Commit graph

5148 commits

Author SHA1 Message Date
ziplantil ed88836e9d make sure there is enough space to load exit data 2019-12-12 17:34:42 +02:00
ziplantil cb2b844af3 do not free extra models when loading exit stuff on D2 2019-12-12 17:25:11 +02:00
Kp ca383c1fe7 Fix Win32 build of scores.cpp
Fixes: 0b8f32d744 ("Set player name in Players[] at single-player game start")
2019-11-19 02:42:24 +00:00
Kp b399794a53 Remove test for unconverted characters after a superx= line
Historically, Descent ignored any trailing unconverted characters.  The
logic in Descent 1 was tightened in 3368390f37, and then the logic in
Descent 2 was made to mirror Descent 1 in 19699037ce.  Restore the lax
parsing logic in both games.

Reported-by: InsanityBringer <https://github.com/dxx-rebirth/dxx-rebirth/issues/464> (issue 5)
Fixes: 3368390f37 ("Check for valid SuperX number") (for Descent 1)
Fixes: 19699037ce ("Move d2x-rebirth/main/bmread.cpp -> similar/main/bmread.cpp") (for Descent 2)
2019-11-18 00:22:34 +00:00
Kp abb000177a Move bm_read_reactor object type check into if(D1)
In Descent 2, `type` is initialized at declaration time, then never
rewritten.  At the end of the function, `Error` is called if `type` has
not been rewritten.  Originally, `type` was hard reset to
`OL_CONTROL_CENTER`, but this reinitialization was removed when
`ObjType` and related data were removed from Descent 2.

Reported-by: InsanityBringer <https://github.com/dxx-rebirth/dxx-rebirth/issues/464> (issue 3)
Fixes: ea7ba7ae87 ("remove ObjType, ObjId, ObjStrength and OL_ constants; use "object" instead of "robot" in some places; draw and place reactors with correct modelnum")
2019-11-18 00:22:34 +00:00
Kp adf12be0be Clear bm_load_sub:fname before use
Later writes do not guarantee null termination.  Clear the entire buffer
first, since it is small.

Reported-by: InsanityBringer <https://github.com/dxx-rebirth/dxx-rebirth/issues/464> (issue 2)
2019-11-18 00:22:34 +00:00
Kp ba283fb036 Sort mission directories to the top of the list, behind builtin missions
This is an observable change, but hopefully is an improvement overall.
2019-11-17 01:42:09 +00:00
Kp 6f54229f5a Sort missions in subdirectories
Mission sorting is handled in a top-level function after the missions
have been found, so that the special case to promote built-in missions
is only applied at the top level.  Unfortunately, this meant that
subdirectories were not sorted.  Add an explicit sort in a path specific
to subdirectory handling.

Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/472>
2019-11-17 01:35:08 +00:00
Kp 600dac43d8 Only count a robot as dropped after the object is created
If object creation fails, the counter is not decreased.  This creates an
imbalance by over counting the number of robots in existence.  Avoid
this imbalance by deferring the counter update until after the robot is
created.
2019-11-16 23:14:41 +00:00
Kp c6770c3dde Fix robot accounting when robots drop robots
When a robot drops a robot, the dropped robot is not added to the
level's running accumulated_robots counter, but when the player destroys
that robot, the destruction will be counted.  This imbalance allows the
expression counting the number of not-yet-destroyed robots to underflow,
which then confuses the matcen logic into not creating new robots.

Fix this by incrementing the accumulated_robots count as each dropped
robot is created.

Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/466>
2019-11-16 23:14:41 +00:00
Kp c8c5ed9b86 Merge branch osx-build into master
This change was proposed by an external user as a claimed fix for a
failure to build.  This change has not been tested by the core team.
However, it is a simple change and at worst will break the build.

The change is based in part on advice from recurring contributor
@MaddTheSane.  Neither @MaddTheSane nor @kreatordxx have commented on
the correctness of these changes, though the original author of the
commit, @Sottises, is listed as the origin of the most recent prebuilt
OS X package offered from
<https://www.dxx-rebirth.com/download-dxx-rebirth/>.

Reported-by: Sottises <https://github.com/dxx-rebirth/dxx-rebirth/issues/455>
2019-11-16 22:46:48 +00:00
Kp 93d3793b30 Fix crash entering secret level with music on, and no songs
If music is configured as built-in, and no secret songs are configured,
then BIMSecretSongs is set to a non-null pointer to a zero-element
array.  This triggers a divide-by-zero when the array length is used in
a modulus operation.

Fix this by adding a special case that initializing from an empty vector
calls `reset()`, which causes the underlying unique_ptr to store
`nullptr` instead of `new bim_song_info[0]`.

