The GAMESTATE one has to be carried out twice, first on the data from
xd3_encode_memory, and then with the compressed data (because it might have
increased in size, though this is very unlikely). The MOVE check is
similar, though there, failure of the first check implies corrupt memory
(which is why we're Bassert'ing that condition).
Currently, the overflow on GAMESTATE sending happens when switching to a
different map.
git-svn-id: https://svn.eduke32.com/eduke32@2735 1a8010ca-5511-0410-912e-c29ae57300e0
These are element indices for a while now. Also eliminate some dead
code afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2731 1a8010ca-5511-0410-912e-c29ae57300e0
r2727 made old savegames incompatible, as an array with MAXVOLUMES*MAXLEVELS
is saved in Gv_WriteSave().
git-svn-id: https://svn.eduke32.com/eduke32@2730 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
(LUNATIC build only.)
Also, a minor problem is identified. sizeof(actor_t) is 124 on 64-bit platforms,
while the expected size is 128 bytes. This needs to be corrected whenever the
next savegame version bump happens.
git-svn-id: https://svn.eduke32.com/eduke32@2724 1a8010ca-5511-0410-912e-c29ae57300e0
This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is
expected to come from the environment, so that minor disagreements/
preferences can be handled -- don't let it go overboard though! -- to keep
the working directory clean of stuff that one doesn't actually work on.
My ID is 805120924, i.e. "helix".
git-svn-id: https://svn.eduke32.com/eduke32@2718 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
Also factor out the code (2x) setting the alignment bits for sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2712 1a8010ca-5511-0410-912e-c29ae57300e0
It works perfectly fine without it for me, and including it for no reason
is just an annoyance to other people building from source.
git-svn-id: https://svn.eduke32.com/eduke32@2708 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
This fixes the glitches/corruption whereever showview is used from
EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the
frame buffer, for example because we have a tilted view or "pixel doubling"
enabled. Fixing it for real (i.e. so that the showview actually completes)
will require more effort.
git-svn-id: https://svn.eduke32.com/eduke32@2706 1a8010ca-5511-0410-912e-c29ae57300e0
vbit was being accessed with an int32 e.g. at address 3200 when only 3203 were
allocated. We simply alloc +1 byte.
git-svn-id: https://svn.eduke32.com/eduke32@2705 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by kopen4loadfrommod'ing and immediately closing the file
(since the checker is still run from there when not ingame).
On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each
openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo
respectively, so it shouldn't have a too noticable impact on initial
loading times.
git-svn-id: https://svn.eduke32.com/eduke32@2704 1a8010ca-5511-0410-912e-c29ae57300e0
I experienced the following on Windows XP: a few openfrompath() -->
findfrompath() calls were taking enormously long (4.5 secs) to complete, having
been passed a file name like "//bla/qwe.asd". My guess is that Windows then
tried to interpret these as a network FS path in access(), and the 4.5 secs
represents a timeout value.
git-svn-id: https://svn.eduke32.com/eduke32@2703 1a8010ca-5511-0410-912e-c29ae57300e0
The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter-
fere with smooth gameplay, but files that are opened only at game-time like
sounds won't be checked. The second means that there are now less false
positives, i.e. warnings about files that would be found due to the
check-all-{upper,lower} hack.
git-svn-id: https://svn.eduke32.com/eduke32@2702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the crash on Wii when looking sidewards (e.g. when dying), but
makes the tilted view look more pixelated.
The problem was that an attempt was made to render onto a 640x640 tile for
the rotated view, but the base engine arrays were too small for that.
git-svn-id: https://svn.eduke32.com/eduke32@2698 1a8010ca-5511-0410-912e-c29ae57300e0
Also, correct the loadboard() return value checks in premap.c to be
aware of a returned -2 ("wrong map version").
git-svn-id: https://svn.eduke32.com/eduke32@2694 1a8010ca-5511-0410-912e-c29ae57300e0
Most of the time, Windows file name lookup is case-insensitive. Reading the
docs (see MSDN's CreateFile help, for example), it seems like case-sensitivity
can be controlled on a per-file basis where applicable (NTFS), but people
should be concerned about matching case in the DEFs/on disk *especially* in
that case.
