With this mode, the near distance of the linear fog is always 0, unlike being
negative with r_usenewshading 2.
git-svn-id: https://svn.eduke32.com/eduke32@4393 1a8010ca-5511-0410-912e-c29ae57300e0
Make Mapster32 save as map-text if there is a wall with non-zero 'blend'.
git-svn-id: https://svn.eduke32.com/eduke32@4368 1a8010ca-5511-0410-912e-c29ae57300e0
- Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to
make an identity map of the base shade table's shade 0
- Rewrite color index remapping case of makepalookup() for clarity
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4336 1a8010ca-5511-0410-912e-c29ae57300e0
As opposed to the previous way, where the first fog pals was <numlookups>+1,
where <numlookups> is the first byte value of LOOKUP.DAT. This allows to
pack e.g. lookups [1 .. 25] and [30 .. <lastpal>] into LOOKUP.DAT and have fog
pals be generated at pals [26 .. 29] (i.e. the additional lookups don't
shift the fog pals, making user maps depending on these numbers not look as
intended.)
git-svn-id: https://svn.eduke32.com/eduke32@4335 1a8010ca-5511-0410-912e-c29ae57300e0
Also, error if didn't read enough data and account for TITLE and REALMS
swap between basepal number and on-disk order (sigh).
git-svn-id: https://svn.eduke32.com/eduke32@4334 1a8010ca-5511-0410-912e-c29ae57300e0
Lunatic: also, add an additional argument 'moreblends' to
engine.savePaletteDat() and document that function.
See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which
prints success or errors.
git-svn-id: https://svn.eduke32.com/eduke32@4312 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.
git-svn-id: https://svn.eduke32.com/eduke32@4308 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor.
In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend,
but that name is *deprecated*.
git-svn-id: https://svn.eduke32.com/eduke32@4305 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updating the viewscreen in Polymer's ART mapping mode.
git-svn-id: https://svn.eduke32.com/eduke32@4304 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, sprite[].filler (to be renamed) selects a blending table. If none
is installed with that index, the blending table at index 0 is taken (which is
read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build
will never use a custom blending table because there's no way to register one!
But the functionality is there.
git-svn-id: https://svn.eduke32.com/eduke32@4301 1a8010ca-5511-0410-912e-c29ae57300e0
- use SPRITES_OF* iterator macros
- new function: E_SpriteIsValid(); add some safety checks
(e.g. hitag used as sprite index)
- the rest is mostly "the usual code transformations"
git-svn-id: https://svn.eduke32.com/eduke32@4281 1a8010ca-5511-0410-912e-c29ae57300e0
In the non-Lunatic build naturally, since the Lunatic one uses its own member.
git-svn-id: https://svn.eduke32.com/eduke32@4275 1a8010ca-5511-0410-912e-c29ae57300e0
EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.
git-svn-id: https://svn.eduke32.com/eduke32@4267 1a8010ca-5511-0410-912e-c29ae57300e0
Concretely, in the "behind, outside" case, draw the sprite early if any of its
2 or 4 corner points are behind the masked wall, and inside the cone or on the
other outside.
git-svn-id: https://svn.eduke32.com/eduke32@4264 1a8010ca-5511-0410-912e-c29ae57300e0
This prevents a crash and maybe other badnesses when e.g. loading a map
with ART tiles, doing something that allocates a reserved tile (such as
looking into a viewscreen), then loading another map where the tilesiz*
of TILE_VIEWSCR is restored to 0.
git-svn-id: https://svn.eduke32.com/eduke32@4259 1a8010ca-5511-0410-912e-c29ae57300e0
When a map named <filename>.map is loaded (<filename> may also contain directory
separators), the engine checks for existence of <filename>_XX.art in the virtual
file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive
sequence of these ART files, i.e. aborts whenever a number in the sequence isn't
found (in contrast to normal ART loading).
Restrictions:
- the per-map ART files must not reside in ZIP files
- if a tile number is attempted to be overridden that has a dummytile or is
cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the
log/OSD.
Loaded per-map ART data are cleared whenever the map is "left". In particular:
- whenever another map is loaded
- in the editor: when a new map is started
- in the game: after the bonus ending screen of a finished level, after going
to the title screen via the menu
A final note: file names are supposed to be looked up and compared
case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will
come and eat you!