Reported-by: Daniel-Leontiev <https://github.com/dxx-rebirth/dxx-rebirth/issues/465>
Fixes: c355e207fe ("Refactor song loading")
2019-11-02 04:36:15 +00:00
Kp f43665917e Merge branch ziplantil/win32-sdl2-cdaudio-sync into master 2019-10-28 00:45:34 +00:00
ziplantil e664d93ea4 add hack for MCI or CD driver bug (?) 2019-10-27 02:48:20 +03:00
ziplantil 2c5ab8e739 initial version of this, trying to catch MCI events 2019-10-27 02:47:45 +03:00
Kp d2640462cb Backport D2's Dont_start_sound_objects to D1
Descent 2 has a hack, present as far back as I can trace, that
suppresses starting sounds during level load.  The original reason was
not recorded, but this hack has the useful side effect that it avoids
using uninitialized data when set_sound_sources tries to use a Viewer
that has not been reset for the objects of the new level.

Descent 1 lacks this hack, so an invalid Viewer is used, which may
trigger a valptridx trap if the undefined data has an invalid segment
number, and could cause memory corruption in builds which do not
validate the segment index.  The valptridx trap:

```
terminate called after throwing an instance of 'valptridx<dcx::segment>::index_range_exception'
  what():  similar/main/digiobj.cpp:389: invalid index used in array subscript: base=(nil) size=9000 index=65021
```

The backtrace leading to the trap:
```
d1x::digi_link_sound_common (viewer=..., so=..., pos=..., forever=<optimized out>, max_volume=<optimized out>, max_distance=..., soundnum=42, segnum=...) at similar/main/digiobj.cpp:389
0x00005555555a4e2d in d1x::digi_link_sound_to_pos2 (vcobjptr=..., max_distance=..., max_volume=32768, forever=1, pos=..., sidenum=4, segnum=..., org_soundnum=121) at similar/main/digiobj.cpp:483
d1x::digi_link_sound_to_pos (soundnum=soundnum@entry=121, segnum=..., sidenum=sidenum@entry=4, pos=..., forever=forever@entry=1, max_volume=32768) at similar/main/digiobj.cpp:490
0x00005555555c140d in d1x::set_sound_sources (vcsegptridx=..., vcvertptr=...) at similar/main/gameseq.cpp:817
d1x::LoadLevel (level_num=<optimized out>, page_in_textures=1) at similar/main/gameseq.cpp:1022
0x00005555555c2654 in d1x::StartNewLevelSub (level_num=-1, page_in_textures=<optimized out>) at similar/main/gameseq.cpp:1865
```

Backport this hack into Descent 1.  Ultimately, the hack should go away
and data should be loaded in an order that does not access undefined
memory.

Reported-by: Spacecpp <https://github.com/dxx-rebirth/dxx-rebirth/issues/463>
2019-10-26 23:13:14 +00:00
Kp 15b0ec7f42 Fix externally reported Mac OS X build break
/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSGeometry.h:10:9: fatal error:
	  'CoreGraphics/CGBase.h' file not found
    #import <CoreGraphics/CGBase.h>
	    ^~~~~~~~~~~~~~~~~~~~~~~
    /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSGeometry.h:10:9: note: did not
	  find header 'CGBase.h' in framework 'CoreGraphics' (loaded from
	  '/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks')
    similar/misc/physfsx.cpp:20:10: fatal error: 'HIServices/Processes.h' file not found
    #include <HIServices/Processes.h>

Since this is an OS X problem, this has only been tested by the original
reporter.

Reported-by: Sottises <https://github.com/dxx-rebirth/dxx-rebirth/issues/455>
Suggested-by: MaddTheSane <https://github.com/dxx-rebirth/dxx-rebirth/issues/455#issuecomment-536164089> # SConstruct part
2019-10-23 03:02:16 +00:00
Kp 781a7366a9 Whitelist Vertigo smelter's phoenix cannon
Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/458>
Fixes: 2bcc7bb371 ("Only create lasers for known weapon types")
2019-10-21 03:45:29 +00:00
Kp 9d22103d45 Prevent markers spinning in marker-camera-enabled games
Commit 0df57f5b0f changed markers' movement type from MT_NONE to
MT_SPINNING, since retail code assigned a spin rate, suggesting markers
were meant to spin.  However, in some anarchy games, markers are used as
player-positioned cameras.  Spinning the cameras makes them hard to use.
Resolve this by preventing markers from spinning in such games.