Also, note that this hack will not always help on systems with case-sensitive
lookup.
git-svn-id: https://svn.eduke32.com/eduke32@2693 1a8010ca-5511-0410-912e-c29ae57300e0
When a file from the local file system is opened, its real file name is gotten
with SHGetFileInfo() and compared against the one that was passed. In the case
they're not identical, a warning is issued.
This is one step towards eliminating mismatched file names in DEFs etc., which
cause trouble on systems that look them up case-sensitively. However, it's not
perfect because the issue is trickier than it appears on first sight.
For one thing, this will only check the last (i.e. file) part in the path,
falsely accepting mismatched directory names. However for these, it reports
them ruthlessly, even for those names where the try-other-case hack (try all
uppercase, all lowercase) would find the correctly-cased file.
git-svn-id: https://svn.eduke32.com/eduke32@2692 1a8010ca-5511-0410-912e-c29ae57300e0
They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.
git-svn-id: https://svn.eduke32.com/eduke32@2689 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
- alloc_multimapstate() helper
- make g_netMapRevision a uint32 and store save->revision in sequence order
(without &(NET_REVISIONS-1))
- one assert, one XXX comment, stylistic changes
git-svn-id: https://svn.eduke32.com/eduke32@2674 1a8010ca-5511-0410-912e-c29ae57300e0
This should be more correct, since previously, the saved PNGs were way too
contrasty when looked from within a browser. Now, they'll always be
slightly darker than in-game (assuming one has a gamma greater than 1).
git-svn-id: https://svn.eduke32.com/eduke32@2673 1a8010ca-5511-0410-912e-c29ae57300e0
For Lunatic, we'll want to get rid of the t_data --> script indirections, since
the latter will be no more. Thus, all parameters are saved in t_data directly.
For the normal build, there are no changes, only stylistic tweaks.
git-svn-id: https://svn.eduke32.com/eduke32@2669 1a8010ca-5511-0410-912e-c29ae57300e0
EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var
iable is set to the sound effect # of the sound to be played, or -1 to cancel playback.
EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET
URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects.
EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t
he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff
ects
Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop
now.
git-svn-id: https://svn.eduke32.com/eduke32@2652 1a8010ca-5511-0410-912e-c29ae57300e0
The remaining checks now "continue;" when an oob tilenum is found where
an oob access would ensue else. Also, it's now checked for negative
numbers (the message remains the same though).
git-svn-id: https://svn.eduke32.com/eduke32@2651 1a8010ca-5511-0410-912e-c29ae57300e0
The primary reason for doing this is that handing of moving sectors is
significantly simplified. Because moving sectors usually don't move containing
SEs/effector-statnum sprites, no special handing code is needed to move light
SEs with them. Thus, this commit sets light SEs to a new statnum when they're
spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights)
is added to process every sprite in that status list.
This should "fix" light SEs moving together with a variety of moving sectors,
but CON programs expecting the old behavior may break, therefore this commit is
marked as experimental.
Additionally, a problem with the old implementation is identified: it seems like
the correct functioning is dependent upon the order of processing between the
sector movement effector and the light SE, so this makes it another good reason
for the change. (A third one is that all lights can be processed with a per-
statnum loop, but CON coders should not do this until the change is considered
final).
git-svn-id: https://svn.eduke32.com/eduke32@2646 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
This is so that it may be intercepted in the future.
The only code that's not replaced by the function call is with the CON
interface to g_player[].ps->pals via player[].pals X and .pals_time.
Also, comment out one instance because it's overwritten by a succeeding one.
git-svn-id: https://svn.eduke32.com/eduke32@2643 1a8010ca-5511-0410-912e-c29ae57300e0
Besides being the compiler's job nowadays, they significantly inflate
the size of the debugging builds.
git-svn-id: https://svn.eduke32.com/eduke32@2640 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
(I.e. also restore r2232 again.)
The first one is the palette restore logic in G_DisplayRest, the second
is CON setgamepalette, to which the "don't gltexinvalidateall()" bit is
added to mimic the first. Hightile invalidations aren't really useful for
anything other than reloading them after a video mode change, IMO.
