Commit graph

4934 commits

Author SHA1 Message Date
Kp b08dac2971 Simplify handling warning function 2018-12-30 00:43:58 +00:00
Kp 25baa1fbba Remove visited2
It is debug-only, and has never triggered.
2018-12-30 00:43:58 +00:00
Kp 040de5b10e Rename ObjectState to LevelUniqueObjectState for consistency 2018-12-30 00:43:57 +00:00
Kp e7e4970ba5 Move Vertex_active out of global scope 2018-12-30 00:43:57 +00:00
Kp 1a5844e218 Move Vertices out of global scope 2018-12-30 00:43:57 +00:00
Kp 696551a966 Drop editor-specific object fixups
If these are needed, they need to be done at edit time, not when the
game starts.
2018-12-30 00:43:57 +00:00
Kp 5873ccb71e Pass vcvertptr as context 2018-12-30 00:43:57 +00:00
Kp 317c56d683 Expand Highest_vertex_index inline
This will make future conversions easier.
2018-12-30 00:43:57 +00:00
Kp 65225680c1 Move Num_vertices into d_level_shared_vertex_state 2018-12-30 00:43:57 +00:00
Kp f87c503618 Move Viewer_eye to local scope 2018-12-30 00:43:57 +00:00
Kp 045afc2c56 Prefer const shared_segment & over vcsegptr_t 2018-12-30 00:43:57 +00:00
Kp 2f537133e8 Use vcobjidx_t for fvi ignore_obj_list
Enforce that callers provide vcobjidx_t, instead of permitting any type
compatible with objnum_t.
2018-12-30 00:43:57 +00:00
Kp aa9e6da297 Pass Dl_indices as context 2018-12-30 00:43:57 +00:00
Kp 25ecf31816 Pass context to bng_process_segment 2018-12-30 00:43:57 +00:00
Kp 7ffe09dd46 Pass context to wall_close_door_ref 2018-12-30 00:43:57 +00:00
Kp a9a9d1f26a Move WALL_IS_DOORWAY out of line
Writing it inline causes wall.h to depend on segment.h.
2018-12-30 00:43:57 +00:00
Kp fa654324ad Pass context to wall.cpp:cwframe, cw_removal_predicate 2018-12-30 00:43:57 +00:00
Kp 992f35feb8 Expand Num_walls to Walls.get_count()
This will simplify propagating use of Walls.
2018-12-13 02:31:39 +00:00
Kp 9745236c7e Expand Num_triggers to Triggers.get_count()
This will simplify propagating use of Triggers.
2018-12-13 02:31:39 +00:00
Kp e8fdf2b669 Pass context to wall update functions 2018-12-13 02:31:38 +00:00
Kp d550cfe680 Remove struct side 2018-12-13 02:31:38 +00:00
Kp a54c323e45 Remove v16_segment definition
Support for v16_segment was declared broken in 6d0d68d188.  No one
objected.  Remove the definition to simplify future work.
2018-12-13 02:31:38 +00:00
Kp 706a704c6d Move unique_side to unique_segment 2018-12-13 02:31:38 +00:00
Kp 1d550ec0df Fix check_header_includes=1 build 2018-12-13 02:31:38 +00:00
Kp a705104e84 Check PHYSFS_init return value
PHYSFS_init is not guaranteed to succeed.  Using PHYSFS functions after
PHYSFS_init fails is likely to fail badly.  On Windows, failure may take
the form of a crash in ntdll.  Avoid this by exiting gracefully.
2018-12-08 23:36:18 +00:00
Kp d83972dfbb Hide game window when advancing a dead player to the next level
Commit 88b5e616a9 ("Replace calls to
window_set_visible in DoPlayerDead() with stop/start_time()") switched
from hiding the game window to only stopping time, and that only if
hiding the window would have stopped time.  In multiplayer, this allows
time to continue running.  This introduced a crash if the player dies
during the mine countdown.  When the player dies, the game checks if the
reactor has been destroyed.  If so, the game immediately advances to the
next level.  That advance will try to draw the game window if it is
visible.  When the window is drawn, if time is not stopped, then game
logic runs.  Some of that logic is not prepared to deal with the
inconsistent state present when a new level is only partially loaded.
That inconsistent state then causes a crash.  Call stack:

    #11 slew_frame () at similar/main/slew.cpp:152
    #12 in d2x::object_move_one () at similar/main/object.cpp:1758
    #13 in d2x::object_move_all () at similar/main/object.cpp:1956
    #14 in d2x::GameProcessFrame () at similar/main/game.cpp:1848
    #15 d2x::game_handler () at similar/main/game.cpp:1615
    #16 in dcx::window_send_event () at common/include/window.h:116
    #17 dcx::event_process () at common/arch/sdl/event.cpp:176
    #18 in newmenu_do2 () at similar/main/newmenu.cpp:498
    #19 in newmenu_do2<dcx::unused_newmenu_userdata_t> () at common/main/newmenu.h:184
    #20 newmenu_do<dcx::unused_newmenu_userdata_t const> () at common/main/newmenu.h:190
    #21 newmenu_do<1ul, dcx::unused_newmenu_userdata_t const> () at common/main/newmenu.h:196
    #22 net_udp_wait_for_requests () at similar/main/net_udp.cpp:4563
    #23 net_udp_level_sync () at similar/main/net_udp.cpp:4607
    #24 in multi_level_sync () at similar/main/multi.cpp:3458
    #25 in d2x::StartNewLevelSub () at similar/main/gameseq.cpp:1803
    #26 in d2x::StartNewLevel () at similar/main/gameseq.cpp:2018
    #27 in d2x::AdvanceLevel () at similar/main/gameseq.cpp:1648
    #28 in d2x::DoPlayerDead () at similar/main/gameseq.cpp:1721

The root cause of this is the layering violation:
- Killing the player can have the side effect of advancing the level
- Advancing the level can have the side effect of calling multiplayer code while the level data is in an inconsistent state
- Calling multiplayer code can cause the event system to redraw the game
- Redrawing the game can cause game logic to run

Hack around this by restoring the logic that hides the game window, so
that the window is not redrawn and the game logic is not run.  This does
not fix the layering problem, but prevents crashing affected users.  To
avoid undoing the feature from the breaking commit, hide the window only
when advancing to a new level, rather than unconditionally.  A player
advancing to a new level already lacks the move-at-cold-start capability
even on successfully escaping the mine, so no functionality is lost with
this change.  Players who are dead and do not advance to a new level
retain that capability.

