hengyn45 reports that D1 improperly allows cooperative games on anarchy
only maps.
D1 seems not to have implemented this for a very long time, if ever,
although the code existed in commented out form. When the trees were
combined, the commented out form was treated as blank, so the
restriction was placed inside a #if-d2 guard. There is no reason to
make this D2-only. Remove the guard so that D1 enforces anarchy-only.
Reported-by: hengyn45 <https://forum.dxx-rebirth.com/showthread.php?tid=1017>
vclip::frame_time equal to 0 would cause an infinite loop.
vclip::frame_time less than 0 would cause the loop to run until
underflow, which could be very slow if frame_time is near 0.
- Enable display of subsecond (Linux: microseconds; Windows:
milliseconds) precision on gamelog timestamps.
- Add disabled support for YYYY-MM-DD leaders on gamelog timestamps.
Activate it by defining DXX_CONSOLE_TIME_FORMAT_YMD to true.
- Add disabled support for capturing caller __FILE__, __LINE__ in calls
to con_printf, con_puts. Activate it by defining
DXX_CONSOLE_SHOW_FILE_LINE to true. If captured, write those to
gamelog after the timestamp and before the text. This feature (and
only this feature) requires that DXX_HAVE_CXX_BUILTIN_FILE_LINE be
defined, which is conditional on if the compiler has __builtin_FILE()
and __builtin_LINE(). If the compiler lacks this support, attempts to
enable this feature are ignored.
- Switch to using GetLocalTime on Windows.
It generates code different from the current definitions, even when no
logical changes are present. This code has not been used in at least 2
years, since commit bc7c469ab2 ("Use
array<> for more globals") changed the definitions of some variables
that this code regenerates, and this code still generates the old
definition. Future changes will cause further deviation.
Commit 7d36df315e restructured
draw_weapon_vclip, but unintentionally broke the spin of proximity bombs
because `modtime` could exceed `play_time * 2`, causing
`draw_vclip_object` to clamp `bitmapnum` to the last frame of the
animation. Switch from `-=` to `%=` so that modtime is always brought
back in range.
Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=1005>
Fixes: 7d36df315e ("Simplify draw_weapon_vclip")
When `apply_force_damage` was called to damage a robot, it tested if the
`ctype.laser_info.parent_signature` of the other object matched
`ConsoleObject->signature` and, if so, awarded points to the console
player. This allowed the player to sometimes get points for ramming a
robot to death, but was buggy. When the player rams a robot, the player
is the other object, so accessing `ctype.laser_info` is wrong.
Historically, the player's signature was zero and player
`ctype.laser_info.parent_signature` (an inactive and therefore incorrect
branch of the union) happened to be zero, so the test succeeded. Commit
44753209d6 changed the layout of
`struct player_info` such that
`ConsoleObject->ctype.laser_info.parent_signature` was not zero, causing
the player not to be his own parent. Prior to this commit, the player
could still wrongly fail the test if the `player_info` member that
aliased `laser_info.parent_signature` was nonzero. In the commit
preceding the obvious break, `player_info.player_flags` aliased
`laser_info.parent_signature`, so a player with certain flags (such as
invulnerability) would wrongly fail the test. The exact manifestation
has changed over time as `struct player_info` gained members.
Restructure the test so that a ramming kill always awards points,
without checking ancestry.
Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=1006> (no commit identifiers given)
Fixes: 44753209d6 ("Move homing_object_dist to object.ctype.player_info")
`Descent 2: Counterstrike` level 9 specifies a control center trigger on
a side with no wall. This is not valid. In normal play, wall_toggle
silently ignored this, and newdemo_pop_ctrlcen_triggers had undefined
behavior. Add a warning in wall_toggle to report levels like this. Add
handling in newdemo_pop_ctrlcen_triggers to detect and suppress this
bogus data.
`Descent 2: Counterstrike` level 11 specifies a control center trigger
on a side with no child segment. This is not valid, so
newdemo_pop_ctrlcen_triggers again had undefined behavior. Add handling
to detect and suppress this bogus data.
Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=992>
clang rejects 0x80000000 as a non-type template argument of type `int`
due to narrowing. Use `INT32_MIN` instead, which has the same numeric
value, and should be accepted without requiring narrowing.
Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/353>
Fixes: 88832e3679 ("Use constexpr integral_constant for various magic numbers")
Global variable `grd_curcanv` is set to a variety of canvases, some of
which are local stack variables. Use of global variables in this way is
fragile, but works as long as the global is not used beyond the life of
the backing local.
Unfortunately, some existing uses do access the canvas beyond the
lifetime of the backing local. Playing movies sets the font of the
current canvas. If the current canvas is an expired stack variable,
setting the font overwrites other stack data. This data corruption
causes various symptoms, such as inability to play the escape tunnel
movie.