These changes mean that
1) active full screen tints should (almost) always be kept with a basepal
change. The only exceptions to this are when tints really have to be
cleared, e.g. when changing the player view in co-op play.
2) there should be no performance issues with simultaneously changing
basepals while a tint is applied
git-svn-id: https://svn.eduke32.com/eduke32@2637 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, we checked whether the faded palette has changed (by way of CRC)
and invalidated the textures then unless the preserve flags were set. This
however could lead to wrongly invalidating them under unfortunate circumstances,
e.g. basepal change from CON + tints at the same time before r2620 which
reverted r2232.
Now, only invalidate them if the corresponding preserve flags are clear AND
* the base palette has really changed OR
* the palette CRC changed and we were running on software gamma
The latter means that performance-killing invalidations may still happen on
GL platforms lacking HW gamma (for ATI, it's currently only disabled in 8-bit
fullscreen).
Also have a new global 'basepalreset' to fake a basepal change for
setbrightness(), currently used when changing renderers so that going from
Polymer to Polymost and back again will invalidate the Polymer textures
on the second change, potentially re-applying a basepal highpal. (Still
with me?)
git-svn-id: https://svn.eduke32.com/eduke32@2636 1a8010ca-5511-0410-912e-c29ae57300e0
The sliders themselves still permit changing values, but are drawn with a
'disabled' shade because they're non-functional with software gamma.
git-svn-id: https://svn.eduke32.com/eduke32@2635 1a8010ca-5511-0410-912e-c29ae57300e0
This was fixed with the preceding change; software mode will now always use
software gamma if an ATI/AMD card is detected.
git-svn-id: https://svn.eduke32.com/eduke32@2634 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, I knew no way of querying for graphics adapter vendors/names from
anything other than OpenGL. Googling revealed a way to do this with the
Windows API.
git-svn-id: https://svn.eduke32.com/eduke32@2633 1a8010ca-5511-0410-912e-c29ae57300e0
- in actors.c, make a static array const (the original patch removed the
staticness)
- remove one comment and change some compiled-out code
- remove commented out pre-Makefile.common stuff
Some changes were not adopted from tueidj's patch:
- whitespace cleanup
- ud.config.UseJoystick = 1 in config.c
- Makefile.common, as mentioned before
- proper read-in of g_numRealPalettes, because it was done with r2503
git-svn-id: https://svn.eduke32.com/eduke32@2632 1a8010ca-5511-0410-912e-c29ae57300e0
- BIGX -> BIGX_, likely again because of a name clash
- make a loop in animlib.c iterate in forward direction
git-svn-id: https://svn.eduke32.com/eduke32@2631 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
- conditionally compiles out some code intended for the PC platforms
- compat.c: get home directory routine, access() implementation
- game.c: don't use ioctl(), lower cache1d size to 8 MiB, Wii-specific
initialization code and application directory ("apps/eduke32")
git-svn-id: https://svn.eduke32.com/eduke32@2628 1a8010ca-5511-0410-912e-c29ae57300e0
This simply macro-defines various low-level networking functions.
git-svn-id: https://svn.eduke32.com/eduke32@2627 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 crosshair is displayed at the position read from the absolute pointing
device
- in the menus, use the hat input (that was mapped to mouse buttons in part 4)
for navigation
git-svn-id: https://svn.eduke32.com/eduke32@2625 1a8010ca-5511-0410-912e-c29ae57300e0
- sdlayer.c: custom "get joystick button names" routine
- jmact/mouse.c: packs some joystick events into the value returned by
MOUSE_GetButtons(): bits used are 256, 512, 4096, 8192
- MOUSE_Init() --> Mouse_Init(), presumably because of a name clash?