Fixes: 0df57f5b0f ("Fix retail bug that prevented marker spinning")
Reported-by: flpduarte <https://github.com/dxx-rebirth/dxx-rebirth/issues/456>
2019-10-02 02:06:00 +00:00
Christian Beckhäuser dafdcb8596 Rework of the Descent 2 final boss fade-to-black effect introduced in 5b18219aac4dd535e2803de9310ba26dfa7acc28: In the original game the silent 2 second countdown would lapse before the screen faded to black. In restoration, it would fade to black as the countdown started. This rework fixes this discrepancy. 2019-09-17 21:49:18 +02:00
Christian Beckhäuser 5b18219aac Restored fade to black after defeating the final Descent 2 boss which was lost along with software rendering screen fade effects. New implementation is done in similar way as the fade to white after regular countown reaches 0 while trying to restore the original effect as faithfully as possible (except that it doesn't pause the game during the effect). 2019-09-12 14:54:55 +02:00
Kp d6b2ab51a7 Merge branch 'Daivuk:axis_buttons' into master
Requested-by: Daivuk <https://github.com/dxx-rebirth/dxx-rebirth/pull/452>
2019-09-01 18:15:26 +00:00
daivuk 74ef8b02e6 Added axis buttons
Each axis can act as two buttons in both ways.
For example, a player might map slide left and slide right to J1 -A1 and J1 +A1 as button presses instead of the slide L/R axis.

This is mostly to fix XBox 360 Controller Left and Right triggers. But it can work on every axis if the player wishes to bind them.
2019-09-01 13:11:14 -04:00
Kp 183f11cc68 Do not charge player for failed primary weapon shots
Defer decreasing energy/vulcan until the object is confirmed to be
created.  This avoids charging the player for a shot that cannot be
created due to object exhaustion.

Defer updating Next_laser_fire_time, so that a player can immediately
try firing again.
2019-09-01 00:20:28 +00:00
Kp b6fd9eafd7 Do not charge player for failed secondary weapon shots
Defer decreasing energy (for flares) or secondary weapon count (for
secondaries) until the object is confirmed to be created.  This avoids
charging the player for a shot that cannot be created due to object
exhaustion.
2019-09-01 00:20:28 +00:00
Kp 275c4297fe Write back Final_boss_countdown_time on every update
Otherwise, unless FrameTime exceeds Final_boss_countdown_time in a
single frame, the time never advances and the level never ends.

Fixes: 215252b8ca ("Fold Final_boss_is_dead into Final_boss_countdown_time")
2019-09-01 00:20:28 +00:00
Kp 33c893e3e2 Make del+shift+b do fatal damage to every robot it explodes
Run through more of the normal death logic for the robots, instead of
simply deleting them from existence.
2019-09-01 00:20:28 +00:00
Kp 29c3551fa9 Fix crash loading endlevel data with no exit side
Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/450>
2019-08-31 17:31:51 +00:00
Kp 9bb6a95e90 Set player name in Players[] at single-player game load
The prior commit fixed the problem of a blank pilot name for new games,
but loading an existing save game uses a different path and still did
not set the player's callsign.  Set it on load, too.

Fixes: 0c7de10512 ("Track chosen pilot name outside Players[]")
2019-08-29 02:40:32 +00:00
Kp 0b8f32d744 Set player name in Players[] at single-player game start
Single player games relied on the quirk that the pilot's name was always
kept in Players[], even outside a game.  Commit 0c7de10512 removed
that quirk, which had the unintended consequence that single player
games are now played by the anonymous pilot.  Set the player's callsign
during game setup so that the high score entry can be attributed
correctly.

Fixes: 0c7de10512 ("Track chosen pilot name outside Players[]")
Reported-by: Neurochild247 <https://github.com/dxx-rebirth/dxx-rebirth/issues/443>
Bisected-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/443#issuecomment-523827234>
2019-08-25 17:53:57 +00:00
Kp e7275f8a8c Align capitalization of Data directory in instructions with the code
Commit e6169f17f9 switched from searching `Data/` to searching
`data/`.  For users on case-insensitive filesystems, this is a no-op and
the instructions that reference the `Data` directory continue to work.
For users on case-sensitive filesystems, the change broke accessing the
data directory, and caused the instructions to mislead.  Given the age
of the commit, fixing the capitalization now will likely cause more
problems than it solves.  Instead, fix the capitalization of the
instructions, so that users who follow the documentation get a working
setup.