Fixes: 88b5e616a9 ("Replace calls to window_set_visible in DoPlayerDead() with stop/start_time()")
Reported-by: Ninjared <https://forum.dxx-rebirth.com/showthread.php?tid=1097>
2018-12-08 19:16:01 +00:00
Kp 5a64ee5132 Add experimental support for larger cooperative games
- Raise the player limit to 8.
- Remove the logic that forces player counts up/down when switching
  between cooperative and deathmatch game modes.
- Add heuristics to add start positions for the extra players, since
  standard maps will not have the required number of starts.
2018-12-03 04:25:11 +00:00
Kp 35d91d389a Raise player life count storage from uint8_t to uint16_t
Reported-by: Buff Skeleton <https://forum.dxx-rebirth.com/showthread.php?tid=1096>
2018-12-01 01:58:37 +00:00
Kp 2dd52b4699 Fix bogus "Game Over" when dying with the maximum number of lives
Reported-by: Buff Skeleton <https://forum.dxx-rebirth.com/showthread.php?tid=1096>
2018-12-01 01:58:37 +00:00
Kp 9f460e89a5 Skip exploding walls during demo playback
Demo playback manages the exploding walls explicitly.  Running the
normal exploding wall logic alongside the forced playback corrupts level
state.

Reported-by: _madness <https://forum.dxx-rebirth.com/showthread.php?tid=1095>
Fixes: 36ada21c0c ("Fold exploding walls into regular walls")
2018-12-01 01:58:37 +00:00
Kp f6352e7957 Pass correct object to check_effect_blowup
`check_effect_blowup` should receive the `laser_info` of the weapon that
caused the blast.  Previously, it was given the `laser_info` of the
parent of that weapon.  The parent was not of type `OBJ_WEAPON`, so
passing its `laser_info` is meaningless.

Fixes: 9bd1ba7c47
2018-11-01 02:41:30 +00:00
Kp a0ed5cb283 Pass Vclip as context 2018-10-21 00:24:07 +00:00
Kp 991f72a775 Add fwd-vclip.h 2018-10-21 00:24:07 +00:00
Kp 89b9561617 Remove explicit std::move in prepare_mission_menu_state return
clang warns that this interferes with copy elision.  The generated code
is slightly worse after following clang's advice and removing this, but
this is not a hot path, so take the hit to silence clang instead of
complicating the source.

Fixes: d97afc2ad5 ("Retain directory structure in New Game dialog")
2018-10-20 17:25:59 +00:00
Kp 7e9ec36018 Fix gcc-4.9 build of similar/main/net_udp.cpp
gcc-4.9 std::array::size() is `constexpr`, but gcc-4.9 refuses to
initialize a local `constexpr std::size_t` from the result of calling
`size()` on a `std::array`.  Later gcc permit this.  gcc-8 generates the
same code whether the variable is `constexpr std::size_t` or `const
std::size_t`, and the latter allows gcc-4.9 to build, so remove
`constexpr` and use plain `const`.

Reported-by: joolswills <https://github.com/dxx-rebirth/dxx-rebirth/issues/411>
Fixes: 91d6285751 ("Factor out shortening game/mission names")
2018-10-20 17:25:59 +00:00
Kp ea5020a773 Fix gcc-4.9 build of similar/main/wall.cpp
gcc-4.9 shipped without support for std::is_trivially_move_assignable.
This is only needed in a sanity check, so preprocess it out when using a
gcc below gcc-5.

Reported-by: joolswills <https://github.com/dxx-rebirth/dxx-rebirth/issues/411>
Fixes: 57334255ac ("Simplify stuck object cleanup")
2018-10-20 17:25:59 +00:00
Kp 04569ebba5 Fix clang warning about using %hu with unsigned
gcc permits this, but clang complains.  Match the format specifier to
the type of the underlying temporary variable.

Fixes: a65068fed1 ("Move OGL RLE bitmap buffer to stack")
2018-10-20 17:25:59 +00:00
Kp 931ea05f41 Merge branch experimental/adlmidi into master
Add experimental support for using ADL MIDI instead of SDL for music
playback.  Support for ADL MIDI contributed by Github user jpcima.  This
feature is minimally supported by the core Rebirth team, but is included
as a courtesy so that users need not patch in support separately.

Suggested-by: jpcima <https://github.com/dxx-rebirth/dxx-rebirth/pull/408>
2018-10-18 02:19:15 +00:00
Kp a76487405c Make ADL MIDI runtime configurable
Add configuration file entries for number of chips, bank index, and
whether to use ADL MIDI.  Currently, there is no GUI for this.
Interested users must enable it via direct configuration file editing.
A menu interface will come later.
2018-10-18 02:18:56 +00:00
Kp fe77949a82 Vary marker spin 2018-10-08 03:58:48 +00:00
Kp e1d1cbb0ed Pass context to set_powerup_id 2018-10-08 03:58:48 +00:00
Kp e9c9943470 Pass context to update_object_seg 2018-10-08 03:58:48 +00:00
Kp 9360a41816 Move Guided_missile into d_level_object_state 2018-10-08 03:58:48 +00:00
Kp 3b168b38fd Make Viewer const object *
Viewing should not change anything.
2018-09-25 03:44:09 +00:00
Kp 91d6285751 Factor out shortening game/mission names 2018-09-22 04:31:21 +00:00
Kp 406be26de4 Pass d_level_shared_segment_state to validate_segment_all 2018-09-19 02:13:30 +00:00
Kp f7ad4d9b1a Pass segments to find_point_seg 2018-09-19 02:13:30 +00:00
Kp 9ebb32c111 Pass d_level_shared_segment_state to trace_segs 2018-09-19 02:13:30 +00:00
Kp c2944896de Pass vertex factory to create_shortpos_native 2018-09-19 02:13:30 +00:00
Kp 9cedc53f52 Pass vertex factory to extract_orient_from_segment 2018-09-19 02:13:30 +00:00
Kp 1527785efd Pass vertex factory to validate_segment_side 2018-09-19 02:13:29 +00:00
Kp adf41c19c2 Pass vertex factory to check_for_degenerate_segment 2018-09-19 02:13:29 +00:00
Kp 68de87c0e5 Pass vertex factory to check_for_degenerate_side 2018-09-19 02:13:29 +00:00
Kp d71938e1a7 Pass vertex factory to create_walls_on_side 2018-09-19 02:13:29 +00:00
Kp bd58d5f825 Pass vertex factory to extract_*_vector_from_segment 2018-09-19 02:13:29 +00:00
Kp 82a2fa525c Pass Robot_info, valptridx factories to more methods 2018-09-19 02:13:29 +00:00
Kp 01512015a8 Move Num_segments to new d_level_shared_segment_state 2018-09-19 02:13:29 +00:00
Kp c56223ced4 Eliminate more uses of valptridx::operator-> 2018-09-19 02:13:29 +00:00
Kp a65068fed1 Move OGL RLE bitmap buffer to stack
Shrink it from 1MB to 300KB.  Add a diagnostic if the expansion fails
due to insufficient capacity.