- comments out right-shift of joystick analog values by 5, maybe this fixes
the scale problems with the joystick on the PC too?
git-svn-id: https://svn.eduke32.com/eduke32@2624 1a8010ca-5511-0410-912e-c29ae57300e0
I didn't add Makefile.common, because it needs to be made conditional.
git-svn-id: https://svn.eduke32.com/eduke32@2622 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
Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else. Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.
git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
That is, have a second loop over all models run for each deleted tex and
null the texname. This is ugly, sure, but it's better than calling
glDeleteTextures on stale names.
git-svn-id: https://svn.eduke32.com/eduke32@2619 1a8010ca-5511-0410-912e-c29ae57300e0
- bump lpeg stack limit to 1024 (hack) for long if/if/if...else chains
- lexical: newline, EOF and whitespace; "bad" identifiers; hex literals,
newline terminated strings (allow empty string)
- syntax: allow nesting of array expressions, it's easier than special-casing;
handle issues with structs expecting parm2 (hackish); userdef;
switch/case/default
- fix parsing some commands; mind prefixes!
- frontend: if failing match, print last keyword and its position; warn on
"bad" identifiers (one per such); batch processing from command line
- Files that locate finds from my linux box now pass (except where there are
really syntax errors).
git-svn-id: https://svn.eduke32.com/eduke32@2616 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, it was in the "determine searchwall when aiming at floor or
ceiling" part. Now, if prsectors[]->ceil.plane (or ->floor.plane) is NULL,
we set the searchwall to the sector's firstwall and return.
git-svn-id: https://svn.eduke32.com/eduke32@2610 1a8010ca-5511-0410-912e-c29ae57300e0
- 4 instances -> HandleSE31
- 4 instances -> MaybeTrainKillPlayer
- 2 instances -> MaybeTrainKillEnemies
- move a couple of variables into inner blocks and add 'const' for easier reading
In passing, fix a minor glitch where the squishing sound of an enemy that got
run over by an SE 6 or 14 car would appear to originate from the SE instead
of the enemy's last position.
git-svn-id: https://svn.eduke32.com/eduke32@2607 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, it's just for the heck of it, since this setting is not saved into
MAP files. I kinda like the cylindrical projection...
git-svn-id: https://svn.eduke32.com/eduke32@2605 1a8010ca-5511-0410-912e-c29ae57300e0
This has been there since searchbottomwall introduction in r1466.
git-svn-id: https://svn.eduke32.com/eduke32@2604 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, we only set the viewingrange according to the physical screen's
dimensions, but didn't correct yxaspect for a potential non-square pixel
ratio.
git-svn-id: https://svn.eduke32.com/eduke32@2603 1a8010ca-5511-0410-912e-c29ae57300e0
Consequently, it's not saved as a setting in either the game or editor
config files. We do this by calling "GetSystemMetrics(SM_CXSCREEN)"
(accordingly for y) and calculating the cvar by dividing common factors,
since it has to be in the form WWHH. This may fail for _really_ strange
screen dimensions, so a log message is printed at the very beginning.
git-svn-id: https://svn.eduke32.com/eduke32@2601 1a8010ca-5511-0410-912e-c29ae57300e0
Because this doesn't even seem to work on XP, we're being spammed with
DDERR_SURFACELOST messages...
git-svn-id: https://svn.eduke32.com/eduke32@2600 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, it was possible to leave a sector with less than three walls if
a point got deleted transitively by a TROR link. Now, a proper check is done
for all deletion candidates and a message stating which wall and sector is
problematic is printed. Thanks for Diaz for pointing out the brokenness.
git-svn-id: https://svn.eduke32.com/eduke32@2599 1a8010ca-5511-0410-912e-c29ae57300e0
Currently syntax only. Parses the original scandcode 0x1d files, which is
harder than you'd imagine given the relatively simple structure. Chokes on
new-gen custom stuff.
git-svn-id: https://svn.eduke32.com/eduke32@2594 1a8010ca-5511-0410-912e-c29ae57300e0
If one next instruction happened to be interpreted, madness would ensue,
because the pointer wouldn't be aligned on the "opcode" part anymore.
Also, with "seti", set current sprite index only after a successful validation.
git-svn-id: https://svn.eduke32.com/eduke32@2591 1a8010ca-5511-0410-912e-c29ae57300e0
This get into the writable variable the "linking type" of the sprite with index
<spritenum>. The result is a bit field of ORed values:
1: lotag has linking semantics
2: hitag
4: extra, 8: xvel, 16: yvel, 32: zvel, 64: owner (custom only)
Custom setting about which sprites have what kind of linking can be programmed
via EVENT_LINKTAGS: it receives a sprite index as the 'current sprite' and is
supposed to return the bit field in RETURN.
