Commit graph

4531 commits

Author SHA1 Message Date
Kp 425b78b8a6 Fix clang build failure on flicker_timer_disabled
clang rejects 0x80000000 as a non-type template argument of type `int`
due to narrowing.  Use `INT32_MIN` instead, which has the same numeric
value, and should be accepted without requiring narrowing.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/353>
Fixes: 88832e3679 ("Use constexpr integral_constant for various magic numbers")
2017-11-07 00:44:59 +00:00
Kp 09963e8b5a Remove write-only Seg_scale 2017-11-05 20:49:09 +00:00
Kp f742e44091 Simplify lighting test 2017-11-05 20:49:09 +00:00
Kp c33f343d0b Return side_none for openable_doors_in_segment failure path 2017-11-05 20:49:09 +00:00
Kp a4ed8d5c9c Hold morph_rate constexpr 2017-11-05 20:49:09 +00:00
Kp d049f738c8 Convert various gr_set_current_canvas calls to reference form 2017-11-05 20:49:08 +00:00
Kp ca804d5186 Clear canvas to fix missing exit tunnel movie
Global variable `grd_curcanv` is set to a variety of canvases, some of
which are local stack variables.  Use of global variables in this way is
fragile, but works as long as the global is not used beyond the life of
the backing local.

Unfortunately, some existing uses do access the canvas beyond the
lifetime of the backing local.  Playing movies sets the font of the
current canvas.  If the current canvas is an expired stack variable,
setting the font overwrites other stack data.  This data corruption
causes various symptoms, such as inability to play the escape tunnel
movie.

Prior to 03cca2b3dc, the corruption on
playing the endlevel movie had no user-visible effect.  That commit
created a large local variable, which changed stack layout.  Starting
with that commit, the corruption causes the movie to play as all black.

Fix this, and protect against some other data corruption possiblities,
by clearing the global when the local goes out of scope.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/345> (only as cutscene failure to play, not as the underlying corruption issue)
2017-11-05 20:49:08 +00:00
Kp 49c0cdae2e Simplify calls to gr_set_default_canvas
Rather than use an inline wrapper and rely on the compiler optimizer to
redirect gr_set_current_canvas(nullptr) to gr_set_default_canvas,
rewrite all relevant calls directly in the source.

git grep -l 'gr_set_current_canvas' | xargs sed -i -e 's:gr_set_current_canvas(\s*NULL\|nullptr\s*);:gr_set_default_canvas();:'
2017-11-05 20:49:08 +00:00
Kp 6043168d51 Move various SDL-only texture mapping functions to !DXX_USE_OGL
The OGL build compiles, but does not use, various texture mapping
functions.  Move these to be built only for the SDL build.
2017-11-01 02:01:21 +00:00
Kp f598542f35 Simplify helix orientation calculation 2017-11-01 02:01:21 +00:00
Kp 5d4d3347e6 Remove unused found_poly 2017-11-01 02:01:20 +00:00
Kp 3fbc710ec5 Move various SDL-only scanline functions to !DXX_USE_OGL
The OGL build compiles, but does not use, various scanline functions.
Move these to be built only for the SDL build.
2017-11-01 02:01:20 +00:00
Kp 92c6196396 Remove long-dead SLEW_ON code
Defining SLEW_ON breaks the build due to use of member variable names
not used since before the D2X import in 2001.

`unifdef -USLEW_ON -m -- similar/main/endlevel.cpp`
2017-11-01 02:01:20 +00:00
Kp 8d80300e0a Remove obsolete D1 hostage editor code
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.
2017-10-14 17:10:31 +00:00
Kp 96bc6f2047 Use enumerate for medrobot AI mode boxes 2017-10-14 17:10:31 +00:00
Kp 255655e8e7 Reduce scope of switch.cpp for loop variables 2017-10-14 17:10:31 +00:00
Kp 2e7dce83c6 Use enumerate for gamefont arrays 2017-10-14 17:10:31 +00:00
Kp 22b22a4a70 Use enumerate for verifying Effects 2017-10-14 17:10:31 +00:00
Kp e58956ddeb Simplify digi_audio_stop_all_channels 2017-10-14 17:10:31 +00:00
Kp 4d271f6d5e Simplify wiping Cyberman field 2017-10-14 17:10:30 +00:00
Kp 450d2f727c Use range_for for endlevel array stars 2017-10-14 17:10:30 +00:00
Kp 88832e3679 Use constexpr integral_constant for various magic numbers 2017-10-14 17:10:30 +00:00
Kp 8291391b7f Fix D2 emulation of D1 boss teleport handling
Descent 1 bosses could always teleport, but were only placed in large
areas where free teleporting was always permitted.

Descent 2 boss 1 was placed in a confined segment and not permitted to
teleport out of it until it was opened.  This was implemented by a
two-part change relative to Descent 1 rules:

- Descent 1 bosses were always permitted to teleport to any teleport
  destination segment.  Descent 2 bosses were only permitted to teleport
  if the player was visible or the boss had recently been hit.
- When computing the permitted list of teleport destination segments,
  Descent 1 used directly connected accessible segments, then stopped.
  Descent 2 started with this rule, but if the list had at most 1 entry,
  then it would assume this is the confined boss and recompute the list
  with the first wall ignored.  This recomputed list allowed the boss to
  teleport to any segment in the larger arena outside its starting
  segment.