Prior to 03cca2b3dc, the corruption on
playing the endlevel movie had no user-visible effect. That commit
created a large local variable, which changed stack layout. Starting
with that commit, the corruption causes the movie to play as all black.
Fix this, and protect against some other data corruption possiblities,
by clearing the global when the local goes out of scope.
Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/345> (only as cutscene failure to play, not as the underlying corruption issue)
Rather than use an inline wrapper and rely on the compiler optimizer to
redirect gr_set_current_canvas(nullptr) to gr_set_default_canvas,
rewrite all relevant calls directly in the source.
git grep -l 'gr_set_current_canvas' | xargs sed -i -e 's:gr_set_current_canvas(\s*NULL\|nullptr\s*);:gr_set_default_canvas();:'
Defining SLEW_ON breaks the build due to use of member variable names
not used since before the D2X import in 2001.
`unifdef -USLEW_ON -m -- similar/main/endlevel.cpp`
This code was part of a feature abandoned before retail. It cannot be
usefully used in campaigns. Remove it to reduce code size and simplify
later changes.
Descent 1 bosses could always teleport, but were only placed in large
areas where free teleporting was always permitted.
Descent 2 boss 1 was placed in a confined segment and not permitted to
teleport out of it until it was opened. This was implemented by a
two-part change relative to Descent 1 rules:
- Descent 1 bosses were always permitted to teleport to any teleport
destination segment. Descent 2 bosses were only permitted to teleport
if the player was visible or the boss had recently been hit.
- When computing the permitted list of teleport destination segments,
Descent 1 used directly connected accessible segments, then stopped.
Descent 2 started with this rule, but if the list had at most 1 entry,
then it would assume this is the confined boss and recompute the list
with the first wall ignored. This recomputed list allowed the boss to
teleport to any segment in the larger arena outside its starting
segment.
After D2X-Rebirth support for emulating Descent 1 bosses was enhanced in
28bd4c1650, Descent 1 bosses gained the ability to teleport out of a
confining cube early, but only in D2X-Rebirth when emulating Descent 1.
In D1X-Rebirth, when a boss is placed in a confining cube, it can always
teleport, but only to that confining cube. In D2X-Rebirth, Descent 1
bosses retain the always-teleport rule of Descent 1, but gained the
Descent 2 rule for expanding its search to the surrounding arena. It
should only use the expanded search when it also abides by the Descent 2
restriction not to teleport before the first wall is opened. It did not
abide by that rule. This commit adds that restriction for Descent 1
bosses.
Reported-by: ef314159 <https://github.com/dxx-rebirth/dxx-rebirth/issues/348>
Fixes: 28bd4c1650 ("Enable D1 boss behavior in d2x build. So we get correct boss behavior when emulating D1, and 3rd party mn2s can include D1 bosses.")
Commit b1b5de4 switched from enabling select physics flags to setting
those flags and clearing all others. Unfortunately, flag PF_USES_THRUST
was omitted from the enabled list, so it was disabled on reset. It is
required to let player ships move.
Reported-by: Sottises <https://github.com/dxx-rebirth/dxx-rebirth/issues/347>
Fixes: b1b5de4297 ("Additional safeguard for bug #306")
Editor groups write `struct segment` to a file in raw form, but had no
code to enforce that this raw form remained stable over time. Various
changes to `struct segment` have repeatedly changed its internal
structure. Each change created an incompatible dialect of the editor
group file, and all the dialects share the same version number.
According to
```
git log -p -L'/struct segment {/,/};/:common/main/segment.h' HEAD --not 0.58.1-d1x 0.58.1-d2x --
```
`struct segment` changed layout in:
* d1c6b89f17 ("Move dsx::segment -> dcx::segment") [D1 only]
* 596ecbb38d ("Rename segment::value to segment::station_idx") [D1 only]
* 6f10a67c09 ("Move segment::sides to end")
* c53b734abb ("Compute slide segments early") [D2 only]
* 40e90fea22 ("Move Light_subtracted[] to Segments[].light_subtracted")
* a65d774c83 ("Improve packing of struct segment")
* c70c6c98b3 ("Remove obsolete segment::degenerated flag")
Mark editor groups as broken to avoid making the mess worse. If anyone
cares about group support, it needs to be rewritten not to depend on the
internal layout of `struct segment`.
Descent 2, but not Descent 1, had a useless test in render_side:
type == QUAD ? 0 :
type == TRI_13 ? 1 :
0
This is useless since, if type is not QUAD, the second expression will
apply. If type is QUAD, then the type is not TRI_13, so the second
expression would choose the same result as the first. The extra
comparison does not save any work, so it is useless. Remove it.
