This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.
git-svn-id: https://svn.eduke32.com/eduke32@3163 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
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Specifically, if the first wall of the sector-to-split is to the left or right
of the *start* of the splitting line AND the sector has no TROR extensions,
make these two the new nextwalls of the respective split sectors.
git-svn-id: https://svn.eduke32.com/eduke32@3157 1a8010ca-5511-0410-912e-c29ae57300e0
Exporting only (de)compression functions. Also, different reader/writer
functions can be set.
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It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".
git-svn-id: https://svn.eduke32.com/eduke32@3152 1a8010ca-5511-0410-912e-c29ae57300e0
This requires ripping out the .proj member of tiledata_t back into
ProjectileData[] again because it was the only one in g_tile[] that
changed during the course of a game. The g_tile[] array is now also
correctly flagged as "constant throughout a game" (DS_NOCHK).
Savegame version bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3151 1a8010ca-5511-0410-912e-c29ae57300e0
It's still not pretty though since there's no interpolation from G_DrawRooms().
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On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path. The uninitialized read was
introduced in r2927.
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Also, reorganize some G_DrawRooms() code a little without changing anything.
git-svn-id: https://svn.eduke32.com/eduke32@3143 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
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arrays; any write access to them will run the corresponding hook and write
to the [sector/wall/sprite/tsprite]clean array.
Note: tsprite and sprite use the same hook and require running a few more
instructions per access in order to disambiguiate; this could be made more
optimal (like the other arrays) by clearly separating the types in the game
code.
Note #2: taking a member's address currently marks it dirty because of tons
of helper functions across the editor code. I don't know how many read-only
accesses we have after taking a member address, but it could also be fixed
with some finessing of the code.
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The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header. Also, add the utility to the synthesis build.
On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the
FPS numerator is <1000 (presumably used in older encoders) and properly print
the frame rate's fractional part.
git-svn-id: https://svn.eduke32.com/eduke32@3131 1a8010ca-5511-0410-912e-c29ae57300e0
This means that the "Keyboard Setup" should now properly reflect the bindings,
except in the theoretical case of one gamefunc being bound more than two keys.
(What was fixed is the one key to many gamefuncs case.)
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That section was only ever read in for little profit and never written
out! Keyboard input is actually dispatched as OSD commands for a good
while, so that old cruft has to go!
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- Remove everything using CONTROL_KeyMapping, which was only written to.
- Remove unused functions, make local ones static.
- Remove private function declarations in _control.h.
git-svn-id: https://svn.eduke32.com/eduke32@3124 1a8010ca-5511-0410-912e-c29ae57300e0
separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET.
eg.:
Then if you have a tracked value and a value of the same type at the given offset:
Tracker_1<int32_t> trackedInt;
int32_t trackedIntDirty = 0; // 4 bytes after
trackedIntDirty will become 1 everytime trackedInt changes.
git-svn-id: https://svn.eduke32.com/eduke32@3119 1a8010ca-5511-0410-912e-c29ae57300e0
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.
(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)
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This is done by pressing LShift and
- holding down the left mouse button for scaling, or
- the right mouse button for rotating the highlighted walls/sprites
with respect to a pivot point determined as the center of the bounding box of
all highlighted points.
Note that scaling sectors isn't that easy and the current functionality is very
rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't
touched expect for their position. The user is responsible to maintain map
consistency, for example to prevent wall-lines of the same sector crossing
each other.
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We do this by messing with the GL texture that gets uploaded for CHAINGUN.
Since this is implemented on the engine side, the static value for CHAINGUN
(2536) is used, and the tile dimensions are compared to 211x55 to have a
little confidence that the tile wasn't overridden by a mod. Hack indeed.
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Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses
the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in
the other. For the first case, a "correction" is carried out for something
which the comments suggest to originate from other (old?) VPX encoder versions.
git-svn-id: https://svn.eduke32.com/eduke32@3110 1a8010ca-5511-0410-912e-c29ae57300e0
When LShift is pressed and the mouse is over a linking sprite (as determined by
the tag labeling system), lines are drawn to all other sprites, and pressing
[ or ] will cycle these then. False positives and missed sprites are possible.
Additional changes:
- consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what
matters. The original maps are inconsistent there.
- When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of
doing [ or ].
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This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.
git-svn-id: https://svn.eduke32.com/eduke32@3101 1a8010ca-5511-0410-912e-c29ae57300e0
These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump.
The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1.
BYTEVERSION bumped.
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* Centralize optimization strategies in Makefile.common. This required moving detection of $(PLATFORM), which makes sense if we work on the paradigm that Makefile.common is for generic compiler setup and Makefile.shared works with libraries and things closer to the engine and game code itself.
* New Makefile variables OPTOPT (Optimization Options) and CUSTOMOPT (Custom Optimizations). OPTOPT by default contains -march, -mtune, etc. Setting this variable from Make invocation will blank these. CUSTOMOPT (Custom Optimizations) works the same but in an additive fashion, overwriting nothing. Technically CUSTOMOPT could stand for (Custom Options) and include any additional parameters sent to both linker and compiler.
* Factor out literal names of the main executables.
* The build process now prints assembler (if NOASM=0) and linker settings in addition to compiler settings.
git-svn-id: https://svn.eduke32.com/eduke32@3096 1a8010ca-5511-0410-912e-c29ae57300e0
This commit also adds the NOTELEPORT sprite flag, which of course prevents sprites from teleporting.
git-svn-id: https://svn.eduke32.com/eduke32@3094 1a8010ca-5511-0410-912e-c29ae57300e0
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps
and shadow maps for the spotlight; please let me know if you have a usecase
where you want lightmaps but no shadow maps for specific lights.
git-svn-id: https://svn.eduke32.com/eduke32@3091 1a8010ca-5511-0410-912e-c29ae57300e0
The attribute is set per tile from DEF: either
texhitscanrange <begintile> <endtile>
or
tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)
In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.
git-svn-id: https://svn.eduke32.com/eduke32@3078 1a8010ca-5511-0410-912e-c29ae57300e0
Submersion only happens when the upper sector has lotag 1 and its vertical
neighbor has lotag 2 (this can be useful to create non-submergible above-water
sectors). Currently, only the player is handled. On the implementation side,
the water handling code is split into P_Submerge() and P_Emerge() preparing the
"teleportation", and P_FinishWaterChange() for the finalization.
git-svn-id: https://svn.eduke32.com/eduke32@3072 1a8010ca-5511-0410-912e-c29ae57300e0