Reported-by: krux02 <https://github.com/dxx-rebirth/dxx-rebirth/issues/447>
Fixes: e6169f17f9 ("Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code")
2019-08-25 17:06:34 +00:00
Kp c355e207fe Refactor song loading
Use an RAII object to manage allocations and keep the length and pointer
together.
2019-08-25 16:43:17 +00:00
Kp 4cf4e60d25 Merge branch ziplantil:dxxrsngsecretlvl to master 2019-08-24 19:49:22 +00:00
Kp 4504f3602a Hide lives-remaining count during demo playback
The demo system does not track this, so hide it instead of showing
incorrect information.
2019-08-24 18:14:16 +00:00
Kp dd0f639176 Avoid reducing player's highest-level when replaying a non-MRU level
If the level was not the most recently played, a save is forced so that
it can be marked as most recently played.  However, the logic to force
the save also forced an update of the highest-level field, even if that
reduced it.

- Rename the parameter to clarify its meaning.
- Add comments explaining the logic to force the save.
- Only update the highest-level field when the update would increase the saved value
2019-08-24 04:32:24 +00:00
Kp 211a172c1d Tighten checks on killer_obj type
Do not assume that a type other than OBJ_ROBOT will be OBJ_WEAPON.
Check explicitly for OBJ_WEAPON.

Reported-by: Johnsondr80 <https://github.com/dxx-rebirth/dxx-rebirth/issues/437>
2019-08-21 02:54:08 +00:00
Kp 653a705e90 Test that guided missile's parent is still a player
If a guided missile is in flight, and its owning player dies, the
player's type is changed to OBJ_GHOST.  The damage that killed the
player should have put the guided missile into autonomous mode, so for
this purpose, return that the missile is not actively guided.

Reported-by: Johnsondr80 <https://github.com/dxx-rebirth/dxx-rebirth/issues/437>
2019-08-21 02:54:08 +00:00
Kp 6d0cd8513e Recompute automap subcanvas on window size change
The subcanvas is positioned based on the dimensions of the containing
window, so it must be repositioned if the outer window is resized.

Reported-by: vLKp <https://github.com/dxx-rebirth/dxx-rebirth/issues/394>
Fixes: f491059ed7 ("Enable building with SDL2")
2019-08-18 20:37:29 +00:00
ziplantil 6588bd6626 refactor secret level music code 2019-08-18 20:18:34 +03:00
ziplantil 79e0e2fdea dxx-r.sng: add !Rebirth.secret 2019-08-16 00:20:52 +03:00
Kp ade6ee4195 Move exit_segnum to d_player_unique_endlevel_state
exit_segnum is set during load_endlevel_data, which currently runs too
early for this to depend on the exit used, and thus to be player-unique.
That data should be loaded at need, when the level ends, rather than
during level setup.  This can be addressed later, when support for
multiple exits is improved.
2019-08-15 01:34:22 +00:00
Kp 2daf788b34 Move transition_segnum to d_player_unique_endlevel_state
transition_segnum is a function of how the player exited the mine, since
there could be multiple exit tunnels, although current code appears not
to handle that well in other places.  Therefore, it needs to be
per-player data, not part of the level data, where it would not depend
on the player exiting.
2019-08-15 01:34:22 +00:00
Kp 6fe1c90aef Make D2 emulate D1 homers in D1 missions 2019-08-15 01:34:22 +00:00
Kp 4f8df36129 Compact HandleDeathInput 2019-08-15 01:34:22 +00:00
Kp 9bafdc9078 Move Death_sequence_aborted to d_game_view_unique_state 2019-08-15 01:34:22 +00:00
Kp 6f9657cf9b Move controlcen_death_silence to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 9f0b455f6d Move Reactor_strength to d_level_shared_control_center_state 2019-08-15 01:34:22 +00:00
Kp 9689a7f7d2 Move Base_control_center_explosion_time to d_level_shared_control_center_state 2019-08-15 01:34:22 +00:00
Kp e58daea0da Restrict reactor-sleep logic to D2 levels
This code was not in D1, so running it when emulating D1 on the D2
engine is incorrect.
2019-08-15 01:34:22 +00:00
Kp f2eebca6c3 Move Last_time_cc_vis_check to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp d9d536afda Move Control_center_player_been_seen to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 0826881fa0 Move Dead_controlcen_object_num to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp d0a9d8db98 Move Control_center_present to d_level_unique_control_center_state
This could be a shared variable instead, since it cannot be directly
influenced by gameplay.  However, it is influenced by the game mode, and
keeping shared variables that are mode-specific would be more complexity
for very little savings.
2019-08-15 01:34:22 +00:00
Kp edc1ec0729 Fold multi_do_controlcen_destroy call of net_destroy_controlcen 2019-08-15 01:34:22 +00:00
Kp 11278eb153 Rename Control_center_next_fire_time to Frametime_until_next_fire
Clarify the type of the value.
2019-08-15 01:34:22 +00:00
Kp 195f5e7d9f Move Control_center_next_fire_time to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 885296b136 Move Control_center_been_hit to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp f988948eef Move Countdown_timer to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 21c927584b Move Total_countdown_time to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 707b3c5b0d Move Countdown_seconds_left to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 519edb9e16 Move Control_center_destroyed to d_level_unique_control_center_state 2019-08-15 01:34:22 +00:00
Kp 0d9e032c60 Factor out some multi net_destroy_controlcen usage 2019-08-15 01:34:22 +00:00
Kp fd09f9d36b Add is_proximity_bomb_or_any_smart_mine
Zico's commit 38fabd7c49 open-coded a test for a robot smart mine.  So
far, this is the only place it is needed, but others might arise.  Move
the test and its comment out to a static helper function.
2019-08-15 01:34:22 +00:00
Kp 8997f622bd is_proximity_bomb_or_smart_mine*: s/smart/player_smart/g
As documented in zico's commit 38fabd7c49, robot smart mines have a
different ID number than player smart mines.  Rename the test functions
to clarify that they only recognize player smart mines, but not robot
smart mines.