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4257 1a8010ca-5511-0410-912e-c29ae57300e0
Available in the game and editor. Provide test/shadexfog.lua, containing a
function to creating a set of 32 shade tables corresponding to different shades
of the same fog palookup table, together with some tests and convenience
functions.
Also,
- Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32}
- Add LUNATIC_FIRST_TIME in the global env for the game
- defs_m32.lua: add reload() convenience function
- Failed attempt at recreating the base shade table. It is NOT a linear ramp
of the base palette colors to (0,0,0). That is, it's not created by
build/util/transpal.exe!
git-svn-id: https://svn.eduke32.com/eduke32@4236 1a8010ca-5511-0410-912e-c29ae57300e0
Known as getactor/sprite[].xpanning from CON, values are 0-255. It should be
assumed that this is only valid for wall-aligned sprites (currently, face
sprites also pan).
A test is provided in lunatic/test/animatesprites.con. It should be run in E1L2
and only with the Lunatic build.
git-svn-id: https://svn.eduke32.com/eduke32@4170 1a8010ca-5511-0410-912e-c29ae57300e0
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp
the vertical texture coordinate (vplc), preventing the unsightly stray lines
on the bottom of non-y-flipped sprites. (The first part of this effort, r3483,
handled their top).
However, this is only enabled for the mvlineasm ones: the vectorized variants
suffered almost no slowdown (even though a PADDUSD SSE instruction would be a
nice thing to have), while it was pretty significant for the sequential
translucent ones.
Summarizing, this leaves two cases where stray lines may appear in the non-ASM
build (the saturation is NYI for a.nasm):
- at the bottom of y-flipped sprites
- at the bottom of translucent sprites (can be toggled by #define)
Another observation is that recent GCC generates much faster code for this
stuff than Clang from SVN.
git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0
Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).
git-svn-id: https://svn.eduke32.com/eduke32@4090 1a8010ca-5511-0410-912e-c29ae57300e0
Most often, this had happened when casting comparison functions for qsort()
like these: "int yax_cmpbunches(const int16_t *b1, const int16_t *b2)"
to a function pointer type expecting "const void *". Alas, this is undefined
behavior: see
http://blog.frama-c.com/index.php?post/2013/08/24/Function-pointers-in-C
and posts linked from it.
At least two cases have not been fixed:
- The savegame system maintains pointers which are either to data or a function in
the generic "void *". This ought to be made into a union.
- Probably also:
#define OSD_ALIAS (int32_t (*)(const osdfuncparm_t*))0x1337
git-svn-id: https://svn.eduke32.com/eduke32@4068 1a8010ca-5511-0410-912e-c29ae57300e0
- engine.c: comment out some unused decls with RELEASE=0 DEBUGANYWAY=1
- Lunatic: update dump.lua and v.lua
- Lunatic: test/test_geom.lua: note a perf regression (wrt older LuaJIT,
or I mis-configured / built something wrong)
git-svn-id: https://svn.eduke32.com/eduke32@4048 1a8010ca-5511-0410-912e-c29ae57300e0
- For setting 1, don't draw them for red walls whose sector floors have equal
height.
- Make setting 1 the default, because I consider drawing them for such walls
(and white walls) noise (as opposed to information). The "verbose" setting 2
is still available.
git-svn-id: https://svn.eduke32.com/eduke32@4007 1a8010ca-5511-0410-912e-c29ae57300e0
- Use the proper tile sequence when multiple pskies are present in a map.
However, there's still only *one* psky chosen at map load time.
- Handle three horizfrac cases:
* 0, psky always at same level wrt screen
* 65536, psky horiz follows camera horiz (e.g. E4L9)
* otherwise, fall back to default hard-coded parallax implemented as an
angle fraction
git-svn-id: https://svn.eduke32.com/eduke32@3977 1a8010ca-5511-0410-912e-c29ae57300e0
- Rename sky_t members: yscale -> horizfrac, bits -> lognumtiles.
- Add default sky (8 tiles, horizfrac=32768 (i.e. 1/2 the scene horiz), offsets
all zero) and CLOUDYOCEAN sky (8 tiles, horizfrac=65536, offsets all zero)
to multipsky[].
