Most callers do not need it, and it is only vaguely related to the
purpose of measuring a particular string. For those callers that need
it, lift it out.
Some targets only ever use GUI warn functions. On those targets:
- initialize `warn_func` to `msgbox_warning` at compile time
- remove the runtime initialize of warn_func in main
On targets which do not call `clear_warn_func`, preprocess out its
declaration and definition.
Taken together, these changes allow some targets not to define
`warn_printf`.
On x86_64-w64-mingw32, `uint_fast32_t` is `unsigned int`. Use the
appropriate format macro for it, instead of writing `lu` and expecting
that `uint_fast32_t` will be `unsigned long`.
gcc-7 warns if a structured binding defines a variable, and then does
not use it. Suppress the warning, since the binding is needed in the
non-editor build.
1024 is excessive. 128 leaves 25 bytes unused on Trainee (the longest
difficulty string, tied with Hotshot) at time 0:00:00. A player who
reached double-digit hours for both time on level and time in game would
need 2 bytes more. A player who rescued 100 hostages would need another
2 bytes.
Push the computation up, so that invocations that differ only in the
length of their expression strings will resolve to the same template.
Rework unchecked_partial_range not to take expression strings if they
will not be used.
Add a helper to deduce the enum type of a value, and use an appropriate
std::underlying_type<T> expression for that enum type. This avoids the
need to repeat the type of the enum at the site of each cast, and moves
the casts into the helper to make the callers easier to read.
- Use std::iota to initialize the translation array
- Switch from conditionally using either a linear count or the array to
always using the array. In non-random mode, the array is initialized
and never shuffled, so it should produce the same effect as using the
linear count, but avoids a branch in the loop.
- Switch to using std::shuffle driven by std::minstd_rand, rather than
an inline swap loop using d_rand() to pick indices.
- Reorder the shuffle logic to have exactly one invocation in each game,
so that the shuffle call itself can be eligible for inlining.
- Use std::uniform_int_distribution to decide whether to reshuffle in
Descent 2. Maintain the original logic that reshuffling happens 25%
of the time.
clang-12 warns when the format string checking logic indexes off the end
of a very short format string to PHYSFSX_printf. In each case, the call
had no variadic arguments, so it can be switched to PHYSFSX_puts_literal
to make the code simpler and eliminate the warning.
A robot that is rendered may be woken later, subject to some conditions.
Move the easily checked conditions into the renderer, so that robots
which will not be woken are never recorded.
Commit d0d7545ec1 ("Unload robot movies on exit") intended to shorten
the lifetime of the loaded data, but failed to save the unique_ptr, so
the lifetime was shortened more than intended. Save the unique_ptr so
that the movies remain loaded.
Also, add a [[nodiscard]] annotation so that the compiler can warn if
this mistake is repeated.
Reported-by: Q3BFG10K <https://github.com/dxx-rebirth/dxx-rebirth/issues/599>
Fixes: d0d7545ec1 ("Unload robot movies on exit")
The previous commit removed an incorrect double scaling of the player's
weapon sounds, which will make all such sounds louder. Players with
their FX volume set to maximum will now have twice as loud a sound.
Halve the intensity in the source to return to the volume such players
would have had before. Players with an FX volume less than maximum will
still get a somewhat louder sound than before.