An example which lists sprites and their linking hi- and lotags is provided in
the state 'listusedtags' in a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@2590 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
This was more or less done by trial and error rather than understanding what
exactly is going on there. In any case, the code for all the different ending
scenes ought to be factored out instead of being duplicated with subtle
differences every time.
git-svn-id: https://svn.eduke32.com/eduke32@2585 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that when hud_bgstretch is disabled (i.e. background pictures are
not stretched to the whole screen), the frame buffer has no leftover contents
from previous frames on the sides of the screen. This was particularly noticable
when using the console.
The "places" are the following:
- before drawing an anim frame
- before drawing a "full-screen" background
- while displaying logo, titlescreen, loadscreen
(this leaves a couple others which I didn't test, and didn't tweak)
git-svn-id: https://svn.eduke32.com/eduke32@2584 1a8010ca-5511-0410-912e-c29ae57300e0
Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.
git-svn-id: https://svn.eduke32.com/eduke32@2583 1a8010ca-5511-0410-912e-c29ae57300e0
When requesting an increasing ramp, the upper limit is taken to be exclusive.
When it is passed to G_FadePalette, only the lowest 6 bits are passed further
to setpalettefade, which means that a limit of 64 is incorrectly set as 0.
Also, when breaking from the fade loop, set the fade value to the end one for
fadepal!
git-svn-id: https://svn.eduke32.com/eduke32@2582 1a8010ca-5511-0410-912e-c29ae57300e0
Allow all drivers for now; if anything, we should start maintaining a
blacklist now that most Intel chips have decent enough support to be
able to run stuff satisfactorily.
git-svn-id: https://svn.eduke32.com/eduke32@2580 1a8010ca-5511-0410-912e-c29ae57300e0
This requires one tweak in drawrooms' umost/dmost setup to prevent oob access.
Specifically, a coordinate difference of 0 is allowed. In the classic renderer,
this would mean a one-pixel (real screen coords) height or width. In Polymost,
it would currently mean a one-pixel height and zero-pixel width, but this might
be subject to change.
git-svn-id: https://svn.eduke32.com/eduke32@2574 1a8010ca-5511-0410-912e-c29ae57300e0
The showview command transforms the 320-based screen bound coordinates to the real
screen bounds like xreal = (x*xdim)/320, which shows a bias towards zero: for
example, for a 1680 screen width, the maximum permissible value 319 is mapped to
round_to_zero((319*1680)/320) == 1674. (The rounding is implicit in the integer
division). This makes it impossible for a view to cover the whole screen with any
other resolution than 320x200. The new command transforms the bounds like
xreal = (x*(xdim-1))/319, which would map 319 to 1679 in the preceding example.
git-svn-id: https://svn.eduke32.com/eduke32@2573 1a8010ca-5511-0410-912e-c29ae57300e0
(That is, the base shade table.) Before, we allocated each palookup buffer.
For a vanilla setup, this means that we're now saving 224*32*256 ~= 1.8 megs,
which might be interesting for low-memory gadgets.
git-svn-id: https://svn.eduke32.com/eduke32@2571 1a8010ca-5511-0410-912e-c29ae57300e0
First, it's unlikely in our day and age. Second, they're always free'd at the end,
so allocache'ing them is incorrect.
git-svn-id: https://svn.eduke32.com/eduke32@2570 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- use this in game.c and astub.c palookup loading code
- when makepalookup() is passed a 0 palnum, return early. This means that
'fogpal' will silently fail when attempting to change pal 0.
- in 'makepalookup' DEF command, error out if passed a pal of 0.
git-svn-id: https://svn.eduke32.com/eduke32@2569 1a8010ca-5511-0410-912e-c29ae57300e0
The syntax is as follows:
makepalookup { <token-list...> }
where valid tokens are
* pal <palnum>: the palette number, 1 .. 250
* red <num>, green, blue (or r, g, b): the fog color components on a 0 to 63 scale.
