Commit graph

2746 commits

Author SHA1 Message Date
Kp 1413264697 Cache canvas in print_clock 2017-02-11 21:42:34 +00:00
Kp beaa49a7ba Pass destination bitmap to scale_bitmap 2017-02-11 21:42:34 +00:00
Kp 590a025a89 Pass canvas to g3_start_frame 2017-02-11 21:42:34 +00:00
Kp 740b3a9649 Pass canvas to ogl_start_frame 2017-02-11 21:42:33 +00:00
Kp 80e7ade6a1 Pass canvas to g3_draw_sphere 2017-02-11 21:42:33 +00:00
Kp 513e7ceceb Pass canvas to g3_draw_line 2017-02-11 21:42:33 +00:00
Kp b7d266897c Pass canvas to must_clip_line 2017-02-11 21:42:33 +00:00
Kp 47a319bba5 Pass canvas to g3_draw_line 2017-02-11 21:42:33 +00:00
Kp d779a26307 Pass canvas to gr_bm_ubitblt0x_rle 2017-02-11 21:42:33 +00:00
Kp f8b057d43d Pass canvas to gr_bm_ubitbltm 2017-02-11 21:42:32 +00:00
Kp 9cc5d6f439 Pass canvas to gr_bm_ubitblt 2017-02-11 21:42:32 +00:00
Kp ae33aaafc1 Pass canvas to gr_set_fontcolor 2017-02-11 21:42:32 +00:00
Kp 0dcae721d9 Make canvas an explicit argument to gr_printf
Previously, a macro implied *grd_curcanv as the canvas.  Pass the canvas
explicitly so that callers can choose the canvas to use.
2017-02-11 21:42:32 +00:00
Kp d1657ba269 Make canvas an explicit argument to gr_uprintf
Previously, a macro implied *grd_curcanv as the canvas.  Pass the canvas
explicitly so that callers can choose the canvas to use.
2017-02-11 21:42:32 +00:00
Kp 227eb98c3e Pass player_info to do_cockpit_window_view 2017-02-11 21:42:31 +00:00
Kp 8783c22003 Remove obsolete ogl_pal 2017-02-11 21:42:31 +00:00
Kp 2cf0a0034a Simplify g3_draw_poly call stack 2017-02-11 21:42:31 +00:00
Kp 1a3d89aecf Use vsegptridx in editor group functions 2017-02-11 21:42:31 +00:00
Kp 43a700a200 Prefer grs_main_bitmap::reset() to direct reinitialization
This ensures that any allocated resources are always freed.
2017-02-11 21:42:31 +00:00
Kp c242319829 Use RLE helper for bitblt RLE decoding 2017-02-11 21:42:30 +00:00
Kp c1440ff995 Factor out RLE expansion
Many sites open-coded walking a bitmap and handling whether it was
RLE_BIG.  Factor that out into a helper class and redirect those sites
to use it.
2017-02-11 21:42:30 +00:00
Kp 7df99350dd Pass player to do_laser_firing_player 2017-02-08 23:34:41 +00:00
Kp 82d10b910c Pass player_info to allowed_to_fire_laser 2017-02-08 23:34:41 +00:00
Kp c16b7763e9 Remove unused ui_draw_line_in 2017-02-08 23:34:41 +00:00
Kp d40c636ecc Reorder gr_free_bitmap_data to improve tail call optimization 2017-02-08 23:34:41 +00:00
Kp 98c9374a12 Simplify powerup_grab_cheat_all path
Movement handling has an ugly hack that tries to grab powerups near the
console player, but it reuses general collision handling and fails to
check whether the player is alive.

Add a liveness check.  Place the check so that it happens once, before
the objects are scanned, rather than being needlessly repeated for every
object.

Refactor the collision code to let the movement hack skip the parts it
does not need.

Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275816259>
2017-02-04 23:10:29 +00:00
Kp 6ac840c52c Fix pch=1 build
PCH mode causes the Valgrind-wrapper header to be included in places
it is not meant to be used, which leads to spurious compiler errors.

PCH mode causes the Valgrind-wrapper __real_* stub functions to see
the physfsx.h PHYSFS macros, which also causes errors.

Fortunately, both cases can be easily fixed.

Add preprocessor guards to the Valgrind-wrapper header to cause it to
compile out when the PCH phase runs.  It has no include guard, so it
will be rescanned with the proper macros when the two consuming files
are built normally.

Modify the Valgrind-wrapper __real_* stub functions to use
the standard macro avoidance trick so that they do not call the
physfsx.h PHYSFS macros.
2017-01-31 04:25:06 +00:00
Kp 59bad96d5f Add back homing weapons cheat for D2
Kreator proposed restoring the Descent 2 cheat that grants homing
capability to all weapons.  This commit implements that proposition,
with some changes to the implementation details.