git grep -l is_proximity_bomb_or_smart_mine | xargs sed -i -e 's/is_proximity_bomb_or_smart_mine/is_proximity_bomb_or_player_smart_mine/g'
2019-08-15 01:34:22 +00:00
Kp b8cb819bb4 Make read_sndfile static for D1
Currently, only D2 can reread sounds.  Restore static for D1
read_sndfile.
2019-08-15 01:34:22 +00:00
ziplantil d9c113c315 load .s11,.s22 when loading D2 mission to allow custom sounds 2019-08-13 22:47:22 +03:00
Christian Beckhäuser 38fabd7c49 Fixed two issues with game's transparency effects feature (which I introduced when implementing it): First, Superprox mines dropped by enemies were made undesirably transparent since they have their own ID not considered by is_proximity_bomb_or_smart_mine(). Second, only some force field textures in D2X had transparency effects since the game has two different textures for force fields - eclip num 78 and 93 - but only the former was defined and used in is_alphablend_eclip() 2019-08-08 11:57:52 +02:00
Kp ec234e0b8e Cache intermediate values in draw_mine_exit_cover 2019-08-06 03:02:32 +00:00
Kp 7f4c57b614 Merge https://github.com/ziplantil/dxx-rebirth.git branch 'exithatchfix' 2019-08-06 02:59:41 +00:00
Kp a4d3cbe5e5 Check for invalid orb dimensions when loading hoard data 2019-08-06 02:59:41 +00:00
Kp 31136cfd1b Fix undefined access if N_bitmaps <= 1
clang-check warns that if `N_bitmaps <= 1`, then
`DiskBitmapHeader_d1_read` will never run, but `bmh.wh_extra` will be
read in `bitmap_read_d1`.  Reorder the logic to return early if there
are no bitmaps.
2019-08-06 02:59:41 +00:00
Kp 04b50757c5 Explicitly test for nullptr in do_physics_align_object
clang-check warns about a potential binding a reference to nullptr in
the case that a segment has 0 sides.  While this is silly and
impossible, a related failure mode would occur if vm_vec_dot never
indicated a side as good.  This should be impossible, but the test for
nullptr is cheap, so add it to silence the checker.
2019-08-06 02:59:41 +00:00
Kp f0faac66d4 Move Seismic_tremor_magnitude to d_level_unique_seismic_state 2019-08-06 02:59:41 +00:00
Kp 4b0f797d7e Move Secret_return_orient to d_level_shared_segment_state 2019-08-06 02:59:41 +00:00
Kp 4eb61ecf5c Fix original game bug: failure to reset Level_shake_duration
The game has an alternative level file format that is not normally used.
This format can enable seismic events on a timer, independent of reactor
countdown or earthshaker usage.  However, this feature is not reset on
loading a regular level after playing a level with the timer-driven
seismic events, so the regular level shakes according to the timer, even
though its author never designed it to do so.

