From 07ecd3eedef4d598c65f5435a084e51e10d19c78 Mon Sep 17 00:00:00 2001 From: helixhorned Date: Sat, 20 Nov 2010 16:47:18 +0000 Subject: [PATCH] Set union ['] and difference [;] for sector selection in Mapster32; probably fix for crash on clipshape-init; replace tabs in doc/build*.txt with three spaces. git-svn-id: https://svn.eduke32.com/eduke32@1728 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/build/doc/build.txt | 7588 ++++++++++++------------ polymer/eduke32/build/doc/build2.txt | 2538 ++++---- polymer/eduke32/build/doc/buildinf.txt | 998 ++-- polymer/eduke32/build/include/editor.h | 1 + polymer/eduke32/build/src/build.c | 76 +- polymer/eduke32/build/src/engine.c | 32 +- polymer/eduke32/source/game.c | 4 +- 7 files changed, 5653 insertions(+), 5584 deletions(-) diff --git a/polymer/eduke32/build/doc/build.txt b/polymer/eduke32/build/doc/build.txt index 657786b0d..56aacdf48 100644 --- a/polymer/eduke32/build/doc/build.txt +++ b/polymer/eduke32/build/doc/build.txt @@ -9,50 +9,50 @@ BUILD programmed by Ken Silverman ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ GAME KEYS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - ESC = Quit - Mouse = Movement - Arrows = Movement + ESC = Quit + Mouse = Movement + Arrows = Movement Lt. Enter = Single-player: Play back game. - Multi-player: View from other player's eyes. + Multi-player: View from other player's eyes. Rt. Enter = Switch between 3D / 2D modes - Lt. +/- = Zoom in 2D mode - A/Z = Move up and down + Lt. +/- = Zoom in 2D mode + A/Z = Move up and down Left-Ctrl = Shoot - 1/2 = Select weapon + 1/2 = Select weapon Left-Shift = Run - T = Reset Timing (sets totalclock = 0) - V = Change visibility. In BUILD.H there is a visiblity variable. - It is initialized to 13. It can range from around 8 (darker) - to about 15 (lighter). - P = Change parallaxing sky mode. (0, 1, and 2 (Default = 2) - F12 = Screen capture (saves image as a *.BMP file, starting as file - name CAPTUR00.BMP and incrementing by 1 each time F12 is - pressed. + T = Reset Timing (sets totalclock = 0) + V = Change visibility. In BUILD.H there is a visiblity variable. + It is initialized to 13. It can range from around 8 (darker) + to about 15 (lighter). + P = Change parallaxing sky mode. (0, 1, and 2 (Default = 2) + F12 = Screen capture (saves image as a *.BMP file, starting as file + name CAPTUR00.BMP and incrementing by 1 each time F12 is + pressed. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ BUILD EDITOR INTRODUCTION: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ There are 2 modes in the BUILD editor: - 3D EDIT MODE (Same as PLAY MODE but with a mouse cursor) - 2D EDIT MODE (The overhead map of the board with an arrow showing your - position and angle and a mouse cursor) + 3D EDIT MODE (Same as PLAY MODE but with a mouse cursor) + 2D EDIT MODE (The overhead map of the board with an arrow showing your + position and angle and a mouse cursor) It is essential that you use both editor modes: Use the 3D EDIT MODE to change the attributes of a sector, wall, or sprite - such as: + such as: - Tile number - Tells which picture in the artwork file goes on the - object. Press V to change. - Shade - The shade of the object. Press -/+ to change. - Repeating - The "smooshiness" of a wall. Also for sprites. Press - keypad 2,4,6,8 to change. - Panning - The starting offset into the tile graphics. Press - Shift + keypad 2,4,6,8 to change. - Height - For ceilings, floors, and sprites. Press PGUP or PGDN - to change. - and there are a few other special attributes. + Tile number - Tells which picture in the artwork file goes on the + object. Press V to change. + Shade - The shade of the object. Press -/+ to change. + Repeating - The "smooshiness" of a wall. Also for sprites. Press + keypad 2,4,6,8 to change. + Panning - The starting offset into the tile graphics. Press + Shift + keypad 2,4,6,8 to change. + Height - For ceilings, floors, and sprites. Press PGUP or PGDN + to change. + and there are a few other special attributes. Use the 2D EDIT MODE to add, delete, or change the shape of sectors. @@ -61,17 +61,17 @@ It is essential that you use both editor modes: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 3D EDIT MODE KEYS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - ESC = Quit + ESC = Quit keypad ENTER = Flip to the 2D overhead editor - Mouse = Move mouse cursor - Arrows = Move you in the appropriate directions - Caps Lock = There are 3 different Z coordinate modes in BUILD. - Mode 0: Game mode (default) - Mode 1: Height lock mode - Mode 2: Float mode - Press Caps Lock to switch between the 3 modes. - A and Z move up and down for all 3 modes. + Mouse = Move mouse cursor + Arrows = Move you in the appropriate directions + Caps Lock = There are 3 different Z coordinate modes in BUILD. + Mode 0: Game mode (default) + Mode 1: Height lock mode + Mode 2: Float mode + Press Caps Lock to switch between the 3 modes. + A and Z move up and down for all 3 modes. Note: For the following keys, it is important to move the mouse cursor to @@ -80,381 +80,381 @@ button, then the item under the mouse cursor will be locked as the highlighted object while the button is held down. This is useful for the PGUP/DN keys, when different objects come into view even without moving your coordinates or the mouse cursor. - There are 4 basic types of objects that can be worked with in this part + There are 4 basic types of objects that can be worked with in this part of the editor: WALLS, CEILINGS, FLOORS, and SPRITES. - PGUP/DN = Raise or Lower a ceiling or floor. (If a wall is selected, - the ceiling of that sector will move) Also, if you did a - sector highlight in 2D EDIT MODE, you can raise / lower - multiple sectors at a time. + PGUP/DN = Raise or Lower a ceiling or floor. (If a wall is selected, + the ceiling of that sector will move) Also, if you did a + sector highlight in 2D EDIT MODE, you can raise / lower + multiple sectors at a time. Ctrl-PGUP/DN = For sprites only, puts sprites exactly on the floor or exactly - on the ceiling. + on the ceiling. - V = Tile selection - use arrow keys to move around. Press ENTER - to change the object to the highlighted piece of artwork, or - press ESC to cancel without changes made. - ALT-V = Height selection - works just like V, but this selects the - groudraw height map. + V = Tile selection - use arrow keys to move around. Press ENTER + to change the object to the highlighted piece of artwork, or + press ESC to cancel without changes made. + ALT-V = Height selection - works just like V, but this selects the + groudraw height map. 2,4,6,8 (keypad) = Repeat values (smooshiness of the sizes of pixels) - - think of these keys as arrow keys controlling the bottom - right corner of the bitmap. Normally, this is used for walls - and sprites. If you select a floor or ceiling, all the walls - in that sector will be affected. Perhaps this can be used - to make sprites grow and shrink as they get healthy or hurt. + think of these keys as arrow keys controlling the bottom + right corner of the bitmap. Normally, this is used for walls + and sprites. If you select a floor or ceiling, all the walls + in that sector will be affected. Perhaps this can be used + to make sprites grow and shrink as they get healthy or hurt. Shift + 2,4,6,8 (keypad) = Panning values (offset into the tile) - These keys are - useful when the you want a long wall to look continuous when - they normally would not look continuous. - / = Use this key to reset the panning values (if you're lost!) + useful when the you want a long wall to look continuous when + they normally would not look continuous. + / = Use this key to reset the panning values (if you're lost!) 5 (keypad) = If you hold down this key down in addition to the 2,4,6,8 - keys (keypad),the values will align at multiples of 8. - .> = This key attempts to match up all the tiles along a wall. It - scans along the walls towards the right as long as the picture - number of the next wall is the same as the original picture - number. Note that some walls may not work right, especially - floor / ceiling steps. + keys (keypad),the values will align at multiples of 8. + .> = This key attempts to match up all the tiles along a wall. It + scans along the walls towards the right as long as the picture + number of the next wall is the same as the original picture + number. Note that some walls may not work right, especially + floor / ceiling steps. - F = Flip an object. For sprites and walls, this flips the object - x-wise. For ceilings and floors, the objects are flipped in - 8 possible ways. Just keep pressing 'F' to go through - the 8 ways. - ALT-F = When you use relative alignment mode on ceiling and floor - textures, you can press Alt-F on the ceiling or floor to - choose a new wall to align to. It actually rotates the walls - of a sector by 1. - O = Wall orientation (whether it starts from the top or bottom) - Normally, walls are oriented from the top. For example, if - you hold down 2/8 on the keypad in 3D EDIT MODE, the wall - always starts from the top. Orientation works differently - for white lines and red lines, so if a wall doesn't look - right, just press 'O' anyway to see if it get fixed. + F = Flip an object. For sprites and walls, this flips the object + x-wise. For ceilings and floors, the objects are flipped in + 8 possible ways. Just keep pressing 'F' to go through + the 8 ways. + ALT-F = When you use relative alignment mode on ceiling and floor + textures, you can press Alt-F on the ceiling or floor to + choose a new wall to align to. It actually rotates the walls + of a sector by 1. + O = Wall orientation (whether it starts from the top or bottom) + Normally, walls are oriented from the top. For example, if + you hold down 2/8 on the keypad in 3D EDIT MODE, the wall + always starts from the top. Orientation works differently + for white lines and red lines, so if a wall doesn't look + right, just press 'O' anyway to see if it get fixed. COPY & PASTE - TAB = COPY. Copy the attibutes of the highlighted objects into a - temporary place. The attributes it remembers are: - tile, shade, x-repeat, y-repeat, and cstat values. + TAB = COPY. Copy the attibutes of the highlighted objects into a + temporary place. The attributes it remembers are: + tile, shade, x-repeat, y-repeat, and cstat values. Left ENTER = PASTE. Paste the stored attributes over the highlighted - object. Whenever you press ENTER, the y-repeat values stay - the same, and the x-repeat values are adjusted so the pixels - of the bitmaps have a square-aspect ratio. + object. Whenever you press ENTER, the y-repeat values stay + the same, and the x-repeat values are adjusted so the pixels + of the bitmaps have a square-aspect ratio. Ctrl+L.ENTER = Left ENTER with the ctrl key will paste the attribtues to - every wall in a loop (if a wall is highlighted). + every wall in a loop (if a wall is highlighted). Shft+L.ENTER = Left ENTER with the shift key also pressed copies the shade - only. + only. Ctrl+Shft+L.ENTER = Auto-shade a sector. First make any wall of the loop - as light as the lightest shade you want. Then make any other - wall of the loop as dark as the darkest shade you want. - Finally press Ctrl-Shift Enter on the wall that should be - lightest. Now the loop should be smoothly shaded. If it - is not smoothly shaded, you may need to insert more points - on the walls. + as light as the lightest shade you want. Then make any other + wall of the loop as dark as the darkest shade you want. + Finally press Ctrl-Shift Enter on the wall that should be + lightest. Now the loop should be smoothly shaded. If it + is not smoothly shaded, you may need to insert more points + on the walls. SECTOR FLAGS: - P = Make the ceiling of the given sector have a Parallaxing sky - or just a normal ceiling. - G = Make the floor of the given sector have a Groudraw - (floor with height mapping). I do not recommend using this - attribute very extensively yet. (See the H key for selecting - the height map) - E = An option for ceilings and floors. If for some reason, you - want a tile to be smooshed into the normal 64*64 area, press - E to unExpand the tile. Press E again, and the tile will be - expanded, so the pixel size is the same as the normal 64*64 - ceiling/floor. - R = Relative alignment - switch between relative alignment mode - and normal mode. Allows floor / ceiling textures to align - to the first 2 points of a sector. Textures will rotate/pan - with moving sectors properly. Notice that bit 6 of both - sector[].ceilingstat and sector[].floorstat are relative - alignment bits. + P = Make the ceiling of the given sector have a Parallaxing sky + or just a normal ceiling. + G = Make the floor of the given sector have a Groudraw + (floor with height mapping). I do not recommend using this + attribute very extensively yet. (See the H key for selecting + the height map) + E = An option for ceilings and floors. If for some reason, you + want a tile to be smooshed into the normal 64*64 area, press + E to unExpand the tile. Press E again, and the tile will be + expanded, so the pixel size is the same as the normal 64*64 + ceiling/floor. + R = Relative alignment - switch between relative alignment mode + and normal mode. Allows floor / ceiling textures to align + to the first 2 points of a sector. Textures will rotate/pan + with moving sectors properly. Notice that bit 6 of both + sector[].ceilingstat and sector[].floorstat are relative + alignment bits. WALL FLAGS: - B = Make an invisible wall, such as a window, block you from - going through. Since the wall is invisible, you can also - highlight the ceiling right above the window or floor - right below the window. You can block either the front or - the back of the window. If you block the back only, you - will be able to go onto the window sill. - T = Press to make a maskable wall 50/50 transluscent. Press T - again to put the masked wall back to normal mode. - M = Make a maskable wall. Press in the same place you press 'B'. - The masking wall takes all its attributes from the front of - the wall, so it must have the same repeat, panning, and cstat - values as the walls above or below it (if you have a step). - The masking picture number is stored in overpicnum. Also, - the masking walls is also automatically added the the other - side of the wall, with the picture flipped. (see the 'F' - key descripte above) - Shift + M = Make a maskable wall just like 'M' described above, but only - on the front side. + B = Make an invisible wall, such as a window, block you from + going through. Since the wall is invisible, you can also + highlight the ceiling right above the window or floor + right below the window. You can block either the front or + the back of the window. If you block the back only, you + will be able to go onto the window sill. + T = Press to make a maskable wall 50/50 transluscent. Press T + again to put the masked wall back to normal mode. + M = Make a maskable wall. Press in the same place you press 'B'. + The masking wall takes all its attributes from the front of + the wall, so it must have the same repeat, panning, and cstat + values as the walls above or below it (if you have a step). + The masking picture number is stored in overpicnum. Also, + the masking walls is also automatically added the the other + side of the wall, with the picture flipped. (see the 'F' + key descripte above) + Shift + M = Make a maskable wall just like 'M' described above, but only + on the front side. - 1 = Make a 1-way wall. - 2 = Some walls have two different sections. One step on the - ceiling and one step on the floor. Normally they always - have the same attributes. It is possible though, to give - both the top and bottom different attributes by pressing 2 on - that wall. 2 simply makes the bottom wall's attributes - separately editable. Press 2 on either the top or bottom - wall. - O = Wall orientation (whether it starts from the top or bottom) - Normally, walls are oriented from the top. For example, if - you hold down 2/8 on the keypad in 3D EDIT MODE, the wall - always starts from the top. Orientation works differently - for white lines and red lines, so if a wall doesn't look - right, just press 'O' anyway to see if it get fixed. - H = Toggle hitscan pass through bit. Default is pass through. + 1 = Make a 1-way wall. + 2 = Some walls have two different sections. One step on the + ceiling and one step on the floor. Normally they always + have the same attributes. It is possible though, to give + both the top and bottom different attributes by pressing 2 on + that wall. 2 simply makes the bottom wall's attributes + separately editable. Press 2 on either the top or bottom + wall. + O = Wall orientation (whether it starts from the top or bottom) + Normally, walls are oriented from the top. For example, if + you hold down 2/8 on the keypad in 3D EDIT MODE, the wall + always starts from the top. Orientation works differently + for white lines and red lines, so if a wall doesn't look + right, just press 'O' anyway to see if it get fixed. + H = Toggle hitscan pass through bit. Default is pass through. SPRITE FLAGS: - B = When the mouse cursor is on a sprite, this makes a sprite - block you from walking through. Also makes the sprite - sensitive to hitscan. Sprites with the 'B' attribute will - appear pink in 2D EDIT MODE - T = Press to make a sprite 50/50 transluscent. Press T again - to put sprite back to normal mode. + B = When the mouse cursor is on a sprite, this makes a sprite + block you from walking through. Also makes the sprite + sensitive to hitscan. Sprites with the 'B' attribute will + appear pink in 2D EDIT MODE + T = Press to make a sprite 50/50 transluscent. Press T again + to put sprite back to normal mode. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 2D EDIT MODE KEYS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - ESC = Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit" - Press ESC again to cancel the menu. - keypad ENTER = Flip back to the 3D edit mode + ESC = Show a menu that says, "(N)ew, (L)oad, (S)ave, (Q)uit" + Press ESC again to cancel the menu. + keypad ENTER = Flip back to the 3D edit mode - Mouse = Move mouse cursor + Mouse = Move mouse cursor Left mouse button = If you hold down the left mouse button, you can drag - existing points. To drag multiple points you can use - the right shift key to first select a rectangular - region of points to highlight, then just drag any of - the highlighted points and the rest move with it. + existing points. To drag multiple points you can use + the right shift key to first select a rectangular + region of points to highlight, then just drag any of + the highlighted points and the rest move with it. Right mouse button = Moves the player's positions to the mouse cursor. - This is useful when you accidently get stuck somewhere - in the board, or when you need to edit some part of - a sector that is hard to access. - Right Shift = Select a bunch of points for use with dragging around. - Selects all points inside a box. (Use the left mouse - button to drag) + This is useful when you accidently get stuck somewhere + in the board, or when you need to edit some part of + a sector that is hard to access. + Right Shift = Select a bunch of points for use with dragging around. + Selects all points inside a box. (Use the left mouse + button to drag) Ctrl+Right Shift = Select a bunch of points for use with dragging around. - Selects all points on a loop. (Use the left mouse - button to drag) - Right Alt = Select a bunch of sectors for either duplication or - dragging around. (see left mouse button for - dragging and the insert key for duplication). + Selects all points on a loop. (Use the left mouse + button to drag) + Right Alt = Select a bunch of sectors for either duplication or + dragging around. (see left mouse button for + dragging and the insert key for duplication). - Arrows = Move player position in the appropriate directions. - The player will be clipped. To jump to a different part - of the board, use the right mouse button. - Space = Press the space bar when drawing new sectors. There - are several ways of drawing new sectors. The following - three ways of drawing sectors can all be done by only - using the space bar. The computer is smart enough to - decide which method you are using. + Arrows = Move player position in the appropriate directions. + The player will be clipped. To jump to a different part + of the board, use the right mouse button. + Space = Press the space bar when drawing new sectors. There + are several ways of drawing new sectors. The following + three ways of drawing sectors can all be done by only + using the space bar. The computer is smart enough to + decide which method you are using. - 1. Drawing a FULL LOOP - that is, whenever the new - sector meets the old sector, draw over that line - again. In full loop mode the new sector must not - already be in another sector. The loop is done - when you press the space bar at the first point - again. - 2. SPLITTING a sector - press space bar to draw points - at which you want to split a sector. The computer - knows you are done splitting when you end at - another point that's on the edge of the sector you - are splitting. - 3. Drawing a sector COMPLETELY INSIDE another sector. - (for example, columns) To do this, just press space - bar at every point in the loop. The loop is done - when you press the space bar at the first point - again. - Backspace = When plotting points with the space bar, you can use - backspace to get rid of the last point plotted. You - can press the backspace to get rid of all the points - if you didn't want to start a sector at all. + 1. Drawing a FULL LOOP - that is, whenever the new + sector meets the old sector, draw over that line + again. In full loop mode the new sector must not + already be in another sector. The loop is done + when you press the space bar at the first point + again. + 2. SPLITTING a sector - press space bar to draw points + at which you want to split a sector. The computer + knows you are done splitting when you end at + another point that's on the edge of the sector you + are splitting. + 3. Drawing a sector COMPLETELY INSIDE another sector. + (for example, columns) To do this, just press space + bar at every point in the loop. The loop is done + when you press the space bar at the first point + again. + Backspace = When plotting points with the space bar, you can use + backspace to get rid of the last point plotted. You + can press the backspace to get rid of all the points + if you didn't want to start a sector at all. - Insert = Inserts a new point at the midpoint of the highlighted - line. Then you can drag the point to wherever you like. - (If you insert on a red line, the point will be inserted - on both sides of the sector line.) - If a bunch of sectors are selected (see right ALT) then - instead of inserted points, the selected sector bunch - will be duplicated (stamped). Don't forget to drag - the selected sectors after stamping. + Insert = Inserts a new point at the midpoint of the highlighted + line. Then you can drag the point to wherever you like. + (If you insert on a red line, the point will be inserted + on both sides of the sector line.) + If a bunch of sectors are selected (see right ALT) then + instead of inserted points, the selected sector bunch + will be duplicated (stamped). Don't forget to drag + the selected sectors after stamping. - Delete = Use this to delete sprites (blue circles). To delete - points of a sector border, don't press delete. Instead, - drag the point into one of its 2 neighbor points on the - sector. This is easist done if grid locking is on - (mouse cursor is pink). If 2 neighbor points are equal, - one will automatically be deleted. + Delete = Use this to delete sprites (blue circles). To delete + points of a sector border, don't press delete. Instead, + drag the point into one of its 2 neighbor points on the + sector. This is easist done if grid locking is on + (mouse cursor is pink). If 2 neighbor points are equal, + one will automatically be deleted. Right Ctrl-Delete = This deletes the whole sector that the mouse cursor is - in. Note the right ctrl for protection. - (Note: to delete a point of a sector, just drag that point into the next - point and it will automatically be deleted. You should do this with - grid-locking on) - J = Use to join two neighboring sectors. Press J when mouse - cursor is over the first sector. Then press J again - when the mouse cursor is over the neighboring sector. - The attributes of the combined sector will be taken from - the first sector selected. - ALT-S = When you have a white loop inside a sector, you can - press ALT-S on it (highlight any of its lines) to turn - the whole loop red. - S = Places a sprite at the location under the mouse cursor. - A sprite looks like a blue circle in the overhead map. + in. Note the right ctrl for protection. + (Note: to delete a point of a sector, just drag that point into the next + point and it will automatically be deleted. You should do this with + grid-locking on) + J = Use to join two neighboring sectors. Press J when mouse + cursor is over the first sector. Then press J again + when the mouse cursor is over the neighboring sector. + The attributes of the combined sector will be taken from + the first sector selected. + ALT-S = When you have a white loop inside a sector, you can + press ALT-S on it (highlight any of its lines) to turn + the whole loop red. + S = Places a sprite at the location under the mouse cursor. + A sprite looks like a blue circle in the overhead map. - B = Blocks / unblocks you from going through a wall or - sprites. A blocked wall or sprite will appear pink - in 2D EDIT MODE. See the description for 'B' in - the 3D EDIT MODE section for more details. + B = Blocks / unblocks you from going through a wall or + sprites. A blocked wall or sprite will appear pink + in 2D EDIT MODE. See the description for 'B' in + the 3D EDIT MODE section for more details. - C = Turn a line into a circle defined by short line - segments. First press 'C' on a highlighted wall. Then - move the mouse to the right place and press '+' or '-' - if you want to change the number of points on the - circle. Press 'C' again to cancel the circle drawing or - press the Space bar to actually change the map. - +/- = Increase / Decrease the number of points on the circle. + C = Turn a line into a circle defined by short line + segments. First press 'C' on a highlighted wall. Then + move the mouse to the right place and press '+' or '-' + if you want to change the number of points on the + circle. Press 'C' again to cancel the circle drawing or + press the Space bar to actually change the map. + +/- = Increase / Decrease the number of points on the circle. - T = Type in a LO-tag for a sector. Move the mouse cursor to - the inside of a sector that you want to tag first. - ALT-T = Just like 'T' but for walls and sprites. - H = Type in a HI-tag for a sector. Move the mouse cursor to - the inside of a sector that you want to tag first. - ALT-H = Just like 'H' but for walls and sprites. - E = Change a sprite's status list number. - < and > = Changes angle of sprite. Move the mouse cursor to a - sprite first. You can hold down shift with the < and > - to get more precise angles. If you did a sector - highlight, then the selected sector will be rotated - instead. - CTRL-T = Turn tag boxes on/off. + T = Type in a LO-tag for a sector. Move the mouse cursor to + the inside of a sector that you want to tag first. + ALT-T = Just like 'T' but for walls and sprites. + H = Type in a HI-tag for a sector. Move the mouse cursor to + the inside of a sector that you want to tag first. + ALT-H = Just like 'H' but for walls and sprites. + E = Change a sprite's status list number. + < and > = Changes angle of sprite. Move the mouse cursor to a + sprite first. You can hold down shift with the < and > + to get more precise angles. If you did a sector + highlight, then the selected sector will be rotated + instead. + CTRL-T = Turn tag boxes on/off. - TAB = Move the mouse cursor to the inside of a sector that you - you want to see the attributes of. It will show them - at the bottom of the status bar. To clear it, press - TAB again at somewhere in the board that is not part - of any sector. This is a useful key for debugging. - ALT-TAB = Works just like TAB, but here, you can see the - attributes of highlighted walls or sprites. For red - lines, the side the mouse cursor is on the line affects - which line is highlighted, since red lines are actually - defined as 2 walls (1 wall for each sector). + TAB = Move the mouse cursor to the inside of a sector that you + you want to see the attributes of. It will show them + at the bottom of the status bar. To clear it, press + TAB again at somewhere in the board that is not part + of any sector. This is a useful key for debugging. + ALT-TAB = Works just like TAB, but here, you can see the + attributes of highlighted walls or sprites. For red + lines, the side the mouse cursor is on the line affects + which line is highlighted, since red lines are actually + defined as 2 walls (1 wall for each sector). - Scroll Lock = Set starting position (brown arrow) to your current - position (white arrow). + Scroll Lock = Set starting position (brown arrow) to your current + position (white arrow). - A,Z = Zoom in and out. This is useful for choosing whether - you want to edit finely or not. - G = Change grid resolution. The grid resolution cycles - through this sequence: - (off, 1x, 2x, 4x (default), 8x, 16x) - L = Turns grid locking on or off. If the mouse cursor is - pink then grid locking is on. If it is white then - grid locking is off. There is no grid locking - if the grid is turned off. Also, grid locking will - lock to nearby points. + A,Z = Zoom in and out. This is useful for choosing whether + you want to edit finely or not. + G = Change grid resolution. The grid resolution cycles + through this sequence: + (off, 1x, 2x, 4x (default), 8x, 16x) + L = Turns grid locking on or off. If the mouse cursor is + pink then grid locking is on. If it is white then + grid locking is off. There is no grid locking + if the grid is turned off. Also, grid locking will + lock to nearby points. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ EDITART KEYS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - ---- Keys you will need to know if you want to select from a section of - a 320*200*256 picture file (.BMP and .PCX only) and put it into the BUILD - engine. + ---- Keys you will need to know if you want to select from a section of + a 320*200*256 picture file (.BMP and .PCX only) and put it into the BUILD + engine. - U - Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF. - ³ Enter - Convert the image that is inside the rectangular selection - ³ rectangle to the BUILD palette. - ³ Space - Convert the image that is inside the rectangular selection - ³ rectangle without remapping the palette. - ³ P - If in the picture selecting screen (after pressing U and loading - ³ the picture), you press P, then the palette of BUILD can be - ÀÄÄ replaced by the palette of the displayed picture. - PGUP/PGDN - Select tile to edit (4096 tile maximum right now). - G - GOTO a tile by typing in the tile number. - S - Re-size tile. The X and Y sizes can be any unsigned short integer. - X ranges from 0 to 1024, and Y ranges from 0 to 240. - Delete - short cut key to set both the X and Y sizes to 0. - +,- Change the animation setting. (Default: NoAnm = 0.) - To change the animation type, press - when the value is 0. - Ex: If you want an object to have 4 tiles of animation, you can - animate it in 4 different sequences: (0 is the current tile) - NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation) - Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate) - AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards) - AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards) - A - Set the animation speed of the tile. Press + and - to change the - animation speed. There are 16 different animation speeds. The - animation speed set here set the speed for BUILD and your GAME also. - (Speed is proportional to (totalclock>>animspeed)) + U - Use this to import a section of a 320*200*256 .BMP, .PCX, or .GIF. + ³ Enter - Convert the image that is inside the rectangular selection + ³ rectangle to the BUILD palette. + ³ Space - Convert the image that is inside the rectangular selection + ³ rectangle without remapping the palette. + ³ P - If in the picture selecting screen (after pressing U and loading + ³ the picture), you press P, then the palette of BUILD can be + ÀÄÄ replaced by the palette of the displayed picture. + PGUP/PGDN - Select tile to edit (4096 tile maximum right now). + G - GOTO a tile by typing in the tile number. + S - Re-size tile. The X and Y sizes can be any unsigned short integer. + X ranges from 0 to 1024, and Y ranges from 0 to 240. + Delete - short cut key to set both the X and Y sizes to 0. + +,- Change the animation setting. (Default: NoAnm = 0.) + To change the animation type, press - when the value is 0. + Ex: If you want an object to have 4 tiles of animation, you can + animate it in 4 different sequences: (0 is the current tile) + NoAnm=4 sequence: 0,0,0,0,0,0,0,0,0,0,0,... (no animation) + Oscis=4 sequence: 0,1,2,3,2,1,0,1,2,3,2,... (oscillate) + AnmFD=4 sequence: 0,1,2,3,0,1,2,3,0,1,2,... (forwards) + AnmBK=4 sequence: 0,-1,-2,-3,0,-1,-2,-3,... (backwards) + A - Set the animation speed of the tile. Press + and - to change the + animation speed. There are 16 different animation speeds. The + animation speed set here set the speed for BUILD and your GAME also. + (Speed is proportional to (totalclock>>animspeed)) ~' - This key (located just above the TAB key) allows you to center a - sprite. Simply use the arrow keys to get to the desired position. - N - Name a tile. Naming a tile simply changes the #define statement in - NAMES.H. You should include NAMES.H when compiling so you can easily - refer to sprites by name rather than by number. - O - Optimize the size of an individual piece of artwork. Use this for - tiles with invisible pixels on the sides. - V - View and select a tile to edit. - ³ Space - To swap 2 tiles simply press space bar on the first tile, - ³ then space bar on the second. - ³ 1,2,3 - To swap a group of tiles, press 1 on the first tile, - ³ press 2 to remember the region between where you pressed - ³ 1 and 2. Press 3 at the place to where you want to swap - ÀÄÄ all the tiles. + sprite. Simply use the arrow keys to get to the desired position. + N - Name a tile. Naming a tile simply changes the #define statement in + NAMES.H. You should include NAMES.H when compiling so you can easily + refer to sprites by name rather than by number. + O - Optimize the size of an individual piece of artwork. Use this for + tiles with invisible pixels on the sides. + V - View and select a tile to edit. + ³ Space - To swap 2 tiles simply press space bar on the first tile, + ³ then space bar on the second. + ³ 1,2,3 - To swap a group of tiles, press 1 on the first tile, + ³ press 2 to remember the region between where you pressed + ³ 1 and 2. Press 3 at the place to where you want to swap + ÀÄÄ all the tiles. ALT+U- Re-grab artwork from original pictures according to the CAPFIL.TXT - file. If you press ALT-U in the main screen, everything will be - re-grabbed. If you press ALT-U in 'V' mode, then you should first - select the range by pressing '1' and '2' on the range boundaries. + file. If you press ALT-U in the main screen, everything will be + re-grabbed. If you press ALT-U in 'V' mode, then you should first + select the range by pressing '1' and '2' on the range boundaries. ALT+R- Generate a Tile frequency report by scanning all maps in directory. - Use in 'V' mode only. + Use in 'V' mode only. F12 - Screen capture (saves image as a *.BMP file, starting as file - name CAPTUR00.BMP and incrementing by 1 each time F12 is - pressed. + name CAPTUR00.BMP and incrementing by 1 each time F12 is + pressed. - ESC - Quit. + ESC - Quit. - ---- Extra features: (if you actually want to do the artwork in EDITART - or if you want to touch-up some imported art.) + ---- Extra features: (if you actually want to do the artwork in EDITART + or if you want to touch-up some imported art.) - C - Change all pixels on the tile having the same color under the - graphics cursor to to selected color. - Arrows / Mouse - Move graphics cursor. - Shift + Arrows - Select color. (on bottom right corner of screen) - Space - Plot a pixel with the selected color. - T - Turn drawing trail on / off. - Tab - Select the color under the graphics cursor. - BACKSPACE - Set the color to color 255 (transparent color). - F - Floodfill a region with the current color and with the current - color as a boundary. - M,P - Use M to back up a tile into a temporary buffer in memory and P - to restore it. It may be wise to press M before a floodfill (F) - (because sometimes you miss encapsulating the region by 1 pixel, - and the whole picture gets killed, etc...) - J - Randomly plots dots of current color over any pixels having the - same color as the color under the tile cursor. - [ - Random antialias of colors in color band under graphics cursor. - ] - Non-random antialias of colors in color band under graphics cursor. - ; - 3-Dimentionalize an image. Makes colors in different rows of the - color bar either appear to stick out or stick in to the wall. - ' - 3-Dimentionalize the other way. - R - Rotate the tile in a specified direction. + C - Change all pixels on the tile having the same color under the + graphics cursor to to selected color. + Arrows / Mouse - Move graphics cursor. + Shift + Arrows - Select color. (on bottom right corner of screen) + Space - Plot a pixel with the selected color. + T - Turn drawing trail on / off. + Tab - Select the color under the graphics cursor. + BACKSPACE - Set the color to color 255 (transparent color). + F - Floodfill a region with the current color and with the current + color as a boundary. + M,P - Use M to back up a tile into a temporary buffer in memory and P + to restore it. It may be wise to press M before a floodfill (F) + (because sometimes you miss encapsulating the region by 1 pixel, + and the whole picture gets killed, etc...) + J - Randomly plots dots of current color over any pixels having the + same color as the color under the tile cursor. + [ - Random antialias of colors in color band under graphics cursor. + ] - Non-random antialias of colors in color band under graphics cursor. + ; - 3-Dimentionalize an image. Makes colors in different rows of the + color bar either appear to stick out or stick in to the wall. + ' - 3-Dimentionalize the other way. + R - Rotate the tile in a specified direction. - 1 - Mark the first corner of a rectangle for a copy/paste operation. - 2 - Mark the other corner of a rectangle for a copy/paste operation. - 3 - Paste the selected rectangle (Note: You must press 1 and 2 in that - order first before pressing 3. Pretty simple 1-2-3 for copy&paste) + 1 - Mark the first corner of a rectangle for a copy/paste operation. + 2 - Mark the other corner of a rectangle for a copy/paste operation. + 3 - Paste the selected rectangle (Note: You must press 1 and 2 in that + order first before pressing 3. Pretty simple 1-2-3 for copy&paste) - 4 - Flip the copied rectangular region x-wise. - 5 - Flip the copied rectangular region y-wise. - 6 - Swap the x and y coordinates of the copied rectangular region. + 4 - Flip the copied rectangular region x-wise. + 5 - Flip the copied rectangular region y-wise. + 6 - Swap the x and y coordinates of the copied rectangular region. - ,.<> - Change the shade of the selected region. - \ - Move the cursor to the center or the tile. - | - Get the coordinates of the cursor. + ,.<> - Change the shade of the selected region. + \ - Move the cursor to the center or the tile. + | - Get the coordinates of the cursor. ÉÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍ» ÌÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎ͹ @@ -472,636 +472,636 @@ F12 - Screen capture (saves image as a *.BMP file, starting as file ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ initengine(char vidoption, long xdim, long ydim) - Sets up interrupt vectors for keyboard, and initializes many variables - for the BUILD engine. You should call this once before any other - functions of the BUILD engine are used. + Sets up interrupt vectors for keyboard, and initializes many variables + for the BUILD engine. You should call this once before any other + functions of the BUILD engine are used. - vidoption can be anywhere from 0-6 - xdim,ydim can be any mode x resolution if vidoption = 0 - xdim,ydim can be any vesa resolution if vidoption = 1 - xdim,ydim must be 320*200 for any other mode. - (see graphics mode selection in my setup program) + vidoption can be anywhere from 0-6 + xdim,ydim can be any mode x resolution if vidoption = 0 + xdim,ydim can be any vesa resolution if vidoption = 1 + xdim,ydim must be 320*200 for any other mode. + (see graphics mode selection in my setup program) uninitengine(); - Restores interrupt vectors for keyboard and timer, and frees - buffers. You should call this once at the end of the program - before quitting to dos. + Restores interrupt vectors for keyboard and timer, and frees + buffers. You should call this once at the end of the program + before quitting to dos. loadboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum) - Loads the given board file into memory for the BUILD engine. - Returns -1 if file not found. If no extension is given, .MAP will - be appended to the filename. + Loads the given board file into memory for the BUILD engine. + Returns -1 if file not found. If no extension is given, .MAP will + be appended to the filename. saveboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum) - Saves the given board from memory inro the specified filename. - Returns -1 if unable to save. If no extension is given, .MAP will - be appended to the filename. + Saves the given board from memory inro the specified filename. + Returns -1 if unable to save. If no extension is given, .MAP will + be appended to the filename. loadpics(char *filename); - Loads the given artwork file into memory for the BUILD engine. - Returns -1 if file not found. If no extension is given, .ART will - be appended to the filename. + Loads the given artwork file into memory for the BUILD engine. + Returns -1 if file not found. If no extension is given, .ART will + be appended to the filename. setgamemode(); - This function sets the video mode to 320*200*256color graphics. - Since BUILD supports several different modes including mode x, - mode 13h, and other special modes, I don't expect you to write - any graphics output functions. (Soon I have all the necessary - functions) If for some reason, you use your own graphics mode, - you must call this function again before using the BUILD drawing - functions. + This function sets the video mode to 320*200*256color graphics. + Since BUILD supports several different modes including mode x, + mode 13h, and other special modes, I don't expect you to write + any graphics output functions. (Soon I have all the necessary + functions) If for some reason, you use your own graphics mode, + you must call this function again before using the BUILD drawing + functions. drawrooms(long posx, long posy, long posz, short ang, long horiz, short cursectnum) - This function draws the 3D screen to the current drawing page, - which is not yet shown. This way, you can overwrite some things - over the 3D screen such as a gun. Be sure to call the drawmasks() - function soon after you call the drawrooms() function. To view - the screen, use the nextpage() function. The nextpage() function - should always be called sometime after each draw3dscreen() - function. + This function draws the 3D screen to the current drawing page, + which is not yet shown. This way, you can overwrite some things + over the 3D screen such as a gun. Be sure to call the drawmasks() + function soon after you call the drawrooms() function. To view + the screen, use the nextpage() function. The nextpage() function + should always be called sometime after each draw3dscreen() + function. drawmasks(); - This function draws all the sprites and masked walls to the current - drawing page which is not yet shown. The reason I have the drawing - split up into these 2 routines is so you can animate just the - sprites that are about to be drawn instead of having to animate - all the sprites on the whole board. Drawrooms() prepares these - variables: spritex[], spritey[], spritepicnum[], thesprite[], - and spritesortcnt. Spritesortcnt is the number of sprites about - to be drawn to the page. To change the sprite's picnum, simply - modify the spritepicnum array If you want to change other parts - of the sprite structure, then you can use the thesprite array to - get an index to the actual sprite number. + This function draws all the sprites and masked walls to the current + drawing page which is not yet shown. The reason I have the drawing + split up into these 2 routines is so you can animate just the + sprites that are about to be drawn instead of having to animate + all the sprites on the whole board. Drawrooms() prepares these + variables: spritex[], spritey[], spritepicnum[], thesprite[], + and spritesortcnt. Spritesortcnt is the number of sprites about + to be drawn to the page. To change the sprite's picnum, simply + modify the spritepicnum array If you want to change other parts + of the sprite structure, then you can use the thesprite array to + get an index to the actual sprite number. engineinput(); - This function allows the engine to adjust your position depending - on the status of the arrow keys, and other control keys. It - handles timing and clipping. + This function allows the engine to adjust your position depending + on the status of the arrow keys, and other control keys. It + handles timing and clipping. nextpage(); - After a screen is prepared, use this function to view the screen. + After a screen is prepared, use this function to view the screen. draw2dscreen(long posxe, long posye, short ange, long zoome, - short gride) - Draws the 2d screen - this function is a direct replacement - for the drawrooms() and drawmasks() functions. Be sure - to call either qsetmode640350() or qsetmode640480() - first. When switching back to 3d mode, be sure to call - qsetmode320200(). - IMPORTANT NOTES: - 1. The overwritesprite function should only be called in - 3D mode. If you do this in 2D mode, junk will be - written to the 2D screen and a crash is possible. - 2. When you switch back to 3D mode, you should call the - permanentwritesprite functions to draw the status bar, - or whatever else you have to draw. - 3. You must call the nextpage() function in both 2D and - 3D modes. + short gride) + Draws the 2d screen - this function is a direct replacement + for the drawrooms() and drawmasks() functions. Be sure + to call either qsetmode640350() or qsetmode640480() + first. When switching back to 3d mode, be sure to call + qsetmode320200(). + IMPORTANT NOTES: + 1. The overwritesprite function should only be called in + 3D mode. If you do this in 2D mode, junk will be + written to the 2D screen and a crash is possible. + 2. When you switch back to 3D mode, you should call the + permanentwritesprite functions to draw the status bar, + or whatever else you have to draw. + 3. You must call the nextpage() function in both 2D and + 3D modes. qsetmode320200(); - Set to the game mode and load palette (320*200*256) + Set to the game mode and load palette (320*200*256) qsetmode640350(); - Set to the 2D map mode #1 (640*350*16) + Set to the 2D map mode #1 (640*350*16) qsetmode640480(); - Set to the 2D map mode #2 (640*480*16) + Set to the 2D map mode #2 (640*480*16) doanimations(long numtics); - This function animates anything you use setanimation for (like doors). - You should call it for every frame. Pass the number of tics (lockspeed) - as a parameter to it to tell how much everything should animate. + This function animates anything you use setanimation for (like doors). + You should call it for every frame. Pass the number of tics (lockspeed) + as a parameter to it to tell how much everything should animate. kenchaintimer(void (__interrupt __far *datimerchainaddress)(), - short dachainpersecond) - This function makes the engine's timerhandler chain to another timer - handler at any specified interrupt rate. This function forces IRQ0 to - point to my engine's timerhandler. Clockspeed and totalclock will - be fixed at counting 120 per second regardless of the chaining interrupt - rate. If you call this function with a NULL pointer, then the engine's - timerhandler will not chain anymore. + short dachainpersecond) + This function makes the engine's timerhandler chain to another timer + handler at any specified interrupt rate. This function forces IRQ0 to + point to my engine's timerhandler. Clockspeed and totalclock will + be fixed at counting 120 per second regardless of the chaining interrupt + rate. If you call this function with a NULL pointer, then the engine's + timerhandler will not chain anymore. - Here's how you should structure your code if you use this function: + Here's how you should structure your code if you use this function: - main() - { - initengine(); + main() + { + initengine(); - musicon(); //Turn music on after engine - kenchaintimer(yourtimerhandleraddress,yourtimerrate); - //When IRQ0 goes off, it will now go to - //Ken's timer handler. Then, Ken's timer - (main loop) //handler will make yourtimerhandler - //interrupt yourtimerrate times per second + musicon(); //Turn music on after engine + kenchaintimer(yourtimerhandleraddress,yourtimerrate); + //When IRQ0 goes off, it will now go to + //Ken's timer handler. Then, Ken's timer + (main loop) //handler will make yourtimerhandler + //interrupt yourtimerrate times per second - kenchaintimer(0,0); //Stop chaining BEFORE music handler dies! - musicoff(); + kenchaintimer(0,0); //Stop chaining BEFORE music handler dies! + musicoff(); - uninitengine(); - } + uninitengine(); + } ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ OTHER ENGINE FUNCTIONS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ overwritesprite (long thex, long they, short tilenum, - signed char shade, char orientation, char dapalnum) + signed char shade, char orientation, char dapalnum) - Use this function to draw any sprites that must be drawn to the screen - for every single frame, such as a gun or a menu system. + Use this function to draw any sprites that must be drawn to the screen + for every single frame, such as a gun or a menu system. - If Bit 0 of orientation = 0: (thex, they) is top-left corner - If Bit 0 of orientation = 1: (thex, they) is middle - If Bit 1 of orientation = 0: no relation to viewing window - If Bit 1 of orientation = 1: scale and clip to viewing window - If Bit 2 of orientation = 0: normal - If Bit 2 of orientation = 1: 50/50 transluscent! - If Bit 3 of orientation = 0: normal - If Bit 3 of orientation = 1: x-flipped - If Bit 4 of orientation = 0: normal - If Bit 4 of orientation = 1: y-flipped + If Bit 0 of orientation = 0: (thex, they) is top-left corner + If Bit 0 of orientation = 1: (thex, they) is middle + If Bit 1 of orientation = 0: no relation to viewing window + If Bit 1 of orientation = 1: scale and clip to viewing window + If Bit 2 of orientation = 0: normal + If Bit 2 of orientation = 1: 50/50 transluscent! + If Bit 3 of orientation = 0: normal + If Bit 3 of orientation = 1: x-flipped + If Bit 4 of orientation = 0: normal + If Bit 4 of orientation = 1: y-flipped - * If it works at full screen, simply set bit 1 of orientation - to 1, and it should automatically scale properly! + * If it works at full screen, simply set bit 1 of orientation + to 1, and it should automatically scale properly! - Use this function to write sprites over the 3d view. For example, - you can make a menu system with this function. Be sure - that you call this function for every single frame after the 3d - view is drawn or else it will be flashed on for only 1 frame. - If you want x and y to be the top left corner, set the orientation - to 0. If you want x and y to be the middle of the sprite, set the - orientation to 1. The reason I included the orienation = 1 option - is so that if you want a sprite centered and the size of the tile - changes, you don't need to recompile and guess where the new top - left corner is. Oh yeah, and I forget to mention that if shade is - greater than 32, than overwritesprite does transluscence. (Try it - out!) This function will clip the sprite to the startumost and - startdmost arrays. Dapalnum refers to a palette lookup list - (normally 0). + Use this function to write sprites over the 3d view. For example, + you can make a menu system with this function. Be sure + that you call this function for every single frame after the 3d + view is drawn or else it will be flashed on for only 1 frame. + If you want x and y to be the top left corner, set the orientation + to 0. If you want x and y to be the middle of the sprite, set the + orientation to 1. The reason I included the orienation = 1 option + is so that if you want a sprite centered and the size of the tile + changes, you don't need to recompile and guess where the new top + left corner is. Oh yeah, and I forget to mention that if shade is + greater than 32, than overwritesprite does transluscence. (Try it + out!) This function will clip the sprite to the startumost and + startdmost arrays. Dapalnum refers to a palette lookup list + (normally 0). rotatesprite (long sx, long sy, long z, short a, short picnum, - signed char dashade, char dapalnum, char dastat, - long cx1, long cy1, long cx2, long cy2) - (sx, sy) is the center of the sprite to draw defined as - screen coordinates shifted up by 16. - (z) is the zoom. Normal zoom is 65536. - Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. - (a) is the angle (0 is straight up) - (picnum) is the tile number - (dashade) is 0 normally but can be any standard shade up to 31 or 63. - (dapalnum) can be from 0-255. - if ((dastat&1) == 0) - no transluscence - if ((dastat&1) != 0) - transluscence - if ((dastat&2) == 0) - don't scale to setview's viewing window - if ((dastat&2) != 0) - scale to setview's viewing window (windowx1,etc.) - if ((dastat&4) == 0) - nuttin' special - if ((dastat&4) != 0) - y-flip image - if ((dastat&8) == 0) - clip to startumost/startdmost - if ((dastat&8) != 0) - don't clip to startumost/startdmost - if ((dastat&16) == 0) - use Editart center as point passed - if ((dastat&16) != 0) - force point passed to be top-left corner - if ((dastat&32) == 0) - nuttin' special - if ((dastat&32) != 0) - use reverse transluscence - if ((dastat&64) == 0) - masked drawing (check 255's) (slower) - if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) + signed char dashade, char dapalnum, char dastat, + long cx1, long cy1, long cx2, long cy2) + (sx, sy) is the center of the sprite to draw defined as + screen coordinates shifted up by 16. + (z) is the zoom. Normal zoom is 65536. + Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. + (a) is the angle (0 is straight up) + (picnum) is the tile number + (dashade) is 0 normally but can be any standard shade up to 31 or 63. + (dapalnum) can be from 0-255. + if ((dastat&1) == 0) - no transluscence + if ((dastat&1) != 0) - transluscence + if ((dastat&2) == 0) - don't scale to setview's viewing window + if ((dastat&2) != 0) - scale to setview's viewing window (windowx1,etc.) + if ((dastat&4) == 0) - nuttin' special + if ((dastat&4) != 0) - y-flip image + if ((dastat&8) == 0) - clip to startumost/startdmost + if ((dastat&8) != 0) - don't clip to startumost/startdmost + if ((dastat&16) == 0) - use Editart center as point passed + if ((dastat&16) != 0) - force point passed to be top-left corner + if ((dastat&32) == 0) - nuttin' special + if ((dastat&32) != 0) - use reverse transluscence + if ((dastat&64) == 0) - masked drawing (check 255's) (slower) + if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) - Note: As a special case, if both ((dastat&2) != 0) and ((dastat&8) != 0) - then rotatesprite will scale to the full screen (0,0,xdim-1,ydim-1) - rather than setview's viewing window. (windowx1,windowy1,etc.) This - case is useful for status bars, etc. + Note: As a special case, if both ((dastat&2) != 0) and ((dastat&8) != 0) + then rotatesprite will scale to the full screen (0,0,xdim-1,ydim-1) + rather than setview's viewing window. (windowx1,windowy1,etc.) This + case is useful for status bars, etc. - Ex: rotatesprite(160L<<16,100L<<16,65536,totalclock<<4, - DEMOSIGN,2,50L,50L,270L,150L); - This example will draw the DEMOSIGN tile in the center of the - screen and rotate about once per second. The sprite will only - get drawn inside the rectangle from (50,50) to (270,150) + Ex: rotatesprite(160L<<16,100L<<16,65536,totalclock<<4, + DEMOSIGN,2,50L,50L,270L,150L); + This example will draw the DEMOSIGN tile in the center of the + screen and rotate about once per second. The sprite will only + get drawn inside the rectangle from (50,50) to (270,150) permanentwritesprite (long thex, long they, short tilenum, signed char shade, - long cx1, long cy1, long cx2, long cy2, char dapalnum) - - Added permanentwritesprite function for status bars or other - sections of the screen that will not be overwritten by the - engine. The format of this function is like overwritesprite - except that the x and y are always top left corner, no - orientation variable, and no translucence. - The 4 last parameters (cx1, cy1) - (cx2, cy2) define a - rectangular clipping window of where permanentwritesprite - can draw to. Dapalnum refers to a palette lookup list - (normally 0). + long cx1, long cy1, long cx2, long cy2, char dapalnum) + - Added permanentwritesprite function for status bars or other + sections of the screen that will not be overwritten by the + engine. The format of this function is like overwritesprite + except that the x and y are always top left corner, no + orientation variable, and no translucence. + The 4 last parameters (cx1, cy1) - (cx2, cy2) define a + rectangular clipping window of where permanentwritesprite + can draw to. Dapalnum refers to a palette lookup list + (normally 0). printext(long x, long y, char buffer[42], short tilenum, char invisiblecol); - Use this function to print text anywhere on the screen from a font - that you can create in EDITART. Please see my example font in - TILES.ART to see how I lay out the user-defined font. X ranges - from 0-319. Y ranges from 0-199. The buffer is the string to - print. Tilenum specifies which font to use. Invisiblecol tells - printext what color to draw the transparent pixels. If - invisiblecol is 255 then the transpararent pixels are still - transparent. + Use this function to print text anywhere on the screen from a font + that you can create in EDITART. Please see my example font in + TILES.ART to see how I lay out the user-defined font. X ranges + from 0-319. Y ranges from 0-199. The buffer is the string to + print. Tilenum specifies which font to use. Invisiblecol tells + printext what color to draw the transparent pixels. If + invisiblecol is 255 then the transpararent pixels are still + transparent. printnum(long x, long y, long num, short tilenum, char invisiblecol); - Printnum is a function call that will print a long integer (num) - starting at top left corner x, y. Please look at the documentation - for printext, since internally, printnum simply prepares a buffer - and calls the printext function. + Printnum is a function call that will print a long integer (num) + starting at top left corner x, y. Please look at the documentation + for printext, since internally, printnum simply prepares a buffer + and calls the printext function. setvmode(long videomode); - If you look at the top of GAME.C, you will see something like this: - #pragma aux setvmode =\... This is how you do in-line assembler in - WATCOM C. All this function is doing is setting the video mode. + If you look at the top of GAME.C, you will see something like this: + #pragma aux setvmode =\... This is how you do in-line assembler in + WATCOM C. All this function is doing is setting the video mode. showengineinfo(); - Use this function after setting to text mode to view some statics - about the engine, such as frame rate. + Use this function after setting to text mode to view some statics + about the engine, such as frame rate. resettiming(); - Resets timing, such as setting totalclock = 0. Also resets other - timers. This is for use with the showengineinfo function above. + Resets timing, such as setting totalclock = 0. Also resets other + timers. This is for use with the showengineinfo function above. ksqrt(long num); returns (long)square root - A square root function optimized for integers. Use this function - only if you want to. + A square root function optimized for integers. Use this function + only if you want to. krand() - This simply returns a random number. You can easily set the random - seed by externing the randomseed variable as a long. This is useful - for keeping the random seed the same on multiple computers when playing - multi-player mode. + This simply returns a random number. You can easily set the random + seed by externing the randomseed variable as a long. This is useful + for keeping the random seed the same on multiple computers when playing + multi-player mode. getangle(long xvect,long yvect); returns (short)angle; - Use this function call to determine the angle between two points. - For example, if you want a monster to shoot a bullet towards you, - you would get the bullet's angle this way: - sprite[bullet].ang = getangle(posx-sprite[monst].x,posy-sprite[monst].y); + Use this function call to determine the angle between two points. + For example, if you want a monster to shoot a bullet towards you, + you would get the bullet's angle this way: + sprite[bullet].ang = getangle(posx-sprite[monst].x,posy-sprite[monst].y); lastwall(short point); - Use this function as a reverse function of wall[].point2. In order - to save memory, my walls are only on a single linked list. - + Use this function as a reverse function of wall[].point2. In order + to save memory, my walls are only on a single linked list. + rotatepoint(long xpivot, long ypivot, long x, long y, - short daang, long *x2, long *y2); - This function is a very convenient and fast math helper function. - Rotate points easily with this function without having to juggle your - cosines and sines. Simply pass it: - - Input: 1. Pivot point (xpivot,ypivot) - 2. Original point (x,y) - 3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.) - Output: 4. Rotated point (*x2,*y2) + short daang, long *x2, long *y2); + This function is a very convenient and fast math helper function. + Rotate points easily with this function without having to juggle your + cosines and sines. Simply pass it: + + Input: 1. Pivot point (xpivot,ypivot) + 2. Original point (x,y) + 3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.) + Output: 4. Rotated point (*x2,*y2) clipmove(long *x, long *y, long *z, short *sectnum, long xvect, long yvect, - long walldist, long ceildist, long flordist, char cliptype) - Moves any object (x, y, z) in any direction at any velocity and will - make sure the object will stay a certain distance from walls (walldist) - Pass the pointers of the starting position (x, y, z). Then - pass the starting position's sector number as a pointer also. - Also these values will be modified accordingly. Pass the - direction and velocity by using a vector (xvect, yvect). - If you don't fully understand these equations, please call me. - xvect = velocity * cos(angle) - yvect = velocity * sin(angle) - Walldist tells how close the object can get to a wall. I use - 128L as my default. If you increase walldist all of a sudden - for a certain object, the object might leak through a wall, so - don't do that! - If cliptype is 0, then the clipping is normal (Use 0 to clip you - and monsters). If the cliptype is 1, then the object is clipped to - the same things that hitscan is clipped to (use 1 for all bullets). + long walldist, long ceildist, long flordist, char cliptype) + Moves any object (x, y, z) in any direction at any velocity and will + make sure the object will stay a certain distance from walls (walldist) + Pass the pointers of the starting position (x, y, z). Then + pass the starting position's sector number as a pointer also. + Also these values will be modified accordingly. Pass the + direction and velocity by using a vector (xvect, yvect). + If you don't fully understand these equations, please call me. + xvect = velocity * cos(angle) + yvect = velocity * sin(angle) + Walldist tells how close the object can get to a wall. I use + 128L as my default. If you increase walldist all of a sudden + for a certain object, the object might leak through a wall, so + don't do that! + If cliptype is 0, then the clipping is normal (Use 0 to clip you + and monsters). If the cliptype is 1, then the object is clipped to + the same things that hitscan is clipped to (use 1 for all bullets). - Clipmove can either return 0 (touched nothing) - 32768+wallnum (wall first touched) - 49152+spritenum (sprite first touched) + Clipmove can either return 0 (touched nothing) + 32768+wallnum (wall first touched) + 49152+spritenum (sprite first touched) getzrange(long x, long y, long z, short sectnum, - long *ceilz, long *ceilhit, - long *florz, long *florhit, - long walldist, char cliptype) + long *ceilz, long *ceilhit, + long *florz, long *florhit, + long walldist, char cliptype) - Use this in conjunction with clipmove. This function will keep the - player from falling off cliffs when you're too close to the edge. This - function finds the highest and lowest z coordinates that your clipping - BOX can get to. It must search for all sectors (and sprites) that go - into your clipping box. This method is better than using - sector[cursectnum].ceilingz and sector[cursectnum].floorz because this - searches the whole clipping box for objects, not just 1 point. - Pass x, y, z, sector normally. Walldist can be 128. Cliptype can be - 0, 1, or 2. (just like movesprite and clipmove) This function returns - the z extents in ceilz and florz. It will return the object hit in ceilhit - and florhit. - Ceilhit and florhit will also be either: - 16384+sector (sector first touched) or - 49152+spritenum (sprite first touched) + Use this in conjunction with clipmove. This function will keep the + player from falling off cliffs when you're too close to the edge. This + function finds the highest and lowest z coordinates that your clipping + BOX can get to. It must search for all sectors (and sprites) that go + into your clipping box. This method is better than using + sector[cursectnum].ceilingz and sector[cursectnum].floorz because this + searches the whole clipping box for objects, not just 1 point. + Pass x, y, z, sector normally. Walldist can be 128. Cliptype can be + 0, 1, or 2. (just like movesprite and clipmove) This function returns + the z extents in ceilz and florz. It will return the object hit in ceilhit + and florhit. + Ceilhit and florhit will also be either: + 16384+sector (sector first touched) or + 49152+spritenum (sprite first touched) updatesector(long x, long y, §num); - This function updates the sector number according to the x and y values - passed to it. Be careful when you use this function with sprites because - remember that the sprite's sector number should not be modified directly. - If you want to update a sprite's sector, I recomment using the setsprite - function described below. + This function updates the sector number according to the x and y values + passed to it. Be careful when you use this function with sprites because + remember that the sprite's sector number should not be modified directly. + If you want to update a sprite's sector, I recomment using the setsprite + function described below. inside(long x, long y, short sectnum); - Tests to see whether the overhead point (x, y) is inside sector (sectnum) - Returns either 0 or 1, where 1 means it is inside, and 0 means it is not. + Tests to see whether the overhead point (x, y) is inside sector (sectnum) + Returns either 0 or 1, where 1 means it is inside, and 0 means it is not. copytilepiece(long tilenume1, long sourcex1, long sourcey1, - long xsiz, long ysiz, - long tilenume2, long destx1, long desty1) + long xsiz, long ysiz, + long tilenume2, long destx1, long desty1) - This function simply copies any section of a source tile - to any part of a destination tile. It will automatically - skip transparent pixels. It will wrap-around in the - source but not the destination. If for some reason - the destination tile gets removed from the cache, the - destination tile will be reset to original form. This - is why I had to add this second function: + This function simply copies any section of a source tile + to any part of a destination tile. It will automatically + skip transparent pixels. It will wrap-around in the + source but not the destination. If for some reason + the destination tile gets removed from the cache, the + destination tile will be reset to original form. This + is why I had to add this second function: allocatepermanenttile(short tilenume, long xsiz, long ysiz) - This function allocates a place on the cache as permanent. - Right now, I reset the cache every time you call this - function so I would recommend calling this function - right after loadpics. + This function allocates a place on the cache as permanent. + Right now, I reset the cache every time you call this + function so I would recommend calling this function + right after loadpics. makepalookup(long palnum, char *remapbuf, - signed char r, signed char g, signed char b, - char dastat) - This function allows different shirt colors for sprites. First prepare - remapbuf, which is a 256 byte buffer of chars which the colors to remap. - Palnum can be anywhere from 1-15. Since 0 is where the normal palette is - stored, it is a bad idea to call this function with palnum=0. - In BUILD.H notice I added a new variable, spritepal[MAXSPRITES]. - Usually the value of this is 0 for the default palette. But if you - change it to the palnum in the code between drawrooms() and drawmasks - then the sprite will be drawn with that remapped palette. The last 3 - parameters are the color that the palette fades to as you get further - away. This color is normally black (0,0,0). White would be (63,63,63). - if ((dastat&1) == 0) then makepalookup will allocate & deallocate - the memory block for use but will not waste the time creating a palookup - table (assuming you will create one yourself) + signed char r, signed char g, signed char b, + char dastat) + This function allows different shirt colors for sprites. First prepare + remapbuf, which is a 256 byte buffer of chars which the colors to remap. + Palnum can be anywhere from 1-15. Since 0 is where the normal palette is + stored, it is a bad idea to call this function with palnum=0. + In BUILD.H notice I added a new variable, spritepal[MAXSPRITES]. + Usually the value of this is 0 for the default palette. But if you + change it to the palnum in the code between drawrooms() and drawmasks + then the sprite will be drawn with that remapped palette. The last 3 + parameters are the color that the palette fades to as you get further + away. This color is normally black (0,0,0). White would be (63,63,63). + if ((dastat&1) == 0) then makepalookup will allocate & deallocate + the memory block for use but will not waste the time creating a palookup + table (assuming you will create one yourself) copytilepiece(long walnume1, long x1, long y1, long xsiz, long ysiz, long walnume2, long x2, long y2, char shadeoffs); - Copies section of tile 1 (walnume1) with top-left corner (x1,y1) and - rectangular size (xsiz, ysiz) to top-left corner (x2, y2) of tile 2 - (walnume). You can animate tiles with this function. For example, with - this function, you can make a slot machine like in Ken's Labyrinth or an - electronic sign with text sliding from right to left. + Copies section of tile 1 (walnume1) with top-left corner (x1,y1) and + rectangular size (xsiz, ysiz) to top-left corner (x2, y2) of tile 2 + (walnume). You can animate tiles with this function. For example, with + this function, you can make a slot machine like in Ken's Labyrinth or an + electronic sign with text sliding from right to left. loadtile(short tilenume); - This function will load the tile, tilenum, into the artwork cache. A - tile is not in the cache if (waloff[tilenum] == -1). If - (waloff[tilenum] >= 0) then it is in the cache, and you don't need to call - this function. + This function will load the tile, tilenum, into the artwork cache. A + tile is not in the cache if (waloff[tilenum] == -1). If + (waloff[tilenum] >= 0) then it is in the cache, and you don't need to call + this function. precache(); - This function will go through the tilenums of all sectors, walls, and - sprites and call loadtile() on them. This function will not cache in some - tiles of animations since their tilenums may not all be in the structures. + This function will go through the tilenums of all sectors, walls, and + sprites and call loadtile() on them. This function will not cache in some + tiles of animations since their tilenums may not all be in the structures. hitscan(long xstart, long ystart, long zstart, short startsectnum, - long vectorx, long vectory, long vectorz, - short *hitsect, short *hitwall, short *hitsprite, - long *hitx, long *hity, long *hitz); + long vectorx, long vectory, long vectorz, + short *hitsect, short *hitwall, short *hitsprite, + long *hitx, long *hity, long *hitz); - Pass the starting 3D position: - (xstart, ystart, zstart, startsectnum) - Then pass the 3D angle to shoot (defined as a 3D vector): - (vectorx, vectory, vectorz) - Then set up the return values for the object hit: - (hitsect, hitwall, hitsprite) - and the exact 3D point where the ray hits: - (hitx, hity, hitz) + Pass the starting 3D position: + (xstart, ystart, zstart, startsectnum) + Then pass the 3D angle to shoot (defined as a 3D vector): + (vectorx, vectory, vectorz) + Then set up the return values for the object hit: + (hitsect, hitwall, hitsprite) + and the exact 3D point where the ray hits: + (hitx, hity, hitz) - How to determine what was hit: - * Hitsect is always equal to the sector that was hit (always >= 0). + How to determine what was hit: + * Hitsect is always equal to the sector that was hit (always >= 0). - * If the ray hits a sprite then: - hitsect = thesectornumber - hitsprite = thespritenumber - hitwall = -1 + * If the ray hits a sprite then: + hitsect = thesectornumber + hitsprite = thespritenumber + hitwall = -1 - * If the ray hits a wall then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = thewallnumber + * If the ray hits a wall then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = thewallnumber - * If the ray hits the ceiling of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz < 0 - (If vectorz < 0 then you're shooting upward which means - that you couldn't have hit a floor) + * If the ray hits the ceiling of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz < 0 + (If vectorz < 0 then you're shooting upward which means + that you couldn't have hit a floor) - * If the ray hits the floor of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz > 0 - (If vectorz > 0 then you're shooting downard which means - that you couldn't have hit a ceiling) + * If the ray hits the floor of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz > 0 + (If vectorz > 0 then you're shooting downard which means + that you couldn't have hit a ceiling) neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle - short *neartagsector, //Returns near sector if sector[].tag != 0 - short *neartagwall, //Returns near wall if wall[].tag != 0 - short *neartagsprite, //Returns near sprite if sprite[].tag != 0 - long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) - long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) - char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag - Neartag works sort of like hitscan, but is optimized to - scan only close objects and scan only objects with - tags != 0. Neartag is perfect for the first line of your space bar code. - It will tell you what door you want to open or what switch you want to - flip. + short *neartagsector, //Returns near sector if sector[].tag != 0 + short *neartagwall, //Returns near wall if wall[].tag != 0 + short *neartagsprite, //Returns near sprite if sprite[].tag != 0 + long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) + long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) + char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag + Neartag works sort of like hitscan, but is optimized to + scan only close objects and scan only objects with + tags != 0. Neartag is perfect for the first line of your space bar code. + It will tell you what door you want to open or what switch you want to + flip. cansee(long x1, long y1, long z1, short sectnum1, - long x2, long y2, long z2, short sectnum2); returns 0 or 1 - This function determines whether or not two 3D points can "see" each - other or not. All you do is pass it the coordinates of a 3D line defined - by two 3D points (with their respective sectors) The function will return - a 1 if the points can see each other or a 0 if there is something blocking - the two points from seeing each other. This is how I determine whether a - monster can see you or not. Try playing DOOM1.DAT to fully enjoy this - great function! + long x2, long y2, long z2, short sectnum2); returns 0 or 1 + This function determines whether or not two 3D points can "see" each + other or not. All you do is pass it the coordinates of a 3D line defined + by two 3D points (with their respective sectors) The function will return + a 1 if the points can see each other or a 0 if there is something blocking + the two points from seeing each other. This is how I determine whether a + monster can see you or not. Try playing DOOM1.DAT to fully enjoy this + great function! setanimation(long *animptr, long thegoal, long thevel); - This is a function for your convenience that will animate a long - variable, such as sector[].floorz for platforms, or sector[].ceilingz - for doors. All you do is pass it the long pointer into memory, specifying - which long variable is to be animated; you also pass the goal (long value - to animate towards), and the velocity at which the variable is animated. - Velocity = 128 is a normal speed door. You may also modify the animation - arrays directly if you wish: + This is a function for your convenience that will animate a long + variable, such as sector[].floorz for platforms, or sector[].ceilingz + for doors. All you do is pass it the long pointer into memory, specifying + which long variable is to be animated; you also pass the goal (long value + to animate towards), and the velocity at which the variable is animated. + Velocity = 128 is a normal speed door. You may also modify the animation + arrays directly if you wish: - The animation arrays are as follows: - long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; - long animatevel[MAXANIMATES], animatecnt; + The animation arrays are as follows: + long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; + long animatevel[MAXANIMATES], animatecnt; getanimationgoal(long animptr); - Check to see if a certain variable in memory is already being animated - by the engine. If so, an index into the animation arrays is returned, - else -1 is returned. This is function is useful when you are press - space bar near a door, and it is already animating, you simply want - to reverse its direction. + Check to see if a certain variable in memory is already being animated + by the engine. If so, an index into the animation arrays is returned, + else -1 is returned. This is function is useful when you are press + space bar near a door, and it is already animating, you simply want + to reverse its direction. dragpoint(short wallnum, long newx, long newy); - This function will drag a point in the exact same way a point is dragged - in 2D EDIT MODE using the left mouse button. Simply pass it which wall - to drag and then pass the new x and y coordinates for that point. - Please use this function because if you don't and try to drag points - yourself, I can guarantee that it won't work as well as mine and you - will get confused. Note: Every wall of course has 2 points. When you - pass a wall number to this function, you are actually passing 1 point, - the left side of the wall (given that you are in the sector of that wall) - Got it? + This function will drag a point in the exact same way a point is dragged + in 2D EDIT MODE using the left mouse button. Simply pass it which wall + to drag and then pass the new x and y coordinates for that point. + Please use this function because if you don't and try to drag points + yourself, I can guarantee that it won't work as well as mine and you + will get confused. Note: Every wall of course has 2 points. When you + pass a wall number to this function, you are actually passing 1 point, + the left side of the wall (given that you are in the sector of that wall) + Got it? nextsectorneighborz(short sectnum, long thez, short topbottom, short direction); - This function searches z-coordinates of neighboring sectors to find the - closest (next) ceiling starting at the given z-coordinate (thez). - For example, if you want to find the goal z-coordinate when opening a - door, you might want the door to stop at the next closest neighboring - ceiling z-coordinate. You can get the z-coordinate this way: + This function searches z-coordinates of neighboring sectors to find the + closest (next) ceiling starting at the given z-coordinate (thez). + For example, if you want to find the goal z-coordinate when opening a + door, you might want the door to stop at the next closest neighboring + ceiling z-coordinate. You can get the z-coordinate this way: - newz = sector[nextsectorneighborz(sectnum,startz,-1,-1)].ceilingz + newz = sector[nextsectorneighborz(sectnum,startz,-1,-1)].ceilingz - topbottom (3rd parameter) -1 = search ceilings - 1 = search floors - direction (4th parameter) -1 = search upwards - 1 = search downwards + topbottom (3rd parameter) -1 = search ceilings + 1 = search floors + direction (4th parameter) -1 = search upwards + 1 = search downwards screencapture(char *filename) - Capture the screen and save it as a .BMP file. I don't know why my - .BMP format isn't compatible with other programs. + Capture the screen and save it as a .BMP file. I don't know why my + .BMP format isn't compatible with other programs. