Commit graph

341 commits

Author SHA1 Message Date
helixhorned
a6158ac3f6 Fix building with GCC 4.6 link-time optimization.
It looks like GCC doesn't honor the 'used' attribute with LTO. This is
"fixed" by declaring the variables in question with external linkage
(i.e. removing the 'static').  I consider such behavior a GCC bug, though.

git-svn-id: https://svn.eduke32.com/eduke32@2286 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-27 15:02:45 +00:00
helixhorned
98ffd6f00c Rearrange 'struct hicreplc_t' members so that no padding is inserted on x64.
git-svn-id: https://svn.eduke32.com/eduke32@2282 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-26 21:58:25 +00:00
helixhorned
d95511ed1d Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.
Internally, updateanimation() now takes a third parameter 'lpal'.

git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-22 17:18:49 +00:00
helixhorned
7a893b8ec4 minor engine cleanup.
- enclose glbuild.h in #idndef ... sentinels
- engine.c: remove unused variable 'pageoffset', make 'lastx' static
- formatting

git-svn-id: https://svn.eduke32.com/eduke32@2272 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-20 13:24:15 +00:00
helixhorned
d0acd40ff8 Inreased debugging level for catching oob accesses to 'main' arrays.
If enabled, this makes the following arrays be allocated statically:
spriteext, spritesmooth, sector, wall, sprite, tsprite, while
necessarily disabling the clipshape feature (because it relies on
setting sector/wall to different malloc'd block temporarily).

To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make',
and it's really only useful with CC=clang, of course.

git-svn-id: https://svn.eduke32.com/eduke32@2270 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 23:17:34 +00:00
helixhorned
a61052f807 Double MAXTILES to 30720, reduce EXTRATILES (models w/ custom pal skin) to 3840
I'm decreasing EXTRATILES because I feel that it's way overcommitted. It's the
max number of model-tiles that have their own skin for a certain palette,
like the slimer egg in the HRP.

git-svn-id: https://svn.eduke32.com/eduke32@2267 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:58:06 +00:00
helixhorned
cd89fce9aa less trivial stuff
- fix one bound-checking line
- rewrite two lines in astub.c to potentially not overflow an int16
- make tiletovox[] an array of int16's

git-svn-id: https://svn.eduke32.com/eduke32@2266 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:46 +00:00
helixhorned
2e1e2345af trivial tweaks: make stuff static, remove unused stuff, formatting...
git-svn-id: https://svn.eduke32.com/eduke32@2265 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-19 21:57:22 +00:00
hendricks266
426ef1494e Add the 'yoffset' token to model definitions to allow models to compensate for ART tiles with large yoffsets, such as #603. Under normal circumstances the existing 'zadd' parameter should be used instead. Special thanks to Supertanker.
git-svn-id: https://svn.eduke32.com/eduke32@2264 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-17 04:31:59 +00:00
helixhorned
031da6280d Remove the allocache() allocation type for 'intptr_t *lookups'.
Always malloc that buffer.  This allows us to remove suckcache() from
cache1d.c, which I believe to be buggy (see comments in the source).

git-svn-id: https://svn.eduke32.com/eduke32@2261 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-15 22:39:59 +00:00
helixhorned
260bbc1f92 cleanup:
- 'whitecol' was defined in the engine and in build.c, use only the engine one
 - make cachesize, artsize, artversion static in engine.c
 - undo some formatting havoc presumably done by astyle

git-svn-id: https://svn.eduke32.com/eduke32@2260 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-15 22:39:38 +00:00
helixhorned
480690aa1d Fix the Polymer hitches first encountered with Parkade.
The cause was a combination of many factors. First, Polymer requires the
start-drawing position to be inside the sector to draw (deviations lead to
incorrect drawing).  This was violated by the game, because it interpolated
the current and next tic position without updating the sectnum, leading to
inconsistencies especially when passing through narrow sectors.  Polymer
worked around it by doing an updatesector() each frame, however this works
poorly for maps with overlapping geometry such as SoS or RoR.

The solution to this is to add a new engine function,
updatesector_onlynextwalls(), which searches the sectors (via nextsector)
in breadth-first fashion instead of from 0 to numsectors-1, like updatesector
does when it fails for the *immediate* nextwall neighbors.