300KB is required for the ship cockpit bitmap.  Everything else seems to
be smaller.
2018-09-19 02:13:29 +00:00
Kp 56d44459d4 Enable SHAREPATH for non-LinuxPlatformSettings 2018-09-14 02:20:55 +00:00
Kp e6ea981ab4 Generalize marker object number init 2018-09-09 01:00:39 +00:00
Kp c4cb930f8e Pass ObjectState to obj_delete 2018-09-09 01:00:39 +00:00
Kp 0df57f5b0f Fix retail bug that prevented marker spinning
Markers were given a spin rate, but a movement type of MT_NONE, so the
spin rate was ignored.  Change movement type to MT_SPINNING.
2018-09-06 02:03:29 +00:00
Kp 12b57e84e6 Switch most in-tree http:// links to https://
For each link given as http://, verify that the site is accessible over
https:// and, if so, switch to it.  These domains were converted:

* llvm.org
* clang.llvm.org
* en.cppreference.com
* www.dxx-rebirth.com
* www.libsdl.org
* www.scons.org
2018-09-02 00:57:29 +00:00
Kp 97ad0b0be4 Fix editor non-PCH build of similar/main/piggy.cpp 2018-08-29 01:47:42 +00:00
Kp ec1cf005b6 Enable -Wformat-truncation
Add macro cf_assert ("control flow" assert) to hint to gcc that certain
conditions are impossible.  Use it to avoid generating range checks for
situations that never happen.  If the event did happen, the only
consequence would be truncated UI text, rather than a correctness
problem.
2018-08-26 18:10:36 +00:00
Kp dc0a405222 Factor out piggy bitmap loading code 2018-08-26 18:10:36 +00:00
Kp 32561c5d0a Use partial_range for piggy_does_bitmap_exist_slow 2018-08-26 18:10:36 +00:00
Kp 047ddaf9ea Prevent buffer overrun in removeext 2018-08-26 18:10:36 +00:00
Kp 6a96e30495 Merge commit 'Quiet FSRef warnings' into master 2018-08-26 16:14:02 +00:00
C.W. Betts b9c6d59f11 Remove the forcing of null-termination of fullPath on OS X:
CFURLGetFileSystemRepresentation should already null-terminate its buffer.
2018-08-23 22:12:56 -06:00
C.W. Betts 0c48d99d2b Match the coding style of the rest of the document. 2018-08-23 21:29:03 -06:00
C.W. Betts 9cfa12c0fe Use sizeof(fullPath), as suggested by @vLKp. 2018-08-23 21:28:04 -06:00
Kp bba8a327a0 Remove use of -Wno-implicit-fallthrough 2018-08-24 02:58:21 +00:00
C.W. Betts 746b61da8d Wrap the gobbler up in a preprocessor guard. 2018-08-22 12:10:33 -06:00
C.W. Betts e2a33dc81f Replace FSRef-dependant calls to CoreFoundation equivalents. 2018-08-21 13:40:25 -06:00
C.W. Betts fdf5a37c35 gobble up -psn command line options.
Should fix #387.
2018-08-21 13:04:21 -06:00
Kp a8d5f83770 Remove reset_walls
Nothing should access the unassigned walls, so there is no need to clear
them.
2018-08-12 21:08:07 +00:00
Kp 36ada21c0c Fold exploding walls into regular walls 2018-08-12 21:08:07 +00:00
Kp dc4fcf8a35 Flip sense of is_door_free 2018-08-12 21:08:07 +00:00
Kp 8257232ecc Pass wclip & to wall_set_tmap_num 2018-08-12 21:08:07 +00:00
Kp b316afc30f Clear exploding walls during init 2018-08-12 21:08:07 +00:00
Kp 8bbdeedeb2 Consolidate stuck object state
Move it to a structure.  Make all the modifiers methods.  Change all
callers of those methods to pass the structure.  This makes the stuck
object handling free of direct access to global game data.
2018-08-04 17:52:57 +00:00
Kp 57334255ac Simplify stuck object cleanup 2018-08-04 17:52:57 +00:00
Kp eff80c2d13 Fix format string warnings for win64 2018-08-03 04:08:12 +00:00
Kp 1b8ff6ac77 SDL2-mixer: fix noise from reading undefined sound data
Commit a833d73d44 added the SDL_mixer backend for Rebirth sound.  That
commit set the length of the converted sound equal to the size of the
buffer that SDL requested as a work area.  No one ever touched that
logic, until now.  In SDL1, that choice worked fine.  In SDL2, this
causes garbage to play after the sound, because SDL2 considers the
buffer to be defined only up to the length returned in
`SDL_AudioCVT::cvt_len`.  Bytes beyond that length are undefined[1], and
in practice contain garbage.  Fix the noise by setting the sound length
equal to the length returned by SDL2, so that the undefined bytes are
not treated as sound.  SDL1 also maintains this length value, so no
version-specific logic is required.

[1]: https://wiki.libsdl.org/SDL_ConvertAudio

Reported-by: heftig <https://github.com/dxx-rebirth/dxx-rebirth/issues/396>
2018-07-30 00:49:59 +00:00
Kp 726233e043 Fix sdlmixer=0 build of songs.cpp 2018-07-30 00:49:59 +00:00
Kp f491059ed7 Enable building with SDL2
This commit enables Rebirth to build with SDL2, but the result is not
perfect.

- SDL2 removed some sticky key support.  Rebirth may behave differently
  now in this area.
- SDL2 removed some key-repeat related support.  Rebirth may behave
  differently now in this area.
- SDL2 gained the ability to make a window fullscreen by sizing it to
  the desktop instead of by changing the desktop resolution.  Rebirth
  uses this, and it mostly works.
  - Resizing while in the automap does not notify the automap code, so
    the view is wrong until the player switches out of automap mode and
    back in.
- SDL2 changed how to enumerate available resolutions.  Since
  fitting the window to the desktop is generally more useful than
  fitting the desktop to the window, I chose to drop support for
  enumerating resolutions instead of porting to the new API.  Users can
  now enter an arbitrary window dimension and Rebirth will make an
  attempt to use it.
  - It might be useful to cap the window dimension at the desktop
    dimension, but that is not done yet.
  - Entering fullscreen mode through the Controls->Graphics submenu
    failed to notify the relevant subsystems, causing the rendered
    content not to rescale.  For now, compile out the option to toggle
    full screen through that menu.  Toggling through Alt+Enter works
    properly.

