This makes the alignment data structure `chunk` private to interp.cpp,
and allows most files to ignore whether DXX_WORDS_NEED_ALIGNMENT is
enabled, thus improving the ccache hit rate.
kajott reports that on Raspberry Pi systems, "Medium Hulk and Heavy Hulk
models were missing their heads". This impacts all systems with
words_need_alignment=1, and was introduced by logic that tried to
truncate invalid polygon models, which was added because such models
often crashed the game. The validation logic used the original size of
the polygon model data, which is correct on systems with
words_need_alignment=0, but can be too small on systems with
words_need_alignment=1 if the polygon model was enlarged as part of
aligning it. Such systems would refuse to read past the original,
shorter, length, and then declare the model to be broken and truncate
it. Fix this by reloading the length from the polymodel structure after
the alignment logic is applied.
Reported-by: kajott <https://github.com/dxx-rebirth/dxx-rebirth/pull/519>
Fixes: 42a2e3ab0b ("Avoid crash loading polymodels with invalid subcalls")
lengthof was added to provide the size of C arrays. C++17 std::size is
now available, and can serve the same purpose. Remove the custom
lengthof.
The generated code is the same in both cases, other than the change in
line numbers caused by removal of the #include directives.
Use an enum class to prevent implicit conversion between trigger
behavior flags and other integers. Fix up various resulting breaks,
which look like bugs:
- Descent 2 editor mode could modify trigger::flags, but used
TRIGGER_FLAG_* values, which specify the actions for a Descent 1
trigger when it executes, not the behavior properties for a trigger.
- Adding a trigger set its flags to 0, then cleared all flags except
TRIGGER_ON. Since the flags were just set to 0, the mask operation is
useless. Remove it.
- trigger_turn_all_ON cleared all flags except TRIGGER_ON. This seems
to be completely wrong. Change it to remove
trigger_behavior_flags::disabled. Descent 1 has no (working) support
for disabling triggers, so make trigger_turn_all_ON exclusive to
Descent 2.
- wall_restore_all would enable TRIGGER_ON in both games. Descent 1
never reads TRIGGER_ON. Descent 2 uses this field for trigger
behavior flags, and TRIGGER_ON is not a behavior flag.
- For Descent 1 builds, remove the modification of the field.
- For Descent 2 builds, change it to clear
trigger_behavior_flags::disabled.
Similar to 09eff19a66, _g3_draw_poly can
store the control information on the stack to avoid an allocation, since
the total size is bounded and relatively small.
Similar to 09eff19a66, _g3_draw_tmap_2 can
store the control information on the stack to avoid an allocation, since
the total size is bounded and relatively small.
This was once a compatibility shim, but compiler support for std::begin
has been required since 5e434cbe95 and no
issues have been reported. Flatten the include tree by removing this
header and using the STL names directly.
A declaration is useful if it declares an external function. A static
inline declaration, if not followed by the definition later in the same
translation unit, will not be useful. Remove such declarations, and
rely on using the definition as a declaration for those files that
actually call partial_range() or similar functions.
This fixes PCX loading in the non-editor build. PCX loading broke in
3114874713 because it switched from PHYSFSX_openReadBuffered to a call
which did not handle the presence of the marker byte in the filename.
The from_hog_only flag has not been properly supported since the
introduction of PHYSFSX_openReadBuffered in
8b323e7214. Editor builds ignored it on
purpose, and non-editor builds pretended to respect it, only to then
ignore it down inside PHYSFSX_openReadBuffered. For consistency with
code paths that do not use PHYSFSX_openReadBuffered, disable the bypass
in PHYSFSX_openReadBuffered and remove the code in show_title_screen
that applied the flag.
Reported-by: Jayman2000 <https://github.com/dxx-rebirth/dxx-rebirth/issues/510>
Fixes: 3114874713 ("Delegate PCX loading to SDL_image")
The automap code keeps a mostly-private secondary copy of control_info.
The change to reset control_info before the event loop reset the main
copy of control_info for the automap, not the copy that the automap
actually used. Fix this by passing the desired control_info to relevant
functions instead of always using the global variable Controls.
Fixes: c621a970c6 ("Reset kconfig counters once, before the event loop")
This field is used in the SDL build for rendering. In the GL build, its
only purpose is for the editor to write it to a PIG file. Change that
one use to compute the value as needed. Move all other references
behind a preprocessor test for !DXX_USE_OGL. This shrinks the size of
grs_bitmap by 1 pointer, since the compiler added padding after
avg_color up to the size of the next aligned pointer.
This adds a new dependency, but most systems likely already have
SDL_image installed. Use of SDL_image can be disabled, but this is
discouraged, because various in-game interfaces assume the use of the
original background.
The old implementation automatically corrected for filename case. The
new implementation expects that the supplied filename can be passed to
PYHSFS_openRead as-is. All known uses in-game have been corrected to
satisfy this requirement. If the new stricter match requirement becomes
a problem, a variant of PHYSFSRWOPS_openRead that adjusts filename case
could be created for use here.
- Update install instructions
- Update ebuild
- Update Arch PKGBUILD
gcc-10 warns that the game information text may be truncated, because it
overestimates the maximum possible length of some strings. Handle the
warning by changing the format string to explicitly truncate these
strings at their maximum legal lengths.
gcc-10 warns that if immediate_directories were very large, the sprintf
result would be truncated. This is true, but a user is extremely
unlikely to have enough directories to trigger this code path. Handle
the warning by explicitly returning an empty string if truncation would
otherwise occur. This is not strictly correct, but it can be handled
with very little code, eliminates the warning, and is unlikely to matter
in practice.
As reported in pull #507, the D1 implementation of the reduction was
incorrect and never reduced laser power. Therefore, when D2 emulates
D1, D2 should emulate the effect of the bug, by not reducing laser
power.
The code that provides the 0.75x multiplier to laser bolts when they're fired
using the quad laser is present in D1 as in D2, however it is incorrect and
results in it not being applied. As such, it is more accurate to exclude the
multiplier when compiling D1.
Thanks to SaladBadger for the tip.
Commit 2bcc7bb371 restricted
Laser_create_new to only create lasers for known weapon types. This
seemed like a good idea, but broke custom levels that use undocumented
laser types. It also replaced logic that coerced invalid weapon numbers
into a type 1 laser with logic that prevented firing such weapons at
all. This rendered robots with unknown or broken weapon data unable to
fire.
Commit 0c30fa7cf3 relaxed the logic to
prevent firing only in editor builds, but allow firing unknown or
invalid weapon types in release builds. Firing unknown weapon types may
work. Firing invalid weapon types may cause the game to crash when data
is accessed beyond the end of the defined weapon data. This caused the
crash reported in issue #506.
Revert to the 0.58.1 rule that invalid weapons are coerced to be a
player level 1 laser. Add a diagnostic when such a weapon is fired,
since the level author should have requested that weapon explicitly if
that was intended.
Reported-by: heftig <https://github.com/dxx-rebirth/dxx-rebirth/issues/506>
Fixes: 2bcc7bb371 ("Only create lasers for known weapon types")