28 +00:00
helixhorned
793aadebc5 Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.
git-svn-id: https://svn.eduke32.com/eduke32@1942 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 22:00:53 +00:00
helixhorned
ee4d060b1f * New m32script commands:
- sethighlightsector <sectnum> <on?>
 - updatehighlightsector
 - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state>

The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though).


* corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example,

corruptcheck tryfix 9-21 ?

would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors.


* fix demo playback (tueidj figured this out)


git-svn-id: https://svn.eduke32.com/eduke32@1927 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-03 22:51:28 +00:00
helixhorned
43ecbb1019 * We cansee() now through TROR portals, making enemies recognize you from above and below
* fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099
* API change: Sect_{Set,Clear}Interpolation now takes sectnums directly


git-svn-id: https://svn.eduke32.com/eduke32@1926 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 17:15:07 +00:00
helixhorned
51fb860650 * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer
* fix possible crash in OSD_Exec() and uninitialized mem access in game config reader
* move makeasmwriteable() to baselayer.c


git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:30:32 +00:00
helixhorned
873375025f * Include file cleanup by dragging most declarations into editor.h
* more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines)
* multi-pkies now have individual parallaxyscale


git-svn-id: https://svn.eduke32.com/eduke32@1886 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-15 22:37:24 +00:00
helixhorned
98456aefe3 -- engine:
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes

-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields

-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector


git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-12 23:31:13 +00:00
helixhorned
243e50db4b Insert two divide-by-zero checks that seem to fix the overhead map crash, but only with NOASM=1. Fix a couple of Mapster32 bugs and prettify some code there. Fix EDuke32 bug where the demo system overwrote boardname[] while using the file picker, making navigation between directories impossible.
git-svn-id: https://svn.eduke32.com/eduke32@1869 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-22 22:48:06 +00:00
helixhorned
621da89b37 fix demo playback on 64-bit systems; bump demo minor version number to reflect changes in r1857
git-svn-id: https://svn.eduke32.com/eduke32@1864 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 22:38:39 +00:00
terminx
1fdafcdad6 Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
git-svn-id: https://svn.eduke32.com/eduke32@1857 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 01:16:29 +00:00
terminx
cdb153fd35 piss on music in savegames
git-svn-id: https://svn.eduke32.com/eduke32@1831 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-05 21:38:13 +00:00
terminx
323008432a Consolidate POLYMOST preprocessor define into USE_OPENGL, remove SUPERBUILD preprocessor define, add additional mode to neartag() to skip sprite searches and speed up processing (and enable for CON_OPERATE), fix issue with nearby single instance sounds not playing due to out of range sounds blocking their playback, fix issue with settings.cfg being reset to default bindings when running a mod that specifies its own cfg base name, improve CON structure member interface read/write performance, fix a bug with CON "move" pointer validation
git-svn-id: https://svn.eduke32.com/eduke32@1820 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-04 08:50:58 +00:00
plagman
4f9699e03b Fix the build with USE_OPENGL=0.
git-svn-id: https://svn.eduke32.com/eduke32@1810 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-27 22:11:39 +00:00
terminx
043bb208b3 Multiplayer improvements
git-svn-id: https://svn.eduke32.com/eduke32@1802 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-25 21:50:19 +00:00
helixhorned
71d5dc5e59 Selective auto-correction option for the corruption checker. 'corruptcheck now' will print numbered tags for each warning, which can then be used like this: 'corruptcheck tryfix 20 34-64'. General cleanup; make mapster32 not depend on enet objects.
git-svn-id: https://svn.eduke32.com/eduke32@1799 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-21 23:08:21 +00:00
helixhorned
2428b11152 More OSX build fixery and printf/scanf cleanup for 64-bit systems
git-svn-id: https://svn.eduke32.com/eduke32@1791 1a8010ca-5511-0410-912e-c29ae57300e0
2011-02-12 13:25:24 +00:00
terminx
c0fd65345e remove obsolete CON compile warnings about affecting multiplayer sync, add -nodinput compatibility parameter to work around DirectInput crash issues on certain systems, fix http://forums.duke4.net/index.php?s=&showtopic=2961&view=findpost&p=60752
git-svn-id: https://svn.eduke32.com/eduke32@1729 1a8010ca-5511-0410-912e-c29ae57300e0
2010-11-23 22:30:27 +00:00
terminx
68801322dc Automatically name savegames based on the map name instead of canceling the save if no name is entered
git-svn-id: https://svn.eduke32.com/eduke32@1707 1a8010ca-5511-0410-912e-c29ae57300e0
2010-09-14 18:19:38 +00:00
terminx
a7eb0418d1 Global thermonuclear code rape
git-svn-id: https://svn.eduke32.com/eduke32@1677 1a8010ca-5511-0410-912e-c29ae57300e0
2010-08-02 08:13:51 +00:00
terminx
068d3c0e52 This is mostly just build fixes for USE_OPENGL=0, POLYMOST=0 and POLYMER=0. Also updated the precompiled libogg/libvorbis/libvorbisfile that are supplied for MinGW.
git-svn-id: https://svn.eduke32.com/eduke32@1660 1a8010ca-5511-0410-912e-c29ae57300e0
2010-06-23 04:20:46 +00:00
terminx
ac7767986a Updated synthesis script, moved some non-essential files around, updated license headers on all non-BUILDLIC files, added memory cache on top of texcache to improve load times, moved some duplicated keyboard handling stuff from winlayer/sdlayer to baselayer, fixed keypad / in Mapster32 tile selector, fixed bug where p->rotscrnang and p->look_ang never reset to 0, added support for reloading maphack based polymer lights after mode changes/savegame loads, other minor changes
git-svn-id: https://svn.eduke32.com/eduke32@1652 1a8010ca-5511-0410-912e-c29ae57300e0
2010-05-25 10:56:00 +00:00
terminx
45d93544a6 Source code "cleanup," herein referred to as "rape"
git-svn-id: https://svn.eduke32.com/eduke32@1625 1a8010ca-5511-0410-912e-c29ae57300e0
2010-05-02 23:27:30 +00:00
terminx
c369aec8cc Minor formatting changes, fix nedmalloc on BSD, fix win32 joystick detection issue, fix for ambient sounds, possible fix for stopsound malfunctioning after extended play time, add CON compilation error for duplicate "break" in switch statement
git-svn-id: https://svn.eduke32.com/eduke32@1599 1a8010ca-5511-0410-912e-c29ae57300e0
2010-02-23 18:13:46 +00:00
helixhorned
512535c53f EDuke32: new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c

