- 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.
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>
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.
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
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.
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>
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>
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. ...")
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.
GCC std::remove_if overwrites removed elements using:
*dstiter = move(*srciter);
This is fine for normal containers, but produces incorrect results when
*dstiter returns a proxy object instead of a reference. In that case,
the proxy object is move-assigned from the source, then goes out of
scope. If the move assignment did not write to underlying storage, as
valptridx proxy objects do not, then incorrect results occur. This
broke ActiveDoor handling (fixed in 4a01fab66d98[1]) and has been a trap
waiting to recur. Apply reference-qualifiers to valptridx objects so
that move-assignment requires an lvalue for the left-hand side. This
permits normal use of move-assignment, but forces a compile error if
std::remove_if or similar are used on valptridx proxy objects.
[1]: 4a01fab66d
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")
Per C99, this code was always wrong. The results of `snprintf` are
undefined if the target string array and one of the supplied input
arguments refer to the same buffer. In practice, this particular usage
happened to work by wastefully copying a string onto itself, then adding
more content at the end. Switch to appending properly, which also fixes
the gcc-8 -Wrestrict warning.
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
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.
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)).
gcc-5 rejects `constexpr bool DefiningMarkerMessage() const` because
`d_marker_state` is not literal. Later versions of gcc accept this, but
the `constexpr` is not useful here since one term is a runtime variable.
Remove `constexpr`.
Also, modify the definition of `marker_message_text_t` and
`d_marker_state` to encourage the compiler to initialize `MarkerState`
at compile time instead of load time.
Fixes: 49a4ac1c0e ("Move more marker state to d_marker_state")
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
If !defined(DXX_HAVE_CXX_BUILTIN_FILE_LINE), the default value is
omitted, but the comma between values is still required. The comma was
incorrectly guarded, so it was present only when a default value was
set.
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/361>
Fixes: 544fc0f893 ("Add support for increased precision of gamelog timestamps")
- Enable display of subsecond (Linux: microseconds; Windows:
milliseconds) precision on gamelog timestamps.
- Add disabled support for YYYY-MM-DD leaders on gamelog timestamps.
Activate it by defining DXX_CONSOLE_TIME_FORMAT_YMD to true.
- Add disabled support for capturing caller __FILE__, __LINE__ in calls
to con_printf, con_puts. Activate it by defining
DXX_CONSOLE_SHOW_FILE_LINE to true. If captured, write those to
gamelog after the timestamp and before the text. This feature (and
only this feature) requires that DXX_HAVE_CXX_BUILTIN_FILE_LINE be
defined, which is conditional on if the compiler has __builtin_FILE()
and __builtin_LINE(). If the compiler lacks this support, attempts to
enable this feature are ignored.
- Switch to using GetLocalTime on Windows.
This code was part of a feature abandoned before retail. It cannot be
usefully used in campaigns. Remove it to reduce code size and simplify
later changes.
Commit f4b21088a0 ("Track vulcan ammo explicitly") fixed an original
retail bug that prevented the thief from stealing energy weapons,
because the thief could only steal weapons for which the player had ammo
and energy weapons never have ammo. This went unremarked for several
years, until a recent report of the new semantics as a game-breaking
regression because the thief is now "ridiculously potent".
Address this report, as well as an intermittently raised issue from
various users over time, by adding two new knobs to both the single
player "Gameplay" menu and the multiplayer setup screen: "Remove Thief
at level start" and "Prevent Thief Stealing Energy Weapons".
"Remove Thief" deletes the thief object during level load. It has no
impact on save games, and changing it after entering a level has no
effect on any thief already in the level.
"Prevent Thief Stealing" is checked at the moment of theft and, when
enabled, prevents stealing primary weapons other than Vulcan/Gauss.
This can be changed at will in single player and is immediately
effective. In multiplayer, this option can only be changed by the game
host in the pre-game setup.