Despite these quirks, this is a substantial improvement over the prior
commit, where SDL2 cannot be used at all.  The remaining issues can be
resolved in future work.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
2018-07-28 23:22:58 +00:00
Kp 289e984e10 Reduce scope of function-local constants 2018-07-22 04:46:19 +00:00
Kp 75d7eb6dce Skip paging in vclip entries with invalid num_frames
User Nemesis reported an unspecified crash, but never responded to
inquiries to provide more data.  Users Tourmeister and Buff Skeleton
reported a fatal exception thrown while paging in a vclip, with initial
triggering conditions matching the report from Nemesis.  Both
Tourmeister and Buff Skeleton are using v1.0 Descent 2 data.  No one
with more recent data has reported a problem.

Add a try { ... } catch { ... } block to trap the partial_range
exception, log it, and then ignore paging in that vclip.  This should
approximate what 0.58.1 did, assuming that the crash is due to a
negative `num_frames`.  If the crash is due to a large positive
`num_frames`, this change will still prevent the previously reported
crash, but may only move the crash elsewhere.  Various other subsystems
react badly to using a vclip that has not been paged in.

This change is tested not to break an otherwise working game.  It is not
tested to confirm that it produces a working game for users who
experienced a crash without it.

Reported-by: Tourmeister <https://forum.dxx-rebirth.com/showthread.php?tid=943&pid=12159#pid12159>
Reported-by: Buff Skeleton <https://forum.dxx-rebirth.com/showthread.php?tid=943&pid=12290#pid12290>
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/371>
2018-07-18 04:39:28 +00:00
Kp 19699037ce Move d2x-rebirth/main/bmread.cpp -> similar/main/bmread.cpp 2018-07-18 04:39:28 +00:00
Kp 20f1934312 Move Redbook audio behind DXX_USE_SDL_REDBOOK_AUDIO
Currently, DXX_USE_SDL_REDBOOK_AUDIO is an alias for !SDL2.  However,
this patch enables interested users to readily patch out Redbook even
for SDL1.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
2018-07-14 17:23:15 +00:00
Kp 5d74fd48b5 Fix player appearance sound truncation
The player appearance sound was tied to the player appearance vclip,
but this is wrong because the vclip has a shorter lifetime than the
sound.  This mistake was previously hidden by the hack that caused
non-permanent sounds to be routed off to a separate queue that lost the
association between object and sound.  Commit 4a98e79 eliminated that
hack because it complicated the work of that commit.  However, without
the hack, object sound effects cannot outlive their host object.

Fix this by binding the sound to the position of the appearance effect,
not to the appearance object.  This works since the appearance effect
cannot move, so there was no value to binding the sound to the object.
This solution could not be used for objects that move and terminate
before their associated sound effect.

Reported-by: Ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88#issuecomment-390054173>
Fixes: 4a98e796ab ("Prevent stacking weapon rotation sounds")
2018-07-14 17:23:15 +00:00
Kp d97afc2ad5 Retain directory structure in New Game dialog
User jcotton42 suggested copying a D2X-XL feature: preserving the
directory structure of the user's missions area when showing a New Game
dialog.  This was substantially more trouble than it should have been,
but the result is good.

Previously, the dialog presented all missions at any depth below the
starting point, and sorted them as if they were all in the root
directory.

Now:
- Empty directories are hidden entirely.  There is nothing for the user
  to do in them, so there is no point showing them.
- A directory with exactly one entry has that entry promoted into the
  parent, since there is no ambiguity about what the user would want.
  If the parent in turn has only that one promoted element when the scan
  of the parent finishes, then the element can be promoted up again.
  This continues until the root is reached or until a level has more
  than one entry.  For this purpose, both missions and directories count
  as entries.
- Directory entries are decorated to inform the user how many
  immediate subdirectories are present, how many missions are present
  immediately in the directory, and how many missions total are present,
  counting all subdirectories.  If there are zero immediate
  subdirectories, then the directory count is not shown.  For this
  purpose, directories that were hidden due to a lack of missions are
  not counted.
- Sub-dialog boxes for inner directories use a title that reminds the
  user of the path so far, and recaps the directory/mission statistics.
- On entry to the New Game dialog, if the last played mission is in a
  sub-dialog, appropriate sub-dialogs are opened so that the last played
  mission can be pre-selected.

Currently, there is no in-game override to return to the prior rollup
rules.

Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
Kp db80a88ad2 Improve error message on failure to load mission 2018-07-03 05:59:39 +00:00
Kp 1da76dde7d Fix SDL-only build of gauges.cpp
Even when empty and default-constructible, const members must be
explicitly constructed.  Add a default constructor to do this.

Fixes: 893e8cde06 ("Combine hud gauge parameters")
2018-06-30 21:53:55 +00:00
Kp da268c6d21 Preprocess out glmprintf in normal builds
Using sizeof(con_printf A) was a trick to avoid code generation, but it
interacts badly with gcc-6 and the other macros that con_printf
produces.  On >=gcc-6, `DXX_ALWAYS_ERROR_FUNCTION` is a complicated hack
to work around undesirable changes in `__builtin_constant_p`.  That hack
includes introducing a dummy type.  gcc-6 rejects declaring a type
inside a statement expression inside a sizeof.  gcc-7 permits this, so
it went unnoticed.

This particular usage was to prevent future regressions in calls that
had been broken for years without anyone noticing.  As such, reverting
to not checking those calls is unlikely to matter.

Reported-by: Ambaire <https://github.com/dxx-rebirth/dxx-rebirth/issues/393#issuecomment-401565872>
Fixes: 9b17450914 ("Fix up long broken glmprintf support")
2018-06-30 21:53:55 +00:00
Kp 90dfedb5cb Fix gauges.cpp for gcc-5
gcc-5 rejects `V == V::E` where the first V is a variable of type V and
the second V is a scope specifier to indicate the member E in the type
V.  gcc-7 permits this.

