Some bitblt code had guards of the form:
#if A
xxx
#if !A
yyy
#endif
zzz
#endif
If A is true, !A is false, so the inner block can never be included.
Delete it.
In multi_do_frame(), replace call to window_close(Game_wind) with returning window_event_result::close whenever multi_quit_game is true. Only using this return value where multi_do_frame() is directly called by GameProcessFrame(). multi_quit_game will only be set back to 0 when a new multi game is started.
Closing a window within its handler is problematic - it can result in an unstable state.
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to when there is a failure in net_udp_level_sync(). Closing a window within its handler is problematic - it can result in an unstable state.
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to whenever newdemo_stop_playback() is called. Closing a window within its handler is problematic - it can result in an unstable state.
`struct object_rw` is poisoned prior to initializing and sending it.
However, some fields are legitimately unininitialized (other than their
memset or poison value) at send time. Add and use a poison variant that
can clear those fields, without marking them unreadable.
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
Clang rejects a declared (but never defined and never used) `static`
function. Change the declaration to be the value of a macro that will
be expanded only when the function is both defined and used.
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/295>
Fixes: 55822d0b4d ("Add wrappers for more precise Valgrind physfs diagnostics")
Valgrind warns when writing uninitialized data to a file. The Descent
savegame format requires writing certain fields that are no longer used.
Set those fields to 0 to prevent leaking stack data into the file.
zicodxx reports that f7d0c85 made the thief bot passive and timid.
His analysis suggests that the problem is because f7d0c85 changed
find_connected_distance to return vm_distance::maximum_value() in places
where it previously returned magic values that were not maximum (caching
a distance of F1_0*1000 and returning a distance of -1). Rather than
try to fix the underlying code that relied on these magic values, revert
those return paths to return these unusual values. Move the unusual
values to named constants in file scope so that they are easier to find
and correlate.
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/286>
Analyzed-by: zicodxx
Fixes: f7d0c853ba ("Use special types for distance/magnitude")
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.
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.
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")
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.
Previously:
constexpr vTYPEptr{};
constexpr vcTYPEptr{};
Now:
__attribute_unused static vTYPEptr{};
constexpr vcTYPEptr{}; // unchanged from above
This is necessary for future work. It should have no user observable
effects for now.
Use a compound statement to cache the success condition as a local
boolean, then reference the local in the macro expansions. This should
hint to the optimizer that this is always the same expression, which
should encourage it not to repeat the test in the generated code.
Actual results vary. x86_64-pc-linux-gnu-g++-5.4.0 generates code that
is bigger, but uses fewer instructions.
This preserves virtually all game information, including active fire. The saved game 'gamesave.sge' can also be loaded with File->Restore Game State. The level can still be saved as usual (but it warns the user if there's an unsaved game state). This functionality may be useful for testing (or cheating! ;) )
Various points in the game code call `hide_menus()`, then later use
`show_menus()` to reverse the effect. If the forcibly hidden window is
deleted before `show_menus()` is called, the attempt to show it would
write to freed memory. Add a hook to forget those windows when they are
deleted, so that `show_menus()` does not try to make them visible later.
Commit 1c8ad24 removed all reads of `wind`, but did not remove its
assignment or declaration. This breaks the build with gcc due to
-Wunused-but-set-variable.
Fixes: 1c8ad24da3 ("Check for window_event_result::deleted for ui_get_filename polling loop")
Commit 917f079 removed all reads of `wind`, but did not remove its
assignment or declaration. This breaks the build with gcc due to
-Wunused-but-set-variable.
Fixes: 917f079f02 ("Check for window_event_result::deleted in ui_dialog_do_gadgets")
This reverts commit 3c20c24ac0.
Rebirth no longer contains the Descent memory manager, but Rebirth still
has many traces of the paging support used in the DOS version. One of
the unfortunate and subtle traces of this support is that it allocates a
contiguous buffer for game data and loads many of the games bitmaps into
that buffer. The buffer is large enough for most workloads, but not
all. When the buffer is too small, it is discarded by
piggy_bitmap_page_out_all and rebuilt piecemeal to contain only what it
needs. Fixing this would be nice, but the memory ownership rules are
messy. The performance consequences of the legacy approach are not
sufficient to justify the effort to fix this properly. Instead, revert
to the legacy design.
To recognize getaddrinfo as supported, require that the AI_* flags
passed to it be usable:
- AI_NUMERICSERV must be defined as a number or be undefined
- If ipv6=1, then AI_V4MAPPED and AI_ALL must be defined as numbers
When getaddrinfo is used, raise _WIN32_WINNT from 0x501 to 0x600.
Otherwise, lower it to 0x500.
Constructing valptridx::basic_ptr with a known-invalid magic index does
not require an array. Simplify the static_assert to reject uses of
factory functions with known-invalid magic index values. Fix the two
sites that fail with the stricter static_assert.
When File->'Play in 320x200' is chosen, use StartNewGame(Current_level_num). For now use create_new_mission and Current_level_num = 1 every time. Also remove the now redundant hacks GM_EDITOR and editor_reset_stuff_on_level.
The functions med-mark-start and med-mark-end don't exist - that's fine, still read the rest of the menus, so it can actually properly 'hide' the help menu after it's clicked on.
If a game was playing, continue playing. If it was in the main menu, return to the main menu. (If all files are put in place the editor can load again.)
As the UI_DIALOG client is now responsible for freeing all gadgets (via unique_ptr's), this function now causes issues where it attempts to access freed gadgets (resulting in std::runtime_error("unknown gadget kind") exception when closing the AI Properties dialog on my Macbook, for example). Removing the offending function fixes the issue.