Based-on-patch-by: Chris Taylor <chris@icculus.org>
Requested-by: Chris Taylor <https://github.com/dxx-rebirth/dxx-rebirth/pull/318>
2017-01-29 21:02:48 +00:00
Chris Taylor 2f4db4a048 Player keeps any keys collected on a secret level even if they die on the secret level 2017-01-29 07:54:43 +08:00
Kp 8c706a88bd Initialize grs_main_bitmap at construction 2017-01-28 18:12:20 +00:00
Kp fc12995d89 Add options for reduced-size valptridx error reporting 2017-01-28 18:12:20 +00:00
Kp c46a0ce27c Remove some remotely-triggerable fatal exceptions
By design, valptridx will throw an exception on invalid input.  This is
better than silently permitting invalid input to corrupt program state.
Past releases blindly trusted that multiplayer peers would not send
invalid input.  Conversion to the valptridx design eliminated the
undefined behavior when peers send invalid input, but still allowed
multiplayer peers to remotely crash the game by sending invalid inputs.
Add a mechanism to trap invalid inputs and gracefully ignore those
messages.  This may cause game consistency issues, but will not allow
data corruption.
2017-01-28 18:12:20 +00:00
Chris Taylor 30b5ef7c73 Create robot_create function and use it 4x
Contains 2 calls - to obj_create and init_ai_object. For safety reasons and tidiness compared to using obj_create directly. The call to init_ai_object in recreate_thief was already redundant.
2017-01-22 17:56:50 +08:00
Kp baa187801b Add special case to make past releases not die on various segnums
All releases to date have a bug where they treat certain segment number
fields as an int, not a segment number.  Storing segment_none (0xffff)
into the save file causes affected releases to crash in various places
because it fails to recognize that this is segment_none.

Current code correctly treats segment_none as a non-segment and works
correctly without this hack.  The hack is only required to get past
releases to work correctly after loading a saved game written by current
code.
2017-01-21 19:05:43 +00:00
Kp fd2c8df74e Raise MAX_WALLS to 255
Raise D2 MAX_WALLS to 255, since Walls[254] is not special.  Synchronize
D1 MAX_WALLS to D2 MAX_WALLS to fix D1 Level of the World BRDECON.

Requested-by: Ryusei117 <http://www.dxx-rebirth.com/frm/index.php/topic,1760.msg22509.html#msg22509>
2017-01-18 03:06:02 +00:00
zico b644ab575c Raised MAX_DELTA_LIGHTS to 32000. 2017-01-15 14:12:03 +01:00
zico 5acbb949de Raised MAX_NUM_FUELCENS and MAX_ROBOT_CENTERS to 128. 2017-01-15 13:43:02 +01:00
Kp 092d947830 Optimize change_light search
Use std::equal_range to find the upper and lower bounds in a single
binary search, rather than relying on a linear search to find the first
sought element.
2017-01-15 00:03:14 +00:00
Kp 3594e7093f Switch last_hitobj to use array<objnum_t> instead of bitset
This reduces the number of objects that can be tracked concurrently, but
allows MAX_OBJECTS to rise without causing `laser_info` to grow.
2017-01-15 00:03:13 +00:00
Kp 6d3fb34268 Abstract out last_hitobj management 2017-01-15 00:03:13 +00:00
Kp d908b22fdc Move weapon_id_type to namespace dsx 2017-01-15 00:03:13 +00:00
Kp 764d20d4e1 Make grs_bitmap::bm_flags private 2017-01-15 00:03:13 +00:00
Kp 96cc5a40b8 Remove dead preprocessor guards
Some bitblt code had guards of the form:

	#if A
	xxx
	#if !A
	yyy
	#endif
	zzz
	#endif

If A is true, !A is false, so the inner block can never be included.
Delete it.
2017-01-15 00:03:12 +00:00
Kp f4fffeea49 Make more render state const when possible
Make Render_zoom const in builds where there are no statements that can
change it.

Use vcseg, not vseg, for some segment accesses.
2017-01-15 00:03:12 +00:00
Chris Taylor bde055a6a1 Fix 'declaration shadows a field of 'dcx::ogl_sync'' warning
Replace fence with fence_func in implementation of ogl_sync::sync_deleter::operator().
2017-01-13 12:30:09 +08:00
Chris Taylor 0c5a000328 Remove call to window_close(Game_wind) when a network event tells us to end the game
In multi_do_frame(), replace call to window_close(Game_wind) with returning window_event_result::close whenever multi_quit_game is true. Only using this return value where multi_do_frame() is directly called by GameProcessFrame(). multi_quit_game will only be set back to 0 when a new multi game is started.

Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-10 14:10:39 +08:00
Chris Taylor a418f8caec Remove call to window_close(Game_wind) when multiplayer level syncing fails
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to when there is a failure in net_udp_level_sync(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-10 13:02:59 +08:00
Chris Taylor 2ecc4c4a07 Remove call to window_close(Game_wind) when stopping demo playback
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to whenever newdemo_stop_playback() is called. Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-09 19:09:34 +08:00
kreatordxx f590ec45c6 Merge pull request #298 from dxx-rebirth/no_game_wind_close
Remove calls to window_close(Game_wind)
2017-01-09 09:32:24 +08:00
Kp 7fafc22cca Poison multiplayer object_rw without making it unreadable
`struct object_rw` is poisoned prior to initializing and sending it.
However, some fields are legitimately unininitialized (other than their
memset or poison value) at send time.  Add and use a poison variant that
can clear those fields, without marking them unreadable.
2017-01-08 22:32:00 +00:00