Internally, the breadt-first search helpers are moved into the engine.

git-svn-id: https://svn.eduke32.com/eduke32@2256 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-14 14:48:30 +00:00
helixhorned
a57b566c0b Add Makefile option to use the DMALLOC (debug malloc) library.
I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.

git-svn-id: https://svn.eduke32.com/eduke32@2254 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:49:34 +00:00
helixhorned
80949930bd Temporarily disable the 'model thinning-out' feature intended to save memory.
It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.

git-svn-id: https://svn.eduke32.com/eduke32@2251 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:48:38 +00:00
helixhorned
7e6f712ad1 more internal cleanup...
the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss.  The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.

git-svn-id: https://svn.eduke32.com/eduke32@2248 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-12 20:47:41 +00:00
helixhorned
e3150b2801 a couple more trivial tweaks
git-svn-id: https://svn.eduke32.com/eduke32@2247 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:45:34 +00:00
helixhorned
fa6f2d9ca2 md4.c/h: add consts to appropriate arguments
git-svn-id: https://svn.eduke32.com/eduke32@2246 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:45:08 +00:00
helixhorned
3095b09773 trivial formatting / removing of old cruft / adding comments
git-svn-id: https://svn.eduke32.com/eduke32@2244 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:44:35 +00:00
helixhorned
a86dfe661b maint: make the following static in polymost.c:
- texcacheindex *firstcacheindex, *curcacheindex
 - trytexcache(), gloadtile_cached()
- Factor out duplicated code into clear_cache_internal()

git-svn-id: https://svn.eduke32.com/eduke32@2240 1a8010ca-5511-0410-912e-c29ae57300e0
2012-01-10 23:43:18 +00:00
helixhorned
d5a934f9ba Trivial tweaks of setbrightness. Add an assertion that bits 1 and 4 are clear,
mainly.  Also remove setvgapalette() from source.

git-svn-id: https://svn.eduke32.com/eduke32@2224 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-28 20:35:44 +00:00
helixhorned
b3474c75b2 Rewrite the savegame format in terms of the generic saving/loading system.
This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
 - make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
 - prevent saving/loading in MP games (it certainly didn't work and still doesn't)
 - it's time we start using assertions! Define NDEBUG for releasse builds.
 - reset savegame major and minor versions (we have a new magic string, so no conflict)

git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-25 15:34:06 +00:00
helixhorned
b7aacd242a Fix shift by values greater than 31 in some voxel loading code.
git-svn-id: https://svn.eduke32.com/eduke32@2165 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-09 19:10:21 +00:00
helixhorned
775d652d7d Lunatic: more Makefile tweaks; spriteext
git-svn-id: https://svn.eduke32.com/eduke32@2148 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-04 18:09:50 +00:00
helixhorned
bbc6db465e Mapster32: new cfg var 'glusememcache', the same as r_memcache cvar.
git-svn-id: https://svn.eduke32.com/eduke32@2145 1a8010ca-5511-0410-912e-c29ae57300e0
2011-12-03 13:13:28 +00:00
helixhorned
45bcc11f46 Batch-insertion of many points at once using line drawing and ENTER.
When having drawn N new points (and having one 'free') and pressing
ENTER, the N line segments between the new points are checked one by
one for intersection with every non-grayed-out wall and a wall vertex
is inserted at every intersecting point.  This may be viewed as a
prerequisite for a 'cutter' style tool.

git-svn-id: https://svn.eduke32.com/eduke32@2125 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:53 +00:00
helixhorned
39314586ac Somewhat largish commit with various keyboard tinkering for Mapster.
The main change consist of adding a key press (and release) callback
whose only purpose is to be used from m32script as EVENT_KEYPRESS.
When entering that event, the RETURN variable will be set to the
keystatus code of the key, and whether it was pressed or released can
be checked by looking at keystatus[] at that code (ifholdkey and
ifhitkey do this). The purpose of this, then, is to be able to remap
keys in a more general (and complicated) fashion than is possible with
the mapster32.cfg 'remap' option. Various other additions build around
this central one:

- add an example EVENT_KEYPRESS to a.m32, among other things emulating
  the keypad arrows with Alt-<normal arrows> for notebook convenience;
  disabled initially
- a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of
  collision with the above
- new m32script command: setkey <keycode>, setting keystatus[<keycode>]
  to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the
  future)
- fix indexing an m32script array with a defined label, there used to
  be a 'not a gamevar' error instead
- add the following constant labels for some key codes:
  KEY_SCROLL, KEY_F1 .. KEY_F12

git-svn-id: https://svn.eduke32.com/eduke32@2122 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:51:06 +00:00
helixhorned
57e132a044 Remove after_handleevents_hook and its only user, the keystatus-level clearing
of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.

git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-25 09:50:07 +00:00
helixhorned
997b3426b5 Remove the -nopause switch of r2108, since it didn't help at all.
git-svn-id: https://svn.eduke32.com/eduke32@2114 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-17 21:09:49 +00:00
helixhorned
b2d789731a A couple of Mapster changes related to saving.
- new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the
  editor whether to 'fix' the sprite sectnums on saving and entering 3D
  mode. Note that a) sprite sectnums are never fixed when 'script_expertmode'
  is enabled, as before, and b) sprites that have out-of-bounds sectnums
  are still fixed if a proper sector is found
- if saving and some sprite sectnums have thus been tweaked, inform the
  mapper on the status line and print the changes in the OSD
- fix update issue similar to an earlier one: when 'saving as', the astub.c-
  based file name is now updated too, so saving with Ctrl-S now saves into
  the one save with 'save as' (and not the old one)
- don't attempt to recheck wall pointers from scratch (when saving and running
  with -check) if it's a TROR map

git-svn-id: https://svn.eduke32.com/eduke32@2110 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-11 20:05:29 +00:00
helixhorned
e18ef2ccc8 Oops. Revert the *alloc wrapping to catch them being called with bad values.
This was meant for debugging only.

git-svn-id: https://svn.eduke32.com/eduke32@2109 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-10 21:47:42 +00:00
helixhorned
a67af55153 On Windows, add command-line switch -nopause, disabling the pause key.
Hopefully this fixes the periodic pausing/unpausing that a few people
have been experiencing.
Also fix build with GCC 3.

git-svn-id: https://svn.eduke32.com/eduke32@2108 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-10 21:47:26 +00:00
helixhorned
3690f25944 Fix the 'displayrandvar{var}' CON and m32script commands for environments
with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.

git-svn-id: https://svn.eduke32.com/eduke32@2105 1a8010ca-5511-0410-912e-c29ae57300e0
2011-11-05 12:13:50 +00:00
plagman
9018359a9e glbuild: tell gl.h not to include the system's glext.h
We pack our own copy of glext.h to avoid build breakages on older environments,
and having gl.h include its own was defeating all that.

git-svn-id: https://svn.eduke32.com/eduke32@2080 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-23 05:02:57 +00:00
helixhorned
9196bdbd81 fix osx build: looks like it doesn't have the GL debugging functions
git-svn-id: https://svn.eduke32.com/eduke32@2073 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-11 16:52:53 +00:00
plagman
f08610b6c8 Polymer: support for creating a debugging context in winlayer
This also fixes a warning when building for Windows.

git-svn-id: https://svn.eduke32.com/eduke32@2067 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-03 00:14:56 +00:00
plagman
93b4d6182e Polymer: preliminary support for GL_ARB_debug_output
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.

Also updates our local copy of glext.h with a fresh one from the
Khronos registry.

git-svn-id: https://svn.eduke32.com/eduke32@2056 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 05:56:35 +00:00
plagman
a6d349c90a Polymer: account for model flipping for backface culling.
The winding order of faces is different if only flipping about X or Y,
and we were unconditionally culling CW faces.

git-svn-id: https://svn.eduke32.com/eduke32@2052 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-02 00:32:00 +00:00
helixhorned
bb72f803c4 Two tweaks to make the precaching more efficient/less redundant in the game.
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal.  Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.

git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-28 20:30:24 +00:00
plagman
03429e8f2e Polymer: sanitize backface culling
Keep track of which side is getting culled, swap around mirrors, swap
around model drawing.

git-svn-id: https://svn.eduke32.com/eduke32@2032 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-18 07:18:50 +00:00
helixhorned
9b1d384723 Three-way clipping in Mapster32 (still toggled with 'N): on and off as
before, and additionally a mode that doesn't clip against masked walls
and sprites.

git-svn-id: https://svn.eduke32.com/eduke32@2028 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-16 19:17:48 +00:00
helixhorned
7582b86237 Add high-resolution timers C API for profiling. The functions are called
uint64_t gethiticks() and gethitickspersec().  For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used.  The only user of
these functions right now is some TROR on-screen debugging code.

