The redundant ones are in code like this: s->cstat = (int16_t)32768;
Because the value is eventually converted to the type of "s->cstat", any
casts to integral types having at least as many bits are no-ops, signedness
being irrelevant due to (probably any two's complement arch targeting
compiler's) bit-pattern preserving semantics of these conversions.
The now incorrect one is: if (lotag == (int16_t) 65535),
"int32_t lotag" being read from a wall or sprite struct directly earlier.
Now, with these members being unsigned, and (int16_t)65535 equalling -1,
the check always fails. The correction fixes normal switches having such
a lotag ending the level immediately.
In short: integer casts before assignments are unnecessary, those in reads
highly relevant!
git-svn-id: https://svn.eduke32.com/eduke32@3211 1a8010ca-5511-0410-912e-c29ae57300e0
Rewriting them in the obvious way, i.e. by casting the expression
to int16_t first. (That is, this commit is the reverse of r3174,
but with casts applied.) This fixes at least one regression: a
FIREEXT with a hitag of 0 should not be linked with same-
(that is, zero-) tagged SEENINEs or OOZFILTERs.
Mind the corner cases!
git-svn-id: https://svn.eduke32.com/eduke32@3210 1a8010ca-5511-0410-912e-c29ae57300e0
- provide functions instead of messing with CONTROL_*Binds directly
- comment out a few more unused functions
- make clear what memory (alloc'd or const char *) 'keybind' members use
- for keys with no name, use "<?>"
git-svn-id: https://svn.eduke32.com/eduke32@3209 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
Using non-keypad [-]/[+] or LMB + mousewheel, it was broken when a void
tile was in between.
git-svn-id: https://svn.eduke32.com/eduke32@3203 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
This means that the internal change done to these sprite members in r3159 is
hidden from CON for backward-compatibility purposes. Note that .cstat and
.{ceiling,floor}stat aren't touched, and will return unsigned values to CON.
git-svn-id: https://svn.eduke32.com/eduke32@3189 1a8010ca-5511-0410-912e-c29ae57300e0
I think this may fix some negative "non-profiled overhead" that I
have been seeing.
git-svn-id: https://svn.eduke32.com/eduke32@3182 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
- Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.)
- Construct "make utils" for the game side following the pattern of the engine.
- Move ivfrate to this new distinction.
- Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.
git-svn-id: https://svn.eduke32.com/eduke32@3163 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
Specifically, if the first wall of the sector-to-split is to the left or right
of the *start* of the splitting line AND the sector has no TROR extensions,
make these two the new nextwalls of the respective split sectors.
git-svn-id: https://svn.eduke32.com/eduke32@3157 1a8010ca-5511-0410-912e-c29ae57300e0
Exporting only (de)compression functions. Also, different reader/writer
functions can be set.
git-svn-id: https://svn.eduke32.com/eduke32@3153 1a8010ca-5511-0410-912e-c29ae57300e0
It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".
git-svn-id: https://svn.eduke32.com/eduke32@3152 1a8010ca-5511-0410-912e-c29ae57300e0
This requires ripping out the .proj member of tiledata_t back into
ProjectileData[] again because it was the only one in g_tile[] that
changed during the course of a game. The g_tile[] array is now also
correctly flagged as "constant throughout a game" (DS_NOCHK).
Savegame version bumped.
git-svn-id: https://svn.eduke32.com/eduke32@3151 1a8010ca-5511-0410-912e-c29ae57300e0
It's still not pretty though since there's no interpolation from G_DrawRooms().
git-svn-id: https://svn.eduke32.com/eduke32@3149 1a8010ca-5511-0410-912e-c29ae57300e0
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 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
Also, reorganize some G_DrawRooms() code a little without changing anything.
git-svn-id: https://svn.eduke32.com/eduke32@3143 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3142 1a8010ca-5511-0410-912e-c29ae57300e0
arrays; any write access to them will run the corresponding hook and write
to the [sector/wall/sprite/tsprite]clean array.
Note: tsprite and sprite use the same hook and require running a few more
instructions per access in order to disambiguiate; this could be made more
optimal (like the other arrays) by clearly separating the types in the game
code.
Note #2: taking a member's address currently marks it dirty because of tons
of helper functions across the editor code. I don't know how many read-only
accesses we have after taking a member address, but it could also be fixed
with some finessing of the code.
git-svn-id: https://svn.eduke32.com/eduke32@3138 1a8010ca-5511-0410-912e-c29ae57300e0
The command-line utility can query and set the frame rate of IVF files, since
apparently encoders don't care too much about setting proper values in the IVF
header. Also, add the utility to the synthesis build.
On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the
FPS numerator is <1000 (presumably used in older encoders) and properly print
the frame rate's fractional part.
git-svn-id: https://svn.eduke32.com/eduke32@3131 1a8010ca-5511-0410-912e-c29ae57300e0
This means that the "Keyboard Setup" should now properly reflect the bindings,
except in the theoretical case of one gamefunc being bound more than two keys.
(What was fixed is the one key to many gamefuncs case.)
git-svn-id: https://svn.eduke32.com/eduke32@3126 1a8010ca-5511-0410-912e-c29ae57300e0
That section was only ever read in for little profit and never written
out! Keyboard input is actually dispatched as OSD commands for a good
while, so that old cruft has to go!
git-svn-id: https://svn.eduke32.com/eduke32@3125 1a8010ca-5511-0410-912e-c29ae57300e0
- Remove everything using CONTROL_KeyMapping, which was only written to.
- Remove unused functions, make local ones static.
- Remove private function declarations in _control.h.
git-svn-id: https://svn.eduke32.com/eduke32@3124 1a8010ca-5511-0410-912e-c29ae57300e0
separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET.
eg.:
Then if you have a tracked value and a value of the same type at the given offset:
Tracker_1<int32_t> trackedInt;
int32_t trackedIntDirty = 0; // 4 bytes after
trackedIntDirty will become 1 everytime trackedInt changes.
git-svn-id: https://svn.eduke32.com/eduke32@3119 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