For both knobs, there is one pair of checkboxes to control this as a
player preference, which applies in single player games. There is a
second pair of checkboxes in the multiplayer setup, which applies only
to multiplayer games. Therefore, in multiplayer, the host chooses thief
settings and all clients use the host's choice. The host may configure
the thief differently in multiplayer from how the host plays in single
player.
For users who wanted to remove the thief, no specific tally has been
kept for who requested it or when. Now that the code is being updated,
this is thrown in as an easy addition.
Reported-by: MegaDescent <http://forum.dxx-rebirth.com/showthread.php?tid=980> (for the thief stealing energy weapons as a game-breaking regression)
Many of these locals are wasteful, since they are always sized to the
biggest buffer required. This is the minimal and safe solution. Future
work will tune them to the correct size.
d2x::segment has all members of d1x::segment, as well as two new members
exclusive to d2x::segment. Structure layout is such that d1x::segment
requires the same size allocation, and places anonymous pad members in
the locations that become named members in d2x::segment. Thus, reusing
d2x::segment for d1x::segment does not change the size of the structure
nor the offsets of any members used. This reuse may enable some
functions to be better shared by the dsx project.
`value` is generic and unclear. It is always meant to be used as an
index into the Station array, so rename it `station_idx` to show this.
Define and consistently use `station_none` to represent that no station
is assigned.
Using precompiled headers includes vers_id.h into
similar/main/newdemo.cpp. gcc-4.9 reports a conflict between vers_id.h
`extern const char g_descent_build_datetime[21]` and newdemo.cpp macro
generated `extern const char g_descent_build_datetime[]`. The size is
only needed in the definition, so remove it from the declaration to
align with the macro-generated extern.
Delete stub "compiler-type_traits.h" header. Redirect all uses to the
standard <type_traits> header.
git grep -wlz 'compiler-type_traits.h' -- '*.cpp' '*.h' | xargs -0 perl -p -i <<EOF
BEGIN {
$i = 0;
}
if (($i == 1 && $_ eq "\n") || ($i < 2 && /^#include "/)) {
# First blank line or first user-include after a system-include.
# Print, then never again for this file.
print "#include <type_traits>\n";
$i = 2;
} elsif ($i == 0) {
$i = 1 if (/^#include </);
} elsif ($_ eq "#include \"compiler-type_traits.h\"\n") {
# Remove this line if found.
$_ = '';
}
# Reset state machine when moving to next file.
$i = 0 if eof;
EOF
All supported compilers have an acceptable <type_traits>. Commit
4cb3d46148 ("Move <type_traits> test to Cxx11RequiredFeature") made
<type_traits> support mandatory in August and no one has objected.
Remove the indirection and use namespace std directly for type_traits
members.
Early unification efforts missed this one because it was in gamemine.c
for Descent 1, but segment.c for Descent 2. Move it to gamemine.cpp for
both, so that it can be static for both games.
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const. Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:
im#PREFIX -> allow-invalid+mutable
ic#PREFIX -> allow-invalid+const
vm#PREFIX -> require-valid+mutable
vc#PREFIX -> require-valid+const
Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual. All other changes are generated by:
git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'
for the 'm' prefix and:
git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'
for the 'i' prefix.
Hat labels reserve an extra character for the arrow, which partially
masked this error. When used buttons requires more characters than (1
+ used hats), the buffer had insufficient space and the label was
truncated.
x86_64-w64-mingw32-g++ -Wformat handling misparses the std::size_t
format string, causing a spurious error.
common/main/valptridx.tcc: In function 'void untyped_index_mismatch_exception::prepare_report(const char*, unsigned int, const void*, long int, const void*, const void*, char (&)[229], std::size_t)':
common/main/valptridx.tcc:36:182: error: format '%u' expects argument of type 'unsigned int', but argument 7 has type 'std::size_t {aka long long unsigned int}' [-Werror=format=]
This occurs even though the processed text uses %I64u (which is correct
for a `long long unsigned int`), not %u as shown in the error message.