- Get rid of "psky_t g_psky", merely maintaining a g_pskyidx instead. Set it up
at map load time so as to keep the behavior of the legacy per-map psky:
the last sector index with a matching psky ceiling wins.
- In mapstate_t, save g_pskyidx too, not (former) pskybits and pskyoffs[].
- Make on-map-load global psky setup consistent for the game and editor by
factoring it out into common.c: G_SetupGlobalPsky().
- Remove a couple of useless initializations, add some static assertions.
This commit is more likely to introduce subtle differences in behavior.
Specifically, getpsky() now always returns the default sky properties instead of
the global sky ones (but with all-zero offsets) when no match for a suiting
multi-psky is found. This is only likely to affect the yscale/horizfrac of
non-multi-pskies when a global non-default multi-psky has been set up.
Bump BYTEVERSION again.
git-svn-id: https://svn.eduke32.com/eduke32@3976 1a8010ca-5511-0410-912e-c29ae57300e0
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and
"multipsky[]".
- Factor out getting parallaxed sky properties into getpsky().
- Condense initial multi-psky setup by memcpy'ing from multipsky[].
- New function: MultiPsky_TileToIdx().
- Add new define PSKYOFF_MAX and related consistency-checking assertions.
- Lower MAXPSKYTILES to 8 to reflect current usage (was 256).
- Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1
and LA. (Not very useful as the editor will still only act for the static
values -- 80, 84 and 89, respectively.)
An attempt has been made to preserve behavior even in strange cases, so this
commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION
had to be bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3975 1a8010ca-5511-0410-912e-c29ae57300e0
Having to tag these few variables and functions as ATTRIBUTE((used))
seems sensible, but what follows is just strange. OSD_Printf? headspritesect?
git-svn-id: https://svn.eduke32.com/eduke32@3932 1a8010ca-5511-0410-912e-c29ae57300e0
Also, get rid of the strange filename[len]=255 hack in loadboard()
and make its file name arg const char* at last.
git-svn-id: https://svn.eduke32.com/eduke32@3913 1a8010ca-5511-0410-912e-c29ae57300e0
Also, clean up the saving/loading logic a bit:
- On load failure, display message with purple color.
- Take over the current file name ('boardfilename') only on success.
- Check SaveBoard() return values in various places.
git-svn-id: https://svn.eduke32.com/eduke32@3911 1a8010ca-5511-0410-912e-c29ae57300e0
In other words, for a test rectangular sector, a sprite would be inside the
sector in on all 4 edges and all 4 corners. Previously, it would have been
the lower right portion only (*excluding* LL and UR corners), which led to
map editing issues.
git-svn-id: https://svn.eduke32.com/eduke32@3898 1a8010ca-5511-0410-912e-c29ae57300e0
The main thing to note is the "half-open" nature of the x/y range checks.
git-svn-id: https://svn.eduke32.com/eduke32@3897 1a8010ca-5511-0410-912e-c29ae57300e0
Interestingly, that test case then appears to be drawn fully. Heh.
Also, move one clamp from r1874 one up in the data flow chain.
Doesn't seem to break textured overhead map view with Last Pissed Time.
git-svn-id: https://svn.eduke32.com/eduke32@3878 1a8010ca-5511-0410-912e-c29ae57300e0
Also add an assertion that currently sometimes fails when zooming in too much
in Mapster32 textured 2D mode. Example: DNF's LADYKILLR.MAP at (46000,-14000).
git-svn-id: https://svn.eduke32.com/eduke32@3877 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
The 'x' is for "extended", since its last arg is a switch of whether to disable
sliding. Use that from gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@3811 1a8010ca-5511-0410-912e-c29ae57300e0
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
Among other things, rotatesprite doesn't cope well with large zoom values.
Two assertions are added that guard qinterpolatedown16short() calls: in
the failing case, they would write outside the destination arrays.
Another (existing) assertion is commented a little and like for the first,
instructions are given how to reproduce its failure.
git-svn-id: https://svn.eduke32.com/eduke32@3754 1a8010ca-5511-0410-912e-c29ae57300e0
... in the auto-correction. Also,
- make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob).