Components that are not present are assumed to be 0.
* remappal <palnum>: the palette number to take the index remapping from, i.e. 21
for blue -> red. When absent, defaults to 0.
* remapself: when present, specifies that the remappal is the same as the 'pal'.
This is to prevent textual redundancy when overwriting existing palookups.
Examples (best tested with tile #251):
1) makepalookup { pal 200 red 30 remappal 23 }
This creates palookup 200 with a fog of (30,0,0) and a blue-to-yellow remapping
(assuming it has not been changed before)
2) makepalookup { pal 21 red 30 remapself }
This 'fogifies' palookup 21 with a red fog.
3) makepalookup { pal 21 red 30 }
This overwrites palookup 21 with a red fog, but clears the blue-to-red remapping.
The fog aspect of this command affects the GL modes just like 'fogpal', but the
remapping has no effect for hightiles.
- Also, silently clamp 'fogpal' r,g,b values to the range 0 .. 63.
git-svn-id: https://svn.eduke32.com/eduke32@2568 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of drawing the rooms and masks with the classic renderer once.
The captured scene is transformed to use the base palette, so that the
screenshot will also show up in classic. No aspect correction is done.
git-svn-id: https://svn.eduke32.com/eduke32@2567 1a8010ca-5511-0410-912e-c29ae57300e0
The primary change is that things have been made memory-clean. Some of these
pointers may point to wildly different places during the course of the program
such as statically or dynamically allocated storage, the buffer returned by
getenv() (which must not be modified according to the docs), or an element of
argv[]. Consequently, we need to strdup, or better, dup_filename them if they
are ever to be passed to a function that modifies their pointed-to data.
Specifically:
- added statics or consts according to usage
- 3 new functions clear{Grp,Def,Script}NamePtr, only 'Def' one extern for now
- in G_CheckCommandLine, don't strip 'const'; use Bstrncpyz where appropriate
- remove multiple declarations
Also, warn if an application parameter has been ignored (not matched).
git-svn-id: https://svn.eduke32.com/eduke32@2561 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
This additionally fixes leaks that were caused by traversing the file name
list with the 'findfiles' pointer and not clearing them afterwards (even if
there was a handle to the list head via 'findfileshigh').
git-svn-id: https://svn.eduke32.com/eduke32@2557 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
These are for LLVM bitcode, I think. In any case, they're giving me errors.
git-svn-id: https://svn.eduke32.com/eduke32@2544 1a8010ca-5511-0410-912e-c29ae57300e0
As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
git-svn-id: https://svn.eduke32.com/eduke32@2542 1a8010ca-5511-0410-912e-c29ae57300e0
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
git-svn-id: https://svn.eduke32.com/eduke32@2536 1a8010ca-5511-0410-912e-c29ae57300e0
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
There are instances where oob picnums may propagate to that function, so
protect it. The digitanumber[z] bound check is actually made more permissive,
but could also just as well be removed now.
git-svn-id: https://svn.eduke32.com/eduke32@2533 1a8010ca-5511-0410-912e-c29ae57300e0
The code in the editor was potentially doing a strcat on a strdup'd string.
Also, rename AddGamePath to G_AddPath in astub.c and add CODEDUP markers
because shared stuff like this ought to be factored out into a separate
source file some time.
git-svn-id: https://svn.eduke32.com/eduke32@2531 1a8010ca-5511-0410-912e-c29ae57300e0
Skill names are defined via 'defineskillname' as before, but the index
of the last non-empty skill name (plus one) is taken as the skill count.
So, if you only define the 6th, there will be no effect.
Note that currently, there is no way to specify less than four skills
because the CON parser doesn't allow the empty string for the name (it'll
go beyond the line) and because the default skill names are initialized in
EDuke32 too, in addition to the CONs.
git-svn-id: https://svn.eduke32.com/eduke32@2530 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the differences in these codes stand out much more clearly.
git-svn-id: https://svn.eduke32.com/eduke32@2526 1a8010ca-5511-0410-912e-c29ae57300e0
The nofloorpalrange beginning and end indices are silently clamped to 1 .. 255.
git-svn-id: https://svn.eduke32.com/eduke32@2524 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix typo, correctly adding SDL libs to the tools on OS X so that makesdlkeytrans builds.