Fix that by resetting the timer state to 0 before loading a regular
level.
2019-08-06 02:59:41 +00:00
Kp ad16d90dd5 Move Secret_return_segment to d_level_shared_segment_state 2019-08-06 02:59:41 +00:00
Kp 7691e98304 Factor out seismic effect processing
Level seismic events and Earthshaker seismic events start with different
intensities, but share everything afterward.  Move the common parts to a
function.
2019-08-06 02:59:41 +00:00
Kp 625d863c55 Move Smega_detonate_times to d_level_unique_seismic_state::Earthshaker_detonate_times 2019-08-06 02:59:41 +00:00
Kp 140711cb35 Move Next_seismic_sound_time to d_level_unique_seismic_state 2019-08-06 02:59:41 +00:00
Kp 596a17db69 Fold Seismic_sound_playing into Next_seismic_sound_time
When Next_seismic_sound_time is non-zero, a seismic sound is playing.
When Next_seismic_sound_time is zero, no sound is playing.  Use this to
eliminate the explicit tracking variable Seismic_sound_playing.
2019-08-06 02:59:41 +00:00
Kp 8fd231e501 Move Seismic_tremor_volume to d_level_unique_seismic_state 2019-08-06 02:59:41 +00:00
Kp 42778ff7fa Move Level_shake_duration to d_level_shared_seismic_state 2019-08-06 02:59:41 +00:00
Kp b8fa75c8cb Move Level_shake_frequency to d_level_shared_seismic_state 2019-08-06 02:59:41 +00:00
Kp 184337e6e1 Move Seismic_disturbance_end_time to d_level_unique_seismic_state 2019-08-06 02:59:40 +00:00
Kp ef0e64d421 Move awareness events to d_level_unique_robot_awareness_state 2019-08-06 02:59:40 +00:00
Kp 03214c0e6f Fix original game bug that meant to reset camera flag, but did not 2019-08-06 02:59:40 +00:00
Kp 215252b8ca Fold Final_boss_is_dead into Final_boss_countdown_time 2019-08-06 02:59:40 +00:00
Kp 5455a65d33 Move Final_boss_countdown_time to d_game_unique_state 2019-08-06 02:59:40 +00:00
Kp 3d8c02fefa Move Final_boss_is_dead to d_game_unique_state 2019-08-06 02:59:40 +00:00
Kp 7d803cf63e Move some save/restore functions to dcx/dsx as appropriate 2019-08-06 02:59:40 +00:00
Kp be84013494 Move Boss_hit_time to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 0a74eb6989 Move Boss_hit_this_frame to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 75440153a0 Move Boss_dying_sound_playing to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp a0c242c46f Move Boss_dying_start_time to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 63d869fa0c Move Boss_dying to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 4ec96337b6 Move Last_teleport_time to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 69404ebc6e Move Boss_cloak_start_time to d_level_unique_boss_state 2019-08-06 02:59:40 +00:00
Kp 184be218b7 Emulate D1 bosses more accurately
Use D1 timing for gating, cloaking, and teleporting
2019-08-06 02:59:40 +00:00
Kp 49fd1f358e Eliminate unnecessary Gamesave_current_filename
It is only read in contexts where the initializing filename is still
available, so pass the filename down instead of copying it to a global.
2019-08-06 02:59:40 +00:00
Kp de77d2412b Move Automap_visited to d_level_unique_automap_state 2019-08-06 02:59:40 +00:00
ziplantil bea2eaaec9 exit tunnel cover shape: make code neater 2019-07-29 00:57:55 +03:00
ziplantil e6f07a7b2f add black shape to cover 'mine' after exit hatch blows up 2019-07-29 00:43:04 +03:00
Kp dde11d0495 Merge https://github.com/ziplantil/dxx-rebirth.git branch 'cloakeffect' 2019-07-28 21:34:48 +00:00
Kp 635ae0b595 Use typedef for savegame description 2019-07-28 21:09:07 +00:00
Kp 5683c2b6ed Simplify skipping unnecessary callsign in savegame preview 2019-07-28 21:09:07 +00:00
Kp f43141f738 Use typedef for savegame file path 2019-07-28 21:09:07 +00:00
Kp 76cfe1368d do_new_game_menu: improve new game dialog text 2019-07-28 21:09:07 +00:00
ziplantil 639d33b4de reorder palfx logic; use inline func in gr_palette_step_up 2019-07-28 12:47:24 +03:00
ziplantil 4f3b2a1520 make alast_* function-local 2019-07-28 01:41:37 +03:00
ziplantil f446790b03 optimize; abs no longer necessary 2019-07-28 00:49:30 +03:00
ziplantil 4eab54284c change palfx code; special only for all < 0 (cloak) 2019-07-28 00:42:37 +03:00
ziplantil 3753e5942d fix effect (on GL) when picking up cloak 2019-07-27 23:38:34 +03:00
Kp ac4f76136b object_create_explosion_sub: check object type before checking flash
`explode_badass_player` can pass an OBJ_PLAYER, not an OBJ_WEAPON, as
`obj_explosion_origin`.  Using `get_weapon_id` on a non-weapon is wrong
and provokes a diagnostic.  The test tries to check if the passed object
is _not_ a flash missile.  Players are not flash missiles, so maintain
the intended semantics by treating non-weapons as not-flash-missiles.