- in drawscreen_drawwall(), do a more strict bound check, not only >=0.
git-svn-id: https://svn.eduke32.com/eduke32@3745 1a8010ca-5511-0410-912e-c29ae57300e0
In the mirror reversing code, get rid of the padding. This may produce
seams, but they appear to be extremely transient and shouldn't be
noticeable.
In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3726 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
LameDuke's shade table has 32 gradients of shade, like Duke3D.
For the translucency table though, only the diagonal + one half is stored
because it's symmetric (50/50 translucency).
git-svn-id: https://svn.eduke32.com/eduke32@3709 1a8010ca-5511-0410-912e-c29ae57300e0
- colorize the trailing part if there is corruption or (new) if sprites were
removed
- also corrupt-check when loading <V7 map
- move start{pos,ang,sectnum} to build.c
- remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment
git-svn-id: https://svn.eduke32.com/eduke32@3697 1a8010ca-5511-0410-912e-c29ae57300e0
Sprites are now considered to have out of bounds sector numbers if it is
< 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now
encountered during post-load, an attempt is made first to assign it a sector
number (using updatesector()). If that fails, the sprite is removed from the
map. The background is that a dozen of maps do come with such sprites and
could previously corrupt the sprite list when loaded.
git-svn-id: https://svn.eduke32.com/eduke32@3696 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
git-svn-id: https://svn.eduke32.com/eduke32@3666 1a8010ca-5511-0410-912e-c29ae57300e0
... like was done with clipmove() previously.
Also, do some code clean up. There are no changes of functionality.
git-svn-id: https://svn.eduke32.com/eduke32@3662 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, only the <0 condition was checked. However, the passed sectnums
could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr'
on a sprite not in the game world.
git-svn-id: https://svn.eduke32.com/eduke32@3603 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes an update issue: start EDuke32 without warping to a map in Polymost,
change to classic, and change to Polymost again. The OSD background will be
displaced.
git-svn-id: https://svn.eduke32.com/eduke32@3525 1a8010ca-5511-0410-912e-c29ae57300e0
Face- and wall-aligned sprites are drawn using the wall routines in BUILD.
However, the per-x-screen-coordinate distance (swall[]) is calculated in a way
that potentially incurs great precision loss (for example 5 bits for
xdimen=1280, yxaspect=65536). This leads to the starting (top) vertical texture
coordinate possibly wrapping to large values, leaving an unsightly "stray line"
on top of the sprite from certain viewing angles/horiz values.
The approach to fix it has two parts: first, the distance is calculated using
float values, preventing the precision loss. Because this doesn't fully prevent
the unwanted lines, the texture coords are clamped to the mininum and maximum
(0 and UINT32_MAX respectively) when calculating them for sprites.
Note that stray lines may still appear at the *bottom* of sprites under certain
circumstances, for example when viewing at a y-flipped sprite from above.
These should be less noticable in real-world usage though.
The feature is guarded by a macro HIGH_PRECISION_SPRITE in case using floating
point or 64-bit integers is undesirable/impossible on some platforms.
git-svn-id: https://svn.eduke32.com/eduke32@3483 1a8010ca-5511-0410-912e-c29ae57300e0
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
git-svn-id: https://svn.eduke32.com/eduke32@3474 1a8010ca-5511-0410-912e-c29ae57300e0
The usual: declare locals more tightly, const-qualify them where it helps
readability, remove dead code...
git-svn-id: https://svn.eduke32.com/eduke32@3470 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0
Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.
git-svn-id: https://svn.eduke32.com/eduke32@3404 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.
git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
Reproduced as follows (assuming all tiles have texel-hitscan for simplicity):
In E2L5, shoot the opening switch with the shotgun, aiming for the border.
The crash occurs because the *other*, depressed switch tile isn't yet loaded
when we index into its tile storage. Dereferencing 0+small number == BAD!
git-svn-id: https://svn.eduke32.com/eduke32@3364 1a8010ca-5511-0410-912e-c29ae57300e0
Unconditionally enabled, but useful for comparing the behavior of the 1-column
vline functions against the 2- or 4-column ones.
git-svn-id: https://svn.eduke32.com/eduke32@3311 1a8010ca-5511-0410-912e-c29ae57300e0
The former is really only a workaround. Walls/vertical sprites/pskies with
ysize 512 (and presumably greater, but this was not tested) are rendered
with one shade higher at the borders (1 pixel vlines) because of a certain
assumption in the ASM (see comments there). With very dark shades, the
palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the
end for each.