Revert an earlier change regarding r_preview_mouseaim.  We can't do the
check because editstatus is set later.

git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:05:00 +00:00
helixhorned
2415b03c79 Support for drawing 'island sectors' for TROR/classic (and with limited
functionality, Polymost).

The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar.

The basic idea is that when drawing lower or upper levels, a first pass
is performed that ignores all red walls for which the TROR nextwall link
'towards' the viewer arrives at a red wall.  Thus, in the worst case, there
can be up to twice as many rendering passes now (when it is discovered that
the no-mask-pass isn't different that what would be drawn with the ordinary
one, the latter is skipped, since we've already drawn all needed geometry).

Hovever, this kind of multi-pass splitting is only suitable for simple scenes,
like the upper subway in the TROR test map.  In particular, multiple islands
shouldn't 'see' each other.

Two issues are worth mentioning: first, care needs to be taken for translucent
ceilings or floors, since drawing them twice isn't the same as drawing them
once. This is done for classic, but not for Polymost.  Second, sprites (which
are always drawn _after_ the geometry for a given pass) are still clipped to
the geometry of the ordinary pass, resulting in their disappearance from
certain angles.
--

Additionaly, a change made it into this commit that fixes redundant collection
of sprites in TROR:classic/Polymost.

git-svn-id: https://svn.eduke32.com/eduke32@2024 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:04:14 +00:00
helixhorned
701c69fecc misc. cleanup:
- remove 'imageSize' global which was always yres*bytesperline and only used once
- some clearbuf() -> Bmemset() because I find the latter easier to read
- remove some clearbufs to 0 of some global arrays on init

git-svn-id: https://svn.eduke32.com/eduke32@2023 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:03:50 +00:00
helixhorned
7f1133a493 Engine: add funtion 'yax_vnextsec(wall, cf)' to C API. It's often useful when
dealing with sectors on the two sides of a bunch.  Make yax_globallev and
yax_globalbunch variables non-static.
Rewrite a TROR-related bit in the engine code using the new function.

git-svn-id: https://svn.eduke32.com/eduke32@2018 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-15 17:02:12 +00:00
helixhorned
01676d7431 A couple of trivial/cleanup changes. setvgapalette() is removed from the
engine, since it had no users.

git-svn-id: https://svn.eduke32.com/eduke32@2014 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-10 15:44:53 +00:00
helixhorned
727be94eb5 Tweak the source so that it can be built by clang. The only necessary change
is to remove a couple of 'inline's for functions with external linkage, which
seems to be a GCC convenience.

git-svn-id: https://svn.eduke32.com/eduke32@2008 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:46:00 +00:00
helixhorned
a145cc93bc Make Polymer declare a callback function G_Polymer_UnInit() that is called
whenever we change to another renderer etc. and define it for the game and
editor.  The purpose of the function is to clean up references to Polymer
resources like lights.
This fixes 1) all lights becoming spot lights in the game and 2)
an issue with maphack lights in the editor (can't recall which exactly).

git-svn-id: https://svn.eduke32.com/eduke32@2006 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-06 17:45:21 +00:00
helixhorned
b3d3fd9a39 Better handling of tsprites that are duplicated through TROR portals.
Specifically, now also consider the sprite tile's yoffset, and fix an
issue when a tsprite got duplicated 'toward' the viewer. Also add a
couple of tests in trueror1.map.

git-svn-id: https://svn.eduke32.com/eduke32@2004 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:44:51 +00:00
helixhorned
962910ce32 Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().
This makes the latter also correct when testing a map from the editor.

git-svn-id: https://svn.eduke32.com/eduke32@2001 1a8010ca-5511-0410-912e-c29ae57300e0
2011-09-04 19:43:48 +00:00
plagman
8250e5f3e8 Polymer: add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.

Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.

The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.

git-svn-id: https://svn.eduke32.com/eduke32@1980 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:38 +00:00