Commit graph

251 commits

Author SHA1 Message Date
Kp 394d9e1b80 Pass canvas to g3_draw_rod_tmap 2017-02-11 21:42:40 +00:00
Chris Taylor e76c8cf264 Fix bug #306 where a client in a multiplayer game hitting a wall fails an assert
Initialise ConsoleObject->mtype.phys_info.flags in reset_player_object() instead of adding flags. The only place this was initialised properly was when reading the player object from disk.
2017-01-15 18:11:54 +08:00
Kp 6d3fb34268 Abstract out last_hitobj management 2017-01-15 00:03:13 +00:00
Kp 5201218e20 Fix D1 build
Commit 4cc801f changed `object_move_one` to return `window_event_result`
instead of `void` and added a default return value at the bottom.
However, it added the value inside a `#if D2` block, so the D1 build now
fails with:

    similar/main/object.cpp: In function 'dcx::window_event_result d1x::object_move_one(d1x::vobjptridx_t)':
    similar/main/object.cpp:1627:7: error: variable 'result' set but not used [-Werror=unused-but-set-variable]
    similar/main/object.cpp:1866:1: error: control reaches end of non-void function [-Werror=return-type]

Move the return statement out of the conditional block to fix both these
errors.

Fixes: 4cc801f42f ("Remove calls to window_close(Game_wind) when game finished or over")
2017-01-13 03:19:19 +00:00
Chris Taylor 4cc801f42f Remove calls to window_close(Game_wind) when game finished or over
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.
2017-01-08 21:08:50 +08:00
Kp 77c22d3a7f Pass canvas to gr_settransblend 2017-01-01 00:45:44 +00:00
Kp fe0c97ebb9 Move Player_eggs_dropped to player_info 2016-12-10 17:51:09 +00:00
Kp 0c219e596e Use enum for object movement type 2016-11-20 23:12:00 +00:00
Kp 4497812674 Use enum for object type 2016-11-20 23:12:00 +00:00
Kp e4afb78124 Fix undefined access to ai_info of non-robots
Only robots have ctype.ai_info.  Skip the sniper special case for
objects that are not robots.
2016-11-19 18:09:26 +00:00
Kp dc881ec12d Merge pull #266 into master 2016-11-19 18:09:26 +00:00
Kp 382d337118 Switch obj_get_signature to std::any_of
Also, split the predicate into separate statements to improve the output
of analysis tools.
2016-11-19 17:24:53 +00:00
Chris Taylor cc3f35649f Change all occurrences of "Couldn't" to "Could not" for consistency ("Could not" is more common and wins).
Not touching TXT_COULDNT because it's stored separately in hog file.
2016-11-13 13:27:18 +08:00
zico dafd4a69be Fixed and revamped 30f9233b36e9e546a7479fd152331b7b0d689d47: initialize segnum for objects during object syncing only. Should only be required for OBJ_NONE but since net_udp_read_object_packet() does only process changed objects and setting segnum in init_objects() isn't desired, this initialization is applied to all objects (except the host player object) before the sync process. 2016-11-12 15:52:16 +01:00
Kp b19e93cc04 Skip tracking idx in obj_get_signature 2016-11-10 04:22:19 +00:00
Kp 188ef99536 Assert that newly allocated objects are type OBJ_NONE 2016-11-10 04:22:18 +00:00
zico 30f9233b36 Reverted 2e6aa0f081 and partially reverted 7064fcccba to still allow segnum and signature init for multiplayer games, keeping consistency during object sync. 2016-11-08 14:16:26 +01:00
Kp a59de2860e Poison more undefined variables 2016-11-06 17:12:03 +00:00
Kp 7ccd537362 Fix build break from 30f9233
Commit 30f9233b36 introduced a test for
Game_Mode, which does not exist, rather than Game_mode, which does
exist.  However, the test for game mode is unnecessary.  Objects of type
OBJ_NONE are always in segment_none and no object of any other type
should be in segment_none.  Use that fact to test obj->type instead of
obj->segnum during multiplayer object clobber, so that multiplayer can
overwrite unallocated objects without accessing any undefined fields and
without making object::segnum a defined field.

