Commit graph

2691 commits

Author SHA1 Message Date
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
95e5d1e29d In Mapster32, register the 'vidmode' OSD command in non-GL builds.
git-svn-id: https://svn.eduke32.com/eduke32@2289 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:03:34 +00:00
helixhorned
2c2adee5e9 Two tweaks for USE_OPENGL=0 builds.
- Always parse 'animsounds' defs
- don't print "ignored frame/animation definition" warnings

git-svn-id: https://svn.eduke32.com/eduke32@2288 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:03:18 +00:00
helixhorned
de2cbbfb47 Fix USE_OPENGL=0 build; squelch one warning.
git-svn-id: https://svn.eduke32.com/eduke32@2287 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:03:02 +00:00
helixhorned
a6158ac3f6 Fix building with GCC 4.6 link-time optimization.
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
2012-01-27 15:02:45 +00:00
helixhorned
6c405100ac Make sdlayer.c's timerticspersec an 'int32_t' to match the declaration.
git-svn-id: https://svn.eduke32.com/eduke32@2285 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:02:25 +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
98ffd6f00c Rearrange 'struct hicreplc_t' members so that no padding is inserted on x64.
git-svn-id: https://svn.eduke32.com/eduke32@2282 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-26 21:58:25 +00:00
helixhorned
143ec24cb4 engine.c cleanup, making some variables static mostly
git-svn-id: https://svn.eduke32.com/eduke32@2281 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-26 21:58:08 +00:00
helixhorned
c657588658 Fix a potential sector[-1] access when drawing a masked wall in Polymost.
git-svn-id: https://svn.eduke32.com/eduke32@2280 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-26 21:57:51 +00:00
helixhorned
f96cc343a2 Fix the insert cicle wall-points bug reported by Norvak.
git-svn-id: https://svn.eduke32.com/eduke32@2279 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-24 18:07:36 +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
d95511ed1d Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.
Internally, updateanimation() now takes a third parameter 'lpal'.

git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-22 17:18:49 +00:00
helixhorned
775eff0344 Mapster32: make sector flipping (X/Y) work properly with TROR.
git-svn-id: https://svn.eduke32.com/eduke32@2276 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 22:12:11 +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
661e85155b Mapster32: always show highlighted sprites in 2D mode, even in a gray sector.
git-svn-id: https://svn.eduke32.com/eduke32@2274 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 22:11:40 +00:00
helixhorned
bb1070b795 Fix a potential wall[-1] access in Mapster32.
git-svn-id: https://svn.eduke32.com/eduke32@2273 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 15:48:03 +00:00
helixhorned
7a893b8ec4 minor engine cleanup.
- enclose glbuild.h in #idndef ... sentinels
- engine.c: remove unused variable 'pageoffset', make 'lastx' static
- formatting

git-svn-id: https://svn.eduke32.com/eduke32@2272 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 13:24:15 +00:00
helixhorned
db94366657 Use ATTRIBUTE((used)) for symbols used only in inline asm.
This may fix compilation for optimized builds with GCC or clang where
the compiler would otherwise decide that those symbols are unused.

git-svn-id: https://svn.eduke32.com/eduke32@2271 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 13:23:53 +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
a61052f807 Double MAXTILES to 30720, reduce EXTRATILES (models w/ custom pal skin) to 3840
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
2012-01-19 21:58:06 +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
hendricks266
426ef1494e Add the 'yoffset' token to model definitions to allow models to compensate for ART tiles with large yoffsets, such as #603. Under normal circumstances the existing 'zadd' parameter should be used instead. Special thanks to Supertanker.
git-svn-id: https://svn.eduke32.com/eduke32@2264 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-17 04:31:59 +00:00
hendricks266
ff94311f13 weapons.con.sample:
- hud_orientation now uses proper bitwise operations
 - clean up whitespace

git-svn-id: https://svn.eduke32.com/eduke32@2263 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-17 04:31:23 +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
031da6280d Remove the allocache() allocation type for 'intptr_t *lookups'.
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
2012-01-15 22:39:59 +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
340b2f7647 Increase the number of maximum art files from 64 to 256 and tweak loadpics().
It is likely that this is the value it used to have at some point, because
the MAXTILEFILES macro equals 256 and is as old as the Duke3D source.
loadpics() now refuses to load an ART file with localtilestart or localtileend
out of bounds, or if localtileend<=localtilestart (i.e. no tiles in ART file, or
nonsense). Also, on 'invalid art file version', continue instead of returning.

Note: this does not increase the maximum number of tiles, which is still 15360,
it only gives a bit more freedom to arrange them (well, into more art files).
Also, I don't see what anyone keeps off from packing any number of tiles (from
1 to 15360) into an art file. Old EDITART limits?

git-svn-id: https://svn.eduke32.com/eduke32@2259 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-15 22:39:10 +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
480690aa1d Fix the Polymer hitches first encountered with Parkade.
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
2012-01-14 14:48:30 +00:00
helixhorned
87ac6b8406 winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette()
with NULL arguments, causing a crash.  It's happened for me on Vista, when
initially changing from 8-bit to 32-bit mode.

git-svn-id: https://svn.eduke32.com/eduke32@2255 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:49:50 +00:00
helixhorned
a57b566c0b Add Makefile option to use the DMALLOC (debug malloc) library.
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
2012-01-12 20:49:34 +00:00
helixhorned
300fee62da sdlayer.c: formatting of preprocessor lines
git-svn-id: https://svn.eduke32.com/eduke32@2253 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:49:15 +00:00
helixhorned
9617227a87 Support for the first "thumb" mouse button, called MOUSE4 in the menu.
The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.

git-svn-id: https://svn.eduke32.com/eduke32@2252 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:57 +00:00
helixhorned
80949930bd Temporarily disable the 'model thinning-out' feature intended to save memory.
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
2012-01-12 20:48:38 +00:00
helixhorned
5f50c30ac2 polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading.
Also, for debugging builds, show this message from verbosity level 1 on.

git-svn-id: https://svn.eduke32.com/eduke32@2250 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:17 +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
7e6f712ad1 more internal cleanup...
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
2012-01-12 20:47:41 +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
fa6f2d9ca2 md4.c/h: add consts to appropriate arguments
git-svn-id: https://svn.eduke32.com/eduke32@2246 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:45:08 +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