engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.

Also, update test_tileoffsets.map with a new 'dimension': cstat 128
(sprite centering). It has an issue in Polymer marked with a silver D.

git-svn-id: https://svn.eduke32.com/eduke32@3777 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-05-16 21:54:55 +00:00
parent 91523f60b1
commit 64406cc25c
2 changed files with 19 additions and 0 deletions

View file

@ -58,6 +58,7 @@ L_State g_engState;
#define HIGH_PRECISION_SPRITE
#define MULTI_COLUMN_VLINE
//#define DEBUG_TILESIZY_512
//#define DEBUG_TILEOFFSETS
#if !defined DEBUG_MAIN_ARRAYS
const int32_t engine_main_arrays_are_static = 0; // for Lunatic
@ -11126,6 +11127,24 @@ void loadtile(int16_t tilenume)
p[i] = i;
}
#endif
#ifdef DEBUG_TILEOFFSETS
// Add some dark blue marker lines to STEAM and CEILINGSTEAM.
// See test_tileoffsets.map.
if (tilenume==1250 || tilenume==1255)
{
char *p = (char *)waloff[tilenume];
p[0] = p[1] = p[2] = p[3] = 254;
}
// Add some offset to the cocktail glass neon sign. It's more asymmetric
// than the steam, and thus more suited to debugging the spatial
// orientation of drawn sprites.
if (tilenume==1008)
{
picanm[tilenume].xofs = 8;
picanm[tilenume].yofs = 12;
}
#endif
}
//