Reported-by: Johnsondr80 <https://github.com/dxx-rebirth/dxx-rebirth/issues/437>
2019-07-27 17:48:03 +00:00
Kp 3511da2a10 object_create_explosion_sub: improve variables' names
`objp`, `obj`, and `obj0p` is not helpful when trying to reason about
the logic of this function.  Rename them to `obj_explosion_origin`,
`obj_fireball`, and `obj_iter`, respectively.
2019-07-27 17:48:03 +00:00
Kp 65555b6eba Require only object_base for object_to_object_visibility 2019-07-27 17:48:03 +00:00
Kp 98ad2402bf Fix Win32 build 2019-07-22 00:51:01 +00:00
Kp 03130aac2c Fix blank player names in multiplayer
Reading from Players[] while not in a game is not well-defined.  Get the
local player's callsign from InterfaceUniqueState instead.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/435>
Fixes: bea95ce1df ("Reset definedness of per-game globals on new game")
2019-07-20 20:08:29 +00:00
Kp a17792c89f Always initialize station_idx on level start
It is reinitialized if the segment is a special segment, but not
reinitialized if the segment is a normal segment.  Most segments are
normal segments.  The absence of this initialization permitted players
to keep the value from a prior level.  For normal segments, this would
normally not be a problem, because the value is only meaningful for
special segments.  However, the netgame synchronization code always
mixes in the value of every station_idx, regardless of whether the
segment is a special segment.  As a result, late-joining guests who
started directly onto the current level could disagree with the host
about the value, causing a synchronization mismatch.  The host would be
wrong, but the guests would be blocked from joining.  For this purpose,
late-joining includes both people who joined the campaign late and
people who left the game and restarted the program, even if they had
previously been in the game.

Reported-by: OldSaltyGamer <https://forum.dxx-rebirth.com/showthread.php?tid=1098&pid=12630#pid12630>
[ Possibly also previously reported by LightWolf, but that report never
had enough information to proceed.  The report from OldSaltyGamer solved
this. ]
Fixes: 596ecbb38d ("Rename segment::value to segment::station_idx")
2019-07-20 18:24:24 +00:00
Kp ff9cff4fea Relax laser_parent_is_player check so that dead players match
Fixes: bfeca84bb8 ("Change object::signature to be a generation counter")
2019-07-18 02:06:45 +00:00
Kp b19149c7b3 Initialize Netgame name from InterfaceUniqueState
Players[] is not defined at this point.
2019-07-16 04:00:50 +00:00
Kp 4a9e027e02 Fix bug that ignored -pilot
Fixes: d03a6c44b8 ("Register new pilots on menu creation, not activation")
2019-07-16 04:00:50 +00:00
Kp 41f4e84261 Move Stolen_item_index into d_thief_unique_state 2019-07-16 04:00:50 +00:00
Kp a2560cdfb5 Move Stolen_items into d_thief_unique_state 2019-07-16 04:00:50 +00:00
Kp d2da218f94 Remove apply_damage_to_robot swapping of Stolen_items
It has always been here, but appears to serve no purpose.
`multi_explode_robot_sub` clears `Stolen_items`, so at first look, this
swap seems to be preserving the prior values.  However,
`multi_send_robot_explode` does not use `Stolen_items`, and after
`multi_send_robot_explode` completes, `Stolen_items` is explicitly wiped
again.  Thus, removing the whole block will let the wipe performed by
`multi_explode_robot_sub` stand, producing the same result with less
code.
2019-07-16 04:00:50 +00:00
Kp 91bb7e533c Move player::hostages_total to d_game_unique_state
The number of hostages in a game is a function of the the game's levels,
not any particular player.  Move it to d_game_unique_state and rename it
to total_hostages.
2019-07-16 04:00:50 +00:00
Kp 8f475021ca Move player::hostages_level to d_level_unique_object_state
The number of hostages on a level is a function of the level, not any
particular player.  Move it to d_level_unique_object_state and rename it
to total_hostages.
2019-07-16 04:00:50 +00:00
Kp 2ca2de6ee7 Move player::num_robots_total to d_game_unique_state
The number of robots accumulated in a game is a function of the the
game's levels, not any particular player.  Move it to
d_game_unique_state and rename it to accumulated_robots.
2019-07-16 04:00:50 +00:00
Kp a24de0c003 Move player::num_robots_level to d_level_unique_object_state
The number of robots accumulated on a level is a function of the level,
not any particular player.  Move it to d_level_unique_object_state and
rename it to accumulated_robots.
2019-07-16 04:00:50 +00:00
Kp 46a327eb35 Move relocated player data to wrapper type 2019-07-16 04:00:50 +00:00
Kp e33aaa7537 Make init_player_stats_level static 2019-07-16 04:00:50 +00:00
Kp c61dee7e6a Move Boss_teleport_interval to d_level_shared_boss_state 2019-07-13 22:28:57 +00:00
Kp 595c3ca086 Move Boss_cloak_interval to d_level_shared_boss_state 2019-07-13 22:28:57 +00:00
Kp b47f84ffd4 Move Gate_interval to d_game_unique_state 2019-07-13 22:28:57 +00:00
Kp 9df482a423 Move Last_gate_time to d_level_unique_boss_state 2019-07-13 22:28:57 +00:00
Kp 46e7f8e3d5 Backport Descent 2 change to ignore objects in AI visibility 2019-07-13 22:28:57 +00:00
Kp a65e461bb6 Restore D1 boss always-teleport in D1 missions
In Descent 1, up until commit 8291391, boss robots teleported without
regard to whether the player was visible or active.  Commit 8291391
changed that in an attempt to make the D2 emulation of D1 boss robots
behave well in levels that relied on the D2 quirk of spawning the boss
in a confined segment, then letting it teleport freely once the player
releases it.  However, that change applied even in D1 missions and in
the D1 engine, where maps were designed with the expectation that boss
robots teleported routinely.  Restrict the new rule to the D2 engine
playing D2 levels.  This enables boss robots to teleport freely on D1
missions, regardless of which engine is used.  It would be better if
there were a level flag explaining whether the author wanted the boss to
teleport freely, but there is no such flag, so this heuristic must
suffice.

