- make inside_editor() static in build.c
- replace comparisons of inside()'s return values with 0 by ones with 1
(since a returned 0 can mean -1 or 1, i.e. oob sector or is really inside)
- prevent a theoretically possible oob access in correct_ornamented_sprite()
git-svn-id: https://svn.eduke32.com/eduke32@3038 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out the "is inside" predicates
- rename updatesector_onlynextwalls() -> updatesectorbreadth()
- add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().
git-svn-id: https://svn.eduke32.com/eduke32@3037 1a8010ca-5511-0410-912e-c29ae57300e0
For reference, they are the following:
- cache1d.c: suckcache()
- build.c: compare_wall_coords()
- make switch-invisible heuristic
- Mapster32: old sprite search
- Mapster32: manual z range
- m32script: read/writearray, qgetsysstr
- menus.c: savetemp()
git-svn-id: https://svn.eduke32.com/eduke32@2981 1a8010ca-5511-0410-912e-c29ae57300e0
This is really an artifact of overloading the sector fields for different uses.
For copy-pasting TROR'd portions, the bug still persists.
git-svn-id: https://svn.eduke32.com/eduke32@2963 1a8010ca-5511-0410-912e-c29ae57300e0
Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate
roundoff error, this lets the user first do that as a preview and then use the
manual angle rotation do carry it out for real.
git-svn-id: https://svn.eduke32.com/eduke32@2942 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the code rather more readable in some places. Unlike the two
preceding commits, this one is actually purely textual replacement.
git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
The event is run after drawing the scene, but before the overlays. To
make a screenshot from a script, set DOSCRSHOT to non-zero. It will then
be scheduled to run once after the drawing but before the above-mentioned
event. The screenshots will be called mcapXXXX.{png,tga}.
git-svn-id: https://svn.eduke32.com/eduke32@2818 1a8010ca-5511-0410-912e-c29ae57300e0
This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum. Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2810 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
This was actually broken all the time except when ALL sectors were selected
(which was what I tested incidentally when I wrote the first "fix"). D'oh!
git-svn-id: https://svn.eduke32.com/eduke32@2773 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
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
- 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
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
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 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
So that the game won't exit if you write 'vidmode 4' when intending
'setrendermode 4'.
git-svn-id: https://svn.eduke32.com/eduke32@2311 1a8010ca-5511-0410-912e-c29ae57300e0
The implementation uses the recently introduced updatesector_onlynextwall when
setspritez fails.
git-svn-id: https://svn.eduke32.com/eduke32@2302 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
- '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
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