The format is
snd #<sound number>
inst <instance of that sound>:
voice <internal voice handle>,
ow <owner's sprite ID/-1> (this is the interesting part)
git-svn-id: https://svn.eduke32.com/eduke32@2441 1a8010ca-5511-0410-912e-c29ae57300e0
- make a couple variables static in sounds_mapster32.c
- KHz --> Hz in initialization text
git-svn-id: https://svn.eduke32.com/eduke32@2439 1a8010ca-5511-0410-912e-c29ae57300e0
added: sector extra; viewingrange and yxaspect before the main drawrooms call
removed: randomseed
git-svn-id: https://svn.eduke32.com/eduke32@2413 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
The replacement of atoi with strtol in r2374 had the side-effect that numbers
out of the range of a 32-bit integer were being returned as LONG_MAX/LONG_MIN
instead of being converted by taking the bits and re-interpreting them (note
that it was a coincidence that atoi behaved that way; to be strict, the
behavior was undefined and there is no regression).
Now, we implement parsing decimal integers using strtoll (with assuming
"long long" being the same as int64_t) and check in which range the number
falls. If it's in the range (INT32_MAX <= x <= UINT32_MAX), issue a warning;
if it's not in (INT32_MIN <= x <= UINT32_MAX), warn too (though this better
ought to be an error?). In each case, the bit representation is converted to
the CON number type (int32 to assume maximum portability) by re-interpreting
the bits [this is the same as an int/int cast, with GCC at least; more
generally, it's implementation-defined per C99].
git-svn-id: https://svn.eduke32.com/eduke32@2392 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes mirrors consisting of more than one walls not drawing when the
first assigned mirror wall breaks. It still does not let you have more
than one mirror (i.e. mirror sectors) showing up at the same time in
the scene. Affects classic and Polymost only.
git-svn-id: https://svn.eduke32.com/eduke32@2387 1a8010ca-5511-0410-912e-c29ae57300e0
This was causing oob sector accesses with code like this:
getwall[hitwall].nextsector temp
ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1
(from DT's HYPERCORE).
Also validate quote indices passed to CON's quote and userquote commands at
runtime.
git-svn-id: https://svn.eduke32.com/eduke32@2381 1a8010ca-5511-0410-912e-c29ae57300e0
Such game text was shown starting from about the center of the screen.
The reason for the bug was this code:
t += 1 + isdigit(*(t+2));
The sequence points here are at the beginning and end of this assignment
expression, and the updating of t may happen anywhere between these (C99
6.5.16 #3). Please don't write such code. When in doubt, and assignment
and reference to the same object should be split!
git-svn-id: https://svn.eduke32.com/eduke32@2380 1a8010ca-5511-0410-912e-c29ae57300e0
This plays more nicely with automatic formatters. Also indent accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
Because: 1) It used to be like this; 2) guard against bad CON input.
git-svn-id: https://svn.eduke32.com/eduke32@2378 1a8010ca-5511-0410-912e-c29ae57300e0
Encountered with Scent.map. Since the SE21 are deleted after they have
been used, the search for them in the ST28 code in sector.c may come up
empty, in which case sector[-1] would be accessed.
git-svn-id: https://svn.eduke32.com/eduke32@2377 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, the last argument to neartag is now a pointer to a function
int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.
This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON). There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted. This remedies problems where such
sprites would get in the way of switches.
Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.
Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.
git-svn-id: https://svn.eduke32.com/eduke32@2373 1a8010ca-5511-0410-912e-c29ae57300e0
I'm not getting this warning (synthesis is) but I think it's justified because
the VOC block parsing code isn't terribly validating...
git-svn-id: https://svn.eduke32.com/eduke32@2364 1a8010ca-5511-0410-912e-c29ae57300e0
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
- RENDERER SETUP is now also accessible from classic, with only 2 options:
'aspect ratio' and 'ambient light level'
- remove the latter option from the VIDEO SETUP menu
- When compiled with OpenGL, the aspect ratio option cycles between 3 states:
r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1.
In non-GL builds, there are only 2 states.
- don't display black translucent overlay in COLOR CORRECTION menu
git-svn-id: https://svn.eduke32.com/eduke32@2358 1a8010ca-5511-0410-912e-c29ae57300e0
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2350 1a8010ca-5511-0410-912e-c29ae57300e0
- Maintain a position relative to the start of the data. VOC doesn't
mandate an EOF marker (blocktype 0). If we go over the end, fake
that marker, so as to restart a looping sound or stop a one-shot one.