- Move all mention of $(LIBS) out of build/Makefile into build/Makefile.shared because no linking takes place in the engine itself so LIBS additions were lost. This should fix USE_LIBPNG=1 on Windows at least.
- Other assorted cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2523 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix up and add building instructions for kmd2tool, getdxdidf, and makesdlkeytrans.
- Add kmd2tool to "utils" build job.
- Fix warning in and cross-platform building of generateicon.
- Source and text cleanup!
git-svn-id: https://svn.eduke32.com/eduke32@2521 1a8010ca-5511-0410-912e-c29ae57300e0
- Properly handle the architecture definition when BUILD32_ON_64=1
- Add proper $(*LDFLAGS) to which LTO and ARCH are correctly passed.
- Cleanup of compiler flag variables.
This should fix to some degree building of the Build tools on OS X, and it may possibly fix the crashing of the OS X x86 32-bit build.
git-svn-id: https://svn.eduke32.com/eduke32@2520 1a8010ca-5511-0410-912e-c29ae57300e0
It has always annoyed me how floors with "shirt-color" type palookups like 21
affected the color of its containing sprites and HUD-drawn stuff. This commit
allows one to specify an inclusive range of pals for which this should be
disabled for sprites (but not for HUD stuff, yet).
git-svn-id: https://svn.eduke32.com/eduke32@2517 1a8010ca-5511-0410-912e-c29ae57300e0
An effect is only really seen in the buildtools written in C++, currently just arttool.
This is mainly of interest to distributors of the buildtools to avoid missing DLL errors.
git-svn-id: https://svn.eduke32.com/eduke32@2507 1a8010ca-5511-0410-912e-c29ae57300e0
We shouldn't assume a particular bytes-per-line value and use ylookup[] instead.
Specifically, windowed modes on Windows use a frame buffer that always has odd
x dimension.
git-svn-id: https://svn.eduke32.com/eduke32@2505 1a8010ca-5511-0410-912e-c29ae57300e0
- replace bit tweaking for big endian archs with clear code
- allow palette lookups >= 128, previously we read into a signed byte
git-svn-id: https://svn.eduke32.com/eduke32@2503 1a8010ca-5511-0410-912e-c29ae57300e0
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
git-svn-id: https://svn.eduke32.com/eduke32@2502 1a8010ca-5511-0410-912e-c29ae57300e0
Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
git-svn-id: https://svn.eduke32.com/eduke32@2499 1a8010ca-5511-0410-912e-c29ae57300e0
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
Also, a very minor change in the con/def module code. (int --> int32_t)
git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
A run of consecutive mapstates may share sector/wall/sprite blocks, but
the code was deciding whether to free them solely on local properties.
Now, save a reference count at the beginning of each such allocated block
and free it only if it reaches zero.
git-svn-id: https://svn.eduke32.com/eduke32@2492 1a8010ca-5511-0410-912e-c29ae57300e0
Also, always print at least level 5 corruptions (that is, have no instances
of completely silent corruptcheck).
git-svn-id: https://svn.eduke32.com/eduke32@2490 1a8010ca-5511-0410-912e-c29ae57300e0
This checks for about every possible type of sprite list corruption and
reports back with a corruption level 5 if one of the 14 validations fail.
git-svn-id: https://svn.eduke32.com/eduke32@2489 1a8010ca-5511-0410-912e-c29ae57300e0
- start scrolling from about half of the visible page
- PGUP/DGDN moves the cursor by 1/4 of the page
- code cleanup (we only need one displine[80], use clearkeys())
git-svn-id: https://svn.eduke32.com/eduke32@2488 1a8010ca-5511-0410-912e-c29ae57300e0
- Make all arguments explicit toggles (except for onlyzip).
- Disable PowerPC builds by default on Snow Leopard in addition to Lion.
- Enable Darwin 9 compatibility for all builds whenever PowerPC is enabled.
git-svn-id: https://svn.eduke32.com/eduke32@2487 1a8010ca-5511-0410-912e-c29ae57300e0