The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled
yet. It seems to matter only for the uncommon case where the such pskies repeat
in the height. A 1680x1050 window fully covered with such a sky is then rendered
at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline
routines), so it may be leaning a bit too much on the side of correctness.
A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for
demonstration purposes.
git-svn-id: https://svn.eduke32.com/eduke32@3310 1a8010ca-5511-0410-912e-c29ae57300e0
- If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>"
- highlight pic, shade, pal, cstat in yellow then
- in printext256, accept at most 3 digits for the color format string (e.g. ^123)
git-svn-id: https://svn.eduke32.com/eduke32@3308 1a8010ca-5511-0410-912e-c29ae57300e0
This global option will set bit 1024 and clear bits 256 and 512 for all
rotatesprite calls, fixing complex HUD drawing code relying on precise
alignment of individual elements (widescreen rotatesprite is entirely
unsuitable for this purpose).
git-svn-id: https://svn.eduke32.com/eduke32@3284 1a8010ca-5511-0410-912e-c29ae57300e0
The two uses are from hitscan and neartag. The functionality is reproduced
exactly (assuming I made no mistake), down to different distance checking
(<= vs. <).
git-svn-id: https://svn.eduke32.com/eduke32@3228 1a8010ca-5511-0410-912e-c29ae57300e0
This function also changed: it doesn't handle floor-aligned sprites now,
and the z offset is returned instead of set by pointer.
git-svn-id: https://svn.eduke32.com/eduke32@3205 1a8010ca-5511-0410-912e-c29ae57300e0
The size of that struct is currently 4, and its layout almost the same as
what is read in with loadpics(). The number of tiles in an animation is
bumped to 256, so that the max. tile difference in DEF's animtilerange is
255. (There's no way to have such animations from ART.)
git-svn-id: https://svn.eduke32.com/eduke32@3202 1a8010ca-5511-0410-912e-c29ae57300e0
Notes:
- Atomic Edition (Censored) -> Plutonium Pak in grpscan.c
- "scale" in astub.c:drawtileinfo() is incorrect, I think.
- in demo.c, the gethitickms() value should be returned to a double.
git-svn-id: https://svn.eduke32.com/eduke32@3178 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
Note the type change of vplce[] in engine.c: int32_t -> uint32_t.
git-svn-id: https://svn.eduke32.com/eduke32@3172 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path. The uninitialized read was
introduced in r2927.
git-svn-id: https://svn.eduke32.com/eduke32@3144 1a8010ca-5511-0410-912e-c29ae57300e0
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.
(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)
git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
The attribute is set per tile from DEF: either
texhitscanrange <begintile> <endtile>
or
tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)
In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.
git-svn-id: https://svn.eduke32.com/eduke32@3078 1a8010ca-5511-0410-912e-c29ae57300e0
This means that loadoldboard() now should also initialize Polymer map
info after loading a v5/v6 map. Make the variables holding a file descriptor
an int32_t instead of int16_t.
git-svn-id: https://svn.eduke32.com/eduke32@3044 1a8010ca-5511-0410-912e-c29ae57300e0
- make inside_editor() static in build.c
- replace comparisons of inside()'s return values with 0 by ones with 1
(since a returned 0 can mean -1 or 1, i.e. oob sector or is really inside)
- prevent a theoretically possible oob access in correct_ornamented_sprite()
git-svn-id: https://svn.eduke32.com/eduke32@3038 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out the "is inside" predicates
- rename updatesector_onlynextwalls() -> updatesectorbreadth()
- add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().
git-svn-id: https://svn.eduke32.com/eduke32@3037 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, we used them in our builds for sprites, but MSVC builds don't have
the ASM ported to MASM, and thus the workaround of ignoring the linking errors
was not safe.
git-svn-id: https://svn.eduke32.com/eduke32@3031 1a8010ca-5511-0410-912e-c29ae57300e0
Hendricks found a bug caused by that commit, so this one enables exprimentation
with setbrightness() bit 1 behavior.
git-svn-id: https://svn.eduke32.com/eduke32@3025 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the splitscreen mod not have a ridiculous view distortion.