Fixes: 30f9233b36 ("Reverted 2e6aa0f081 and partially reverted 7064fcccba to still allow segnum and signature init for multiplayer games, keeping consistency during object sync.")
2016-11-06 17:12:03 +00:00
Kp e231fb7d3a Restructure object linkage checks
Move the main part of obj_link into obj_link_unchecked.  Implement
obj_link as sanity check assertions followed by a call to
obj_link_unchecked.  Remove caller-side writes that were present solely
to bypass the assertions, since the assertions can now be bypassed by
calling obj_link_unchecked directly.
2016-11-06 17:12:03 +00:00
Kp b75a2e4a68 Pass object &to obj_create_copy 2016-10-29 23:16:18 +00:00
Kp c4cfe54010 Return literal object_none on object_none error path
gcc generates better code for:

	if (variable == magic_constant)
		return magic_constant;

than it does for:

	if (variable == magic_constant)
	    return variable;

even though the two have the same result.  Switch to the form which
generates slightly better code.
2016-10-29 23:16:15 +00:00
Kp f21abc94cb Move player::hostages_on_board to player_info 2016-10-15 00:53:19 +00:00
Kp c1d9c40931 Convert various valptridx accesses to use factory functions 2016-10-15 00:53:18 +00:00
Kp 599bf21b7d Remove paranoid debug-only object checks
These have never been observed to trigger.  Memory corruption prevention
is much better than it was when these were written.
2016-10-15 00:53:17 +00:00
Kp 1dcacefc9c Pass player object to check_trigger 2016-10-02 00:34:47 +00:00
Kp a62cc369ab Expand get_local_player_shields
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp ce65735c04 Expand get_local_player_flags
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp 1b321ac0c6 Expand get_local_player_secondary_ammo
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp 62b58e9890 Move OGL to dxxsconf.h; rename to DXX_USE_OGL
Rename symbol OGL to DXX_USE_OGL to show that it is a DXX
symbol, not one inherited from a library.  Move it to dxxsconf.h to
shorten the command line.

This is a mostly automated transform, but the changes to SConstruct were
manual.

git grep -lzw OGL -- '*.h' '*.cpp' | xargs -0 sed -i -e 's/\(\s*#\s*if\)def\s*OGL/\1 DXX_USE_OGL/' -e 's/\(\s*#\s*if\)ndef OGL/\1 !DXX_USE_OGL/' -e 's/\(\s*#\s*if !\?\)defined(OGL)/\1DXX_USE_OGL/'
2016-09-24 18:06:11 +00:00
Kp 6a3ded191f Move EDITOR to dxxsconf.h; rename to DXX_USE_EDITOR
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library.  Move it to dxxsconf.h to
shorten the command line.

This is a mostly automated transform, but the changes to SConstruct were
manual.

git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
2016-09-11 18:49:16 +00:00
Kp 198b068da6 Expand get_local_player_energy
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-09-11 18:49:13 +00:00
Kp 8a46462846 Move lavafall_hiss_playing into player_info 2016-07-24 04:04:25 +00:00
Kp 8fef6a07b4 Pass const object_base to obj_unlink 2016-07-23 04:10:43 +00:00
Kp 3272caed7d Cache reference to local player energy 2016-07-03 00:54:16 +00:00
Kp 15f2471be0 Cache reference to local player shields 2016-07-03 00:54:16 +00:00
Kp 3b0fccd899 Cache reference to local player secondary ammo 2016-07-03 00:54:15 +00:00
Kp d31f05d89c Pass object_base &to spin_object 2016-04-23 17:59:47 +00:00
Kp d3653c92d8 Pass object_base &to start_player_death_sequence 2016-04-23 17:59:47 +00:00
Kp 2188542f2e Pass object &to set_robot_location_info 2016-04-23 17:59:47 +00:00
Kp e4d1956674 Pass object_base &to obj_detach_one 2016-04-23 17:59:47 +00:00
Kp 5e734d8f38 Pass object_base &to obj_detach_all 2016-04-23 17:59:47 +00:00
Kp 89eb173013 Move draw_object_blob to namespace dcx 2016-04-06 03:34:14 +00:00
Kp c2905bda23 Move check_warn_object_type to namespace dcx 2016-04-06 03:34:13 +00:00
Kp b5afcc4605 Combine draw_object_blob calls to g3_draw_bitmap 2016-04-06 03:34:13 +00:00
Kp 5b3a36e6b8 Remove valptridx operator-(P *, A &) 2016-04-06 03:34:13 +00:00
Kp aaaabfeb31 Fix count of hostages lost
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/186>
Fixes: c0ca1248fd ("Simplify hostage lost message")
2016-03-09 02:18:52 +00:00
zico 901a554e96 New powerup management code: Addeed functions and packet type to keep track of original and current level inventory as well as player and thief inventories. Calling maybe_drop_net_powerup() for all ammo based weapons except Concussion missiles. Limiting maybe_drop_net_powerup() to only spawn items missing from initial level inventory. Added function to let host respawn items that were lost for whatever reason. Expanded maybe_drop_net_powerup() and child functions to be able to drop item based on a random player. Changed back maybe_drop_secondary_weapon_egg() to its original behavior, dropping 3 of each type max. 2016-02-25 14:11:08 +01:00
Kp f4e1ebb576 Remove unnecessary gr_setcolor calls 2016-02-12 04:02:28 +00:00
Kp 553b313099 Use vwallptr 2016-02-12 04:02:28 +00:00