git-svn-id: https://svn.eduke32.com/eduke32@1598 1a8010ca-5511-0410-912e-c29ae57300e0
2010-02-13 21:46:42 +00:00
plagman
386a93c366 This is an attempt to fix r1595.
- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed.
 - commented code was laying around in the middle of polymer.h
 - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99.
 - savegame.c using localtime_r, which doesn't exist on Win32.
 - demo playback calling resetlights and drawrooms without ever calling pr_loadboard().
 - this change makes the game run very choppy here.

git-svn-id: https://svn.eduke32.com/eduke32@1596 1a8010ca-5511-0410-912e-c29ae57300e0
2010-01-25 01:11:34 +00:00
helixhorned
eb5f59ca7f Improved demo system. Kick ass and watch :)\
Features:  * start recording in mid-game (ScrollLock)
           * saves interleaved diffs for later sync correction
           * supports fast-forward/rewind

Some work still needed to trace down remaining sync problems. Also be sure to check the demo* cvars.

git-svn-id: https://svn.eduke32.com/eduke32@1595 1a8010ca-5511-0410-912e-c29ae57300e0
2010-01-24 23:33:17 +00:00
terminx
addf597188 More nedmalloc updates, possibly fix win32 mouse death at ~10 fps or less, fix dummytile crash, more untested multiplayer changes... different enet channels for different types of traffic in order to eliminate latency due to the occasional reliable packet getting dropped, therefore causing a hitch in the flow of unreliable movement packets on the same channel, remove mmulti API from engine in favor of having everything in game land
git-svn-id: https://svn.eduke32.com/eduke32@1592 1a8010ca-5511-0410-912e-c29ae57300e0
2010-01-21 10:02:04 +00:00
terminx
66e7dd15c2 Clean out remaining changes from tree... this is mostly crap like variable name cleanup
git-svn-id: https://svn.eduke32.com/eduke32@1587 1a8010ca-5511-0410-912e-c29ae57300e0
2010-01-16 23:08:17 +00:00
terminx
3cb09fd6ba further multiplayer improvements
git-svn-id: https://svn.eduke32.com/eduke32@1574 1a8010ca-5511-0410-912e-c29ae57300e0
2009-12-30 23:07:00 +00:00
terminx
796919268c Fix support for .def defined highres music replacements
git-svn-id: https://svn.eduke32.com/eduke32@1475 1a8010ca-5511-0410-912e-c29ae57300e0
2009-07-28 08:28:58 +00:00
terminx
68e35cb442 this commit is broken
git-svn-id: https://svn.eduke32.com/eduke32@1468 1a8010ca-5511-0410-912e-c29ae57300e0
2009-07-27 05:33:12 +00:00
terminx
1538f39289 fix building with MSVC after Helixhorned's commit
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER


git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0
2009-07-12 01:55:34 +00:00
terminx
6c3ed1ec9c More light crap
git-svn-id: https://svn.eduke32.com/eduke32@1410 1a8010ca-5511-0410-912e-c29ae57300e0
2009-06-07 03:13:55 +00:00