This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...
git-svn-id: https://svn.eduke32.com/eduke32@2346 1a8010ca-5511-0410-912e-c29ae57300e0
- guard cansee() against negative sectnums (return 0 immediately), since
it's often called with the player sectnum as one argument
- in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which
can happen if a map is started in void space accidentally (e.g. from
the editor)
- two checks before accessing sector[] with a player sectnum
git-svn-id: https://svn.eduke32.com/eduke32@2342 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updateanimation picking up foreign (and thus potentially oob)
frame numbers at "3: c > n".
git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
Uncomment #define DEBUG_VALGRIND_NO_SMC in duke3d.h to be able to
valgrind --smc-check=none (or the default stack-only)
with Polymost and Polymer renderers.
git-svn-id: https://svn.eduke32.com/eduke32@2337 1a8010ca-5511-0410-912e-c29ae57300e0
It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
git-svn-id: https://svn.eduke32.com/eduke32@2322 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside
one instance of the code, but used as if it were the previous sprite index
further on. Would only happen with projectiles that "work like" both SPIT
and RPG_IMPACT.
git-svn-id: https://svn.eduke32.com/eduke32@2321 1a8010ca-5511-0410-912e-c29ae57300e0
- make PGUP/PGDN and HOME/END behave as expected across all menus
- in keyboard/mouse button mapping menu, draw function names that have been given
custom names via CON with pal 8 for easier recognition
- fix tinting of function names in mouse button mapping menu
git-svn-id: https://svn.eduke32.com/eduke32@2313 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, there's a new function fade_screen_black() that implements the
fading more efficiently than calling rotatesprite for classic, and uses
tile 0 (assumed to have at least 64x32 size) in the GL modes.
The black background of the user map selector is still done with rotatesprite
and tile BLANK in every renderer.
git-svn-id: https://svn.eduke32.com/eduke32@2312 1a8010ca-5511-0410-912e-c29ae57300e0
So that the game won't exit if you write 'vidmode 4' when intending
'setrendermode 4'.
git-svn-id: https://svn.eduke32.com/eduke32@2311 1a8010ca-5511-0410-912e-c29ae57300e0
The problems still remains that rotatesprite behaves differently in classic and
OpenGL modes with clipping boundaries specified (and maybe in some other cases)
git-svn-id: https://svn.eduke32.com/eduke32@2304 1a8010ca-5511-0410-912e-c29ae57300e0
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
git-svn-id: https://svn.eduke32.com/eduke32@2303 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, only when the mod/TC in question doesn't use that feature.
git-svn-id: https://svn.eduke32.com/eduke32@2301 1a8010ca-5511-0410-912e-c29ae57300e0
led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of
error or warning at startup other than a logged message is bad.
git-svn-id: https://svn.eduke32.com/eduke32@2300 1a8010ca-5511-0410-912e-c29ae57300e0
The "double-click button4" had to make way for MOUSE5 in the button binds menu,
but I don't think anyone cares. Savegame compatibility was actually silently
broken with the MAXTILES update earlier, but I forgot updating the version...
git-svn-id: https://svn.eduke32.com/eduke32@2284 1a8010ca-5511-0410-912e-c29ae57300e0
Also a couple of other cleanup lines... might need more though, I'm not sure
it's all good there.
git-svn-id: https://svn.eduke32.com/eduke32@2278 1a8010ca-5511-0410-912e-c29ae57300e0
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
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.
git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
- '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
Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.
git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
E.g. this should work correctly now:
// FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING
animsounds logo { 1 244 64 14 64 144 }
git-svn-id: https://svn.eduke32.com/eduke32@2243 1a8010ca-5511-0410-912e-c29ae57300e0
The syntax is as follows:
animsounds <anim> { frame1 sound1 frame2 sound2 ... }
<anim> has to be one of the tokens: cineov2, cineov3, RADLOGO, DUKETEAM,
logo, vol41a, vol42a, vol4e1, vol43a, vol4e2, or vol4e3, corresponding
to hard-coded Duke3D anims.
The frameN's (1-based frame numbers) have to be in ascending order (but not
necessarily strictly ascending, so that a frame may have more than one sound).
Example: for Duke3D's XBLA nuke logo animation (IVF extracted from nuke.webm),
the following definition overlays the video with a sound sequence similar
(identical save for timing) to the original nuke animation:
// frame 1: FLY_BY, frame 64: PIPEBOMB_EXPLODE
animsounds logo { 1 244 64 14 }
git-svn-id: https://svn.eduke32.com/eduke32@2242 1a8010ca-5511-0410-912e-c29ae57300e0