Commit 1335af4b51 restructured briefing number parsing, but
unintentionally changed the parser not to drop the newline after a
number. The briefing parsing code is very sensitive to minor changes,
so this broke parsing some briefing screens, including Vertigo briefing
screens after the first. After the change, clicking through the Vertigo
briefing aborts on failure to load a PCX file.
Fix this by consuming the newline before returning. This matches the
previous semantics.
Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/343>
Fixes: 1335af4b51 ("Simplify get_message_num")
Like many things in the main game loop, lavafall handling was
historically done on a per-frame basis, then its effects were scaled to
FrameTime to normalize the results. Ignoring rounding errors, this
produced roughly equivalent damage for high framerate users (who
experienced many but small damage hits) and low framerate users (who
experienced few but large damage hits). However, the randomized
movement was not scaled to FrameTime, which caused differing results for
high framerate users versus low framerate users. Commit b36c6f20c7
tried to fix this by forcing scrape_player_on_wall to run at a capped
maximum effective frame rate, then scaling the damage in
check_volatile_wall accordingly, so that high framerate users would
experience fewer damage hits, but the ones they received were larger,
thus maintaining approximately the same damage as before.
Prior to b36c6f20c7, damage was always scaled to FrameTime. In
b36c6f20c7 and later, damage scaled to max(FrameTime,
DESIGNATED_GAME_FRAMETIME), causing users with a high frame rate (and
thus low FrameTime) to take more damage on each pass. This damage
increase was balanced by an added hack in scrape_player_on_wall to limit
the frequency of the scrape so that high framerate users would skip some
scrapes, giving them a virtual frame rate appropriate to
DESIGNATED_GAME_FRAMETIME. However, the damage is only balanced if the
new governor is used consistently. It is not used consistently, so it
caused a regression for passable lava surfaces. Scraping on a solid
lava surface goes through scrape_player_on_wall and respects the
governor. Touching a passable lava surface (only available in Descent
2) bypasses scrape_player_on_wall and jumps directly to
check_volatile_wall, thereby bypassing the governor. This allows high
framerate users touching a passable lava surface to take many hits (as
they always did), but not receive the full benefit of downward scaling
the damage (as they once did) due to the new max() expression. Thus,
they are damaged frequently, but still take damage consistent with being
damaged infrequently.
Fix this by moving the hack from scrape_player_on_wall to
check_volatile_wall, so that both solid lava surfaces and passable lava
surfaces respect the governor. The governor is still an ugly hack that
should not be global, but this is a spot fix for the immediate problem.
Fixes: b36c6f20c7 ("Made scrape_player_on_wall() based on a timer. Due to the player being pushed away from the lava/water surface in every frame in a random vector (wrong, too), player movement per frame was not enough to counter this on FPS rates > ~120 which made damage scaling per frame nonsensical in these situations. Instead, execute scrape results in intevals based on DESIGNATED_GAME_FRAMETIME (or per frame if FrameTime>DESIGNATED_GAME_FRAMETIME) which fixes the issues and generally works much better for the purpose of this function.")
Commit f4b21088a0 ("Track vulcan ammo explicitly") fixed an original
retail bug that prevented the thief from stealing energy weapons,
because the thief could only steal weapons for which the player had ammo
and energy weapons never have ammo. This went unremarked for several
years, until a recent report of the new semantics as a game-breaking
regression because the thief is now "ridiculously potent".
Address this report, as well as an intermittently raised issue from
various users over time, by adding two new knobs to both the single
player "Gameplay" menu and the multiplayer setup screen: "Remove Thief
at level start" and "Prevent Thief Stealing Energy Weapons".
"Remove Thief" deletes the thief object during level load. It has no
impact on save games, and changing it after entering a level has no
effect on any thief already in the level.
"Prevent Thief Stealing" is checked at the moment of theft and, when
enabled, prevents stealing primary weapons other than Vulcan/Gauss.
This can be changed at will in single player and is immediately
effective. In multiplayer, this option can only be changed by the game
host in the pre-game setup.
For both knobs, there is one pair of checkboxes to control this as a
player preference, which applies in single player games. There is a
second pair of checkboxes in the multiplayer setup, which applies only
to multiplayer games. Therefore, in multiplayer, the host chooses thief
settings and all clients use the host's choice. The host may configure
the thief differently in multiplayer from how the host plays in single
player.
For users who wanted to remove the thief, no specific tally has been
kept for who requested it or when. Now that the code is being updated,
this is thrown in as an easy addition.
Reported-by: MegaDescent <http://forum.dxx-rebirth.com/showthread.php?tid=980> (for the thief stealing energy weapons as a game-breaking regression)
When reporting use of SDL_mixer, report its loaded version. When
running in verbose mode, report both the compile-time and load-time
versions of PhysFS, libSDL, and SDL_mixer.