Fixes: 5cafec2268 ("Use enum for gauges weapon_type")
2018-06-30 21:53:55 +00:00
Kp 9dafe85bbf Simplify clamping color values in SDL palette setup 2018-06-29 03:24:36 +00:00
Kp 60a99f1ea2 Allow longer mission titles in New Game dialog 2018-06-27 03:34:34 +00:00
Kp 30a83eec41 Eliminate some uses of valptridx::operator-> 2018-06-24 05:06:15 +00:00
Kp c97b41404c Factor out pick_connected_drop_segment 2018-06-24 05:06:15 +00:00
Kp 6fca290663 Pass object& to read_flying_controls 2018-06-24 05:06:15 +00:00
Kp 0fd7e0e4ce Pass context arrays to WALL_IS_DOORWAY 2018-06-24 05:06:15 +00:00
Kp 3408e3a0cd Switch to shared_segment arguments where possible 2018-06-24 05:06:15 +00:00
Kp 20caecfa0e Eliminate most uses of segment * 2018-06-24 05:06:15 +00:00
Kp fb68e7f9ec Eliminate use of side * 2018-06-24 05:06:15 +00:00
Kp 0c3e99f14c Split side uses based on shared vs unique 2018-06-24 05:06:15 +00:00
Kp 98e6b36145 Pass shared_segment for some segment I/O 2018-06-24 05:06:15 +00:00
Kp 2de3a1dd06 Pass unique_segment to objects_in 2018-06-24 05:06:14 +00:00
Kp 4ae88b6594 Pass only shared_segment to compute_segment_center 2018-06-24 05:06:14 +00:00
Kp 6d0d68d188 Split some segment uses based on shared vs unique
Leave `sides` in `shared_segment` to minimize churn.  Parts of it must
move to `unique_segment` before this project finishes.
2018-06-24 05:06:14 +00:00
Kp 06f10c88f5 Fix stack buffer overflow in tracker handling
`memcpy(a, b, strlen(b));` is just a complicated way of writing
`strcpy(a, b);`, but even more dangerous since it omits the null
terminator.  `strcpy` on untrusted data is always unsafe, and this data
does not appear to be checked before use.  There is no need to copy the
data before using it, so switch to using it in place.  This eliminates
the security problem and makes the code slightly smaller.

Fixes: 730879d733 ("Updated handling of data sent by tracker. ...")
2018-06-22 04:42:18 +00:00
Kp 144515ff88 Warn users about tracker NAT hole punch feature
The new tracker automatically exposes LAN games to the Internet.  This
surprised one user rather badly, prompting him to think he had been
hacked.  Add a first-host warning explaining the feature and asking the
user to choose whether to enable NAT hole punch.

Reported-by: Tourmeister <https://forum.dxx-rebirth.com/showthread.php?tid=943&pid=12179#pid12179>
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/372>
Fixes: 730879d733 ("... Added support for handling ACKs from tracker and Hole punching between game clients via tracker. ...")
2018-06-21 03:08:36 +00:00
Kp e3d42913a4 Remove always-disabled editor/segment.cpp code
Various functions are preprocessor-excluded by `BOTTOM_STUFF`, which has
been 0 since btb added it in a196e6d554
(October 2001).  It seems unlikely that anyone will miss it.
2018-06-20 04:16:06 +00:00
Kp 0886aee3ea Always destroy control center when kill goal timer expires
Prior releases destroyed the control center when the kill goal timer
expired, even if no player had scored any kills.  General cleanup of
kill goal quirks eliminated this odd rule, but players liked the old
rule and want it back.  Restore it.
2018-06-20 04:16:06 +00:00
Kp 1d6ff380f7 Jump thread wall_is_doorway 2018-06-20 04:16:06 +00:00
Kp 946d5e19cb Pass screen width/height to HUD_SCALE_X/HUD_SCALE_Y explicitly 2018-06-20 04:16:06 +00:00
Kp a0fd264133 Tighten checks on create_path_points parameters 2018-06-20 04:16:06 +00:00
Kp fa8253fe22 Fix -Wsign-compare warnings in morph.cpp 2018-06-18 04:11:40 +00:00
Kp c8b04d0c83 Allow more items on screen in a listbox 2018-06-18 04:11:39 +00:00
Kp 6f4270ecd8 Store mission list filenames inside mission_menu 2018-06-18 04:11:39 +00:00
Kp 2f4524d3c2 Add screenshot=none to disable screenshot support
Per comment from kreator, some Apple systems now ship without a working
print screen key.  It makes no sense to provide print screen support
bound to a key which does not exist.  Add `screenshot=none` and activate
it on OS X to remove the unreachable screenshot support.
2018-06-16 04:13:37 +00:00
Kp d7bb190621 Fix assertion on close of game over window 2018-06-15 02:58:01 +00:00
Kp c991f8b107 Prevent Point_segs underflow on player death
If the player commits suicide in Descent 2, Point_segs[-2] is accessed
because aip->hide_index = -1, aip->path_length = 0.  As a spot fix,
check for underflow and skip the access if it would be out of bounds.
2018-06-14 02:39:15 +00:00
Kp 8690bf4ca7 Change handling of explicitly blank briefings
Prior versions of Descent had a bug that specifying `briefing=` did not
inhibit a briefing.  Instead the directive was completely ignored.  The
engine would then use the auto-detected briefing if one was found.  This
quirk was eliminated during refactoring of the mission parsing code.
Unfortunately, some published missions relied on this bug: they ship a
briefing, but their mission file explicitly states that there is no
briefing.  Players expect the briefing to play despite the mission
stating that there is none.

Reorder the logic to restore the bug that `briefing=` is ignored.

Reported-by: Calmarius <https://forum.dxx-rebirth.com/showthread.php?tid=1054>
Fixes: 6020c9c013 ("Use d_fname for DOS filenames")
2018-06-13 02:02:58 +00:00
Kp 5526de4c10 Simplify case insensitive lookups 2018-06-13 02:02:58 +00:00
Kp d5bfeb0813 Fix OS X build break
Github user bdamm (Rebirth forum user dammfine) reports[1][2][3] a build
failure on OS X, likely caused by clang failing to implement forwarding
constructors fully.  The Rebirth fallback to variadic constructor
forwarding is imperfect, and in this case caused a failure.  Add an
explicit conversion to disambiguate the ternary expression's type.