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ SPRITE FUNCTIONS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ insertsprite(short sectnum, short statnum); //returns (short)spritenum; - Whenever you insert a sprite, you must pass it the sector - number, and a status number (statnum). The status number can be any - number from 0 to MAXSTATUS-1. Insertsprite works like a memory - allocation function and returns the sprite number. + Whenever you insert a sprite, you must pass it the sector + number, and a status number (statnum). The status number can be any + number from 0 to MAXSTATUS-1. Insertsprite works like a memory + allocation function and returns the sprite number. deletesprite(short spritenum); - Deletes the sprite. + Deletes the sprite. changespritesect(short spritenum, short newsectnum); - Changes the sector of sprite (spritenum) to the - newsector (newsectnum). This function may become - internal to the engine in the movesprite function. But - this function is necessary since all the sectors have - their own doubly-linked lists of sprites. + Changes the sector of sprite (spritenum) to the + newsector (newsectnum). This function may become + internal to the engine in the movesprite function. But + this function is necessary since all the sectors have + their own doubly-linked lists of sprites. changespritestat(short spritenum, short newstatnum); - Changes the status of sprite (spritenum) to status - (newstatus). Newstatus can be any number from 0 to MAXSTATUS-1. - You can use this function to put a monster on a list of active sprites - when it first sees you. + Changes the status of sprite (spritenum) to status + (newstatus). Newstatus can be any number from 0 to MAXSTATUS-1. + You can use this function to put a monster on a list of active sprites + when it first sees you. setsprite(short spritenum, long newx, long newy, long newz); - This function simply sets the sprite's position to a specified - coordinate (newx, newy, newz) without any checking to see - whether the position is valid or not. You could directly - modify the sprite[].x, sprite[].y, and sprite[].z values, but - if you use my function, the sprite is guaranteed to be in the - right sector. + This function simply sets the sprite's position to a specified + coordinate (newx, newy, newz) without any checking to see + whether the position is valid or not. You could directly + modify the sprite[].x, sprite[].y, and sprite[].z values, but + if you use my function, the sprite is guaranteed to be in the + right sector. movesprite(short spritenum, long xchange, long ychange, long zchange, - long ceildist, long flordist, char cliptype, long numtics) - This function moves the sprite given by spritenum by the 3 - increments, xchange, ychange, and zchange. If cliptype is 0, then - the clipping is normal (Use 0 to clip you and monsters). If the - cliptype is 1, then the object is clipped to the same things that - hitscan is clipped to (use 1 for all bullets). - Movesprite can either return 0 (touched nothing) - 16384+sectnum (ceiling/floor first touched) - 32768+wallnum (wall first touched) - 49152+spritenum (sprite first touched) + long ceildist, long flordist, char cliptype, long numtics) + This function moves the sprite given by spritenum by the 3 + increments, xchange, ychange, and zchange. If cliptype is 0, then + the clipping is normal (Use 0 to clip you and monsters). If the + cliptype is 1, then the object is clipped to the same things that + hitscan is clipped to (use 1 for all bullets). + Movesprite can either return 0 (touched nothing) + 16384+sectnum (ceiling/floor first touched) + 32768+wallnum (wall first touched) + 49152+spritenum (sprite first touched) getspritescreencoord(short spritesortnum, long *scrx, long *scry) - This function returns the actual screen coordinates of a sprite. It - is useful for locking on to a target. Use this function between - drawrooms and drawmasks. Note that spritesortnum is the index into the - spritesortcnt arrays, NOT the normal sprite arrays. Scrx and scry are - actual screen coordinates ranging from 0-319 and 0-199 respectively. + This function returns the actual screen coordinates of a sprite. It + is useful for locking on to a target. Use this function between + drawrooms and drawmasks. Note that spritesortnum is the index into the + spritesortcnt arrays, NOT the normal sprite arrays. Scrx and scry are + actual screen coordinates ranging from 0-319 and 0-199 respectively. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ MULTIPLAYER FUNCTIONS (multi.obj) ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - initmultiplayers(char option[4], char option[5], char priority); - Call this right after initengine. Pass option[4] and option[5] - exactly the way I have it written here. (option[4] is the COM1-COM4, - network option and option[5] is the com speed selection option) - Priority can be used to decide who becomes master. Lower is more - towards the master. + initmultiplayers(char option[4], char option[5], char priority); + Call this right after initengine. Pass option[4] and option[5] + exactly the way I have it written here. (option[4] is the COM1-COM4, + network option and option[5] is the com speed selection option) + Priority can be used to decide who becomes master. Lower is more + towards the master. - uninitmultiplayers(); - Call this right before uninitengine. + uninitmultiplayers(); + Call this right before uninitengine. - sendlogon(); - Use this function after everything's initialized, but before you - go into the main game loop. Right after you call sendlogon(), you - should run a loop that will wait until a specified number of players. - Here's some example code: + sendlogon(); + Use this function after everything's initialized, but before you + go into the main game loop. Right after you call sendlogon(), you + should run a loop that will wait until a specified number of players. + Here's some example code: - sendlogon(); - while (numplayers < waitplayers) - { - getpackets(); - } - screenpeek = myconnectindex; + sendlogon(); + while (numplayers < waitplayers) + { + getpackets(); + } + screenpeek = myconnectindex; - Getpackets reserves the packet header range from 200-255. If you - keep calling getpackets after sendlogon, the numplayers variable will - automatically be incremented when other people log on. + Getpackets reserves the packet header range from 200-255. If you + keep calling getpackets after sendlogon, the numplayers variable will + automatically be incremented when other people log on. - sendlogoff(); - Call this before leaving, before uninitializing the multiplayer - code. + sendlogoff(); + Call this before leaving, before uninitializing the multiplayer + code. - sendpacket (short otherconnectindex, char *bufptr, short bufleng) - For COM(modem) communications, the otherconnectindex doesn't matter. - For network communcations, you can specify which computer to send - to by setting otherconnectindex to the proper index number. You - can also do a broadcast by setting otherconnectindex to -1. - Also pass the buffer and length parameters. + sendpacket (short otherconnectindex, char *bufptr, short bufleng) + For COM(modem) communications, the otherconnectindex doesn't matter. + For network communcations, you can specify which computer to send + to by setting otherconnectindex to the proper index number. You + can also do a broadcast by setting otherconnectindex to -1. + Also pass the buffer and length parameters. - short getpacket (short *otherconnectindex, char *bufptr) returns bufleng - When using getpacket, first check the value it returns. - If the value is 0, then the buffer length is 0 which means there - are no packets available. If the buffer length is greater than - 0, then use that value as the length of the buffer. Getpacket also - tells you what computer the message was received from - - (otherconnectindex). + short getpacket (short *otherconnectindex, char *bufptr) returns bufleng + When using getpacket, first check the value it returns. + If the value is 0, then the buffer length is 0 which means there + are no packets available. If the buffer length is greater than + 0, then use that value as the length of the buffer. Getpacket also + tells you what computer the message was received from - + (otherconnectindex). ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ DIGITIZED SOUND FUNCTIONS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Note: If you want to write your own digitized sound driver, simply delete - these functions from GAME.C. + these functions from GAME.C. initsb(); - Initializes the digitized sound routines. You need to call this - only once at the beginning of the program. Currently, the - sample rate is 11,025 Hz. + Initializes the digitized sound routines. You need to call this + only once at the beginning of the program. Currently, the + sample rate is 11,025 Hz. wsay(char *filename, long freq, char volume); - Play the sound file at the given frequency and volume. If you - set freq = 4096, the sound will play at normal frequency (given - the sound was also recorded at 11025 Hz) To play the sound an - octave higher, for example, set freq = 8192. Volume ranges from - 0 (silent) to 255 (full volume). Ex: wsay("blowup.wav",4096L,255); + Play the sound file at the given frequency and volume. If you + set freq = 4096, the sound will play at normal frequency (given + the sound was also recorded at 11025 Hz) To play the sound an + octave higher, for example, set freq = 8192. Volume ranges from + 0 (silent) to 255 (full volume). Ex: wsay("blowup.wav",4096L,255); uninitsb(); - Turns the speaker off, so sounds don't continue playing while - your back in DOS. + Turns the speaker off, so sounds don't continue playing while + your back in DOS. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ MUSIC FUNCTIONS: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Note: If you want to write your own music driver, simply delete these - functions from GAME.C. The BUILD engine uses interrupt vector 0x8 (IRQ0) - and that may complicate things. If you like my music, perhaps I can send - you my MIDI sequencer program (It requires MPU-401, and TSENG-ET4000 SVGA, - but could be standardized if there's enough demand). + functions from GAME.C. The BUILD engine uses interrupt vector 0x8 (IRQ0) + and that may complicate things. If you like my music, perhaps I can send + you my MIDI sequencer program (It requires MPU-401, and TSENG-ET4000 SVGA, + but could be standardized if there's enough demand). loadmusic(char *filename); - Loads the given song into memory. Be sure INSTS.DAT is in the - current directory. If no extension is given, then .KSM will be - appended to the filename. You should use this function only when - the music is off. + Loads the given song into memory. Be sure INSTS.DAT is in the + current directory. If no extension is given, then .KSM will be + appended to the filename. You should use this function only when + the music is off. musicon(); - Enable the playing of music. Use this only after loadmusic has - been called. + Enable the playing of music. Use this only after loadmusic has + been called. musicoff(); - Disable the playing of music. Be sure to call this before quitting - to DOS. + Disable the playing of music. Be sure to call this before quitting + to DOS. ÉÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍËÍ» ÌÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎÍÎ͹ @@ -1118,3964 +1118,3964 @@ musicoff(); ³ BUILD Revision History: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ 2/6/94 - Added this revision thing. - - Setup program. - - A faster new mode for standard VGAs called chain mode. + - Setup program. + - A faster new mode for standard VGAs called chain mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/8/94 - Fixed chain mode with groudraws. - - Added sector joining in 2D EDIT MODE - press J on first sector. - Then press J again on sector to join with. Attributes will be - taken from first sector. Possible bugs. - - Improved controls for slower computers. - - Made timer interrupt rate 120/second instead of 240/second. + - Added sector joining in 2D EDIT MODE - press J on first sector. + Then press J again on sector to join with. Attributes will be + taken from first sector. Possible bugs. + - Improved controls for slower computers. + - Made timer interrupt rate 120/second instead of 240/second. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/9/94 - Started to work on status bar in 2D EDIT MODE. - - Added special optimization for the Western Digitial (Paradise) - chipset just like with TSENG ET4000. + - Added special optimization for the Western Digitial (Paradise) + chipset just like with TSENG ET4000. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/10/94 - Added a door attribute to sectors. To make a sector a door, - press "D" on the ceiling of the sector in 3D EDIT MODE. For - the door to work, the ceiling of the door sector must be a - tiny bit lower than lowest neighboring ceiling. To open/close - the door, you may press the space bar. Note: Space Bar is also - used for copy and paste in 3D EDIT MODE. You may have to go - into game mode to test out the doors for now. - - Added a wall orientation attribute to walls. This attribute is - used especially in conjunction with doors. So far, you have - been working with walls that are start from the top. For - example, if you hold down 2/8 on the keypad in 3D EDIT MODE, - the wall always starts from the top. But for doors, you - sometimes need walls to start from the bottom. To do this, - press "O" (for orientation) on the wall, and it will now - start from the bottom. + press "D" on the ceiling of the sector in 3D EDIT MODE. For + the door to work, the ceiling of the door sector must be a + tiny bit lower than lowest neighboring ceiling. To open/close + the door, you may press the space bar. Note: Space Bar is also + used for copy and paste in 3D EDIT MODE. You may have to go + into game mode to test out the doors for now. + - Added a wall orientation attribute to walls. This attribute is + used especially in conjunction with doors. So far, you have + been working with walls that are start from the top. For + example, if you hold down 2/8 on the keypad in 3D EDIT MODE, + the wall always starts from the top. But for doors, you + sometimes need walls to start from the bottom. To do this, + press "O" (for orientation) on the wall, and it will now + start from the bottom. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/12/94 - Fixed some bugs for sprites. Sprites don't disappear anymore. - Now you will pick up all sprites when running over them. - Monsters will not stop shooting anymore. - - Made the sound blaster sounds have a 1-sound cache. That is, if - the same sound is to be played several times in a row, it will - only be loaded once. - - Added *.GIF format support to EDITART for 320*200 size images. - - Changed the PASTE key in 3D EDIT MODE from Space bar to Left - Enter because the Space bar conflicted with opening doors. - - Added music as an option in the setup program. To run the music, - you need INSTS.DAT and a song file with a .KSM extension. - - Split the editor from the game. - BUILD is now the map editor - you don't need BUILD.C anymore. - GAME is now the actual game that you will be programming. - I am giving you GAME.C to work with. Its code is simpler - than before because there are no more editing function - calls in it. - - Sprites move in a straight line now until they hit walls. When - they hit walls, they pick a new angle to travel in. - - Remember that tiny little guy with the "Al" on his shirt? - Next time you're in DOOM1.DAT, try shooting him. Then look - at the code in GAME.C. - - In EDITART, when you press, "u", you now select filenames with - the arrow keys and enter rather than having to type in - the exact filename. - - Board maps now have extension .MAP and artwork files now have - extension .ART to help distinguish between the different types - of files. + Now you will pick up all sprites when running over them. + Monsters will not stop shooting anymore. + - Made the sound blaster sounds have a 1-sound cache. That is, if + the same sound is to be played several times in a row, it will + only be loaded once. + - Added *.GIF format support to EDITART for 320*200 size images. + - Changed the PASTE key in 3D EDIT MODE from Space bar to Left + Enter because the Space bar conflicted with opening doors. + - Added music as an option in the setup program. To run the music, + you need INSTS.DAT and a song file with a .KSM extension. + - Split the editor from the game. + BUILD is now the map editor - you don't need BUILD.C anymore. + GAME is now the actual game that you will be programming. + I am giving you GAME.C to work with. Its code is simpler + than before because there are no more editing function + calls in it. + - Sprites move in a straight line now until they hit walls. When + they hit walls, they pick a new angle to travel in. + - Remember that tiny little guy with the "Al" on his shirt? + Next time you're in DOOM1.DAT, try shooting him. Then look + at the code in GAME.C. + - In EDITART, when you press, "u", you now select filenames with + the arrow keys and enter rather than having to type in + the exact filename. + - Board maps now have extension .MAP and artwork files now have + extension .ART to help distinguish between the different types + of files. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/22/94 - Fixed small bug with EDITART not loading right when names.h - existed with no names defined. - - You can now edit new boards by typing: - BUILD like "BUILD NEWBOARD" - - Added ALT-S in 2D EDIT Mode to change a whole white loop inside a - sector to a red loop. - - When viewing the tiles (pressing "v") you can now use PGUP/PGDN. - - Added a message bar in 2D EDIT Mode. - - Added TAB and L.ALT-TAB keys to view all the attributes of a - sector, wall, or sprite (see above documentation). - - Debugged and bullet-proofed ALT-S. - - Fixed a bug that doesn't allow you to drag points with number - greater than 1023. (There can actually be 4096 walls and 1024 - sectors, and 4096 sprites currently, an easy thing to increase) - - Changed overwritesprite function paramaters. If you are using it - in your c file, you must change it! Now it looks like this: + existed with no names defined. + - You can now edit new boards by typing: + BUILD like "BUILD NEWBOARD" + - Added ALT-S in 2D EDIT Mode to change a whole white loop inside a + sector to a red loop. + - When viewing the tiles (pressing "v") you can now use PGUP/PGDN. + - Added a message bar in 2D EDIT Mode. + - Added TAB and L.ALT-TAB keys to view all the attributes of a + sector, wall, or sprite (see above documentation). + - Debugged and bullet-proofed ALT-S. + - Fixed a bug that doesn't allow you to drag points with number + greater than 1023. (There can actually be 4096 walls and 1024 + sectors, and 4096 sprites currently, an easy thing to increase) + - Changed overwritesprite function paramaters. If you are using it + in your c file, you must change it! Now it looks like this: - overwritesprite (long x, long y, short tilenum, char shade, - char orientation); + overwritesprite (long x, long y, short tilenum, char shade, + char orientation); - If orientation = 0: x and y are the top left corner. - If orientation = 1: x and y are the middle (like before). - - Added permanentwritesprite function for status bars or other - sections of the screen that will not be overwritten by the - engine. When using this function, you may want to modify the - STARTUMOST / STARTDMOST arrays. The format of this function is - like overwritesprite except that the x and y are always top - left corner, no orientation variable, and no translucence. + If orientation = 0: x and y are the top left corner. + If orientation = 1: x and y are the middle (like before). + - Added permanentwritesprite function for status bars or other + sections of the screen that will not be overwritten by the + engine. When using this function, you may want to modify the + STARTUMOST / STARTDMOST arrays. The format of this function is + like overwritesprite except that the x and y are always top + left corner, no orientation variable, and no translucence. - permanentwritesprite (long x, long y, short tilenum, char shade); + permanentwritesprite (long x, long y, short tilenum, char shade); - - Added an attribute to the printext and printnum functions. Please - change these function if you use them in your program. The - current formats are: + - Added an attribute to the printext and printnum functions. Please + change these function if you use them in your program. The + current formats are: - printext(long x, long y, char buffer[42], short tilenum, - char invisiblecol) - printnum(long x, long y, long num, short tilenum, - char invisiblecol); + printext(long x, long y, char buffer[42], short tilenum, + char invisiblecol) + printnum(long x, long y, long num, short tilenum, + char invisiblecol); - Invisiblecol tells printext what color to draw the transparent - pixels. If invisiblecol is 255 then the transpararent pixels are - still transparent. + Invisiblecol tells printext what color to draw the transparent + pixels. If invisiblecol is 255 then the transpararent pixels are + still transparent. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/26/94 - Completely reprogrammed EDITART. - IMPORTANT: PLEASE RUN CONVART.EXE ON ALL ARTWORK FILES! (If you have not - already). It will convert PICS.ART in the old format to - TILES.ART in the new format, so you may have to do some - renaming when converting artwork and also rename the loadpics - line in your C file. BUILD WILL NOT RUN UNLESS YOU DO THIS! - With the new artwork file, the tiles can now be any size from - 1*1 to 1024*240 and they no longer have to be powers of 2. - This feature allows parallaxing skies that are 1024 pixels wide - to cover all 360ø, or 320 pixel wide status bars. It can also - be used to display 320*200 title screens. - - When pressing 'U' in EDITART, you can now change directories - and the current loading directory will be remembered. - - When pressing 'U' in EDITART, you can press the mouse button to - readjust the size of the tile. - - When pressing 'U' in EDITART, press ENTER for an automatic - palette conversion or press SPACE BAR for no conversion. - - Walls that are Blocked ('B') in BUILD are now shown in pink. - If the wall does not show pink in your board, just press - 'B' twice to permanently fix it. - - Made smooshiness values easier to work with. Hold down 5 on the - keypad with 2/4/6/8 to align the walls to multiples of the - tile that is used. Also, when you do Tab and L.Enter for - Copy&Paste, the y-repeat values stay the same, and the - x-repeat values are adjusted so the pixels of the bitmaps - have a square-aspect ratio. - - Added masked walls. But since they don't quite work perfectly - yet, and they are extremely hard to edit now, so for now, just - enjoy the technologiy in DOOM1.MAP. Don't worry - you'll get - your hands on this soon! - - Fixed the "earthquake" effect on really high walls. The walls - will not move up and down, but the pixel fuzzyness bug is - still in there. - - Put door variables and tile information into BUILD.H for you to - play around with. - - Made walls, ceilings, and floors also work with the animation - attribute in EDITART. + IMPORTANT: PLEASE RUN CONVART.EXE ON ALL ARTWORK FILES! (If you have not + already). It will convert PICS.ART in the old format to + TILES.ART in the new format, so you may have to do some + renaming when converting artwork and also rename the loadpics + line in your C file. BUILD WILL NOT RUN UNLESS YOU DO THIS! + With the new artwork file, the tiles can now be any size from + 1*1 to 1024*240 and they no longer have to be powers of 2. + This feature allows parallaxing skies that are 1024 pixels wide + to cover all 360ø, or 320 pixel wide status bars. It can also + be used to display 320*200 title screens. + - When pressing 'U' in EDITART, you can now change directories + and the current loading directory will be remembered. + - When pressing 'U' in EDITART, you can press the mouse button to + readjust the size of the tile. + - When pressing 'U' in EDITART, press ENTER for an automatic + palette conversion or press SPACE BAR for no conversion. + - Walls that are Blocked ('B') in BUILD are now shown in pink. + If the wall does not show pink in your board, just press + 'B' twice to permanently fix it. + - Made smooshiness values easier to work with. Hold down 5 on the + keypad with 2/4/6/8 to align the walls to multiples of the + tile that is used. Also, when you do Tab and L.Enter for + Copy&Paste, the y-repeat values stay the same, and the + x-repeat values are adjusted so the pixels of the bitmaps + have a square-aspect ratio. + - Added masked walls. But since they don't quite work perfectly + yet, and they are extremely hard to edit now, so for now, just + enjoy the technologiy in DOOM1.MAP. Don't worry - you'll get + your hands on this soon! + - Fixed the "earthquake" effect on really high walls. The walls + will not move up and down, but the pixel fuzzyness bug is + still in there. + - Put door variables and tile information into BUILD.H for you to + play around with. + - Made walls, ceilings, and floors also work with the animation + attribute in EDITART. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/2/94 - Made power of 2 size tiles work with ceilings & floors. - - When using different size ceilings & floors, made an option in - 3D EDIT MODE. If you want a tile to be smooshed into the normal - 64*64 area, press 'E' to unExpand the tile. - - Groudraws now look more cubical than before. (But be careful of - crashing with them for now) - - IMPORTANT: Changed the Board format. If you tried running BUILD - before reading this, and it didn't work, shame on you! You - should always look at the history section of BUILD.TXT first! - Since from now on, I am writing Board/Art converters, I am - giving you CONVMAP.EXE to convert maps. You can type either: - C:\BUILD>convmap house.map - to convert an individual map or: - C:\BUILD>for %i in (*.map) do convmap %i - to convert all the maps in a directory. + - When using different size ceilings & floors, made an option in + 3D EDIT MODE. If you want a tile to be smooshed into the normal + 64*64 area, press 'E' to unExpand the tile. + - Groudraws now look more cubical than before. (But be careful of + crashing with them for now) + - IMPORTANT: Changed the Board format. If you tried running BUILD + before reading this, and it didn't work, shame on you! You + should always look at the history section of BUILD.TXT first! + Since from now on, I am writing Board/Art converters, I am + giving you CONVMAP.EXE to convert maps. You can type either: + C:\BUILD>convmap house.map + to convert an individual map or: + C:\BUILD>for %i in (*.map) do convmap %i + to convert all the maps in a directory. - - IMPORTANT: Sprites are now on 2 different sets of doubly-linked - lists. The big advantage of this method is that when sprites - are deleted, there can be holes in the sprite list with - no slow down. Before I used to have linked lists for each - sector pointing to all the sprites in it. Well, I have updated - that and added more linked lists that tell whether sprites - are active or inactive (not a fun thing to progam) But not - to worry, you don't have to deal with changing the linked - lists, thanks to my very easy function calls. YOU WILL - HAVE TO CHANGE YOUR CODE TO SUPPORT THE NEW LINKED LISTS. - You should know how to search through each list. See BUILD.H - for a detailed description of how the linked lists work, and - see the top of this file for description of the new sprite - function calls. + - IMPORTANT: Sprites are now on 2 different sets of doubly-linked + lists. The big advantage of this method is that when sprites + are deleted, there can be holes in the sprite list with + no slow down. Before I used to have linked lists for each + sector pointing to all the sprites in it. Well, I have updated + that and added more linked lists that tell whether sprites + are active or inactive (not a fun thing to progam) But not + to worry, you don't have to deal with changing the linked + lists, thanks to my very easy function calls. YOU WILL + HAVE TO CHANGE YOUR CODE TO SUPPORT THE NEW LINKED LISTS. + You should know how to search through each list. See BUILD.H + for a detailed description of how the linked lists work, and + see the top of this file for description of the new sprite + function calls. - insertsprite(short sectnum, short statnum); - deletesprite(short spritenum); - changespritesect(short spritenum, short newsectnum); - changespritestat(short spritenum, short newstatnum); + insertsprite(short sectnum, short statnum); + deletesprite(short spritenum); + changespritesect(short spritenum, short newsectnum); + changespritestat(short spritenum, short newstatnum); - In your code, you will have to change the following: - firstsprite[spritenum] --> headspritesect[spritenum] - sprite[spritenum].point2 --> nextspritesect[spritenum] + In your code, you will have to change the following: + firstsprite[spritenum] --> headspritesect[spritenum] + sprite[spritenum].point2 --> nextspritesect[spritenum] - Also, you should change the part of your main loop that scans - through all the active sprites to look more like this: + Also, you should change the part of your main loop that scans + through all the active sprites to look more like this: - i = headspritestat[1]; //head of active sprite list - while (i != -1) - { - nexti = nextspritestat[i]; //back up next sprite in case current - //one is deleted. + i = headspritestat[1]; //head of active sprite list + while (i != -1) + { + nexti = nextspritestat[i]; //back up next sprite in case current + //one is deleted. - //your code goes here (use i as the sprite number) + //your code goes here (use i as the sprite number) spriteisdeletedskip: - i = nexti; //go to next sprite - } + i = nexti; //go to next sprite + } - - Added tagging (naming) to any sector, sprite, or wall. That means - you can change a tag in the BUILD editor by pressing T with the - mouse cursor on the highlighted sector. And in GAME.C, you - can access the tag this way: - sector[sectnum].tag; - sprite[spritenum].tag; - wall[wallnum].tag; - Note: All 3 types of tags are long integers, but in BUILD.C - you can only make them short integers. I am planning to - let you use the upper 16 bits of the tag byte as use for - you only. (like permanently unreserved bits) - - Added serial link. But it doesn't work very well yet. You - may have to try going into GAME several times before it works. + - Added tagging (naming) to any sector, sprite, or wall. That means + you can change a tag in the BUILD editor by pressing T with the + mouse cursor on the highlighted sector. And in GAME.C, you + can access the tag this way: + sector[sectnum].tag; + sprite[spritenum].tag; + wall[wallnum].tag; + Note: All 3 types of tags are long integers, but in BUILD.C + you can only make them short integers. I am planning to + let you use the upper 16 bits of the tag byte as use for + you only. (like permanently unreserved bits) + - Added serial link. But it doesn't work very well yet. You + may have to try going into GAME several times before it works. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/15/94 - Fixed maskable walls - now sort out with sprite better. Easier - to edit. Simply press 'M' at a place where a maskable wall - should be (like where you normally press 'B' for blocking) - - Can flip walls, masked walls, and sprites x-wise by pressing - 'F' in 3D EDIT MODE. Also, it is possible to save space in - sprite rotations, by flipping it x-wise by programming one of - the bits in sprite[].cstat. - - A few other minor things, but I forgot what they were. + to edit. Simply press 'M' at a place where a maskable wall + should be (like where you normally press 'B' for blocking) + - Can flip walls, masked walls, and sprites x-wise by pressing + 'F' in 3D EDIT MODE. Also, it is possible to save space in + sprite rotations, by flipping it x-wise by programming one of + the bits in sprite[].cstat. + - A few other minor things, but I forgot what they were. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/19/94 - Fixed one of the many crashing bugs. - For Duke Nukem III team: - CITY.MAP will not crash anymore with new version. The - reason it crashed was because in your TILES.ART, you had - either ANMFD:0, ANMBK:0, or OSCI:0. That caused a MOD 0 - in my animation routine. I bullet-proofed that. How about - fixing tiles #34, #112, or #114 in your TILES.ART. - - Wrote divide by zero handler. Now if there is a divide by zero, - BUILD goes back into text mode and fills the screen with - /0/0/0/0/..., then gives a DOS prompt. (In other words, you - don't have to type "MODE CO80" anymore for /0 crashes) - - Optimized routines in assembly for 486's using my great new - Intel 32-bit optimizing techniques book that dad got for me. - - Fixed ALT-S in BUILD so ANY white loop can be converted into a - red loop except for the 1 and only 1 outermost white loop. - - FINALLY! Splitsector bug is fixed! You can now split a very - complicated sector with tons of sectors inside it or with - plenty of sprites. Also sprites will not get deleted - spontaneously with split sector any more. - - Ctrl-Enter in 3D EDIT MODE is like the normal Enter paste key, - but Ctrl-Enter pastes the attributes to an entire loop of - walls (if a wall is highlighted). + For Duke Nukem III team: + CITY.MAP will not crash anymore with new version. The + reason it crashed was because in your TILES.ART, you had + either ANMFD:0, ANMBK:0, or OSCI:0. That caused a MOD 0 + in my animation routine. I bullet-proofed that. How about + fixing tiles #34, #112, or #114 in your TILES.ART. + - Wrote divide by zero handler. Now if there is a divide by zero, + BUILD goes back into text mode and fills the screen with + /0/0/0/0/..., then gives a DOS prompt. (In other words, you + don't have to type "MODE CO80" anymore for /0 crashes) + - Optimized routines in assembly for 486's using my great new + Intel 32-bit optimizing techniques book that dad got for me. + - Fixed ALT-S in BUILD so ANY white loop can be converted into a + red loop except for the 1 and only 1 outermost white loop. + - FINALLY! Splitsector bug is fixed! You can now split a very + complicated sector with tons of sectors inside it or with + plenty of sprites. Also sprites will not get deleted + spontaneously with split sector any more. + - Ctrl-Enter in 3D EDIT MODE is like the normal Enter paste key, + but Ctrl-Enter pastes the attributes to an entire loop of + walls (if a wall is highlighted). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/22/94 - Added doors that open left and right. See sector[].tag #9 in the top - of this file for details - also look at my board, NUKELAND.MAP, - in BUILD to see how to make this type of door. - - Increased the number of status lists. You may recall my active / - inactive sprite lists called headspritestat, prevspritestat, - and nextspritestat. Don't worry - you will NOT have to - change any of your code. The only thing I changed is now - you can have 1024 different lists of sprites rather than just - 2 lists if you want to use them. For example, you might want - to run through all the brown monsters on the board. Instead - of putting all different types of monsters on the active - list, it is faster to have a separate list just for brown - monsters. Use your imagination! + of this file for details - also look at my board, NUKELAND.MAP, + in BUILD to see how to make this type of door. + - Increased the number of status lists. You may recall my active / + inactive sprite lists called headspritestat, prevspritestat, + and nextspritestat. Don't worry - you will NOT have to + change any of your code. The only thing I changed is now + you can have 1024 different lists of sprites rather than just + 2 lists if you want to use them. For example, you might want + to run through all the brown monsters on the board. Instead + of putting all different types of monsters on the active + list, it is faster to have a separate list just for brown + monsters. Use your imagination! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/31/94 - Fixed some palette problems with EDITART. Now when you press 'P' - in 'U' mode, the palette of all the existing tiles are - converted to the new palette. Also the text colors should - be similar colors on different palettes now. - - Changed bit 0 of sprite[].cstat to the hitscan checking / ignoring - bit. You should set this bit to 1 for monsters, 0 for - bullets, 0 for pick-upable objects like coins, and 1 for - objects like columns. Right now, (Since it's not in the - BUILD editor), you must set these bits in your code right - after you load the board. - - I did not document the neartagsector, neartagwall, and - neartagsprite very well, so if you don't know how to use - them alreay, please read on. These 3 variables are modified - by the engine every time you call draw3dscreen(). These - variables are usually -1. These variables will be >= 0 if - all of these cases are true: - 1. You are looking at a wall, sprite, or sector. - 2. You are close enough to the wall, sprite, or sector - to be able to use the action key with it. - 3. The tag of the wall, sprite, or sector is greater or - equal to 1. - As you can see, neartagsector makes a perfect variable for - detecting whether or not you are opening a door. You can - also use neartagwall for switches on walls. Also, you can - use neartagsprite for sprites that are switches. - - PROGRAMMERS: PLEASE MAKE THESE EASY CODE MODIFICATIONS: - I reversed the way variables are stored in BUILD.H. - Now the variables will be local to the ENGINE and externed - to GAME. Before they were local to GAME and externed to the - engine. All you have to do is this: - 1. You can remove the #define MAIN if you want to. - 2. Delete the externs declarations that I used to have - in the beginning of GAME.C, because I put them in - BUILD.H. I will try not to put externs in the GAME - in the future to save you the time of copying and - pasting code. Here is a list of externs I moved: + in 'U' mode, the palette of all the existing tiles are + converted to the new palette. Also the text colors should + be similar colors on different palettes now. + - Changed bit 0 of sprite[].cstat to the hitscan checking / ignoring + bit. You should set this bit to 1 for monsters, 0 for + bullets, 0 for pick-upable objects like coins, and 1 for + objects like columns. Right now, (Since it's not in the + BUILD editor), you must set these bits in your code right + after you load the board. + - I did not document the neartagsector, neartagwall, and + neartagsprite very well, so if you don't know how to use + them alreay, please read on. These 3 variables are modified + by the engine every time you call draw3dscreen(). These + variables are usually -1. These variables will be >= 0 if + all of these cases are true: + 1. You are looking at a wall, sprite, or sector. + 2. You are close enough to the wall, sprite, or sector + to be able to use the action key with it. + 3. The tag of the wall, sprite, or sector is greater or + equal to 1. + As you can see, neartagsector makes a perfect variable for + detecting whether or not you are opening a door. You can + also use neartagwall for switches on walls. Also, you can + use neartagsprite for sprites that are switches. + - PROGRAMMERS: PLEASE MAKE THESE EASY CODE MODIFICATIONS: + I reversed the way variables are stored in BUILD.H. + Now the variables will be local to the ENGINE and externed + to GAME. Before they were local to GAME and externed to the + engine. All you have to do is this: + 1. You can remove the #define MAIN if you want to. + 2. Delete the externs declarations that I used to have + in the beginning of GAME.C, because I put them in + BUILD.H. I will try not to put externs in the GAME + in the future to save you the time of copying and + pasting code. Here is a list of externs I moved: - EXTERN short neartagsector, neartagwall, neartagsprite; - EXTERN long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; - EXTERN long animatevel[MAXANIMATES], animatecnt; - EXTERN short tilesizx[MAXTILES], tilesizy[MAXTILES]; - EXTERN long numtiles, picanm[MAXTILES], waloff[MAXTILES]; - - Added a global parallaxing sky type variable. Now I have 3 - different types of parallaxing skies. Here they are: + EXTERN short neartagsector, neartagwall, neartagsprite; + EXTERN long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; + EXTERN long animatevel[MAXANIMATES], animatecnt; + EXTERN short tilesizx[MAXTILES], tilesizy[MAXTILES]; + EXTERN long numtiles, picanm[MAXTILES], waloff[MAXTILES]; + - Added a global parallaxing sky type variable. Now I have 3 + different types of parallaxing skies. Here they are: - 0 - Totally flat parallaxing sky. - 1 - X-only stretching parallaxing sky (This is what DOOM uses). - 2 - X- and Y- stretching parallaxing sky. (This is what BUILD - uses by default) - A good place to set the parallaxing sky is right after you - call initengine(). - - Added local tile selection to the BUILD editor. This means - that when you press V on a sprite, you will see only the - sprites that are on the level so far. If you want to use - a sprite that is not already used on the current board, press - V again and you will be able to select from the huge list - that you are used to from before. The local tile list will - be sorted according to how much each tile is used on the - current board. Note that the local tile list will be - different depending where the mouse cursor was left when you - pressed V (or H). + 0 - Totally flat parallaxing sky. + 1 - X-only stretching parallaxing sky (This is what DOOM uses). + 2 - X- and Y- stretching parallaxing sky. (This is what BUILD + uses by default) + A good place to set the parallaxing sky is right after you + call initengine(). + - Added local tile selection to the BUILD editor. This means + that when you press V on a sprite, you will see only the + sprites that are on the level so far. If you want to use + a sprite that is not already used on the current board, press + V again and you will be able to select from the huge list + that you are used to from before. The local tile list will + be sorted according to how much each tile is used on the + current board. Note that the local tile list will be + different depending where the mouse cursor was left when you + pressed V (or H). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/4/94 - Changed the way ART files work. YOU MUST READ THIS: - There are some two easy things that you must do 2 things before - you can use the new engine: + There are some two easy things that you must do 2 things before + you can use the new engine: - 1. Type CONVART1.EXE to convert your ARTWORK to the new - format. (If I forgot to send this file to you, please call - and torture me.) Now, instead of everything being stored - in one huge file, TILES.ART, I am splitting the artwork into - several files each holding 256 tiles in it. This will allow - you to make infinitely large artwork files in EDITART. + 1. Type CONVART1.EXE to convert your ARTWORK to the new + format. (If I forgot to send this file to you, please call + and torture me.) Now, instead of everything being stored + in one huge file, TILES.ART, I am splitting the artwork into + several files each holding 256 tiles in it. This will allow + you to make infinitely large artwork files in EDITART. - 2. In GAME.C, you must change the line, - loadpics("tiles.art"); - to: - loadpics("tiles000.art"); - All you have to give loadpics is the first filename of your - artwork, and the engine will automatically know how to - modify the 3 digits at the end and load all the artwork - files properly. + 2. In GAME.C, you must change the line, + loadpics("tiles.art"); + to: + loadpics("tiles000.art"); + All you have to give loadpics is the first filename of your + artwork, and the engine will automatically know how to + modify the 3 digits at the end and load all the artwork + files properly. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/5/94 - Fixed the "fuzzy" pixels on high walls. Now you make walls as - high as skyscrapers, and when you look at it up close, the - pixels will still look like perfect rectangles. Note: This - fix may require you to press 'O' in 3D EDIT MODE to put - your boards back to normal. - - When you pressed ENTER on weird-sized tiles, sometimes in the old - version the pixels would not be square aspect ratio. Now - when you press ENTER, they will be. - - You can now set the starting position in 2D EDIT MODE with the - Scroll Lock key. The starting position will look like a - brown arrow, and your current position will look like a - white arrow. Now you don't have to keep returning to start - when you save your board. - - Added some new things to the structures - guess what this means? - CONVMAP3! THE NEW OBJ'S and BUILD will NOT work until you - run CONVMAP3. (Please call if I forgot to give - you this file) - Notice that I added these things to the structures: + high as skyscrapers, and when you look at it up close, the + pixels will still look like perfect rectangles. Note: This + fix may require you to press 'O' in 3D EDIT MODE to put + your boards back to normal. + - When you pressed ENTER on weird-sized tiles, sometimes in the old + version the pixels would not be square aspect ratio. Now + when you press ENTER, they will be. + - You can now set the starting position in 2D EDIT MODE with the + Scroll Lock key. The starting position will look like a + brown arrow, and your current position will look like a + white arrow. Now you don't have to keep returning to start + when you save your board. + - Added some new things to the structures - guess what this means? + CONVMAP3! THE NEW OBJ'S and BUILD will NOT work until you + run CONVMAP3. (Please call if I forgot to give + you this file) + Notice that I added these things to the structures: - sectortype: - bit 2 of ceilingstat&floorstat: - 1 = North/South panning, 0 = East/West panning - char ceilingpanning, floorpanning; - walltype: - bit 6 of cstat - 1 = Vertical panning, 0 = Horizontal panning - char panning; - short overpicnum; - spritetype: - char *extra; + sectortype: + bit 2 of ceilingstat&floorstat: + 1 = North/South panning, 0 = East/West panning + char ceilingpanning, floorpanning; + walltype: + bit 6 of cstat + 1 = Vertical panning, 0 = Horizontal panning + char panning; + short overpicnum; + spritetype: + char *extra; - Now an explanation of each: - To the sector structure, I added the capability to pan - the floors and ceilings. Usually ceilingpanning and - floorpanning are set to 0. For example, a good way to make - an earthquake would be to randomly increment or decrement - to panning values. To allow you to pan the ceilings or - floors at any of the standard 90 degree angles, I made - bit 2 of sectortype's ceilingstat/floorstat byte choose - whether the ceilingpanning/floorpanning byte should move - the ceiling/floor North/South or East/West. - To the wall structure, I added panning also. Bit 6 - of cstat and the panning values work in the same as the - ceilings and floors. - To the sprite structure, I added only 1 variable. - The "extra" pointer is intended for your use only, so you - can have the sprite's structure extended if you so desire. + Now an explanation of each: + To the sector structure, I added the capability to pan + the floors and ceilings. Usually ceilingpanning and + floorpanning are set to 0. For example, a good way to make + an earthquake would be to randomly increment or decrement + to panning values. To allow you to pan the ceilings or + floors at any of the standard 90 degree angles, I made + bit 2 of sectortype's ceilingstat/floorstat byte choose + whether the ceilingpanning/floorpanning byte should move + the ceiling/floor North/South or East/West. + To the wall structure, I added panning also. Bit 6 + of cstat and the panning values work in the same as the + ceilings and floors. + To the sprite structure, I added only 1 variable. + The "extra" pointer is intended for your use only, so you + can have the sprite's structure extended if you so desire. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/6/94 - In 2D EDIT MODE, you can now press ESC to get a message in the - message bar that says this: + message bar that says this: - (N)ew, (L)oad, (S)ave, (Q)uit + (N)ew, (L)oad, (S)ave, (Q)uit - And it all works too. (Press ESC to cancel) - Loading lets you select the file just like 'U' in EDITART. - - The old version of BUILD had the coordinate system all screwed - up in 2D EDIT MODE. I fixed this. Included with - CONVMAP3.EXE is a conversion utility that will make your - boards have the same orientation as in the older BUILD - editors. If you don't care if the whole map gets rotated - in the 2D editor, then press N. + And it all works too. (Press ESC to cancel) + Loading lets you select the file just like 'U' in EDITART. + - The old version of BUILD had the coordinate system all screwed + up in 2D EDIT MODE. I fixed this. Included with + CONVMAP3.EXE is a conversion utility that will make your + boards have the same orientation as in the older BUILD + editors. If you don't care if the whole map gets rotated + in the 2D editor, then press N. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/7/94 - Changed the way Orientation works ('O' in 3D EDIT MODE) - Now, when you draw a normal door in BUILD, you do NOT have to - press 'O' everywhere to make the walls of the door move right. - Now, the default is that everything moves right. Here's a - detailed description of how the new orientation works: + Now, when you draw a normal door in BUILD, you do NOT have to + press 'O' everywhere to make the walls of the door move right. + Now, the default is that everything moves right. Here's a + detailed description of how the new orientation works: - For white lines (no neighboring sector): + For white lines (no neighboring sector): - orientation = 0 (default) means picture is aligned with - sector[].ceilingz. - orientation = 1 means picture aligned with sector[].floorz. + orientation = 0 (default) means picture is aligned with + sector[].ceilingz. + orientation = 1 means picture aligned with sector[].floorz. - For red lines (has a neighboring sector): + For red lines (has a neighboring sector): - orientation = 0 (default) means picture is aligned with - either the ceilingz or floorz of the next sector. - orientation = 1 means picture aligned with - sector[].ceilingz. + orientation = 0 (default) means picture is aligned with + either the ceilingz or floorz of the next sector. + orientation = 1 means picture aligned with + sector[].ceilingz. - Don't worry if you don't understand the detailed description. - Just know that it's better this way. I have included the - proper conversions in CONVMAP3.EXE. - - Added wall&ceiling x-panning keys to the 3D EDIT MODE. Press - the , or . keys to pan a wall or ceiling left or right. You - can hold down the 5 key on the keypad to align at every eighth - panning value. (Just like with 2,4,6,8). - - Made TAB&ENTER in 3D EDIT MODE also copy the CSTAT byte of - the wall's attributes. This means that attributes such as - the block attribute, 1-way wall attribute, orientation, - and x-flipping attribute are also copied & pasted. - - Added a new function, cansee. + Don't worry if you don't understand the detailed description. + Just know that it's better this way. I have included the + proper conversions in CONVMAP3.EXE. + - Added wall&ceiling x-panning keys to the 3D EDIT MODE. Press + the , or . keys to pan a wall or ceiling left or right. You + can hold down the 5 key on the keypad to align at every eighth + panning value. (Just like with 2,4,6,8). + - Made TAB&ENTER in 3D EDIT MODE also copy the CSTAT byte of + the wall's attributes. This means that attributes such as + the block attribute, 1-way wall attribute, orientation, + and x-flipping attribute are also copied & pasted. + - Added a new function, cansee. - cansee(long x1, long y1, long z1, short sectnum1, - long x2, long y2, long z2, short sectnum2) + cansee(long x1, long y1, long z1, short sectnum1, + long x2, long y2, long z2, short sectnum2) - All you do is pass it the coordinates of a 3D line - and the respective sectors of each point of the line. - The function will return a 1 if the points can see each - other or a 0 if there is something blocking the two points - from seeing each other. This is how I determine whether - a monster can see you or not. Try playing DOOM1.DAT with - digitized sound enabled to fully enjoy this great new - function! + All you do is pass it the coordinates of a 3D line + and the respective sectors of each point of the line. + The function will return a 1 if the points can see each + other or a 0 if there is something blocking the two points + from seeing each other. This is how I determine whether + a monster can see you or not. Try playing DOOM1.DAT with + digitized sound enabled to fully enjoy this great new + function! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/12/94 - Fixed HITSCAN function. Since it works a little differently - and the parameters are different, let me describe how the - new hitscan works: + and the parameters are different, let me describe how the + new hitscan works: - hitscan(long xstart, long ystart, long zstart, short startsectnum, - long vectorx, long vectory, long vectorz, - short *hitsect, short *hitwall, short *hitsprite, - long *hitx, long *hity, long *hitz); + hitscan(long xstart, long ystart, long zstart, short startsectnum, + long vectorx, long vectory, long vectorz, + short *hitsect, short *hitwall, short *hitsprite, + long *hitx, long *hity, long *hitz); - Pass the starting 3D position: - (xstart, ystart, zstart, startsectnum) - Then pass the 3D angle to shoot (defined as a 3D vector): - (vectorx, vectory, vectorz) - Then set up the return values for the object hit: - (hitsect, hitwall, hitsprite) - and the exact 3D point where the ray hits: - (hitx, hity, hitz) + Pass the starting 3D position: + (xstart, ystart, zstart, startsectnum) + Then pass the 3D angle to shoot (defined as a 3D vector): + (vectorx, vectory, vectorz) + Then set up the return values for the object hit: + (hitsect, hitwall, hitsprite) + and the exact 3D point where the ray hits: + (hitx, hity, hitz) - How to determine what was hit: - * Hitsect is always equal to the sector that was hit - (always >= 0). + How to determine what was hit: + * Hitsect is always equal to the sector that was hit + (always >= 0). - * If the ray hits a sprite then: - hitsect = thesectornumber - hitsprite = thespritenumber - hitwall = -1 + * If the ray hits a sprite then: + hitsect = thesectornumber + hitsprite = thespritenumber + hitwall = -1 - * If the ray hits a wall then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = thewallnumber + * If the ray hits a wall then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = thewallnumber - * If the ray hits the ceiling of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz < 0 - (If vectorz < 0 then you're shooting upward which means - that you couldn't have hit a floor) + * If the ray hits the ceiling of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz < 0 + (If vectorz < 0 then you're shooting upward which means + that you couldn't have hit a floor) - * If the ray hits the floor of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz > 0 - (If vectorz > 0 then you're shooting downard which means - that you couldn't have hit a ceiling) + * If the ray hits the floor of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz > 0 + (If vectorz > 0 then you're shooting downard which means + that you couldn't have hit a ceiling) - - Added a position window to the bottom of the menu in 2D EDIT - MODE. It shows the posx, posy, and ang variables. + - Added a position window to the bottom of the menu in 2D EDIT + MODE. It shows the posx, posy, and ang variables. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/14/94 - Overwritesprite now clips to the startumost / startdmost arrays. - Now the only way to write to the status bar is with - the permanentwritesprite function. + Now the only way to write to the status bar is with + the permanentwritesprite function. - - ATTENTION PROGRAMMERS! I Split draw3dscreen() into 2 separate - function calls. + - ATTENTION PROGRAMMERS! I Split draw3dscreen() into 2 separate + function calls. - old: draw3dscreen(); //Draws walls, ceilings, floors, p-skies - // groudraws, sprites, and masked walls. + old: draw3dscreen(); //Draws walls, ceilings, floors, p-skies + // groudraws, sprites, and masked walls. - new: drawrooms(); //Draws walls, ceilings, floors, p-skies - // and groudraws. - drawmasks(); //Draws sprites and masked walls. + new: drawrooms(); //Draws walls, ceilings, floors, p-skies + // and groudraws. + drawmasks(); //Draws sprites and masked walls. - The reason I split draw3dscreen was so you could manipulate only - the sprites that the engine is going to draw to the screen - before the sprites are actually drawn. + The reason I split draw3dscreen was so you could manipulate only + the sprites that the engine is going to draw to the screen + before the sprites are actually drawn. - - I think I may have fixed that darn sector line bug! Before, the - bug usually appeared when you were on a (red) sector line where - the ceiling and floor of the sector were very far from each - other. This overflowed some really high positive values into - the negative range and vice versa. + - I think I may have fixed that darn sector line bug! Before, the + bug usually appeared when you were on a (red) sector line where + the ceiling and floor of the sector were very far from each + other. This overflowed some really high positive values into + the negative range and vice versa. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/18/94 - Wall clipping now works much better! (You can still VERY RARELY - sneak through walls, however) - ATTENTION PROGRAMMERS: - MOVESPRITE and CLIPMOVE have been changed. They now look - like this: + sneak through walls, however) + ATTENTION PROGRAMMERS: + MOVESPRITE and CLIPMOVE have been changed. They now look + like this: - clipmove (long *x, long *y, long *z, short *sectnum, - long xvect, long yvect, long walldist, - char cliptype); + clipmove (long *x, long *y, long *z, short *sectnum, + long xvect, long yvect, long walldist, + char cliptype); - movesprite(short spritenum, - long xchange, long ychange, long zchange, - long walldist, char cliptype); + movesprite(short spritenum, + long xchange, long ychange, long zchange, + long walldist, char cliptype); - To use the new clipmove: - Pass the pointers of the starting position (x, y, z). Then - pass the starting position's sector number as a pointer also. - Also these values will be modified accordingly. Pass the - direction and velocity by using a vector (xvect, yvect). - If you don't fully understand these equations, please call me. - xvect = velocity * cos(angle) - yvect = velocity * sin(angle) - Walldist tells how close the object can get to a wall. I use - 128L as my default. If you increase walldist all of a sudden - for a certain object, the object might leak through a wall, so - don't do that! + To use the new clipmove: + Pass the pointers of the starting position (x, y, z). Then + pass the starting position's sector number as a pointer also. + Also these values will be modified accordingly. Pass the + direction and velocity by using a vector (xvect, yvect). + If you don't fully understand these equations, please call me. + xvect = velocity * cos(angle) + yvect = velocity * sin(angle) + Walldist tells how close the object can get to a wall. I use + 128L as my default. If you increase walldist all of a sudden + for a certain object, the object might leak through a wall, so + don't do that! - To use the new movesprite: - Works like before, but you also pass walldist (How close the - sprite can get to a wall) + To use the new movesprite: + Works like before, but you also pass walldist (How close the + sprite can get to a wall) - - New function for sprites: - setsprite(short spritenum, long newx, long newy, long newz); + - New function for sprites: + setsprite(short spritenum, long newx, long newy, long newz); - This function simply sets the sprite's position to a specified - coordinate (newx, newy, newz) without any checking to see - whether the position is valid or not. You could directly - modify the sprite[].x, sprite[].y, and sprite[].z values, but - if you use my function, the sprite is guaranteed to be in the - right sector. + This function simply sets the sprite's position to a specified + coordinate (newx, newy, newz) without any checking to see + whether the position is valid or not. You could directly + modify the sprite[].x, sprite[].y, and sprite[].z values, but + if you use my function, the sprite is guaranteed to be in the + right sector. - - You can now change the angle in 2D EDIT MODE with the - < and > keys. Move the mouse cursor to a sprite first. - Hold down shift with the < and > to get more precise angles. - - You can now press 'B' on sprites in 3D EDIT MODE. This in effect - is xoring bit 0 of sprite[].cstat, which will not only be - sensitive to hitscan, but will also block you from walking - through the sprite. Sprites with the 'B' attribute will - appear pink in 2D EDIT MODE. - - You can now edit the Hi 16 bits of the tag in 2D EDIT MODE. - Just like T and ALT-T, you press H and ALT-H to edit the high - 16-bits. When a structure's attributes are displayed, the tag - will be displayed as 2 unsigned shorts. The first number - represents the hi 16 bits and the second number represents the - lo 16 bits. + - You can now change the angle in 2D EDIT MODE with the + < and > keys. Move the mouse cursor to a sprite first. + Hold down shift with the < and > to get more precise angles. + - You can now press 'B' on sprites in 3D EDIT MODE. This in effect + is xoring bit 0 of sprite[].cstat, which will not only be + sensitive to hitscan, but will also block you from walking + through the sprite. Sprites with the 'B' attribute will + appear pink in 2D EDIT MODE. + - You can now edit the Hi 16 bits of the tag in 2D EDIT MODE. + Just like T and ALT-T, you press H and ALT-H to edit the high + 16-bits. When a structure's attributes are displayed, the tag + will be displayed as 2 unsigned shorts. The first number + represents the hi 16 bits and the second number represents the + lo 16 bits. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/23/94 - Added 'G' in Editart to GOTO a tile by typing in the tile number. - - Changed the way masking walls work a little bit. Now the - masking walls use the picture wall[].overpicnum rather than - wall[].picnum. - - Made hitscan hit maskable walls. + - Changed the way masking walls work a little bit. Now the + masking walls use the picture wall[].overpicnum rather than + wall[].picnum. + - Made hitscan hit maskable walls. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/24/94 - Made palette.dat support any number of shades up to 64. There - is no change to the palette.dat format. The palette.dat - format is: + is no change to the palette.dat format. The palette.dat + format is: - First the palette (768 bytes) Values range from 0-63 - Then the lookup shades (256 * number_of_shades) The - shades are stored in groups of 256 bytes. + First the palette (768 bytes) Values range from 0-63 + Then the lookup shades (256 * number_of_shades) The + shades are stored in groups of 256 bytes. - - If you use Mark Dochtermann's palette program, then you can - convert his data files (such as palette.pal and colormap.lmp) - to my palette format, palette.dat, with my great Qbasic - program, PALMP.BAS. To run it, first copy the basic program - into the same directory as the 2 source palette files are in. - Then type: "QBASIC PALMP" and then press SHIFT+F5 (to run it). + - If you use Mark Dochtermann's palette program, then you can + convert his data files (such as palette.pal and colormap.lmp) + to my palette format, palette.dat, with my great Qbasic + program, PALMP.BAS. To run it, first copy the basic program + into the same directory as the 2 source palette files are in. + Then type: "QBASIC PALMP" and then press SHIFT+F5 (to run it). - - Added a global variable, HORIZ. Horiz usually equals 100. - Modifying horiz will move the whole screen up / down. I - added 2 keys, +/- in my own game.c to demonstrate this. You - can use this variable for looking up and down if you want. - (Even though this is not "truly" looking up and down, if - you're lucky, you might be able to fake out some people!) + - Added a global variable, HORIZ. Horiz usually equals 100. + Modifying horiz will move the whole screen up / down. I + added 2 keys, +/- in my own game.c to demonstrate this. You + can use this variable for looking up and down if you want. + (Even though this is not "truly" looking up and down, if + you're lucky, you might be able to fake out some people!) - - New Key in 3D EDIT MODE, the forward slash. Use / with the - tile panning keys (, and .) to flip the horizontal / vertical - orientation bits for walls, ceilings or floors. + - New Key in 3D EDIT MODE, the forward slash. Use / with the + tile panning keys (, and .) to flip the horizontal / vertical + orientation bits for walls, ceilings or floors. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/28/94 - NEW BOARD VERSION! You must run CONVMAP4.EXE on all your boards. - Here's what I changed in the structures: + Here's what I changed in the structures: - Sectors: - I got rid of: - char sector[].ceilingpanning, sector[].floorpanning; - sector[].ceilingstat/floorstat bit 2 zeroed out - and added: - char sector[].ceilingxpanning, sector[].ceilingypanning; - char sector[].floorgxpanning, sector[].floorypanning; + Sectors: + I got rid of: + char sector[].ceilingpanning, sector[].floorpanning; + sector[].ceilingstat/floorstat bit 2 zeroed out + and added: + char sector[].ceilingxpanning, sector[].ceilingypanning; + char sector[].floorgxpanning, sector[].floorypanning; - Walls: + Walls: - I got rid of: - char wall[].panning; - wall[].cstat bit 6 zeroed out - and added: - char wall[].xpanning; - char wall[].ypanning; + I got rid of: + char wall[].panning; + wall[].cstat bit 6 zeroed out + and added: + char wall[].xpanning; + char wall[].ypanning; - Sprites: + Sprites: - I got rid of: - short sprite[].vel; - and added: - short sprite[].xvel; - short sprite[].yvel; - The reason I did this was so sprites could be moved in - different directions than sprite[].ang. Please make - use of both xvel and yvel. Here's the equation I would - use to convert from the old to new. For example: + I got rid of: + short sprite[].vel; + and added: + short sprite[].xvel; + short sprite[].yvel; + The reason I did this was so sprites could be moved in + different directions than sprite[].ang. Please make + use of both xvel and yvel. Here's the equation I would + use to convert from the old to new. For example: - old: - sprite[i].vel = 256; - new: - sprite[i].xvel = (sintable[(sprite[i].ang+512)&2047]>>6); - sprite[i].yvel = (sintable[sprite[i].ang&2047]>>6); + old: + sprite[i].vel = 256; + new: + sprite[i].xvel = (sintable[(sprite[i].ang+512)&2047]>>6); + sprite[i].yvel = (sintable[sprite[i].ang&2047]>>6); - The reason I am shifting the sines right by 6 is becuase - my sintable ranges from -16384 to 16384. Dividing by - 64 gives a maximum range of -256 to 256. + The reason I am shifting the sines right by 6 is becuase + my sintable ranges from -16384 to 16384. Dividing by + 64 gives a maximum range of -256 to 256. - CONVMAP4.EXE also attempts to convert the masked walls so - overpicnum is the masked wall's picnum. + CONVMAP4.EXE also attempts to convert the masked walls so + overpicnum is the masked wall's picnum. - - Changed 3D EDIT MODE panning keys: - Since panning is now all 4 directions, I got rid of the - , and . keys and put the keys on the keypad using 2,4,6,8. - Usually 2,4,6,8 are for x- and y-repeats, but if you hold - down either shift key, then they act as x- and y- panning - values. - The / key now resets the panning values to 0. + - Changed 3D EDIT MODE panning keys: + Since panning is now all 4 directions, I got rid of the + , and . keys and put the keys on the keypad using 2,4,6,8. + Usually 2,4,6,8 are for x- and y-repeats, but if you hold + down either shift key, then they act as x- and y- panning + values. + The / key now resets the panning values to 0. - - Please read the updated descriptions of how to make masking walls - in the 3D EDIT MODE KEYS in the top of build.txt. See - the 'M' and 'Shift + M' keys. + - Please read the updated descriptions of how to make masking walls + in the 3D EDIT MODE KEYS in the top of build.txt. See + the 'M' and 'Shift + M' keys. - - Also look at the top of this file for a description of dragpoint(), a - great new function that makes it easy to morph sectors. + - Also look at the top of this file for a description of dragpoint(), a + great new function that makes it easy to morph sectors. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/29/94 - Added some minor keys to 3D EDIT MODE. Alt. +/- change the - visibility variable. It ranges from 5 (darkest) to 17 - (lightest) and it starts at 13. + visibility variable. It ranges from 5 (darkest) to 17 + (lightest) and it starts at 13. - - Made 1-way walls have more options. Now, for example, you can - make rectangular switches on walls. Please look at my - nukeland.map for an example of how to do switches. (The - switches are close to start - just go through the door and - bear left.) + - Made 1-way walls have more options. Now, for example, you can + make rectangular switches on walls. Please look at my + nukeland.map for an example of how to do switches. (The + switches are close to start - just go through the door and + bear left.) - - For those who asked, here's how some sample bobbing code: - First, calculate the distance actually moved - because if you - are not moving then you shouldn't bob: + - For those who asked, here's how some sample bobbing code: + First, calculate the distance actually moved - because if you + are not moving then you shouldn't bob: - CODE: - oposx = posx; oposy = posy; - clipmove(&posx,&posy,&posz,&cursectnum,xvect,yvect,128L); - dist = ksqrt((posx-oposx)*(posx-oposx)+(posy-oposy)*(posy-oposy)); + CODE: + oposx = posx; oposy = posy; + clipmove(&posx,&posy,&posz,&cursectnum,xvect,yvect,128L); + dist = ksqrt((posx-oposx)*(posx-oposx)+(posy-oposy)*(posy-oposy)); - Then modify the horizon value by multiplying the distance - actually moved by a sine wave. (default is horiz = 100). + Then modify the horizon value by multiplying the distance + actually moved by a sine wave. (default is horiz = 100). - CODE: - horiz = 100 + ((dist*sintable[(totalclock<<5)&2047])>>19); + CODE: + horiz = 100 + ((dist*sintable[(totalclock<<5)&2047])>>19); - - Remember that moving block in the slime in NUKELAND.MAP? It - works a lot better now. I am now modifying the floor panning - values to make the floor match up correctly with the block. + - Remember that moving block in the slime in NUKELAND.MAP? It + works a lot better now. I am now modifying the floor panning + values to make the floor match up correctly with the block. - - Fixed the screen capturing (F12) to save captures as PCX files. - This is for BUILD, GAME, and EDITART. + - Fixed the screen capturing (F12) to save captures as PCX files. + This is for BUILD, GAME, and EDITART. - - Fixed bug in EDITART when you press 'U' on a blank tile. It - should not crash any more. + - Fixed bug in EDITART when you press 'U' on a blank tile. It + should not crash any more. - - Made Tab & Enter a little smarter in copying the right attributes - to different types of objects. + - Made Tab & Enter a little smarter in copying the right attributes + to different types of objects. - - Added ceiling / floor 90ø rotation attributes. All 8 - rotations are possible. 3 bits have been added to both - the sector[].ceilingstat and sector[].floorstat flags. - If you look in BUILD.H, you will see the new flags - descriptions. You can use the 'F' key in 3D EDIT MODE on - a ceiling or floor to change the rotation. + - Added ceiling / floor 90ø rotation attributes. All 8 + rotations are possible. 3 bits have been added to both + the sector[].ceilingstat and sector[].floorstat flags. + If you look in BUILD.H, you will see the new flags + descriptions. You can use the 'F' key in 3D EDIT MODE on + a ceiling or floor to change the rotation. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/30/94 - ATTENTION PROGRAMMERS: - I removed the function, getsector, and added a more expandable - function, updatesector. Also, updatesector is smart enough - to check to see if you are in the same sector OR neighboring - sectors first before going through every single sector. - Getsector used to go though all the sectors every time you - crossed a sector line. + I removed the function, getsector, and added a more expandable + function, updatesector. Also, updatesector is smart enough + to check to see if you are in the same sector OR neighboring + sectors first before going through every single sector. + Getsector used to go though all the sectors every time you + crossed a sector line. - getsector(); (no arguments, returns nothing - REMOVED) - * used to make sure that CURSECTNUM matched up with - the right sector according to the POSX and POSY values. - updatesector(posx,posy,&cursectnum); - * the new way of writing getsector. You can do a - search&replace on your code. Be careful when you use this - function with sprites because remember that the sprite's - sector number should not be modified directly. For example, - you might want to code it this way: + getsector(); (no arguments, returns nothing - REMOVED) + * used to make sure that CURSECTNUM matched up with + the right sector according to the POSX and POSY values. + updatesector(posx,posy,&cursectnum); + * the new way of writing getsector. You can do a + search&replace on your code. Be careful when you use this + function with sprites because remember that the sprite's + sector number should not be modified directly. For example, + you might want to code it this way: - tempsectnum = sprite[i].sectnum; - updatesector(sprite[i].x,sprite[i].y,&tempsectnum); - if (tempsectnum != sprite[i].sectnum) - changespritesect(i,tempsectnum); + tempsectnum = sprite[i].sectnum; + updatesector(sprite[i].x,sprite[i].y,&tempsectnum); + if (tempsectnum != sprite[i].sectnum) + changespritesect(i,tempsectnum); - Actually, I think the setsprite function is better for - updating a sprite's sector number. + Actually, I think the setsprite function is better for + updating a sprite's sector number. - - Added swinging doors! Look at NUKELAND.MAP in my GAME.EXE for - an example. For swinging doors, I used a new math-helper - function, rotatepoint. + - Added swinging doors! Look at NUKELAND.MAP in my GAME.EXE for + an example. For swinging doors, I used a new math-helper + function, rotatepoint. - rotatepoint(long xpivot, long ypivot, - long x, long y, - short deltaang, - long *x2, long *y2); + rotatepoint(long xpivot, long ypivot, + long x, long y, + short deltaang, + long *x2, long *y2); - Rotatepoint will rotate point(x,y) around point(xpivot,ypivot) - by the deltang value. The resultant point will be s + Rotatepoint will rotate point(x,y) around point(xpivot,ypivot) + by the deltang value. The resultant point will be s - - Fixed crashing bug in BUILD when a wall's tile doesn't exist. + - Fixed crashing bug in BUILD when a wall's tile doesn't exist. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/02/94 - I improved the pre-level check on the swinging doors, so now - you can have multiple doors in a sector that open any way. - This is how I do my double swinging doors (demonstrated in - NUKELAND.MAP) + you can have multiple doors in a sector that open any way. + This is how I do my double swinging doors (demonstrated in + NUKELAND.MAP) - - I added a revolving door! See NUKELAND.MAP for an example. (The - revolving door is beyond the bouncing platforms in the slime - pit) + - I added a revolving door! See NUKELAND.MAP for an example. (The + revolving door is beyond the bouncing platforms in the slime + pit) - - Fixed bug with joining sectors in 2D EDIT MODE. The sprites - don't get deleted any more. + - Fixed bug with joining sectors in 2D EDIT MODE. The sprites + don't get deleted any more. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/04/94 - Optimized the masked walls. - - Cleaned up the sprite drawing code (and many bugs that that came - along with it.) + - Cleaned up the sprite drawing code (and many bugs that that came + along with it.) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/05/94 - Made cylindrical walls with any number of points VERY easy to - make in BUILD. Here's how you do it: Highlight a wall and - press 'C' on it. Then move the mouse to the proper position - to make a nice circle. You can press '+' or '-' to change - the number of points on the circle. Press 'C' again to cancel - or press space bar to actually change the map. + make in BUILD. Here's how you do it: Highlight a wall and + press 'C' on it. Then move the mouse to the proper position + to make a nice circle. You can press '+' or '-' to change + the number of points on the circle. Press 'C' again to cancel + or press space bar to actually change the map. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/07/94 - Made a fully-operational subway! Look at subway.map. - - Made a new type of door - a sliding door where the door doesn't - get "x-smooshed" when it is opened. (See description of - sector tag 16 & wall tag 6) + - Made a new type of door - a sliding door where the door doesn't + get "x-smooshed" when it is opened. (See description of + sector tag 16 & wall tag 6) - - Also note that I my first subroutine in game.c! It is: - operatesector(short dasector) - All the door code is now in this function (with a few - exceptions, such as parts of the swinging doors and revolving - door) + - Also note that I my first subroutine in game.c! It is: + operatesector(short dasector) + All the door code is now in this function (with a few + exceptions, such as parts of the swinging doors and revolving + door) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/08/94 - Made EDITART and BUILD support different tile sizes in 'V' mode. - Here are the three possible sizes: - 0. 64*64 - 5*3 grid - views 15 tiles (old default) - 1. 32*32 - 10*6 grid - views 60 tiles (new default) - 2. 16*16 - 20*12 grid - views 240 tiles - Press the '*' and '/' keys in 'V' mode if you want to change - the grid resolution. + Here are the three possible sizes: + 0. 64*64 - 5*3 grid - views 15 tiles (old default) + 1. 32*32 - 10*6 grid - views 60 tiles (new default) + 2. 16*16 - 20*12 grid - views 240 tiles + Press the '*' and '/' keys in 'V' mode if you want to change + the grid resolution. - - Added/fixed up a new key in 3D EDIT MODE, the dot key (. or >) - This key attempts to match up all the tiles along a wall. It - scans along the walls towards the right as long as the picture - number of the next wall is the same as the original picture - number. Note that some walls may not work right, especially - floor / ceiling steps. + - Added/fixed up a new key in 3D EDIT MODE, the dot key (. or >) + This key attempts to match up all the tiles along a wall. It + scans along the walls towards the right as long as the picture + number of the next wall is the same as the original picture + number. Note that some walls may not work right, especially + floor / ceiling steps. - - Made 2D EDIT MODE default to this when inserting sprites: - 1. Sprite clipping = on for sprites taller than 32 pixels - 2. Sprite clipping = off for sprites shorter than 32 pixels. + - Made 2D EDIT MODE default to this when inserting sprites: + 1. Sprite clipping = on for sprites taller than 32 pixels + 2. Sprite clipping = off for sprites shorter than 32 pixels. - - Fixed sprite clipping with Z-coordinates + - Fixed sprite clipping with Z-coordinates ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/10/94 - Fixed some sprite dragging bugs - - Made neartag? maximum sensing distance a global variable called - neartagdist. See build.h. + - Made neartag? maximum sensing distance a global variable called + neartagdist. See build.h. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/11/94 - Added sector / groups of sectors selection. When selecting - sectors, hold down the right ALT key. It works just like - right shift. You must completely surround any sector you - wish to select. Once selected, you can drag the mess of - sectors with the mouse. This is great for separating sectors - from each other. + sectors, hold down the right ALT key. It works just like + right shift. You must completely surround any sector you + wish to select. Once selected, you can drag the mess of + sectors with the mouse. This is great for separating sectors + from each other. - - Added sector duplication. First select a bunch of sectors. Then - press the insert key. (with the select sectors flashing) Then - This duplication is like stamping. So, you must drag - the sector bunch somewhere else after stamping to see your - great accomplishments. + - Added sector duplication. First select a bunch of sectors. Then + press the insert key. (with the select sectors flashing) Then + This duplication is like stamping. So, you must drag + the sector bunch somewhere else after stamping to see your + great accomplishments. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/12/94 - Added group-sector PGUP / PGDN. Here's a neat trick that will - let you move a whole section of a board up / down quickly. - First you select a bunch of sectors with the right ALT key in - 2D mode. Then flip to 3D mode and if you press PGUP / PGDN - on any of the highlighted sectors, the rest of the highlighted - sectors will move also. + let you move a whole section of a board up / down quickly. + First you select a bunch of sectors with the right ALT key in + 2D mode. Then flip to 3D mode and if you press PGUP / PGDN + on any of the highlighted sectors, the rest of the highlighted + sectors will move also. - - Added group-sector rotation. Once you do a sector select (right - ALT), you can press the , or . keys to rotate the selected - sectors. Hold down the shift key with the keys to get fine - angle rotation (WARNING: You will get distortion with fine - angle rotation in this version) + - Added group-sector rotation. Once you do a sector select (right + ALT), you can press the , or . keys to rotate the selected + sectors. Hold down the shift key with the keys to get fine + angle rotation (WARNING: You will get distortion with fine + angle rotation in this version) - - Added sector count and wall count information at the bottom of - the 2D edit mode status bar. + - Added sector count and wall count information at the bottom of + the 2D edit mode status bar. - - Fixed some stupid bug that you probably wouldn't have found if - you made boards with BUILD for the rest of your life. + - Fixed some stupid bug that you probably wouldn't have found if + you made boards with BUILD for the rest of your life. - - You can now press 'B' to block / unblock a wall or sprite in - 2D edit mode. + - You can now press 'B' to block / unblock a wall or sprite in + 2D edit mode. - - Made Ctrl-Shift Enter auto-shade a sector. First make any - wall of the loop as light as the lightest shade you want. - Then make any other wall of the loop as dark as the darkest - shade you want. Finally press Ctrl-Shift Enter on the wall - that should be lightest. Now the loop should be smoothly - shaded. If it is not smoothly shaded, you may need to insert - more points on the walls. + - Made Ctrl-Shift Enter auto-shade a sector. First make any + wall of the loop as light as the lightest shade you want. + Then make any other wall of the loop as dark as the darkest + shade you want. Finally press Ctrl-Shift Enter on the wall + that should be lightest. Now the loop should be smoothly + shaded. If it is not smoothly shaded, you may need to insert + more points on the walls. - - Fixed my .PCX format bug. My screen captures now load properly - in Deluxe programs. + - Fixed my .PCX format bug. My screen captures now load properly + in Deluxe programs. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/13/94 - Made my serial code in Game.c work better. I fixed the bullet - shooting and made all types of doors work. Unfortunately, you - still may have to run at slower COM speeds. + shooting and made all types of doors work. Unfortunately, you + still may have to run at slower COM speeds. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/14/94 - Fixed deadly bug with sector copy & sprites. - - Added hitscan sensitivity bit. It is bit 6 (64) of wall[].cstat. - In 3D edit mode, you can press 'H' to toggle the bit. (H used - to be like 'V' for choosing height tile numbers for groudraws - - I change the 'H' key to Alt-V since I don't think anybody was - using it anyway) By default, hitscan CAN go through maskable - walls. If a hitscan is set to not go through a maskable wall, - The wall will appear BRIGHT pink in 2D edit mode. + - Added hitscan sensitivity bit. It is bit 6 (64) of wall[].cstat. + In 3D edit mode, you can press 'H' to toggle the bit. (H used + to be like 'V' for choosing height tile numbers for groudraws - + I change the 'H' key to Alt-V since I don't think anybody was + using it anyway) By default, hitscan CAN go through maskable + walls. If a hitscan is set to not go through a maskable wall, + The wall will appear BRIGHT pink in 2D edit mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/15/94 - Made more subroutines in game.c and moved documentation from the - end of game.c into this text file. Added some more comments - also. Game.c is so much easier to read now! The main loop is - less than 50 lines long! + end of game.c into this text file. Added some more comments + also. Game.c is so much easier to read now! The main loop is + less than 50 lines long! - - Made some optimizations to my serial code now that everything - is in functions. + - Made some optimizations to my serial code now that everything + is in functions. - - ATTENTION PROGRAMMERS: - I added one new paramater (cliptype) to both the movesprite - and clipmove functions. If the new parameter is a 0, then - the clipping is normal (Use 0 to clip you and monsters). - If the new parameter is a 1, then the object is clipped to - the same things that hitscan is clipped to (use 1 for all - bullets). - See the above documentation for a detailed description of the - parameters. (Remember that I moved the documentation from - GAME.C into the middle BUILD.TXT) - Finally, you can have sprites and bullets going where you - want them to go! + - ATTENTION PROGRAMMERS: + I added one new paramater (cliptype) to both the movesprite + and clipmove functions. If the new parameter is a 0, then + the clipping is normal (Use 0 to clip you and monsters). + If the new parameter is a 1, then the object is clipped to + the same things that hitscan is clipped to (use 1 for all + bullets). + See the above documentation for a detailed description of the + parameters. (Remember that I moved the documentation from + GAME.C into the middle BUILD.TXT) + Finally, you can have sprites and bullets going where you + want them to go! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/18/94 - Added support for the Spaceplayer (6-degree of freedom Space ball) - Try out the SETUP program now. + Try out the SETUP program now. - - Fixed some bugs with the 'E' key in 3D EDIT MODE. As long as both - dimensions of the tile are powers of 2, then the picture should - be visible. It should not be a solid color with a few weird - lines any more. + - Fixed some bugs with the 'E' key in 3D EDIT MODE. As long as both + dimensions of the tile are powers of 2, then the picture should + be visible. It should not be a solid color with a few weird + lines any more. - - Fixed some bugs with the Z control in 3D EDIT MODE. In normal - operation, BUILD attempts to keep your Z constant even if - you cross sector lines. Then I added a special new mode that - locks your heightofffloor to a certain value. You Z will - change instantly if you cross sector lines. To use this mode, - press the Caps Lock key. Press Caps Lock key again for normal - operation. + - Fixed some bugs with the Z control in 3D EDIT MODE. In normal + operation, BUILD attempts to keep your Z constant even if + you cross sector lines. Then I added a special new mode that + locks your heightofffloor to a certain value. You Z will + change instantly if you cross sector lines. To use this mode, + press the Caps Lock key. Press Caps Lock key again for normal + operation. - - ATTENTION PROGRAMMERS! I put all of engineinput into GAME.C - This means you have absolutely total control of the Z's. (The - only thing left is some key code I still have in my timer - handler) + - ATTENTION PROGRAMMERS! I put all of engineinput into GAME.C + This means you have absolutely total control of the Z's. (The + only thing left is some key code I still have in my timer + handler) - OK, now read carefully! Here's how to convert to the new OBJ's: + OK, now read carefully! Here's how to convert to the new OBJ's: - 1. First of all, the Spaceball code is now also in game.c. - A. You will need to put this line in game.c: - include "spw_int.h" - B. And make sure to add spwint.obj your makefile. - 2. Heightoffceiling, heightofffloor, and gravity have been - removed from BUILD.H. If you still want to use them - then you should defined them as globals in your own code. - 3. You should go through every single key of my gameinput() - function in game.c and copy any code you want. + 1. First of all, the Spaceball code is now also in game.c. + A. You will need to put this line in game.c: + include "spw_int.h" + B. And make sure to add spwint.obj your makefile. + 2. Heightoffceiling, heightofffloor, and gravity have been + removed from BUILD.H. If you still want to use them + then you should defined them as globals in your own code. + 3. You should go through every single key of my gameinput() + function in game.c and copy any code you want. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/23/94 - GREAT NEW STUFF! - Be sure to check out GAME.EXE and try out these new keys! + Be sure to check out GAME.EXE and try out these new keys! - Rt. Enter = Switch between 3D / 2D modes - Lt. +/- = Zoom in 2D mode + Rt. Enter = Switch between 3D / 2D modes + Lt. +/- = Zoom in 2D mode - Added 2D map display with auto-mapping! The 2D maps use a - higher resolution 16-color mode. You have a choice of either - using a 640*350*16 screen or a 640*480*16 screen with a 144-high - status bar (remember that 640*480*16 cannot fit in 256K with 2 - screen pages so I have to cheat with a status bar). + Added 2D map display with auto-mapping! The 2D maps use a + higher resolution 16-color mode. You have a choice of either + using a 640*350*16 screen or a 640*480*16 screen with a 144-high + status bar (remember that 640*480*16 cannot fit in 256K with 2 + screen pages so I have to cheat with a status bar). - NEW FUNCTIONS: + NEW FUNCTIONS: - draw2dscreen(long posxe, long posye, short ange, long zoome, - short gride) - Draws the 2d screen - this function is a direct replacement - for the drawrooms() and drawmasks() functions. Be sure - to call either qsetmode640350() or qsetmode640480() - first. When switching back to 3d mode, be sure to call - qsetmode320200(). + draw2dscreen(long posxe, long posye, short ange, long zoome, + short gride) + Draws the 2d screen - this function is a direct replacement + for the drawrooms() and drawmasks() functions. Be sure + to call either qsetmode640350() or qsetmode640480() + first. When switching back to 3d mode, be sure to call + qsetmode320200(). - IMPORTANT NOTES: - 1. The overwritesprite function should only be called in - 3D mode. If you do this in 2D mode, junk will be - written to the 2D screen and a crash is possible. - 2. When you switch back to 3D mode, you should call the - permanentwritesprite functions to draw the status bar, - or whatever else you have to draw. - 3. You must call the nextpage() function in both 2D and - 3D modes. + IMPORTANT NOTES: + 1. The overwritesprite function should only be called in + 3D mode. If you do this in 2D mode, junk will be + written to the 2D screen and a crash is possible. + 2. When you switch back to 3D mode, you should call the + permanentwritesprite functions to draw the status bar, + or whatever else you have to draw. + 3. You must call the nextpage() function in both 2D and + 3D modes. - qsetmode320200(); - Set to the game mode and load palette (320*200*256) - qsetmode640350(); - Set to the 2D map mode #1 (640*350*16) - qsetmode640480(); - Set to the 2D map mode #2 (640*480*16) + qsetmode320200(); + Set to the game mode and load palette (320*200*256) + qsetmode640350(); + Set to the 2D map mode #1 (640*350*16) + qsetmode640480(); + Set to the 2D map mode #2 (640*480*16) - NEW VARIABLES (see description in build.h): + NEW VARIABLES (see description in build.h): - EXTERN char show2dwall[MAXWALLS>>3]; - EXTERN char show2dsprite[MAXSPRITES>>3]; - EXTERN char automapping; + EXTERN char show2dwall[MAXWALLS>>3]; + EXTERN char show2dsprite[MAXSPRITES>>3]; + EXTERN char automapping; - - Added parallaxing floors! Works like the parallaxing skies, but - the other side. In 3D EDIT MODE, press P on ceiling for - parallaxing sky, or press P on floor for parallaxing floor. + - Added parallaxing floors! Works like the parallaxing skies, but + the other side. In 3D EDIT MODE, press P on ceiling for + parallaxing sky, or press P on floor for parallaxing floor. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/24/94 - There is a new function that I forgot to document in the last - version. Oops! + version. Oops! - doanimations() is this function. - It's not really new, but I split it off of the - drawrooms/drawmasks functions. This function animates anything - that you use setanimation with. Please stick it in your code - somewhere after you draw the screen. + doanimations() is this function. + It's not really new, but I split it off of the + drawrooms/drawmasks functions. This function animates anything + that you use setanimation with. Please stick it in your code + somewhere after you draw the screen. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/26/94 - You can now do TRANSLUSCENT sprites! I am using bit 1 of - sprite[].cstat to detemine whether or not the sprite is - transluscent or not. In 3D EDIT MODE, you can press 'T' to - toggle the transluscence bit. - IMPORTANT: Transluscence WILL NOT WORK until you run my - TRANSPAL.EXE program. On the command line, simply type: - C:\BUILD>transpal [filename] - If you do not specify a filename, the default will be - palette.dat. If your palette.dat file is now around 40K long, - then you are ready for transluscence! + sprite[].cstat to detemine whether or not the sprite is + transluscent or not. In 3D EDIT MODE, you can press 'T' to + toggle the transluscence bit. + IMPORTANT: Transluscence WILL NOT WORK until you run my + TRANSPAL.EXE program. On the command line, simply type: + C:\BUILD>transpal [filename] + If you do not specify a filename, the default will be + palette.dat. If your palette.dat file is now around 40K long, + then you are ready for transluscence! - - Added TRANSLUSCENCE to masked walls. See bit 7 of wall[].cstat. - Press 'T' on wall to toggle the transluscence bit. + - Added TRANSLUSCENCE to masked walls. See bit 7 of wall[].cstat. + Press 'T' on wall to toggle the transluscence bit. - - In this BUILD update, I have collected many different palettes - for comparison purposes. Try running TRANSPAL.EXE on each of - them and see for yourself which palettes work the best with - transluscence! + - In this BUILD update, I have collected many different palettes + for comparison purposes. Try running TRANSPAL.EXE on each of + them and see for yourself which palettes work the best with + transluscence! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/29/94 - ATTENTION PROGRAMMERS: I completely rewrote the neartag code. - Here's what you have to do to convert your game.c files: + Here's what you have to do to convert your game.c files: - 1. You should move the neartag variables that I used to - have in BUILD.H into your C code. - 2. You must call the neartag function yourself if you want - to see if you're near a tagged object. Neartag is NOT - automatically updated by the engine any more. - 3. I highly recommend that you put your neartag function - call at the first line in your space bar code. This way, - you can optimize the neartag calculations by only doing - them when you press the space bar. (Exception: For - ladders, I think you'll have to call neartag every single - frame) + 1. You should move the neartag variables that I used to + have in BUILD.H into your C code. + 2. You must call the neartag function yourself if you want + to see if you're near a tagged object. Neartag is NOT + automatically updated by the engine any more. + 3. I highly recommend that you put your neartag function + call at the first line in your space bar code. This way, + you can optimize the neartag calculations by only doing + them when you press the space bar. (Exception: For + ladders, I think you'll have to call neartag every single + frame) - Here's a description of the new neartag function: - Neartag works sort of like hitscan, but is optimized to - scan only close objects and scan only objects with - tags != 0. + Here's a description of the new neartag function: + Neartag works sort of like hitscan, but is optimized to + scan only close objects and scan only objects with + tags != 0. - neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle - short *neartagsector, //Returns near sector if sector[].tag != 0 - short *neartagwall, //Returns near wall if wall[].tag != 0 - short *neartagsprite, //Returns near sprite if sprite[].tag != 0 - long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) - long neartagrange) //Choose maximum distance to scan (scale: 1024=largest grid size) + neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle + short *neartagsector, //Returns near sector if sector[].tag != 0 + short *neartagwall, //Returns near wall if wall[].tag != 0 + short *neartagsprite, //Returns near sprite if sprite[].tag != 0 + long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) + long neartagrange) //Choose maximum distance to scan (scale: 1024=largest grid size) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/31/94 - Added a function to get a sprite's screen coordinates. I put - some sample code in my GAME in the analyzesprites function. - Simply hold down the CAPS LOCK key in my GAME.EXE, and the - screen will be centered around the sprite closest to the - center of the screen. + some sample code in my GAME in the analyzesprites function. + Simply hold down the CAPS LOCK key in my GAME.EXE, and the + screen will be centered around the sprite closest to the + center of the screen. - Here's a new function in the engine I used to do this: + Here's a new function in the engine I used to do this: - getspritescreencoord(short spritesortnum, long *scrx, long *scry) + getspritescreencoord(short spritesortnum, long *scrx, long *scry) - Note that spritesortnum is the index into the spritesortcnt - arrays, NOT the normal sprite arrays. Scrx and scry are actual - screen coordinates ranging from 0-319 and 0-199 respectively. + Note that spritesortnum is the index into the spritesortcnt + arrays, NOT the normal sprite arrays. Scrx and scry are actual + screen coordinates ranging from 0-319 and 0-199 respectively. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/6/94 - Made EDITART support sprite centering and animation speed. - Now when you press 'A' in EDITART, the animation speed is - actually saved to disk and runs the same speed in BUILD - and your GAME. Press + and - to change the animation speed. - There are 16 different animation speeds. - (Speed is proportional to (totalclock>>animspeed)) + Now when you press 'A' in EDITART, the animation speed is + actually saved to disk and runs the same speed in BUILD + and your GAME. Press + and - to change the animation speed. + There are 16 different animation speeds. + (Speed is proportional to (totalclock>>animspeed)) - To center a sprite, press the weird ~` key (located just above - the TAB key). You will see some cross hairs. Simply use - the arrow keys to the desired position. + To center a sprite, press the weird ~` key (located just above + the TAB key). You will see some cross hairs. Simply use + the arrow keys to the desired position. - For both the 'A' and ~` keys, you can press Enter to accept - the new values or ESC to cancel. + For both the 'A' and ~` keys, you can press Enter to accept + the new values or ESC to cancel. - - Added a variable to BUILD.H, lockclock. Lockclock is to - totalclock as lockspeed is to clockspeed. + - Added a variable to BUILD.H, lockclock. Lockclock is to + totalclock as lockspeed is to clockspeed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/7/94 - Made 3 different Z coordinate modes in BUILD. - Mode 0: Game mode (default) - Mode 1: Height lock mode - Mode 2: Float mode + Mode 0: Game mode (default) + Mode 1: Height lock mode + Mode 2: Float mode - Press Caps Lock to switch between the 3 modes. - A and Z move up and down for all 3 modes. + Press Caps Lock to switch between the 3 modes. + A and Z move up and down for all 3 modes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/10/94 - Added a new function that should solve all your sound problems. - kenchaintimer(void (__interrupt __far *datimerchainaddress)(), - short dachainpersecond) + kenchaintimer(void (__interrupt __far *datimerchainaddress)(), + short dachainpersecond) - Please look at the IMPORTANT ENGINE FUNCTIONS section above for - a full description. + Please look at the IMPORTANT ENGINE FUNCTIONS section above for + a full description. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/20/94 - Got rid of the comsend / comgetchar functions. Replaced them - with sendpacket and getpacket. + with sendpacket and getpacket. - - Added network support. + - Added network support. - - Got rid of qsetmode320200(). Just replace it with setgamemode(). - The 2 are exactly the same. + - Got rid of qsetmode320200(). Just replace it with setgamemode(). + The 2 are exactly the same. - - Got rid of clockspeed variables. Just replace it with lockspeed. + - Got rid of clockspeed variables. Just replace it with lockspeed. - - Adjusted my z directions of shooting depending on the horizon. - You may want to readjust your code for this. + - Adjusted my z directions of shooting depending on the horizon. + You may want to readjust your code for this. - - You now pass the number of tics as a long to doanimations. - doanimations(long numtics); + - You now pass the number of tics as a long to doanimations. + doanimations(long numtics); - - FIXED DEADLY BUG! This may have been causing bigtime crash-city - bugs! The problem was with show2dsprite and show2dwall. In - my engine.c I forgot that they were BIT arrays, not BYTE arrays. - When I initialized the arrays to 0, I initialized 8 times the - length, possibly overwriting your precious data! I initialize - these arrays in the initengine and loadboard functions. + - FIXED DEADLY BUG! This may have been causing bigtime crash-city + bugs! The problem was with show2dsprite and show2dwall. In + my engine.c I forgot that they were BIT arrays, not BYTE arrays. + When I initialized the arrays to 0, I initialized 8 times the + length, possibly overwriting your precious data! I initialize + these arrays in the initengine and loadboard functions. - - ATTENTION PROGRAMMERS: In order to get rid of the posx, posy, - posz, ang, posz, and horiz variables from BUILD.H, I added some - parameters to a few functions. YOU MUST REWRITE YOUR CODE - TO SUPPORT THESE: - loadboard(char *filename, long *posx, long *posy, long *posz, - short *ang, short *cursectnum) - saveboard(char *filename, long *posx, long *posy, long *posz, - short *ang, short *cursectnum) - drawrooms(long posx, long posy, long posz, - short ang, long horiz, short *cursectnum) + - ATTENTION PROGRAMMERS: In order to get rid of the posx, posy, + posz, ang, posz, and horiz variables from BUILD.H, I added some + parameters to a few functions. YOU MUST REWRITE YOUR CODE + TO SUPPORT THESE: + loadboard(char *filename, long *posx, long *posy, long *posz, + short *ang, short *cursectnum) + saveboard(char *filename, long *posx, long *posy, long *posz, + short *ang, short *cursectnum) + drawrooms(long posx, long posy, long posz, + short ang, long horiz, short *cursectnum) - THESE VARIABLES SHOULD BE MOVED INTO GAME.C: - long posx, posy, posz, horiz; - short ang, cursectnum; - long hvel; + THESE VARIABLES SHOULD BE MOVED INTO GAME.C: + long posx, posy, posz, horiz; + short ang, cursectnum; + long hvel; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/22/94 - ATTENTION PROGRAMMERS: Added 1 parameter to movesprite, the - number of tics (such as lockspeed). + number of tics (such as lockspeed). - movesprite(short spritenum, long xchange, long ychange, - long zchange, long walldist, - char cliptype, long numtics) + movesprite(short spritenum, long xchange, long ychange, + long zchange, long walldist, + char cliptype, long numtics) - - ATTENTION PROGRAMMERS: At one time, I used to have 4 timing - variable in the engine. (totalclock, clockspeed, - lockclock, lockspeed). I got rid of all of them except - totalclock. If you want to use the other 3 variables, you - must simulate them yourself. Here's how you do it: + - ATTENTION PROGRAMMERS: At one time, I used to have 4 timing + variable in the engine. (totalclock, clockspeed, + lockclock, lockspeed). I got rid of all of them except + totalclock. If you want to use the other 3 variables, you + must simulate them yourself. Here's how you do it: - Step 1. Define clockspeed, lockclock, and lockspeed as global - longs in your code. + Step 1. Define clockspeed, lockclock, and lockspeed as global + longs in your code. - Step 2. Be sure to zero out all 3 variables just before - starting to play each level. (You could zero out - totalclock also.) + Step 2. Be sure to zero out all 3 variables just before + starting to play each level. (You could zero out + totalclock also.) - Step 3. Right after every time you call the nextpage() - function, insert this code line for line: + Step 3. Right after every time you call the nextpage() + function, insert this code line for line: - lockspeed = totalclock-lockclock; - lockclock += lockspeed; - clockspeed = lockspeed; + lockspeed = totalclock-lockclock; + lockclock += lockspeed; + clockspeed = lockspeed; - You really don't need clockspeed if you have lockspeed. - You should replace all clockspeed's with lockspeed's. - Before, I had both because both totalclock and clockspeed used - to be incremented in the timer handler and could be changed - at any time. + You really don't need clockspeed if you have lockspeed. + You should replace all clockspeed's with lockspeed's. + Before, I had both because both totalclock and clockspeed used + to be incremented in the timer handler and could be changed + at any time. - - I added my own optional random function, krand() which returns - a pseudo-random number as a long from 0 to 65535. Notice that - I put a randomseed variable in BUILD.H called randomseed. + - I added my own optional random function, krand() which returns + a pseudo-random number as a long from 0 to 65535. Notice that + I put a randomseed variable in BUILD.H called randomseed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/24/94 - I just want to try to explain how all of my multiplayer code - works. Theory: Think of the whole program as 2 functions: + works. Theory: Think of the whole program as 2 functions: - Function 1. Draw the screen (could be 2D / 3D) - Function 2. Move things. (sprites, walls, sectors, and you!) + Function 1. Draw the screen (could be 2D / 3D) + Function 2. Move things. (sprites, walls, sectors, and you!) - My communications in GAME.C work on a MASTER/SLAVE - system where it would be nice if the faster computer was the - MASTER. (Right now, the first computer in is the MASTER). - The big trick to keeping everything in sync (and I do mean - everything- even moving platforms, revolving doors, & subways) - is to call function #2 with the exact same parameters as input - on all computers the same number of times and in the same - order. Now this might seem like a lot of information but it - really isn't! Let me explain the role of the MASTER and SLAVE: + My communications in GAME.C work on a MASTER/SLAVE + system where it would be nice if the faster computer was the + MASTER. (Right now, the first computer in is the MASTER). + The big trick to keeping everything in sync (and I do mean + everything- even moving platforms, revolving doors, & subways) + is to call function #2 with the exact same parameters as input + on all computers the same number of times and in the same + order. Now this might seem like a lot of information but it + really isn't! Let me explain the role of the MASTER and SLAVE: - The MASTER's job: - 1. Read in own input changes - 2. Read in any slave player input changes - (getpackets function - reads in foreign vel, svel, - angvel, & the bits) + The MASTER's job: + 1. Read in own input changes + 2. Read in any slave player input changes + (getpackets function - reads in foreign vel, svel, + angvel, & the bits) - 3. Just before calling the movethings function, send the - input to the movethings function: - A. Master's tic cnt (synctics) - B. Every player's velocities (syncvel, svel, angvel) - C. Every player's status bits (Space, Ctrl, Shift, etc.) - 4. Call the movethings function - 5. Draw screen + 3. Just before calling the movethings function, send the + input to the movethings function: + A. Master's tic cnt (synctics) + B. Every player's velocities (syncvel, svel, angvel) + C. Every player's status bits (Space, Ctrl, Shift, etc.) + 4. Call the movethings function + 5. Draw screen - The SLAVE's job: - 1. Read in own input changes - 2. Send own input changes to master. - 3. Read in all master movethings input parameters and - call movethings function for each packet. This may - mean calling the movethings function more than once - between calling the drawscreen functions. This is - waste, but it's the price you have to pay to keep - things in sync. - 4. Draw screen + The SLAVE's job: + 1. Read in own input changes + 2. Send own input changes to master. + 3. Read in all master movethings input parameters and + call movethings function for each packet. This may + mean calling the movethings function more than once + between calling the drawscreen functions. This is + waste, but it's the price you have to pay to keep + things in sync. + 4. Draw screen - You may ask how do monsters stay in sync even if you are - not sending any monster information over the line. The - answer to this is simple. - 1. You make sure that a random seed starts the same on - both computers. - 2. Only call the rand() or krand() function in the - movethings function. + You may ask how do monsters stay in sync even if you are + not sending any monster information over the line. The + answer to this is simple. + 1. You make sure that a random seed starts the same on + both computers. + 2. Only call the rand() or krand() function in the + movethings function. - Before you try my demo, I wanted to say that, I have - ABSOLUTELY NO ERROR CORRECTION in my code at this point. It - is most certainly my next project. For serial link, I would - recommend a rate of about 14400 baud. In the future, I think - I can optimize the code enough to work at rates as low at 2400 - baud! Let me explain how well certain setups should work - without error correction: - Ken's guesses on how badly it will crash WITH NO ERROR - CORRECTION (Build the way it is now): + Before you try my demo, I wanted to say that, I have + ABSOLUTELY NO ERROR CORRECTION in my code at this point. It + is most certainly my next project. For serial link, I would + recommend a rate of about 14400 baud. In the future, I think + I can optimize the code enough to work at rates as low at 2400 + baud! Let me explain how well certain setups should work + without error correction: + Ken's guesses on how badly it will crash WITH NO ERROR + CORRECTION (Build the way it is now): - 1. Serial link using 8250 chips - out of sync after 15 - seconds because a few bytes were missed. - 2. Serial link using 16550 chips - out of sync after 10 - minutes because 16550 chips have a 16 byte FIFO and - therefore don't lose bytes as often as the 8250. - 3. Modem - out of sync after less than 5 seconds. - 4. Network - out of sync after 1 minute. Networks love to - lose full packets here and there. + 1. Serial link using 8250 chips - out of sync after 15 + seconds because a few bytes were missed. + 2. Serial link using 16550 chips - out of sync after 10 + minutes because 16550 chips have a 16 byte FIFO and + therefore don't lose bytes as often as the 8250. + 3. Modem - out of sync after less than 5 seconds. + 4. Network - out of sync after 1 minute. Networks love to + lose full packets here and there. - I will be working on error correction for all of the above - situations. Any error correction techniques I use will be - internal to the engine and completely transparent to you (so - you can start coding now!) If the demo actually works multi- - player, then you may want to look at my GAME keys at the top - of this file again. There are some significant changes. + I will be working on error correction for all of the above + situations. Any error correction techniques I use will be + internal to the engine and completely transparent to you (so + you can start coding now!) If the demo actually works multi- + player, then you may want to look at my GAME keys at the top + of this file again. There are some significant changes. - * I replaced the old COM functions section at the top of - BUILD.TXT with a COMMUNICATIONS FUNCTIONS section. Please - look through it for descriptions of at least these 2 - functions: + * I replaced the old COM functions section at the top of + BUILD.TXT with a COMMUNICATIONS FUNCTIONS section. Please + look through it for descriptions of at least these 2 + functions: - sendpacket(short otherconnectnum, char *bufptr, short bufleng) - getpacket(short *otherconnectnum, char *bufptr) + sendpacket(short otherconnectnum, char *bufptr, short bufleng) + getpacket(short *otherconnectnum, char *bufptr) - * Another rule to keep in mind while testing: (as if there - aren't enough already) Always make sure you have the - same EXE's and MAP'S or else the games will get out of sync. + * Another rule to keep in mind while testing: (as if there + aren't enough already) Always make sure you have the + same EXE's and MAP'S or else the games will get out of sync. - * Connection numbers and Index numbers: - For networks, each computer has a given connection number. - Connection numbers range from 1 to 100. Player number 1 - might have connection number 5 and player number 2 might have - connection number 17. Since a player's connection number - can be anything between 1 and 100, I don't want you to - allocate 100 of every variable such as posx[100]. My - solution was to make index numbers. So in this case: + * Connection numbers and Index numbers: + For networks, each computer has a given connection number. + Connection numbers range from 1 to 100. Player number 1 + might have connection number 5 and player number 2 might have + connection number 17. Since a player's connection number + can be anything between 1 and 100, I don't want you to + allocate 100 of every variable such as posx[100]. My + solution was to make index numbers. So in this case: - connectnum[0] = 5; connectindex[5] = 0; - connectnum[1] = 17; connectindex[17] = 1; + connectnum[0] = 5; connectindex[5] = 0; + connectnum[1] = 17; connectindex[17] = 1; - * Now I'll will describe some new variables at the top of GAME.C + * Now I'll will describe some new variables at the top of GAME.C - myconnectnum - connection number of your computer - myconnectindex - index number of your computer - masterconnectnum - connection number of the MASTER computer - screenpeek - index number of which player's eyes you are - looking through. - numplayers - if numplayers >= 2 then multiplayer mode is - enabled, else single player game. + myconnectnum - connection number of your computer + myconnectindex - index number of your computer + masterconnectnum - connection number of the MASTER computer + screenpeek - index number of which player's eyes you are + looking through. + numplayers - if numplayers >= 2 then multiplayer mode is + enabled, else single player game. - connecthead, connectpoint2[MAXPLAYERS] - These 2 variables - form a linked list of all the index numbers. - Here's some example code that traverses the list of - players: + connecthead, connectpoint2[MAXPLAYERS] - These 2 variables + form a linked list of all the index numbers. + Here's some example code that traverses the list of + players: - p = connecthead; - while (p != -1) - { - printf("Player index %d has connection number %d\n",p,connectnum[p]); - p = connectpoint2[p]; - } + p = connecthead; + while (p != -1) + { + printf("Player index %d has connection number %d\n",p,connectnum[p]); + p = connectpoint2[p]; + } - * These variables are used to record / playback a demo. (This - is like POSCAPT.DAT, but with everything in sync!) In my - GAME, i single player mode, I have it so if you press the - Left ENTER, then it will playback everything. These are - the only variables necessary to store a demo run: + * These variables are used to record / playback a demo. (This + is like POSCAPT.DAT, but with everything in sync!) In my + GAME, i single player mode, I have it so if you press the + Left ENTER, then it will playback everything. These are + the only variables necessary to store a demo run: - static long reccnt; //Number of frames - static short recsyncvel[16384]; //Vel for each frame - static short recsyncsvel[16384]; //Svel for each frame - static short recsyncangvel[16384]; //Angvel for each frame - static short recsyncbits[16384]; //Bits for each frame - static short recsynctics[16384]; //Tics for each frame + static long reccnt; //Number of frames + static short recsyncvel[16384]; //Vel for each frame + static short recsyncsvel[16384]; //Svel for each frame + static short recsyncangvel[16384]; //Angvel for each frame + static short recsyncbits[16384]; //Bits for each frame + static short recsynctics[16384]; //Tics for each frame - * These variables are used for communications syncing: + * These variables are used for communications syncing: - static short syncvel[MAXPLAYERS+1]; //Vel of each player - static short syncsvel[MAXPLAYERS+1]; //Svel of each player - static short syncangvel[MAXPLAYERS+1]; //Angvel of each player - static short syncbits[MAXPLAYERS+1]; //Bits for each player - static short synctics; //Number of tics of MASTER ONLY + static short syncvel[MAXPLAYERS+1]; //Vel of each player + static short syncsvel[MAXPLAYERS+1]; //Svel of each player + static short syncangvel[MAXPLAYERS+1]; //Angvel of each player + static short syncbits[MAXPLAYERS+1]; //Bits for each player + static short synctics; //Number of tics of MASTER ONLY - * Unless I suddenly make BUILD a 6-degree of freedom engine - tomorrow, this should be the most difficult update in a long - time! Good Luck in programming! I'm sure I left a lot of - things out, so I'll be expecting plenty of phone calls! + * Unless I suddenly make BUILD a 6-degree of freedom engine + tomorrow, this should be the most difficult update in a long + time! Good Luck in programming! I'm sure I left a lot of + things out, so I'll be expecting plenty of phone calls! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/27/94 - I scaled the vel, svel and angvel variabile down 1 bit so they - fit into a signed char. (Before they ranged from -256 to 256) - Now they range from (-128 to 127). + fit into a signed char. (Before they ranged from -256 to 256) + Now they range from (-128 to 127). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/28/94 - Optimized the size of my COM(modem)/network packets in game.c. - I made the tics into a char. I also use some new buffers called - osyncvel, osyncsvel, osyncangvel, and osyncbits. Now I send - extra byte with bit fields that tell whether I need to update - the syncvel, syncsvel, syncangvel, or syncbits variables. If - the bit field of the extra byte is off then I don't send the - byte(s) it represents. You can now play my GAME at 4800 baud. + I made the tics into a char. I also use some new buffers called + osyncvel, osyncsvel, osyncangvel, and osyncbits. Now I send + extra byte with bit fields that tell whether I need to update + the syncvel, syncsvel, syncangvel, or syncbits variables. If + the bit field of the extra byte is off then I don't send the + byte(s) it represents. You can now play my GAME at 4800 baud. - static signed char syncvel[MAXPLAYERS+1], osyncvel[MAXPLAYERS+1]; - static signed char syncsvel[MAXPLAYERS+1], osyncsvel[MAXPLAYERS+1]; - static signed char syncangvel[MAXPLAYERS+1], osyncangvel[MAXPLAYERS+1]; - static short syncbits[MAXPLAYERS+1], osyncbits[MAXPLAYERS+1]; - static unsigned char synctics; + static signed char syncvel[MAXPLAYERS+1], osyncvel[MAXPLAYERS+1]; + static signed char syncsvel[MAXPLAYERS+1], osyncsvel[MAXPLAYERS+1]; + static signed char syncangvel[MAXPLAYERS+1], osyncangvel[MAXPLAYERS+1]; + static short syncbits[MAXPLAYERS+1], osyncbits[MAXPLAYERS+1]; + static unsigned char synctics; - - There was an crashing error with transluscence palette on low - memory configurations. When you exit the BUILD editor, - you normally get some numbers like this. - Memory status: 788979(788979) bytes - If the first number (art memory cache size) was less than the - second number (art file size), then the whole art file did - not fit in memory. The reason for the crashing was because - loadpics() sucks all memory up to the size of the art file. - The 64K transluscent palette is malloc'd when you call the - setgamemode() function for the first time. The was no memory - left to allocate the palette. I fixed this by making the - transluscent palette take 64K of the art memory cache if - it could not malloc the 64K. + - There was an crashing error with transluscence palette on low + memory configurations. When you exit the BUILD editor, + you normally get some numbers like this. + Memory status: 788979(788979) bytes + If the first number (art memory cache size) was less than the + second number (art file size), then the whole art file did + not fit in memory. The reason for the crashing was because + loadpics() sucks all memory up to the size of the art file. + The 64K transluscent palette is malloc'd when you call the + setgamemode() function for the first time. The was no memory + left to allocate the palette. I fixed this by making the + transluscent palette take 64K of the art memory cache if + it could not malloc the 64K. - - I programmed some error correction for the COM(modem). Here is - my new of Ken's guesses on how badly it will crash (assuming - that it will always crash eventually.) You will be seeing new - and better correction methods in the future. + - I programmed some error correction for the COM(modem). Here is + my new of Ken's guesses on how badly it will crash (assuming + that it will always crash eventually.) You will be seeing new + and better correction methods in the future. - ERROR CORRECTION METHOD #1: - 1. Serial link using 8250 chips - out of sync after 5 minutes. - 2. Serial link using 16550 chips - out of sync after 10 minutes. - 3. Modem - out of sync after 3 minutes - try it! - 4. Network - out of sync after 1 minute. Networks love to - lose full packets here and there. (not changed) + ERROR CORRECTION METHOD #1: + 1. Serial link using 8250 chips - out of sync after 5 minutes. + 2. Serial link using 16550 chips - out of sync after 10 minutes. + 3. Modem - out of sync after 3 minutes - try it! + 4. Network - out of sync after 1 minute. Networks love to + lose full packets here and there. (not changed) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/29/94 - Added some code to my GAME.C that will let you type in messages - and send them to all remote players. Press Tab (or T for - those people who play that other, very bad, game too much) - to start typing in a message. Press either Enter key to send - the message to the other player. + and send them to all remote players. Press Tab (or T for + those people who play that other, very bad, game too much) + to start typing in a message. Press either Enter key to send + the message to the other player. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/30/94 - ATTENTION PROGRAMMERS: I changed the values that clipmove and - movesprite return! Here's how they work now: - If you did not hit anything, then they return 0. - Movesprite only: If the object hits a ceiling / floor - then movesprite returns 16384+(sectornum hit). - If the first object you hit before sliding was a wall, - then they return the 32768+(wallnum hit). - If the first object you hit before sliding was a sprite, - then they return the 49152+(spritenum hit). + movesprite return! Here's how they work now: + If you did not hit anything, then they return 0. + Movesprite only: If the object hits a ceiling / floor + then movesprite returns 16384+(sectornum hit). + If the first object you hit before sliding was a wall, + then they return the 32768+(wallnum hit). + If the first object you hit before sliding was a sprite, + then they return the 49152+(spritenum hit). - Be careful when adding these changes to your code since the - return value are sort of reversed: + Be careful when adding these changes to your code since the + return value are sort of reversed: - return values: º Hit nothing: ³ Hit something: - ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÎÍÍÍÍÍÍÍÍÍÍÍÍÍÍØÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ - Old functions: º 1 ³ 0 - ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ×ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ- - º ³ 16384+sectnum (Movesprite only) - New functions: º 0 ³ or 32768+wallnum - º ³ or 49152+spritenum + return values: º Hit nothing: ³ Hit something: + ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÎÍÍÍÍÍÍÍÍÍÍÍÍÍÍØÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ + Old functions: º 1 ³ 0 + ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ×ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ- + º ³ 16384+sectnum (Movesprite only) + New functions: º 0 ³ or 32768+wallnum + º ³ or 49152+spritenum ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/1/94 - Made getangle always return an angle from 0 to 2047. Before I - forgot to and it 2047 and sometimes the angle was negative. + forgot to and it 2047 and sometimes the angle was negative. - - Made overwritesprite when using the centering option be sensitive - to the Editart centering tool. (The ~` key.) + - Made overwritesprite when using the centering option be sensitive + to the Editart centering tool. (The ~` key.) - - Made Ctrl+Rt.Shift highlight points on a loop rather than points - inside a rectangle. + - Made Ctrl+Rt.Shift highlight points on a loop rather than points + inside a rectangle. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/2/94 - Added some neat features to my GAME.C to make multi-player mode - even more fun. I added a portable bowling ball/bomb-thrower. - kills instantly! (similar to rocket launcher) I also added - water fountains. If you hold the space bar down on them, - you slowly get more life. + even more fun. I added a portable bowling ball/bomb-thrower. + kills instantly! (similar to rocket launcher) I also added + water fountains. If you hold the space bar down on them, + you slowly get more life. - - O.K. I think I actually got the syncronization working perfectly - for COM(modem) play. I haven't had all day to test it out yet! - (Still no error correction with networks) + - O.K. I think I actually got the syncronization working perfectly + for COM(modem) play. I haven't had all day to test it out yet! + (Still no error correction with networks) - Here are some steps in playing over the modem: - 1. Be sure that both people have the exact same version of - the EXEs, ART, and MAPs. - 2. Then go into SETUP and set the COM port to the com port - of your modem. Even though 9600 baud should work, I - would recommend going at 4800 baud because: - A. It works fine at 4800 baud so there is really - no need to go any faster. - B. Fewer errors over the modem so less time - spent re-sending packets. - 3. Then type: MODEM [mapname] (must be same mapname!) - This will bring you into my terminal program. You can - set the modem initialization string in MODEM.BAT by - changing the first command line option of the TERM - line. Please disable modem compression and - correction for least jerky play. Then connect with - the other modem using various methods, such as one - person typing ATA and the other typing ATD or one - person typing ATS0=1 and the other typing - ATDT(phone #). - 4. Wait through the beeps and buzzes until it says CONNECT - on the bottom window. - 5. If you can now chat with each other then things are - going well. When the first person presses ESC, both - computers will automatically quit to DOS and go right - into the GAME. - 6. Play! + Here are some steps in playing over the modem: + 1. Be sure that both people have the exact same version of + the EXEs, ART, and MAPs. + 2. Then go into SETUP and set the COM port to the com port + of your modem. Even though 9600 baud should work, I + would recommend going at 4800 baud because: + A. It works fine at 4800 baud so there is really + no need to go any faster. + B. Fewer errors over the modem so less time + spent re-sending packets. + 3. Then type: MODEM [mapname] (must be same mapname!) + This will bring you into my terminal program. You can + set the modem initialization string in MODEM.BAT by + changing the first command line option of the TERM + line. Please disable modem compression and + correction for least jerky play. Then connect with + the other modem using various methods, such as one + person typing ATA and the other typing ATD or one + person typing ATS0=1 and the other typing + ATDT(phone #). + 4. Wait through the beeps and buzzes until it says CONNECT + on the bottom window. + 5. If you can now chat with each other then things are + going well. When the first person presses ESC, both + computers will automatically quit to DOS and go right + into the GAME. + 6. Play! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/5/94 - Serial moder over COM(modem) should work perfectly now. - - Added scaredfallz to BUILD.H. It is a global variable that - tells monsters what height is too high to fall through. You - can set cliptype parameter to 2 for movesprite and clipmove. + - Added scaredfallz to BUILD.H. It is a global variable that + tells monsters what height is too high to fall through. You + can set cliptype parameter to 2 for movesprite and clipmove. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/6/94 - Fixed clipping bug that used to let you go through certain concave - corners. + corners. - - Added new function which works well with clipmove. Ever notice - was when you're at the edge of a cliff and you go just a tiny - bit over, you fall, but shouldn't yet? Unlike what you have - been doing, this new function finds the highest and lowest z - coordinates that your clipping BOX can get to. It must search - for all sectors (and sprites) that go into your clipping box. - Currently, you were searching the z's at the center point only - by simply using the sector[].ceilingz and sector[].floorz - variables. + - Added new function which works well with clipmove. Ever notice + was when you're at the edge of a cliff and you go just a tiny + bit over, you fall, but shouldn't yet? Unlike what you have + been doing, this new function finds the highest and lowest z + coordinates that your clipping BOX can get to. It must search + for all sectors (and sprites) that go into your clipping box. + Currently, you were searching the z's at the center point only + by simply using the sector[].ceilingz and sector[].floorz + variables. - getzrange(long x, long y, long z, short sectnum, - long *ceilz, long *florz, - long walldist, char cliptype) + getzrange(long x, long y, long z, short sectnum, + long *ceilz, long *florz, + long walldist, char cliptype) - Pass x, y, z, sector normally. Walldist can be 128. Cliptype - can be 0, 1, or 2. (just like movesprite and clipmove) - This function returnes the 2 z maxes in ceilz and florz. - See GAME.C for an example. + Pass x, y, z, sector normally. Walldist can be 128. Cliptype + can be 0, 1, or 2. (just like movesprite and clipmove) + This function returnes the 2 z maxes in ceilz and florz. + See GAME.C for an example. - - Fixed bug with weird vertical lines in transluscent masked walls - in chain mode. + - Fixed bug with weird vertical lines in transluscent masked walls + in chain mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/10/94 - Made screen capture (F12) work in 2D modes also. It always - saves to a 256 color PCX file. + saves to a 256 color PCX file. - - Made screen re-sizeable. Use this easy new function to re-size - the screen: + - Made screen re-sizeable. Use this easy new function to re-size + the screen: - setview(long scrx1, long scry1, long scrx2, long scry2); + setview(long scrx1, long scry1, long scrx2, long scry2); - It is TOO easy to use. You simply pass is the Upper-left hand - corner and the bottom-right corner in screen coordinates of the - rectangular region you want the engine to draw to. The engine - automatically centers the horizon at the middle of the window and - scales everything properly. + It is TOO easy to use. You simply pass is the Upper-left hand + corner and the bottom-right corner in screen coordinates of the + rectangular region you want the engine to draw to. The engine + automatically centers the horizon at the middle of the window and + scales everything properly. - Notes: - - Since the engine does extra scaling calculations for - window sizes that are not 320 pixels wide, I do not - recommend making the default mode with a window size - just under 320 pixels wide since the engine can - actually run a little slower. (such as 312-319 - pixels wide) Keep them 320 wide. - - Feel free to modify the startumost / startdmost arrays - AFTER a setview call if you want weird window shapes. - Keep in mind that startumost[0] and startdmost[0] are - always refer to the left edge of the viewing window. - (NOT left edge of screen.) + Notes: + - Since the engine does extra scaling calculations for + window sizes that are not 320 pixels wide, I do not + recommend making the default mode with a window size + just under 320 pixels wide since the engine can + actually run a little slower. (such as 312-319 + pixels wide) Keep them 320 wide. + - Feel free to modify the startumost / startdmost arrays + AFTER a setview call if you want weird window shapes. + Keep in mind that startumost[0] and startdmost[0] are + always refer to the left edge of the viewing window. + (NOT left edge of screen.) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/19/94 - Finally got around to writing the number-of-tiles-per-file - resizer. Simply type rsizeart. All instructions will be - displayed when running the program before the actual - conversion. + resizer. Simply type rsizeart. All instructions will be + displayed when running the program before the actual + conversion. - - Fixed a few bugs in Editart. I hope I fixed those evil bugs that - rarely come by. I'm pretty sure I fixed the bug that made the - screen go blank in 'V' mode, and the bug where a few pixels - in the top left corners of tiles sometimes get overwritten. + - Fixed a few bugs in Editart. I hope I fixed those evil bugs that + rarely come by. I'm pretty sure I fixed the bug that made the + screen go blank in 'V' mode, and the bug where a few pixels + in the top left corners of tiles sometimes get overwritten. - - Added a key in Build 2D edit mode. Press 'E' on a sprite to - change its status list number. + - Added a key in Build 2D edit mode. Press 'E' on a sprite to + change its status list number. - - Fixed those lousy Editart subdirectory colors in 'U' for those - teams with great color palettes, but don't have my ugly shade - of pink. + - Fixed those lousy Editart subdirectory colors in 'U' for those + teams with great color palettes, but don't have my ugly shade + of pink. - - Fixed bug with non-200 high P-skies. The p-skies are now (by - default) centered on the horizon no matter what the height is. + - Fixed bug with non-200 high P-skies. The p-skies are now (by + default) centered on the horizon no matter what the height is. - - Added multiple size PCX and GIF support in Editart. You can now - load pictures up to 1024*256. (That's all that can fit in VGA - video memory) If you need to load a bigger picture than that, - it will be chopped off at the bottom, but will still load the - top piece. + - Added multiple size PCX and GIF support in Editart. You can now + load pictures up to 1024*256. (That's all that can fit in VGA + video memory) If you need to load a bigger picture than that, + it will be chopped off at the bottom, but will still load the + top piece. - - I know that I have introduced some wonderful new bugs with the - sprite drawing. I know why they're happening, but I am - looking for a good solution so as to not make you change - any code. I will put another upload with these bugs fixed - soon. + - I know that I have introduced some wonderful new bugs with the + sprite drawing. I know why they're happening, but I am + looking for a good solution so as to not make you change + any code. I will put another upload with these bugs fixed + soon. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/20/94 - Added TRUE ornamented walls. Right now the actual ornamentation - must be programmed by you with 2 simple functions: + must be programmed by you with 2 simple functions: - copytilepiece(long tilenume1, long sourcex1, long sourcey1, - long xsiz, long ysiz, - long tilenume2, long destx1, long desty1) + copytilepiece(long tilenume1, long sourcex1, long sourcey1, + long xsiz, long ysiz, + long tilenume2, long destx1, long desty1) - * This function simply copies any section of a source tile - to any part of a destination tile. It will automatically - skip transparent pixels. It will wrap-around in the - source but not the destination. If for some reason - the destination tile gets removed from the cache, the - destination tile will be reset to original form. This - is why I had to add this second function: + * This function simply copies any section of a source tile + to any part of a destination tile. It will automatically + skip transparent pixels. It will wrap-around in the + source but not the destination. If for some reason + the destination tile gets removed from the cache, the + destination tile will be reset to original form. This + is why I had to add this second function: - allocatepermanenttile(short tilenume, long xsiz, long ysiz) + allocatepermanenttile(short tilenume, long xsiz, long ysiz) - * This function allocates a place on the cache as permanent. - Right now, I reset the cache every time you call this - function so I would recommend calling this function - right after loadpics. + * This function allocates a place on the cache as permanent. + Right now, I reset the cache every time you call this + function so I would recommend calling this function + right after loadpics. - I have an example of both of these functions in GAME.C. Try - playing GAME DOOM1.MAP and go into the secret room with - the pictures of Ken. Shoot some walls there. The pictures - with Ken and the Explosion over it were done with - copytilepiece and allocated permanently at tile 4095. A - good idea for allocating permanent tiles would be to start - at 4095 and decrement. You can also allocate a permanent - tile over the original tile itself. + I have an example of both of these functions in GAME.C. Try + playing GAME DOOM1.MAP and go into the secret room with + the pictures of Ken. Shoot some walls there. The pictures + with Ken and the Explosion over it were done with + copytilepiece and allocated permanently at tile 4095. A + good idea for allocating permanent tiles would be to start + at 4095 and decrement. You can also allocate a permanent + tile over the original tile itself. - - Tile panning matching keys work a lot better. They now work - well with bottom steps. Also, it works well with matching - up windows. + - Tile panning matching keys work a lot better. They now work + well with bottom steps. Also, it works well with matching + up windows. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/25/94 - A week ago, I uploaded a version of BUILD which unfortunately - had more bugs than the previous version. This upload should - have those bugs fixed - especially the sprite bugs. (I hope) + had more bugs than the previous version. This upload should + have those bugs fixed - especially the sprite bugs. (I hope) - - I think I may actually have the sprite feet behind stairs bug - working perfectly. + - I think I may actually have the sprite feet behind stairs bug + working perfectly. - - The engine should now be even faster the before last week. (A - week ago, I temporarily changed the parallaxing sky algorithm, - making the engine slower in those areas) + - The engine should now be even faster the before last week. (A + week ago, I temporarily changed the parallaxing sky algorithm, + making the engine slower in those areas) - - Added a variable, parallaxyoffs in BUILD.H. It defaults to 0. - If you set it to 100, then all parallaxing skies will be - properly moved 100 pixels higher. + - Added a variable, parallaxyoffs in BUILD.H. It defaults to 0. + If you set it to 100, then all parallaxing skies will be + properly moved 100 pixels higher. - - Fixed some weird drawing bug related to parallaxing skies and - sprites. + - Fixed some weird drawing bug related to parallaxing skies and + sprites. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/26/94 - Made sprite's sectors dependent on the z coordinates in the BUILD - editor. (Helpful if you use overlapping in your maps) + editor. (Helpful if you use overlapping in your maps) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/29/94 - Made precache function. Simply call: - precache() (no parameters) - right after you call loadboard(?,?,...) and it will load - all tiles in the current board into the cache. Note that - animations of sprites after the first one will not be - precached. I have included my precacheing code at the - end of game.c for those interested in making the precaching - fancy. + precache() (no parameters) + right after you call loadboard(?,?,...) and it will load + all tiles in the current board into the cache. Note that + animations of sprites after the first one will not be + precached. I have included my precacheing code at the + end of game.c for those interested in making the precaching + fancy. - - Fixed bug in editart which made it sometimes save the art files - and names.h in the wrong directory (the last directory you - were in when you were in 'U' mode). You may want to search - your artwork directories to see if you were a victim of this - bug. + - Fixed bug in editart which made it sometimes save the art files + and names.h in the wrong directory (the last directory you + were in when you were in 'U' mode). You may want to search + your artwork directories to see if you were a victim of this + bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/30/94 - Made Ctrl-Enter paste parallaxing sky tiles to all neighboring - parallaxing sky areas also. + parallaxing sky areas also. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/31/94 - Fixed (most) crashing bugs - Doesn't even crash on the highest - skyscrapers now! Since I can never be SURE that the crashing - is gone, I need you to test it for me - compare the number - of times it crashes per second since the last version. It - should be much better. + skyscrapers now! Since I can never be SURE that the crashing + is gone, I need you to test it for me - compare the number + of times it crashes per second since the last version. It + should be much better. - - Fixed sector line bug! Get close to a step, hold down Shift+Z - and the edges of the step will NOT jitter like before AND you - will not get random walls going through the screen. + - Fixed sector line bug! Get close to a step, hold down Shift+Z + and the edges of the step will NOT jitter like before AND you + will not get random walls going through the screen. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/1/94 - Got rid of the OLD transluscent stuff from overwritesprite and - permanentwritesprite. (Before it used the 8K shading table - which didn't work very well) + permanentwritesprite. (Before it used the 8K shading table + which didn't work very well) - - Added new true 50/50 transluscence option to overwritesprite. - See bit 2 in the next comment. + - Added new true 50/50 transluscence option to overwritesprite. + See bit 2 in the next comment. - - Fixed overwritesprite so it works with different screen sizes. - You don't need to do any scaling calculations! Should be - compatible with old function. Added new bit 1 to orientation - parameter to determine whether or not the sprite should be - scaled and clipped to the viewing window. + - Fixed overwritesprite so it works with different screen sizes. + You don't need to do any scaling calculations! Should be + compatible with old function. Added new bit 1 to orientation + parameter to determine whether or not the sprite should be + scaled and clipped to the viewing window. - overwritesprite (long thex, long they, short tilenum, - signed char shade, char orientation) + overwritesprite (long thex, long they, short tilenum, + signed char shade, char orientation) - If Bit 0 of orientation = 0: (thex, they) is top-left corner - If Bit 0 of orientation = 1: (thex, they) is middle - If Bit 1 of orientation = 0: no relation to viewing window - If Bit 1 of orientation = 1: scale and clip to viewing window - If Bit 2 of orientation = 0: normal - If Bit 2 of orientation = 1: 50/50 transluscent! + If Bit 0 of orientation = 0: (thex, they) is top-left corner + If Bit 0 of orientation = 1: (thex, they) is middle + If Bit 1 of orientation = 0: no relation to viewing window + If Bit 1 of orientation = 1: scale and clip to viewing window + If Bit 2 of orientation = 0: normal + If Bit 2 of orientation = 1: 50/50 transluscent! - * If it works at full screen, simply set bit 1 of orientation - to 1, and it should automatically scale properly! + * If it works at full screen, simply set bit 1 of orientation + to 1, and it should automatically scale properly! - - Made it so 2/4/6/8 keys in 3D EDIT MODE now only move the objects - 1 step rather than continuously, giving more control over the - repeat/panning values of things. + - Made it so 2/4/6/8 keys in 3D EDIT MODE now only move the objects + 1 step rather than continuously, giving more control over the + repeat/panning values of things. - - Made the / key not only reset the repeats of walls, but also for - sprites. It will set both repeats of the sprite to the default - size of 64. If you hold down shift with / on a sprite, it - will give the sprite a square aspect ratio by setting the - xrepeat to equal the yrepeat value. + - Made the / key not only reset the repeats of walls, but also for + sprites. It will set both repeats of the sprite to the default + size of 64. If you hold down shift with / on a sprite, it + will give the sprite a square aspect ratio by setting the + xrepeat to equal the yrepeat value. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/2/94 - Doubled the board size from: (0 to 65536, 0 to 65536) to - (-65536 to 65536, -65536 to 65536) Notice that the grid in - 2D EDIT MODE is much bigger than before. Since it is very easy - to double the maximum board size, just tell me if you need - a larger board. The only bad thing about allowing larger - boards is that the map designer is more likely to make some - sectors too large and cause overflow bugs. 32 bits can only - go so far you know! + (-65536 to 65536, -65536 to 65536) Notice that the grid in + 2D EDIT MODE is much bigger than before. Since it is very easy + to double the maximum board size, just tell me if you need + a larger board. The only bad thing about allowing larger + boards is that the map designer is more likely to make some + sectors too large and cause overflow bugs. 32 bits can only + go so far you know! - - I think I MAY have fixed a bug in BUILD that used to make it crash - when quitting. It had something to do with the vertical grid - lines in 2D EDIT MODE when zoomed way in around the upper left - corner of the map (I think). + - I think I MAY have fixed a bug in BUILD that used to make it crash + when quitting. It had something to do with the vertical grid + lines in 2D EDIT MODE when zoomed way in around the upper left + corner of the map (I think). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/3/94 - Optimized Editart loading and saving. - - Made 'V' screen in Editart 320*400 instead of 320*200. + - Made 'V' screen in Editart 320*400 instead of 320*200. - - Before I said I fixed the bug in EDITART where a few pixels in the - top left corners of tiles sometimes got overwritten. Well I - lied. This time I really fixed it. (I hope) + - Before I said I fixed the bug in EDITART where a few pixels in the + top left corners of tiles sometimes got overwritten. Well I + lied. This time I really fixed it. (I hope) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/7/94 - Made x&y repeats, x&y pannings easier to adjust. It now works - like the default keyboard handler. It moves once when you - first press the key. A little later, it starts to move fast. + like the default keyboard handler. It moves once when you + first press the key. A little later, it starts to move fast. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/11/94 - Added great new sprite rotation function which works like - overwritesprite (like 2DRAW sprites) + overwritesprite (like 2DRAW sprites) - rotatesprite(long sx, long sy, long z, short a, short picnum) + rotatesprite(long sx, long sy, long z, short a, short picnum) - (sx, sy) is the center of the sprite to draw defined as - screen coordinates shifted up by 16. - (z) is the zoom. Normal size is 65536. - Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. - (a) is the angle (0 is straight up) - (picnum) is the tile number + (sx, sy) is the center of the sprite to draw defined as + screen coordinates shifted up by 16. + (z) is the zoom. Normal size is 65536. + Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. + (a) is the angle (0 is straight up) + (picnum) is the tile number - Ex: rotatesprite(160L<<16,100L<<16,65536,lockclock<<4,DEMOSIGN); - This example will draw the DEMOSIGN tile in the center of the - screen and rotate about once per second. + Ex: rotatesprite(160L<<16,100L<<16,65536,lockclock<<4,DEMOSIGN); + This example will draw the DEMOSIGN tile in the center of the + screen and rotate about once per second. - Rotatesprite clips to the same area as overwritesprite but does - not scale or do transluscence yet. + Rotatesprite clips to the same area as overwritesprite but does + not scale or do transluscence yet. - - Please look at the new permanentwritesprite documentation at the - top of this file! + - Please look at the new permanentwritesprite documentation at the + top of this file! - - Network should now work again - It now works great on my network - with 3 players! It may possibly also work with 4 or 5 players - too, but I didn't feel like running between 2 rooms to test it! - I never thought the day would come when I would get NET, COM, - and MODEM all working respectably! + - Network should now work again - It now works great on my network + with 3 players! It may possibly also work with 4 or 5 players + too, but I didn't feel like running between 2 rooms to test it! + I never thought the day would come when I would get NET, COM, + and MODEM all working respectably! - - Changed setup program so you can select 2, 3, 4, or 5 players in - a network game. (The 5 is just to annoy people who like that - other lousy game) + - Changed setup program so you can select 2, 3, 4, or 5 players in + a network game. (The 5 is just to annoy people who like that + other lousy game) - - ATTENTION BUILDERS! Added TILE MOVING to EDITART! For now, it - will only work WITHIN THE SAME ART FILE. Do the tile moving - all in 'V' mode. Here are the new keys in 'V' mode: + - ATTENTION BUILDERS! Added TILE MOVING to EDITART! For now, it + will only work WITHIN THE SAME ART FILE. Do the tile moving + all in 'V' mode. Here are the new keys in 'V' mode: - To swap 2 tiles: - Simply press space bar on the first tile, then space - bar on the second. - To swap a group of tiles: - Press 1 on the first tile, press 2 to remember the region - between where you pressed 1 and 2. Press 3 at the - place to where you want to swap all the tiles. + To swap 2 tiles: + Simply press space bar on the first tile, then space + bar on the second. + To swap a group of tiles: + Press 1 on the first tile, press 2 to remember the region + between where you pressed 1 and 2. Press 3 at the + place to where you want to swap all the tiles. - Don't forget that this is all SWAPPING, tiles will (should) - NOT be overwritten using these keys. + Don't forget that this is all SWAPPING, tiles will (should) + NOT be overwritten using these keys. - - ATTENTION PROGRAMMERS! Added ceildist and flordist parameters to - both clipmove and movesprite. I always had them all set to - (4<<8) by default. + - ATTENTION PROGRAMMERS! Added ceildist and flordist parameters to + both clipmove and movesprite. I always had them all set to + (4<<8) by default. - clipmove(long *x, long *y, long *z, short *sectnum, - long xvect, long yvect, - long walldist, long ceildist, long flordist, - char cliptype) + clipmove(long *x, long *y, long *z, short *sectnum, + long xvect, long yvect, + long walldist, long ceildist, long flordist, + char cliptype) - movesprite(short spritenum, long xchange, long ychange, long zchange, - long walldist, long ceildist, long flordist, - char cliptype, long numtics) + movesprite(short spritenum, long xchange, long ychange, long zchange, + long walldist, long ceildist, long flordist, + char cliptype, long numtics) - - Moved some com/network code from the getpackets function in game - into the engine. + - Moved some com/network code from the getpackets function in game + into the engine. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/15/94 - Fixed some network initialization code and it now works with 4 - players. (I tested it.) + players. (I tested it.) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/16/94 - Added different shirt color support. Here's how you do it: - allocatespritepalookup(long palnum, char *remapbuf) + allocatespritepalookup(long palnum, char *remapbuf) - See more documentation of allocatespritepalookup at the top of - this file. + See more documentation of allocatespritepalookup at the top of + this file. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/18/94 - I made it so you can redefine the keys in the setup program under - the input devices menu. + the input devices menu. - - ATTENTION EVERYONE - for this new version, you MUST go into my - new SETUP program, and SAVE CHANGES AND QUIT once. The arrow - key code will not work if you don't do this! If you are - one of those people who actually read BUILD.TXT, give yourself - 1 point. I wonder who will get "caught" for not reading this! + - ATTENTION EVERYONE - for this new version, you MUST go into my + new SETUP program, and SAVE CHANGES AND QUIT once. The arrow + key code will not work if you don't do this! If you are + one of those people who actually read BUILD.TXT, give yourself + 1 point. I wonder who will get "caught" for not reading this! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/22/94 - Added pixel height and wall length information to 2D EDIT MODE - when you press Tab or Alt-Tab on a sector or wall. + when you press Tab or Alt-Tab on a sector or wall. - - Now show the actual number of sprites in 2D EDIT MODE. + - Now show the actual number of sprites in 2D EDIT MODE. - - Improved digitized sound routines. Just thought I'd mention it. + - Improved digitized sound routines. Just thought I'd mention it. - - Added a "save As" feature to 2D EDIT MODE. + - Added a "save As" feature to 2D EDIT MODE. - - Now show all lo and hi tags in 2D EDIT MODE on the map itself! - Note that position of the sector tag's text is put at the - average point of all the points of the sector, so if you have - a weird shape tagged sector, the text might show up at an - inconvenient place. + - Now show all lo and hi tags in 2D EDIT MODE on the map itself! + Note that position of the sector tag's text is put at the + average point of all the points of the sector, so if you have + a weird shape tagged sector, the text might show up at an + inconvenient place. - - You can turn the tag boxes on or off by pressing CTRL-T or by - zooming out. + - You can turn the tag boxes on or off by pressing CTRL-T or by + zooming out. - - ATTENTION EVERYONE - for the new BUILD.EXE and OBJ's, you will - need to copy my new TABLES.DAT over your old one. Also, you - must go into SETUP and SAVE&QUIT. I have split the TABLES.DAT - file into 2 separate files. They are: + - ATTENTION EVERYONE - for the new BUILD.EXE and OBJ's, you will + need to copy my new TABLES.DAT over your old one. Also, you + must go into SETUP and SAVE&QUIT. I have split the TABLES.DAT + file into 2 separate files. They are: - TABLES.DAT - 10880 bytes - sin tables, fonts, etc. - SETUP.DAT - 23 bytes - (6 options) + (17 custom keys) + TABLES.DAT - 10880 bytes - sin tables, fonts, etc. + SETUP.DAT - 23 bytes - (6 options) + (17 custom keys) - The SETUP.DAT file is the only file SETUP.EXE accesses now. - This means that from now on, if I want to add something to - TABLES.DAT, you won't have to go into the setup program and reset - the options again. + The SETUP.DAT file is the only file SETUP.EXE accesses now. + This means that from now on, if I want to add something to + TABLES.DAT, you won't have to go into the setup program and reset + the options again. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/24/94 - Relative alignment now fully works with ROTATION! Relative - alignment will allow ceilings and floors to align with the - first 2 points of a sector. This will relieve you of - programming special ceiling and floor panning code for moving - sectors. - In 3D EDIT MODE, simply press 'R' on a ceiling / floor to switch - between relative alignment mode and normal mode. Notice that - bit 6 of both sector[].ceilingstat and sector[].floorstat are - relative alignment bits. - I have an example of relative alignment in nukeland.map in the - high blue room off the main octagonal room. Also note that my - subways and dragsectors now use relative alignment for panning. + alignment will allow ceilings and floors to align with the + first 2 points of a sector. This will relieve you of + programming special ceiling and floor panning code for moving + sectors. + In 3D EDIT MODE, simply press 'R' on a ceiling / floor to switch + between relative alignment mode and normal mode. Notice that + bit 6 of both sector[].ceilingstat and sector[].floorstat are + relative alignment bits. + I have an example of relative alignment in nukeland.map in the + high blue room off the main octagonal room. Also note that my + subways and dragsectors now use relative alignment for panning. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/25/94 - I added a new parameter to printext256 and printext16. I need - to document this stuff! + to document this stuff! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/27/94 - Made it so you can't shrink sprites so much you can't grab them - any more in 3D EDIT MODE. + any more in 3D EDIT MODE. - - Added (G)oto feature into Build 'V' mode. Simply press G, type - the tile number and it will go there. + - Added (G)oto feature into Build 'V' mode. Simply press G, type + the tile number and it will go there. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/7/94 - Fixed relative alignment bugs I noticed. My subway.map won't - crash anymore and the relatively aligned ceilings and floors - should not pan crazily anymore when looking from a far - distance. + crash anymore and the relatively aligned ceilings and floors + should not pan crazily anymore when looking from a far + distance. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/9/94 - ATTENTION PROGRAMMERS: I added a new parameter to - overwritesprite. Dapalnum can be from 0-15 depending on - what palette lookup table is being used. Dapalnum is normally - 0. Overwritesprite now looks like this: + overwritesprite. Dapalnum can be from 0-15 depending on + what palette lookup table is being used. Dapalnum is normally + 0. Overwritesprite now looks like this: - overwritesprite (long thex, long they, short tilenum, - signed char shade, char orientation, char dapalnum) + overwritesprite (long thex, long they, short tilenum, + signed char shade, char orientation, char dapalnum) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/13/94 - ATTENTION PROGRAMMERS: I changed the last parameter of drawrooms - (sector number) to be passed as a value, NOT a pointer anymore. + (sector number) to be passed as a value, NOT a pointer anymore. - drawrooms(long daposx, long daposy, long daposz, - short daang, long dahoriz, short dacursectnum) + drawrooms(long daposx, long daposy, long daposz, + short daang, long dahoriz, short dacursectnum) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/15/94 - ATTENTION PROGRAMMERS: I took out the COM(modem)/network code - from my engine.obj and put it into a separate .obj called - multi.obj. (I also removed the sound from my engine and stuck - it in kdmeng.obj) Please include it in your makefile. Here is - a list of ALL of the variables and functions you will need to - know to program for multiple players: + from my engine.obj and put it into a separate .obj called + multi.obj. (I also removed the sound from my engine and stuck + it in kdmeng.obj) Please include it in your makefile. Here is + a list of ALL of the variables and functions you will need to + know to program for multiple players: - VARIABLES: (You should extern these in your game.c) - extern short numplayers, myconnectindex; - extern short connecthead, connectpoint2[MAXPLAYERS]; - extern long *lastpacket2clock; + VARIABLES: (You should extern these in your game.c) + extern short numplayers, myconnectindex; + extern short connecthead, connectpoint2[MAXPLAYERS]; + extern long *lastpacket2clock; - FUNCTIONS: - initmultiplayers(option[4],option[5]); - uninitmultiplayers(); + FUNCTIONS: + initmultiplayers(option[4],option[5]); + uninitmultiplayers(); - sendlogon(); - sendlogoff(); + sendlogon(); + sendlogoff(); - sendpacket(connecthead,tempbuf,j); - sendpacket(-1,tempbuf,j); - leng = getpacket(&otherconnectindex,tempbuf); + sendpacket(connecthead,tempbuf,j); + sendpacket(-1,tempbuf,j); + leng = getpacket(&otherconnectindex,tempbuf); - Please see detailed descriptions of these functions at the top - of this file. + Please see detailed descriptions of these functions at the top + of this file. - - Multiplayer code is now MUCH cleaner! + - Multiplayer code is now MUCH cleaner! - - Please try my game on your networks again! My game now works - perfectly with 3 players on a network that used to crash at - the DOS4GW prompt just a week ago! My game needs only IPX, - no server to run. + - Please try my game on your networks again! My game now works + perfectly with 3 players on a network that used to crash at + the DOS4GW prompt just a week ago! My game needs only IPX, + no server to run. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/16/94 - ATTENTION PROGRAMMERS: CONVMAP5!!! YOU MUST RUN CONVMAP5 ON - ALL OF YOUR MAPS IF YOU WANT THEM TO WORK WITH THE NEW - BUILD.EXE OR OBJ'S! Following are the exact changes I made - to the new map format: + ALL OF YOUR MAPS IF YOU WANT THEM TO WORK WITH THE NEW + BUILD.EXE OR OBJ'S! Following are the exact changes I made + to the new map format: - * Added numextras - * Added sector[].ceilingpal - * Added sector[].floorpal - * Added sector[].visibility - * Split sector[].tag to sector[].lotag and sector[].hitag - * Added sector[].extra - * Expanded wall[].cstat to a short - * Split wall[].tag to wall[].lotag and wall[].hitag - * Added wall[].extra - * Split sprite[].tag to sprite[].lotag and sprite[].hitag - * Got rid of sprite[].extra (the void * mess) - * Added sprite[].extra + * Added numextras + * Added sector[].ceilingpal + * Added sector[].floorpal + * Added sector[].visibility + * Split sector[].tag to sector[].lotag and sector[].hitag + * Added sector[].extra + * Expanded wall[].cstat to a short + * Split wall[].tag to wall[].lotag and wall[].hitag + * Added wall[].extra + * Split sprite[].tag to sprite[].lotag and sprite[].hitag + * Got rid of sprite[].extra (the void * mess) + * Added sprite[].extra - The only thing programmers have to worry about when converting - are the tags. I split them into lo and hi tags. - (See BUILD.H for new structure formats) + The only thing programmers have to worry about when converting + are the tags. I split them into lo and hi tags. + (See BUILD.H for new structure formats) - I got rid of the (void *)extra thing from the sprite - structure. I know I may have made some promises it - wouldn't change and it was for your use only, but what - can I say - it's not needed anymore (in other words, - if you're already using it, TOUGH LUCK). I have my - own, new, method for extending sector, wall, or - sprite structures. You will be able to extend any - structure as much as you want AND be able to edit it - all in the BUILD editor to be saved in the permanent - map format. Notice I added a (short)extra to all 3 - main structures. They default to -1. But if they - are >= 0 then they form a linked list out of the - extra structure. NOTE: THIS EXTRA STUFF IS NOT - PROGRAMMED YET! I'm just mentioning it becuase the - new map format has this extendability. I'll try to - get it done soon though. (9/21/94) - Actually just - ignore the fact that this paragraph ever existed. - I'm just keeping it here for history purposes. + I got rid of the (void *)extra thing from the sprite + structure. I know I may have made some promises it + wouldn't change and it was for your use only, but what + can I say - it's not needed anymore (in other words, + if you're already using it, TOUGH LUCK). I have my + own, new, method for extending sector, wall, or + sprite structures. You will be able to extend any + structure as much as you want AND be able to edit it + all in the BUILD editor to be saved in the permanent + map format. Notice I added a (short)extra to all 3 + main structures. They default to -1. But if they + are >= 0 then they form a linked list out of the + extra structure. NOTE: THIS EXTRA STUFF IS NOT + PROGRAMMED YET! I'm just mentioning it becuase the + new map format has this extendability. I'll try to + get it done soon though. (9/21/94) - Actually just + ignore the fact that this paragraph ever existed. + I'm just keeping it here for history purposes. - - Renamed my allocatespritepalookup function to makepalookup since - it now also applies to walls, ceilings, floors, p-skies and - masked walls. + - Renamed my allocatespritepalookup function to makepalookup since + it now also applies to walls, ceilings, floors, p-skies and + masked walls. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/20/94 - Added rotated sprites. These new rotated sprites rotate in the - same way as masked walls. Sounds like a waste since the - engine already has masked walls? NOT AT ALL! With rotated - sprites, you can EASILY do TRUE ornamented walls FULLY inside - the BUILD editor with even MORE versatility than that other - game out there. For example, you can place the ornamentation - anywhere on the wall, with sizing control using 2,4,6,8 on the - keypad, and even ornament with transluscence! In 3D EDIT - MODE, simply press 'R' on a sprite to make it a rotated - sprite (Programmers see bit 4 of sprite[].cstat) + same way as masked walls. Sounds like a waste since the + engine already has masked walls? NOT AT ALL! With rotated + sprites, you can EASILY do TRUE ornamented walls FULLY inside + the BUILD editor with even MORE versatility than that other + game out there. For example, you can place the ornamentation + anywhere on the wall, with sizing control using 2,4,6,8 on the + keypad, and even ornament with transluscence! In 3D EDIT + MODE, simply press 'R' on a sprite to make it a rotated + sprite (Programmers see bit 4 of sprite[].cstat) - - Fixed crashing bug with sector (Rt. ALT) copy/paste in 2D EDIT - MODE. + - Fixed crashing bug with sector (Rt. ALT) copy/paste in 2D EDIT + MODE. - - You can now copy groups of sectors from 1 map to another! Here's - how you do it: + - You can now copy groups of sectors from 1 map to another! Here's + how you do it: - Step 1: Capture a bunch of sectors with the Rt. ALT selection - tool. - Step 2: With the sectors still highlighted, you can now load - another map and the highlighted sectors will - automatically be inserted into the new map. (They - will still be highlighted) + Step 1: Capture a bunch of sectors with the Rt. ALT selection + tool. + Step 2: With the sectors still highlighted, you can now load + another map and the highlighted sectors will + automatically be inserted into the new map. (They + will still be highlighted) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/21/94 - Fixed bug with cursectnum not always being right after loading - the board. I now check it and make sure it's right when - saving in BUILD now. + the board. I now check it and make sure it's right when + saving in BUILD now. - - Added 'O' key in 2D/3D EDIT MODES. It will push a rotated sprite - backwards (using hitscan) into the first wall and - automatically adjust the angle to make the sprite appear - as if it was part of the wall. + - Added 'O' key in 2D/3D EDIT MODES. It will push a rotated sprite + backwards (using hitscan) into the first wall and + automatically adjust the angle to make the sprite appear + as if it was part of the wall. - - You can now press 'S' to insert a sprite in 3D EDIT MODE. Press - 'S' on a ceiling or floor. + - You can now press 'S' to insert a sprite in 3D EDIT MODE. Press + 'S' on a ceiling or floor. - - You can now press delete to delete a sprite in 3D EDIT MODE. + - You can now press delete to delete a sprite in 3D EDIT MODE. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/22/94 - Programmed Nick & Peter's BUILD stub to their EXACT - specifications. See WSTUB.C for code & documentation. + specifications. See WSTUB.C for code & documentation. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/27/94 - Fixed Rt. Alt block copying nextsector1 pointer bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/29/94 - Added special bitmapped effect which I either call lava or - boiling slime. See my initlava and movelava functions - inside GAME.C. + boiling slime. See my initlava and movelava functions + inside GAME.C. - - I added a bit array call gotpic. The engine will set the - respective gotpic bit for each picnum drawn to the screen, - including ceilings, floors, walls, sprites, masked walls - - even overwritesprites, etc. This array is mainly for - making the game only calculate special bitmapped effects - when that certain picnum is on the screen. + - I added a bit array call gotpic. The engine will set the + respective gotpic bit for each picnum drawn to the screen, + including ceilings, floors, walls, sprites, masked walls - + even overwritesprites, etc. This array is mainly for + making the game only calculate special bitmapped effects + when that certain picnum is on the screen. - Note 1: The engine does NOT automatically clear the gotpic - bits for you. If you want to test gotpic for a certain - picnum, you should clear it if you want to test it again. + Note 1: The engine does NOT automatically clear the gotpic + bits for you. If you want to test gotpic for a certain + picnum, you should clear it if you want to test it again. - Note 2: It is not necessary to use permanentwritesprite - for bitmapped special effects - after all, if you see it, - it MUST be in the cache. + Note 2: It is not necessary to use permanentwritesprite + for bitmapped special effects - after all, if you see it, + it MUST be in the cache. - Added to BUILD.H: - EXTERN char gotpic[MAXTILES>>3]; + Added to BUILD.H: + EXTERN char gotpic[MAXTILES>>3]; - Example code in GAME.C: - if ((gotpic[SLIME>>3]&(1<<(SLIME&7))) > 0) //test bit - { - gotpic[SLIME>>3] &= ~(1<<(SLIME&7)); //clear bit + Example code in GAME.C: + if ((gotpic[SLIME>>3]&(1<<(SLIME&7))) > 0) //test bit + { + gotpic[SLIME>>3] &= ~(1<<(SLIME&7)); //clear bit - if (waloff[SLIME] != -1) //if in cache - movelava((char *)waloff[SLIME]); //calculate! - } + if (waloff[SLIME] != -1) //if in cache + movelava((char *)waloff[SLIME]); //calculate! + } - - Added what some people call gamma correction. I think - brightness is a better description though. + - Added what some people call gamma correction. I think + brightness is a better description though. - setbrightness(char brightness); + setbrightness(char brightness); - Simply call this function where brightness ranges from - 0 to 4. Brightness defaults to 0. Levels 1-4 are all brighter - than 0. If you switch between 2D & 3D modes, the engine will - remember the current brightness level. + Simply call this function where brightness ranges from + 0 to 4. Brightness defaults to 0. Levels 1-4 are all brighter + than 0. If you switch between 2D & 3D modes, the engine will + remember the current brightness level. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/30/94 - Added a few keys to fake a multiplayer game all on 1 computer. - In my game, press Insert to add a new player at the starting - position, and Delete to delete the last player. Press - scroll lock to get control of the other players. In the same - way Lt. Enter lets you view other players, Scroll lock will - let you control other players (single player game only) + In my game, press Insert to add a new player at the starting + position, and Delete to delete the last player. Press + scroll lock to get control of the other players. In the same + way Lt. Enter lets you view other players, Scroll lock will + let you control other players (single player game only) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/2/94 - Moved all doanimations code from engine into game.c. If you - are using the doanimations code, here's exactly what you - need to do to make it work with your code again: + are using the doanimations code, here's exactly what you + need to do to make it work with your code again: - Step 1: Copy these 3 functions which you should find at - the end of my Game.c: + Step 1: Copy these 3 functions which you should find at + the end of my Game.c: - doanimations(long numtics) - getanimationgoal(long animptr) - setanimation(long *animptr, long thegoal, long thevel) + doanimations(long numtics) + getanimationgoal(long animptr) + setanimation(long *animptr, long thegoal, long thevel) - Step 2: Move these variables out of BUILD.H and into your - game.c: + Step 2: Move these variables out of BUILD.H and into your + game.c: - #define MAXANIMATES 512 - static long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; - static long animatevel[MAXANIMATES], animatecnt = 0; + #define MAXANIMATES 512 + static long *animateptr[MAXANIMATES], animategoal[MAXANIMATES]; + static long animatevel[MAXANIMATES], animatecnt = 0; - * If you copied my door code, you will probably have to convert - some parameters to longs. (oops!) + * If you copied my door code, you will probably have to convert + some parameters to longs. (oops!) - - Got rid of printnum from the engine. It is an outdated function. - Use either printext256 or printext16 instead. + - Got rid of printnum from the engine. It is an outdated function. + Use either printext256 or printext16 instead. - - Added y-flipping for both normal and rotated sprites. (see bit - 3 of sprite[].cstat in BUILD.H. + - Added y-flipping for both normal and rotated sprites. (see bit + 3 of sprite[].cstat in BUILD.H. - - Added y-flipping for walls. (see bit 8 of wall[].cstat in - BUILD.H. + - Added y-flipping for walls. (see bit 8 of wall[].cstat in + BUILD.H. - - Fixed bug with initialization of Master and Slave for - COM(Modem) only. If both computers went in at the same - time, it used to sometimes think both were Masters. + - Fixed bug with initialization of Master and Slave for + COM(Modem) only. If both computers went in at the same + time, it used to sometimes think both were Masters. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/4/94 - Alt-C in 3D EDIT MODE changes all picnums on the whole map - from the picnum in tab to the picnum under the mouse cursor. + from the picnum in tab to the picnum under the mouse cursor. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/6/94 - Fixed y-flipping bug on walls and masked walls. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/16/94 - Fixed bug in editart that didn't convert the maps right after - swapping tiles. + swapping tiles. - - Added excellent function to my multi.obj. + - Added excellent function to my multi.obj. - long getoutputcirclesize(); - This function returns the number of bytes that have not - yet been copied. If there are still more than say, 16 bytes, - then you may be sending too many bytes per second. This can - happen if the frame rate of a computer is faster than the - speed of the serial mode (Ex: Try 2400 baud with a Pentium 90!) - this function will tell you how many bytes are left to copy - In other words, if getoutputcirclesize() < 16 then it is safe - to send a packet. If you already have serial mode working - all you have to do to update your code is to copy the lines - in my sync() function the deal with the getoutputcirclesize - function. Everything else in sync() and getpackets() is - pretty much the same. + long getoutputcirclesize(); + This function returns the number of bytes that have not + yet been copied. If there are still more than say, 16 bytes, + then you may be sending too many bytes per second. This can + happen if the frame rate of a computer is faster than the + speed of the serial mode (Ex: Try 2400 baud with a Pentium 90!) + this function will tell you how many bytes are left to copy + In other words, if getoutputcirclesize() < 16 then it is safe + to send a packet. If you already have serial mode working + all you have to do to update your code is to copy the lines + in my sync() function the deal with the getoutputcirclesize + function. Everything else in sync() and getpackets() is + pretty much the same. - - Programmed some example code in my game that will allow players - to change masters and slaves during the game without losing - sync. Simply press 'M' in my multiplayer game, and that - computer will become the master! It is interesting how - the frame rate and controllability changes. + - Programmed some example code in my game that will allow players + to change masters and slaves during the game without losing + sync. Simply press 'M' in my multiplayer game, and that + computer will become the master! It is interesting how + the frame rate and controllability changes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/31/94 - Added basic scripting to EDITART. Don't expect it to be - everything you ever dreamed of (yet). + everything you ever dreamed of (yet). - Scripts are saved in a file called CAPFIL.TXT. You can edit the - text file, but be careful not to screw it up too badly (such - as extra commas, spaces in weird places, etc.) since I am - parsing it in EDITART. + Scripts are saved in a file called CAPFIL.TXT. You can edit the + text file, but be careful not to screw it up too badly (such + as extra commas, spaces in weird places, etc.) since I am + parsing it in EDITART. - Whenever you select a box in 'U' mode, a line will be appended to - the CAPFIL.TXT file. + Whenever you select a box in 'U' mode, a line will be appended to + the CAPFIL.TXT file. - WRITING THE CAPFIL.TXT FILE: - In 'U' mode, you can press 'O' instead of ENTER to select a tile. - What 'O' does that is different from ENTER is that it takes - the center point of the highlighted rectangle, and searches - outward until a total rectangle of transparent pixels (255) - is reached. This is useful for grabbing sprites - not only - will you not have fine adjust to the exact borders of a - sprite now, but when you re-grab from the pcx's you can - change the size of the sprite freely. + WRITING THE CAPFIL.TXT FILE: + In 'U' mode, you can press 'O' instead of ENTER to select a tile. + What 'O' does that is different from ENTER is that it takes + the center point of the highlighted rectangle, and searches + outward until a total rectangle of transparent pixels (255) + is reached. This is useful for grabbing sprites - not only + will you not have fine adjust to the exact borders of a + sprite now, but when you re-grab from the pcx's you can + change the size of the sprite freely. - READING THE CAPFIL.TXT FILE: - There are 2 ways to re-grab from the CAPFIL.TXT file. If you - press ALT-U in the main screen, everything will be re-grabbed. - If you press ALT-U in 'V' mode, then you should first select - the range by pressing '1' and '2' on the range boundaries. + READING THE CAPFIL.TXT FILE: + There are 2 ways to re-grab from the CAPFIL.TXT file. If you + press ALT-U in the main screen, everything will be re-grabbed. + If you press ALT-U in 'V' mode, then you should first select + the range by pressing '1' and '2' on the range boundaries. - Format of CAPFIL.TXT lines: - Tile #, Full path/file name, x1, y1, xsize, ysize + Format of CAPFIL.TXT lines: + Tile #, Full path/file name, x1, y1, xsize, ysize - Note: If xsize and ysize are 0, then that means you did - an 'O' grab and EDITART will search from point (x1, y1) - when you do a re-grab. + Note: If xsize and ysize are 0, then that means you did + an 'O' grab and EDITART will search from point (x1, y1) + when you do a re-grab. - Example CAPFIL.TXT file: - 31,D:\CAPTUR00.PCX,220,98,64,64 - 110,D:\CAPTUR00.PCX,49,72,0,0 + Example CAPFIL.TXT file: + 31,D:\CAPTUR00.PCX,220,98,64,64 + 110,D:\CAPTUR00.PCX,49,72,0,0 - The first line says that tile #31 is a 64*64 tile and the - second line says that tile #110 is unknown size tile (grabbed - with the 'O' key) + The first line says that tile #31 is a 64*64 tile and the + second line says that tile #110 is unknown size tile (grabbed + with the 'O' key) - Note: You can only do 1 grab per tile with my scripting system. - You may have done your parallaxing skies with several grabs. - If so then try to make the tile into 1 large PCX and do 1 - grab. (The largest grabbing size right now is 1024*256) + Note: You can only do 1 grab per tile with my scripting system. + You may have done your parallaxing skies with several grabs. + If so then try to make the tile into 1 large PCX and do 1 + grab. (The largest grabbing size right now is 1024*256) - ------------------------------------------------------------------- + ------------------------------------------------------------------- - - Made Editart's screen capture (F12) save to PCX's the exact size - of the tile and not include the status bar at the bottom. It - will also save large tiles to large PCX's - Now it's easy and - lossless to extract a tile from Editart! + - Made Editart's screen capture (F12) save to PCX's the exact size + of the tile and not include the status bar at the bottom. It + will also save large tiles to large PCX's - Now it's easy and + lossless to extract a tile from Editart! - - ATTENTION PROGRAMMES! Added 2 new parameters to getzrange for - returning the objects hit on top and bottom. - (sectors / sprites) See my updated documentation at the top - of this file. + - ATTENTION PROGRAMMES! Added 2 new parameters to getzrange for + returning the objects hit on top and bottom. + (sectors / sprites) See my updated documentation at the top + of this file. - - Fixed clipping bugs with sprites near sector lines. (I hope) + - Fixed clipping bugs with sprites near sector lines. (I hope) - - Got 3D Red-Blue glasses mode working for all VGA cards. First - set the graphics mode to red-blue mode in the setup program. - The left eye is red and the right eye is blue. There are - 4 keys that let you adjust the 3D view: - [,] = Adjust width between eyes (3D width) - Shift [,] = Adjust width of parallax (2D width) + - Got 3D Red-Blue glasses mode working for all VGA cards. First + set the graphics mode to red-blue mode in the setup program. + The left eye is red and the right eye is blue. There are + 4 keys that let you adjust the 3D view: + [,] = Adjust width between eyes (3D width) + Shift [,] = Adjust width of parallax (2D width) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/1/94 - Guess what? I turned 19 today. Doesn't that just suck. Now, - if you play my build game on my birthday, all the extemely - evil and scary brown monsters will be replaced with super - happy fun dogs that throw smiley red jelly coconuts at you. - Also, my incredibly evil and scary music will be replaced - with super happy music. Actually this whole paragraph is - a joke (except for the birthday part). + if you play my build game on my birthday, all the extemely + evil and scary brown monsters will be replaced with super + happy fun dogs that throw smiley red jelly coconuts at you. + Also, my incredibly evil and scary music will be replaced + with super happy music. Actually this whole paragraph is + a joke (except for the birthday part). - - Made centering work with rotated sprites. + - Made centering work with rotated sprites. - - Fix centering with x and y flipped sprites. + - Fix centering with x and y flipped sprites. - - Rotated sprites now get chopped off by the ceiling or floor in - the same way normal sprites get chopped. Sprites do not get - chopped if there is a parallaxing sky / floor. + - Rotated sprites now get chopped off by the ceiling or floor in + the same way normal sprites get chopped. Sprites do not get + chopped if there is a parallaxing sky / floor. - - Made Shift + F12 is BUILD 2D mode inverse black and white. + - Made Shift + F12 is BUILD 2D mode inverse black and white. - - If SETUP.DAT is not found then default options are loaded - instead of quitting to DOS. + - If SETUP.DAT is not found then default options are loaded + instead of quitting to DOS. - - ATTENTION PROGRAMMERS! Added 3 parameters to makepalookup that - allow you to do FOG effects. The first 2 parameters are the - same as before. The last 3 are the color that the palette - fades to as you get further away. Before, this color was - always black (0,0,0). White would be (63,63,63). + - ATTENTION PROGRAMMERS! Added 3 parameters to makepalookup that + allow you to do FOG effects. The first 2 parameters are the + same as before. The last 3 are the color that the palette + fades to as you get further away. Before, this color was + always black (0,0,0). White would be (63,63,63). - makepalookup(long palnum, char *remapbuf, - char redvalue, char greenvalue, char bluevalue) + makepalookup(long palnum, char *remapbuf, + char redvalue, char greenvalue, char bluevalue) - - ATTENTION PROGRAMMERS! Moved 2 things into BUILD.H. Please - make sure to update it: + - ATTENTION PROGRAMMERS! Moved 2 things into BUILD.H. Please + make sure to update it: - #define MAXPALOOKUPS 256 - and - EXTERN char *palookup[MAXPALOOKUPS]; + #define MAXPALOOKUPS 256 + and + EXTERN char *palookup[MAXPALOOKUPS]; - The palookup array is an array of pointers that point to the - first byte of each 8K palette lookup table. All 256 pointers - are initialized to NULL by initengine() except for palookup[0] - which is the default 8K palette. This will allow you to modify - the palette lookup table directly for non-snowy fading effects, - etc. Each palette lookup table has 32 shades. Each shade has - 256 bytes. Shade 0 is closest (actual palette brightness) and - shade 31 is farthest (dark usually). (256*32 = 8192 or 8K) + The palookup array is an array of pointers that point to the + first byte of each 8K palette lookup table. All 256 pointers + are initialized to NULL by initengine() except for palookup[0] + which is the default 8K palette. This will allow you to modify + the palette lookup table directly for non-snowy fading effects, + etc. Each palette lookup table has 32 shades. Each shade has + 256 bytes. Shade 0 is closest (actual palette brightness) and + shade 31 is farthest (dark usually). (256*32 = 8192 or 8K) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/3/94 - Now show white lines in 'V' mode of EDITART at ART file tile - boundaries. + boundaries. - - Added Insert and Delete commands to EDITART! These Insert and - Delete keys WILL shift all tiles after the one being inserted - or deleted just like a regular text editor. To insert or - delete tiles, simply go the 'V' screen in EDITART and bang - away! Don't worry these keys are fully multi-tile file - compatible (unlike swapping right now). - You will notice that the white line boundaries that - I just added will actually move if you press Insert or Delete. - This changes the number of tiles per art file. But that's - ok. If the art files ever get too unbalanced, you can run - the RSIZEART.EXE utility to fix it. - Ken's lesson of the day: For the final release of your - games, you only need 1 art file. The reason I spent my time - programming multiple art files was because of EDITART. - Since EDITART need to READ & WRITE to the art files, it must - hold a whole art file in memory at a time. Since Build and - Game only READ the art files, a caching system can be made - and only 1 art file is necessary even for lo-memory systems. + - Added Insert and Delete commands to EDITART! These Insert and + Delete keys WILL shift all tiles after the one being inserted + or deleted just like a regular text editor. To insert or + delete tiles, simply go the 'V' screen in EDITART and bang + away! Don't worry these keys are fully multi-tile file + compatible (unlike swapping right now). + You will notice that the white line boundaries that + I just added will actually move if you press Insert or Delete. + This changes the number of tiles per art file. But that's + ok. If the art files ever get too unbalanced, you can run + the RSIZEART.EXE utility to fix it. + Ken's lesson of the day: For the final release of your + games, you only need 1 art file. The reason I spent my time + programming multiple art files was because of EDITART. + Since EDITART need to READ & WRITE to the art files, it must + hold a whole art file in memory at a time. Since Build and + Game only READ the art files, a caching system can be made + and only 1 art file is necessary even for lo-memory systems. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/4/94 - ATTENTION MAP DESIGNERS! Added a long-awaited feature to BUILD - which I call "loop joining". Have you ever gotten this - frustrating message in 2D EDIT MODE before? + which I call "loop joining". Have you ever gotten this + frustrating message in 2D EDIT MODE before? - "You can't split sector by connecting different loops." + "You can't split sector by connecting different loops." - Well, you're not going to see it any more because I fixed - it! Yup. You can now split a sector along a line connecting - different loops of the sector. + Well, you're not going to see it any more because I fixed + it! Yup. You can now split a sector along a line connecting + different loops of the sector. - Try this - Convert the sector on the left to the sector - on the right: + Try this - Convert the sector on the left to the sector + on the right: - Split #1 Split #2 - ÚÄÄÄÄÄÄÄ¿ ÚÄÄÄÂÄÄÄ¿ ÚÄÄÄÂÄÄÄ¿ - ³ ÚÄÄÄ¿ ³ ³ ÚÄÁÄ¿ ³ ³ ÚÄÁÄ¿ ³ - ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ - ³ ÀÄÄÄÙ ³ ³ ÀÄÄÄÙ ³ ³ ÀÄÂÄÙ ³ - ÀÄÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÙ ÀÄÄÄÁÄÄÄÙ - (Given) (Half done) (Result) - (1 sector) (Still 1 sector) (2 sectors) + Split #1 Split #2 + ÚÄÄÄÄÄÄÄ¿ ÚÄÄÄÂÄÄÄ¿ ÚÄÄÄÂÄÄÄ¿ + ³ ÚÄÄÄ¿ ³ ³ ÚÄÁÄ¿ ³ ³ ÚÄÁÄ¿ ³ + ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ + ³ ÀÄÄÄÙ ³ ³ ÀÄÄÄÙ ³ ³ ÀÄÂÄÙ ³ + ÀÄÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÙ ÀÄÄÄÁÄÄÄÙ + (Given) (Half done) (Result) + (1 sector) (Still 1 sector) (2 sectors) - Before the only was to do this was to delete all the - sectors and then redraw them again. + Before the only was to do this was to delete all the + sectors and then redraw them again. - I'm sure loop joining has its share of tricks, as most - BUILD functions do, so you may want to spend some time just - playing around with this new function. + I'm sure loop joining has its share of tricks, as most + BUILD functions do, so you may want to spend some time just + playing around with this new function. - - Removed my own profiler stuff - Hline calculations, etc. code. - Watcom's sampler and profiler is much better anyway. + - Removed my own profiler stuff - Hline calculations, etc. code. + Watcom's sampler and profiler is much better anyway. - - Fixed neartag divide by zero bug with walls (I hope). - Anyone calling neartag for every player per movethings? - I would try not to - How much is that unnoticable extra 0.02 - frames per second worth to you anyway? + - Fixed neartag divide by zero bug with walls (I hope). + Anyone calling neartag for every player per movethings? + I would try not to - How much is that unnoticable extra 0.02 + frames per second worth to you anyway? ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/9/94 - Added new array to BUILD.H called gotsector. It works a lot - like the gotpic array, but this array determines which sectors - were considered during the drawrooms function. Note that - gotsector, unlike gotpic IS cleared to 0 during every call - to drawrooms. + like the gotpic array, but this array determines which sectors + were considered during the drawrooms function. Note that + gotsector, unlike gotpic IS cleared to 0 during every call + to drawrooms. - - Fixed Editart 'U' mode mouse control bug. I typed too fast this - time. + - Fixed Editart 'U' mode mouse control bug. I typed too fast this + time. - - Fixed Build split sector bug of accidently deleting sprites. It - should not delete any sprites when splitting sectors now. + - Fixed Build split sector bug of accidently deleting sprites. It + should not delete any sprites when splitting sectors now. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/15/94 - ATTENTION PROGRAMMERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - I moved ALL my timer code and arrow key code into GAME.C. - Here are the exact instructions that you need to follow to - upgrade your code to the new obj's: + I moved ALL my timer code and arrow key code into GAME.C. + Here are the exact instructions that you need to follow to + upgrade your code to the new obj's: - 1. From the end of my GAME.C, take the code from these 4 - functions: + 1. From the end of my GAME.C, take the code from these 4 + functions: - ---> inittimer(); - ---> uninittimer(); - ---> void __interrupt __far timerhandler(); - ---> keytimerstuff(); + ---> inittimer(); + ---> uninittimer(); + ---> void __interrupt __far timerhandler(); + ---> keytimerstuff(); - 2. After each initengine, call inittimer right AFTER: + 2. After each initengine, call inittimer right AFTER: - initengine(); - ---> inittimer(); + initengine(); + ---> inittimer(); - After each uninitengine, call uninittimer right BEFORE: + After each uninitengine, call uninittimer right BEFORE: - ---> uninittimer(); - uninitengine(); + ---> uninittimer(); + uninitengine(); - 3. You may need to include this (if not already included): + 3. You may need to include this (if not already included): - ---> #include + ---> #include - 4. Add these 2 lines to declare the timerhandler: + 4. Add these 2 lines to declare the timerhandler: - ---> void (__interrupt __far *oldtimerhandler)(); - ---> void __interrupt __far timerhandler(void); + ---> void (__interrupt __far *oldtimerhandler)(); + ---> void __interrupt __far timerhandler(void); - 5. Since BUILD.H NO LONGER has vel, svel, and angvel, you - must add the following line to your game: - (These variables are modified inside keytimerstuff()) + 5. Since BUILD.H NO LONGER has vel, svel, and angvel, you + must add the following line to your game: + (These variables are modified inside keytimerstuff()) - ---> static long vel, svel, angvel; + ---> static long vel, svel, angvel; - 6. Let me list some variables that I recently removed from my - GAME. This may or may not affect you: + 6. Let me list some variables that I recently removed from my + GAME. This may or may not affect you: - oposx[], oposy[], oang[], etc.. - GONE! - lastpacket2clock - GONE! - lastsynctics - GONE! - drawscreen's smoothratio parameter & related code - GONE! - kenchaintimer - GONE! (Don't think anybody was using it - because it didn't solve sound compatibility problems) + oposx[], oposy[], oang[], etc.. - GONE! + lastpacket2clock - GONE! + lastsynctics - GONE! + drawscreen's smoothratio parameter & related code - GONE! + kenchaintimer - GONE! (Don't think anybody was using it + because it didn't solve sound compatibility problems) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/16/94 - Made swinging door clipping work MUCH better! It is much more - difficult to "sneak" through the door now. With the swinging - door clipping working much better, I made it possible to open - doors even if you are in the same sector as the door itself. - Now you won't have to stand back a certain distance to open - the doors. (It is much less annoying this way) Since neartag - does not normally scan cursectnum's sector tags, you will - need to check cursectnum's tags yourself (if you so desire) + difficult to "sneak" through the door now. With the swinging + door clipping working much better, I made it possible to open + doors even if you are in the same sector as the door itself. + Now you won't have to stand back a certain distance to open + the doors. (It is much less annoying this way) Since neartag + does not normally scan cursectnum's sector tags, you will + need to check cursectnum's tags yourself (if you so desire) - Example: (extracted from my GAME.C) + Example: (extracted from my GAME.C) - neartag(posx[snum],posy[snum],posz[snum],cursectnum[snum], - ang[snum],&neartagsector,&neartagwall,&neartagsprite, - &neartaghitdist,1024L); - if (neartagsector == -1) //If no neartagsector found... - { - i = cursectnum[snum]; //Test current sector for tagging - if ((sector[i].lotag|sector[i].hitag) != 0) - neartagsector = i; //Cursectnum is the neartagsector! - } + neartag(posx[snum],posy[snum],posz[snum],cursectnum[snum], + ang[snum],&neartagsector,&neartagwall,&neartagsprite, + &neartaghitdist,1024L); + if (neartagsector == -1) //If no neartagsector found... + { + i = cursectnum[snum]; //Test current sector for tagging + if ((sector[i].lotag|sector[i].hitag) != 0) + neartagsector = i; //Cursectnum is the neartagsector! + } - - Improved my gamma correction algorithm. Since it now uses a new - 1K at the end of my TABLES.DAT, be sure to update all your - TABLES.DAT files! My new gamma correction supports 16 levels - of brightness (0-15). You need not change any code in your - game if you already have gamma correction programmed. + - Improved my gamma correction algorithm. Since it now uses a new + 1K at the end of my TABLES.DAT, be sure to update all your + TABLES.DAT files! My new gamma correction supports 16 levels + of brightness (0-15). You need not change any code in your + game if you already have gamma correction programmed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/17/94 - Made swinging door clipping code work even better. The bug was: - it only tested the clipping if you were in the same sector as - the door. So I put this handy little function in GAME.C which - simply tests if 2 sectors are neighbors or not: - testneighborsectors(short sect1, short sect2) - Check it out! + it only tested the clipping if you were in the same sector as + the door. So I put this handy little function in GAME.C which + simply tests if 2 sectors are neighbors or not: + testneighborsectors(short sect1, short sect2) + Check it out! - - Rewrote my clipinsidebox function. You probably don't use this - function, but if you copied my swinging door code, then you - will need to update this. Clipinsidebox is used for clipping - to determine whether a player or sprite is too close to a - wall. + - Rewrote my clipinsidebox function. You probably don't use this + function, but if you copied my swinging door code, then you + will need to update this. Clipinsidebox is used for clipping + to determine whether a player or sprite is too close to a + wall. - clipinsidebox(long x, long y, short wallnum, long walldist) - X and y are the position of the sprite or player. Wallnum - is the wall to test, and walldist is the fatness of the sprite - or player (same as clipmove). It returns a 1 if the sprite or - player's clipping square intersects the wall or 0 if not. + clipinsidebox(long x, long y, short wallnum, long walldist) + X and y are the position of the sprite or player. Wallnum + is the wall to test, and walldist is the fatness of the sprite + or player (same as clipmove). It returns a 1 if the sprite or + player's clipping square intersects the wall or 0 if not. - Example - You can test all 4 walls of a swinging door and make - sure the door doesn't run you over: + Example - You can test all 4 walls of a swinging door and make + sure the door doesn't run you over: - short swingwall[4]; //4 wall indeces of a swinging door - for (i=0;i<4;i++) - if (clipinsidebox(posx,posy,swingwall[i],128L) == 1) - { - //Swinging door swung into player, so move door back to - //its old position / inverse swinging direction. + short swingwall[4]; //4 wall indeces of a swinging door + for (i=0;i<4;i++) + if (clipinsidebox(posx,posy,swingwall[i],128L) == 1) + { + //Swinging door swung into player, so move door back to + //its old position / inverse swinging direction. - break; - } + break; + } ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/22/94 - Made build posx, posy, posz, ang, cursectnum, and horiz variables - nonstatic. + nonstatic. - - Made hi-res screen capture work. + - Made hi-res screen capture work. - - Fixed some of those evil view-clipping bugs with rotated sprites - on red sector lines. I think it should work with rotated - sprites on horizontal or vertical red lines. I'm not sure - about weird angled lines. + - Fixed some of those evil view-clipping bugs with rotated sprites + on red sector lines. I think it should work with rotated + sprites on horizontal or vertical red lines. I'm not sure + about weird angled lines. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/23/94 - ATTENTION PROGRAMMERS: Made parallaxing skies tileable in any - equal size chunk where the chunk x size is a power of 2 - from 16-1024. You can now make a 2048 wide parallaxing sky - with 2 chunks of 1024 (gobble gobble). + equal size chunk where the chunk x size is a power of 2 + from 16-1024. You can now make a 2048 wide parallaxing sky + with 2 chunks of 1024 (gobble gobble). - These lines were added to BUILD.H: + These lines were added to BUILD.H: - #define MAXPSKYTILES 256 - EXTERN short pskyoff[MAXPSKYTILES], pskybits; + #define MAXPSKYTILES 256 + EXTERN short pskyoff[MAXPSKYTILES], pskybits; - pskyoff[MAXPSKYTILES] is an array of OFFSETS of each tile - from the picnum of the parallaxing sky. + pskyoff[MAXPSKYTILES] is an array of OFFSETS of each tile + from the picnum of the parallaxing sky. - pskybits is NOT the actual number of tiles, but the - log (base 2) of the number of tiles. Look at this table: + pskybits is NOT the actual number of tiles, but the + log (base 2) of the number of tiles. Look at this table: - For 1 tile, pskybits = 0 - For 2 tiles, pskybits = 1 - For 4 tiles, pskybits = 2 - For 8 tiles, pskybits = 3 - For 16 tiles, pskybits = 4 - etc. + For 1 tile, pskybits = 0 + For 2 tiles, pskybits = 1 + For 4 tiles, pskybits = 2 + For 8 tiles, pskybits = 3 + For 16 tiles, pskybits = 4 + etc. - I know that most teams have a 1024 wide parallaxing sky that - wraps all the way around. Don't worry - this is the - default now. When initengine is called, the variables - default to this: + I know that most teams have a 1024 wide parallaxing sky that + wraps all the way around. Don't worry - this is the + default now. When initengine is called, the variables + default to this: - pskyoff[0] = 0; - pskybits = 0; + pskyoff[0] = 0; + pskybits = 0; - You may have used a 512 wide parallaxing sky (like in my game) - that repeated every 180 degrees. To make this work with - the new version, set these variables like this right after - initengine is called: + You may have used a 512 wide parallaxing sky (like in my game) + that repeated every 180 degrees. To make this work with + the new version, set these variables like this right after + initengine is called: - pskyoff[0] = 0; - pskyoff[1] = 0; - pskybits = 1; + pskyoff[0] = 0; + pskyoff[1] = 0; + pskybits = 1; - Note that both pskyoff variables are 0 here. This will - make the parallaxing sky repeat. + Note that both pskyoff variables are 0 here. This will + make the parallaxing sky repeat. - With the new tiling, you can save memory by making small - chuck sizes, such as 64 or 128, and repeating certain - sections. + With the new tiling, you can save memory by making small + chuck sizes, such as 64 or 128, and repeating certain + sections. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/25/94 - Fixed some really stupid keyboard problem in Build. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/29/94 - Added FLOOR SPRITES!!! Here are some things that floor sprites - can do for you: + can do for you: - * Make bridges and balconies - * Use them for ceiling and floor ornamentation - * Use them in place of a rotating sector - modifying 1 angle - is much faster than rotating tons of points. - * Weapon such as a spinning saw blade or, of course, a smiley - red jelly coconut. (?) - * How about a "walking" hole like in Ken's Labyrinth - * You could throw a footstep on the floor every time you make a - step. The steps would go away after awhile. Maybe if you - step in mud, the next 16 or so footsteps will be plotted. - * You could even fake radial shading with a transluscent floor - sprite. (Transluscent floor sprites not yet programmed) + * Make bridges and balconies + * Use them for ceiling and floor ornamentation + * Use them in place of a rotating sector - modifying 1 angle + is much faster than rotating tons of points. + * Weapon such as a spinning saw blade or, of course, a smiley + red jelly coconut. (?) + * How about a "walking" hole like in Ken's Labyrinth + * You could throw a footstep on the floor every time you make a + step. The steps would go away after awhile. Maybe if you + step in mud, the next 16 or so footsteps will be plotted. + * You could even fake radial shading with a transluscent floor + sprite. (Transluscent floor sprites not yet programmed) - Just imagine all the great stuff you can do with floor - sprites combined with wall sprites! I can't wait to see what - you all come up with! + Just imagine all the great stuff you can do with floor + sprites combined with wall sprites! I can't wait to see what + you all come up with! - ÚÄÄ To clear some confusion, and to shorten conversations, let - ³ me give official names to my 3 kinds of sprites: - ³ - ³ Normal stupid sprites - "FACE SPRITES" - ³ Rotated / masked wall sprites - "WALL SPRITES" - ³ New ceiling & floor sprites - "FLOOR SPRITES" - ³ - ³ Also let me clear up the 2 kinds of clipping: - ³ - ³ Clipping when moving something - "MOVEMENT CLIPPING" - ÀÄÄ Clipping when drawing something - "VIEW CLIPPING" + ÚÄÄ To clear some confusion, and to shorten conversations, let + ³ me give official names to my 3 kinds of sprites: + ³ + ³ Normal stupid sprites - "FACE SPRITES" + ³ Rotated / masked wall sprites - "WALL SPRITES" + ³ New ceiling & floor sprites - "FLOOR SPRITES" + ³ + ³ Also let me clear up the 2 kinds of clipping: + ³ + ³ Clipping when moving something - "MOVEMENT CLIPPING" + ÀÄÄ Clipping when drawing something - "VIEW CLIPPING" - To make a floor sprite in BUILD, simply press 'R' on any - sprite until it becomes a floor sprite. The xrepeat and - yrepeat values should work perfectly with floor sprites. - Floor sprites can be rotated at any of 2048 degrees, using - the sprite[].ang. Press < / > for course angle adjustment - or < / > with shift for fine angle adjustment. Also, you - can press 'F' on a floor sprite to flip it over like a - mirror. I am using another bit in sprite[].cstat to determine - the type of sprite. See the documentation in BUILD.H. + To make a floor sprite in BUILD, simply press 'R' on any + sprite until it becomes a floor sprite. The xrepeat and + yrepeat values should work perfectly with floor sprites. + Floor sprites can be rotated at any of 2048 degrees, using + the sprite[].ang. Press < / > for course angle adjustment + or < / > with shift for fine angle adjustment. Also, you + can press 'F' on a floor sprite to flip it over like a + mirror. I am using another bit in sprite[].cstat to determine + the type of sprite. See the documentation in BUILD.H. - Now for the bad news: + Now for the bad news: - * Floor sprite textures have similar restrictions as normal - ceilings and floors - both dimensions must be a power of 2. - This will most likely not change. + * Floor sprite textures have similar restrictions as normal + ceilings and floors - both dimensions must be a power of 2. + This will most likely not change. - And some known problems which I will have to fix: - * Transluscence doesn't work yet - * Sorting with other sprites - * View clipping with walls - * Doesn't work too well in hi-res mode + And some known problems which I will have to fix: + * Transluscence doesn't work yet + * Sorting with other sprites + * View clipping with walls + * Doesn't work too well in hi-res mode - See NUKELAND.MAP for some examples of floor sprites. I have both - a bridge and a balcony on the level. Please find them! - Remember that floor sprites don't work in mode x or hi-res - mode YET! + See NUKELAND.MAP for some examples of floor sprites. I have both + a bridge and a balcony on the level. Please find them! + Remember that floor sprites don't work in mode x or hi-res + mode YET! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/30/94 - Made WALL SPRITE and FLOOR SPRITE correctly do movement clipping. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/1/94 - Made new map called BRIDGES.MAP. It is excellent! It has 3 - bridges all crossing each other. Enjoy! + bridges all crossing each other. Enjoy! - - For Editart, I added re-centering after delete and / to reset - centering while in centering mode. + - For Editart, I added re-centering after delete and / to reset + centering while in centering mode. - - Debugged more of the floor sprite stuff. + - Debugged more of the floor sprite stuff. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/2/94 - Made transluscence with floor sprites work. Check out my fake - radial shading under the lights of SUBWAY.MAP. + radial shading under the lights of SUBWAY.MAP. - - Optimized floor sprites in assembler. Transluscent floor sprites - are a bit slower than normal floor sprites. + - Optimized floor sprites in assembler. Transluscent floor sprites + are a bit slower than normal floor sprites. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/6/94 - Made a special 1-way mode for WALL and FLOOR sprites - (not FACE sprites). In BUILD 3D mode, you can press '1' on - a wall or floor sprite to make it only draw if you are on - 1 side of it. This method of back-face culling will not only - make non-masking objects with thickness draw twice as fast, - but will also make fewer drawing bugs due to sprite drawing - order. Try out my BRIDGES.MAP. There's a new section at the - top and it's not another "ugly Ken's face n' slime" room. + (not FACE sprites). In BUILD 3D mode, you can press '1' on + a wall or floor sprite to make it only draw if you are on + 1 side of it. This method of back-face culling will not only + make non-masking objects with thickness draw twice as fast, + but will also make fewer drawing bugs due to sprite drawing + order. Try out my BRIDGES.MAP. There's a new section at the + top and it's not another "ugly Ken's face n' slime" room. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/8/94 - Editart and Build now capture with capt#### rather than captur## - allowing 10000 captured pictures. + allowing 10000 captured pictures. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/23/94 - Increased Maximum number of walls to 8192. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/28/94 - Made BUILD stub keys F5-F8 work in 3D mode also. See top - of BSTUB.C for full documentation of some new useful - variables that can be used inside the stub: + of BSTUB.C for full documentation of some new useful + variables that can be used inside the stub: - extern long qsetmode; - extern short searchsector, searchwall, searchstat; + extern long qsetmode; + extern short searchsector, searchwall, searchstat; - In 3D mode, F5 and F6 do the exact same thing and F7 and F8 - do the exact same thing (you don't need the extra key to - distinguish between sectors, walls and sprites, since the - mouse cursor can only be on 1 of the 3 objects in 3D mode. + In 3D mode, F5 and F6 do the exact same thing and F7 and F8 + do the exact same thing (you don't need the extra key to + distinguish between sectors, walls and sprites, since the + mouse cursor can only be on 1 of the 3 objects in 3D mode. - Note: Since F5-F8 are called in 3D mode, you must be sure - NOT to use any 2D routines during those calls! This means - you will have to put the 3D/2D case check in all six - subroutines: - ExtShowSectorData, ExtShowWallData, ExtShowSpriteData, - ExtEditSectorData, ExtEditWallData, ExtEditSpriteData + Note: Since F5-F8 are called in 3D mode, you must be sure + NOT to use any 2D routines during those calls! This means + you will have to put the 3D/2D case check in all six + subroutines: + ExtShowSectorData, ExtShowWallData, ExtShowSpriteData, + ExtEditSectorData, ExtEditWallData, ExtEditSpriteData - - KEN'S PROPOSAL (NOT YET DONE) I am thinking of making a new - (and maybe final) map format. But before I do it, I am going - to ask all of you for any suggestions on new fields to add to - my 3 big structures (sector, wall, sprite): + - KEN'S PROPOSAL (NOT YET DONE) I am thinking of making a new + (and maybe final) map format. But before I do it, I am going + to ask all of you for any suggestions on new fields to add to + my 3 big structures (sector, wall, sprite): - Here are a few things already on my list to add: + Here are a few things already on my list to add: - * char sprite[].clipdist - THIS IS FOR SURE - This will be a sprite's clipping distance. My default - walldist is 128. With this field, you will finally be - able to make a unique fatness for each sprite with no - clipping bugs. I will probably shift this field up 2-4 - bits to give it a range of more than just 0-255. + * char sprite[].clipdist - THIS IS FOR SURE + This will be a sprite's clipping distance. My default + walldist is 128. With this field, you will finally be + able to make a unique fatness for each sprite with no + clipping bugs. I will probably shift this field up 2-4 + bits to give it a range of more than just 0-255. - * char wall[].pal, sprite[].pal - PRETTY SURE - It should have been this way the whole time. Currently - the wall's palookup number is sector[].floorpal. While - it may save some memory, It has too many limitations. - I can make my map converter automatically convert all - walls of a sector to equal the sector[].floorpal so - don't worry about that type of conversion. If I do - this, I can get rid of the spritepal[] hack. + * char wall[].pal, sprite[].pal - PRETTY SURE + It should have been this way the whole time. Currently + the wall's palookup number is sector[].floorpal. While + it may save some memory, It has too many limitations. + I can make my map converter automatically convert all + walls of a sector to equal the sector[].floorpal so + don't worry about that type of conversion. If I do + this, I can get rid of the spritepal[] hack. - * I have decided that the sector[].extra, wall[].extra, and - sprite[].extra will remain in the structures as little - gifts for your use only. That's right! ALL YOURS! - ENJOY!!! + * I have decided that the sector[].extra, wall[].extra, and + sprite[].extra will remain in the structures as little + gifts for your use only. That's right! ALL YOURS! + ENJOY!!! - * char sprite[].xoffset, sprite[].yoffset - NOT SURE YET - Some have asked for monster animations using the same - frame at 2 different times of an animation sequence having - different centers. - These will be signed chars. I'm not sure whether to - make these offsets as offsets to the centering information - from Editart or just make them the absolute offsets where - Editart's data is the default offset. I wonder if there's - a better way to do this without having to waste 8K. - - * Do I have your permission to remove nextsector2 and - nextwall2? Anybody using them? If so, can you use the - extra variable instead? This will save 16K since both - are shorts. (MAXWALLS*short + MAXWALLS*short = 16384) - They were originally intended for 2 stories - but it would be totally ridiculous for me even to think - about programming that now. Besides, you can use wall - and floor sprites to fake 2 story areas. KEN PROMISE: - I will fix those darn view-clipping bugs eventually! + * char sprite[].xoffset, sprite[].yoffset - NOT SURE YET + Some have asked for monster animations using the same + frame at 2 different times of an animation sequence having + different centers. + These will be signed chars. I'm not sure whether to + make these offsets as offsets to the centering information + from Editart or just make them the absolute offsets where + Editart's data is the default offset. I wonder if there's + a better way to do this without having to waste 8K. + + * Do I have your permission to remove nextsector2 and + nextwall2? Anybody using them? If so, can you use the + extra variable instead? This will save 16K since both + are shorts. (MAXWALLS*short + MAXWALLS*short = 16384) + They were originally intended for 2 stories + but it would be totally ridiculous for me even to think + about programming that now. Besides, you can use wall + and floor sprites to fake 2 story areas. KEN PROMISE: + I will fix those darn view-clipping bugs eventually! - Please send any comments/suggestions to my internet address - (kjs@lems.brown.edu) I will consider each suggestion - carefully, because everything you suggest now won't have - to be an ugly hack like spritepal[] later. + Please send any comments/suggestions to my internet address + (kjs@lems.brown.edu) I will consider each suggestion + carefully, because everything you suggest now won't have + to be an ugly hack like spritepal[] later. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/1/95 - ÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛ - ÛÛ ÛÛ ÛÛ ÛÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛÛÜÜÛÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ - ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛÛ ÛÛÜ ÜÛÛ ÛÛßÛÛßÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛ - ÛÛ ÛÛ ÛÛ ÛÛ ßÛÛÛ ÛÛÛÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ - ÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛ ßÛÛ ßÛß ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛ ÛÛ + ÛÛ ÛÛ ÛÛ ÛÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛÛÜÜÛÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ + ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛÛ ÛÛÜ ÜÛÛ ÛÛßÛÛßÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛ + ÛÛ ÛÛ ÛÛ ÛÛ ßÛÛÛ ÛÛÛÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ + ÛÛÛÛÛ ÛÛÛÛÛÛ ÛÛ ßÛÛ ßÛß ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛ ÛÛ - CONVMAP6! Here is what I changed in the structures: + CONVMAP6! Here is what I changed in the structures: - * Added wall[].pal, sprite[].pal - * Added sprite[].clipdist - * Expanded sprite[].cstat to a short - * Added sprite[].xoffset, sprite[].yoffset - * Removed wall[].nextsector2, wall[].nextwall2 - * Renamed wall[].nextsector1 to just wall[].nextsector - * Renamed wall[].nextwall1 to just wall[].nextwall - * Scrapped numextras and extratype structure - Don't confuse - this with sector[].extra, wall[].extra, sprite[].extra - which ARE in map version 6. + * Added wall[].pal, sprite[].pal + * Added sprite[].clipdist + * Expanded sprite[].cstat to a short + * Added sprite[].xoffset, sprite[].yoffset + * Removed wall[].nextsector2, wall[].nextwall2 + * Renamed wall[].nextsector1 to just wall[].nextsector + * Renamed wall[].nextwall1 to just wall[].nextwall + * Scrapped numextras and extratype structure - Don't confuse + this with sector[].extra, wall[].extra, sprite[].extra + which ARE in map version 6. - Probably the only change above that will affect programmers is - getting rid of the '1' in wall[].nextsector1&wall[].nextwall1. - All the following changes were possible because of the new - map format. + Probably the only change above that will affect programmers is + getting rid of the '1' in wall[].nextsector1&wall[].nextwall1. + All the following changes were possible because of the new + map format. - - Got rid of the spritepal array in BUILD.H. With my grea - new map version 6, you can simply modify sprite[].pal! + - Got rid of the spritepal array in BUILD.H. With my grea + new map version 6, you can simply modify sprite[].pal! - - Made all .pal fields editable in 3D EDIT MODE. Press ALT-P - and simply edit the number as you would in 2D mode. + - Made all .pal fields editable in 3D EDIT MODE. Press ALT-P + and simply edit the number as you would in 2D mode. - - Made sprite[].xoffset and sprite[].yoffset work as - offsets to the offsets that are already in EDITART. - Simple addition. They should work for all 3 types - of sprites. + - Made sprite[].xoffset and sprite[].yoffset work as + offsets to the offsets that are already in EDITART. + Simple addition. They should work for all 3 types + of sprites. - - Made BUILD Tab&Enter also copy tags&extra if copying similar - structures. Also fixed some other attributes when - copying between structure types. + - Made BUILD Tab&Enter also copy tags&extra if copying similar + structures. Also fixed some other attributes when + copying between structure types. - - Made sprites highlighted with Rt. Shift duplicate and stamp - when the insert key is pressed in 2D EDIT MODE. + - Made sprites highlighted with Rt. Shift duplicate and stamp + when the insert key is pressed in 2D EDIT MODE. - - Made sprite[].clipdist work as the FACE SPRITE'S clipping - fatness. NOTE: Sprite[].clipdist is shifted up 2 to - allow a range from 0-1020, so if the sprite[].clipdist - is set to 32, then the clipping radius is actually 128. + - Made sprite[].clipdist work as the FACE SPRITE'S clipping + fatness. NOTE: Sprite[].clipdist is shifted up 2 to + allow a range from 0-1020, so if the sprite[].clipdist + is set to 32, then the clipping radius is actually 128. - - Removed the walldist parameter from movesprite. Movesprite - now just uses the sprite[spritenum].clipdist field of - whatever sprite is passed (shifted up 2). + - Removed the walldist parameter from movesprite. Movesprite + now just uses the sprite[spritenum].clipdist field of + whatever sprite is passed (shifted up 2). - movesprite(short spritenum, long xchange, long ychange, - long zchange, long ceildist, long flordist, - char cliptype, long numtics) + movesprite(short spritenum, long xchange, long ychange, + long zchange, long ceildist, long flordist, + char cliptype, long numtics) - If you use clipmove or getzrange, you should check that you - are passing the correct walldist parameters. I'm saying - you may want to change some of the 128s to - (sprite[spritenum].clipdist<<2). + If you use clipmove or getzrange, you should check that you + are passing the correct walldist parameters. I'm saying + you may want to change some of the 128s to + (sprite[spritenum].clipdist<<2). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/3/95 - Made startumost[], startdmost[] into shorts. - - Optimized and fixed gamma correction in Stereo Red-Blue mode. + - Optimized and fixed gamma correction in Stereo Red-Blue mode. - - Made weapons or anything using overwritesprite in Stereo Red-Blue - mode be at screen depth. + - Made weapons or anything using overwritesprite in Stereo Red-Blue + mode be at screen depth. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/4/95 - Not that anybody would care (except for some crazed mega-hackers) - but I am just mentioning the fact that I did this: + but I am just mentioning the fact that I did this: - animateoffs(short tilenum, short fakevar); - where fakevar is sectnum+0 - or wallnum+16384 - or spritenum+32768 - or 49152 (just ignore-it's for rotatesprite) + animateoffs(short tilenum, short fakevar); + where fakevar is sectnum+0 + or wallnum+16384 + or spritenum+32768 + or 49152 (just ignore-it's for rotatesprite) - Also: I changed one: "mov al, 0" instruction into an - "xor al, al", a net savings of - ONE LOUSY BYTE! Let's not get TOO - excited! (By the way, just kidding) + Also: I changed one: "mov al, 0" instruction into an + "xor al, al", a net savings of + ONE LOUSY BYTE! Let's not get TOO + excited! (By the way, just kidding) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/5/95 - Fixed the sprite centering with x-flipped FACE SPRITES. - - Found a bug with my swinging door clipping code. There are 2 - types of swinging doors, forwards (opens CCW) and - backwards (opens CW). The bug was that you could sneak - through a backwards door from the back side. Well, I fixed - it, so now I challenge you to sneak through my swinging doors - now! If you are using my swinging door code, please make - these changes which you should find in my new GAME.C: + - Found a bug with my swinging door clipping code. There are 2 + types of swinging doors, forwards (opens CCW) and + backwards (opens CW). The bug was that you could sneak + through a backwards door from the back side. Well, I fixed + it, so now I challenge you to sneak through my swinging doors + now! If you are using my swinging door code, please make + these changes which you should find in my new GAME.C: - 1. Changed declaration at beginning of GAME.C: - static short swingwall[32][5]; + 1. Changed declaration at beginning of GAME.C: + static short swingwall[32][5]; - 2. Added new line in prepareboard: - swingwall[swingcnt][4] = lastwall(swingwall[swingcnt][3]); + 2. Added new line in prepareboard: + swingwall[swingcnt][4] = lastwall(swingwall[swingcnt][3]); - 3. Modified some stuff in tagcode: - //swingangopendir is -1 if forwards, 1 is backwards - l = (swingangopendir[i] > 0); - for(k=l+3;k>=l;k--) - if... + 3. Modified some stuff in tagcode: + //swingangopendir is -1 if forwards, 1 is backwards + l = (swingangopendir[i] > 0); + for(k=l+3;k>=l;k--) + if... - - Here are some more functions that have been in the engine for - a while, but I forgot to document... - precache, loadtile, lastwall, rotatepoint - They are now documented at the top of this file. + - Here are some more functions that have been in the engine for + a while, but I forgot to document... + precache, loadtile, lastwall, rotatepoint + They are now documented at the top of this file. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/6/95 - Optimized loading/saving of maps by using fewer read/write calls. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/14/95 - Fixed evil crashing bug that I accidently introduced in the - 1/3/95 version of Build. This crashing bug happened mostly - in tall rooms with lots of FACE SPRITES. It used to crash - very infrequently when you were standing almost exactly, but - NOT on the same x & y coordinates of a FACE SPRITE where the - z-distance was high. + 1/3/95 version of Build. This crashing bug happened mostly + in tall rooms with lots of FACE SPRITES. It used to crash + very infrequently when you were standing almost exactly, but + NOT on the same x & y coordinates of a FACE SPRITE where the + z-distance was high. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/15/95 - Fixed up network code so now you can miss 4 packets in row safely - over the network rather than just 2. + over the network rather than just 2. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/16/95 - Added strafe left / strafe right keys to my SETUP.DAT file and - char keys[19] array. If you actually use my keys array for - custom keys, here's what to do: I inserted the new strafing - keys at keys[12] & keys[13], so just add 2 to any keys with - an index >= 12. + char keys[19] array. If you actually use my keys array for + custom keys, here's what to do: I inserted the new strafing + keys at keys[12] & keys[13], so just add 2 to any keys with + an index >= 12. - - Made the sprites in 2D EDIT MODE of Build highlight properly - again. + - Made the sprites in 2D EDIT MODE of Build highlight properly + again. - - Added another parameter to permanentwritesprite, palookup number: + - Added another parameter to permanentwritesprite, palookup number: - permanentwritesprite(long thex, long they, short tilenum, - signed char shade, long cx1, long cy1, - long cx2, long cy2, char dapalnum); + permanentwritesprite(long thex, long they, short tilenum, + signed char shade, long cx1, long cy1, + long cx2, long cy2, char dapalnum); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/17/95 - You can now select a bunch of sprites in 2D EDIT MODE with - Rt. shift, then go to 3D mode and change the z's of all the - highlighted sprites. + Rt. shift, then go to 3D mode and change the z's of all the + highlighted sprites. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/20/95 - Made Tab&Enter in 3D EDIT MODE copy .pal also whenever .shade is - normally copied. Shift+Enter will now copy just - .pal and .shade. + normally copied. Shift+Enter will now copy just + .pal and .shade. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/21/95 - Made Splitsector work with overlapping better. - - In Editart 'U' mode, it now goes automatically to the PCX and - coordinates of a tile if it is already in capfil.txt. + - In Editart 'U' mode, it now goes automatically to the PCX and + coordinates of a tile if it is already in capfil.txt. - - In Editart, made capt????.PCX not get overwritten if they already - exist. + - In Editart, made capt????.PCX not get overwritten if they already + exist. - - Fixed Build tab on masked walls. + - Fixed Build tab on masked walls. - - Made zmode and kensplayerheight variables public in BUILD/BSTUB - so you can now compile BUILD to start out with your own - preferred settings. Kensplayerheight defaults to 32 and - zmode defaults to 0. You can over-ride these settings in - the new ExtInit function. + - Made zmode and kensplayerheight variables public in BUILD/BSTUB + so you can now compile BUILD to start out with your own + preferred settings. Kensplayerheight defaults to 32 and + zmode defaults to 0. You can over-ride these settings in + the new ExtInit function. - - Made Editart tiles much easier to center by showing all tiles - in the center of the screen instead of at the top-left corner. - (Editart will not allow you to center tiles larger than - 320*200 right now) + - Made Editart tiles much easier to center by showing all tiles + in the center of the screen instead of at the top-left corner. + (Editart will not allow you to center tiles larger than + 320*200 right now) - - Made 'O' (optimize) key in Editart automatically preserve - the centering information. + - Made 'O' (optimize) key in Editart automatically preserve + the centering information. - - ATTENTION BSTUB PROGRAMMERS! Added ExtInit, ExtUnInit, and - ExtCheckKeys to BSTUB.C. Please just copy mine into your - current BSTUB. ExtInit and ExtUnInit are called only once. - ExtInit is called before loadpics() and after initengine(). - ExtCheckKeys() is called just before nextpage in both 2D - and 3D modes. In 3D mode, you must call editinput inside - ExtCheckKeys just like my example in BSTUB. + - ATTENTION BSTUB PROGRAMMERS! Added ExtInit, ExtUnInit, and + ExtCheckKeys to BSTUB.C. Please just copy mine into your + current BSTUB. ExtInit and ExtUnInit are called only once. + ExtInit is called before loadpics() and after initengine(). + ExtCheckKeys() is called just before nextpage in both 2D + and 3D modes. In 3D mode, you must call editinput inside + ExtCheckKeys just like my example in BSTUB. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/24/95 - Fixed vertical line chained mode bug with permanentwritesprites. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/31/95 - Fixed parallaxing sky tiling bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/1/95 - Fixed network crashing bug when call interrupt 0x1c. You call - this interrupt when you chain to the old timer handler. Now + this interrupt when you chain to the old timer handler. Now - - Rewrote multiplayer code in game.c a bit. Moved both sync() - and getpackets() into the main program. The master code and - single player game code are now the same. Slaves need to - drawscreen and send packets only when a packet is received - from the master. Got rid of fake sync[MAXPLAYERS] slot by - using a local sync buffers. Rewrote checkmasterslaveswitch(). - If you don't get what I did, it doesn't matter because you - already have working network code! + - Rewrote multiplayer code in game.c a bit. Moved both sync() + and getpackets() into the main program. The master code and + single player game code are now the same. Slaves need to + drawscreen and send packets only when a packet is received + from the master. Got rid of fake sync[MAXPLAYERS] slot by + using a local sync buffers. Rewrote checkmasterslaveswitch(). + If you don't get what I did, it doesn't matter because you + already have working network code! - - Added new key in EDITART 'V' mode. Press ALT-R to generate - a tile frequency report. It will scan all MAP files in the - same directory as the ART files. The frequency count will - show up as text in the top-left corner of the boxes in - 'V' mode. Press ALT-R again to turn off text. + - Added new key in EDITART 'V' mode. Press ALT-R to generate + a tile frequency report. It will scan all MAP files in the + same directory as the ART files. The frequency count will + show up as text in the top-left corner of the boxes in + 'V' mode. Press ALT-R again to turn off text. - - Perfected NCOPY! Copies about 150K / second which is 10 times - faster than a 115200bps serial cable. Since NCOPY already - links with multi.obj, it should not be too difficult to make - joining work in the middle of a network game. Please wait - until I make some sample code for you! - Receiver types: NCOPY (Ex: "NCOPY") - Sender types: NCOPY [filespec] (Ex: "NCOPY *.ART") + - Perfected NCOPY! Copies about 150K / second which is 10 times + faster than a 115200bps serial cable. Since NCOPY already + links with multi.obj, it should not be too difficult to make + joining work in the middle of a network game. Please wait + until I make some sample code for you! + Receiver types: NCOPY (Ex: "NCOPY") + Sender types: NCOPY [filespec] (Ex: "NCOPY *.ART") - Ken's formula: - NCOPY + Loading&Saving GAMES = joining in middle - of network game! + Ken's formula: + NCOPY + Loading&Saving GAMES = joining in middle + of network game! - - Made a DOOM to BUILD converter. Right now it only converts - ceilings, floors, and walls now, and some of the wall - textures are screwed up. Just because I converted some - lousy stinkin' maps DOES NOT MEAN I AM GOING TO PROGRAM DOOM! - Unfortunately, the converter is programmed in QuickBasic right - now, it won't compile, and I didn't feel like putting up the - 7 MEG converted ART file up. When I convert it to C, I'll - upload it for all! + - Made a DOOM to BUILD converter. Right now it only converts + ceilings, floors, and walls now, and some of the wall + textures are screwed up. Just because I converted some + lousy stinkin' maps DOES NOT MEAN I AM GOING TO PROGRAM DOOM! + Unfortunately, the converter is programmed in QuickBasic right + now, it won't compile, and I didn't feel like putting up the + 7 MEG converted ART file up. When I convert it to C, I'll + upload it for all! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/7/95 - Fixed overwritesprite bugs with translucence in chained mode - and above top of screen. + and above top of screen. - - Made bit 3 of overwritesprite x-flip the picture if set. + - Made bit 3 of overwritesprite x-flip the picture if set. - - Optimized various parts of engine. + - Optimized various parts of engine. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/8/95 - Fixed shading of all sprite types so they match perfectly with - their surroundings. Floor sprites now shade in the exact same - way as ceilings and floors. (Before, the whole floor sprite - had the same shade throughout) + their surroundings. Floor sprites now shade in the exact same + way as ceilings and floors. (Before, the whole floor sprite + had the same shade throughout) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/9/95 - Started on loading and saving game code so I could give some - sample code for joining network games, but none of it works - yet, so just ignore it for now! + sample code for joining network games, but none of it works + yet, so just ignore it for now! - - Added frame rate in BSTUB.C. It averages the last 16 frames. + - Added frame rate in BSTUB.C. It averages the last 16 frames. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/16/95 - Added another bit to sprite[].cstat for y-centering control. If - bit 7 is set then the sprite's center will be the actual - center rather then at the default position which is at the - bottom of the sprite. If you use this centering bit, - you finally get "WYSIWYG" centering contol in EDITART. + bit 7 is set then the sprite's center will be the actual + center rather then at the default position which is at the + bottom of the sprite. If you use this centering bit, + you finally get "WYSIWYG" centering contol in EDITART. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/24/95 - Made floor sprites now support any x size by a power of 2 y size. - (That's better than before!) These are the same restrictions - on walls. + (That's better than before!) These are the same restrictions + on walls. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/25/95 - Got loading / saving code to work with my game. Press Ctrl-L to - load game and Ctrl-S to save game. Saved games are called - SAVE0000.GAME and are about 300K. Don't worry about the large - sizes of the saved game files since they can be easily - compressed to less than 50K. + load game and Ctrl-S to save game. Saved games are called + SAVE0000.GAME and are about 300K. Don't worry about the large + sizes of the saved game files since they can be easily + compressed to less than 50K. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/26/95 - I Finally made my multiplayer code run with fast frame rates AND - pefect controls on ALL computers of a multiplayer game. I am - now sending keystrokes of all computers at a constant rate of - 40 times per second. All computers interpolate between frames - to get screen frame rates of higher or lower than 40 fps - (even in single player mode). + pefect controls on ALL computers of a multiplayer game. I am + now sending keystrokes of all computers at a constant rate of + 40 times per second. All computers interpolate between frames + to get screen frame rates of higher or lower than 40 fps + (even in single player mode). - Here are the exact steps you will need to follow if you want to - update your code: + Here are the exact steps you will need to follow if you want to + update your code: - 1. WHAT'S THE FAKETIMERHANDLER()? + 1. WHAT'S THE FAKETIMERHANDLER()? - To send packets exactly 40 times a second, it would - sure be nice to send them right from the timer interrupt - handler. Too bad network packets just won't get sent - from the interrupt handler. (It may work from the - interrupt handler in Serial/Modem mode) So the solution - is to make a "fake" timer handler that must be called - at least 40 times a second even on the slowest computer. - Throughout my engine, I call faketimerhandler(). If you - have any slow parts in your game code, you may want to - called faketimerhandler() also. - Besides the very first few lines, the rest of the code - was taken directly from my old sync and getpackets - functions. + To send packets exactly 40 times a second, it would + sure be nice to send them right from the timer interrupt + handler. Too bad network packets just won't get sent + from the interrupt handler. (It may work from the + interrupt handler in Serial/Modem mode) So the solution + is to make a "fake" timer handler that must be called + at least 40 times a second even on the slowest computer. + Throughout my engine, I call faketimerhandler(). If you + have any slow parts in your game code, you may want to + called faketimerhandler() also. + Besides the very first few lines, the rest of the code + was taken directly from my old sync and getpackets + functions. - 2. BYE BYE SYNCTICS! + 2. BYE BYE SYNCTICS! - Now that all computers are calling movethings a - constant number of times a second, you don't need any - synctics variables anymore. You can convert all the - synctics variables to a define such as: - "#define TICSPERFRAME 3" - Doing this will guarantee that a game runs the same on - all speed computers. + Now that all computers are calling movethings a + constant number of times a second, you don't need any + synctics variables anymore. You can convert all the + synctics variables to a define such as: + "#define TICSPERFRAME 3" + Doing this will guarantee that a game runs the same on + all speed computers. - 3. FRAME INTERPOLATION (optional): + 3. FRAME INTERPOLATION (optional): - static long ototalclock = 0, gotlastpacketclock = 0; - static long oposx[MAXPLAYERS], cposx[MAXPLAYERS]; - static long oposy[MAXPLAYERS], cposy[MAXPLAYERS]; - static long oposz[MAXPLAYERS], cposz[MAXPLAYERS]; - static long ohoriz[MAXPLAYERS], choriz[MAXPLAYERS]; - static long ozoom[MAXPLAYERS], czoom[MAXPLAYERS]; - static short oang[MAXPLAYERS], cang[MAXPLAYERS]; + static long ototalclock = 0, gotlastpacketclock = 0; + static long oposx[MAXPLAYERS], cposx[MAXPLAYERS]; + static long oposy[MAXPLAYERS], cposy[MAXPLAYERS]; + static long oposz[MAXPLAYERS], cposz[MAXPLAYERS]; + static long ohoriz[MAXPLAYERS], choriz[MAXPLAYERS]; + static long ozoom[MAXPLAYERS], czoom[MAXPLAYERS]; + static short oang[MAXPLAYERS], cang[MAXPLAYERS]; - Add to prepareboard: - for(i=connecthead;i>=0;i=connectpoint2[i]) - { - oposx[i] = posx[i]; - oposy[i] = (etc.) - } - ototalclock = 0; - gotlastpacketclock = 0; + Add to prepareboard: + for(i=connecthead;i>=0;i=connectpoint2[i]) + { + oposx[i] = posx[i]; + oposy[i] = (etc.) + } + ototalclock = 0; + gotlastpacketclock = 0; - Even though you may be getting more than 40fps, you will - only be seeing 40fps unless you interpolate between frames. - The oposx[], etc. variables back up the last posx[], etc. - variables so you can interpolate your actually drawing - position as some fraction between the two. This fraction - is smoothratio. - See beginning of drawscreen code. Here's where I actually - calculate the interpolated position to draw the screen. + Even though you may be getting more than 40fps, you will + only be seeing 40fps unless you interpolate between frames. + The oposx[], etc. variables back up the last posx[], etc. + variables so you can interpolate your actually drawing + position as some fraction between the two. This fraction + is smoothratio. + See beginning of drawscreen code. Here's where I actually + calculate the interpolated position to draw the screen. - for(i=connecthead;i>=0;i=connectpoint2[i]) - { - cposx[i] = oposx[i]+mulscale(posx[i]-oposx[i],smoothratio,16); - cposy[i] = oposy[i]+mulscale(posy[i]-oposy[i],smoothratio,16); - cposz[i] = oposz[i]+mulscale(posz[i]-oposz[i],smoothratio,16); - choriz[i] = ohoriz[i]+mulscale(horiz[i]-ohoriz[i],smoothratio,16); - czoom[i] = ozoom[i]+mulscale(zoom[i]-ozoom[i],smoothratio,16); - cang[i] = oang[i]+mulscale(((ang[i]+1024-oang[i])&2047)-1024,smoothratio,16); - } + for(i=connecthead;i>=0;i=connectpoint2[i]) + { + cposx[i] = oposx[i]+mulscale(posx[i]-oposx[i],smoothratio,16); + cposy[i] = oposy[i]+mulscale(posy[i]-oposy[i],smoothratio,16); + cposz[i] = oposz[i]+mulscale(posz[i]-oposz[i],smoothratio,16); + choriz[i] = ohoriz[i]+mulscale(horiz[i]-ohoriz[i],smoothratio,16); + czoom[i] = ozoom[i]+mulscale(zoom[i]-ozoom[i],smoothratio,16); + cang[i] = oang[i]+mulscale(((ang[i]+1024-oang[i])&2047)-1024,smoothratio,16); + } - Draw the screen using cposx[], etc. instead of posx[], etc. + Draw the screen using cposx[], etc. instead of posx[], etc. - #pragma aux mulscale =\ - "imul ebx",\ - "shrd eax, edx, cl",\ - parm [eax][ebx][ecx]\ - modify [edx]\ + #pragma aux mulscale =\ + "imul ebx",\ + "shrd eax, edx, cl",\ + parm [eax][ebx][ecx]\ + modify [edx]\ - It reads: eax = (eax*ebx)>>cl. Unlike C, this will - not overflow even if eax*ebx > 2^31, making full use of - the 64-bit result of the imul instruction. + It reads: eax = (eax*ebx)>>cl. Unlike C, this will + not overflow even if eax*ebx > 2^31, making full use of + the 64-bit result of the imul instruction. - 4. MOVETHINGS FIFO: + 4. MOVETHINGS FIFO: - static long movefifoplc, movefifoend; - static signed char baksyncvel[64][MAXPLAYERS]; - static signed char baksyncsvel[64][MAXPLAYERS]; - static signed char baksyncangvel[64][MAXPLAYERS]; - static short baksyncbits[64][MAXPLAYERS]; + static long movefifoplc, movefifoend; + static signed char baksyncvel[64][MAXPLAYERS]; + static signed char baksyncsvel[64][MAXPLAYERS]; + static signed char baksyncangvel[64][MAXPLAYERS]; + static short baksyncbits[64][MAXPLAYERS]; - Add to prepareboard: movefifoplc = 0; movefifoend = 0; + Add to prepareboard: movefifoplc = 0; movefifoend = 0; - It is bad to call movethings inside faketimerhandler - because you don't want things to move while you're drawing - the screen. To solve this, I made movethings just save - away the parameters it was called with using a circular - buffer, and when I'm actually ready to DO the movement code, - I call domovethings. - Rename movethings to domovethings and see my new - movethings. This code is all for the fifo. + It is bad to call movethings inside faketimerhandler + because you don't want things to move while you're drawing + the screen. To solve this, I made movethings just save + away the parameters it was called with using a circular + buffer, and when I'm actually ready to DO the movement code, + I call domovethings. + Rename movethings to domovethings and see my new + movethings. This code is all for the fifo. - Put this line in movethings: - gotlastpacketclock = totalclock; + Put this line in movethings: + gotlastpacketclock = totalclock; - At the top of domovethings, copy my code for loading off - of the fifo. Also set oposx[] = posx[], etc. here. + At the top of domovethings, copy my code for loading off + of the fifo. Also set oposx[] = posx[], etc. here. - 5. You may want to add a global variable that controls whether - you are in continuous packet sending mode or not. Only - in the main loop should ready2send be != 0. - static long ready2send = 0; + 5. You may want to add a global variable that controls whether + you are in continuous packet sending mode or not. Only + in the main loop should ready2send be != 0. + static long ready2send = 0; - 6. The new main loop can be as short as this, with no case - checking for masters and slaves. + 6. The new main loop can be as short as this, with no case + checking for masters and slaves. - ready2send = 1; - while (keystatus[1] == 0) //Main loop starts here - { - //Actaully move everything here. - while (movefifoplc != movefifoend) domovethings(); + ready2send = 1; + while (keystatus[1] == 0) //Main loop starts here + { + //Actaully move everything here. + while (movefifoplc != movefifoend) domovethings(); - //Second parameter is for frame interpolation, - //A fraction that ranges from 0-65536. - drawscreen(screenpeek,(totalclock-gotlastpacketclock)*(65536/TICSPERFRAME)); - } - ready2send = 0; + //Second parameter is for frame interpolation, + //A fraction that ranges from 0-65536. + drawscreen(screenpeek,(totalclock-gotlastpacketclock)*(65536/TICSPERFRAME)); + } + ready2send = 0; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/6/95 - New key in BUILD. Now when you use relative alignment mode on - ceiling and floor textures, you can press Alt-F on the ceiling - or floor to choose a new wall to align to. It actually - rotates the walls of a sector by 1. + ceiling and floor textures, you can press Alt-F on the ceiling + or floor to choose a new wall to align to. It actually + rotates the walls of a sector by 1. - - Fixed screen capture PCX saving bug in both EDITART and BUILD. + - Fixed screen capture PCX saving bug in both EDITART and BUILD. - - Added a parameter to screencapture, a filename. - screencapture(char *filename) - Ex: screencapture("captxxxx.pcx"); - Please specify the full filename. Screencapture will modify - the 4 x's of the string to be a number starting at 0000. + - Added a parameter to screencapture, a filename. + screencapture(char *filename) + Ex: screencapture("captxxxx.pcx"); + Please specify the full filename. Screencapture will modify + the 4 x's of the string to be a number starting at 0000. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/8/95 - Made my rotatesprite function use Editart centering information. - The center is the pivot point of rotation. + The center is the pivot point of rotation. - - Added y-flipping to overwritesprite. See above documentation. + - Added y-flipping to overwritesprite. See above documentation. - - Added 2 new parameters to rotatesprite, shade and pal + - Added 2 new parameters to rotatesprite, shade and pal - rotatesprite (long sx, long sy, long z, short a, - short picnum, signed char shade, char pal); + rotatesprite (long sx, long sy, long z, short a, + short picnum, signed char shade, char pal); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/10/95 - Fixed sprite showing through closed sectors bug. - - Made it possible to draw the overhead map in 3D mode by adding - a line drawing function in 3D mode called drawline256. It - draws a line clipped to the viewing rectangle last set in - setview(). Here are the parameters: + - Made it possible to draw the overhead map in 3D mode by adding + a line drawing function in 3D mode called drawline256. It + draws a line clipped to the viewing rectangle last set in + setview(). Here are the parameters: - drawline256(long x1, long y1, long x2, long y2, char col); + drawline256(long x1, long y1, long x2, long y2, char col); - Note: The coordinates are all shifted up 12. - Example: drawline256(0L,0L,319L<<12,199L<<12,31); + Note: The coordinates are all shifted up 12. + Example: drawline256(0L,0L,319L<<12,199L<<12,31); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/11/95 - Made drawline256 draw in a cleaner way, making use of the full - 12 bits of precision. + 12 bits of precision. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/14/95 - Optimized / cleaned up parts of hitscan, neartag, cansee. - Gee, I hope they all still work! + Gee, I hope they all still work! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/18/95 - I'm back in RI! - - Fixed recently added movesprite z parameter bug that may have - done strange things with monsters, such as stuck in sectors - I thought the following expression: !(cstat&128) - would be true if bit 7 was a 0, but I WAS WRONG! - Get this straight: - ! - logical NOT, returns 0 if != 0 else 1 (!2457=0, !0=1) - ~ - bitwise NOT, xor's it with 0xffffffff (~0x5f=0xa0) + - Fixed recently added movesprite z parameter bug that may have + done strange things with monsters, such as stuck in sectors + I thought the following expression: !(cstat&128) + would be true if bit 7 was a 0, but I WAS WRONG! + Get this straight: + ! - logical NOT, returns 0 if != 0 else 1 (!2457=0, !0=1) + ~ - bitwise NOT, xor's it with 0xffffffff (~0x5f=0xa0) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/21/95 - Gave access to some more variables in BSTUB. - - Made clipmove return a valid sector even if you're not between - its ceiling and floor. If you use overlapping sectors, - clipmove will find the sector closest to your z. + - Made clipmove return a valid sector even if you're not between + its ceiling and floor. If you use overlapping sectors, + clipmove will find the sector closest to your z. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/28/95 - Optimized transluscence for masked walls and wall sprites. - - Today is the day I declare my serial/modem error correction code - perfect! Sure, I may have bragged over and over again about - how perfect my correction method is each time, but this time - I mean it. This is ship-it quality error correction. The old - method had a few dark, evil, and ugly bugs that sometimes - totally screwed up bigtime. + - Today is the day I declare my serial/modem error correction code + perfect! Sure, I may have bragged over and over again about + how perfect my correction method is each time, but this time + I mean it. This is ship-it quality error correction. The old + method had a few dark, evil, and ugly bugs that sometimes + totally screwed up bigtime. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/5/95 - Got Master/Slave switching to stay in sync again with new - multiplayer code. Right after the master sends a packet - where a switch is made, I disable the master from sending - any more packets by setting ready2send to 0. Ready2send - will be set back to 1 only after the actual switch in - checkmasterslaveswitch. Here's what I added to movethings: + multiplayer code. Right after the master sends a packet + where a switch is made, I disable the master from sending + any more packets by setting ready2send to 0. Ready2send + will be set back to 1 only after the actual switch in + checkmasterslaveswitch. Here's what I added to movethings: - //Do this for Master/Slave switching - for(i=connectpoint2[connecthead];i>=0;i=connectpoint2[i]) - if (syncbits[i]&512) ready2send = 0; + //Do this for Master/Slave switching + for(i=connectpoint2[connecthead];i>=0;i=connectpoint2[i]) + if (syncbits[i]&512) ready2send = 0; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/10/95 - Optimized continuous setview calls between 2 different window - sizes. + sizes. - - ATTENTION PROGRAMMERS: Moved movesprite code into game.c. It - no longer exists in the engine. It is a "cover-up" function - and it should be yours. + - ATTENTION PROGRAMMERS: Moved movesprite code into game.c. It + no longer exists in the engine. It is a "cover-up" function + and it should be yours. - - Added a circular keyboard buffer to my keyboard handler. It is - fully compatible with the keystatus arrays. Use this buffer - for typing in messages or cheat codes. If you do not use this - buffer (or you wrote your own interrupt handler), you will miss - keys and it is very annoying. + - Added a circular keyboard buffer to my keyboard handler. It is + fully compatible with the keystatus arrays. Use this buffer + for typing in messages or cheat codes. If you do not use this + buffer (or you wrote your own interrupt handler), you will miss + keys and it is very annoying. - I added these variables to build.h: + I added these variables to build.h: - #define KEYFIFOSIZ 64 - EXTERN volatile char keyfifo[KEYFIFOSIZ], - keyfifoplc, keyfifoend; + #define KEYFIFOSIZ 64 + EXTERN volatile char keyfifo[KEYFIFOSIZ], + keyfifoplc, keyfifoend; - Every time a key is pressed and released, I add 2 bytes to the - circular buffer. The first byte is the scan code. The second - byte is a 1 for key pressed or 0 for key released. You can - ignore the key releases if you wish. You must read 2 bytes at - a time from this buffer. - (scancode,keystat),(scancode,keystat),... + Every time a key is pressed and released, I add 2 bytes to the + circular buffer. The first byte is the scan code. The second + byte is a 1 for key pressed or 0 for key released. You can + ignore the key releases if you wish. You must read 2 bytes at + a time from this buffer. + (scancode,keystat),(scancode,keystat),... - Here's how you read the keyboard fifo: - while (keyfifoplc != keyfifoend) //More characters to read - { - ch = keyfifo[keyfifoplc]; - keystate = keyfifo[(keyfifoplc+1)&(KEYFIFOSIZ-1)]; - //Increment buffer pointer - keyfifoplc = ((keyfifoplc+2)&(KEYFIFOSIZ-1)); + Here's how you read the keyboard fifo: + while (keyfifoplc != keyfifoend) //More characters to read + { + ch = keyfifo[keyfifoplc]; + keystate = keyfifo[(keyfifoplc+1)&(KEYFIFOSIZ-1)]; + //Increment buffer pointer + keyfifoplc = ((keyfifoplc+2)&(KEYFIFOSIZ-1)); - printf("Scancode: %d, status: %d\n",ch,keystate); - } + printf("Scancode: %d, status: %d\n",ch,keystate); + } - The interrupt handler does the same as above but writes and - increments using keyfifoend as the index. - You can easily clear the buffer this way: - keyfifoplc = keyfifoend + The interrupt handler does the same as above but writes and + increments using keyfifoend as the index. + You can easily clear the buffer this way: + keyfifoplc = keyfifoend - - Made clipmove/getzrange not clip on the back side of a 1-sided - wall/floor sprite. It makes the clipping a little faster - and seems to fix a few minor clipping bugs. Don't get too - excited. + - Made clipmove/getzrange not clip on the back side of a 1-sided + wall/floor sprite. It makes the clipping a little faster + and seems to fix a few minor clipping bugs. Don't get too + excited. - - Fixed getzrange's ceilz/florz mismatch with floor sprites against - normal ceilings and floors. + - Fixed getzrange's ceilz/florz mismatch with floor sprites against + normal ceilings and floors. - - Made Build default to y-centered centering mode when sprites - are inserted (bit 7 of sprite[].cstat) + - Made Build default to y-centered centering mode when sprites + are inserted (bit 7 of sprite[].cstat) - - Fixed clipmove bugs with y-centered centering mode. + - Fixed clipmove bugs with y-centered centering mode. - - Made it so you don't get stuck sliding along multiple properly - aligned wall/floor sprites. + - Made it so you don't get stuck sliding along multiple properly + aligned wall/floor sprites. - - Please update to my new tables.dat. + - Please update to my new tables.dat. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/11/95 - Optimized parts of clipmove / getzrange. Is it faster? Did I - make more bugs? + make more bugs? - - Made the movesprite code in GAME.C now use getzrange. This - allows sprites to walk on floor sprites and bombs roll across - bridges. I will include the original movesprite code that - came from the engine in case you want to start with things - the way they used to be. + - Made the movesprite code in GAME.C now use getzrange. This + allows sprites to walk on floor sprites and bombs roll across + bridges. I will include the original movesprite code that + came from the engine in case you want to start with things + the way they used to be. - - Made ornamentation in BUILD 3D mode much easier. Now you can - press 'S' to insert a sprite on walls (not just ceilings - and floors). When you insert a sprite on a wall, it will - automatically be set to a wall sprite at the wall's angle. - Also it will be 1-sided with blocking off (The optimal - options for a decorative sprite on a wall). + - Made ornamentation in BUILD 3D mode much easier. Now you can + press 'S' to insert a sprite on walls (not just ceilings + and floors). When you insert a sprite on a wall, it will + automatically be set to a wall sprite at the wall's angle. + Also it will be 1-sided with blocking off (The optimal + options for a decorative sprite on a wall). - - Added ALT-D to BUILD 3D mode. It lets you type in clipdist - for sprites. It works in the same way as ALT-P for palookup - changing. + - Added ALT-D to BUILD 3D mode. It lets you type in clipdist + for sprites. It works in the same way as ALT-P for palookup + changing. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/15/95 - Fixed return value bug in setanimation and cleaned up these 3 - functions: doanimations, getanimationgoal, setanimation. - Since they are now in game.c, you will need to copy them to - update. + functions: doanimations, getanimationgoal, setanimation. + Since they are now in game.c, you will need to copy them to + update. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/16/95 - Fixed hitscan not passing through loops bug. - - Fixed hitscan so it hits wall and floor sprites in the right - places. + - Fixed hitscan so it hits wall and floor sprites in the right + places. - - ATTENTION PROGRAMMERS!!! Made bit 8 of sprite[].cstat the - hitscan clipping bit. It works like the hitscan bit for walls. - Note that both the wall and sprite cstat variables now have - 2 separate bits for clipping, where: - 1 is for use with the clipmove/getzrange function and - 1 is for use with the hitscan function only. - Before, hitscan used to use 1 bit for all sprite clipping. - In your maps, the sprite hitscan bits are all zeros. That's bad! - To make things work like they used to, the sprite hitscan bit - must be set equal to the old sprite blocking bit. So I was nice - enough to make a program, FIXSPRBT.EXE, which will do just that. + - ATTENTION PROGRAMMERS!!! Made bit 8 of sprite[].cstat the + hitscan clipping bit. It works like the hitscan bit for walls. + Note that both the wall and sprite cstat variables now have + 2 separate bits for clipping, where: + 1 is for use with the clipmove/getzrange function and + 1 is for use with the hitscan function only. + Before, hitscan used to use 1 bit for all sprite clipping. + In your maps, the sprite hitscan bits are all zeros. That's bad! + To make things work like they used to, the sprite hitscan bit + must be set equal to the old sprite blocking bit. So I was nice + enough to make a program, FIXSPRBT.EXE, which will do just that. - PLEASE RUN FIXSPRBT.EXE ON ALL YOUR MAPS. You don't HAVE to - run it on all your maps since the map format hasn't changed, but - it will save you annoying attribute setting time if you do. + PLEASE RUN FIXSPRBT.EXE ON ALL YOUR MAPS. You don't HAVE to + run it on all your maps since the map format hasn't changed, but + it will save you annoying attribute setting time if you do. - - Did a few things to make these blocking bits easier to edit: - Since H and ALT-H were already used, I made CTRL-H toggle the - hitscan bit for both walls and sprites in 2D mode. B toggles - the blocking bit. B also now sets the hitscan bit to its - default value when you press it. For sprites, the hitscan bit - default is equal to the clipmove bit. For walls, the hitscan - bit default is always 0. + - Did a few things to make these blocking bits easier to edit: + Since H and ALT-H were already used, I made CTRL-H toggle the + hitscan bit for both walls and sprites in 2D mode. B toggles + the blocking bit. B also now sets the hitscan bit to its + default value when you press it. For sprites, the hitscan bit + default is equal to the clipmove bit. For walls, the hitscan + bit default is always 0. - - Added new map mode! Check it out in my game. I now have 3 map - modes. Not that this really matters to you game programmers, but - this is how my game works: - dimensionmode[snum] == 1 3D MODE + junky line map - dimensionmode[snum] == 2 SUPER MAP! - dimensionmode[snum] == 3 3D MODE + - Added new map mode! Check it out in my game. I now have 3 map + modes. Not that this really matters to you game programmers, but + this is how my game works: + dimensionmode[snum] == 1 3D MODE + junky line map + dimensionmode[snum] == 2 SUPER MAP! + dimensionmode[snum] == 3 3D MODE - I added show2dsector to BUILD.H which controls which works - like the other show2d... bit arrays. It tells which sectors - to show. - EXTERN char show2dsector[MAXSECTORS>>3]; + I added show2dsector to BUILD.H which controls which works + like the other show2d... bit arrays. It tells which sectors + to show. + EXTERN char show2dsector[MAXSECTORS>>3]; - I rewrote parts of drawoverheadmap to accommodate this new - mode - so it would be nice if you updated to my new code. + I rewrote parts of drawoverheadmap to accommodate this new + mode - so it would be nice if you updated to my new code. - Added a new function that clears full screen to a specified - color: - clearview(0L); + Added a new function that clears full screen to a specified + color: + clearview(0L); - Oh and did I forget to mention the big function! Parameters - are the exact same my drawoverheadmap function: - drawmapview(cposx,cposy,czoom,cang); + Oh and did I forget to mention the big function! Parameters + are the exact same my drawoverheadmap function: + drawmapview(cposx,cposy,czoom,cang); - Note: The new map mode right now is slowed down bigtime by - the face sprites using the rotatesprite function. The - rotatesprite right now is using a worse than awful - algorithm. When I optimize rotatesprite, the frame rate - of the new map mode will fly! + Note: The new map mode right now is slowed down bigtime by + the face sprites using the rotatesprite function. The + rotatesprite right now is using a worse than awful + algorithm. When I optimize rotatesprite, the frame rate + of the new map mode will fly! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/18/95 - Added default sprite cstat variable when you insert new sprites. - Set it to 0 if you hate the new centering mode in ExtInit - or 128 if you like the new centering mode. - Add this line to your Bstub if you wish: - extern short defaultspritecstat; + Set it to 0 if you hate the new centering mode in ExtInit + or 128 if you like the new centering mode. + Add this line to your Bstub if you wish: + extern short defaultspritecstat; - - If a wall & sprite are same distance away using hitscan, hitscan - now chooses the sprite. + - If a wall & sprite are same distance away using hitscan, hitscan + now chooses the sprite. - - Optimized rotatesprite. + - Optimized rotatesprite. - - ATTENTION PROGRAMMERS: Added new paramater at end of - rotatesprite: A char where the first bit tells it to use - transluscence mode or not. + - ATTENTION PROGRAMMERS: Added new paramater at end of + rotatesprite: A char where the first bit tells it to use + transluscence mode or not. - rotatesprite(long sx, long sy, long z, short a, short picnum, - signed char dashade, char dapalnum, char dastat) + rotatesprite(long sx, long sy, long z, short a, short picnum, + signed char dashade, char dapalnum, char dastat) - if ((dastat&1) == 0) - no transluscence - if ((dastat&1) != 0) - transluscence + if ((dastat&1) == 0) - no transluscence + if ((dastat&1) != 0) - transluscence - - Cleaned up drawmapview further by making ALL floor sprite draw - with the texture in the right place and made the polygon - filling algorithm use higher screen coordinate precision. + - Cleaned up drawmapview further by making ALL floor sprite draw + with the texture in the right place and made the polygon + filling algorithm use higher screen coordinate precision. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/19/95 - Added parameter to makepalookup: - makepalookup(long palnum, char *remapbuf, - signed char r, signed char g, signed char b, - char dastat) + makepalookup(long palnum, char *remapbuf, + signed char r, signed char g, signed char b, + char dastat) - if ((dastat&1) == 0) then makepalookup will allocate & deallocate - the memory block for use but will not waste the time creating - a palookup table (assuming you will create one yourself) - if ((dastat&1) != 0) then makepalookup will allocate & deallocate - the memory block AND create a palookup table using the rgb - values you pass. + if ((dastat&1) == 0) then makepalookup will allocate & deallocate + the memory block for use but will not waste the time creating + a palookup table (assuming you will create one yourself) + if ((dastat&1) != 0) then makepalookup will allocate & deallocate + the memory block AND create a palookup table using the rgb + values you pass. - - Made my ceiling&floor update the self-modified palookup pointers - when palookup[sector[].?pal] changes, not just when - sector[].?pal] changes. Watching for changing pointers rather - than changing indeces should solve the problem with screwy - palookup selection for ceilings&floors. Ignore what I said - before. You should now be able to change palookup pointers - freely. + - Made my ceiling&floor update the self-modified palookup pointers + when palookup[sector[].?pal] changes, not just when + sector[].?pal] changes. Watching for changing pointers rather + than changing indeces should solve the problem with screwy + palookup selection for ceilings&floors. Ignore what I said + before. You should now be able to change palookup pointers + freely. - - Optimized relative alignment. It should be the same speed as - all other ceilings & floors now. + - Optimized relative alignment. It should be the same speed as + all other ceilings & floors now. - - Warning: Since I added the new bit in sprite[].cstat, there are - now 9 bits in use. Make sure to treat it as a short. In my - code, I had some bugs where I did this: - sprite[].cstat &= (255-4); BAD! Cstat's a short! Please - check your code and make sure you clear the bits this way: - sprite[].cstat &= ~4; + - Warning: Since I added the new bit in sprite[].cstat, there are + now 9 bits in use. Make sure to treat it as a short. In my + code, I had some bugs where I did this: + sprite[].cstat &= (255-4); BAD! Cstat's a short! Please + check your code and make sure you clear the bits this way: + sprite[].cstat &= ~4; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/21/95 - Fixed bug with flipping textures on ceilings & floors. In - BUIL0419.ZIP I had a bug whenever a ceiling or floor texture - had bit 4 set. It drew the texture backwards. Well, I - fixed it. Hope you didn't "Build" on this bug! + BUIL0419.ZIP I had a bug whenever a ceiling or floor texture + had bit 4 set. It drew the texture backwards. Well, I + fixed it. Hope you didn't "Build" on this bug! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/22/95 - Fixed really really stupid hitscan returning sector < 0 bug. If - you were calling hitscan from the top-left triangular region - of the board it stupidly returned a -1 for the sector. Well, - I fixed it. + you were calling hitscan from the top-left triangular region + of the board it stupidly returned a -1 for the sector. Well, + I fixed it. - - ATTENTION EVERYBODY!!! Moved setup.dat loading from the engine - into GAME.C and BSTUB.C. If you copy this code from game.c - into your game / bstub, they will work like it used to: + - ATTENTION EVERYBODY!!! Moved setup.dat loading from the engine + into GAME.C and BSTUB.C. If you copy this code from game.c + into your game / bstub, they will work like it used to: - ----- NEW GLOBAL VARIABLES: ----- + ----- NEW GLOBAL VARIABLES: ----- - #define NUMOPTIONS 8 - #define NUMKEYS 19 - static long chainxres[4] = {256,320,360,400}; - static long chainyres[11] = {200,240,256,270,300,350, - 360,400,480,512,540}; - static long vesares[7][2] = {320,200,640,400,640,480, - 800,600,1024,768, - 1280,1024,1600,1200}; - static char option[NUMOPTIONS] = {0,0,0,0,0,0,1,0}; - static char keys[NUMKEYS] = - { - 0xc8,0xd0,0xcb,0xcd,0x2a,0x9d,0x1d,0x39, - 0x1e,0x2c,0xd1,0xc9,0x47,0x49, - 0x9c,0x1c,0xd,0xc,0xf, - }; + #define NUMOPTIONS 8 + #define NUMKEYS 19 + static long chainxres[4] = {256,320,360,400}; + static long chainyres[11] = {200,240,256,270,300,350, + 360,400,480,512,540}; + static long vesares[7][2] = {320,200,640,400,640,480, + 800,600,1024,768, + 1280,1024,1600,1200}; + static char option[NUMOPTIONS] = {0,0,0,0,0,0,1,0}; + static char keys[NUMKEYS] = + { + 0xc8,0xd0,0xcb,0xcd,0x2a,0x9d,0x1d,0x39, + 0x1e,0x2c,0xd1,0xc9,0x47,0x49, + 0x9c,0x1c,0xd,0xc,0xf, + }; - ----- Put this where you call initengine ----- + ----- Put this where you call initengine ----- - long fil; + long fil; - if ((fil = open("setup.dat",O_BINARY|O_RDWR,S_IREAD)) != -1) - { - read(fil,&option[0],NUMOPTIONS); - read(fil,&keys[0],NUMKEYS); - close(fil); - } - if (option[3] != 0) moustat = initmouse(); + if ((fil = open("setup.dat",O_BINARY|O_RDWR,S_IREAD)) != -1) + { + read(fil,&option[0],NUMOPTIONS); + read(fil,&keys[0],NUMKEYS); + close(fil); + } + if (option[3] != 0) moustat = initmouse(); - switch(option[0]) - { - case 0: initengine(0,chainxres[option[6]&15],chainyres[option[6]>>4]); break; - case 1: initengine(1,vesares[option[6]&15][0],vesares[option[6]&15][1]); break; - case 2: initengine(2,320L,200L); break; - case 3: initengine(3,320L,200L); break; - case 4: initengine(4,320L,200L); break; - case 5: initengine(5,320L,200L); break; - case 6: initengine(6,320L,200L); break; - } + switch(option[0]) + { + case 0: initengine(0,chainxres[option[6]&15],chainyres[option[6]>>4]); break; + case 1: initengine(1,vesares[option[6]&15][0],vesares[option[6]&15][1]); break; + case 2: initengine(2,320L,200L); break; + case 3: initengine(3,320L,200L); break; + case 4: initengine(4,320L,200L); break; + case 5: initengine(5,320L,200L); break; + case 6: initengine(6,320L,200L); break; + } - ----- That's it! ----- + ----- That's it! ----- - Initengine now has 3 parameters: - initengine(char davidoption, long daxdim, long daydim) - See revised initengine description at the top of this file. + Initengine now has 3 parameters: + initengine(char davidoption, long daxdim, long daydim) + See revised initengine description at the top of this file. - Now that engine.c doesn't use setup.dat, you can use your - own setup program. + Now that engine.c doesn't use setup.dat, you can use your + own setup program. - Don't forget to update BSTUB! + Don't forget to update BSTUB! - NOTE!!! While MY setup program allows you select many different - video modes, no new modes are supported yet in BUILD! - (It's on my list.) + NOTE!!! While MY setup program allows you select many different + video modes, no new modes are supported yet in BUILD! + (It's on my list.) - - Fixed keyboard repeating. + - Fixed keyboard repeating. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/26/95 - Hi-res now works in all modes! The code I gave in the 4/22/95 - description is still perfectly valid, so please copy it if - you haven't already looked at it. Here are some important - new variables I put in BUILD.H: + description is still perfectly valid, so please copy it if + you haven't already looked at it. Here are some important + new variables I put in BUILD.H: - EXTERN char vidoption; - EXTERN long xdim, ydim, ylookup[MAXYDIM+1]; + EXTERN char vidoption; + EXTERN long xdim, ydim, ylookup[MAXYDIM+1]; - Vidoption is simply the first parameter you pass to - initengine. Xdim and Ydim are the screen sizes you pass to - initengine, such as 320*200 or 640*480. - Ylookup is a lookup table that works like this: - If (vidoption == 0) ylookup[i] = ((i*xdim)>>2); - if (vidoption != 0) ylookup[i] = i*xdim; - There is 1 exception: If you are using a chained mode which - can only fit only 1 viewing page, then the engine actually - does a screen-buffer mode and blits to the chained screen - so for this case, ylookup[i] = i*xdim. + Vidoption is simply the first parameter you pass to + initengine. Xdim and Ydim are the screen sizes you pass to + initengine, such as 320*200 or 640*480. + Ylookup is a lookup table that works like this: + If (vidoption == 0) ylookup[i] = ((i*xdim)>>2); + if (vidoption != 0) ylookup[i] = i*xdim; + There is 1 exception: If you are using a chained mode which + can only fit only 1 viewing page, then the engine actually + does a screen-buffer mode and blits to the chained screen + so for this case, ylookup[i] = i*xdim. - - Added bit to the dastat parameter of rotatesprite. - if ((dastat&2) != 0) - align to screen size so the gun or - whatever is always over the same relative spot of the screen. - Works like bit 2 of the flags parameter in overwritesprite. + - Added bit to the dastat parameter of rotatesprite. + if ((dastat&2) != 0) - align to screen size so the gun or + whatever is always over the same relative spot of the screen. + Works like bit 2 of the flags parameter in overwritesprite. - - Added pixel writing and reading that will work in all BUILD - graphics modes. They work just like you think they should. + - Added pixel writing and reading that will work in all BUILD + graphics modes. They work just like you think they should. - plotpixel(long x, long y, char col); - char getpixel(long x, long y); + plotpixel(long x, long y, char col); + char getpixel(long x, long y); - Please do not overuse these functions! They are NOT intended - for fast drawing! + Please do not overuse these functions! They are NOT intended + for fast drawing! - - Changed tables.dat so parallaxing skies at high resolutions - work accurately. + - Changed tables.dat so parallaxing skies at high resolutions + work accurately. - - I made bit 15 of sprite[].cstat the invisible bit. If it is - set, then the sprite won't even be considered for sorting and - there is absolutely no speed loss due to its existence. It is - faster to use this bit then manually set thesprite[] to -1. + - I made bit 15 of sprite[].cstat the invisible bit. If it is + set, then the sprite won't even be considered for sorting and + there is absolutely no speed loss due to its existence. It is + faster to use this bit then manually set thesprite[] to -1. - Since drawrooms collects the list of sprites drawmasks is about - to sort, make sure the bit is set before drawrooms. If you use - frame interpolation, you usually want to tell drawmasks somehow - to not draw yourself. Before you used to use the - thesprite[] = -1 trick. Now you do it like this: + Since drawrooms collects the list of sprites drawmasks is about + to sort, make sure the bit is set before drawrooms. If you use + frame interpolation, you usually want to tell drawmasks somehow + to not draw yourself. Before you used to use the + thesprite[] = -1 trick. Now you do it like this: - sprite[i].cstat |= 0x8000; //Set invisible bit - drawrooms(posx,posy,etc.); - sprite[i].cstat &= ~0x8000; //Restore invisible bit + sprite[i].cstat |= 0x8000; //Set invisible bit + drawrooms(posx,posy,etc.); + sprite[i].cstat &= ~0x8000; //Restore invisible bit - - Fixed distance overflow bug (the one that showed garbage - textures if a wall was really far away). + - Fixed distance overflow bug (the one that showed garbage + textures if a wall was really far away). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/27/95 - Made an example board, MONWALK.MAP, where monsters walk along - a bridge with no railing, onto a sector, and even up and down - a stairway without falling off it. If you shoot a brown so - it's almost dead, it will turn transluscent. If it's - transluscent, it won't shoot bullets. It is much easier to - test the monsters' walking when they don't shoot! + a bridge with no railing, onto a sector, and even up and down + a stairway without falling off it. If you shoot a brown so + it's almost dead, it will turn transluscent. If it's + transluscent, it won't shoot bullets. It is much easier to + test the monsters' walking when they don't shoot! - - Try my new and improved fake network player mode! Each fake - network player now gets their own window. Use insert and - delete to add or remove players. Use Scroll lock to switch - which window you control. If you have a Pentium, I would - recommend trying this out in 640*480 mode. + - Try my new and improved fake network player mode! Each fake + network player now gets their own window. Use insert and + delete to add or remove players. Use Scroll lock to switch + which window you control. If you have a Pentium, I would + recommend trying this out in 640*480 mode. - - Noticed a bug with my movesprite code: - For clipmove, I was getting the z-coordinate right, but for - getzrange I forgot to subtract half the sprite's height if - the sprite was using the real centered centering mode. + - Noticed a bug with my movesprite code: + For clipmove, I was getting the z-coordinate right, but for + getzrange I forgot to subtract half the sprite's height if + the sprite was using the real centered centering mode. - These lines set daz to the actual center of sprite i no matter - what centering mode is used: + These lines set daz to the actual center of sprite i no matter + what centering mode is used: - daz = sprite[i].z; - if ((sprite[i].cstat&128) == 0) - daz -= ((tilesizy[sprite[i].picnum]*sprite[i].yrepeat)<<1); + daz = sprite[i].z; + if ((sprite[i].cstat&128) == 0) + daz -= ((tilesizy[sprite[i].picnum]*sprite[i].yrepeat)<<1); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/28/95 - ATTENTION PROGRAMMERS! When a tile is not in the cache: - Before it used to be this: + Before it used to be this: - if (waloff[tilenum] == -1) loadtile(tilenum); - or - if (waloff[tilenum] < 0) loadtile(tilenum); + if (waloff[tilenum] == -1) loadtile(tilenum); + or + if (waloff[tilenum] < 0) loadtile(tilenum); - Now it's this: + Now it's this: - if (waloff[tilenum] == 0) loadtile(tilenum); + if (waloff[tilenum] == 0) loadtile(tilenum); - PLEASE MODIFY YOUR CODE IF YOU USE WALOFF! + PLEASE MODIFY YOUR CODE IF YOU USE WALOFF! - Windows can allocate memory with addresses so high, they - are negative. That makes the (waloff[tilenum] < 0) - method totally stupid and attempt to reload from disk - the tile constantly! I can think of 3 reasons why I - originally designed my system in this fashion: - mestupid, mestinx, and merottts. + Windows can allocate memory with addresses so high, they + are negative. That makes the (waloff[tilenum] < 0) + method totally stupid and attempt to reload from disk + the tile constantly! I can think of 3 reasons why I + originally designed my system in this fashion: + mestupid, mestinx, and merottts. - - Fixed visibility for different screen sizes. + - Fixed visibility for different screen sizes. - - ATTENTION PROGRAMMERS! Now multiply by visibility rather than - shift right by visiblity so you get a broader range of - visibility. If you want the visiblity to work like before, - use this conversion table: + - ATTENTION PROGRAMMERS! Now multiply by visibility rather than + shift right by visiblity so you get a broader range of + visibility. If you want the visiblity to work like before, + use this conversion table: - Old visibility New visibility - 8 -> 16384 - 9 -> 8192 - 10 -> 4096 - 11 -> 2048 - 12 -> 1024 - 13 -> 512 - 14 -> 256 - 15 -> 128 + Old visibility New visibility + 8 -> 16384 + 9 -> 8192 + 10 -> 4096 + 11 -> 2048 + 12 -> 1024 + 13 -> 512 + 14 -> 256 + 15 -> 128 - - Made Alt-F make the selected wall the first wall of a sector. - This is useful for quick relative alignment adjustments. - Alt-F for 2D and 3D modes may not work for sectors with loops - inside of them. + - Made Alt-F make the selected wall the first wall of a sector. + This is useful for quick relative alignment adjustments. + Alt-F for 2D and 3D modes may not work for sectors with loops + inside of them. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/1/95 - Optimized horizontal line setup code from 9 multiplies to - 7 multiplies. + 7 multiplies. - - Fixed dark vertical lines in parallaxing skies bug I recently - introduced. + - Fixed dark vertical lines in parallaxing skies bug I recently + introduced. - - Optimized horizontal line assembly code so it doesn't use the - awful SHLD instruction any more. This is a good speed - improvement for Pentiums only. + - Optimized horizontal line assembly code so it doesn't use the + awful SHLD instruction any more. This is a good speed + improvement for Pentiums only. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/2/95 - Added some code to my GAME.C which detects when a computer gets - out of sync in a multiplayer game. It's not as easy as you - may think with all the faketimerhandler and fifo crap. If - you want to put this code in your game, search all areas in - my code with the keyword "syncval". + out of sync in a multiplayer game. It's not as easy as you + may think with all the faketimerhandler and fifo crap. If + you want to put this code in your game, search all areas in + my code with the keyword "syncval". - - Fixed palookup crashing bug. + - Fixed palookup crashing bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/6/95 - Moved windowx1, windowy1, windowx2, windowy2 variables into - BUILD.H. They are the exact parameters you passed to the - last setview call. Please DO NOT modify them directly. - Use setview to modify them. + BUILD.H. They are the exact parameters you passed to the + last setview call. Please DO NOT modify them directly. + Use setview to modify them. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/10/95 - Fixed makepalookup bug when shading to non 0. - - Fixed palookup pointer setting bug. + - Fixed palookup pointer setting bug. - - ATTENTION PROGRAMMERS! I made a new cacheing system which allows - any type of object to be allocated in my cache, such as - artwork tiles and sounds or whatever else you may want to - put on the cache. This may or may not affect you. If you - haven't been hacking into my code, then you shouldn't have to - change your code. The cacheing routines have been moved into - a separate module, cache1d.obj. If you link engine.obj, then - you must also link cache1d.obj. Please update your makefiles. + - ATTENTION PROGRAMMERS! I made a new cacheing system which allows + any type of object to be allocated in my cache, such as + artwork tiles and sounds or whatever else you may want to + put on the cache. This may or may not affect you. If you + haven't been hacking into my code, then you shouldn't have to + change your code. The cacheing routines have been moved into + a separate module, cache1d.obj. If you link engine.obj, then + you must also link cache1d.obj. Please update your makefiles. - For anybody who may want to re-write my cacheing system, here's - how it now works: (I have only 3 functions in cache1d.obj - right now, initcache, uninitcache, and allocache) + For anybody who may want to re-write my cacheing system, here's + how it now works: (I have only 3 functions in cache1d.obj + right now, initcache, uninitcache, and allocache) - Allocate a nice BIG buffer, like from 1MB-4MB and - call initcache(long cachestart, long cachesize) where + Allocate a nice BIG buffer, like from 1MB-4MB and + call initcache(long cachestart, long cachesize) where - cachestart = (long)(pointer to start of BIG buffer) - cachesize = length of BIG buffer + cachestart = (long)(pointer to start of BIG buffer) + cachesize = length of BIG buffer - Ex: initcache(FP_OFF(pic),cachesize); + Ex: initcache(FP_OFF(pic),cachesize); - Loadpics calls this function for you so you don't normally - need to call it. + Loadpics calls this function for you so you don't normally + need to call it. - call allocache(long ptr, long siz) whenever you need to - allocate a temporary buffer, where + call allocache(long ptr, long siz) whenever you need to + allocate a temporary buffer, where - ptr = (long)(pointer to (4-byte pointer to thing))\ - siz = number of bytes + ptr = (long)(pointer to (4-byte pointer to thing))\ + siz = number of bytes - Ex: if (waloff[tilenume] == 0) - allocache((long)&waloff[tilenume],walsiz[tilenume]); + Ex: if (waloff[tilenume] == 0) + allocache((long)&waloff[tilenume],walsiz[tilenume]); - Allocache is totally tile independent. To allocate a sound - on the cache, you can call allocache. + Allocache is totally tile independent. To allocate a sound + on the cache, you can call allocache. - There are 3 functions in the engine which help manage the - cache for you: loadpics - calls initcache - loadtile - calls allocache - allocatepermanenttile - special function - that allocates permanent memory - from the cache. + There are 3 functions in the engine which help manage the + cache for you: loadpics - calls initcache + loadtile - calls allocache + allocatepermanenttile - special function + that allocates permanent memory + from the cache. - - Fixed clipmove crashing bug when passing a sectnum < 0. Whenever - you moved in BUILD and you weren't in a valid sector, memory - was getting trashed. + - Fixed clipmove crashing bug when passing a sectnum < 0. Whenever + you moved in BUILD and you weren't in a valid sector, memory + was getting trashed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/12/95 - Added ExtPreCheckKeys(void) to BSTUB.C. It is called before - drawrooms / drawmasks in 3D mode, whereas ExtCheckKeys(void) - is called after drawrooms / drawmasks (and before nextpage). + drawrooms / drawmasks in 3D mode, whereas ExtCheckKeys(void) + is called after drawrooms / drawmasks (and before nextpage). - - Added bit to flags of rotatesprite to allow x-flipping. See - updated documentation. + - Added bit to flags of rotatesprite to allow x-flipping. See + updated documentation. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/17/95 - Added aspect ratio for those weird modes like 320*400, etc. - You could call setaspect to properly adjust a mode that is - not exactly correct, or for special effect that stretch - the screen. + You could call setaspect to properly adjust a mode that is + not exactly correct, or for special effect that stretch + the screen. - In ENGINE.OBJ, I added a function, setaspect(long daaspect), - where you pass the Y/X aspect ratio scaled up 16 bits, so - 65536 would be normal. You don't need to call this if you - don't want to. By default, in setview, I call setaspect - with these parameters: + In ENGINE.OBJ, I added a function, setaspect(long daaspect), + where you pass the Y/X aspect ratio scaled up 16 bits, so + 65536 would be normal. You don't need to call this if you + don't want to. By default, in setview, I call setaspect + with these parameters: - setaspect(divscale16(ydim*320,xdim*200)); - (also written as:) - setaspect(((ydim*320)<<16)/(xdim*200)); + setaspect(divscale16(ydim*320,xdim*200)); + (also written as:) + setaspect(((ydim*320)<<16)/(xdim*200)); - Note that in 320*200 mode the value passed would be 65536 - which is a 1:1 aspect ratio. + Note that in 320*200 mode the value passed would be 65536 + which is a 1:1 aspect ratio. - In BUILD.H, I added yxaspect and xyaspect. + In BUILD.H, I added yxaspect and xyaspect. - When you call setaspect(daaspect), + When you call setaspect(daaspect), - yxaspect = daaspect; - xyaspect = (1<<32) / yxaspect; //reciprocal - and other internal variables, so DON'T MODIFY YXASPECT - AND XYASPECT DIRECTLY! + yxaspect = daaspect; + xyaspect = (1<<32) / yxaspect; //reciprocal + and other internal variables, so DON'T MODIFY YXASPECT + AND XYASPECT DIRECTLY! - Since drawmapview is also affect by the aspect ratio, you - will need to make sure drawoverheadmap is affected so - the map modes match up. Please look at and copy my updated - drawoverheadmap function into your GAME.C if you use it. + Since drawmapview is also affect by the aspect ratio, you + will need to make sure drawoverheadmap is affected so + the map modes match up. Please look at and copy my updated + drawoverheadmap function into your GAME.C if you use it. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/18/95 - Revised caching system so it supports locking. - Here are the new parameters to allocache: + Here are the new parameters to allocache: - allocache(long *bufptr, long bufsiz, char *lockptr) - *bufptr = pointer to 4-byte pointer to buffer - bufsiz = number of bytes to allocate - *lockptr = pointer to 1-byte locking char. 1=locked, 0=not + allocache(long *bufptr, long bufsiz, char *lockptr) + *bufptr = pointer to 4-byte pointer to buffer + bufsiz = number of bytes to allocate + *lockptr = pointer to 1-byte locking char. 1=locked, 0=not - And uninitcache works a little differently too: - Call uninitcache(0) to remove all UNLOCKED items or - Call uninitcache(1) to remove ALL items. - After calling uninitcache, you do not need to call - initcache to use the cache again. + And uninitcache works a little differently too: + Call uninitcache(0) to remove all UNLOCKED items or + Call uninitcache(1) to remove ALL items. + After calling uninitcache, you do not need to call + initcache to use the cache again. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/21/95 - Made changespritesect and changespritestat return 0 instead of -1 - when changing to same value. + when changing to same value. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/25/95 - Added relative visibility for sectors. In 3D EDIT MODE, use - ALT+(keyp.)+/- to change an individual sector's visibility. - Press Shift in addition for fine visibility changine. By - default you change it by 16. Press CTRL+ALT+(keyp.)+/- to - change the global visibility. The global visibility is not - saved in the map. + ALT+(keyp.)+/- to change an individual sector's visibility. + Press Shift in addition for fine visibility changine. By + default you change it by 16. Press CTRL+ALT+(keyp.)+/- to + change the global visibility. The global visibility is not + saved in the map. - - Can now delete many sectors at a time. Select sectors with the - rt. Alt. Then press Ctrl-delete on any highlighted sector to - delete all the highlighted sectors. + - Can now delete many sectors at a time. Select sectors with the + rt. Alt. Then press Ctrl-delete on any highlighted sector to + delete all the highlighted sectors. - - Fixed build sometimes not saving when quitting from 2D mode bug. + - Fixed build sometimes not saving when quitting from 2D mode bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/27/95 - Fixed bugs in network work that should make it miss packets - much less often than before. + much less often than before. - - Fixed bug in ncopy so it shouldn't halt or crash anymore. + - Fixed bug in ncopy so it shouldn't halt or crash anymore. - - Added spritecstat[] the thesprite arrays. Please use my - thesprite arrays rather than modifying the sprite directly - since hitscan and clipmove use bits 4 and 8 of sprite[].cstat. + - Added spritecstat[] the thesprite arrays. Please use my + thesprite arrays rather than modifying the sprite directly + since hitscan and clipmove use bits 4 and 8 of sprite[].cstat. - - ATTENTION PROGRAMMERS: Added 1 parameter to neartag that will - allow you to search only lotags or only hitags. See updated - documentation above. + - ATTENTION PROGRAMMERS: Added 1 parameter to neartag that will + allow you to search only lotags or only hitags. See updated + documentation above. - neartag (long xs, long ys, long zs, short sectnum, short ange, - short *neartagsector, short *neartagwall, short *neartagsprite, - long *neartaghitdist, long neartagrange, char tagsearch) + neartag (long xs, long ys, long zs, short sectnum, short ange, + short *neartagsector, short *neartagwall, short *neartagsprite, + long *neartaghitdist, long neartagrange, char tagsearch) - If tagsearch = 1, neartag searches lotag only - If tagsearch = 2, neartag searches hitag only - If tagsearch = 3, neartag searches lotag&hitag + If tagsearch = 1, neartag searches lotag only + If tagsearch = 2, neartag searches hitag only + If tagsearch = 3, neartag searches lotag&hitag - Neartag used to always search both lotag&hitag. + Neartag used to always search both lotag&hitag. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/30/95 - Added ExtAnalyzeSprites(void) to BSTUB and a spriteshade array - to BUILD.H. + to BUILD.H. - - Made circle drawing in 2D EDIT MODE work better at large sizes. + - Made circle drawing in 2D EDIT MODE work better at large sizes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/5/95 - Added shareware / registered artwork version control to EDITART. - In 'V' mode, when you press ALT-R to get a report of tile - frequencies of tiles on all the maps in the current directory, - you can toggle the shareware/registered bit with the space bar. - This bit is saved in the top bit of the picanm bits so it is - stored permanently in the art file. Press ALT-D in this mode - to automatically delete all registered tiles. Please before - you do the deleting phase, copy all artwork to a temporary - directory!!! It is safe, however, the toggle the new bit in - the full version. + In 'V' mode, when you press ALT-R to get a report of tile + frequencies of tiles on all the maps in the current directory, + you can toggle the shareware/registered bit with the space bar. + This bit is saved in the top bit of the picanm bits so it is + stored permanently in the art file. Press ALT-D in this mode + to automatically delete all registered tiles. Please before + you do the deleting phase, copy all artwork to a temporary + directory!!! It is safe, however, the toggle the new bit in + the full version. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/7/95 - Made 3 main structures defined with typedef so struct prefix - is no longer needed with sectortype, walltype, and spritetype. + is no longer needed with sectortype, walltype, and spritetype. - - Added new function to engine: + - Added new function to engine: - short sectorofwall(short dawall); + short sectorofwall(short dawall); - It returns the sector of a given wall. It is well optimized - including sector[sector[].nextwall].nextsector if a red wall - and a binary search on the sector[].wallptr's if it is a - white wall. On average, sectorofwall should have to scan - through only 10 different sector indeces to find the right - sector (not 1024!). + It returns the sector of a given wall. It is well optimized + including sector[sector[].nextwall].nextsector if a red wall + and a binary search on the sector[].wallptr's if it is a + white wall. On average, sectorofwall should have to scan + through only 10 different sector indeces to find the right + sector (not 1024!). - - ATTENTION PROGRAMMERS! Made all the separate thesprite arrays - into a single array of sprite structures call tsprite. See - BUILD.H!!! This means: + - ATTENTION PROGRAMMERS! Made all the separate thesprite arrays + into a single array of sprite structures call tsprite. See + BUILD.H!!! This means: - spritepicnum[i] is now tsprite[i].picnum - spritex[i] is now tsprite[i].x - spritey[i] is now tsprite[i].y - spritez[i] is now tsprite[i].z - spriteshade[i] is now tsprite[i].shade - spritecstat[i] is now tsprite[i].cstat - spritepal[i] is now tsprite[i].pal - thesprite[i] is now tsprite[i].owner <<<============ + spritepicnum[i] is now tsprite[i].picnum + spritex[i] is now tsprite[i].x + spritey[i] is now tsprite[i].y + spritez[i] is now tsprite[i].z + spriteshade[i] is now tsprite[i].shade + spritecstat[i] is now tsprite[i].cstat + spritepal[i] is now tsprite[i].pal + thesprite[i] is now tsprite[i].owner <<<============ - Everything above is straight forward, except for thesprite, - which has been renamed to owner. + Everything above is straight forward, except for thesprite, + which has been renamed to owner. - All other tsprite parameters, such as .xrepeat, .yoffset, - etc. can also be modified without changing the real - sprite structure so the game won't out of sync. + All other tsprite parameters, such as .xrepeat, .yoffset, + etc. can also be modified without changing the real + sprite structure so the game won't out of sync. - - Made tsprite[].statnum be a priority variable for sorting sprites - that are the exact same distance from you. I think higher - means more in front. + - Made tsprite[].statnum be a priority variable for sorting sprites + that are the exact same distance from you. I think higher + means more in front. - - Made clipmove allow you to cross any red sector line when the z's - of the next sector are farther apart. This may solve clipping - bugs such as when you're in water. You may be able to remove - some work-arounds you may have programmed previously. + - Made clipmove allow you to cross any red sector line when the z's + of the next sector are farther apart. This may solve clipping + bugs such as when you're in water. You may be able to remove + some work-arounds you may have programmed previously. - - NEW FILE GROUPING SYSTEM!!! - My system will first search for the stand-alone file in the - directory. If it doesn't find it, then it will search for it - in the group file. If it still doesn't find it then -1 city. - Use KGROUP.EXE to create a grouped file from a lot of other - files. Type KGROUP [grouped filename][filespec][filespec][...] - For example this line will create the new grouped file, - stuff.dat, including all the following files specified: - kgroup stuff.dat *.art *.map tables.dat palette.dat - Feel free to make your own batch files. If there is demand, - I can make kgroup support appending, replacing, and extraction. + - NEW FILE GROUPING SYSTEM!!! + My system will first search for the stand-alone file in the + directory. If it doesn't find it, then it will search for it + in the group file. If it still doesn't find it then -1 city. + Use KGROUP.EXE to create a grouped file from a lot of other + files. Type KGROUP [grouped filename][filespec][filespec][...] + For example this line will create the new grouped file, + stuff.dat, including all the following files specified: + kgroup stuff.dat *.art *.map tables.dat palette.dat + Feel free to make your own batch files. If there is demand, + I can make kgroup support appending, replacing, and extraction. - Here is the file format of a grouped file: - ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ - ³ 12 bytes - File grouping ID ³ - ³ 4 bytes - Number of files ³ - ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ - ³For each file: (16 bytes per file) ³ - ³ 12 bytes - Filename with extension (13th byte would be a 0) ³ - ³ 4 bytes - Length of file ³ - ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ - ³ Pure, raw file data, ordered just like you think it would be ³ - ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ - There just couldn't be a simpler format. This format is so - hacker happy that when you view it in a hex editor, all the - filenames line up perfectly since they're multiples of 16. - Anybody who can't figure this out, of course, not only rots, - but is probably one of those really stupid people who would - actually "pay" to get the full version of a game. + Here is the file format of a grouped file: + ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ + ³ 12 bytes - File grouping ID ³ + ³ 4 bytes - Number of files ³ + ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ + ³For each file: (16 bytes per file) ³ + ³ 12 bytes - Filename with extension (13th byte would be a 0) ³ + ³ 4 bytes - Length of file ³ + ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ + ³ Pure, raw file data, ordered just like you think it would be ³ + ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ + There just couldn't be a simpler format. This format is so + hacker happy that when you view it in a hex editor, all the + filenames line up perfectly since they're multiples of 16. + Anybody who can't figure this out, of course, not only rots, + but is probably one of those really stupid people who would + actually "pay" to get the full version of a game. - The engine currently supports grouping for: - *.ART, *.MAP, TABLES.DAT and PALETTE.DAT. If you want - to group your own files, you will have to use my loading - routines rather than the standard ones for those files. My - file routines are basically an extra layer around the standard - lo-level functions. Look at these 5 routines I currently - support: + The engine currently supports grouping for: + *.ART, *.MAP, TABLES.DAT and PALETTE.DAT. If you want + to group your own files, you will have to use my loading + routines rather than the standard ones for those files. My + file routines are basically an extra layer around the standard + lo-level functions. Look at these 5 routines I currently + support: - Welcome to the K-routines! - open -> kopen4load(char *filename) - read -> kread(long handle, void *buffer, long leng) - lseek -> klseek(long handle, long offset, long whence) - filelength -> kfilelength(long handle) - close -> kclose(long handle) + Welcome to the K-routines! + open -> kopen4load(char *filename) + read -> kread(long handle, void *buffer, long leng) + lseek -> klseek(long handle, long offset, long whence) + filelength -> kfilelength(long handle) + close -> kclose(long handle) - Note that you only pass the filename to my kopen4load function. + Note that you only pass the filename to my kopen4load function. - Here are 2 other routines that you MUST use, whether you like - my file grouping system or not: + Here are 2 other routines that you MUST use, whether you like + my file grouping system or not: - initgroupfile(char *groupfilename) - Call this with the name of your grouped file before - any possible file loading will the k-routines. Note that - tables.dat uses the k-routines and it is in initengine(). - Please don't give your grouped filename an extension that - starts with W, ends with D, and has a vowel in between. - And don't even bother to write your own file grouping - system because even if you do, people still have to write - their own new utilities to read the ART and MAP files. + initgroupfile(char *groupfilename) + Call this with the name of your grouped file before + any possible file loading will the k-routines. Note that + tables.dat uses the k-routines and it is in initengine(). + Please don't give your grouped filename an extension that + starts with W, ends with D, and has a vowel in between. + And don't even bother to write your own file grouping + system because even if you do, people still have to write + their own new utilities to read the ART and MAP files. - uninitgroupfile() - Call before quitting to DOS. - ------------------------------------------------------ - - ATTENTION PROGRAMMERS! Changed kopen4load from: + uninitgroupfile() + Call before quitting to DOS. + ------------------------------------------------------ + - ATTENTION PROGRAMMERS! Changed kopen4load from: - kopen4load(char *filename) - to: - kopen4load(char *filename, char searchfirst) + kopen4load(char *filename) + to: + kopen4load(char *filename, char searchfirst) - where: - if searchfirst = 0 then search stand alone first then group file - if searchfirst = 1 then search group file only + where: + if searchfirst = 0 then search stand alone first then group file + if searchfirst = 1 then search group file only ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/12/95 - Tracked down an OUT OF SYNC bug with my multiplayer code! - In my GAME.C, the way I had my sync arrays organized were - wrong. The problem was that if faketimerhandler was - called during domovethings, the sync arrays may have been - changed, getting the game out of sync. The solution is - to keep the sync arrays in domovethings totally separate - from the sync arrays in faketimerhandler. I split my sync - arrays into 2 separate arrays, sync and fsync, where fsync - and osync are for use BEFORE the FIFO only (such as - faketimerhandler and getpackets), and sync is used AFTER - the FIFO only (such as domovethings). PLEASE SPLIT YOUR - SYNC ARRAYS AS I DESCRIBED! + In my GAME.C, the way I had my sync arrays organized were + wrong. The problem was that if faketimerhandler was + called during domovethings, the sync arrays may have been + changed, getting the game out of sync. The solution is + to keep the sync arrays in domovethings totally separate + from the sync arrays in faketimerhandler. I split my sync + arrays into 2 separate arrays, sync and fsync, where fsync + and osync are for use BEFORE the FIFO only (such as + faketimerhandler and getpackets), and sync is used AFTER + the FIFO only (such as domovethings). PLEASE SPLIT YOUR + SYNC ARRAYS AS I DESCRIBED! - - The OUT OF SYNC message doesn't flicker any more. See the - section of code in GAME.C where I set syncstat. + - The OUT OF SYNC message doesn't flicker any more. See the + section of code in GAME.C where I set syncstat. - - Fixed up a waitforeverybody function for network games which - waits for everybody to be at a certain part of the game. - Waitforeverybody also uses getpackets message number 5. + - Fixed up a waitforeverybody function for network games which + waits for everybody to be at a certain part of the game. + Waitforeverybody also uses getpackets message number 5. - - Added new clipping function that will push players away from - walls that are too close. It solves A LOT of movement - clipping problems. It can be pretty darn slow if it detects - that you're too close to a wall, so I'd recommend using it - only for players. + - Added new clipping function that will push players away from + walls that are too close. It solves A LOT of movement + clipping problems. It can be pretty darn slow if it detects + that you're too close to a wall, so I'd recommend using it + only for players. - pushmove (long *x, long *y, long *z, short *sectnum, - long walldist, long ceildist, long flordist, char cliptype) + pushmove (long *x, long *y, long *z, short *sectnum, + long walldist, long ceildist, long flordist, char cliptype) - The parameters are exactly the same as clipmove but with no - xvect or yvect. Pushmove returns either a 0 or -1. If - it returns a -1, then that means that it could not push - the player away from the offending wall after 256 tries. - When this happens, then you should kill the player - instantly, because this only happens when the player is - getting smooshed. + The parameters are exactly the same as clipmove but with no + xvect or yvect. Pushmove returns either a 0 or -1. If + it returns a -1, then that means that it could not push + the player away from the offending wall after 256 tries. + When this happens, then you should kill the player + instantly, because this only happens when the player is + getting smooshed. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/13/95 - Made clipinsidebox and clipinsideboxline return 0 if line doesn't - intersect box, 1 if line intersects box and center of box - is in front of line, or 2 if line intersects box and center - of box is behind line. + intersect box, 1 if line intersects box and center of box + is in front of line, or 2 if line intersects box and center + of box is behind line. - - Cansee should now work properly with overlapping. + - Cansee should now work properly with overlapping. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/19/95 - ATTENTION! Remove work-arounds!!! Found nasty getzrange bug. - Getzrange used to let you fall through red sector line cracks - when you were near more multiple red sector line sharing the - same 2 sectors. Sound familiar anybody? + Getzrange used to let you fall through red sector line cracks + when you were near more multiple red sector line sharing the + same 2 sectors. Sound familiar anybody? - - Made pushmove return the sector of whatever x and y end up in. + - Made pushmove return the sector of whatever x and y end up in. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/22/95 - I included cache1d.c renamed to cache1d.txt in this upload. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/26/95 - Made face and wall sprites of clipmove, getzrange, hitscan, and - neartag sensitive to the y-offset that you set in Editart. + neartag sensitive to the y-offset that you set in Editart. - - Made one sprite sorting case work perfectly: where multiple - sprites have the same x and y location (and priority). The - sorting still doesn't work perfectly, but this one case can - solve many of the current sprite sorting bugs, such as - inserting a floor sprite of blood below a dead body. + - Made one sprite sorting case work perfectly: where multiple + sprites have the same x and y location (and priority). The + sorting still doesn't work perfectly, but this one case can + solve many of the current sprite sorting bugs, such as + inserting a floor sprite of blood below a dead body. - - Fixed some sprite drawing clipping bugs for wall and floor - sprites. Now, wall sprites and floor sprites should not - show through walls, ceilings, or floors when they're not - supposed to. Also, I fixed a case where wall sprites - disappeared when they happened to be between 2 white walls - that clipped it. + - Fixed some sprite drawing clipping bugs for wall and floor + sprites. Now, wall sprites and floor sprites should not + show through walls, ceilings, or floors when they're not + supposed to. Also, I fixed a case where wall sprites + disappeared when they happened to be between 2 white walls + that clipped it. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/27/95 - Fixed even more sprite drawing clipping bugs for wall sprites. - - BONUS!!! Wall sprites now clip to white walls! (not red walls) - If you ornament a wall, make sure that neither endpoint of the - wall sprite is behind the wall or else it will get clipped. - Please run lookatme.map from my game.exe which demonstrates - some of the things you can do in build now without bugs. + - BONUS!!! Wall sprites now clip to white walls! (not red walls) + If you ornament a wall, make sure that neither endpoint of the + wall sprite is behind the wall or else it will get clipped. + Please run lookatme.map from my game.exe which demonstrates + some of the things you can do in build now without bugs. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/30/95 - Made drawline256 clip with startumost/startdmost. - - Moved keyboard handler into GAME.C. Here's what you need to do - to use my keyboard handler (see my GAME.C): + - Moved keyboard handler into GAME.C. Here's what you need to do + to use my keyboard handler (see my GAME.C): - 1. Some global variables: + 1. Some global variables: - #define KEYFIFOSIZ 64 - void (__interrupt __far *oldkeyhandler)(); - void __interrupt __far keyhandler(void); - volatile char keystatus[256], keyfifo[KEYFIFOSIZ]; - volatile char keyfifoplc, keyfifoend; - volatile char readch, oldreadch, extended, keytemp; + #define KEYFIFOSIZ 64 + void (__interrupt __far *oldkeyhandler)(); + void __interrupt __far keyhandler(void); + volatile char keystatus[256], keyfifo[KEYFIFOSIZ]; + volatile char keyfifoplc, keyfifoend; + volatile char readch, oldreadch, extended, keytemp; - 2. initkeys() + 2. initkeys() - 3. uninitkeys() + 3. uninitkeys() - 4. keyhandler() + 4. keyhandler() - 5. Make sure to call initkeys and uninitkeys. A good place - would be next to where you call inittimer / uninittimer. + 5. Make sure to call initkeys and uninitkeys. A good place + would be next to where you call inittimer / uninittimer. - I didn't put my keyboard handler into BSTUB since I am using - keystatus throughout build.obj. Besides I didn't want to anybody - too bad of a headache for one upload. + I didn't put my keyboard handler into BSTUB since I am using + keystatus throughout build.obj. Besides I didn't want to anybody + too bad of a headache for one upload. - - Did you know that screencapture inverses black and white if you - hold either shift key down? This option is useful for - printing out board maps. Since I don't own the keyboard - any more, I had to make screencapture take inverseit as the - second parameter. + - Did you know that screencapture inverses black and white if you + hold either shift key down? This option is useful for + printing out board maps. Since I don't own the keyboard + any more, I had to make screencapture take inverseit as the + second parameter. - screencapture(char *filename, char inverseit); + screencapture(char *filename, char inverseit); - Ex: screencapture("captxxxx.pcx",keystatus[0x2a]|keystatus[0x36]); + Ex: screencapture("captxxxx.pcx",keystatus[0x2a]|keystatus[0x36]); - If (inverseit == 0) then nuttin' special - If (inverseit == 1) then super-reverso blacko-whiteo mode! + If (inverseit == 0) then nuttin' special + If (inverseit == 1) then super-reverso blacko-whiteo mode! - I also had to move the stereo adjustment keys into game.c - Just search for the "stereo" keyword in GAME.C. It'll take - through all the necessary places. + I also had to move the stereo adjustment keys into game.c + Just search for the "stereo" keyword in GAME.C. It'll take + through all the necessary places. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/5/95 - Moved my keytimerstuff from my timerhandler into getinput. - (which is where it should be) + (which is where it should be) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/10/95 - Added a loadtilelockmode variable to BUILD.H. It's a global - variable that makes future loadtile calls allocate their - buffers on the cache as unlocked (0-default) or locked (1). - I decided to make this a global variable rather than a - parameter to save some people from rewriting code. + variable that makes future loadtile calls allocate their + buffers on the cache as unlocked (0-default) or locked (1). + I decided to make this a global variable rather than a + parameter to save some people from rewriting code. - EXTERN char loadtilelockmode; + EXTERN char loadtilelockmode; - - Made my 2D EDIT MODE space bar code clear out new sectors and - wall structures to 0. (except for the extras which are -1) + - Made my 2D EDIT MODE space bar code clear out new sectors and + wall structures to 0. (except for the extras which are -1) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/20/95 - I forgot to documenent rotatesprite bit 3, which controls - whether or not the sprite will be clipped to the startumost - /startdmost arrays. If the bit is a 1, then the sprite will - not be clipped. This mode is useful for doing status bars - at variable resolutions. What you do is instead of calling - permanentwritesprite, you call rotatesprite with the scaling - bit and startumost/startdmost clipping bit off. For non - screen-buffer modes, be sure to call rotatesprite for each - page of the mode. Use the numpages variable in BUILD.H to - get the number of video pages used. + whether or not the sprite will be clipped to the startumost + /startdmost arrays. If the bit is a 1, then the sprite will + not be clipped. This mode is useful for doing status bars + at variable resolutions. What you do is instead of calling + permanentwritesprite, you call rotatesprite with the scaling + bit and startumost/startdmost clipping bit off. For non + screen-buffer modes, be sure to call rotatesprite for each + page of the mode. Use the numpages variable in BUILD.H to + get the number of video pages used. - - Added clipping box parameters to rotatesprite: Here is the - prototype now: + - Added clipping box parameters to rotatesprite: Here is the + prototype now: - rotatesprite (long sx, long sy, long z, short a, short picnum, - signed char dashade, char dapalnum, char dastat, - long cx1, long cy1, long cx2, long cy2) + rotatesprite (long sx, long sy, long z, short a, short picnum, + signed char dashade, char dapalnum, char dastat, + long cx1, long cy1, long cx2, long cy2) - For your information, rotatesprite used to choose default - clipping box sizes using this code: + For your information, rotatesprite used to choose default + clipping box sizes using this code: - if ((dastat&8) == 0) - { //0,0,xdim-1,ydim-1 - cx1 = windowx1; cy1 = windowy1; - cx2 = windowx2; cy2 = windowy2; - } - else - { - cx1 = 0; cy1 = 0; - cx2 = xdim-1; cy2 = ydim-1; - } + if ((dastat&8) == 0) + { //0,0,xdim-1,ydim-1 + cx1 = windowx1; cy1 = windowy1; + cx2 = windowx2; cy2 = windowy2; + } + else + { + cx1 = 0; cy1 = 0; + cx2 = xdim-1; cy2 = ydim-1; + } - Now both permanentwritesprite and overwrite can both be - replaced with rotatesprite which now does everything. - To replace permanentwritesprite, you must make sure to - draw to all the pages in numpages. + Now both permanentwritesprite and overwrite can both be + replaced with rotatesprite which now does everything. + To replace permanentwritesprite, you must make sure to + draw to all the pages in numpages. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/27/95 - Fixed recently introduced build 3D mode bug when you press the - L.ENTER key on a blank map. Also made sectorofwall return -1 - if an invalid wall is passed to it. + L.ENTER key on a blank map. Also made sectorofwall return -1 + if an invalid wall is passed to it. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/28/95 - Added a function to my game that shows only the local area of - the map by scanning through the nextsectors of walls and - setting the show2dsector, show2dwall, and show2dsprite - arrays properly. You should call this function any time - (show2dsector[cursectnum>>3] & (1<<(cursectnum&7))) == 0) - That means it's not showing the sector you're currently - in. You should also manipulate show2dsprite any time you - insert or warp a sprite. + the map by scanning through the nextsectors of walls and + setting the show2dsector, show2dwall, and show2dsprite + arrays properly. You should call this function any time + (show2dsector[cursectnum>>3] & (1<<(cursectnum&7))) == 0) + That means it's not showing the sector you're currently + in. You should also manipulate show2dsprite any time you + insert or warp a sprite. - - You know the one thing in my engine that doesn't work in chained - mode? Well I fixed it! + - You know the one thing in my engine that doesn't work in chained + mode? Well I fixed it! - - Fixed a bug which made it print out of sync when it really - wasn't (This bug probably only affecting my game.) In - getsyncstat, I was calling updatecrc16() with things other - than chars, making it index invalid parts of the crctable - array. + - Fixed a bug which made it print out of sync when it really + wasn't (This bug probably only affecting my game.) In + getsyncstat, I was calling updatecrc16() with things other + than chars, making it index invalid parts of the crctable + array. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/30/95 - Reduced some overhead memory: - * Removed walsiz[] array. (16K saved). If you ACTUALLY used - this array, you can multiply tilesizx[]*tilesizy[] instead. - * Made sqr table from longs to shorts with same precision. - * Removed tantable. (4K saved) - * Reduced internal constant, MAXWALLSB, from 4096 to 2048 - (96K saved). + * Removed walsiz[] array. (16K saved). If you ACTUALLY used + this array, you can multiply tilesizx[]*tilesizy[] instead. + * Made sqr table from longs to shorts with same precision. + * Removed tantable. (4K saved) + * Reduced internal constant, MAXWALLSB, from 4096 to 2048 + (96K saved). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/1/95 - Added another bit to rotatesprite for top-left corner mode and - made documentation of the stat bits more clear. + made documentation of the stat bits more clear. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/3/95 - Fixed a bug with rotatesprite so it now scales perfectly to the - full screen view when enabling bits 2 and 8 of the stat field. - This means that with rotatesprite, you can easily get your - status bars, etc., to work at any resolution. + full screen view when enabling bits 2 and 8 of the stat field. + This means that with rotatesprite, you can easily get your + status bars, etc., to work at any resolution. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/4/95 - New Doom->Build update! You can now convert doors and lots of - other weird things. Fixed more conversion bugs. Sprites now - convert properly in doom-artwork mode. You can now convert - PWADS. + other weird things. Fixed more conversion bugs. Sprites now + convert properly in doom-artwork mode. You can now convert + PWADS. - - Added some wacky aspect ratio keys to 3D EDIT MODE of BUILD. - Use Rt.Ctrl Rt.Alt Lt.- or Rt.Ctrl Rt.Alt Lt.= to select. + - Added some wacky aspect ratio keys to 3D EDIT MODE of BUILD. + Use Rt.Ctrl Rt.Alt Lt.- or Rt.Ctrl Rt.Alt Lt.= to select. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/12/95 - Added parameter to initmultiplayers to allow who becomes - master at the start of a multiplayer game. + master at the start of a multiplayer game. - - Added parallaxyscale variable to BUILD.H which control the ratio - at which the parallaxing skies scroll in relation to the - horizon. Default is 65536. With lower values, you don't - need as much artwork and can look higher, but I like 65536 - because it is the correct projection. + - Added parallaxyscale variable to BUILD.H which control the ratio + at which the parallaxing skies scroll in relation to the + horizon. Default is 65536. With lower values, you don't + need as much artwork and can look higher, but I like 65536 + because it is the correct projection. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/13/95 - Had MAJOR bug with my searchmap function. If you use it, please - re-copy from my game.c + re-copy from my game.c ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/14/95 - Fixed some EVIL bugs with Rt.ALT sector copying. It shouldn't - screw up your maps anymore! And if you have maps that were - screwed up with it, you can try my new map correcting key, - L.Ctrl+L.Shift+L.Enter. This key will not affect an already - perfect map. However it can SOMETIMES clean up a map that - was screwed up. I take no responsibility if it screws up - your map even more, so please check them before saving! + screw up your maps anymore! And if you have maps that were + screwed up with it, you can try my new map correcting key, + L.Ctrl+L.Shift+L.Enter. This key will not affect an already + perfect map. However it can SOMETIMES clean up a map that + was screwed up. I take no responsibility if it screws up + your map even more, so please check them before saving! diff --git a/polymer/eduke32/build/doc/build2.txt b/polymer/eduke32/build/doc/build2.txt index c715797b2..c971377ba 100644 --- a/polymer/eduke32/build/doc/build2.txt +++ b/polymer/eduke32/build/doc/build2.txt @@ -9,1647 +9,1647 @@ BUILD programmed by Ken Silverman BUILD.TXT CONTINUED... (BUILD.TXT WAS GETTING TOO BIG!!!) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/12/95 - Added parameter to initmultiplayers to allow who becomes - master at the start of a multiplayer game. + master at the start of a multiplayer game. - - Added parallaxyscale variable to BUILD.H which control the ratio - at which the parallaxing skies scroll in relation to the - horizon. Default is 65536. With lower values, you don't - need as much artwork and can look higher, but I like 65536 - because it is the correct projection. + - Added parallaxyscale variable to BUILD.H which control the ratio + at which the parallaxing skies scroll in relation to the + horizon. Default is 65536. With lower values, you don't + need as much artwork and can look higher, but I like 65536 + because it is the correct projection. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/13/95 - Had MAJOR bug with my searchmap function. If you use it, please - re-copy from my game.c + re-copy from my game.c ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/14/95 - Fixed some EVIL bugs with Rt.ALT sector copying. It shouldn't - screw up your maps anymore! And if you have maps that were - screwed up with it, you can try my new map correcting key, - L.Ctrl+L.Shift+L.Enter. This key will not affect an already - perfect map. However it can SOMETIMES clean up a map that - was screwed up. I take no responsibility if it screws up - your map even more, so please check them before saving! + screw up your maps anymore! And if you have maps that were + screwed up with it, you can try my new map correcting key, + L.Ctrl+L.Shift+L.Enter. This key will not affect an already + perfect map. However it can SOMETIMES clean up a map that + was screwed up. I take no responsibility if it screws up + your map even more, so please check them before saving! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/16/95 - Added error correction to mmulti.obj. Mmulti.obj is like - multi.obj but it is made to work with Mark's real mode - multiplayer driver that he calls COMMIT. + multi.obj but it is made to work with Mark's real mode + multiplayer driver that he calls COMMIT. - MMULTI.OBJ vs. MULTI.OBJ: - * initmultiplayers is the same, but the parameters are ignored - * uninitmultiplayers can be called but does nothing. - * sendlogon can be called but does nothing. - * sendlogoff sends packet 255 to everybody else. It does not - need to be called any more. - * sendpacket and getpacket are the same. - * connecthead, connectpoint2[], numplayers, myconnectindex - are the same. They can be externed just like before. - * getoutputcirclesize always returns 0. It is not needed. - * setsocket does nothing. The socket is now in commit.dat. - * crctable can still be externed. - * syncstate can still be externed but is not used. - * Do not use the option[4] variable. Initmultiplayers will - always return a valid number in numplayers from 1-16. + MMULTI.OBJ vs. MULTI.OBJ: + * initmultiplayers is the same, but the parameters are ignored + * uninitmultiplayers can be called but does nothing. + * sendlogon can be called but does nothing. + * sendlogoff sends packet 255 to everybody else. It does not + need to be called any more. + * sendpacket and getpacket are the same. + * connecthead, connectpoint2[], numplayers, myconnectindex + are the same. They can be externed just like before. + * getoutputcirclesize always returns 0. It is not needed. + * setsocket does nothing. The socket is now in commit.dat. + * crctable can still be externed. + * syncstate can still be externed but is not used. + * Do not use the option[4] variable. Initmultiplayers will + always return a valid number in numplayers from 1-16. - You can link mmulti.obj in place of multi.obj and use - commit.dat as the setup file for multiplayer options. + You can link mmulti.obj in place of multi.obj and use + commit.dat as the setup file for multiplayer options. - There are 2 ways you can run your game through commit: - 1. Set the launch name (usually game.exe) in commit.dat - and type something like "commit map01 /asdf" - 2. Type "commit launch game map01 /asdf". This method - is easier if you want to use the debugger with commit - since you won't have to change commit.dat constantly. - Ex: "commit launch wd /tr=rsi game map01 /asdf" + There are 2 ways you can run your game through commit: + 1. Set the launch name (usually game.exe) in commit.dat + and type something like "commit map01 /asdf" + 2. Type "commit launch game map01 /asdf". This method + is easier if you want to use the debugger with commit + since you won't have to change commit.dat constantly. + Ex: "commit launch wd /tr=rsi game map01 /asdf" - I have not tested mmulti.obj with my BUILD game yet because - I have been using 2DRAW as my test program. I may put up a - new version of mmulti.obj with better error correction for - extremely error-prone lines soon. + I have not tested mmulti.obj with my BUILD game yet because + I have been using 2DRAW as my test program. I may put up a + new version of mmulti.obj with better error correction for + extremely error-prone lines soon. - - Kgroup can now accept a parameter as a filename with a list of - files to be put into the group file. - Ex: "kgroup @filelist.txt" + - Kgroup can now accept a parameter as a filename with a list of + files to be put into the group file. + Ex: "kgroup @filelist.txt" ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/18/95 - Found a way to greatly reduce slave "hitching" on multiplayer - games for faketimerhandler style communications. It's pretty - simple. + games for faketimerhandler style communications. It's pretty + simple. - Step 1: In the beginning of faketimerhandler, change + Step 1: In the beginning of faketimerhandler, change - ototalclock = totalclock; - TO: - ototalclock += TICSPERFRAME; + ototalclock = totalclock; + TO: + ototalclock += TICSPERFRAME; - This makes the timing of the game more constant and to - never miss ticks. I should have done this in the first - place all along. + This makes the timing of the game more constant and to + never miss ticks. I should have done this in the first + place all along. - Step 2: In getpackets, (for slaves only) count the number of - times movethings is called. Normally, movethings should - be called exactly once for every time getpackets is called - inside faketimerhandler. The hitching is because - movethings is called in a 0-2-0-2-0-2 cycle instead of the - standard 1-1-1-1-1-1 cycle. This happens because the - timers of the 2 computers are aligning in such a way that - the slave is receiving the master's packets at nearly the - same time as it calls getpackets. To correct the problem, - if movethings is called an even number of times, I randomly - add or subtract (TICSPERFRAME>>1) to ototalclock. Throw - this code at the end of getpackets: + Step 2: In getpackets, (for slaves only) count the number of + times movethings is called. Normally, movethings should + be called exactly once for every time getpackets is called + inside faketimerhandler. The hitching is because + movethings is called in a 0-2-0-2-0-2 cycle instead of the + standard 1-1-1-1-1-1 cycle. This happens because the + timers of the 2 computers are aligning in such a way that + the slave is receiving the master's packets at nearly the + same time as it calls getpackets. To correct the problem, + if movethings is called an even number of times, I randomly + add or subtract (TICSPERFRAME>>1) to ototalclock. Throw + this code at the end of getpackets: - Beginning of getpackets: - movecnt = 0; + Beginning of getpackets: + movecnt = 0; - Where slave receives buffer in getpackets, next to movethings: - movecnt++; + Where slave receives buffer in getpackets, next to movethings: + movecnt++; - End of getpackets: - if ((myconnectindex != connecthead) && ((movecnt&1) == 0)) - { - if (rand()&1) ototalclock += (TICSPERFRAME>>1); - else ototalclock -= (TICSPERFRAME>>1); - } + End of getpackets: + if ((myconnectindex != connecthead) && ((movecnt&1) == 0)) + { + if (rand()&1) ototalclock += (TICSPERFRAME>>1); + else ototalclock -= (TICSPERFRAME>>1); + } - - Found a way to interpolate anything using the doanimations - code for faketimerhandler style multiplayer games. It's not - as hard as I thought it would be (and it doesn't waste too - much memory!) To smooth out doanimations, since there's no - temporary variables that can be thrown away like with tsprite, - the current doanimations positions must be backed up at the - beginning of drawscreen and restored at the end of drawscreen. - If you want smooth up&down doors, do this: + - Found a way to interpolate anything using the doanimations + code for faketimerhandler style multiplayer games. It's not + as hard as I thought it would be (and it doesn't waste too + much memory!) To smooth out doanimations, since there's no + temporary variables that can be thrown away like with tsprite, + the current doanimations positions must be backed up at the + beginning of drawscreen and restored at the end of drawscreen. + If you want smooth up&down doors, do this: - Global declaration: - static long oanimateval[MAXANIMATES]; + Global declaration: + static long oanimateval[MAXANIMATES]; - Beginning of drawscreen: - for(i=animatecnt-1;i>=0;i--) - { - oanimateval[i] = *animateptr[i]; //Backup doanimations interpolation + Beginning of drawscreen: + for(i=animatecnt-1;i>=0;i--) + { + oanimateval[i] = *animateptr[i]; //Backup doanimations interpolation - j = *animateptr[i]; - if (j < animategoal[i]) - j = min(j+animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]); - else - j = max(j-animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]); + j = *animateptr[i]; + if (j < animategoal[i]) + j = min(j+animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]); + else + j = max(j-animatevel[i]*(totalclock-gotlastpacketclock),animategoal[i]); - *animateptr[i] = j; - } + *animateptr[i] = j; + } - End of drawscreen: - //Restore doanimations interpolation - for(i=animatecnt-1;i>=0;i--) *animateptr[i] = oanimateval[i]; + End of drawscreen: + //Restore doanimations interpolation + for(i=animatecnt-1;i>=0;i--) *animateptr[i] = oanimateval[i]; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/19/95 - Added global invisibility variable. Initengine sets it to 0 - by default. If you set global invisibility to 1, then - all sprites with the invisible bit set (sprite[].cstat&0x8000) - will be shown. This is useful for editing invisiblie sprites. + by default. If you set global invisibility to 1, then + all sprites with the invisible bit set (sprite[].cstat&0x8000) + will be shown. This is useful for editing invisiblie sprites. - - Made the hitscan blocking bit for sprites be the bit checked - when using cliptype 1 instead of the blocking bit. Before - I was accidently using the clipmove blocking bit on sprites - with cliptype 1. I should have done it this way in the first - place. I hope you haven't "built" around this bug too much! - Here's how everything works now: + - Made the hitscan blocking bit for sprites be the bit checked + when using cliptype 1 instead of the blocking bit. Before + I was accidently using the clipmove blocking bit on sprites + with cliptype 1. I should have done it this way in the first + place. I hope you haven't "built" around this bug too much! + Here's how everything works now: - Clipmove blocking bits: - Which bits: - wall[].cstat & 1 - sprite[].cstat & 1 - Used in these cases: - clipmove when cliptype = 0 - getzrange when cliptype = 0 + Clipmove blocking bits: + Which bits: + wall[].cstat & 1 + sprite[].cstat & 1 + Used in these cases: + clipmove when cliptype = 0 + getzrange when cliptype = 0 - Hitscan blocking bits: - Which bits: - wall[].cstat & 64 - sprite[].cstat & 256 - Used in these cases: - clipmove when cliptype = 1 - getzrange when cliptype = 1 - hitscan always + Hitscan blocking bits: + Which bits: + wall[].cstat & 64 + sprite[].cstat & 256 + Used in these cases: + clipmove when cliptype = 1 + getzrange when cliptype = 1 + hitscan always ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/20/95 - Reduced some overhead memory by combining 2 large internal - arrays which were used in different parts of the engine. - This is a total savings of about 90K. + arrays which were used in different parts of the engine. + This is a total savings of about 90K. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/24/95 - Changed the way 'E' mode works on ceiling and floor textures. - 64*64 and 128*128 textures are the same as before so I think - this won't screw up your existing maps. (But I can never be - sure) Now, 'E' mode always smooshes the texture size by 2 for - any size texture. + 64*64 and 128*128 textures are the same as before so I think + this won't screw up your existing maps. (But I can never be + sure) Now, 'E' mode always smooshes the texture size by 2 for + any size texture. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/29/95 - ÜÛÛÛÛÛÛÜ ÛÛ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ - ÛÛ ÛÛ ÛÛß ßÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ - ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛÛß ÛÛÛÛÛÛ ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ - ÛÛ ÛÛ ÛÛÜ ÜÛÛ ÛÛ ÛÛ ÛÛ ßß ßß ßß - ßÛÛÛÛÛÛß ßÛÛÛÛÛÛÛ ßÛÛÛÛÛÛß ÛÛ ßÛÛÛÛÛÛß ßÛÛÛÛÛÛß ÛÛ ÛÛ ÛÛ + ÛÛ ÛÛ ÛÛß ßÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ + ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛÛÛÛÛÛß ÛÛÛÛÛÛ ßÛÛÛÛÛÛÜ ÛÛ ÛÛ ÛÛ + ÛÛ ÛÛ ÛÛÜ ÜÛÛ ÛÛ ÛÛ ÛÛ ßß ßß ßß + ßÛÛÛÛÛÛß ßÛÛÛÛÛÛÛ ßÛÛÛÛÛÛß ÛÛ ßÛÛÛÛÛÛß ßÛÛÛÛÛÛß ÛÛ ÛÛ ÛÛ - New 3D EDIT MODE BUILD keys: - Press [ or ] on a ceiling or floor to change the slope. - Shift + [ or ] on a ceiling or floor to adjust finely. - Press / to reset a ceiling or floor to slope 0. - Use Alt-F in either 2D or 3D mode to change the slope's hinge. + New 3D EDIT MODE BUILD keys: + Press [ or ] on a ceiling or floor to change the slope. + Shift + [ or ] on a ceiling or floor to adjust finely. + Press / to reset a ceiling or floor to slope 0. + Use Alt-F in either 2D or 3D mode to change the slope's hinge. - Sector fields used for slopes: - The useless groudraw fields, ceilingheinum and floorheinum, - are now being used as the slope value. They are treated - as signed shorts, where 0 is slope 0, of course. To enable - slope mode, you must also set bit 1 of the ceilingstat or - floorstat bits. + Sector fields used for slopes: + The useless groudraw fields, ceilingheinum and floorheinum, + are now being used as the slope value. They are treated + as signed shorts, where 0 is slope 0, of course. To enable + slope mode, you must also set bit 1 of the ceilingstat or + floorstat bits. - Known bugs: - There are still a few bugs that I haven't gotten around to - fixing yet. They're not necessarily hard to fix - it's just - that there are a lot of little things that need to be updated - (on my part). + Known bugs: + There are still a few bugs that I haven't gotten around to + fixing yet. They're not necessarily hard to fix - it's just + that there are a lot of little things that need to be updated + (on my part). - - Hitscan does not hit slopes correctly. - - Rare divide overflow bug in my wallmost function only when - you're very close to a red sector line of a slope. - - Relative alignment for slopes not yet programmed. Relative - alignment for slopes will allow square aspect ratio for all - slopes of slopes. - - ALT-F code with passing loops would be nice. - - Visibility not implemented for slopes yet. - - Sometimes an annoying tiny wall is drawn at sector lines. + - Hitscan does not hit slopes correctly. + - Rare divide overflow bug in my wallmost function only when + you're very close to a red sector line of a slope. + - Relative alignment for slopes not yet programmed. Relative + alignment for slopes will allow square aspect ratio for all + slopes of slopes. + - ALT-F code with passing loops would be nice. + - Visibility not implemented for slopes yet. + - Sometimes an annoying tiny wall is drawn at sector lines. - Don't call me to tell me about these bugs. I know about them. - And if I didn't list your favorite bug of the day, it will - probably be brought up by the 2 internal teams now working - with BUILD. + Don't call me to tell me about these bugs. I know about them. + And if I didn't list your favorite bug of the day, it will + probably be brought up by the 2 internal teams now working + with BUILD. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/4/95 - Made ALT-F select any wall of a sector, even crossing loops. - In 3D mode, ALT-F now sets the selected wall directly to the - first wall. + In 3D mode, ALT-F now sets the selected wall directly to the + first wall. - - Fixes related to slopes: - * Relative alignment now works. Use relative alignment on high - slopes if you don't like the way the texture is stretched - out. - * Flipping now works - * Panning now works - * Fixed seams for SOME (not all) slope borders + - Fixes related to slopes: + * Relative alignment now works. Use relative alignment on high + slopes if you don't like the way the texture is stretched + out. + * Flipping now works + * Panning now works + * Fixed seams for SOME (not all) slope borders - - My wonderful divide overflow bugs in wallmost aren't quite as - rare as they used to be. Wait a minute - I thought I was - supposed to document bug fixes here! This is what you get - for wanting BUILD tonight. As soon as I fix these darn - divide bugs, I'll put up a new version. + - My wonderful divide overflow bugs in wallmost aren't quite as + rare as they used to be. Wait a minute - I thought I was + supposed to document bug fixes here! This is what you get + for wanting BUILD tonight. As soon as I fix these darn + divide bugs, I'll put up a new version. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/5/95 - Fixed all known divide overflow bugs related to wallmost. I - haven't gotten a divide overflow yet in the last few hours, - but that doesn't guarantee that you'll never get one. Take a - look at GROULAND. It has a cool new cylindrical tunnel. On - the other side of the level is my house in Rhode Island. + haven't gotten a divide overflow yet in the last few hours, + but that doesn't guarantee that you'll never get one. Take a + look at GROULAND. It has a cool new cylindrical tunnel. On + the other side of the level is my house in Rhode Island. - Known bugs with slopes now: - - Hitscan does not hit slopes correctly. - - Visibility not implemented for slopes yet. - - Clipmove will not allow you to walk off high sloped cliffs. + Known bugs with slopes now: + - Hitscan does not hit slopes correctly. + - Visibility not implemented for slopes yet. + - Clipmove will not allow you to walk off high sloped cliffs. - - Also, I noticed a rare sprite drawing clipping bug. I - don't know if this is new or not. + - Also, I noticed a rare sprite drawing clipping bug. I + don't know if this is new or not. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/7/95 - Fixed an exception 0xe bug by using tsprite[MAXSPRITESONSCREEN-2] - instead of tsprite[MAXSPRITESONSCREEN-1]. I don't understand - why this fixed it so I expect that it will come back to haunt - me. Oh happy day. :( + instead of tsprite[MAXSPRITESONSCREEN-1]. I don't understand + why this fixed it so I expect that it will come back to haunt + me. Oh happy day. :( - - I forgot to document 2 new and useful functions in the engine: + - I forgot to document 2 new and useful functions in the engine: - long getceilzofslope(short sectnum, long x, long y); and - long getflorzofslope(short sectnum, long x, long y); + long getceilzofslope(short sectnum, long x, long y); and + long getflorzofslope(short sectnum, long x, long y); - Returns the z coordinate of the ceiling/floor at that x, y - location. If the sector doesn't have a ceiling/floor slope - then it immediately returns the sector[].floorz or - sector[].ceilingz so it's not that slow. You may want to - check for slopes yourself ceilingstat&2/floorstat&2 if you - think the overhead of calling these functions are too slow. + Returns the z coordinate of the ceiling/floor at that x, y + location. If the sector doesn't have a ceiling/floor slope + then it immediately returns the sector[].floorz or + sector[].ceilingz so it's not that slow. You may want to + check for slopes yourself ceilingstat&2/floorstat&2 if you + think the overhead of calling these functions are too slow. - - Made clipmove use getceilzofslope and getflorzofslope when - checking for overlapping. + - Made clipmove use getceilzofslope and getflorzofslope when + checking for overlapping. - - Cleaned up mirror code for non-chained modes a little bit. The - mirrors should no longer have a stay line on the right anymore - for these modes. + - Cleaned up mirror code for non-chained modes a little bit. The + mirrors should no longer have a stay line on the right anymore + for these modes. - - Added Chain-Buffer mode. See my new SETUP.EXE. Chain-Buffer - is a combination of the chain and screen buffer modes - a - buffered chain mode. This mode is faster than standard chain - mode when a lot of screen memory is being read, for example - when you use transluscence or mirrors. Also, Chain-Buffer - mode is cleaner than screen-buffer mode since you don't see - memory being copied to the screen. Unfortunately, in most - cases, Chain-Buffer is the slowest of all modes. Actually, - Chain-Buffer mode sucks. There is a use for this mode, - however! In the future, I may make some kind of chain mode - automatically switch into chain-buffer mode for extra speed - when there is a large area of transluscence, etc. + - Added Chain-Buffer mode. See my new SETUP.EXE. Chain-Buffer + is a combination of the chain and screen buffer modes - a + buffered chain mode. This mode is faster than standard chain + mode when a lot of screen memory is being read, for example + when you use transluscence or mirrors. Also, Chain-Buffer + mode is cleaner than screen-buffer mode since you don't see + memory being copied to the screen. Unfortunately, in most + cases, Chain-Buffer is the slowest of all modes. Actually, + Chain-Buffer mode sucks. There is a use for this mode, + however! In the future, I may make some kind of chain mode + automatically switch into chain-buffer mode for extra speed + when there is a large area of transluscence, etc. - ATTENTION PROGRAMMERS: Here is the new order of modes that - initengine accepts: + ATTENTION PROGRAMMERS: Here is the new order of modes that + initengine accepts: - 0 = Chain mode - 1 = Chain-Buffer mode - 2 = Screen-Buffer/VESA mode - 3 = TSENG mode - 4 = Paradise mode - 5 = S3 - 6 = Crystal Eyes mode - 7 = Red-Blue mode + 0 = Chain mode + 1 = Chain-Buffer mode + 2 = Screen-Buffer/VESA mode + 3 = TSENG mode + 4 = Paradise mode + 5 = S3 + 6 = Crystal Eyes mode + 7 = Red-Blue mode ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/9/95 - Fixed visibility for face sprites in high resolution modes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/14/95 - Added a new bunch of graphics modes using the new VESA 2.0 linear - buffer. (I replaced the useless chain-buffer mode with VESA - 2.0 modes) See my new SETUP. Since most cards only support - VESA 1.2 right now, you will probably need a VESA 2.0 driver. - I have been using the UniVBE(tm) 5.1 from SciTech Software - (ftp: ftp.scitechsoft.com, www: http://www.scitechsoft.com) - Note that since I inserted the new modes between chained mode - and screen buffer mode, you will need to update your setup - program and fix your initengine calls. + buffer. (I replaced the useless chain-buffer mode with VESA + 2.0 modes) See my new SETUP. Since most cards only support + VESA 1.2 right now, you will probably need a VESA 2.0 driver. + I have been using the UniVBE(tm) 5.1 from SciTech Software + (ftp: ftp.scitechsoft.com, www: http://www.scitechsoft.com) + Note that since I inserted the new modes between chained mode + and screen buffer mode, you will need to update your setup + program and fix your initengine calls. - - Programmed a LRU/MRU-style cacheing system. It should be fully - compatible with the old cache1d except for the locking byte. - The locking byte would be better described as a priority byte. - Priority byte: + - Programmed a LRU/MRU-style cacheing system. It should be fully + compatible with the old cache1d except for the locking byte. + The locking byte would be better described as a priority byte. + Priority byte: - 0 - non-cached memory, you NEVER set the byte to 0! - 1-199 - cached unlocked memory - 200-255 - cached locked memory + 0 - non-cached memory, you NEVER set the byte to 0! + 1-199 - cached unlocked memory + 200-255 - cached locked memory - When the cacheing system needs to remove a memory block, it - will try to remove the FEWEST number of SMALLEST blocks with - the LOWEST priority. + When the cacheing system needs to remove a memory block, it + will try to remove the FEWEST number of SMALLEST blocks with + the LOWEST priority. - Note: Never set the priority byte to a 0! Let the cacheing - system do that for you. + Note: Never set the priority byte to a 0! Let the cacheing + system do that for you. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/15/95 - Optimized hitscan a little and made it work with slopes. - - Made some internal things in the build editor work better with - sprites on slopes. + - Made some internal things in the build editor work better with + sprites on slopes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/16/95 - Note: Initengine now only does memory allocation for the - graphics modes. The ylookup table is calculated in - setgamemode since with VESA, I don't know certain - variables such as bytesperline until the mode is - actually set. + graphics modes. The ylookup table is calculated in + setgamemode since with VESA, I don't know certain + variables such as bytesperline until the mode is + actually set. - - Cansee should now work with slopes properly. + - Cansee should now work with slopes properly. - - Added a new function which is a combination of the - getceilzofslope and getflorzofslope functions. Whenever you - need both the ceiling and floor, it is more optimal to call - this function instead. The parameters are just like the other - functions except the ceiling and floor are returned through - pointers instead of a return value. + - Added a new function which is a combination of the + getceilzofslope and getflorzofslope functions. Whenever you + need both the ceiling and floor, it is more optimal to call + this function instead. The parameters are just like the other + functions except the ceiling and floor are returned through + pointers instead of a return value. - getzsofslope(short sectnum, long x, long y, - long *ceilz, long *florz); + getzsofslope(short sectnum, long x, long y, + long *ceilz, long *florz); - - Fixed recently introduced hitscan divide overflow bug. + - Fixed recently introduced hitscan divide overflow bug. - - Fixed a sprite drawing clipping bug. + - Fixed a sprite drawing clipping bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/17/95 - ATTENTION PROGRAMMERS: I moved the sprite shading code from - the engine into GAME/BSTUB. If you want sprites to shade - like they used to, be sure to copy the code I recently added - to the end of analyzesprites in GAME.C or ExtAnalyzeSprites - in BSTUB.C. + the engine into GAME/BSTUB. If you want sprites to shade + like they used to, be sure to copy the code I recently added + to the end of analyzesprites in GAME.C or ExtAnalyzeSprites + in BSTUB.C. - - Added 2 new interesting functions to the engine to make moving - slope programming easier. These functions will align a slope - to a given (x, y, z) point. It will make the slope pass - through the point. The function will do nothing if the point - is collinear to the first wall of the sector. + - Added 2 new interesting functions to the engine to make moving + slope programming easier. These functions will align a slope + to a given (x, y, z) point. It will make the slope pass + through the point. The function will do nothing if the point + is collinear to the first wall of the sector. - alignceilslope(short sectnum, long x, long y, long z); - and - alignflorslope(short sectnum, long x, long y, long z); + alignceilslope(short sectnum, long x, long y, long z); + and + alignflorslope(short sectnum, long x, long y, long z); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/18/95 - Kgroup will now work with subdirectories. - - ATTENTION PROGRAMMERS: I have not done this yet, but I am - planning on doing a new map version! Before I do it, I - want to give you a chance to give me any suggestions you may - have. The only changes I am planning on, besides re-arranging - the structures for better alignment is to give the slopes some - more bits precision. This may limit slopes to a maximum slope - of 4 (almost 76ø) which is still extremely high. Here are the - new structures that I am proposing: + - ATTENTION PROGRAMMERS: I have not done this yet, but I am + planning on doing a new map version! Before I do it, I + want to give you a chance to give me any suggestions you may + have. The only changes I am planning on, besides re-arranging + the structures for better alignment is to give the slopes some + more bits precision. This may limit slopes to a maximum slope + of 4 (almost 76ø) which is still extremely high. Here are the + new structures that I am proposing: - //40 bytes - typedef struct - { - long ceilingz, floorz; - unsigned short wallptr, wallnum; - short ceilingstat, floorstat; - short ceilingpicnum, ceilingheinum; - signed char ceilingshade; - char ceilingpal, ceilingxpanning, ceilingypanning; - short floorpicnum, floorheinum; - signed char floorshade; - char floorpal, floorxpanning, floorypanning; - char visibility, filler; - short lotag, hitag, extra; - } sectortype; + //40 bytes + typedef struct + { + long ceilingz, floorz; + unsigned short wallptr, wallnum; + short ceilingstat, floorstat; + short ceilingpicnum, ceilingheinum; + signed char ceilingshade; + char ceilingpal, ceilingxpanning, ceilingypanning; + short floorpicnum, floorheinum; + signed char floorshade; + char floorpal, floorxpanning, floorypanning; + char visibility, filler; + short lotag, hitag, extra; + } sectortype; - //32 bytes - typedef struct - { - long x, y; - short point2, nextwall, nextsector, cstat; - short picnum, overpicnum; - signed char shade; - char pal, xrepeat, yrepeat, xpanning, ypanning; - short lotag, hitag, extra; - } walltype; + //32 bytes + typedef struct + { + long x, y; + short point2, nextwall, nextsector, cstat; + short picnum, overpicnum; + signed char shade; + char pal, xrepeat, yrepeat, xpanning, ypanning; + short lotag, hitag, extra; + } walltype; - //44 bytes - typedef struct - { - long x, y, z; - short cstat, picnum; - signed char shade; - char pal, clipdist, filler; - unsigned char xrepeat, yrepeat; - signed char xoffset, yoffset; - short sectnum, statnum; - short ang, owner, xvel, yvel, zvel; - short lotag, hitag, extra; - } spritetype; + //44 bytes + typedef struct + { + long x, y, z; + short cstat, picnum; + signed char shade; + char pal, clipdist, filler; + unsigned char xrepeat, yrepeat; + signed char xoffset, yoffset; + short sectnum, statnum; + short ang, owner, xvel, yvel, zvel; + short lotag, hitag, extra; + } spritetype; - Note that I am adding 1 byte of filler to the sprite structure - (4K more) and 3 bytes of filler to the sector structure - (3K more). (If I'm a nice guy, one of those bytes may even - be use for fog. (DOH!)) + Note that I am adding 1 byte of filler to the sprite structure + (4K more) and 3 bytes of filler to the sector structure + (3K more). (If I'm a nice guy, one of those bytes may even + be use for fog. (DOH!)) - - Fixed another wonderful hitscan divide bug. + - Fixed another wonderful hitscan divide bug. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/22/95 - Optimized slopes. On a 486-66 w/ local bus in VESA 2.0 320*200 - mode, a full screen slope was optimized from 24fps to 35fps! + mode, a full screen slope was optimized from 24fps to 35fps! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/25/95 - Re-optimized some more assembly. - - ATTENTION EVERYONE! CONVMAP7! You know what this means. Just - type "convmap7 *.map" and you'll be back in business. P.S. - enjoy the newly aligned structures! + - ATTENTION EVERYONE! CONVMAP7! You know what this means. Just + type "convmap7 *.map" and you'll be back in business. P.S. + enjoy the newly aligned structures! - - ATTENTION PROGRAMMERS! New TRANSPAL! You can now use 2 levels - of transluscence by using just a single 64K transluscent - buffer, such as 33/67 and 67/33 transluscence. I changed the - format of palette.dat, so please run TRANSPAL before you try - running the game with the new OBJS! If you don't, the palette - tables will be screwed up. + - ATTENTION PROGRAMMERS! New TRANSPAL! You can now use 2 levels + of transluscence by using just a single 64K transluscent + buffer, such as 33/67 and 67/33 transluscence. I changed the + format of palette.dat, so please run TRANSPAL before you try + running the game with the new OBJS! If you don't, the palette + tables will be screwed up. - Old PALETTE.DAT: - 768 bytes - VGA palette - numshades*256 bytes - palookup[0] table - 32640 bytes- transluscent palette (smaller from symmetry) + Old PALETTE.DAT: + 768 bytes - VGA palette + numshades*256 bytes - palookup[0] table + 32640 bytes- transluscent palette (smaller from symmetry) - The way I used to get numshades (fun): - numshades = ((filelength-32640-768)>>8) + The way I used to get numshades (fun): + numshades = ((filelength-32640-768)>>8) - New PALETTE.DAT: - 768 - VGA palette - 2 - numshades - numshades*256 - palookup[0] table - 65536 - transluscent table + New PALETTE.DAT: + 768 - VGA palette + 2 - numshades + numshades*256 - palookup[0] table + 65536 - transluscent table - To keep things less confusing, could you all use a - transluscent constant >= 128. For example, I used 170 on - my PALETTE.DAT. + To keep things less confusing, could you all use a + transluscent constant >= 128. For example, I used 170 on + my PALETTE.DAT. - READ THIS! New bits added to things: - Bit 5 of rotatesprite, bit 9 of both sprite[].cstat - and bit 9 of wall[].cstat are now used for reverse - transluscence. + READ THIS! New bits added to things: + Bit 5 of rotatesprite, bit 9 of both sprite[].cstat + and bit 9 of wall[].cstat are now used for reverse + transluscence. - - Added super-cool new feature to 2D EDIT MODE (that should have - been there from the start). Try inserting some points! + - Added super-cool new feature to 2D EDIT MODE (that should have + been there from the start). Try inserting some points! - - ATTENTION PROGRAMMERS! Removed overwritesprite. Use - rotatesprite instead. I don't want to support a function that - can totally be done with another better function. I will - eventually optimize rotatesprite for 90ø cases so it's even - faster than the current overwritesprite. If you're too lazy - to convert right now, then you can use this overwritesprite - stub function: + - ATTENTION PROGRAMMERS! Removed overwritesprite. Use + rotatesprite instead. I don't want to support a function that + can totally be done with another better function. I will + eventually optimize rotatesprite for 90ø cases so it's even + faster than the current overwritesprite. If you're too lazy + to convert right now, then you can use this overwritesprite + stub function: overwritesprite (long thex, long they, short tilenum, - signed char shade, char stat, char dapalnum) + signed char shade, char stat, char dapalnum) { - rotatesprite(thex<<16,they<<16,65536L,(stat&8)<<7,tilenum,shade,dapalnum, - ((stat&1^1)<<4)+(stat&2)+((stat&4)>>2)+((stat&16)>>2)^((stat&8)>>1), - windowx1,windowy1,windowx2,windowy2); + rotatesprite(thex<<16,they<<16,65536L,(stat&8)<<7,tilenum,shade,dapalnum, + ((stat&1^1)<<4)+(stat&2)+((stat&4)>>2)+((stat&16)>>2)^((stat&8)>>1), + windowx1,windowy1,windowx2,windowy2); } - - Fixed the rotatesprite centerting bug in y-flipping mode. Oh - by the way, you know how I originally said the flipping bit - was x? Well, I screwed it up. It was actually y-flipping all - along. + - Fixed the rotatesprite centerting bug in y-flipping mode. Oh + by the way, you know how I originally said the flipping bit + was x? Well, I screwed it up. It was actually y-flipping all + along. - - This one's for hackers (N&P/Qs) In the engine, I call - getpalookup every time I need a pointer to a 256-byte - palookup table. One big limitation right now is that each - bunch of 256-byte tables has a limit of 64K because a shade - is being returned, not a 4-byte pointer. This means you - could have a maximum of 8 shades, with 8 fogs per palookup. - It's not as expandable as I originally intended since this is - a speed-critical function. It is called EVERY single time a - line is drawn - probably called 50 times more often than - faketimerhandler. + - This one's for hackers (N&P/Qs) In the engine, I call + getpalookup every time I need a pointer to a 256-byte + palookup table. One big limitation right now is that each + bunch of 256-byte tables has a limit of 64K because a shade + is being returned, not a 4-byte pointer. This means you + could have a maximum of 8 shades, with 8 fogs per palookup. + It's not as expandable as I originally intended since this is + a speed-critical function. It is called EVERY single time a + line is drawn - probably called 50 times more often than + faketimerhandler. - #pragma aux bound32 =\ - "test eax, 0ffffffe0h",\ - "jz endit",\ - "cmp eax, 80000000h",\ - "sbb eax, eax",\ - "and eax, 31",\ - "endit:",\ - parm [eax]\ + #pragma aux bound32 =\ + "test eax, 0ffffffe0h",\ + "jz endit",\ + "cmp eax, 80000000h",\ + "sbb eax, eax",\ + "and eax, 31",\ + "endit:",\ + parm [eax]\ - getpalookup(long davis, long dashade) - { - return(bound32(dashade+(davis>>8))); - } + getpalookup(long davis, long dashade) + { + return(bound32(dashade+(davis>>8))); + } - This is just a start. Eventually I hope to use some kind of - lookup table, such as: palookup = palptr[davis][dashade], - but I couldn't think of a good way to make the array small - enough for what people need. + This is just a start. Eventually I hope to use some kind of + lookup table, such as: palookup = palptr[davis][dashade], + but I couldn't think of a good way to make the array small + enough for what people need. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/26/95 - Fixed drawmapview so it actually clips to the rectangular window - properly. It does not clip to startumost/startdmost so you - should call a rotatesprite to draw the status bar every frame - if it is not rectangular. + properly. It does not clip to startumost/startdmost so you + should call a rotatesprite to draw the status bar every frame + if it is not rectangular. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/30/95 - Fixed recently introduced mirror bug. - - Fixed rotatesprite x-positioning bug in scale mode for weird - resolutions. + - Fixed rotatesprite x-positioning bug in scale mode for weird + resolutions. - - Fixed tilting for pure chained modes. + - Fixed tilting for pure chained modes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/2/95 - Changed setbrightness call: - setbrightness(char dabrightness, char *dapal) - dabrightness is gamma level(0-15) - dapal is pointer to standard VGA 768 byte palette. + setbrightness(char dabrightness, char *dapal) + dabrightness is gamma level(0-15) + dapal is pointer to standard VGA 768 byte palette. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/3/95 - Fixed flicker in UNIVBE modes. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/6/95 - Added a global visibility variable to BUILD.H specific for - p-skies called parallaxvisibility. Now you can do lightning - effects without modifying the visibility for everything. + p-skies called parallaxvisibility. Now you can do lightning + effects without modifying the visibility for everything. - - Really fixed the drawmapview window clipping this time. + - Really fixed the drawmapview window clipping this time. - - Made my clearview function clip to the viewing window since it - is usually used just before the drawmapview function. + - Made my clearview function clip to the viewing window since it + is usually used just before the drawmapview function. - - You can now use bit 6 (64) to tell rotatesprite whether or not - the tile has transparent regions or not. If there are no - transparent regions, then it would be faster to set this bit - because it doesn't have to check for color 255 at every pixel. + - You can now use bit 6 (64) to tell rotatesprite whether or not + the tile has transparent regions or not. If there are no + transparent regions, then it would be faster to set this bit + because it doesn't have to check for color 255 at every pixel. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/11/95 - Back in RI! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/13/95 - Cleaned up setup program by having only 1 VESA menu for all - possible VESA modes. The engine will now auto-detect whether - or not your computer supports VESA 2.0. The screen buffer - menu now only supports 320*200. (I noticed that Mark's setup - program doesn't list 320*400 mode even though it is supported - by my game and UNIVBE. 320*400 is considered by some people - the next best mode after 320*200 and 640*480. You have my - permission to annoy him.) + possible VESA modes. The engine will now auto-detect whether + or not your computer supports VESA 2.0. The screen buffer + menu now only supports 320*200. (I noticed that Mark's setup + program doesn't list 320*400 mode even though it is supported + by my game and UNIVBE. 320*400 is considered by some people + the next best mode after 320*200 and 640*480. You have my + permission to annoy him.) - - I bought UNIVBE by credit card for $28! When you buy UNIVBE, - you don't have to struggle with beeps or date changing - and - it loads instantly. I try not to use TSR's whenever possible, - but I found that UNIVBE is worth wasting 8K. I don't think my - computer has ever crashed due to something related to UNIVBE. + - I bought UNIVBE by credit card for $28! When you buy UNIVBE, + you don't have to struggle with beeps or date changing - and + it loads instantly. I try not to use TSR's whenever possible, + but I found that UNIVBE is worth wasting 8K. I don't think my + computer has ever crashed due to something related to UNIVBE. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/17/95 - Found an easy way to interpolate everything for faketimerhandler - in my game, including swinging doors, revolving doors, and - other moving sectors. My doanimations interpolation now uses - these functions instead. Check them out in my GAME: + in my game, including swinging doors, revolving doors, and + other moving sectors. My doanimations interpolation now uses + these functions instead. Check them out in my GAME: - setinterpolation(long *posptr); //Call when door starts - stopinterpolation(long *posptr); //Call when door stops - updateinterpolations(); //Call at start of domovethings - dointerpolations() //Call at start of drawscreen - restoreinterpolations() //Call at end of drawscreen + setinterpolation(long *posptr); //Call when door starts + stopinterpolation(long *posptr); //Call when door stops + updateinterpolations(); //Call at start of domovethings + dointerpolations() //Call at start of drawscreen + restoreinterpolations() //Call at end of drawscreen - Call setinterpolation with a pointer to the long variable - being interpolated. If an object stops moving, you can - speed things up by calling stopinterpolation. For things - that always move, you can call setinterpolation in pre-map - and don't stopinterpolation for those things. Don't forget - to set numinterpolations to 0 in premap whenever changing - levels in the game. + Call setinterpolation with a pointer to the long variable + being interpolated. If an object stops moving, you can + speed things up by calling stopinterpolation. For things + that always move, you can call setinterpolation in pre-map + and don't stopinterpolation for those things. Don't forget + to set numinterpolations to 0 in premap whenever changing + levels in the game. - - Optimized lava. You can re-copy my code if you want. + - Optimized lava. You can re-copy my code if you want. - - Added auto screen-buffering mode for linear VESA modes. (In - case you didn't know, reading video memory can be 10 times - slower than reading non-video memory.) Auto-buffering - means that if the engine detects that more than 1/8th of the - screen has transluscence or mirrors, then it will switch into - a screen-buffering mode. Screen-buffer mode in linear VESA - not only will still have smooth page flipping, but will be - faster than standard screen buffer mode on some video cards - just because it's linear memory. (That's a good thing) + - Added auto screen-buffering mode for linear VESA modes. (In + case you didn't know, reading video memory can be 10 times + slower than reading non-video memory.) Auto-buffering + means that if the engine detects that more than 1/8th of the + screen has transluscence or mirrors, then it will switch into + a screen-buffering mode. Screen-buffer mode in linear VESA + not only will still have smooth page flipping, but will be + faster than standard screen buffer mode on some video cards + just because it's linear memory. (That's a good thing) - - Optimized screen buffer modes so they copy only the viewing - window instead of the whole screen from non-video memory to - video memory. If a permanent sprite is written, as a special - case, it will copy the whole screen - but this doesn't affect - you. Me and my engine babble. + - Optimized screen buffer modes so they copy only the viewing + window instead of the whole screen from non-video memory to + video memory. If a permanent sprite is written, as a special + case, it will copy the whole screen - but this doesn't affect + you. Me and my engine babble. - - Moved the printext function out of the engine and into my game. - Use printext16/printext256 instead. + - Moved the printext function out of the engine and into my game. + Use printext16/printext256 instead. - - I tried removing chain mode twice and it didn't improve the frame - rates of the other modes at all. So it stays! If you don't - like it, then don't include it in your setup program. + - I tried removing chain mode twice and it didn't improve the frame + rates of the other modes at all. So it stays! If you don't + like it, then don't include it in your setup program. - - Made allocatepermanenttile return 0 instead of -1 if something - bad happens. My GAME.C was crashing in windows with a memory - error because I was assuming all memory pointers were - positive. Please make sure your code will work if an - allocation function returns a negative pointer (Windows often - returns negative pointers). + - Made allocatepermanenttile return 0 instead of -1 if something + bad happens. My GAME.C was crashing in windows with a memory + error because I was assuming all memory pointers were + positive. Please make sure your code will work if an + allocation function returns a negative pointer (Windows often + returns negative pointers). ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/19/95 - Tried to make pushmove work with face sprites, but it kept making - the player die too much. Also it presented some interesting - new problems, such as: You get pushed by your own bullets - that you just shot - and get this - if you don't temporarily - set yourself to non-blocking you kill yourself because you're - inside you're own sprite! So I have decided to comment out - this code for now. + the player die too much. Also it presented some interesting + new problems, such as: You get pushed by your own bullets + that you just shot - and get this - if you don't temporarily + set yourself to non-blocking you kill yourself because you're + inside you're own sprite! So I have decided to comment out + this code for now. - - Fixed hitscan bug with ceiling slopes. + - Fixed hitscan bug with ceiling slopes. - - ATTENTION PROGRAMMERS!!! PERMANENTWRITESPRITE was removed from - the engine and be put into my game as an emulated function. - If you still use permanentwritesprite, get the emulated - function out of my GAME.C. + - ATTENTION PROGRAMMERS!!! PERMANENTWRITESPRITE was removed from + the engine and be put into my game as an emulated function. + If you still use permanentwritesprite, get the emulated + function out of my GAME.C. - Drawing permanent areas is now easier than ever!!! Simply - call rotatesprite with bit 3 (&8) set or the - permanentwritesprite stub call, and the engine now - automatically takes care of copying the permanent region - to all necessary pages in the future. It even keeps track - of whether the call was before or after drawrooms! - I am using an internal fifo to back up the parameters for each - rotatesprite call. It can support up to 512 calls per - page right now. This number can get reached quicker than - you think, especially if you use fonts with shadows behind - each character. Permanentwritespritetile could also go - over the limit in hi-res modes since each tile is considered - a separate call. - I optimized out the case where an older rotatesprite region gets - completely covered by a newer rotatesprite region with bit 6 - (&64 for non-masking) set. Currently this has a few - limitations - such as the x, y, zoom, and ang must be the same - right now to knock out an older rotatesprite. + Drawing permanent areas is now easier than ever!!! Simply + call rotatesprite with bit 3 (&8) set or the + permanentwritesprite stub call, and the engine now + automatically takes care of copying the permanent region + to all necessary pages in the future. It even keeps track + of whether the call was before or after drawrooms! + I am using an internal fifo to back up the parameters for each + rotatesprite call. It can support up to 512 calls per + page right now. This number can get reached quicker than + you think, especially if you use fonts with shadows behind + each character. Permanentwritespritetile could also go + over the limit in hi-res modes since each tile is considered + a separate call. + I optimized out the case where an older rotatesprite region gets + completely covered by a newer rotatesprite region with bit 6 + (&64 for non-masking) set. Currently this has a few + limitations - such as the x, y, zoom, and ang must be the same + right now to knock out an older rotatesprite. - - I corrected an off-by 1 error in my GAME.C for window size - calculations. I simply used more precision. Ex: - * changing (xdim>>1)-(screensize>>1) to ((xdim-screensize)>>1) - * using the scale function instead of a separate mul & div. - By the way, if you haven't already, please stick your screen - re-sizing code BEFORE drawrooms. It will make the screen - re-size update more responsively and you're less likely to get - drawing bugs. + - I corrected an off-by 1 error in my GAME.C for window size + calculations. I simply used more precision. Ex: + * changing (xdim>>1)-(screensize>>1) to ((xdim-screensize)>>1) + * using the scale function instead of a separate mul & div. + By the way, if you haven't already, please stick your screen + re-sizing code BEFORE drawrooms. It will make the screen + re-size update more responsively and you're less likely to get + drawing bugs. - - Future plans for possible rotatesprite optimizations: - 1. Angle is 0, 512, 1024, 1536 - 2. Bit 6 (&64) is set for non-masking mode - 3. tilesizy[tilenum] is a power of 2 - 4. If coincidentally, x=34562, y=34682, and zoom=67275 + - Future plans for possible rotatesprite optimizations: + 1. Angle is 0, 512, 1024, 1536 + 2. Bit 6 (&64) is set for non-masking mode + 3. tilesizy[tilenum] is a power of 2 + 4. If coincidentally, x=34562, y=34682, and zoom=67275 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/20/95 - Fixed vertical line shading bugs when looking at walls at harsh - angles. + angles. - - Made masked walls clip to slopes properly. TRY IT! - (hope you didn't "BUILD" on this bug!) + - Made masked walls clip to slopes properly. TRY IT! + (hope you didn't "BUILD" on this bug!) - - Fixed overflow and precision bugs with extremely long walls. - I even got the chance to optimize out a multiply in the - wallmost clipping code! + - Fixed overflow and precision bugs with extremely long walls. + I even got the chance to optimize out a multiply in the + wallmost clipping code! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/25/95 - Now absolutely everything in my game is being interpolated - for smooth play - including subways! No interpolation - disable variable exists any more. The setinterpolation - function is really easy to use. Try it! + for smooth play - including subways! No interpolation + disable variable exists any more. The setinterpolation + function is really easy to use. Try it! - - Programmed VISIBILITY for slopes!!!!! On my P-100, the slopes - are almost as fast as they used to be. You can now start - adjusting the shades of slopes. + - Programmed VISIBILITY for slopes!!!!! On my P-100, the slopes + are almost as fast as they used to be. You can now start + adjusting the shades of slopes. - - The shading lines on ceilings and floors now match to the shading - lines on walls. Before they didn't match. (oops). + - The shading lines on ceilings and floors now match to the shading + lines on walls. Before they didn't match. (oops). - - For those of you who want to program their own palette functions, - using my gamma correction lookup table, here's the code: + - For those of you who want to program their own palette functions, + using my gamma correction lookup table, here's the code: - extern char britable[16][64]; + extern char britable[16][64]; - koutp(0x3c8,0); - for(i=0;i<768;i++) - koutp(0x3c9,britable[curbrightness][palette[i]]); + koutp(0x3c8,0); + for(i=0;i<768;i++) + koutp(0x3c9,britable[curbrightness][palette[i]]); - If you use this code, don't bother calling setbrightness any - more. The only bad thing about programming this yourself - is that you lose support for red-blue glasses mode. + If you use this code, don't bother calling setbrightness any + more. The only bad thing about programming this yourself + is that you lose support for red-blue glasses mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/26/95 - Added support for VESA 2.0 protected mode extensions. With the - protected mode extensions, the page-flipping is less likely to - flicker, if at all. This is because the retrace timing isn't - screwed up as badly as if it had to switch to real mode. + protected mode extensions, the page-flipping is less likely to + flicker, if at all. This is because the retrace timing isn't + screwed up as badly as if it had to switch to real mode. - - Fixed a weird buffer bug in my GAME.C. I was using tempbuf in - faketimerhandler/getpackets for sending packets. I was also - using tempbuf in many other places, such as my printext - function. Unfortunately, since rotatesprite is now called - for each character, faketimerhandler would sometimes get - called and the rest of the word got screwed up. Please make - sure you are not sharing any buffers in faketimerhandler / - getpackets with the rest of your code. + - Fixed a weird buffer bug in my GAME.C. I was using tempbuf in + faketimerhandler/getpackets for sending packets. I was also + using tempbuf in many other places, such as my printext + function. Unfortunately, since rotatesprite is now called + for each character, faketimerhandler would sometimes get + called and the rest of the word got screwed up. Please make + sure you are not sharing any buffers in faketimerhandler / + getpackets with the rest of your code. - - Fixed a bug for linear VESA modes. Now, the screen will update - properly when calling rotatesprite and nextpage for the first - time before any drawrooms calls. This used to not work right - at my "waiting for other players" code in this mode. + - Fixed a bug for linear VESA modes. Now, the screen will update + properly when calling rotatesprite and nextpage for the first + time before any drawrooms calls. This used to not work right + at my "waiting for other players" code in this mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/27/95 - Did you notice I fixed some of the weird cases with slope drawing - in the last upload? I fixed things like when a ceiling of - one sector is partially below the floor of another, etc. + in the last upload? I fixed things like when a ceiling of + one sector is partially below the floor of another, etc. - - Fixed precision of shading lines on slopes. + - Fixed precision of shading lines on slopes. - - Fixed visibility overflow when slopes are near horizons. This - means you won't see ugly bright pixels any more when you're - looking at a slope at an extremely sharp angle. + - Fixed visibility overflow when slopes are near horizons. This + means you won't see ugly bright pixels any more when you're + looking at a slope at an extremely sharp angle. - - Fixed a bug in BUILD 3D EDIT MODE with slopes. Now when you - press '/' on a ceiling or floor slope, it stays straight - until you press [ or ] on it again. Before, sometimes the - ceiling would stupidly get sloped again if you pressed [ or ] - on the floor and vice versa. + - Fixed a bug in BUILD 3D EDIT MODE with slopes. Now when you + press '/' on a ceiling or floor slope, it stays straight + until you press [ or ] on it again. Before, sometimes the + ceiling would stupidly get sloped again if you pressed [ or ] + on the floor and vice versa. - - Removed some unnecessary sounds from my game. This doesn't - really affect you people out there. + - Removed some unnecessary sounds from my game. This doesn't + really affect you people out there. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/30/95 - Fixed recently screwed up p-sky tiling. - - Made Editart work with map version 7 for tile sorting and the - Alt-R command. Alt-R does not scan the heinum's of sectors - any more, and only adds in the overpicnum if a masked or - 1-way wall is actually defined on the map. + - Made Editart work with map version 7 for tile sorting and the + Alt-R command. Alt-R does not scan the heinum's of sectors + any more, and only adds in the overpicnum if a masked or + 1-way wall is actually defined on the map. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/31/95 - Fixed a bug with my slopalookup array. It was sometimes writing - up to 3 bytes after the end of the array. + up to 3 bytes after the end of the array. - - Fixed recently screwed up p-sky tiling for real this time. + - Fixed recently screwed up p-sky tiling for real this time. - - Permanentwritesprite is out of my game. Here it is just in case - I will need it again for future reference. + - Permanentwritesprite is out of my game. Here it is just in case + I will need it again for future reference. - permanentwritesprite (long thex, long they, short tilenum, - signed char shade, long cx1, long cy1, - long cx2, long cy2, char dapalnum) - { - rotatesprite(thex<<16,they<<16,65536L,0,tilenum,shade, - dapalnum,8+16,cx1,cy1,cx2,cy2); - } + permanentwritesprite (long thex, long they, short tilenum, + signed char shade, long cx1, long cy1, + long cx2, long cy2, char dapalnum) + { + rotatesprite(thex<<16,they<<16,65536L,0,tilenum,shade, + dapalnum,8+16,cx1,cy1,cx2,cy2); + } ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/1/95 - Guess what? I turned 20 today. This means I'm no longer a - teenage programming genius. Doesn't that just suck. If you - guys don't get a game out by the next time my age plus - plusses, I'm going to get really p-skied off and kill some - people. That would be bad. (When I say killing, I mean - virtual killing in the entertaining game of Ken-Build - in which a fun time is always had by all.) So put on your - happy fun smiles and work out all those rotatesprites, - fsyncsyncvel.bits, and interpolation fifos before it's - ototalclock! + teenage programming genius. Doesn't that just suck. If you + guys don't get a game out by the next time my age plus + plusses, I'm going to get really p-skied off and kill some + people. That would be bad. (When I say killing, I mean + virtual killing in the entertaining game of Ken-Build + in which a fun time is always had by all.) So put on your + happy fun smiles and work out all those rotatesprites, + fsyncsyncvel.bits, and interpolation fifos before it's + ototalclock! - - Optimized the NON-MASKING cases of rotatesprite for - NON-(un)CHAINED modes. This means that low detail modes, - status bars, and permanent background tiles are now drawn - about as fast as they're ever going to be drawn! Try the - F5 key in my game to compare frame rates if you want. I have - not optimized guns and stuff yet. That's next on my list. + - Optimized the NON-MASKING cases of rotatesprite for + NON-(un)CHAINED modes. This means that low detail modes, + status bars, and permanent background tiles are now drawn + about as fast as they're ever going to be drawn! Try the + F5 key in my game to compare frame rates if you want. I have + not optimized guns and stuff yet. That's next on my list. - - Made the engine call new internal functions, kmalloc and kfree, - instead of malloc or free. Unless you're a hacker and wrote - your own memory manager (like N&P/Qs) you can just ignore - this message. - void *kmalloc(size_t size) { return(malloc(size)); } - void kfree(void *buffer) { free(buffer); } + - Made the engine call new internal functions, kmalloc and kfree, + instead of malloc or free. Unless you're a hacker and wrote + your own memory manager (like N&P/Qs) you can just ignore + this message. + void *kmalloc(size_t size) { return(malloc(size)); } + void kfree(void *buffer) { free(buffer); } - - Supposedly fixed the new rotatesprite and linear vesa crashing - bugs. Since I'm not totally sure that I fixed the problems, - all I can do is hope that I don't get too many phone calls! + - Supposedly fixed the new rotatesprite and linear vesa crashing + bugs. Since I'm not totally sure that I fixed the problems, + all I can do is hope that I don't get too many phone calls! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/4/95 - Did some neat optimizations that will make the drawing code - faster, especially in hi-res modes, but I'm sure nobody cares. - Instead I'm probably just going to get 10 totally different - bug report stories. So I'll be talking to you soon! + faster, especially in hi-res modes, but I'm sure nobody cares. + Instead I'm probably just going to get 10 totally different + bug report stories. So I'll be talking to you soon! - - Fixed stupid bugs in cansee. If the 2 objects were in the same - place, sometimes it returned 1 even if it couldn't see you. - I made 2 fixes: - This one to fix overlapping: + - Fixed stupid bugs in cansee. If the 2 objects were in the same + place, sometimes it returned 1 even if it couldn't see you. + I made 2 fixes: + This one to fix overlapping: - if ((xs == xe) && (ys == ye)) return(sects == secte); + if ((xs == xe) && (ys == ye)) return(sects == secte); - And I removed the early out return(1) optimization - I - put this after the big loop instead: + And I removed the early out return(1) optimization - I + put this after the big loop instead: - for(i=danum-1;i>=0;i--) - if (clipsectorlist[i] == secte) return(1); + for(i=danum-1;i>=0;i--) + if (clipsectorlist[i] == secte) return(1); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/7/95 - Optimized the awful shld's out of my divscale's in pragmas.h. - You can update to the new pragmas.h if you actually use it. + You can update to the new pragmas.h if you actually use it. - - Remember the lovely horizontal lines on top of face sprites. - Well you won't be seeing them any more. At least the case - I trapped works better than before. + - Remember the lovely horizontal lines on top of face sprites. + Well you won't be seeing them any more. At least the case + I trapped works better than before. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/8/95 - Made krand generate better random seeds. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/9/95 - ATTENTION PROGRAMMERS! Moved part of stat bit 3 of rotatesprite - to bit 7. Have you noticed that your menu code was kind of - screwy in modes where numpages > 1? This is because I made - rotatesprite automatically copy to all pages whenever the - "don't clip to startmost's bit" (bit 3 or +8) was set in - the stat bit of rotatesprite. To give you more control, I - moved the auto copy to all pages bit to bit 7 and left bit 3 - as the don't clip to startmosts bit. If you want your code - to work the same as the last update of BUILD, simply go - through all your rotatesprite calls and add 128 in addition - to the stat bit whenever you were adding 8 before. See the - revised rotatesprite documentation: + to bit 7. Have you noticed that your menu code was kind of + screwy in modes where numpages > 1? This is because I made + rotatesprite automatically copy to all pages whenever the + "don't clip to startmost's bit" (bit 3 or +8) was set in + the stat bit of rotatesprite. To give you more control, I + moved the auto copy to all pages bit to bit 7 and left bit 3 + as the don't clip to startmosts bit. If you want your code + to work the same as the last update of BUILD, simply go + through all your rotatesprite calls and add 128 in addition + to the stat bit whenever you were adding 8 before. See the + revised rotatesprite documentation: rotatesprite (long sx, long sy, long z, short a, short picnum, - signed char dashade, char dapalnum, char dastat, - long cx1, long cy1, long cx2, long cy2) + signed char dashade, char dapalnum, char dastat, + long cx1, long cy1, long cx2, long cy2) - (sx, sy) is the center of the sprite to draw defined as screen coordinates - shifted up by 16. In auto-scale mode, be sure that (sx, sy) is using - a 320*200 size screen even though the real resolution may be different. - (z) is the zoom. Normal zoom is 65536. > is zoomed in, < is zoomed out. - (a) is the angle (0 is straight up) - (picnum) is the tile number - (dashade) is shade number - (dapalnum) is the palookup number + (sx, sy) is the center of the sprite to draw defined as screen coordinates + shifted up by 16. In auto-scale mode, be sure that (sx, sy) is using + a 320*200 size screen even though the real resolution may be different. + (z) is the zoom. Normal zoom is 65536. > is zoomed in, < is zoomed out. + (a) is the angle (0 is straight up) + (picnum) is the tile number + (dashade) is shade number + (dapalnum) is the palookup number - if ((dastat&1) != 0) - transluscence - if ((dastat&2) != 0) - auto-scale mode - Auto-scale mode will automatically scale from 320*200 resolution - coordinates to the clipping window passed (cx1, cy1, cx2, cy2). In - auto-scale mode, don't pre-scale the (sx, sy) coordinates. Simply pass - (sx, sy) as if the resolution was 320*200 even though it may be - different. This means that you shouldn't use xdim or ydim to get - (sx, sy). - if ((dastat&4) != 0) - y-flip image - if ((dastat&8) != 0) - don't clip to startumost/startdmost - if ((dastat&16) == 0) - use Editart center as point passed - if ((dastat&16) != 0) - force point passed to be top-left corner - if ((dastat&32) != 0) - use reverse transluscence - if ((dastat&64) == 0) - masked drawing (check 255's) (slower) - if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) - if ((dastat&128) != 0) - automatically draws to all pages as they come + if ((dastat&1) != 0) - transluscence + if ((dastat&2) != 0) - auto-scale mode + Auto-scale mode will automatically scale from 320*200 resolution + coordinates to the clipping window passed (cx1, cy1, cx2, cy2). In + auto-scale mode, don't pre-scale the (sx, sy) coordinates. Simply pass + (sx, sy) as if the resolution was 320*200 even though it may be + different. This means that you shouldn't use xdim or ydim to get + (sx, sy). + if ((dastat&4) != 0) - y-flip image + if ((dastat&8) != 0) - don't clip to startumost/startdmost + if ((dastat&16) == 0) - use Editart center as point passed + if ((dastat&16) != 0) - force point passed to be top-left corner + if ((dastat&32) != 0) - use reverse transluscence + if ((dastat&64) == 0) - masked drawing (check 255's) (slower) + if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) + if ((dastat&128) != 0) - automatically draws to all pages as they come - (cx1, cy1, cx2, cy2) - The clipping window. These coordinates are never - scaled, not even in auto-scale mode. Usually you should pass them as - (windowx1,windowy1,windowx2,windowy2) for things scaled to the viewing - window or (0L,0L,xdim-1L,ydim-1L) for things scaled to full screen. - Probably the only time you wouldn't follow this rule is if you program - a non-scaled tiled background function. + (cx1, cy1, cx2, cy2) - The clipping window. These coordinates are never + scaled, not even in auto-scale mode. Usually you should pass them as + (windowx1,windowy1,windowx2,windowy2) for things scaled to the viewing + window or (0L,0L,xdim-1L,ydim-1L) for things scaled to full screen. + Probably the only time you wouldn't follow this rule is if you program + a non-scaled tiled background function. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 11/21/95 - Optimized cansee - before it was checking each red wall 2 times - as much as it needed to. Now it only checks the side facing - the first object passed to cansee. Since this optimization - is only 1 line, I don't think I messed anything up this time. + as much as it needed to. Now it only checks the side facing + the first object passed to cansee. Since this optimization + is only 1 line, I don't think I messed anything up this time. - - Made cansee not pass through 1-way walls. This means that the - order of points passed to cansee could give you different - results, but only for 1-way walls. + - Made cansee not pass through 1-way walls. This means that the + order of points passed to cansee could give you different + results, but only for 1-way walls. - - FIXED CRASHING AND PRECISION ON HIGH SLOPES!!! Try it for the - first time again! The bug was: In wallmost, if a slope's - line was getting clipped by both the top and bottom of the - screen, the x-intercept of the bottom was calculated wrong. - And if you were real lucky, if the x-intercept could have been - so wrong that a loop would happily overwrite random chunks of - memory. + - FIXED CRASHING AND PRECISION ON HIGH SLOPES!!! Try it for the + first time again! The bug was: In wallmost, if a slope's + line was getting clipped by both the top and bottom of the + screen, the x-intercept of the bottom was calculated wrong. + And if you were real lucky, if the x-intercept could have been + so wrong that a loop would happily overwrite random chunks of + memory. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/1/95 - In my GAME.C, made tilting zoom in smoothly as it rotates to - hide the ugly corners. + hide the ugly corners. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/4/95 - Made some more optimizations to rotatesprite - added more cases - for removing things from the permanent list early, such as: - any full screen rotatesprite with 64 knocks everything else - off the list, and any rotatesprites with zoom=65536,ang=0, - stat&64 will knock out anything totally under its rectangle. - These optimizations seemed to actually fix some bugs. + for removing things from the permanent list early, such as: + any full screen rotatesprite with 64 knocks everything else + off the list, and any rotatesprites with zoom=65536,ang=0, + stat&64 will knock out anything totally under its rectangle. + These optimizations seemed to actually fix some bugs. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/10/95 - Well, well, well. It has now been 2 years since you know what - was released and Apogee still hasn't put out a (real) Build - game. Trivia of the year: Did you know that the first Build - game was originally scheduled to be released a month before - Doom was to be released? Maybe I should rename the "Build" - engine to the "ROTTT" engine because it's probably just going - to rot on my hard drive for another year until all the games - just get cancelled. PROVE ME WRONG! + was released and Apogee still hasn't put out a (real) Build + game. Trivia of the year: Did you know that the first Build + game was originally scheduled to be released a month before + Doom was to be released? Maybe I should rename the "Build" + engine to the "ROTTT" engine because it's probably just going + to rot on my hard drive for another year until all the games + just get cancelled. PROVE ME WRONG! - - Added selectable viewing angles - not locked at 90ø anymore! - Try playing around with the ( ) - = keys on the main keyboard - in my new BSTUB.C. See the example code in BSTUB for setaspect. - Use the setaspect function to control both the viewing range - angle and the y/x aspect ratio. + - Added selectable viewing angles - not locked at 90ø anymore! + Try playing around with the ( ) - = keys on the main keyboard + in my new BSTUB.C. See the example code in BSTUB for setaspect. + Use the setaspect function to control both the viewing range + angle and the y/x aspect ratio. - setaspect(long daxrange, long daaspect) + setaspect(long daxrange, long daaspect) - For a standard 90ø 320*200 screen, daxrange and daaspect are - 65536. For square aspect ratio at 320*400, set daaspect - to 131072. Since daxrange is actually zoom, you must - modify the aspect ratio inversely if you only want to - change the viewing angle. + For a standard 90ø 320*200 screen, daxrange and daaspect are + 65536. For square aspect ratio at 320*400, set daaspect + to 131072. Since daxrange is actually zoom, you must + modify the aspect ratio inversely if you only want to + change the viewing angle. - ATTENTION EVERYONE! To make parallaxing skies work with larger - than 90ø viewing ranges, I had to change some things around - in TABLES.DAT. Don't forget to update to the new one! The - new one is smaller because I removed a useless array. + ATTENTION EVERYONE! To make parallaxing skies work with larger + than 90ø viewing ranges, I had to change some things around + in TABLES.DAT. Don't forget to update to the new one! The + new one is smaller because I removed a useless array. - - Improved red-blue glasses mode by fixing some palette problems - and removing the overlap problem on the right side of the - screen. It still has some things wrong with it though. + - Improved red-blue glasses mode by fixing some palette problems + and removing the overlap problem on the right side of the + screen. It still has some things wrong with it though. - - Perfected screen tilting by using the new setaspect function. It - now tilts all 360ø smoothly with no zoom change and with no - ugly corners. This is possible only because you can now set - the viewing angle higher than 90ø. + - Perfected screen tilting by using the new setaspect function. It + now tilts all 360ø smoothly with no zoom change and with no + ugly corners. This is possible only because you can now set + the viewing angle higher than 90ø. - - Fixed a flicker bug with permanent rotatesprites in multi-page - modes. When rotatesprite was called because drawrooms in a - multipage mode, the rotatesprites were being called in the - wrong order from the fifo for the first page. Note that - before, the auto-knock out feature sometimes hid the problem. + - Fixed a flicker bug with permanent rotatesprites in multi-page + modes. When rotatesprite was called because drawrooms in a + multipage mode, the rotatesprites were being called in the + wrong order from the fifo for the first page. Note that + before, the auto-knock out feature sometimes hid the problem. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/11/95 - Made EDITART work with the new TABLES.DAT. - - Upgraded to Watcom 10.5. The engine is now about 1K larger, - and 0.0000001% faster. + - Upgraded to Watcom 10.5. The engine is now about 1K larger, + and 0.0000001% faster. - - Added some interesting compression routines to cache1d.obj, - dfread and dfwrite. These functions take the same parameters - as fread and fwrite respectively. These functions are useful - for loading/saving games or for recording demos. + - Added some interesting compression routines to cache1d.obj, + dfread and dfwrite. These functions take the same parameters + as fread and fwrite respectively. These functions are useful + for loading/saving games or for recording demos. - Note: Since these functions need to allocate 118K off of my LRU - cacheing system, you must not call them before - initcache(loadpics) is called. + Note: Since these functions need to allocate 118K off of my LRU + cacheing system, you must not call them before + initcache(loadpics) is called. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/18/95 - Made rotatesprite use getpalookup to get the palette shade. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/31/95 - Cleaned up KGROUP.EXE and wrote a KEXTRACT.EXE utility. With - KEXTRACT, you can extract any files from a group file. - Note that in KGROUP, DOS handles the ? and * wildcards whereas - in KEXTRACT, I had to program the wildcards myself for finding - files inside the group file. The following combinations - should work: *.*, *.map, game.*, tiles???.art, *.k?? + KEXTRACT, you can extract any files from a group file. + Note that in KGROUP, DOS handles the ? and * wildcards whereas + in KEXTRACT, I had to program the wildcards myself for finding + files inside the group file. The following combinations + should work: *.*, *.map, game.*, tiles???.art, *.k?? - - NEW NETWORK METHODS! TRY MY GAME IN MULTIPLAYER MODE! MODEM! + - NEW NETWORK METHODS! TRY MY GAME IN MULTIPLAYER MODE! MODEM! - SUMMARY: Lag Time: ZERO! That's right Z.E.R.O. (0) - Smoothness: Perfect on ALL computers! + SUMMARY: Lag Time: ZERO! That's right Z.E.R.O. (0) + Smoothness: Perfect on ALL computers! - My new network code builds upon everything you've already - programed with faketimerhandler, getpackets, movethings, and - domovethings, so you don't need to throw away any of that - great stuff. There are actually 2 totally separate things I - did to improve the multiplayer performance. First I added a - new network mode which sends packets in a different way (this - is way Doom actually does it) Then I found a way to reduce - lag-time to 0 with perfect smoothness. (Doom does NOT do - this, but G&S like it anyway for some reason.) I will first - describe the new network mode: + My new network code builds upon everything you've already + programed with faketimerhandler, getpackets, movethings, and + domovethings, so you don't need to throw away any of that + great stuff. There are actually 2 totally separate things I + did to improve the multiplayer performance. First I added a + new network mode which sends packets in a different way (this + is way Doom actually does it) Then I found a way to reduce + lag-time to 0 with perfect smoothness. (Doom does NOT do + this, but G&S like it anyway for some reason.) I will first + describe the new network mode: - ------------------------------------------------------------- - 1. First, let me describe the new network mode. Instead of - a master/slave system, every computer sends its own controls - to every other. You are currently using the master/slave - system which sends 2(n-1) packets per frame where n is the - number of players. My new network mode sends n(n-1) packets - per frame and treats every player evenly. See the chart - below of packets per frame: + ------------------------------------------------------------- + 1. First, let me describe the new network mode. Instead of + a master/slave system, every computer sends its own controls + to every other. You are currently using the master/slave + system which sends 2(n-1) packets per frame where n is the + number of players. My new network mode sends n(n-1) packets + per frame and treats every player evenly. See the chart + below of packets per frame: - 2(n-1) method: n(n-1) method: - 2 players 2 2 - 3 players 4 6 - 4 players 6 12 - 5 players 8 20 (OUCH!) - 6 players 10 30 (OUCH!) - 7 players 12 42 (OUCH!) - 8 players 14 56 (OUCH!) + 2(n-1) method: n(n-1) method: + 2 players 2 2 + 3 players 4 6 + 4 players 6 12 + 5 players 8 20 (OUCH!) + 6 players 10 30 (OUCH!) + 7 players 12 42 (OUCH!) + 8 players 14 56 (OUCH!) - You may be asking why I am bothering you with this new - network method if it sends more packets then the old one? - I'll explain: With the old network method, slaves had to - wait for their packets to take 2 trips before they could move, - whereas with the new method the packets need to take only 1 - trip. Also with the new method the players are treated - evenly. For 2 players, the new network method is definitly - the mode of choice since it sends the same number of packets - AND the packets can be smaller since each computer only needs - to send its own controls to the other computer, not everyone's - controls (good for modem play). It's up to you what your - break even point is before you switch into the old network - method. I recommend: 1-4 New, 5+ Old. - Now let me explain how the new method REALLY works. Since - every computer must call the movement code in the same order - to stay in sync, all computers must wait until every packet - is received for that frame before it can actually go into - the movement code. You could say that all the computers are - half-slaves. Your computer should always be ahead of the - other computers. If you are player 0, the packets you - currently have might look like this: + You may be asking why I am bothering you with this new + network method if it sends more packets then the old one? + I'll explain: With the old network method, slaves had to + wait for their packets to take 2 trips before they could move, + whereas with the new method the packets need to take only 1 + trip. Also with the new method the players are treated + evenly. For 2 players, the new network method is definitly + the mode of choice since it sends the same number of packets + AND the packets can be smaller since each computer only needs + to send its own controls to the other computer, not everyone's + controls (good for modem play). It's up to you what your + break even point is before you switch into the old network + method. I recommend: 1-4 New, 5+ Old. + Now let me explain how the new method REALLY works. Since + every computer must call the movement code in the same order + to stay in sync, all computers must wait until every packet + is received for that frame before it can actually go into + the movement code. You could say that all the computers are + half-slaves. Your computer should always be ahead of the + other computers. If you are player 0, the packets you + currently have might look like this: - Chart for Player 0: + Chart for Player 0: - Player 0 Player 1 Player 2 - Tic 0: GOTMINE------GOT--------GOT------> MOVE! - Tic 1: GOTMINE------GOT--------GOT------> MOVE! - Tic 2: GOTMINE--X WAITING... GOT CAN'T MOVE! - Tic 3: GOTMINE WAITING... WAITING... CAN'T MOVE! - Tic 4: GOTMINE WAITING... WAITING... CAN'T MOVE! + Player 0 Player 1 Player 2 + Tic 0: GOTMINE------GOT--------GOT------> MOVE! + Tic 1: GOTMINE------GOT--------GOT------> MOVE! + Tic 2: GOTMINE--X WAITING... GOT CAN'T MOVE! + Tic 3: GOTMINE WAITING... WAITING... CAN'T MOVE! + Tic 4: GOTMINE WAITING... WAITING... CAN'T MOVE! - As soon as player 0 receives player 1's next packet, - player 0 can call domovethings for tic 2. - One interesting complication of the new network method is - the timing. If for some reason player 0 sends packets faster - than player 1, then player 1 will have no lag and player 0 - will start with twice the normal lag which will increase - until bad things happen. See this chart: + As soon as player 0 receives player 1's next packet, + player 0 can call domovethings for tic 2. + One interesting complication of the new network method is + the timing. If for some reason player 0 sends packets faster + than player 1, then player 1 will have no lag and player 0 + will start with twice the normal lag which will increase + until bad things happen. See this chart: - Player 0's side: | Player 1's side: - Player 0: Player 1: | Player 0: Player 1: - Tic 5: GOTMINE GOT (MOVE) | GOT GOTMINE (MOVE) - Tic 6: GOTMINE WAITING | GOT GOTMINE (MOVE) - Tic 7: GOTMINE WAITING | GOT GOTMINE (MOVE) - Tic 8: GOTMINE WAITING | GOT GOTMINE (MOVE) - Tic 9: GOTMINE WAITING | GOT GOTMINE (MOVE) - | GOT - | GOT - | GOT + Player 0's side: | Player 1's side: + Player 0: Player 1: | Player 0: Player 1: + Tic 5: GOTMINE GOT (MOVE) | GOT GOTMINE (MOVE) + Tic 6: GOTMINE WAITING | GOT GOTMINE (MOVE) + Tic 7: GOTMINE WAITING | GOT GOTMINE (MOVE) + Tic 8: GOTMINE WAITING | GOT GOTMINE (MOVE) + Tic 9: GOTMINE WAITING | GOT GOTMINE (MOVE) + | GOT + | GOT + | GOT - This can be corrected by sending a byte which tells the - other computer how many packets behind it is. You want the - other computer to be a little behind. Player 0's packet - delta in this case would be 4. Player 1's would be -3. + This can be corrected by sending a byte which tells the + other computer how many packets behind it is. You want the + other computer to be a little behind. Player 0's packet + delta in this case would be 4. Player 1's would be -3. - Another interesting thing about this network method is - that a slave's packet cannot be skipped like in the - master/slave system. + Another interesting thing about this network method is + that a slave's packet cannot be skipped like in the + master/slave system. - The actual code for everything described above is already - in my GAME.C and working perfectly. Go through the file - searching for the keyword, "networkmode". If it is non-zero, - that's the new mode. Look mainly at the section inside - faketimerhandler and case 17 of getpackets. + The actual code for everything described above is already + in my GAME.C and working perfectly. Go through the file + searching for the keyword, "networkmode". If it is non-zero, + that's the new mode. Look mainly at the section inside + faketimerhandler and case 17 of getpackets. - (I've talked about "2(n-1)" and "n(n-1)" networking modes. - Believe it or not, it's possible to do a network mode as - low as an "n" mode. I haven't done it due to some - inherent problems. I'd be impressed if you can figure out - how this one works) - ------------------------------------------------------------- - 2. Now I'll type about the "KLAG-0 Technology" I promised you. + (I've talked about "2(n-1)" and "n(n-1)" networking modes. + Believe it or not, it's possible to do a network mode as + low as an "n" mode. I haven't done it due to some + inherent problems. I'd be impressed if you can figure out + how this one works) + ------------------------------------------------------------- + 2. Now I'll type about the "KLAG-0 Technology" I promised you. - The secret to life is, " - NO CARRIER + The secret to life is, " + NO CARRIER - Why do you have to wait for another computer to tell you - when to move when you already know where you want to go? - So I added a fake set of variables that simulate - where the player's x, y, z, and ang variables will be after - it does sync crap with other computers. I added a function - called fakedomovethings which is called in the same fashion - that domovethings would be called in a 1-player game. - Fakedomovethings modifies ONLY the fake x, y, z, and ang - variables. It is a shadow of the processinput function. It - only needs the parts of processinput that modify the position - of player[myconnectindex]. If it modifies real variables, - the game will get out of sync. - Sometimes the fake variables can get out of sync with the - real variables. This can happen if you walk into another - player or anything else that moves. This doesn't happen too - often though and when it does, there are things that you can - do to smooth out the jump to the right position. This brings - me to my other new function: fakedomovethingscorrect. - The easy way to correct the player's position in a smooth - way is to say something like: fakex += ((realx-fakex)>>3); - This would effectively move the player 1/8th of the way closer - to the real position. The problem with this method is that - the realx and fakex are not sampled at the same time, - therefore creating more error than isn't any. - So instead of comparing your fake position with where the - real position was a few tics ago, I chose to compare both - of them a few tics ago. FIFO time! To do this, I am keeping - a fifo of the new fake positions and comparing the positions - as the real positions come. Now that they're being compared - at the same tic, correction will only occur when you've truly - run into a moving object. - ------------------------------------------------------------- - I hope all this was as much fun for you to read as it was for - me to type. If you don't understand it, then I was probably - just trying to confuse you with all the possible word - combinations I could come up with that contain the letters in: - "fake", "sync", and "fifo". + Why do you have to wait for another computer to tell you + when to move when you already know where you want to go? + So I added a fake set of variables that simulate + where the player's x, y, z, and ang variables will be after + it does sync crap with other computers. I added a function + called fakedomovethings which is called in the same fashion + that domovethings would be called in a 1-player game. + Fakedomovethings modifies ONLY the fake x, y, z, and ang + variables. It is a shadow of the processinput function. It + only needs the parts of processinput that modify the position + of player[myconnectindex]. If it modifies real variables, + the game will get out of sync. + Sometimes the fake variables can get out of sync with the + real variables. This can happen if you walk into another + player or anything else that moves. This doesn't happen too + often though and when it does, there are things that you can + do to smooth out the jump to the right position. This brings + me to my other new function: fakedomovethingscorrect. + The easy way to correct the player's position in a smooth + way is to say something like: fakex += ((realx-fakex)>>3); + This would effectively move the player 1/8th of the way closer + to the real position. The problem with this method is that + the realx and fakex are not sampled at the same time, + therefore creating more error than isn't any. + So instead of comparing your fake position with where the + real position was a few tics ago, I chose to compare both + of them a few tics ago. FIFO time! To do this, I am keeping + a fifo of the new fake positions and comparing the positions + as the real positions come. Now that they're being compared + at the same tic, correction will only occur when you've truly + run into a moving object. + ------------------------------------------------------------- + I hope all this was as much fun for you to read as it was for + me to type. If you don't understand it, then I was probably + just trying to confuse you with all the possible word + combinations I could come up with that contain the letters in: + "fake", "sync", and "fifo". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/6/96 - Made RT.SHIFT highlighting in build.obj not pick up non-existent - sprites in the selection rectangle. + sprites in the selection rectangle. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/9/96 - Fixed a rare hitscan overflow bug for sectors that had a - ceiling&floor z-difference of more than 400000 z-units. - (About 20 stories tall) + ceiling&floor z-difference of more than 400000 z-units. + (About 20 stories tall) ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/15/96 - Changed something in rotatesprite so that status bars could be - clipped easily by using the clipping parameters. (I never - knew this didn't work until now) This change will only affect - your code if you were using bits 2+8 and the clipping window - was something other than the standard (0,0,xdim-1,ydim-1). + clipped easily by using the clipping parameters. (I never + knew this didn't work until now) This change will only affect + your code if you were using bits 2+8 and the clipping window + was something other than the standard (0,0,xdim-1,ydim-1). - - Improved fakedomovethingscorrect. Before when there was an - error, I was adding the difference into the current - position. This method conflicted with pushmove - where - sometimes it never fully corrected the position leaving you - stuck behind a wall. Now I make your position the position - it would have been if it had predicted the right position - several ticks ago. In other words, I set the my... variables - to the real, older position then call fakedomovethings for - every tic from the time of the real, older position up to - the current time. + - Improved fakedomovethingscorrect. Before when there was an + error, I was adding the difference into the current + position. This method conflicted with pushmove - where + sometimes it never fully corrected the position leaving you + stuck behind a wall. Now I make your position the position + it would have been if it had predicted the right position + several ticks ago. In other words, I set the my... variables + to the real, older position then call fakedomovethings for + every tic from the time of the real, older position up to + the current time. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/19/96 - Added snow reduction code to setpalette. It takes about 4 ms - to set a full palette. I write during the horizontal retrace - period to save time. + to set a full palette. I write during the horizontal retrace + period to save time. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/23/96 - Added hack to loadboard to make it load a board only from the - group file if the last character of the filename is a 255. + group file if the last character of the filename is a 255. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1/25/96 - Fixed a stupid bug in UNIVBE segmented modes so it doesn't - flicker anymore. Why didn't you guys tell me about this - sooner! + flicker anymore. Why didn't you guys tell me about this + sooner! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/1/96 - Optimized cansee according to Peter's suggestions. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/2/96 - Made setview calls not mess up the stereo vision variables. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/5/96 - ATTENTIONS ALL PROGRAMMERS!!! If you use use any VGA registers - (such as 0x3da, or 0x3c6 - 0x3c9), you will need to re-code - those sections of code. Please make your BSTUB's work with - this too! + (such as 0x3da, or 0x3c6 - 0x3c9), you will need to re-code + those sections of code. Please make your BSTUB's work with + this too! - 1. If you use register 0x3da, limitrate, or qlimitrate, you - will need to do a special check to see whether or not the - video mode is VGA register compatible. If you do not - check this, then the computer may lock up because register - 0x3da simply doesn't change on certain video cards. - Unless you know the code won't be called in VESA mode, you - need to perform this check. Here's an example of how you - can do this check: + 1. If you use register 0x3da, limitrate, or qlimitrate, you + will need to do a special check to see whether or not the + video mode is VGA register compatible. If you do not + check this, then the computer may lock up because register + 0x3da simply doesn't change on certain video cards. + Unless you know the code won't be called in VESA mode, you + need to perform this check. Here's an example of how you + can do this check: - Instead of calling limitrate (or your own 0x3da function): - limitrate(); - Do this: - //extern char vgacompatible; - if ((vidoption != 1) || (vgacompatible == 1)) limitrate(); + Instead of calling limitrate (or your own 0x3da function): + limitrate(); + Do this: + //extern char vgacompatible; + if ((vidoption != 1) || (vgacompatible == 1)) limitrate(); - 2. You must now use my function to set or get any palette - registers. This means that the keywords "3c7", "3c8", - and "3c9" should not even exist in your code. I really - didn't want to force you to use my palette functions, but - since VESA 2.0 supports non VGA compatible cards, you must - do it this way. If you use setbrightness for all of your - palette setting, then you can ignore this. Note that the - palette format here is VESA's palette format, which is - different than my other palette control functions. It's - 4 bytes and RGB are backwards. Here are the function - prototypes: + 2. You must now use my function to set or get any palette + registers. This means that the keywords "3c7", "3c8", + and "3c9" should not even exist in your code. I really + didn't want to force you to use my palette functions, but + since VESA 2.0 supports non VGA compatible cards, you must + do it this way. If you use setbrightness for all of your + palette setting, then you can ignore this. Note that the + palette format here is VESA's palette format, which is + different than my other palette control functions. It's + 4 bytes and RGB are backwards. Here are the function + prototypes: - VBE_setPalette(long palstart, long palnum, char *dapal); - VBE_getPalette(long palstart, long palnum, char *dapal); - palstart is the offset of the first palette to set - palnum is the number of the palette entries to set - dapal is a pointer to the palette buffer. The palette - buffer must be in this format: - char Blue, Green, Red, reserved; - I think this format stinks, but since VESA 2.0 uses - it, the code will run fastest if the buffer is not - copied. You can make your own cover up function if - you don't like this format. + VBE_setPalette(long palstart, long palnum, char *dapal); + VBE_getPalette(long palstart, long palnum, char *dapal); + palstart is the offset of the first palette to set + palnum is the number of the palette entries to set + dapal is a pointer to the palette buffer. The palette + buffer must be in this format: + char Blue, Green, Red, reserved; + I think this format stinks, but since VESA 2.0 uses + it, the code will run fastest if the buffer is not + copied. You can make your own cover up function if + you don't like this format. - This example sets up a wasteful gray scale palette: + This example sets up a wasteful gray scale palette: - char mypalette[1024]; - for(i=0;i<256;i++) - { - mypalette[i*4+0] = (i>>2); //Blue - mypalette[i*4+1] = (i>>2); //Green - mypalette[i*4+2] = (i>>2); //Red - mypalette[i*4+3] = 0; //reserved - } - VBE_setPalette(0,256,mypalette); + char mypalette[1024]; + for(i=0;i<256;i++) + { + mypalette[i*4+0] = (i>>2); //Blue + mypalette[i*4+1] = (i>>2); //Green + mypalette[i*4+2] = (i>>2); //Red + mypalette[i*4+3] = 0; //reserved + } + VBE_setPalette(0,256,mypalette); ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/7/96 - Did some minor optimizations to functions that use cliptype. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/9/96 - ATTENTION PROGRAMMERS!!! There is no such thing as a cliptype - anymore! Instead you use clipmasks. Clipmasks are much better - because it gives you full control of which bits are used to - test whether or not a sprite or wall will block things. + anymore! Instead you use clipmasks. Clipmasks are much better + because it gives you full control of which bits are used to + test whether or not a sprite or wall will block things. - Let me refresh your memory on how cliptypes used to work: - For CLIPMOVE, PUSHMOVE, and GETZRANGE: - If (cliptype == 0) these bits were the blocking bits: - (wall[].cstat&1), (sprite[].cstat&1) - If (cliptype == 1) these bits were the blocking bits: - (wall[].cstat&64), (sprite[].cstat&256) - For HITSCAN, cliptype was not passed and assumed to be 1: - (wall[].cstat&64), (sprite[].cstat&256) + Let me refresh your memory on how cliptypes used to work: + For CLIPMOVE, PUSHMOVE, and GETZRANGE: + If (cliptype == 0) these bits were the blocking bits: + (wall[].cstat&1), (sprite[].cstat&1) + If (cliptype == 1) these bits were the blocking bits: + (wall[].cstat&64), (sprite[].cstat&256) + For HITSCAN, cliptype was not passed and assumed to be 1: + (wall[].cstat&64), (sprite[].cstat&256) - Note that I added these 2 defines in BUILD.H: - #define CLIPMASK0 (((1L)<<16)+1L) - #define CLIPMASK1 (((256L)<<16)+64L) + Note that I added these 2 defines in BUILD.H: + #define CLIPMASK0 (((1L)<<16)+1L) + #define CLIPMASK1 (((256L)<<16)+64L) - In order to make clipmasks work, I had to change the parameters - to these 4 important functions. CLIPMOVE, PUSHMOVE, GETZRANGE, - and HITSCAN. For CLIPMOVE, PUSHMOVE, and GETZRANGE, I simply - made the cliptype from a char to a long. For HITSCAN, I had to - add the clipmask parameter at the end. Here are the new function - prototypes: + In order to make clipmasks work, I had to change the parameters + to these 4 important functions. CLIPMOVE, PUSHMOVE, GETZRANGE, + and HITSCAN. For CLIPMOVE, PUSHMOVE, and GETZRANGE, I simply + made the cliptype from a char to a long. For HITSCAN, I had to + add the clipmask parameter at the end. Here are the new function + prototypes: clipmove (long *x, long *y, long *z, short *sectnum, long xvect, long yvect, - long walldist, long ceildist, long flordist, unsigned long clipmask) + long walldist, long ceildist, long flordist, unsigned long clipmask) pushmove (long *x, long *y, long *z, short *sectnum, - long walldist, long ceildist, long flordist, unsigned long clipmask) + long walldist, long ceildist, long flordist, unsigned long clipmask) getzrange (long x, long y, long z, short sectnum, - long *ceilz, long *ceilhit, long *florz, long *florhit, - long walldist, unsigned long clipmask) + long *ceilz, long *ceilhit, long *florz, long *florhit, + long walldist, unsigned long clipmask) hitscan (long xs, long ys, long zs, short sectnum, long vx, long vy, long vz, - short *hitsect, short *hitwall, short *hitsprite, - long *hitx, long *hity, long *hitz, unsigned long clipmask) + short *hitsect, short *hitwall, short *hitsprite, + long *hitx, long *hity, long *hitz, unsigned long clipmask) - You should convert your source code using these rules: - * For CLIPMOVE, PUSHMOVE, and GETZRANGE, look at the last - parameter. If it is a 0, then change it to say CLIPMASK0. - If it is a 1, then change it to say CLIPMASK1. + You should convert your source code using these rules: + * For CLIPMOVE, PUSHMOVE, and GETZRANGE, look at the last + parameter. If it is a 0, then change it to say CLIPMASK0. + If it is a 1, then change it to say CLIPMASK1. - * For HITSCAN, add a new parameter that says CLIPMASK1. + * For HITSCAN, add a new parameter that says CLIPMASK1. - * If you have your own movesprite function, then you will - need to make the cliptype parameter into a long variable. + * If you have your own movesprite function, then you will + need to make the cliptype parameter into a long variable. - - If you want to set a range for hitscan, or optimize its - performance, you can now extern these 2 variables from - the engine. You can set them just before you call hitscan. - If you DO choose to screw around with these variables, then - you must set them before EVERY hitscan in your code. - I have them defaulting to a really high number, totally out - of range of the map, but not high enough for a subtraction - to overflow it. These variables are used in hitscan only - to compare whether the new hit is closer then the last one. + - If you want to set a range for hitscan, or optimize its + performance, you can now extern these 2 variables from + the engine. You can set them just before you call hitscan. + If you DO choose to screw around with these variables, then + you must set them before EVERY hitscan in your code. + I have them defaulting to a really high number, totally out + of range of the map, but not high enough for a subtraction + to overflow it. These variables are used in hitscan only + to compare whether the new hit is closer then the last one. - long hitscangoalx = (1<<29)-1, hitscangoaly = (1<<29)-1; + long hitscangoalx = (1<<29)-1, hitscangoaly = (1<<29)-1; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/13/96 - Fixed a bug in clipmove that showed up in the latest upload - related to sector searching. + related to sector searching. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/18/96 - Re-wrote waitforeverybody / case 250 of getpackets, so the slave - sends acknowledge packets in a better way. Before there was - a possibility of a slave sending an invalid acknowledge - packet if the last packet received was not 250. + sends acknowledge packets in a better way. Before there was + a possibility of a slave sending an invalid acknowledge + packet if the last packet received was not 250. - - ATTENTION PROGRAMMERS! Setgamemode now returns -1 if the mode - is invalid or 0 if it is valid. Since the engine no longer - quits to DOS from an invalid video mode, you must program the - -1 case or else the computer will probably lock up! + - ATTENTION PROGRAMMERS! Setgamemode now returns -1 if the mode + is invalid or 0 if it is valid. Since the engine no longer + quits to DOS from an invalid video mode, you must program the + -1 case or else the computer will probably lock up! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 3/5/96 - Solved tile index corruption bug in EDITART. After looking at - the latest art files I have from you, It looks like SW has - this problem, but DUKE and BLOOD seem ok. Let me explain: - In Editart 'V' mode (with no tile report), when you use - INSERT or DELETE, it very quickly moves all tiles after the - cursor forward or back 1. With multiple art files, this - operation would be very slow, since I'd have to load and - save every art file after the current one. But I figured - out a way to still keep it fast - instead of reading and - writing all the later art files, I instead changed just the - headers that tell which tile indeces the art files start and - end with. This works nice when you have 1 big art file, or - only 1 person using EDITART to change stuff. - Unfortunately, some of you have been passing around - individual art files and this is where the problem comes in. - If either person used INSERT of DELETE in 'V' mode and passed - an individual art file to another person, the headers could - possibly conflict and cause strange lockups or crashes in - EDITART, BUILD, or GAME. - So I fixed the problem by making EDITART only change the - CURRENT art file. Insert mode will now delete the last - tile in the CURRENT art file, so be careful that the last - tile in the CURRENT art file is blank. Delete will now - insert a blank tile at the end of the CURRENT art file. - If your ART files are already corrupt, you can run - RSIZEART.EXE and agree on a number of tiles per file. + the latest art files I have from you, It looks like SW has + this problem, but DUKE and BLOOD seem ok. Let me explain: + In Editart 'V' mode (with no tile report), when you use + INSERT or DELETE, it very quickly moves all tiles after the + cursor forward or back 1. With multiple art files, this + operation would be very slow, since I'd have to load and + save every art file after the current one. But I figured + out a way to still keep it fast - instead of reading and + writing all the later art files, I instead changed just the + headers that tell which tile indeces the art files start and + end with. This works nice when you have 1 big art file, or + only 1 person using EDITART to change stuff. + Unfortunately, some of you have been passing around + individual art files and this is where the problem comes in. + If either person used INSERT of DELETE in 'V' mode and passed + an individual art file to another person, the headers could + possibly conflict and cause strange lockups or crashes in + EDITART, BUILD, or GAME. + So I fixed the problem by making EDITART only change the + CURRENT art file. Insert mode will now delete the last + tile in the CURRENT art file, so be careful that the last + tile in the CURRENT art file is blank. Delete will now + insert a blank tile at the end of the CURRENT art file. + If your ART files are already corrupt, you can run + RSIZEART.EXE and agree on a number of tiles per file. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 4/27/96 - Fixed a bug where rotatesprite seemed to clip the tile - to the viewing window even though stat&8 (don't clip - to startumosts/startdmosts) was set. The problem was - actually related to an optimization in the VESA blitting - code that copies only the screen if it thinks nothing - was drawn outside of the viewing window. + to the viewing window even though stat&8 (don't clip + to startumosts/startdmosts) was set. The problem was + actually related to an optimization in the VESA blitting + code that copies only the screen if it thinks nothing + was drawn outside of the viewing window. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/15/96 - I must have added a whole bunch of unnoticable optimizations - since the last time I typed stuff into this file, but since - I didn't keeping track of it, I couldn't tell you what they - were off hand. + since the last time I typed stuff into this file, but since + I didn't keeping track of it, I couldn't tell you what they + were off hand. - - I added support for the 'new' Crystal Eyes in such a way where - you don't have to mess with the timer. I use the real-time - clock (IRQ8) in order to avoid conflicts. Crystal Eyes mode - works only in VESA 2.0 modes with at least 4 pages. The nice - thing about this mode is that you can switch in and out of - it easily during the game. There are 2 very simple functions - and 3 variables you can extern. To use Crystal Eyes mode, - simply call initstereo(). Initstereo should be called after - setgamemode and the palette is loaded into the VGA. To - return back to normal mode, simply call uninitstereo(). - Here's what the code would look like: + - I added support for the 'new' Crystal Eyes in such a way where + you don't have to mess with the timer. I use the real-time + clock (IRQ8) in order to avoid conflicts. Crystal Eyes mode + works only in VESA 2.0 modes with at least 4 pages. The nice + thing about this mode is that you can switch in and out of + it easily during the game. There are 2 very simple functions + and 3 variables you can extern. To use Crystal Eyes mode, + simply call initstereo(). Initstereo should be called after + setgamemode and the palette is loaded into the VGA. To + return back to normal mode, simply call uninitstereo(). + Here's what the code would look like: - extern long stereomode, stereowidth, stereopixelwidth; + extern long stereomode, stereowidth, stereopixelwidth; - if (KEYTOTOGGLESTEREOMODE) - { - KEYTOTOGGLESTEREOMODE = 0; - if (stereomode == 0) - initstereo(); - else - uninitstereo(); - } + if (KEYTOTOGGLESTEREOMODE) + { + KEYTOTOGGLESTEREOMODE = 0; + if (stereomode == 0) + initstereo(); + else + uninitstereo(); + } - Notes: - * The following 2 variables can be changed any time, and - should always be >= 0. + Notes: + * The following 2 variables can be changed any time, and + should always be >= 0. - stereowidth: distance between left and right eyes - stereopixelwidth: parallax - pan offset in pixels between - left & right screens + stereowidth: distance between left and right eyes + stereopixelwidth: parallax - pan offset in pixels between + left & right screens - * initstereo automatically sets stereomode to nonzero and - uninitstereo automatically sets stereomode to 0. + * initstereo automatically sets stereomode to nonzero and + uninitstereo automatically sets stereomode to 0. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/5/96 - Made cache1d.obj support up to 4 group files at the same time. - To use multiple group files, simply call initgroupfile again. - You need to uninitgroupfile only once. This is useful if - users want to add their own .ART, .VOC, or other files and - distribute it all in one file without telling people they - need to back up stuff. For example: + To use multiple group files, simply call initgroupfile again. + You need to uninitgroupfile only once. This is useful if + users want to add their own .ART, .VOC, or other files and + distribute it all in one file without telling people they + need to back up stuff. For example: - Beginning of program: - initgroupfile("duke3d.grp"); - if (usergroupfile) - initgroupfile(usergroufile); + Beginning of program: + initgroupfile("duke3d.grp"); + if (usergroupfile) + initgroupfile(usergroufile); - End of program: - uninitgroupfile(); + End of program: + uninitgroupfile(); - Here's the order cache1d will search for a file when - kopen4load is called. Remember that the second parameter - to kopen4load is the searchfirst parameter. If you set - this variable to non-zero, you can tell kopen4load to search - the main group file only. This is useful if invalid user - files are detected. + Here's the order cache1d will search for a file when + kopen4load is called. Remember that the second parameter + to kopen4load is the searchfirst parameter. If you set + this variable to non-zero, you can tell kopen4load to search + the main group file only. This is useful if invalid user + files are detected. - if (searchfirst == 0) - { - 1. Look for it as a stand-alone file - 2. Look for it in the 4th group file (user group file) - 3. Look for it in the 3rd group file (user group file) - 4. Look for it in the 2nd group file (user group file) - } - 5. Look for it in the 1st groupfile ("duke3d.grp") - 6. If file still not found, return -1 + if (searchfirst == 0) + { + 1. Look for it as a stand-alone file + 2. Look for it in the 4th group file (user group file) + 3. Look for it in the 3rd group file (user group file) + 4. Look for it in the 2nd group file (user group file) + } + 5. Look for it in the 1st groupfile ("duke3d.grp") + 6. If file still not found, return -1 - - Fixed a stupid bug with choosing the side of a red line in BUILD - 2D edit mode. + - Fixed a stupid bug with choosing the side of a red line in BUILD + 2D edit mode. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 7/24/96 - Increased MAXTILES to 6144. Fixed some scrolling errors related - to MAXTILES in 'V' mode of EDITART and BUILD. + to MAXTILES in 'V' mode of EDITART and BUILD. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 8/20/96 - Made it possible to safely default to NORMAL mode 320*200 when - VESA is not supported or found. Check out the beginning of - my setup3dscreen function. It shows how you can offer the - player a choice of quitting to DOS or continuing in NORMAL - mode. It is very annoying when setting up multiplayer games - when the game always quits to DOS because somebody forgot - to load their VESA driver. + VESA is not supported or found. Check out the beginning of + my setup3dscreen function. It shows how you can offer the + player a choice of quitting to DOS or continuing in NORMAL + mode. It is very annoying when setting up multiplayer games + when the game always quits to DOS because somebody forgot + to load their VESA driver. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/6/96 - Moved internal function, setfirstwall, in BUILD.OBJ into - ENGINE.OBJ because it can be useful to game programmers. - This function sets the first wall of a sector to be the - wall index passed. This function is useful for setting - the hinge wall for slopes or relative alignment. (ALT-F - uses this function) Here's the function: + ENGINE.OBJ because it can be useful to game programmers. + This function sets the first wall of a sector to be the + wall index passed. This function is useful for setting + the hinge wall for slopes or relative alignment. (ALT-F + uses this function) Here's the function: - setfirstwall(short sectnum, short newfirstwall) + setfirstwall(short sectnum, short newfirstwall) - - Added a variable, clipmoveboxtracenum, to ENGINE.OBJ which can - be externed. As a special case, if you set it to 1 just - before calling clipmove, then clipmove will return when it - first hits a wall - in other words, the (x,y,z) that clipmove - returns will be before any sliding calculations occur. Be - sure to set clipmoveboxtracenum back to 3 after calling - clipmove. + - Added a variable, clipmoveboxtracenum, to ENGINE.OBJ which can + be externed. As a special case, if you set it to 1 just + before calling clipmove, then clipmove will return when it + first hits a wall - in other words, the (x,y,z) that clipmove + returns will be before any sliding calculations occur. Be + sure to set clipmoveboxtracenum back to 3 after calling + clipmove. - This is how it is defined in ENGINE.OBJ: - long clipmoveboxtracenum = 3; + This is how it is defined in ENGINE.OBJ: + long clipmoveboxtracenum = 3; - Example of calling clipmove with no sliding: - clipmoveboxtracenum = 1; - i = clipmove(...); - clipmoveboxtracenum = 3; + Example of calling clipmove with no sliding: + clipmoveboxtracenum = 1; + i = clipmove(...); + clipmoveboxtracenum = 3; ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 9/25/96 - Removed support for specially optimized TSENG, Paradise, and S3 - modes. If you want the engine to run as fast on these cards, - get Scitech Software's latest Vesa 2.0 driver. + modes. If you want the engine to run as fast on these cards, + get Scitech Software's latest Vesa 2.0 driver. - - ATTENTION PROGRAMMERS! Added video mode changing during the game. - I moved the option, xdim, and ydim parameters from initengine - into the setgamemode function. + - ATTENTION PROGRAMMERS! Added video mode changing during the game. + I moved the option, xdim, and ydim parameters from initengine + into the setgamemode function. - Here are the updated prototypes for the 2 functions: - initengine(); - setgamemode(char newvidoption, long newxdim, long newydim); + Here are the updated prototypes for the 2 functions: + initengine(); + setgamemode(char newvidoption, long newxdim, long newydim); - You are free to call setgamemode as often as you like. If you - have very low memory, it's possible that the call will fail - and quit to DOS with one of those awful CACHE SPACE ALL LOCKED - UP messages. + You are free to call setgamemode as often as you like. If you + have very low memory, it's possible that the call will fail + and quit to DOS with one of those awful CACHE SPACE ALL LOCKED + UP messages. - Note: When updating your code, be careful to not rely on - vidoption, xdim, of ydim being valid until your first - setgamemode call. If you're not careful with this, you may - get a divide by zero or something. I had a bug in my GAME.C - where I was calling setview between initengine and - setgamemode. I had to move setview after setgamemode. + Note: When updating your code, be careful to not rely on + vidoption, xdim, of ydim being valid until your first + setgamemode call. If you're not careful with this, you may + get a divide by zero or something. I had a bug in my GAME.C + where I was calling setview between initengine and + setgamemode. I had to move setview after setgamemode. - - Added function to the engine that returns all valid VESA modes. + - Added function to the engine that returns all valid VESA modes. - getvalidvesamodes(); + getvalidvesamodes(); - This function prepares the list of valid VESA modes in these - new variables which I put in BUILD.H. This function needs to - only be called once, but it doesn't hurt to call it multiple - times since I have a flag that checks if it has already been - called. + This function prepares the list of valid VESA modes in these + new variables which I put in BUILD.H. This function needs to + only be called once, but it doesn't hurt to call it multiple + times since I have a flag that checks if it has already been + called. - EXTERN long validmodecnt; - EXTERN short validmode[256]; - EXTERN long validmodexdim[256], validmodeydim[256]; + EXTERN long validmodecnt; + EXTERN short validmode[256]; + EXTERN long validmodexdim[256], validmodeydim[256]; - validmodecnt - number of available 256 color VESA modes. - validmode[] - array of vesa mode numbers (640*480 is 0x101, etc.) - validmodexdim[] - array of x dimensions for each mode - validmodeydim[] - array of y dimensions for each mode + validmodecnt - number of available 256 color VESA modes. + validmode[] - array of vesa mode numbers (640*480 is 0x101, etc.) + validmodexdim[] - array of x dimensions for each mode + validmodeydim[] - array of y dimensions for each mode - In my GAME.C, I have code that cycles through all VESA modes - and screen buffer mode when you press F4. Search for the - keyword "//F4" to find it. + In my GAME.C, I have code that cycles through all VESA modes + and screen buffer mode when you press F4. Search for the + keyword "//F4" to find it. - Note: Be careful when you call setgamemode! Be sure that it - is not called inside any function of sub-function of - faketimerhandler because this would be in the middle of the - drawing code. Actually, the safest place to call setgamemode is - right after nextpage in your main drawing loop. + Note: Be careful when you call setgamemode! Be sure that it + is not called inside any function of sub-function of + faketimerhandler because this would be in the middle of the + drawing code. Actually, the safest place to call setgamemode is + right after nextpage in your main drawing loop. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 12/13/96 - Fixed the nasty caching bug first found in the Plutonium version - of Duke3D. I was using copybuf when I should have been using - copybufbyte. + of Duke3D. I was using copybuf when I should have been using + copybufbyte. - - Made the '>' key in 3D EDIT MODE not lock up any more for - textures that have non power of 2 tilesizy's. + - Made the '>' key in 3D EDIT MODE not lock up any more for + textures that have non power of 2 tilesizy's. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 2/12/97 - Optimized mirror code so it x-flips only the bounding rectangle - (x AND y). Actually calculates left & right boundaries instead - of using the horizontal line checking stuff which didn't really - work all the time anyway. + (x AND y). Actually calculates left & right boundaries instead + of using the horizontal line checking stuff which didn't really + work all the time anyway. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 5/22/97 - Frank noticed a divide overflow in clippoly when drawmapview was - in hi-res mode. -fixed by lowered precision from 16 to 12 - bits. + in hi-res mode. -fixed by lowered precision from 16 to 12 + bits. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 6/2/97 - Added support for the Nuvision 3D-Spex stereo glasses. I renamed - initstereo to setstereo and got rid of uninitstereo. Here's - complete documentation for all of the new stereo glasses stuff: + initstereo to setstereo and got rid of uninitstereo. Here's + complete documentation for all of the new stereo glasses stuff: - setstereo(0); //Set to default normal non-stereo mode - setstereo(1); //Use Stereographics Simuleyes (white line code) - setstereo(2); //Use Nuvision 3-D Spex stereo (uses LPT1) + setstereo(0); //Set to default normal non-stereo mode + setstereo(1); //Use Stereographics Simuleyes (white line code) + setstereo(2); //Use Nuvision 3-D Spex stereo (uses LPT1) - //You can extern these 2 variables from the engine to add - //your own stereo adjustment code - extern long stereowidth = 23040; - extern long stereopixelwidth = 28; + //You can extern these 2 variables from the engine to add + //your own stereo adjustment code + extern long stereowidth = 23040; + extern long stereopixelwidth = 28; - It would be nice to allow the adjustment of these variables - inside the game, but if you're too lazy, it would be nice to - have some way of modifying it. - Please do not extern stereomode any more since I use it now - to uninit the old mode automatically. Use your own current - stereo mode variable. + It would be nice to allow the adjustment of these variables + inside the game, but if you're too lazy, it would be nice to + have some way of modifying it. + Please do not extern stereomode any more since I use it now + to uninit the old mode automatically. Use your own current + stereo mode variable. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 10/4/97 - I have upgraded to Watcom 11.0. The only changes I had to make - in the engine were some "#pragma push" and "#pragma pop" - calls in BUILD.H since the default structure packing alignment - was moved from 1 to 8. The sector, wall, and sprite structures - are already aligned well and must remain the same for .MAP - files to remain compatible. + in the engine were some "#pragma push" and "#pragma pop" + calls in BUILD.H since the default structure packing alignment + was moved from 1 to 8. The sector, wall, and sprite structures + are already aligned well and must remain the same for .MAP + files to remain compatible. - - Increase MAXTILES for all utilities (EDITART,BUILD,GAME,etc.) to - 9216 for Xatrix. + - Increase MAXTILES for all utilities (EDITART,BUILD,GAME,etc.) to + 9216 for Xatrix. - You may have some initial bugs with EDITART when you add new - tiles for the first time. I haven't touched the code in years - and I'm afraid if I did, I'd mess it up more. One bug I know - of is this: Let's say you have 256 tiles per art file, and - then you add 1 silly tile way up at picnum=8500. When you - save and quit, your directory may look like this: + You may have some initial bugs with EDITART when you add new + tiles for the first time. I haven't touched the code in years + and I'm afraid if I did, I'd mess it up more. One bug I know + of is this: Let's say you have 256 tiles per art file, and + then you add 1 silly tile way up at picnum=8500. When you + save and quit, your directory may look like this: - TILES000.ART - TILES001.ART - TILES002.ART - TILES029.ART + TILES000.ART + TILES001.ART + TILES002.ART + TILES029.ART - When you load EDITART again, that 1 tile will not appear unless - you kind of mess with it and scroll around for a while. This - is because EDITART loads TILES###.ART files until 1 is not - found, meaning that it will stop when it doesn't find - TILES003.ART. There are probably some other nasty bugs like - this. To get around it, you could add 1 tile to the next file, - save and quit. Or you could use RSIZEART.EXE to make 1 huge - ART file, add 1 tile way up high (if you have enough memory), - and then run RSIZEART.EXE again to 256 tiles per file or - whatever you like. Remember that the ART files need to be split - in such a way that each individual .ART file must fit in - memory, or else EDITART will crash. + When you load EDITART again, that 1 tile will not appear unless + you kind of mess with it and scroll around for a while. This + is because EDITART loads TILES###.ART files until 1 is not + found, meaning that it will stop when it doesn't find + TILES003.ART. There are probably some other nasty bugs like + this. To get around it, you could add 1 tile to the next file, + save and quit. Or you could use RSIZEART.EXE to make 1 huge + ART file, add 1 tile way up high (if you have enough memory), + and then run RSIZEART.EXE again to 256 tiles per file or + whatever you like. Remember that the ART files need to be split + in such a way that each individual .ART file must fit in + memory, or else EDITART will crash. - - It's time I document how you can add voxels to the Build engine. - The code is not the cleanest, but at least it works. First - you must load each voxel into memory using the qloadkvx - function. You specify the filename of the .KVX file and an - index that you want to use to reference the voxel. You can - pack .KVX files in a .GRP file if you want. The index must - be in this range: 0 <= index < MAXVOXELS where MAXVOXELS is - currently 512. This index works sort of like a picnum, but I - have a totally separate array for these indeces so you don't - need to mess with your art file at all. Since qloadkvx - allocates memory off of my cacheing system, you must call it - after loadpics which allocates all memory. + - It's time I document how you can add voxels to the Build engine. + The code is not the cleanest, but at least it works. First + you must load each voxel into memory using the qloadkvx + function. You specify the filename of the .KVX file and an + index that you want to use to reference the voxel. You can + pack .KVX files in a .GRP file if you want. The index must + be in this range: 0 <= index < MAXVOXELS where MAXVOXELS is + currently 512. This index works sort of like a picnum, but I + have a totally separate array for these indeces so you don't + need to mess with your art file at all. Since qloadkvx + allocates memory off of my cacheing system, you must call it + after loadpics which allocates all memory. - Function parameters: - void qloadkvx(long voxindex, char *filename) + Function parameters: + void qloadkvx(long voxindex, char *filename) - loadpics("tiles000.art"); - qloadkvx(0L,"voxel000.kvx"); - qloadkvx(1L,"voxel001.kvx"); + loadpics("tiles000.art"); + qloadkvx(0L,"voxel000.kvx"); + qloadkvx(1L,"voxel001.kvx"); - Now to actually display the voxel, you need to set the - (sprite[?].cstat&48) to equal 48 like this: - sprite[?].cstat |= 48; - I have no special collision code for voxels. They are simply - treated as face sprites. + Now to actually display the voxel, you need to set the + (sprite[?].cstat&48) to equal 48 like this: + sprite[?].cstat |= 48; + I have no special collision code for voxels. They are simply + treated as face sprites. - If ((sprite[?].cstat&48) == 48) - You should set the sprite[?].picnum to equal the VOXEL - index of the voxel that you passed to qloadkvx. If you don't - do this you will see nothing. To handle this index remapping - it is a good idea to make some array like this: - short picnumtovox[MAXTILES]; - and save the array in some file (or in the .GRP file) + If ((sprite[?].cstat&48) == 48) + You should set the sprite[?].picnum to equal the VOXEL + index of the voxel that you passed to qloadkvx. If you don't + do this you will see nothing. To handle this index remapping + it is a good idea to make some array like this: + short picnumtovox[MAXTILES]; + and save the array in some file (or in the .GRP file) - Many other fields of the sprite structure also affect voxels, - such as: ang, shade, pal, xrepeat, yrepeat. + Many other fields of the sprite structure also affect voxels, + such as: ang, shade, pal, xrepeat, yrepeat. - Note: To view voxels in the Build editor, you will need to do - the same qloadkvx calls in your BSTUB.C. + Note: To view voxels in the Build editor, you will need to do + the same qloadkvx calls in your BSTUB.C. - And now a warning: Voxels tend to draw the fastest when - they are tall and thin. For example, a telephone poll - would work just great. They slow down very quickly as - you add detail. This is why you don't see any large - voxels in SW and Blood. + And now a warning: Voxels tend to draw the fastest when + they are tall and thin. For example, a telephone poll + would work just great. They slow down very quickly as + you add detail. This is why you don't see any large + voxels in SW and Blood. - - Something you should know about this version of the engine: - Over the summer, I got a lot of pressure from GT to add - MMX support to the Build engine, so I bought a Pentium II. - I messed around with the code quite a bit and discovered - that MMX really didn't help at all. In fact, in some ways - it made the code slower. The problem is that the inner - loops of Build are already optimized really well. I have - found that MMX is useful only because it gives you extra - registers. Unfortunately, the Build loops don't need extra - registers since they aren't very complex. - Now there are 2 major differences between an old Pentium and - a Pentium II. A Pentium II is like a Pentium PRO with MMX. - So I tried to optimize Build for Pentium PRO's. I was - actually able to get about a 50% speed increase mostly due - to avoiding those awful partial stalls. But there are - SEVERAL catches: + - Something you should know about this version of the engine: + Over the summer, I got a lot of pressure from GT to add + MMX support to the Build engine, so I bought a Pentium II. + I messed around with the code quite a bit and discovered + that MMX really didn't help at all. In fact, in some ways + it made the code slower. The problem is that the inner + loops of Build are already optimized really well. I have + found that MMX is useful only because it gives you extra + registers. Unfortunately, the Build loops don't need extra + registers since they aren't very complex. + Now there are 2 major differences between an old Pentium and + a Pentium II. A Pentium II is like a Pentium PRO with MMX. + So I tried to optimize Build for Pentium PRO's. I was + actually able to get about a 50% speed increase mostly due + to avoiding those awful partial stalls. But there are + SEVERAL catches: - 1. First of all, you need to enable WRITE-COMBINING for - video memory to get all this extra speed. One popular - program which does this is FASTVID. You should be able - to find it easily on the net. If you do not enable - WRITE-COMBINING, the engine actually runs SLOWER than - the original version! Unfortunately, neither DOS nor - WINDOWS 95 enable WRITE-COMBINING by default, so you need to - load a driver. Even worse, if you're in WINDOWS 95, the - program which enables WRITE-COMBINING will crash because - you can only set the PPRO registers in Priviledge Level 0. - You can still enable WRITE-COMBINING in WINDOWS 95, but you - have to run the program in your AUTOEXEC.BAT file. I wish - you all good luck on getting the average user to be able - to accomplish this feat. Quake has the same problem. - You'll find the same thing in their documentation. + 1. First of all, you need to enable WRITE-COMBINING for + video memory to get all this extra speed. One popular + program which does this is FASTVID. You should be able + to find it easily on the net. If you do not enable + WRITE-COMBINING, the engine actually runs SLOWER than + the original version! Unfortunately, neither DOS nor + WINDOWS 95 enable WRITE-COMBINING by default, so you need to + load a driver. Even worse, if you're in WINDOWS 95, the + program which enables WRITE-COMBINING will crash because + you can only set the PPRO registers in Priviledge Level 0. + You can still enable WRITE-COMBINING in WINDOWS 95, but you + have to run the program in your AUTOEXEC.BAT file. I wish + you all good luck on getting the average user to be able + to accomplish this feat. Quake has the same problem. + You'll find the same thing in their documentation. - 2. The second catch is that my code tries to auto-detect - whether you have a Pentium, Pentium MMX, Pentium PRO, of - Pentium II. Of course this means, that if you don't have - an Intel processor, it's possible that the auto-detect code - may crash. I haven't had the opportunity to test this - myself. And since I can never guarantee it will always work - I made a way for you to disable the new code altogether - should this happen. Here's how you disable the new code - in the Build engine: + 2. The second catch is that my code tries to auto-detect + whether you have a Pentium, Pentium MMX, Pentium PRO, of + Pentium II. Of course this means, that if you don't have + an Intel processor, it's possible that the auto-detect code + may crash. I haven't had the opportunity to test this + myself. And since I can never guarantee it will always work + I made a way for you to disable the new code altogether + should this happen. Here's how you disable the new code + in the Build engine: - extern long dommxoverlay; //(from engine.obj) + extern long dommxoverlay; //(from engine.obj) - Before you first call initengine, set dommxoverlay = 0; + Before you first call initengine, set dommxoverlay = 0; - The default is dommxoverlay = 1 and it will run the code. + The default is dommxoverlay = 1 and it will run the code. diff --git a/polymer/eduke32/build/doc/buildinf.txt b/polymer/eduke32/build/doc/buildinf.txt index 22fcd8891..41a154e99 100644 --- a/polymer/eduke32/build/doc/buildinf.txt +++ b/polymer/eduke32/build/doc/buildinf.txt @@ -6,122 +6,122 @@ Build information to get you started: The first half of this file explains the .ART, .MAP, and PALETTE.DAT formats. The second half has documentation about every BUILD engine function, what it - does, and what the parameters are. + does, and what the parameters are. -Ken S. ------------------------------------------------------------------------------ Documentation on Ken's .ART file format by Ken Silverman - I am documenting my ART format to allow you to program your own custom + I am documenting my ART format to allow you to program your own custom art utilites if you so desire. I am still planning on writing the script system. - All art files must have xxxxx###.ART. When loading an art file you + All art files must have xxxxx###.ART. When loading an art file you should keep trying to open new xxxxx###'s, incrementing the number, until an art file is not found. 1. long artversion; - The first 4 bytes in the art format are the version number. The current - current art version is now 1. If artversion is not 1 then either it's the - wrong art version or something is wrong. + The first 4 bytes in the art format are the version number. The current + current art version is now 1. If artversion is not 1 then either it's the + wrong art version or something is wrong. 2. long numtiles; - Numtiles is not really used anymore. I wouldn't trust it. Actually - when I originally planning art version 1 many months ago, I thought I - would need this variable, but it turned it is was unnecessary. To get - the number of tiles, you should search all art files, and check the - localtilestart and localtileend values for each file. + Numtiles is not really used anymore. I wouldn't trust it. Actually + when I originally planning art version 1 many months ago, I thought I + would need this variable, but it turned it is was unnecessary. To get + the number of tiles, you should search all art files, and check the + localtilestart and localtileend values for each file. 3. long localtilestart; - Localtilestart is the tile number of the first tile in this art file. + Localtilestart is the tile number of the first tile in this art file. 4. long localtileend; - Localtileend is the tile number of the last tile in this art file. - Note: Localtileend CAN be higher than the last used slot in an art - file. + Localtileend is the tile number of the last tile in this art file. + Note: Localtileend CAN be higher than the last used slot in an art + file. - Example: If you chose 256 tiles per art file: - TILES000.ART -> localtilestart = 0, localtileend = 255 - TILES001.ART -> localtilestart = 256, localtileend = 511 - TILES002.ART -> localtilestart = 512, localtileend = 767 - TILES003.ART -> localtilestart = 768, localtileend = 1023 + Example: If you chose 256 tiles per art file: + TILES000.ART -> localtilestart = 0, localtileend = 255 + TILES001.ART -> localtilestart = 256, localtileend = 511 + TILES002.ART -> localtilestart = 512, localtileend = 767 + TILES003.ART -> localtilestart = 768, localtileend = 1023 5. short tilesizx[localtileend-localtilestart+1]; - This is an array of shorts of all the x dimensions of the tiles - in this art file. If you chose 256 tiles per art file then - [localtileend-localtilestart+1] should equal 256. + This is an array of shorts of all the x dimensions of the tiles + in this art file. If you chose 256 tiles per art file then + [localtileend-localtilestart+1] should equal 256. 6. short tilesizy[localtileend-localtilestart+1]; - This is an array of shorts of all the y dimensions. + This is an array of shorts of all the y dimensions. 7. long picanm[localtileend-localtilestart+1]; - This array of longs stores a few attributes for each tile that you - can set inside EDITART. You probably won't be touching this array, but - I'll document it anyway. + This array of longs stores a few attributes for each tile that you + can set inside EDITART. You probably won't be touching this array, but + I'll document it anyway. - Bit: |31 24|23 16|15 8|7 0| - ----------------------------------------------------------------- - | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - ----------------------------------------------------------------- - | Anim. | Signed char | Signed char | | Animate | - | Speed | Y-center | X-center | | number | - --------| offset | offset | |------------ - --------------------------------| ------------ - | Animate type:| - | 00 - NoAnm | - | 01 - Oscil | - | 10 - AnmFd | - | 11 - AnmBk | - ---------------- - You probably recognize these: - Animate speed - EDITART key: 'A', + and - to adjust - Signed char x&y offset - EDITART key: '`', Arrows to adjust - Animate number&type - EDITART key: +/- on keypad + Bit: |31 24|23 16|15 8|7 0| + ----------------------------------------------------------------- + | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | + ----------------------------------------------------------------- + | Anim. | Signed char | Signed char | | Animate | + | Speed | Y-center | X-center | | number | + --------| offset | offset | |------------ + --------------------------------| ------------ + | Animate type:| + | 00 - NoAnm | + | 01 - Oscil | + | 10 - AnmFd | + | 11 - AnmBk | + ---------------- + You probably recognize these: + Animate speed - EDITART key: 'A', + and - to adjust + Signed char x&y offset - EDITART key: '`', Arrows to adjust + Animate number&type - EDITART key: +/- on keypad 8. After the picanm's, the rest of the file is straight-forward rectangular - art data. You must go through the tilesizx and tilesizy arrays to find - where the artwork is actually stored in this file. + art data. You must go through the tilesizx and tilesizy arrays to find + where the artwork is actually stored in this file. - Note: The tiles are stored in the opposite coordinate system than - the screen memory is stored. Example on a 4*4 file: + Note: The tiles are stored in the opposite coordinate system than + the screen memory is stored. Example on a 4*4 file: - Offsets: - ----------------- - | 0 | 4 | 8 |12 | - ----------------- - | 1 | 5 | 9 |13 | - ----------------- - | 2 | 6 |10 |14 | - ----------------- - | 3 | 7 |11 |15 | - ----------------- + Offsets: + ----------------- + | 0 | 4 | 8 |12 | + ----------------- + | 1 | 5 | 9 |13 | + ----------------- + | 2 | 6 |10 |14 | + ----------------- + | 3 | 7 |11 |15 | + ----------------- ---------------------------------------------------------------------------- - If you wish to display the artwork, you will also need to load your + If you wish to display the artwork, you will also need to load your palette. To load the palette, simply read the first 768 bytes of your palette.dat and write it directly to the video card - like this: - Example: - long i, fil; + Example: + long i, fil; - fil = open("palette.dat",O_BINARY|O_RDWR,S_IREAD); - read(fil,&palette[0],768); - close(fil); + fil = open("palette.dat",O_BINARY|O_RDWR,S_IREAD); + read(fil,&palette[0],768); + close(fil); - outp(0x3c8,0); - for(i=0;i<768;i++) - outp(0x3c9,palette[i]); + outp(0x3c8,0); + for(i=0;i<768;i++) + outp(0x3c9,palette[i]); ------------------------------------------------------------------------------ Packet format for DUKE3D (specifically for network mode 1, n(n-1) mode): @@ -145,30 +145,30 @@ MMULTI adds fields A-C and O for error correction. A: Packet count sending modulo 256 B: Error state. Usually 0. To request a resend, bit 0 is set. In order - to catch up on networks, sending many packets is bad, so 2 packets - are sent in 1 IPX packet. To send 2 packets in 1 packet, bit 1 is set. - In special cases, this value may be different. + to catch up on networks, sending many packets is bad, so 2 packets + are sent in 1 IPX packet. To send 2 packets in 1 packet, bit 1 is set. + In special cases, this value may be different. C: Packet count receiving modulo 256 D: Message header byte. These are all the possible values currently. You - are probably only interested in case 17. Note that fields E-N apply - to case 17 only. - 0: send movement info from master to slave (network mode 0 only) - 1: send movement info from slave to master (network mode 0 only) - 4: user-typed messages - 5: Re-start level with given parameters - 6: Send player name - 7: Play Remote Ridicule sound - 8: Re-start level with given parameters for a user map - 17: send movement info to everybody else (network mode 1 only) - 250: Wait for Everybody (Don't start until everybody's done loading) - 255: Player quit to DOS + are probably only interested in case 17. Note that fields E-N apply + to case 17 only. + 0: send movement info from master to slave (network mode 0 only) + 1: send movement info from slave to master (network mode 0 only) + 4: user-typed messages + 5: Re-start level with given parameters + 6: Send player name + 7: Play Remote Ridicule sound + 8: Re-start level with given parameters for a user map + 17: send movement info to everybody else (network mode 1 only) + 250: Wait for Everybody (Don't start until everybody's done loading) + 255: Player quit to DOS E: Timing byte used to calculate lag time. This prevents the 2 computer's - timers from drifting apart. + timers from drifting apart. F: Bits field byte. Fields G-M are sent only when certain bits - in this byte are set. + in this byte are set. G: X momentum update (2 bytes). Sent only if ((F&1) != 0) @@ -182,8 +182,8 @@ L: The states of 8 different keys (1 byte). Sent only if ((F&32) != 0) M: The states of 8 different keys (1 byte). Sent only if ((F&64) != 0) N: Sync checking byte. Useful for debugging programming errors. Can be a - variable number of bytes. Actual number of sync checking bytes is - calculated by length of the whole packet minus the rest of the bytes sent. + variable number of bytes. Actual number of sync checking bytes is + calculated by length of the whole packet minus the rest of the bytes sent. O: CRC-16 @@ -209,55 +209,55 @@ BUILD engine and editor programmed completely by Ken Silverman Here's how you should read a BUILD map file: { - fil = open(???); + fil = open(???); - //Load map version number (current version is 7L) - read(fil,&mapversion,4); + //Load map version number (current version is 7L) + read(fil,&mapversion,4); - //Load starting position - read(fil,posx,4); - read(fil,posy,4); - read(fil,posz,4); //Note: Z coordinates are all shifted up 4 - read(fil,ang,2); //All angles are from 0-2047, clockwise - read(fil,cursectnum,2); //Sector of starting point + //Load starting position + read(fil,posx,4); + read(fil,posy,4); + read(fil,posz,4); //Note: Z coordinates are all shifted up 4 + read(fil,ang,2); //All angles are from 0-2047, clockwise + read(fil,cursectnum,2); //Sector of starting point - //Load all sectors (see sector structure described below) - read(fil,&numsectors,2); - read(fil,§or[0],sizeof(sectortype)*numsectors); + //Load all sectors (see sector structure described below) + read(fil,&numsectors,2); + read(fil,§or[0],sizeof(sectortype)*numsectors); - //Load all walls (see wall structure described below) - read(fil,&numwalls,2); - read(fil,&wall[0],sizeof(walltype)*numwalls); + //Load all walls (see wall structure described below) + read(fil,&numwalls,2); + read(fil,&wall[0],sizeof(walltype)*numwalls); - //Load all sprites (see sprite structure described below) - read(fil,&numsprites,2); - read(fil,&sprite[0],sizeof(spritetype)*numsprites); + //Load all sprites (see sprite structure described below) + read(fil,&numsprites,2); + read(fil,&sprite[0],sizeof(spritetype)*numsprites); - close(fil); + close(fil); } - ------------------------------------------------------------- - | @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ | - | @@ @@ @@ @@ @@ @@ @@ @@@ @@ | - | @@@@@@@ @@@@@ @@ @@ @@ @@ @@@@@@@ @@@@@@@ | - | @@ @@ @@ @@ @@ @@ @@ @@@ @@ | - | @@@@@@@ @@@@@@@ @@@@@@@ @@ @@@@@@@ @@ @@ @@@@@@@ | - ------------------------------------------------------------- + ------------------------------------------------------------- + | @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@ | + | @@ @@ @@ @@ @@ @@ @@ @@@ @@ | + | @@@@@@@ @@@@@ @@ @@ @@ @@ @@@@@@@ @@@@@@@ | + | @@ @@ @@ @@ @@ @@ @@ @@@ @@ | + | @@@@@@@ @@@@@@@ @@@@@@@ @@ @@@@@@@ @@ @@ @@@@@@@ | + ------------------------------------------------------------- - //sizeof(sectortype) = 40 + //sizeof(sectortype) = 40 typedef struct { - short wallptr, wallnum; - long ceilingz, floorz; - short ceilingstat, floorstat; - short ceilingpicnum, ceilingheinum; - signed char ceilingshade; - char ceilingpal, ceilingxpanning, ceilingypanning; - short floorpicnum, floorheinum; - signed char floorshade; - char floorpal, floorxpanning, floorypanning; - char visibility, filler; - short lotag, hitag, extra; + short wallptr, wallnum; + long ceilingz, floorz; + short ceilingstat, floorstat; + short ceilingpicnum, ceilingheinum; + signed char ceilingshade; + char ceilingpal, ceilingxpanning, ceilingypanning; + short floorpicnum, floorheinum; + signed char floorshade; + char floorpal, floorxpanning, floorypanning; + char visibility, filler; + short lotag, hitag, extra; } sectortype; sectortype sector[1024]; @@ -265,14 +265,14 @@ wallptr - index to first wall of sector wallnum - number of walls in sector z's - z coordinate (height) of ceiling / floor at first point of sector stat's - bit 0: 1 = parallaxing, 0 = not "P" - bit 1: 1 = sloped, 0 = not - bit 2: 1 = swap x&y, 0 = not "F" - bit 3: 1 = double smooshiness "E" - bit 4: 1 = x-flip "F" - bit 5: 1 = y-flip "F" - bit 6: 1 = Align texture to first wall of sector "R" - bits 7-15: reserved + bit 0: 1 = parallaxing, 0 = not "P" + bit 1: 1 = sloped, 0 = not + bit 2: 1 = swap x&y, 0 = not "F" + bit 3: 1 = double smooshiness "E" + bit 4: 1 = x-flip "F" + bit 5: 1 = y-flip "F" + bit 6: 1 = Align texture to first wall of sector "R" + bits 7-15: reserved picnum's - texture index into art file heinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees) shade's - shade offset of ceiling/floor @@ -283,23 +283,23 @@ filler - useless byte to make structure aligned lotag, hitag, extra - These variables used by the game programmer only - ----------------------------------------------- - | @@ @@ @@@@@@@@ @@ @@ @@@@@@@ | - | @@ @@ @@ @@ @@ @@ @@ | - | @@ @@ @@ @@@@@@@@ @@ @@ @@@@@@@ | - | @@ @@@@ @@ @@ @@ @@ @@ @@ | - | @@@ @@@@ @@ @@ @@@@@@@ @@@@@@@ @@@@@@@ | - ----------------------------------------------| + ----------------------------------------------- + | @@ @@ @@@@@@@@ @@ @@ @@@@@@@ | + | @@ @@ @@ @@ @@ @@ @@ | + | @@ @@ @@ @@@@@@@@ @@ @@ @@@@@@@ | + | @@ @@@@ @@ @@ @@ @@ @@ @@ | + | @@@ @@@@ @@ @@ @@@@@@@ @@@@@@@ @@@@@@@ | + ----------------------------------------------| - //sizeof(walltype) = 32 + //sizeof(walltype) = 32 typedef struct { - long x, y; - short point2, nextwall, nextsector, cstat; - short picnum, overpicnum; - signed char shade; - char pal, xrepeat, yrepeat, xpanning, ypanning; - short lotag, hitag, extra; + long x, y; + short point2, nextwall, nextsector, cstat; + short picnum, overpicnum; + signed char shade; + char pal, xrepeat, yrepeat, xpanning, ypanning; + short lotag, hitag, extra; } walltype; walltype wall[8192]; @@ -308,17 +308,17 @@ point2: Index to next wall on the right (always in the same sector) nextwall: Index to wall on other side of wall (-1 if there is no sector) nextsector: Index to sector on other side of wall (-1 if there is no sector) cstat: - bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B" - bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2" - bit 2: 1 = align picture on bottom (for doors), 0 = top "O" - bit 3: 1 = x-flipped, 0 = normal "F" - bit 4: 1 = masking wall, 0 = not "M" - bit 5: 1 = 1-way wall, 0 = not "1" - bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H" - bit 7: 1 = Transluscence, 0 = not "T" - bit 8: 1 = y-flipped, 0 = normal "F" - bit 9: 1 = Transluscence reversing, 0 = normal "T" - bits 10-15: reserved + bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B" + bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2" + bit 2: 1 = align picture on bottom (for doors), 0 = top "O" + bit 3: 1 = x-flipped, 0 = normal "F" + bit 4: 1 = masking wall, 0 = not "M" + bit 5: 1 = 1-way wall, 0 = not "1" + bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H" + bit 7: 1 = Transluscence, 0 = not "T" + bit 8: 1 = y-flipped, 0 = normal "F" + bit 9: 1 = Transluscence reversing, 0 = normal "T" + bits 10-15: reserved picnum - texture index into art file overpicnum - texture index into art file for masked walls / 1-way walls shade - shade offset of wall @@ -327,43 +327,43 @@ repeat's - used to change the size of pixels (stretch textures) pannings - used to align textures or to do texture panning lotag, hitag, extra - These variables used by the game programmer only - ------------------------------------------------------------- - | @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ | - | @@ @@ @@ @@ @@@ @@ @@ @@ @@ | - | @@@@@@@ @@@@@@@ @@@@@@@ @@ @@ @@@@@ @@@@@@@ | - | @@ @@ @@ @@ @@ @@ @@ @@ | - | @@@@@@@ @@ @@ @@ @@@@@@ @@ @@@@@@@ @@@@@@@ | - ------------------------------------------------------------- + ------------------------------------------------------------- + | @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ | + | @@ @@ @@ @@ @@@ @@ @@ @@ @@ | + | @@@@@@@ @@@@@@@ @@@@@@@ @@ @@ @@@@@ @@@@@@@ | + | @@ @@ @@ @@ @@ @@ @@ @@ | + | @@@@@@@ @@ @@ @@ @@@@@@ @@ @@@@@@@ @@@@@@@ | + ------------------------------------------------------------- - //sizeof(spritetype) = 44 + //sizeof(spritetype) = 44 typedef struct { - long x, y, z; - short cstat, picnum; - signed char shade; - char pal, clipdist, filler; - unsigned char xrepeat, yrepeat; - signed char xoffset, yoffset; - short sectnum, statnum; - short ang, owner, xvel, yvel, zvel; - short lotag, hitag, extra; + long x, y, z; + short cstat, picnum; + signed char shade; + char pal, clipdist, filler; + unsigned char xrepeat, yrepeat; + signed char xoffset, yoffset; + short sectnum, statnum; + short ang, owner, xvel, yvel, zvel; + short lotag, hitag, extra; } spritetype; spritetype sprite[4096]; x, y, z - position of sprite - can be defined at center bottom or center cstat: - bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B" - bit 1: 1 = transluscence, 0 = normal "T" - bit 2: 1 = x-flipped, 0 = normal "F" - bit 3: 1 = y-flipped, 0 = normal "F" - bits 5-4: 00 = FACE sprite (default) "R" - 01 = WALL sprite (like masked walls) - 10 = FLOOR sprite (parallel to ceilings&floors) - bit 6: 1 = 1-sided sprite, 0 = normal "1" - bit 7: 1 = Real centered centering, 0 = foot center "C" - bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H" - bit 9: 1 = Transluscence reversing, 0 = normal "T" - bits 10-14: reserved - bit 15: 1 = Invisible sprite, 0 = not invisible + bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B" + bit 1: 1 = transluscence, 0 = normal "T" + bit 2: 1 = x-flipped, 0 = normal "F" + bit 3: 1 = y-flipped, 0 = normal "F" + bits 5-4: 00 = FACE sprite (default) "R" + 01 = WALL sprite (like masked walls) + 10 = FLOOR sprite (parallel to ceilings&floors) + bit 6: 1 = 1-sided sprite, 0 = normal "1" + bit 7: 1 = Real centered centering, 0 = foot center "C" + bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H" + bit 9: 1 = Transluscence reversing, 0 = normal "T" + bits 10-14: reserved + bit 15: 1 = Invisible sprite, 0 = not invisible picnum - texture index into art file shade - shade offset of sprite pal - palette lookup table number (0 - use standard colors) @@ -376,7 +376,7 @@ statnum - current status of sprite (inactive/monster/bullet, etc.) ang - angle the sprite is facing owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the - game programmer only + game programmer only ------------------------------------------------------------------------------ @@ -387,477 +387,477 @@ owner, xvel, yvel, zvel, lotag, hitag, extra - These variables used by the ----------------------------------------------------------------------------- initengine() - Initializes many variables for the BUILD engine. You should call this - once before any other functions of the BUILD engine are used. + Initializes many variables for the BUILD engine. You should call this + once before any other functions of the BUILD engine are used. uninitengine(); - Frees buffers. You should call this once at the end of the program - before quitting to dos. + Frees buffers. You should call this once at the end of the program + before quitting to dos. loadboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum) saveboard(char *filename, long *posx, long *posy, long *posz, short *ang, short *cursectnum) - Loads/saves the given board file from memory. Returns -1 if file not - found. If no extension is given, .MAP will be appended to the filename. + Loads/saves the given board file from memory. Returns -1 if file not + found. If no extension is given, .MAP will be appended to the filename. loadpics(char *filename); - Loads the given artwork file into memory for the BUILD engine. - Returns -1 if file not found. If no extension is given, .ART will - be appended to the filename. + Loads the given artwork file into memory for the BUILD engine. + Returns -1 if file not found. If no extension is given, .ART will + be appended to the filename. loadtile(short tilenum) - Loads a given tile number from disk into memory if it is not already in - memory. This function calls allocache internally. A tile is not in the - cache if (waloff[tilenum] == 0) + Loads a given tile number from disk into memory if it is not already in + memory. This function calls allocache internally. A tile is not in the + cache if (waloff[tilenum] == 0) ----------------------------------------------------------------------------- | SCREEN STATUS FUNCTIONS: | ----------------------------------------------------------------------------- setgamemode(char vidoption, long xdim, long ydim); - This function sets the video mode to 320*200*256color graphics. - Since BUILD supports several different modes including mode x, - mode 13h, and other special modes, I don't expect you to write - any graphics output functions. (Soon I have all the necessary - functions) If for some reason, you use your own graphics mode, - you must call this function again before using the BUILD drawing - functions. + This function sets the video mode to 320*200*256color graphics. + Since BUILD supports several different modes including mode x, + mode 13h, and other special modes, I don't expect you to write + any graphics output functions. (Soon I have all the necessary + functions) If for some reason, you use your own graphics mode, + you must call this function again before using the BUILD drawing + functions. - vidoption can be anywhere from 0-6 - xdim,ydim can be any vesa resolution if vidoption = 1 - xdim,ydim must be 320*200 for any other mode. - (see graphics mode selection in my setup program) + vidoption can be anywhere from 0-6 + xdim,ydim can be any vesa resolution if vidoption = 1 + xdim,ydim must be 320*200 for any other mode. + (see graphics mode selection in my setup program) setview(long x1, long y1, long x2, long y2) - Sets the viewing window to a given rectangle of the screen. - Example: For full screen 320*200, call like this: setview(0L,0L,319L,199L); + Sets the viewing window to a given rectangle of the screen. + Example: For full screen 320*200, call like this: setview(0L,0L,319L,199L); nextpage(); - This function flips to the next video page. After a screen is prepared, - use this function to view the screen. + This function flips to the next video page. After a screen is prepared, + use this function to view the screen. ----------------------------------------------------------------------------- | DRAWING FUNCTIONS: | ----------------------------------------------------------------------------- drawrooms(long posx, long posy, long posz, short ang, long horiz, short cursectnum) - This function draws the 3D screen to the current drawing page, - which is not yet shown. This way, you can overwrite some things - over the 3D screen such as a gun. Be sure to call the drawmasks() - function soon after you call the drawrooms() function. To view - the screen, use the nextpage() function. The nextpage() function - should always be called sometime after each draw3dscreen() - function. + This function draws the 3D screen to the current drawing page, + which is not yet shown. This way, you can overwrite some things + over the 3D screen such as a gun. Be sure to call the drawmasks() + function soon after you call the drawrooms() function. To view + the screen, use the nextpage() function. The nextpage() function + should always be called sometime after each draw3dscreen() + function. drawmasks(); - This function draws all the sprites and masked walls to the current - drawing page which is not yet shown. The reason I have the drawing - split up into these 2 routines is so you can animate just the - sprites that are about to be drawn instead of having to animate - all the sprites on the whole board. Drawrooms() prepares these - variables: spritex[], spritey[], spritepicnum[], thesprite[], - and spritesortcnt. Spritesortcnt is the number of sprites about - to be drawn to the page. To change the sprite's picnum, simply - modify the spritepicnum array If you want to change other parts - of the sprite structure, then you can use the thesprite array to - get an index to the actual sprite number. + This function draws all the sprites and masked walls to the current + drawing page which is not yet shown. The reason I have the drawing + split up into these 2 routines is so you can animate just the + sprites that are about to be drawn instead of having to animate + all the sprites on the whole board. Drawrooms() prepares these + variables: spritex[], spritey[], spritepicnum[], thesprite[], + and spritesortcnt. Spritesortcnt is the number of sprites about + to be drawn to the page. To change the sprite's picnum, simply + modify the spritepicnum array If you want to change other parts + of the sprite structure, then you can use the thesprite array to + get an index to the actual sprite number. clearview(long col) - Clears the current video page to the given color + Clears the current video page to the given color clearallviews(long col) - Clears all video pages to the given color + Clears all video pages to the given color drawmapview (long x, long y, long zoom, short ang) - Draws the 2-D texturized map at the given position into the viewing window. + Draws the 2-D texturized map at the given position into the viewing window. rotatesprite (long sx, long sy, long z, short a, short picnum, - signed char dashade, char dapalnum, char dastat, - long cx1, long cy1, long cx2, long cy2) - (sx, sy) is the center of the sprite to draw defined as - screen coordinates shifted up by 16. - (z) is the zoom. Normal zoom is 65536. - Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. - (a) is the angle (0 is straight up) - (picnum) is the tile number - (dashade) is 0 normally but can be any standard shade up to 31 or 63. - (dapalnum) can be from 0-255. - if ((dastat&1) == 0) - no transluscence - if ((dastat&1) != 0) - transluscence - if ((dastat&2) == 0) - don't scale to setview's viewing window - if ((dastat&2) != 0) - scale to setview's viewing window (windowx1,etc.) - if ((dastat&4) == 0) - nuttin' special - if ((dastat&4) != 0) - y-flip image - if ((dastat&8) == 0) - clip to startumost/startdmost - if ((dastat&8) != 0) - don't clip to startumost/startdmost - if ((dastat&16) == 0) - use Editart center as point passed - if ((dastat&16) != 0) - force point passed to be top-left corner - if ((dastat&32) == 0) - nuttin' special - if ((dastat&32) != 0) - use reverse transluscence - if ((dastat&64) == 0) - masked drawing (check 255's) (slower) - if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) - if ((dastat&128) == 0) - nuttin' special - if ((dastat&128) != 0) - automatically draw to all video pages + signed char dashade, char dapalnum, char dastat, + long cx1, long cy1, long cx2, long cy2) + (sx, sy) is the center of the sprite to draw defined as + screen coordinates shifted up by 16. + (z) is the zoom. Normal zoom is 65536. + Ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X. + (a) is the angle (0 is straight up) + (picnum) is the tile number + (dashade) is 0 normally but can be any standard shade up to 31 or 63. + (dapalnum) can be from 0-255. + if ((dastat&1) == 0) - no transluscence + if ((dastat&1) != 0) - transluscence + if ((dastat&2) == 0) - don't scale to setview's viewing window + if ((dastat&2) != 0) - scale to setview's viewing window (windowx1,etc.) + if ((dastat&4) == 0) - nuttin' special + if ((dastat&4) != 0) - y-flip image + if ((dastat&8) == 0) - clip to startumost/startdmost + if ((dastat&8) != 0) - don't clip to startumost/startdmost + if ((dastat&16) == 0) - use Editart center as point passed + if ((dastat&16) != 0) - force point passed to be top-left corner + if ((dastat&32) == 0) - nuttin' special + if ((dastat&32) != 0) - use reverse transluscence + if ((dastat&64) == 0) - masked drawing (check 255's) (slower) + if ((dastat&64) != 0) - draw everything (don't check 255's) (faster) + if ((dastat&128) == 0) - nuttin' special + if ((dastat&128) != 0) - automatically draw to all video pages - Note: As a special case, if both ((dastat&2) != 0) and ((dastat&8) != 0) - then rotatesprite will scale to the full screen (0,0,xdim-1,ydim-1) - rather than setview's viewing window. (windowx1,windowy1,etc.) This - case is useful for status bars, etc. + Note: As a special case, if both ((dastat&2) != 0) and ((dastat&8) != 0) + then rotatesprite will scale to the full screen (0,0,xdim-1,ydim-1) + rather than setview's viewing window. (windowx1,windowy1,etc.) This + case is useful for status bars, etc. - Ex: rotatesprite(160L<<16,100L<<16,65536,totalclock<<4, - DEMOSIGN,2,50L,50L,270L,150L); - This example will draw the DEMOSIGN tile in the center of the - screen and rotate about once per second. The sprite will only - get drawn inside the rectangle from (50,50) to (270,150) + Ex: rotatesprite(160L<<16,100L<<16,65536,totalclock<<4, + DEMOSIGN,2,50L,50L,270L,150L); + This example will draw the DEMOSIGN tile in the center of the + screen and rotate about once per second. The sprite will only + get drawn inside the rectangle from (50,50) to (270,150) drawline256(long x1, long y1, long x2, long y2, char col) - Draws a solid line from (x1,y1) to (x2,y2) with color (col) - For this function, screen coordinates are all shifted up 16 for precision. + Draws a solid line from (x1,y1) to (x2,y2) with color (col) + For this function, screen coordinates are all shifted up 16 for precision. printext256(long xpos, long ypos, short col, short backcol, - char *message, char fontsize) - Draws a text message to the screen. - (xpos,ypos) - position of top left corner - col - color of text - backcol - background color, if -1, then background is transparent - message - text message - fontsize - 0 - 8*8 font - 1 - 4*6 font + char *message, char fontsize) + Draws a text message to the screen. + (xpos,ypos) - position of top left corner + col - color of text + backcol - background color, if -1, then background is transparent + message - text message + fontsize - 0 - 8*8 font + 1 - 4*6 font ----------------------------------------------------------------------------- | MOVEMENT COLLISION FUNCTIONS: | ----------------------------------------------------------------------------- clipmove(long *x, long *y, long *z, short *sectnum, long xvect, long yvect, - long walldist, long ceildist, long flordist, unsigned long cliptype) - Moves any object (x, y, z) in any direction at any velocity and will - make sure the object will stay a certain distance from walls (walldist) - Pass the pointers of the starting position (x, y, z). Then - pass the starting position's sector number as a pointer also. - Also these values will be modified accordingly. Pass the - direction and velocity by using a vector (xvect, yvect). - If you don't fully understand these equations, please call me. - xvect = velocity * cos(angle) - yvect = velocity * sin(angle) - Walldist tells how close the object can get to a wall. I use - 128L as my default. If you increase walldist all of a sudden - for a certain object, the object might leak through a wall, so - don't do that! - Cliptype is a mask that tells whether the object should be clipped - to or not. The lower 16 bits are anded with wall[].cstat and the higher - 16 bits are anded with sprite[].cstat. + long walldist, long ceildist, long flordist, unsigned long cliptype) + Moves any object (x, y, z) in any direction at any velocity and will + make sure the object will stay a certain distance from walls (walldist) + Pass the pointers of the starting position (x, y, z). Then + pass the starting position's sector number as a pointer also. + Also these values will be modified accordingly. Pass the + direction and velocity by using a vector (xvect, yvect). + If you don't fully understand these equations, please call me. + xvect = velocity * cos(angle) + yvect = velocity * sin(angle) + Walldist tells how close the object can get to a wall. I use + 128L as my default. If you increase walldist all of a sudden + for a certain object, the object might leak through a wall, so + don't do that! + Cliptype is a mask that tells whether the object should be clipped + to or not. The lower 16 bits are anded with wall[].cstat and the higher + 16 bits are anded with sprite[].cstat. - Clipmove can either return 0 (touched nothing) - 32768+wallnum (wall first touched) - 49152+spritenum (sprite first touched) + Clipmove can either return 0 (touched nothing) + 32768+wallnum (wall first touched) + 49152+spritenum (sprite first touched) pushmove (long *x, long *y, long *z, short *sectnum, - long walldist, long ceildist, long flordist, unsigned long cliptype) - This function makes sure a player or monster (defined by x, y, z, sectnum) - is not too close to a wall. If it is, then it attempts to push it away. - If after 256 tries, it is unable to push it away, it returns -1, in which - case the thing should gib. + long walldist, long ceildist, long flordist, unsigned long cliptype) + This function makes sure a player or monster (defined by x, y, z, sectnum) + is not too close to a wall. If it is, then it attempts to push it away. + If after 256 tries, it is unable to push it away, it returns -1, in which + case the thing should gib. getzrange(long x, long y, long z, short sectnum, - long *ceilz, long *ceilhit, - long *florz, long *florhit, - long walldist, unsigned long cliptype) + long *ceilz, long *ceilhit, + long *florz, long *florhit, + long walldist, unsigned long cliptype) - Use this in conjunction with clipmove. This function will keep the - player from falling off cliffs when you're too close to the edge. This - function finds the highest and lowest z coordinates that your clipping - BOX can get to. It must search for all sectors (and sprites) that go - into your clipping box. This method is better than using - sector[cursectnum].ceilingz and sector[cursectnum].floorz because this - searches the whole clipping box for objects, not just 1 point. - Pass x, y, z, sector normally. Walldist can be 128. Cliptype is - defined the same way as it is for clipmove. This function returns the - z extents in ceilz and florz. It will return the object hit in ceilhit - and florhit. Ceilhit and florhit will also be either: - 16384+sector (sector first touched) or - 49152+spritenum (sprite first touched) + Use this in conjunction with clipmove. This function will keep the + player from falling off cliffs when you're too close to the edge. This + function finds the highest and lowest z coordinates that your clipping + BOX can get to. It must search for all sectors (and sprites) that go + into your clipping box. This method is better than using + sector[cursectnum].ceilingz and sector[cursectnum].floorz because this + searches the whole clipping box for objects, not just 1 point. + Pass x, y, z, sector normally. Walldist can be 128. Cliptype is + defined the same way as it is for clipmove. This function returns the + z extents in ceilz and florz. It will return the object hit in ceilhit + and florhit. Ceilhit and florhit will also be either: + 16384+sector (sector first touched) or + 49152+spritenum (sprite first touched) hitscan(long xstart, long ystart, long zstart, short startsectnum, - long vectorx, long vectory, long vectorz, - short *hitsect, short *hitwall, short *hitsprite, - long *hitx, long *hity, long *hitz); + long vectorx, long vectory, long vectorz, + short *hitsect, short *hitwall, short *hitsprite, + long *hitx, long *hity, long *hitz); - Pass the starting 3D position: - (xstart, ystart, zstart, startsectnum) - Then pass the 3D angle to shoot (defined as a 3D vector): - (vectorx, vectory, vectorz) - Then set up the return values for the object hit: - (hitsect, hitwall, hitsprite) - and the exact 3D point where the ray hits: - (hitx, hity, hitz) + Pass the starting 3D position: + (xstart, ystart, zstart, startsectnum) + Then pass the 3D angle to shoot (defined as a 3D vector): + (vectorx, vectory, vectorz) + Then set up the return values for the object hit: + (hitsect, hitwall, hitsprite) + and the exact 3D point where the ray hits: + (hitx, hity, hitz) - How to determine what was hit: - * Hitsect is always equal to the sector that was hit (always >= 0). + How to determine what was hit: + * Hitsect is always equal to the sector that was hit (always >= 0). - * If the ray hits a sprite then: - hitsect = thesectornumber - hitsprite = thespritenumber - hitwall = -1 + * If the ray hits a sprite then: + hitsect = thesectornumber + hitsprite = thespritenumber + hitwall = -1 - * If the ray hits a wall then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = thewallnumber + * If the ray hits a wall then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = thewallnumber - * If the ray hits the ceiling of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz < 0 - (If vectorz < 0 then you're shooting upward which means - that you couldn't have hit a floor) + * If the ray hits the ceiling of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz < 0 + (If vectorz < 0 then you're shooting upward which means + that you couldn't have hit a floor) - * If the ray hits the floor of a sector then: - hitsect = thesectornumber - hitsprite = -1 - hitwall = -1 - vectorz > 0 - (If vectorz > 0 then you're shooting downard which means - that you couldn't have hit a ceiling) + * If the ray hits the floor of a sector then: + hitsect = thesectornumber + hitsprite = -1 + hitwall = -1 + vectorz > 0 + (If vectorz > 0 then you're shooting downard which means + that you couldn't have hit a ceiling) neartag(long x, long y, long z, short sectnum, short ang, //Starting position & angle - short *neartagsector, //Returns near sector if sector[].tag != 0 - short *neartagwall, //Returns near wall if wall[].tag != 0 - short *neartagsprite, //Returns near sprite if sprite[].tag != 0 - long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) - long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) - char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag - Neartag works sort of like hitscan, but is optimized to - scan only close objects and scan only objects with - tags != 0. Neartag is perfect for the first line of your space bar code. - It will tell you what door you want to open or what switch you want to - flip. + short *neartagsector, //Returns near sector if sector[].tag != 0 + short *neartagwall, //Returns near wall if wall[].tag != 0 + short *neartagsprite, //Returns near sprite if sprite[].tag != 0 + long *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) + long neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) + char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag + Neartag works sort of like hitscan, but is optimized to + scan only close objects and scan only objects with + tags != 0. Neartag is perfect for the first line of your space bar code. + It will tell you what door you want to open or what switch you want to + flip. cansee(long x1, long y1, long z1, short sectnum1, - long x2, long y2, long z2, short sectnum2); returns 0 or 1 - This function determines whether or not two 3D points can "see" each - other or not. All you do is pass it the coordinates of a 3D line defined - by two 3D points (with their respective sectors) The function will return - a 1 if the points can see each other or a 0 if there is something blocking - the two points from seeing each other. This is how I determine whether a - monster can see you or not. Try playing DOOM1.DAT to fully enjoy this - great function! + long x2, long y2, long z2, short sectnum2); returns 0 or 1 + This function determines whether or not two 3D points can "see" each + other or not. All you do is pass it the coordinates of a 3D line defined + by two 3D points (with their respective sectors) The function will return + a 1 if the points can see each other or a 0 if there is something blocking + the two points from seeing each other. This is how I determine whether a + monster can see you or not. Try playing DOOM1.DAT to fully enjoy this + great function! updatesector(long x, long y, §num); - This function updates the sector number according to the x and y values - passed to it. Be careful when you use this function with sprites because - remember that the sprite's sector number should not be modified directly. - If you want to update a sprite's sector, I recomment using the setsprite - function described below. + This function updates the sector number according to the x and y values + passed to it. Be careful when you use this function with sprites because + remember that the sprite's sector number should not be modified directly. + If you want to update a sprite's sector, I recomment using the setsprite + function described below. inside(long x, long y, short sectnum); - Tests to see whether the overhead point (x, y) is inside sector (sectnum) - Returns either 0 or 1, where 1 means it is inside, and 0 means it is not. + Tests to see whether the overhead point (x, y) is inside sector (sectnum) + Returns either 0 or 1, where 1 means it is inside, and 0 means it is not. clipinsidebox(long x, long y, short wallnum, long walldist) - Returns TRUE only if the given line (wallnum) intersects the square with - center (x,y) and radius, walldist. + Returns TRUE only if the given line (wallnum) intersects the square with + center (x,y) and radius, walldist. dragpoint(short wallnum, long newx, long newy); - This function will drag a point in the exact same way a point is dragged - in 2D EDIT MODE using the left mouse button. Simply pass it which wall - to drag and then pass the new x and y coordinates for that point. - Please use this function because if you don't and try to drag points - yourself, I can guarantee that it won't work as well as mine and you - will get confused. Note: Every wall of course has 2 points. When you - pass a wall number to this function, you are actually passing 1 point, - the left side of the wall (given that you are in the sector of that wall) - Got it? + This function will drag a point in the exact same way a point is dragged + in 2D EDIT MODE using the left mouse button. Simply pass it which wall + to drag and then pass the new x and y coordinates for that point. + Please use this function because if you don't and try to drag points + yourself, I can guarantee that it won't work as well as mine and you + will get confused. Note: Every wall of course has 2 points. When you + pass a wall number to this function, you are actually passing 1 point, + the left side of the wall (given that you are in the sector of that wall) + Got it? ----------------------------------------------------------------------------- | MATH HELPER FUNCTIONS: | ----------------------------------------------------------------------------- krand() - Random number function - returns numbers from 0-65535 + Random number function - returns numbers from 0-65535 ksqrt(long num) - Returns the integer square root of the number. + Returns the integer square root of the number. getangle(long xvect, long yvect) - Gets the angle of a vector (xvect,yvect) - These are 2048 possible angles starting from the right, going clockwise + Gets the angle of a vector (xvect,yvect) + These are 2048 possible angles starting from the right, going clockwise rotatepoint(long xpivot, long ypivot, long x, long y, - short daang, long *x2, long *y2); - This function is a very convenient and fast math helper function. - Rotate points easily with this function without having to juggle your - cosines and sines. Simply pass it: + short daang, long *x2, long *y2); + This function is a very convenient and fast math helper function. + Rotate points easily with this function without having to juggle your + cosines and sines. Simply pass it: - Input: 1. Pivot point (xpivot,ypivot) - 2. Original point (x,y) - 3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.) - Output: 4. Rotated point (*x2,*y2) + Input: 1. Pivot point (xpivot,ypivot) + 2. Original point (x,y) + 3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.) + Output: 4. Rotated point (*x2,*y2) lastwall(short point); - Use this function as a reverse function of wall[].point2. In order - to save memory, my walls are only on a single linked list. + Use this function as a reverse function of wall[].point2. In order + to save memory, my walls are only on a single linked list. nextsectorneighborz(short sectnum, long thez, short topbottom, short direction) - This function is used to tell where elevators should stop. It searches - nearby sectors for the next closest ceilingz or floorz it should stop at. - sectnum - elevator sector - thez - current z to start search from - topbottom - search ceilingz's/floorz's only - direction - search upwards/downwards + This function is used to tell where elevators should stop. It searches + nearby sectors for the next closest ceilingz or floorz it should stop at. + sectnum - elevator sector + thez - current z to start search from + topbottom - search ceilingz's/floorz's only + direction - search upwards/downwards getceilzofslope(short sectnum, long x, long y) getflorzofslope(short sectnum, long x, long y) getzsofslope(short sectnum, long x, long y, long *ceilz, long *florz) - These 3 functions get the height of a ceiling and/or floor in a sector - at any (x,y) location. Use getzsofslope only if you need both the ceiling - and floor. + These 3 functions get the height of a ceiling and/or floor in a sector + at any (x,y) location. Use getzsofslope only if you need both the ceiling + and floor. alignceilslope(short sectnum, long x, long y, long z) alignflorslope(short sectnum, long x, long y, long z) - Given a sector and assuming it's first wall is the pivot wall of the slope, - this function makes the slope pass through the x,y,z point. One use of - this function is used for sin-wave floors. + Given a sector and assuming it's first wall is the pivot wall of the slope, + this function makes the slope pass through the x,y,z point. One use of + this function is used for sin-wave floors. ----------------------------------------------------------------------------- | SPRITE FUNCTIONS: | ----------------------------------------------------------------------------- insertsprite(short sectnum, short statnum); //returns (short)spritenum; - Whenever you insert a sprite, you must pass it the sector - number, and a status number (statnum). The status number can be any - number from 0 to MAXSTATUS-1. Insertsprite works like a memory - allocation function and returns the sprite number. + Whenever you insert a sprite, you must pass it the sector + number, and a status number (statnum). The status number can be any + number from 0 to MAXSTATUS-1. Insertsprite works like a memory + allocation function and returns the sprite number. deletesprite(short spritenum); - Deletes the sprite. + Deletes the sprite. changespritesect(short spritenum, short newsectnum); - Changes the sector of sprite (spritenum) to the - newsector (newsectnum). This function may become - internal to the engine in the movesprite function. But - this function is necessary since all the sectors have - their own doubly-linked lists of sprites. + Changes the sector of sprite (spritenum) to the + newsector (newsectnum). This function may become + internal to the engine in the movesprite function. But + this function is necessary since all the sectors have + their own doubly-linked lists of sprites. changespritestat(short spritenum, short newstatnum); - Changes the status of sprite (spritenum) to status - (newstatus). Newstatus can be any number from 0 to MAXSTATUS-1. - You can use this function to put a monster on a list of active sprites - when it first sees you. + Changes the status of sprite (spritenum) to status + (newstatus). Newstatus can be any number from 0 to MAXSTATUS-1. + You can use this function to put a monster on a list of active sprites + when it first sees you. setsprite(short spritenum, long newx, long newy, long newz); - This function simply sets the sprite's position to a specified - coordinate (newx, newy, newz) without any checking to see - whether the position is valid or not. You could directly - modify the sprite[].x, sprite[].y, and sprite[].z values, but - if you use my function, the sprite is guaranteed to be in the - right sector. + This function simply sets the sprite's position to a specified + coordinate (newx, newy, newz) without any checking to see + whether the position is valid or not. You could directly + modify the sprite[].x, sprite[].y, and sprite[].z values, but + if you use my function, the sprite is guaranteed to be in the + right sector. ----------------------------------------------------------------------------- | CACHE FUNCTIONS: | ----------------------------------------------------------------------------- initcache(long dacachestart, long dacachesize) - First allocate a really large buffer (as large as possible), then pass off - the memory bufer the initcache - dacachestart: 32-bit offset in memory of start of cache - dacachesize: number of bytes that were allocated for the cache to use + First allocate a really large buffer (as large as possible), then pass off + the memory bufer the initcache + dacachestart: 32-bit offset in memory of start of cache + dacachesize: number of bytes that were allocated for the cache to use allocache (long *bufptr, long bufsiz, char *lockptr) - *bufptr = pointer to 4-byte pointer to buffer. This - allows allocache to remove previously allocated things - from the cache safely by setting the 4-byte pointer to 0. - bufsiz = number of bytes to allocate - *lockptr = pointer to locking char which tells whether - the region can be removed or not. If *lockptr = 0 then - the region is not locked else its locked. + *bufptr = pointer to 4-byte pointer to buffer. This + allows allocache to remove previously allocated things + from the cache safely by setting the 4-byte pointer to 0. + bufsiz = number of bytes to allocate + *lockptr = pointer to locking char which tells whether + the region can be removed or not. If *lockptr = 0 then + the region is not locked else its locked. ----------------------------------------------------------------------------- | GROUP FILE FUNCTIONS: | ----------------------------------------------------------------------------- initgroupfile(char *filename) - Tells the engine what the group file name is. - You should call this before any of the following group file functions. + Tells the engine what the group file name is. + You should call this before any of the following group file functions. uninitgroupfile() - Frees buffers. You should call this once at the end of the program - before quitting to dos. + Frees buffers. You should call this once at the end of the program + before quitting to dos. kopen4load(char *filename, char searchfirst) - Open a file. First tries to open a stand alone file. Then searches for - it in the group file. If searchfirst is nonzero, it will check the group - file only. + Open a file. First tries to open a stand alone file. Then searches for + it in the group file. If searchfirst is nonzero, it will check the group + file only. kread(long handle, void *buffer, long leng) klseek(long handle, long offset, long whence) kfilelength(long handle) kclose(long handle) - These 4 functions simply shadow the dos file functions - they - can do file I/O on the group file in addition to stand-along files. + These 4 functions simply shadow the dos file functions - they + can do file I/O on the group file in addition to stand-along files. ----------------------------------------------------------------------------- | COMMUNICATIONS FUNCTIONS: | ----------------------------------------------------------------------------- - Much of the following code is to keep compatibity with older network code: + Much of the following code is to keep compatibity with older network code: initmultiplayers(char damultioption, char dacomrateoption, char dapriority) - The parameters are ignored - just pass 3 0's + The parameters are ignored - just pass 3 0's uninitmultiplayers() Does nothing sendpacket(long other, char *bufptr, long messleng) - other - who to send the packet to - bufptr - pointer to message to send - messleng - length of message + other - who to send the packet to + bufptr - pointer to message to send + messleng - length of message short getpacket (short *other, char *bufptr) - returns the number of bytes of the packet received, 0 if no packet - other - who the packet was received from - bufptr - pointer to message that was received + returns the number of bytes of the packet received, 0 if no packet + other - who the packet was received from + bufptr - pointer to message that was received sendlogon() Does nothing sendlogoff() - Sends a packet to everyone else where the - first byte is 255, and the - second byte is myconnectindex + Sends a packet to everyone else where the + first byte is 255, and the + second byte is myconnectindex getoutputcirclesize() Does nothing - just a stub function, returns 0 setsocket(short newsocket) Does nothing flushpackets() - Clears all packet buffers + Clears all packet buffers genericmultifunction(long other, char *bufptr, long messleng, long command) - Passes a buffer to the commit driver. This command provides a gateway - for game programmer to access COMMIT directly. + Passes a buffer to the commit driver. This command provides a gateway + for game programmer to access COMMIT directly. ----------------------------------------------------------------------------- | PALETTE FUNCTIONS: | ----------------------------------------------------------------------------- VBE_setPalette(long start, long num, char *palettebuffer) VBE_getPalette(long start, long num, char *palettebuffer) - Set (num) palette palette entries starting at (start) - palette entries are in a 4-byte format in this order: - 0: Blue (0-63) - 1: Green (0-63) - 2: Red (0-63) - 3: Reserved + Set (num) palette palette entries starting at (start) + palette entries are in a 4-byte format in this order: + 0: Blue (0-63) + 1: Green (0-63) + 2: Red (0-63) + 3: Reserved makepalookup(long palnum, char *remapbuf, - signed char r, signed char g, signed char b, - char dastat) - This function allows different shirt colors for sprites. First prepare - remapbuf, which is a 256 byte buffer of chars which the colors to remap. - Palnum can be anywhere from 1-15. Since 0 is where the normal palette is - stored, it is a bad idea to call this function with palnum=0. - In BUILD.H notice I added a new variable, spritepal[MAXSPRITES]. - Usually the value of this is 0 for the default palette. But if you - change it to the palnum in the code between drawrooms() and drawmasks - then the sprite will be drawn with that remapped palette. The last 3 - parameters are the color that the palette fades to as you get further - away. This color is normally black (0,0,0). White would be (63,63,63). - if ((dastat&1) == 0) then makepalookup will allocate & deallocate - the memory block for use but will not waste the time creating a palookup - table (assuming you will create one yourself) + signed char r, signed char g, signed char b, + char dastat) + This function allows different shirt colors for sprites. First prepare + remapbuf, which is a 256 byte buffer of chars which the colors to remap. + Palnum can be anywhere from 1-15. Since 0 is where the normal palette is + stored, it is a bad idea to call this function with palnum=0. + In BUILD.H notice I added a new variable, spritepal[MAXSPRITES]. + Usually the value of this is 0 for the default palette. But if you + change it to the palnum in the code between drawrooms() and drawmasks + then the sprite will be drawn with that remapped palette. The last 3 + parameters are the color that the palette fades to as you get further + away. This color is normally black (0,0,0). White would be (63,63,63). + if ((dastat&1) == 0) then makepalookup will allocate & deallocate + the memory block for use but will not waste the time creating a palookup + table (assuming you will create one yourself) setbrightness(char gammalevel, char *dapal) - Use this function to adjust for gamma correction. - Gammalevel - ranges from 0-15, 0 is darkest, 15 brightest. Default: 0 - dapal: standard VGA palette (768 bytes) + Use this function to adjust for gamma correction. + Gammalevel - ranges from 0-15, 0 is darkest, 15 brightest. Default: 0 + dapal: standard VGA palette (768 bytes) ------------------------------------------------------------------------------ | This document brought to you by: | diff --git a/polymer/eduke32/build/include/editor.h b/polymer/eduke32/build/include/editor.h index 087364161..8685fc4bd 100644 --- a/polymer/eduke32/build/include/editor.h +++ b/polymer/eduke32/build/include/editor.h @@ -122,6 +122,7 @@ extern char lastpm16buf[156]; void getpoint(int32_t searchxe, int32_t searchye, int32_t *x, int32_t *y); int32_t getpointhighlight(int32_t xplc, int32_t yplc, int32_t point); void update_highlight(); +void update_highlightsector(); #ifdef _WIN32 #define DEFAULT_GAME_EXEC "eduke32.exe" diff --git a/polymer/eduke32/build/src/build.c b/polymer/eduke32/build/src/build.c index daccb2354..ff5cff1b6 100644 --- a/polymer/eduke32/build/src/build.c +++ b/polymer/eduke32/build/src/build.c @@ -153,6 +153,7 @@ static int32_t fillist[640]; static int32_t mousx, mousy; int16_t prefixtiles[16] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }; +uint8_t hlsectorbitmap[MAXSECTORS>>3]; // show2dsector is already taken... /* static char scantoasc[128] = @@ -445,9 +446,7 @@ int32_t app_main(int32_t argc, const char **argv) } k = clipmapinfo_load("_clipshape0.map"); - if (k==0) - initprintf("Loaded sprite clipping map.\n"); - else if (k>0) + if (k>0) initprintf("There was an error loading the sprite clipping map (status %d).\n", k); for (i=0; i>3] |= (1<<(j&7)); } numsectors = newnumsectors; numwalls = newnumwalls; + update_highlightsector(); // must be after numsectors = newnumsectors + newnumwalls = -1; newnumsectors = -1; @@ -1396,6 +1399,19 @@ void update_highlight() highlightcnt = -1; } +void update_highlightsector() +{ + int32_t i; + + highlightsectorcnt = 0; + for (i=0; i>3]&(1<<(i&7))) + highlightsector[highlightsectorcnt++] = i; + + if (highlightsectorcnt==0) + highlightsectorcnt = -1; +} + void overheadeditor(void) { char buffer[80], *dabuffer, ch; @@ -1448,12 +1464,12 @@ void overheadeditor(void) enddrawing(); //}}} pag = 0; - highlightcnt = -1; cursectorhighlight = -1; lastpm16time = -1; ovh_whiteoutgrab(); + highlightcnt = -1; Bmemset(show2dwall, 0, sizeof(show2dwall)); //Clear all highlights Bmemset(show2dsprite, 0, sizeof(show2dsprite)); @@ -1777,9 +1793,10 @@ void overheadeditor(void) numwalls = tempint; - if (highlightsectorcnt > 0) - for (i=0; i= 0) + for (i=0; i>3]&(1<<(i&7))) + fillsector(i,2); if (keystatus[0x2a]) // FIXME { @@ -1809,7 +1826,7 @@ void overheadeditor(void) if (joinsector[0] >= 0) col = editorcolors[11]; - if (keystatus[0x36] && !eitherCTRL) // RSHIFT + if ((keystatus[0x36] || keystatus[0xb8]) && !eitherCTRL) // RSHIFT || RALT { if (keystatus[0x27] || keystatus[0x28]) // ' and ; { @@ -2486,6 +2503,8 @@ void overheadeditor(void) { if (highlightsectorcnt == 0) { + int32_t add=keystatus[0x28], sub=(!add && keystatus[0x27]), setop=(add||sub); + getpoint(highlightx1,highlighty1, &highlightx1,&highlighty1); getpoint(highlightx2,highlighty2, &highlightx2,&highlighty2); @@ -2494,6 +2513,9 @@ void overheadeditor(void) if (highlighty1 > highlighty2) swaplong(&highlighty1, &highlighty2); + if (!setop) + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); + for (i=0; i>3] &= ~(1<<(i&7)); + for (j=sector[i].wallptr; j= 0) + checksectorpointer(wall[j].nextwall,wall[j].nextsector); + checksectorpointer((int16_t)j, i); + } + } + else + hlsectorbitmap[i>>3] |= (1<<(i&7)); + } } - if (highlightsectorcnt <= 0) - highlightsectorcnt = -1; + update_highlightsector(); ovh_whiteoutgrab(); } } @@ -3997,6 +4031,7 @@ SKIP: } newnumwalls = -1; + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); highlightsectorcnt = -1; Bmemset(show2dwall, 0, sizeof(show2dwall)); @@ -4009,6 +4044,7 @@ SKIP: if (k == 0) { deletesector((int16_t)i); + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); highlightsectorcnt = -1; Bmemset(show2dwall, 0, sizeof(show2dwall)); @@ -4149,6 +4185,9 @@ nextmap: Bstrcpy(boardfilename, selectedboardfilename); highlightcnt = -1; + Bmemset(show2dwall, 0, sizeof(show2dwall)); //Clear all highlights + Bmemset(show2dsprite, 0, sizeof(show2dsprite)); + sectorhighlightstat = -1; newnumwalls = -1; joinsector[0] = -1; @@ -4242,9 +4281,10 @@ CANCEL: if (ch == 'Y' || ch == 'y') { + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); highlightsectorcnt = -1; - highlightcnt = -1; + highlightcnt = -1; //Clear all highlights Bmemset(show2dwall, 0, sizeof(show2dwall)); Bmemset(show2dsprite, 0, sizeof(show2dsprite)); @@ -4311,6 +4351,7 @@ CANCEL: updatenumsprites(); if ((numsectors+highlightsectorcnt > MAXSECTORS) || (numwalls+j > MAXWALLS) || (numsprites+k > MAXSPRITES)) { + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); highlightsectorcnt = -1; } else @@ -4353,6 +4394,9 @@ CANCEL: } highlightcnt = -1; + Bmemset(show2dwall, 0, sizeof(show2dwall)); //Clear all highlights + Bmemset(show2dsprite, 0, sizeof(show2dsprite)); + sectorhighlightstat = -1; newnumwalls = -1; joinsector[0] = -1; @@ -4380,18 +4424,22 @@ CANCEL: { if ((numsectors+highlightsectorcnt > MAXSECTORS) || (sector[MAXSECTORS-highlightsectorcnt].wallptr < numwalls)) { + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); highlightsectorcnt = -1; } else { //Re-attach sectors&walls + Bmemset(hlsectorbitmap, 0, sizeof(hlsectorbitmap)); for (i=0; i>3] |= (1<<(numsectors&7)); numwalls += sector[numsectors].wallnum; numsectors++; } + update_highlightsector(); + //Re-attach sprites while (m < MAXSPRITES) { diff --git a/polymer/eduke32/build/src/engine.c b/polymer/eduke32/build/src/engine.c index 3a7934c24..dc370439c 100644 --- a/polymer/eduke32/build/src/engine.c +++ b/polymer/eduke32/build/src/engine.c @@ -264,14 +264,19 @@ static void clipmapinfo_init() clipmapinfo.numsectors = clipmapinfo.numwalls = 0; clipmapinfo.sector=NULL; clipmapinfo.wall=NULL; + + numsectors = 0; + numwalls = 0; } +// loads the clip maps 0 through 9. +// this should be called before any real map is loaded. int32_t clipmapinfo_load(char *filename) { int32_t i,k,w, px,py,pz; int16_t ang,cs; - char fn[BMAX_PATH]; + char fn[BMAX_PATH], loadedwhich[32]={0}, *lwcp=loadedwhich; int32_t slen, fi, fisec[10], fispr[10]; int32_t ournumsectors=0, ournumwalls=0, ournumsprites=0, numsprites; @@ -337,6 +342,14 @@ int32_t clipmapinfo_load(char *filename) ournumsectors += numsectors; ournumwalls += numwalls; ournumsprites += numsprites; + + if (lwcp != loadedwhich) + { + *lwcp++ = ','; + *lwcp++ = ' '; + } + *lwcp++ = fi; + *lwcp = 0; } quickloadboard = 0; @@ -346,6 +359,7 @@ int32_t clipmapinfo_load(char *filename) return -1; } + // shrink loadsector = Brealloc(loadsector, ournumsectors*sizeof(sectortype)); loadwall = Brealloc(loadwall, ournumwalls*sizeof(walltype)); @@ -621,6 +635,12 @@ int32_t clipmapinfo_load(char *filename) Bfree(loadsprite); loadsprite=NULL; Bfree(tempictoidx); tempictoidx=NULL; + // don't let other code be distracted by the temporary map we constructed + numsectors = 0; + numwalls = 0; + + initprintf("Loaded clip map%s %s.\n", lwcp==loadedwhich+1?"":"s", loadedwhich); + return 0; } @@ -7162,6 +7182,7 @@ int32_t loadboard(char *filename, char fromwhere, int32_t *daposx, int32_t *dapo { initprintf(OSD_ERROR "Map error: sprite #%d(%d,%d) with illegal picnum(%d). Map is corrupt!\n",i,sprite[i].x,sprite[i].y,sprite[i].picnum); dq[dnum++] = i; + sprite[i].picnum = 0; } } @@ -9491,7 +9512,7 @@ int32_t lastwall(int16_t point) ////////// -static int32_t clipsprite_try(spritetype *spr, int32_t xmin, int32_t ymin, int32_t xmax, int32_t ymax) +static int32_t clipsprite_try(const spritetype *spr, int32_t xmin, int32_t ymin, int32_t xmax, int32_t ymax) { int32_t i,k,tempint1,tempint2; @@ -9969,7 +9990,8 @@ int32_t clipmove(vec3_t *vect, int16_t *sectnum, do { intx = goalx; inty = goaly; - if ((hitwall = raytrace(vect->x, vect->y, &intx, &inty)) >= 0) + hitwall = raytrace(vect->x, vect->y, &intx, &inty); + if (hitwall >= 0) { lx = clipit[hitwall].x2-clipit[hitwall].x1; ly = clipit[hitwall].y2-clipit[hitwall].y1; @@ -12148,7 +12170,7 @@ void draw2dscreen(int32_t posxe, int32_t posye, int16_t ange, int32_t zoome, int if (totalclock & 16) pointsize++; } - else if ((highlightcnt > 0) && (editstatus == 1)) + else //if (highlightcnt > 0) { if (show2dwall[i>>3]&pow2char[i&7]) { @@ -12193,7 +12215,7 @@ void draw2dscreen(int32_t posxe, int32_t posye, int16_t ange, int32_t zoome, int { if (totalclock & 32) col += (2<<2); } - else if ((highlightcnt > 0) && (editstatus == 1)) + else // if (highlightcnt > 0) { if (show2dsprite[j>>3]&pow2char[j&7]) if (totalclock & 32) col += (2<<2); diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index 50dbec574..fc2a36435 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -9860,9 +9860,7 @@ CLEAN_DIRECTORY: } i = clipmapinfo_load("_clipshape0.map"); - if (i==0) - initprintf("Loaded sprite clipping map.\n"); - else if (i>0) + if (i>0) initprintf("There was an error loading the sprite clipping map (status %d).\n", i); OSD_Exec("autoexec.cfg");