The minimum supported compiler versions now provide a depth-efficient
implementation of std::make_index_sequence, which removes the last
reason to carry a private implementation. In the case of clang, it
appears to have a special compiler intrinsic used to implement its
std::make_index_sequence.
Switch to the compiler-provided version for both gcc and clang.
The historical savegame format cannot support finding a mission in a
subdirectory. Add a backwards-incompatible modification to store the
full path in the savegame, and store it in a way that old versions will
fail gracefully.[1] When loading demos, or legacy savegames, search for
the mission in all available directories. Demos are still written with
an unqualified path because the demo loading code would crash if given
an oversized path. Mission names sent over the network as part of
multiplayer use the guess logic now, so that guests do not need to have
the mission in the same path as the host.
[1] Versions affected by issue #486 may fail ungracefully.
Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/491>
- In D2X, do not accept Descent2-specific directives from Descent 1
`.msn` files.
- Set the descent_version field correctly in the `mle`. Previously,
`.msn` was set to descent1 and all `.mn2` were set to descent2,
regardless of whether the `.mn2` used `name`, `xname`, `zname`, or
`!name`.
- Avoid rewinding the file and rereading the same line while checking
the possible name types.
- Avoid recomputing end-of-string when it is already known.
- Avoid re-reading the mission file's version when the mission is
chosen. Instead, use the version that was recorded when the mission
was loaded into the mission list. This also fixes a bug where Descent
1 `.msn` files would be classified as descent_version_type::descent2
since both use `name =`, but that string has a different meaning
depending on whether the file is `.msn` or `.mn2`.
endlevel wants to freeze the console player's last in-mine position.
Instead of copying the position out and back, refactor the flow to let
endlevel skip the update of the position.
Only the console player's last position needs to be remembered across
frames. Copy the console player's position out before processsing
object movement. For all other objects, retain a temporary for use by
the position recovery code.
Various functions need to access both `shared_segment` and
`unique_segment` data. Using `segment &` for this blocks eliminating
the `segment` type. Add `susegment` and type aliases to it.
`susegment` records a reference to a `shared_segment` and a
`unique_segment` together, so that users cannot accidentally mismatch
`shared_segment` #1 with `unique_segment` #2 when passing references
down to a function which needs both `shared_segment` and
`unique_segment`.