[1]: Rebirth forum report: https://forum.dxx-rebirth.com/showthread.php?tid=1055
[2]: Github commit comment: ccc2a288f1?diff=unified#commitcomment-29322121
[3]: Github issue: https://github.com/dxx-rebirth/dxx-rebirth/issues/391

Reported-by: bdamm <https://github.com/dxx-rebirth/dxx-rebirth/issues/391>
Fixes: ccc2a288f1 ("Simplify HUD_SCALE_X_AR, HUD_SCALE_Y_AR")
2018-06-12 02:53:06 +00:00
Kp d786122b37 Force type of ternary expressions
When using variadic forwarding constructors
(`sconf_cxx11_inherit_constructor=force-failure`) instead of inheriting
constructors, some ternary expressions become ambiguous due to the
inability to forward the `explicit` modifier from the base class
constructor to the derived class.  Add explicit type overrides to
disambiguate these expressions to the result that the compiler would
have picked on its own when using inheriting constructors.
2018-06-12 02:53:06 +00:00
Kp 9b17450914 Fix up long broken glmprintf support
Switch the macro so that the result is always checked for correct
syntax.  This will prevent future bitrot.
2018-06-08 04:04:05 +00:00
Kp f51b7b6b20 Enforce separation of font X/Y scaling 2018-06-08 04:04:05 +00:00
Kp 93789f0666 Use valptridx for Dl_indices 2018-06-06 04:53:45 +00:00
Kp 1c1d92b399 Move valptridx factory iterator out to be generally available 2018-06-06 04:53:45 +00:00
Kp c04ae08c2e Preserve sign in HUD_SCALE_X,HUD_SCALE_Y
Fixes: ccc2a288f1 ("Simplify HUD_SCALE_X_AR, HUD_SCALE_Y_AR")
2018-06-06 04:53:45 +00:00
Kp b1ba7c27d1 Improve error handling/reporting for excessive blown bitmaps
Ill-formed levels can provoke this exception.  Downgrade the error from
a fatal exception to a CON_URGENT message.

Increase the array size to 32 from D1:7, D2:20, since each element is
only an int.

Switch from an assertion on bitmask overflow to a CON_URGENT warning.

Fixes: f7f416c3cb ("Trap blown bitmap overflow")
2018-05-30 02:43:22 +00:00
Kp d355ef4030 Pass font to various drawing functions 2018-05-19 23:21:42 +00:00
Kp fda1eb851e Pass fonts to LINE_SPACING 2018-05-19 23:21:42 +00:00
Kp 08446f0ab6 Pass font to gr_string,gr_printf 2018-05-19 23:21:42 +00:00
Kp a19d4157e2 Prevent reloading cv_font in font.cpp internal functions
Callers usually have cv_font already loaded, so pass it down instead of
reloading from memory.
2018-05-19 23:21:42 +00:00
Kp 893e8cde06 Combine hud gauge parameters
Many gauge functions take the same parameters, and pass those parameters
on to child functions in turn.  Bundle common parameters into a few
standard structures, so that adding new context does not need to involve
every function in the chain for every new context value.
2018-05-19 23:21:42 +00:00
Kp f2f41cd60e Fix capitalization of MVE entries
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/379#issuecomment-390058146>
Fixes: 6e439e17fd ("Match case for MVE files in MVL archives")
2018-05-18 02:47:32 +00:00
Kp 09cebc080c Undefine blank SHAREPATH
If user_settings.sharepath is configured to be blank in SConstruct, omit
the C preprocessor macro SHAREPATH instead of defining it to expand to
an empty string.  Adjust the C++ code that uses the macro SHAREPATH to
handle its absence:
- Clearer output in help text
- Skip adding blank SHAREPATH to the PhysFS search path.

As a nice side effect, this enables SHAREPATH on Windows, which could be
helpful for builds shipped with an installer that places game files in a
well-known location (such as "C:\Games\Descent").  Previously,
!defined(__unix__) systems did not add SHAREPATH to the PhysFS search
path, even when one was defined.
2018-05-17 02:49:15 +00:00
Kp 6e439e17fd Match case for MVE files in MVL archives
PhysFS 3 requires a case match.  PhysFS 2 did not.  Match the case in
the archive, which should work in both PhysFS 2 and PhysFS 3.

Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/379>
Useful-hint-from: Manuel-K <https://github.com/dxx-rebirth/dxx-rebirth/issues/379#issuecomment-388849440>
2018-05-15 03:12:45 +00:00
Kp 4a98e796ab Prevent stacking weapon rotation sounds
digi_play_sample_once is supposed to cancel prior instances of the
sound, but that functionality was lost in
21082c6db2.  As a result, the sound can be
stacked up to the limit of the engine.  Even when the functionality
existed, its implementation was wrong.

- Change these sounds to be attached to the player generating them.
- Pass the cancellation flag to other players when sending a sound.
- Send the full value of `volume`, rather than truncating it.
- Implement cancellation by killing and restarting the earlier version of a cancelled sound.
- Delete an ugly hack that prevented the patched logic from ever running.
- Fix an ancient quirk in digi_mixer that caused it to report all sounds as not playing, which then caused digi_sync_sounds to instantly cancel the new sound.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88>
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/88#issuecomment-269597361>
Fixes: 21082c6db2 ("Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup")
2018-05-13 03:14:34 +00:00
Kp 12cc5860fe Cache user's last chosen host/port for direct_join
Define global copies of the user's chosen host address, host port, and
local port.  When these are non-empty, prefer them to the values from
-udp_hostaddr, -udp_hostport, and -udp_myport.  When the user attempts a
connection, update the global copies from the user's data.  If the user
abandons the connect dialog, do not update the globals.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/73>
2018-05-12 21:13:05 +00:00
Kp 3796c46440 Improve default keybindings
Slide left/right: A/D
Slide up/down: C/X
Accelerate/reverse: W/S
Afterburner (D2 only): Left-Shift

This produces the more FPS-typical WASD layout for
forward/left/back/right movement, and maps the crouch/stand bindings to
slide up/down.  This ticket sat for longer than it should have (though
it never missed a release).  Several competing designs were suggested,
but only one could be made active.  After consideration, I used my own
bindings on the basis that, while some other bindings may be better,
every other configuration repurposed a classic weapons-fire key to
movement.  Returning players who get the "new defaults" on a newly
created pilot profile might be very surprised by having their fire keys
move.  Since these are only defaults, and can be rebound by the player
with a few minutes work, these defaults do not need to be perfect.  They
just need to be an improvement over original Descent.