Such scenes will have no correction for non-square pixels, though.
git-svn-id: https://svn.eduke32.com/eduke32@3020 1a8010ca-5511-0410-912e-c29ae57300e0
This trims four 4k pages of code from the release EDuke32 build and
one page from Mapster32.
git-svn-id: https://svn.eduke32.com/eduke32@2991 1a8010ca-5511-0410-912e-c29ae57300e0
When this happens, parallaxmodes other than 0 will be unavailable and silently
draw as parallaxmode 0. This usually happens with extremely wide resolutions.
git-svn-id: https://svn.eduke32.com/eduke32@2990 1a8010ca-5511-0410-912e-c29ae57300e0
We're pulling stuff from math.h even in non-GL builds right now, so
adding libc's sin() and atan() doesn't seem like a big deal. In the
unlikely event that their accuracy is so bad that the calculated tables
don't match the original ones, a warning is issued on little-endian
platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2988 1a8010ca-5511-0410-912e-c29ae57300e0
A debug macro to test tints being stuck at the least intense non-zero value
is provided in engine.c.
git-svn-id: https://svn.eduke32.com/eduke32@2952 1a8010ca-5511-0410-912e-c29ae57300e0
ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.
git-svn-id: https://svn.eduke32.com/eduke32@2929 1a8010ca-5511-0410-912e-c29ae57300e0
Don't call setaspect from them, because the only thing that's needed is
(in classic) yxaspect and xyaspect. Pass these from the helper function
defined earlier instead.
git-svn-id: https://svn.eduke32.com/eduke32@2921 1a8010ca-5511-0410-912e-c29ae57300e0
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
git-svn-id: https://svn.eduke32.com/eduke32@2913 1a8010ca-5511-0410-912e-c29ae57300e0
This means that classic and the GL modes now look the same as far as e.g.
hud_bgstretch or HUD weapons are concerned.
git-svn-id: https://svn.eduke32.com/eduke32@2911 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the code rather more readable in some places. Unlike the two
preceding commits, this one is actually purely textual replacement.
git-svn-id: https://svn.eduke32.com/eduke32@2877 1a8010ca-5511-0410-912e-c29ae57300e0
The idiv instruction also signals an FPE when the resulting *signed* quotient
overflows, so we simply use div instead.
git-svn-id: https://svn.eduke32.com/eduke32@2850 1a8010ca-5511-0410-912e-c29ae57300e0
These could manifest themselves as garbage lines on the bottom and
happened because of the ydim vs. bytesperline discrepancy again.
git-svn-id: https://svn.eduke32.com/eduke32@2844 1a8010ca-5511-0410-912e-c29ae57300e0
I'm willing to make this one concession to correctness in the name of backward-
compatibility. I think that one reason why this has never cause a crash is that
tiles in BUILD are allocated in Ken's big allocache buffer, so oob accesses were
dampened by that (though they hit uninitialized data).
git-svn-id: https://svn.eduke32.com/eduke32@2819 1a8010ca-5511-0410-912e-c29ae57300e0
This would only hit when polymost_printext256 erred out (mem alloc failure,
glGenTextures failure), i.e. "almost never".
Also, tweak a bound check in polymost_printext256.
git-svn-id: https://svn.eduke32.com/eduke32@2817 1a8010ca-5511-0410-912e-c29ae57300e0
This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors,
but instructed the base drawrooms inside yax_drawrooms to not correct the
passed sectnum. Therefore, stuff would get drawn wrongly when passing
sector boundaries, like from the platform to the rails in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2810 1a8010ca-5511-0410-912e-c29ae57300e0
Related to that, it looks like out-of-bounds accesses when drawing such walls/
maskwalls or *sprites* are fixed, too. Sprites still show a stray lines on some
occasions, but Valgrind doesn't complain then.
git-svn-id: https://svn.eduke32.com/eduke32@2805 1a8010ca-5511-0410-912e-c29ae57300e0
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
(int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")
This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).
git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
That is, "clang -ftrapv" builds don't abort almost immediately after entering
a level.