static void prepare_report(const char *const filename, const unsigned lineno, const void *const array_base, const long supplied_index, const void *const expected_pointer, const void *const actual_pointer, char (&buf)[report_buffer_size], const std::size_t array_size)
{
snprintf(buf, sizeof(buf), "%s:%u: " "pointer/index mismatch:" " base=%p size=%" "I64u" " index=%li expected=%p actual=%p", filename, lineno, array_base, array_size, supplied_index, expected_pointer, actual_pointer);
}
In practice, all such sizes will fit in `unsigned int` because they are
the dimension of an array of large structures. Switch all platforms to
use `unsigned long`, which works everywhere and is at least as big as
`unsigned int`. Using `unsigned long` produces the same size as
`std::size_t` on all platforms other than Win64, where `unsigned long`
is only 32 bits due to the strange LLP64 model Microsoft picked.
Commit b32298df5a ("Rewrite powerup cap
code to centralize logic") centralized powerup cap code in the
powerup_cap_state class.
Commit 901a554e96 ("New powerup management
code: Addeed functions and packet type to ...") removed all use of
powerup_cap_state, but left the dead implementation present.
Commit 479f5ed584 ("Fix 'format specifies
type 'unsigned short' but the argument has type 'unsigned char''
warning") switched the already dead (but still compiled) code from %hu
to %hhu to fix a warning on OS X. Although the commit was written by
Chris, it was my suggestion to use %hhu. I neglected to test Windows
before suggesting it, so the change went in even though Windows does not
accept %hhu; this broke the Windows build. Fortunately, the code had
been dead for 11 months when the change was made, so the fix for Windows
is to remove the long dead code.
Descent 1 has no headlight powerup. Code to read headlights was
incorrectly added in 357e1b0144, but no code was added to write
headlights, so the Descent 1 lighting code checked for headlights that
never existed. Guard the headlight global variables and the associated
logic with if(D2).
Fixes: 357e1b0144 ("Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)")
Expose sphere_intersects_wall and call it directly from
boss_fits_in_seg, so that boss_fits_in_seg does not need to modify the
position and segment of the boss during the test.
If boss has teleported before, even before a loaded state was saved, play the boss looping sound immediately when loading the saved game (if near the boss). Resolves issue #326.
When objp is nullptr, ai_door_is_openable assumes Buddy_objnum is a
valid object number, but this assumption is not guaranteed to be true.
When it is false, the game crashes. This crash can be triggered by a
brain robot trying to make nearby robots snipe.
Fix the crash by passing the robot of interest.
Reported-by: Yarn <http://www.dxx-rebirth.com/frm/index.php/topic,2165.0.html>
Macro LINE_SPACING previously used global grd_curcanv implicitly.
Change it to take a canvas argument. Change all callers to pass
grd_curcanv, so that usage is explicit.
As a macro, it always refers to the global grd_curcanv. This interferes
with converting canvas handling to be an argument. Expand GWIDTH so
that uses of grd_curcanv can be changed individually.
Movement handling has an ugly hack that tries to grab powerups near the
console player, but it reuses general collision handling and fails to
check whether the player is alive.
Add a liveness check. Place the check so that it happens once, before
the objects are scanned, rather than being needlessly repeated for every
object.
Refactor the collision code to let the movement hack skip the parts it
does not need.
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275816259>
Kreator proposed restoring the Descent 2 cheat that grants homing
capability to all weapons. This commit implements that proposition,
with some changes to the implementation details.
Based-on-patch-by: Chris Taylor <chris@icculus.org>
Requested-by: Chris Taylor <https://github.com/dxx-rebirth/dxx-rebirth/pull/318>
Contains 2 calls - to obj_create and init_ai_object. For safety reasons and tidiness compared to using obj_create directly. The call to init_ai_object in recreate_thief was already redundant.
Use std::equal_range to find the upper and lower bounds in a single
binary search, rather than relying on a linear search to find the first
sought element.
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.
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.
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.
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.