Some Linux libraries print their own messages to stdout/stderr,
particularly in case of severe errors. Decorate messages generated by
Rebirth to distinguish them from library generated messages.
For specific blacklisted renderers, add a message informing the user
that the blacklist matched and changed settings.
Only one caller exists, and that caller alway passes a non-nullptr
value. Switch to a reference and remove the unused special case to
handle a nullptr input.
Most uses pass an orientation matrix. All sites are deterministic about
whether a matrix is passed. Make the matrix mandatory for sites that
passed it, and split out a separate version of g3_start_instance_matrix
for the 2 sites which do not provide orientation.
Function bm_load does not exist in current tip, 0.58.1-d2x, 0.51-d2x,
nor various early snapshots of D2X (not D2X-Rebirth, just D2X).
Attempting to enable STATION_ENABLED fails without this function. Since
it seems to have been absent for at least 10 years (0.51-d2x tagged Feb
2007), and possibly more than 16 years (D2X snapshots from 2001), it
seems reasonable to assume no one has used this code in any open source
release. Remove it.
This backports into Descent 1 the special-case that loads a Vulcan
cannon when it is dropped. It also fixes a longstanding bug that a
robot that drops more than one of the powerup would fill only one of
them.
Many of these locals are wasteful, since they are always sized to the
biggest buffer required. This is the minimal and safe solution. Future
work will tune them to the correct size.
(a+i) form assumes that a can be used as the left hand side of
operator+(). This is true for pointers, and for C arrays that degrade
into pointers, but not for C++ std::array. Switch to the explicit
syntax.
git grep -lz 'multibuf+' | xargs -0 sed -i -e 's/(\s*multibuf\s*+\s*\(\w\+\),/(\&multibuf[\1],/g'
Little endian systems stored sound as a `uint32_t`, but sent only the
lowest byte. Store only that byte, since the destination was unaligned
and was the last field in the message.
Players keep reporting errors that trace to the game rejecting invalid
data from user-made maps. In this case, asymmetric connectivity in
_Descent Vignettes_[1] level _Stalactite Volcano_ (level 15 in Descent,
level 14 in Descent 2) caused an exception when trying to render part of
the first big room.
The debug build shipped with function `check_segment_connections` to
detect some types of connectivity errors. Expose this function to
release builds, and call it for user-made maps. It already checked for
asymmetric segment links. Extend that to hotfix those links by breaking
the asymmetric connection. Log an URGENT class message when this
happens, so that users are aware that the level was modified at load.
Move the `NDEBUG` guards into `check_segment_connections` so that
non-debug builds check only for segment symmetry, but do not check for
normals and face count errors.
[1] http://www.enspiar.com/dmdb/viewMission.php?id=724
```
sha1sum vignette.hog vignette.msn
3cd659e6dd5927b41157dfb7d1dd87d90e781f01 vignette.hog
1f7d140ffab11816364040dd6da71a1568393a16 vignette.msn
stat -c '%s %Y %n' vignette.hog vignette.msn
5717889 1251643308 vignette.hog
956 1250212930 vignette.msn
```
Reported-by: MegaDescent <http://forum.dxx-rebirth.com/showthread.php?tid=970>
Revert to the user's chosen resolution, not to 0x0, which would then be
coerced to the minimum resolution. When the text says revert, it should
revert, not just pick a size.
Change the "OK" label to say "Revert to NxM" for the resolution it is
reverting to.
Tighten input validation so that a blank width or blank height produce
the correct error message, rather than being coerced to 0, then
rejecting 0 as too small.
d2x::segment has all members of d1x::segment, as well as two new members
exclusive to d2x::segment. Structure layout is such that d1x::segment
requires the same size allocation, and places anonymous pad members in
the locations that become named members in d2x::segment. Thus, reusing
d2x::segment for d1x::segment does not change the size of the structure
nor the offsets of any members used. This reuse may enable some
functions to be better shared by the dsx project.
Instead of blacklisting two specific bad N_save_pof_names values, ignore
all N_save_pof_names that would overrun the Save_pof_names array.
This allows Rebirth to load broken levels such as "Hazard Zone"[1]. In
the case of Hazard Zone, the POF count is simply missing, so the first
two characters of the first POF name were taken as a count. This led to
a massive overrun of the Save_pof_names array.
[1]:
```
sha1sum hazard.msn hazard.rdl
25abe7ba1aca91f0bd09551e65cfadeabfcb73df hazard.msn
f5e6761b674b595550b27733fd83eeb2eff5e8f8 hazard.rdl
```