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
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
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
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
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
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
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
- 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
* 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
* 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
* 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
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
- 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
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