Delete unexpand-cpp-kconfig-key.py.  It will likely never be needed, and
was added in the prior commit solely to have a file to recover if it
ever is needed.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/214>
2018-05-12 21:13:05 +00:00
Kp 1fd8c184fd Convert kconfig default keys to their CPP define equivalents 2018-05-12 21:13:05 +00:00
Kp e63bbe8c52 Set d_event type at construction 2018-05-12 18:24:19 +00:00
Kp 6ab28cb8cb Use enum for Difficulty_level 2018-05-12 18:24:19 +00:00
Kp ccc2a288f1 Simplify HUD_SCALE_X_AR, HUD_SCALE_Y_AR 2018-05-12 18:24:19 +00:00
Kp 926a7f2a92 Remove useless const qualifier on meddraw static_cast
gcc-8 warns that static_cast<const T>(var) is useless.  Remove the const
qualifier.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:56 +00:00
Kp e69e195a3a Remove useless static_cast<float> in kconfig
gcc-8 warns that static_cast<float>(float_var + 1) is useless.  Remove
the cast.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:55 +00:00
Kp a2be4a89c9 Remove useless parentheses in gamecntl pointer-to-member declarations
gcc-8 warns for useless parentheses around the variable name.  Remove
the parentheses.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:55 +00:00
Kp 6a8930cef0 Remove unnecessary inclusions of compiler-static_assert.h
Various files included compiler-static_assert.h to use the compatibility
macros for compilers that lacked a working C++11 static_assert.
However, some source files used static_assert without this inclusion,
and no one ever reported problems.  From this, assume that no one uses a
compiler which lacks C++11 static_assert.  Remove the inclusions that
were only for the compatibility macro.  Keep the inclusions that use the
assert_equal helper.
2018-05-05 22:33:55 +00:00
Kp 5cafec2268 Use enum for gauges weapon_type 2018-04-30 05:31:16 +00:00
Kp 14dac5042a Factor out count_number_of_objects_of_type predicate
count_number_of_objects_of_type is dsx due to object differences, but
the predicate can be dcx.
2018-04-30 05:31:16 +00:00
Kp 0a5e9eb592 Adapt to Python 3 strict bytes vs str rules 2018-04-30 05:31:16 +00:00
Kp 6dd25cc064 Update num_kills_level/num_kills_total for remote kills
When a remote player destroys a robot, account it on player #0 so that
materialization centers track destroyed robots.  This is required since
player #0 is the only one to generate new robots.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/132>
Reported-by: Sirius-TR <https://github.com/dxx-rebirth/dxx-rebirth/issues/386>
2018-04-30 01:11:29 +00:00
Kp eec2fb39d6 Update num_kills_level/num_kills_total in multiplayer
Materialization centers ("Matcens") have a governor to prevent
overrunning the level in robots.  However, due to a logic ordering
error, multiplayer games failed to record how many robots had been
destroyed, so for the purpose of detecting whether there were currently
"too many" robots in play, the game pretended that no robots had ever
been destroyed.  Therefore, once enough robots had been created to reach
the "too many" threshold, matcens stopped generating robots, regardless
of how efficiently the player(s) had been destroying robots.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/132>
Reported-by: Sirius-TR <https://github.com/dxx-rebirth/dxx-rebirth/issues/386>
2018-04-30 00:54:16 +00:00
Kp 685137d5f5 Fix infinite loop in newmenu default handler
If no character matches the typed character, the loop should exit when
`lb->citem == cc`, which should happen after every entry is visited
once.  However, if no item is selected, `lb->citem == -1`, and `cc` is
never `-1`, so the exit path never triggers.  Rewrite the loop to be
bounded by number of steps, rather than bounded by returning to a
particular offset.  This also protects against undefined behavior if the
menu had zero elements.
2018-04-28 21:58:46 +00:00
Kp 9be90bffde Merge pull #383 "Fix FPS." to github/master 2018-04-28 04:08:28 +00:00
Ronald M. Clifford 6aff08408a Ensure FrameTime > 0 before starting the frame. 2018-04-26 20:27:50 -07:00
Ronald M. Clifford c514e650c3 Fix FPS locking and FPS display implementations. 2018-04-23 15:33:43 -07:00
Ronald M. Clifford a9fb3c9df9 Add missing glDisableClientState call. 2018-04-22 23:31:27 -07:00
Ronald M. Clifford e9d36a29c1 Fix Blocky Filtered option.
[Kp: as discussed in pull #377
<https://github.com/dxx-rebirth/dxx-rebirth/pull/377>, the previous
implementation requested a parameter combination not permitted by
OpenGL.  At best, this error was silently ignored.  Fix the error by
falling through to a switch case statement that sets valid parameters.]
2018-04-23 05:07:15 +00:00
derhass 38815ba10b change SYNC_GL_AUTO mode to disable GL sync if VSync is turned off
Users with disabled VSync might not expect any forced waiting on the GPU,
and the GL sync methods were intented to fix issues with VSync only,
so the new heuristic for SYNC_GL_AUTO is to enable GL sync only if
VSync is enabled, too.

Users can still request to use a specific GL sync method via the
-gl_syncmethod switch, independent of the VSync setting.

[Kp: folded `else { if () }` into `else if ()` to avoid moving
`ogl_have_ARB_sync` lines.  Original change visible at
<https://github.com/dxx-rebirth/dxx-rebirth/pull/381>.]
2018-04-23 04:57:48 +00:00
Ronald M. Clifford 19dbc3c13c
Fix FPS. 2018-04-22 19:28:20 -07:00
Kp 8a16296eb4 Fix -Wunused-variable warning in PNG screenshot code
Global `Viewer` was copied to local `viewer`, and the local should have
been used in this block.  Instead, the global was incorrectly used.
gcc-5 warns for this unused variable.  gcc-6 and gcc-7 incorrectly do
not warn.

Reported-by: Jayman2000 <https://github.com/dxx-rebirth/dxx-rebirth/issues/375>
Fixes: 131c1b9f4d ("Add support for PNG screenshots")
2018-04-15 19:43:38 +00:00
Kp 48b31d84f3 Move FPS to right side and low
Mako88 requests, as have others in the Rebirth forum, that the FPS
indicator be placed on the right side.  Moving to the right side was
quick.  Moving it low, handling all the different rendering combinations
(cockpit, statusbar, fullscreen; standard vs alternate; single player vs
multiplayer), and not overlapping anything in any of them was time
consuming.

