init_player_stats_new_ship used select_primary_weapon and
select_secondary_weapon to assign the player's weapons. However, those
functions read the current weapon and jumped according to its value. A
new ship has no defined value for current weapons, so the jump triggered
an uninitialized value warning from Valgrind.
Add new functions set_primary_weapon, set_secondary_weapon that work
like the previous select_* functions, but always take the path used
for weapons not equal, without checking. This prevents the warnings
from Valgrind, as well as a theoretical risk of initializing the ship
improperly.
An optimization meant to allow change_light to stop early caused it to
stop much too early, so it rarely did any work. Flip the sense of the
test so it does not stop early.
Fixes: 2bd538f353 ("Sort delta light indices")
The declaration of valptridx_specialized_types needed to be found by
Argument Dependent Lookup, but this was inconvenient for some types.
Split the declaration of valptridx_specialized_types out from the
definition of valptridx global subtype.
Demos do not record difficulty level or track hostages correctly. Do
not show these fields in the demo pause dialog, since they reflect
the state of the player's last played game, not the state of the player
recording the demo.
Past releases, when rendering an invalid primary texture, would
Int3() and then reset the texture to zero. Commit d767f7c changed the
logic to return without resetting the texture, since the reset seemed to
be unnecessary. Unfortunately, it is necessary. Some levels, including
those shipped with the retail game data, specify bogus primary textures
on some surfaces. After d767f7c, rendering a surface with an invalid
primary texture causes the surface to be invisible, even if it has a
valid secondary texture.
Remove the return statement added in d767f7c. Extend
validate_segment_side to validate the primary texture on the tested
side. When an invalid texture is found, reset it and log a diagnostic.
For built-in levels, log at level CON_VERBOSE since players cannot
readily fix the level. For external levels, log at level CON_URGENT so
that level authors know to fix their level before releasing it.
Fixes: d767f7cd5e ("Pass vcsegptridx to render_face")
The previous attempt to assign defaults for values that the savegame
lacks was ignored because it overwrote a variable after the last read.
An early draft of that patch worked, but a last minute reorganization to
keep similar purpose code together made the change ineffective.
Narrow the scope of that variable and write to the correct variable.
Fixes: f62ed80205 ("Reset values that should have been in the savegame, but are not")
std::remove_if can be called on an iterator that returns a proxy object,
but the results of that call are not generally useful. When remove_if
attempts to move-assign over removed elements, it instead assigns over
the temporary proxy object. If the proxy object has typical move
semantics, move-assigning over it has no effect on the underlying
container.
Revert to using partial_range on the underlying container.
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/283>
Fixes: 1f434f98ad ("Use valptridx for ActiveDoors")
Headers included by SConstruct tests cannot rely on the existence of
"dxxsconf.h"; instead, SConstruct must define the symbols that would
have been in it.
When the reactor is forcibly destroyed by the kill goal code, print to
the console and the game log the data that players could otherwise
capture with a screenshot of the network player information.