Reported-by: TheMiracleMatter <https://github.com/dxx-rebirth/dxx-rebirth/issues/434>
Fixes: 8291391b7f ("Fix D2 emulation of D1 boss teleport handling")
2019-07-13 22:28:57 +00:00
Kp 7bd861e374 Only death-spew armed proximity bombs in multiplayer
Commit 829e95b6 meant to remove the restriction that the game not be
hoard mode, but incorrectly also removed the restriction that the game
be multiplayer.  Restore the multiplayer restriction.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/433>
Fixes: 829e95b6f8 ("Separate hoard/proximity tracking")
2019-07-12 02:01:53 +00:00
Kp d413a5da13 Initialize powerup flags at level load 2019-07-07 22:00:02 +00:00
Kp a10077f2ec Skip setting contains_type/contains_id on objects that contain nothing
If the count is zero, then the type and id should be undefined.
2019-07-07 22:00:02 +00:00
Kp 01eb585c7a Set matcen_creator on loaded robots
This avoids a Valgrind warning for use of an uninitialized field.
2019-07-07 22:00:02 +00:00
Kp eeb310467b Fix SDL-only link failure 2019-07-07 22:00:02 +00:00
Kp fcd2ce1b47 Fix SDL-only build of render.cpp 2019-07-07 22:00:02 +00:00
Kp 86053852dc Fix build of SDL-only gr.cpp 2019-07-07 22:00:02 +00:00
Kp 8d349dd0c1 Include pilot name in window caption 2019-07-07 22:00:02 +00:00
Kp 0c7de10512 Track chosen pilot name outside Players[]
Players need not be defined outside a game, but the pilot's name needs
to be available outside a game.  Therefore, track it outside Players[].
2019-07-07 22:00:02 +00:00
Kp bfeca84bb8 Change object::signature to be a generation counter
This removes the need to walk all objects when creating a new one, since
each object can have a private generation counter, unaware of other
objects.  For compatibility with demos, mix in the object's index when
writing the signature value.
2019-07-07 22:00:02 +00:00
Kp efc071e830 Make init_player_stats_ship static 2019-07-07 22:00:02 +00:00
Kp d750b25073 Avoid copying background to itself
`init_new_page` calls `load_briefing_screen` with the a pointer to
`br->background_name`, which causes a strncpy of the form

```
	strncpy(X, X, N);
```

Valgrind warns for this overlap.  The copy is useless in that case, so
skip it.
2019-07-07 22:00:02 +00:00
Kp 597cb41717 Downgrade PCX failures from Error to CON_URGENT
There is no need to kill the program due to a missing or malformed PCX file.
2019-07-07 22:00:02 +00:00
Kp 3a0cca001f Limit size of PCX files 2019-07-07 22:00:02 +00:00