If anyone wants more changes in this area, the existing modes ought to
be revisited and unified.  As is, there are pointless inconsistencies
among the modes, which makes it unnecessarily difficult to position an
element correctly.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/122>
2018-04-14 21:36:50 +00:00
Kp 8096af91da Add support for shuffling powerups in anarchy games 2018-04-12 04:19:35 +00:00
Kp ce5d1005dd Restore padding to workaround menu sizing bug
Commit d580328 eliminated junk whitespace in the individual line items
for joinable games.  Unfortunately, this whitespace was not junk.  It
was an undocumented workaround (possibly even unknowing workaround) for
a bug that undercounts the space required to show the header.  Restore
the "junk" padding to force the window back to its old width.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/374>
Fixes: d580328698 ("Combine direct_join allocations")
2018-04-11 04:18:37 +00:00
Kp 732bbd3395 Round screen width/height up to next multiple of 4
Mako88 reports incorrect images captured when using a screen resolution
of 1366x768.  1366 is not a multiple of 4.  Debugging also shows memory
corruption at this resolution, as Mesa writes off the end of the
allocated buffer.  Padding the buffer to tolerate these writes is
insufficient, as libpng then crashes with an alignment fault trying to
read unaligned data from the buffer.  All these problems are eliminated
by rounding the width and height to the next multiple of 4.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/373>
Fixes: 131c1b9f4d ("Add support for PNG screenshots")
2018-04-10 04:13:49 +00:00
Kp 771eecf695 Fix ambient sound effects
Ambient sound effects have always been buggy in certain topologies,
since `ambient_mark_bfs` refuses to cross its own path.  Consider a
corridor:

 L _ _ _ _ _ _ _ _ _ _
     _     _
     _     L

Where L is a lavafall emitting sound, whitespace is insignificant, _ is
a segment, * is a tagged segment, and / is a segment that should be
tagged, but is not.  Let the leftmost L be a lower number segment than
the lower L.  Sound propagation after the first step is:

 L * * * * * _ _ _ _ _
     *     _
     *     L

After the second step, it should be:

 L * * * * * * * * _ _
     *     *
     *     L

However, `ambient_mark_bfs` will stop when it hits the intersection, so
instead the result is:

 L * * * * * / / / _ _
     *     *
     *     L

To further confuse the issue, emitter segments are processed in memory
order, so if the leftmost L is a higher index segment than the lower L,
the lower L will be processed first and the steps will be:

 L _ * * * * * * * _ _
     _     *
     _     L

 L * * * * * * * * _ _
     /     *
     /     L

Rewrite the propagation to record the travel depth remaining at each
node, and permit it to cross a segment with a lower depth remaining than
the current step.  This still stops early when traversal attempts to
backtrack over itself, but permits it to visit, tag, and cross segments
that were previously visited by a different emitter.
2018-04-09 00:58:28 +00:00
Kp 90d2a61c1d Simplify visited_segment_mask_t 2018-04-09 00:58:28 +00:00
Kp 6e9208efcd Simplify test for corrupt IFF file
clang rightly warns for `if (!var&1)`, which parses as `if (!(var &
1))`, which is probably not what the original author intended.
Unfortunately, the author never commented what *was* intended.  The
author might have meant to reject any row with an even length (`if
(!(var & 1))`, but that seems strange in this context.  Remove the `&
1`, which retains the sense of what the code has always done.
2018-04-03 03:20:08 +00:00
Kp 91e7d2960e Switch do_silly_animation robot angle to reference
clang warns for taking the address of unaligned data, but not for taking
a reference to it.  It should warn for both.  The data should be fixed
not to be unaligned, but for now, this change will quiet the warning.
2018-04-03 03:20:08 +00:00
Kp c9da856a90 Fix struct/class class-key mismatch in mglobal
clang warns when a type is declared with `struct`, then instantiated
with `class`.  Change the declaration to `class` to match the
instantiation.
2018-04-03 03:20:08 +00:00
Kp f869a16e35 Move Debris_object_count into d_level_object_state 2018-04-02 03:39:51 +00:00
Kp 64690c3ce8 Fix clang build of similar/main/weapon.cpp
OS X clang warns when a variable is captured but not used.  Linux gcc
does not.  Remove the unused variable.

Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/368>
Fixes: 7da64d3782 ("Add new autoselect-while-firing mode: "when firing stops"")
2018-04-02 03:39:51 +00:00
Kp e08ea9f29a Clear weapon hitobj list on level load 2018-03-31 21:53:01 +00:00
Kp 813d73eedd Pass vms_matrix &to vms_matrix_from_quaternion 2018-03-31 21:53:01 +00:00
Kp 45f59c384b Pass vms_matrix &to vms_quaternion_from_matrix 2018-03-31 21:53:01 +00:00
Kp 18af84a0ab Remove __attribute__((packed)) from quaternionpos
Packed structures cannot be passed by reference, may fail on
alignment-strict architectures, and are bad for performance even on
alignment-tolerant architectures.  Using them for anything other than an
abstract layout declaration is a mistake.  Remove
__attribute__((packed)).
2018-03-31 21:53:01 +00:00
Kp 9b028f26f2 Make eclip_num unsigned 2018-03-31 21:53:01 +00:00
Kp a3871cfefd Tighten eclip::dest_bm_num handling
Instead of testing for -1, test for any out-of-range value.
2018-03-31 21:53:01 +00:00
Kp 29c6d63daa Move flickering light state into structure 2018-03-31 21:53:01 +00:00
Kp c368cf5ddd Simplify ai predicate functions
Many predicate functions only need to return zero/nonzero, and the
callers do not care about the particular value of nonzero.  Use this to
eliminate loads of explicit `1`, instead returning a nonzero value
generated by the test.
2018-03-27 03:49:34 +00:00
Kp 57008a7164 Read/write flickering_light by reference 2018-03-27 03:49:34 +00:00
Kp ac29854007 Reset boss teleport time on boss initialization
User roncli reports[1] an original game bug that prevents boss
teleportation from operating correctly if the program is not restarted
between each campaign.  This is another case of a global variable being
used improperly.  Reset the relevant variables when the boss is
initialized.

[1] https://github.com/dxx-rebirth/dxx-rebirth/issues/366#issuecomment-373199624
2018-03-15 04:05:42 +00:00
Kp e8645b2062 Pass vertex factory to compute_center_point_on_side 2018-03-12 03:43:47 +00:00
Kp 53a1d5f9ce Pass vertex factory to compute_segment_center 2018-03-12 03:43:47 +00:00
Kp ad8fd0f871 Pass valptridx factories to obj_relink 2018-03-12 03:43:46 +00:00
Kp e2b24b37d5 Pass d_level_object_state to reset_objects 2018-03-12 03:43:46 +00:00
Kp 44bba9d2a2 Pass valptridx object factory to obj_link 2018-03-12 03:43:46 +00:00
Kp daf87ac23a Pass valptridx object factory to obj_link_unchecked 2018-03-12 03:43:46 +00:00
Kp 0db5a2104e Pass valptridx factories to obj_unlink 2018-03-12 03:43:46 +00:00
Kp d2bad9845c Pass weapon_info_array to object_is_clearable_weapon 2018-03-12 03:43:46 +00:00
Kp 15b59a4b44 Pass d_level_object_state to obj_free 2018-03-12 03:43:46 +00:00
Kp 652b69f2a8 Pass Objects to obj_detach_all 2018-03-12 03:43:46 +00:00
Kp b00317bb1f Pass Objects to obj_detach_one 2018-03-12 03:43:46 +00:00