There are various classes of overflow bugs, needing different handling:
- Some texture mapping code was written with signed integer wrapping semantics
in mind. In some places, we're able to get away with unsigned casts.
- sometimes, we really need a wider range, like when calculating distances or
dot products
- negating INT_MIN. Here, we cast to int64_t temporarily. Note that if the
result is 32-bit wide, no 64-bit code may actually need to be generated.
- shifting into a signed integer's sign bit. We cast to uint32 here.
- in hitscan(), at the "abyss crash prevention code" comment, it's clearly
the other code that is better...
This is not merely done for pedantry, but rather makes it easier to track down
overflow bugs having a real impact on the game.
git-svn-id: https://svn.eduke32.com/eduke32@2784 1a8010ca-5511-0410-912e-c29ae57300e0
It's time to replace some int32s with 64-bit ints in core engine functions.
The problem is that for example, the dot product is taken between vectors that
may be the difference between two arbitrary points in a sector, so even if one
sticks to the "no blue walls" rule, that doesn't guarantee freedom from
overflows.
git-svn-id: https://svn.eduke32.com/eduke32@2761 1a8010ca-5511-0410-912e-c29ae57300e0
Bang! One more invalid internals exposure squashed. Maybe one day we'll be able
to call EDuke32 "stable"...
Actually the offending sprite IS drawn as face sprite with shade 32 and xrepeat
and yrepeat 255 for the convenience of the CON coder who will have to debug it.
git-svn-id: https://svn.eduke32.com/eduke32@2744 1a8010ca-5511-0410-912e-c29ae57300e0
Those were happening when wall drawing in an upper/lower layer "closed" too
much of the "curtain" (umost/dmost) for subsequent drawing in that portal.
Example: looking down the sewer manhole at the beginning of Retaliation will
now render without HOM.
git-svn-id: https://svn.eduke32.com/eduke32@2739 1a8010ca-5511-0410-912e-c29ae57300e0
Also, correct the loadboard() return value checks in premap.c to be
aware of a returned -2 ("wrong map version").
git-svn-id: https://svn.eduke32.com/eduke32@2694 1a8010ca-5511-0410-912e-c29ae57300e0
This should be more correct, since previously, the saved PNGs were way too
contrasty when looked from within a browser. Now, they'll always be
slightly darker than in-game (assuming one has a gamma greater than 1).
git-svn-id: https://svn.eduke32.com/eduke32@2673 1a8010ca-5511-0410-912e-c29ae57300e0
- Make MAXXDIM and MAXYDIM macros be 860 and 490, respectively. tueidj says
max. screen size is 848x480, but there are oob access bugs in the classic
renderer when running with the maximum possible resolution
- don't allocate additional sector/wall storage for Mapster (saves ~16k)
- Add ud.config.UseJoystick = 1 in config.c, but make it conditional on Wii
- remove one comment I no longer believe true, add one TODO comment
git-svn-id: https://svn.eduke32.com/eduke32@2645 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, we checked whether the faded palette has changed (by way of CRC)
and invalidated the textures then unless the preserve flags were set. This
however could lead to wrongly invalidating them under unfortunate circumstances,
e.g. basepal change from CON + tints at the same time before r2620 which
reverted r2232.
Now, only invalidate them if the corresponding preserve flags are clear AND
* the base palette has really changed OR
* the palette CRC changed and we were running on software gamma
The latter means that performance-killing invalidations may still happen on
GL platforms lacking HW gamma (for ATI, it's currently only disabled in 8-bit
fullscreen).
Also have a new global 'basepalreset' to fake a basepal change for
setbrightness(), currently used when changing renderers so that going from
Polymer to Polymost and back again will invalidate the Polymer textures
on the second change, potentially re-applying a basepal highpal. (Still
with me?)
git-svn-id: https://svn.eduke32.com/eduke32@2636 1a8010ca-5511-0410-912e-c29ae57300e0
Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else. Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.
git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
This has been there since searchbottomwall introduction in r1466.
git-svn-id: https://svn.eduke32.com/eduke32@2604 1a8010ca-5511-0410-912e-c29ae57300e0