After D2X-Rebirth support for emulating Descent 1 bosses was enhanced in
28bd4c1650, Descent 1 bosses gained the ability to teleport out of a
confining cube early, but only in D2X-Rebirth when emulating Descent 1.
In D1X-Rebirth, when a boss is placed in a confining cube, it can always
teleport, but only to that confining cube.  In D2X-Rebirth, Descent 1
bosses retain the always-teleport rule of Descent 1, but gained the
Descent 2 rule for expanding its search to the surrounding arena.  It
should only use the expanded search when it also abides by the Descent 2
restriction not to teleport before the first wall is opened.  It did not
abide by that rule.  This commit adds that restriction for Descent 1
bosses.

Reported-by: ef314159 <https://github.com/dxx-rebirth/dxx-rebirth/issues/348>
Fixes: 28bd4c1650 ("Enable D1 boss behavior in d2x build. So we get correct boss behavior when emulating D1, and 3rd party mn2s can include D1 bosses.")
2017-10-06 01:59:09 +00:00
Kp c3434e61d3 Enable PF_USES_THRUST when reseting multiplayer flags
Commit b1b5de4 switched from enabling select physics flags to setting
those flags and clearing all others.  Unfortunately, flag PF_USES_THRUST
was omitted from the enabled list, so it was disabled on reset.  It is
required to let player ships move.

Reported-by: Sottises <https://github.com/dxx-rebirth/dxx-rebirth/issues/347>
Fixes: b1b5de4297 ("Additional safeguard for bug #306")
2017-10-03 01:31:33 +00:00
Kp f60c783ef5 Move marker preservation into object lifeleft update 2017-09-30 18:00:15 +00:00
Kp 2665869c24 Mark editor groups broken
Editor groups write `struct segment` to a file in raw form, but had no
code to enforce that this raw form remained stable over time.  Various
changes to `struct segment` have repeatedly changed its internal
structure.  Each change created an incompatible dialect of the editor
group file, and all the dialects share the same version number.

According to
```
git log -p -L'/struct segment {/,/};/:common/main/segment.h' HEAD --not 0.58.1-d1x 0.58.1-d2x --
```
`struct segment` changed layout in:

* d1c6b89f17 ("Move dsx::segment -> dcx::segment")	[D1 only]
* 596ecbb38d ("Rename segment::value to segment::station_idx")	[D1 only]
* 6f10a67c09 ("Move segment::sides to end")
* c53b734abb ("Compute slide segments early")	[D2 only]
* 40e90fea22 ("Move Light_subtracted[] to Segments[].light_subtracted")
* a65d774c83 ("Improve packing of struct segment")
* c70c6c98b3 ("Remove obsolete segment::degenerated flag")

Mark editor groups as broken to avoid making the mess worse.  If anyone
cares about group support, it needs to be rewritten not to depend on the
internal layout of `struct segment`.
2017-09-30 18:00:15 +00:00
Kp 7bae498c45 Cache bitset::operator[] result 2017-09-30 18:00:15 +00:00
Kp 657bd59012 Use array<>+move for draw_model sort_list 2017-09-30 18:00:15 +00:00
Kp 4cfd5f3324 Pass canvas to menubar_init 2017-09-26 04:15:50 +00:00
Kp 6bd653bb16 Drop useless test in render_side
Descent 2, but not Descent 1, had a useless test in render_side:

	type == QUAD ? 0 :
		type == TRI_13 ? 1 :
		0

This is useless since, if type is not QUAD, the second expression will
apply.  If type is QUAD, then the type is not TRI_13, so the second
expression would choose the same result as the first.  The extra
comparison does not save any work, so it is useless.  Remove it.
2017-09-26 04:15:50 +00:00
Kp d7e97ca299 Remove write-only Escort_kill_object
Parallax never implemented Escort_kill_object because it was considered
too much work.  Remove the write-only vestiges of that feature.
2017-09-26 04:15:50 +00:00
Kp bba7e3a153 Move menu_number_bias_wrapper bias into type signature 2017-09-26 04:15:50 +00:00
Kp 1641c87765 Reuse WALL_IS_DOORWAY result in render_side 2017-09-26 04:15:50 +00:00
Kp 783bd90a72 Make automap PCX optional 2017-09-10 04:28:41 +00:00
Kp 7c0cdd6c51 Fix crash loading Vertigo briefing
Commit 1335af4b51 restructured briefing number parsing, but
unintentionally changed the parser not to drop the newline after a
number.  The briefing parsing code is very sensitive to minor changes,
so this broke parsing some briefing screens, including Vertigo briefing
screens after the first.  After the change, clicking through the Vertigo
briefing aborts on failure to load a PCX file.

Fix this by consuming the newline before returning.  This matches the
previous semantics.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/343>
Fixes: 1335af4b51 ("Simplify get_message_num")
2017-09-08 00:56:37 +00:00
Kp 456e239ae3 Use reference for ai_local 2017-09-08 00:56:37 +00:00
Kp 0548384d2a Fix excessive lavafall damage
Like many things in the main game loop, lavafall handling was
historically done on a per-frame basis, then its effects were scaled to
FrameTime to normalize the results.  Ignoring rounding errors, this
produced roughly equivalent damage for high framerate users (who
experienced many but small damage hits) and low framerate users (who
experienced few but large damage hits).  However, the randomized
movement was not scaled to FrameTime, which caused differing results for
high framerate users versus low framerate users.  Commit b36c6f20c7
tried to fix this by forcing scrape_player_on_wall to run at a capped
maximum effective frame rate, then scaling the damage in
check_volatile_wall accordingly, so that high framerate users would
experience fewer damage hits, but the ones they received were larger,
thus maintaining approximately the same damage as before.

Prior to b36c6f20c7, damage was always scaled to FrameTime.  In
b36c6f20c7 and later, damage scaled to max(FrameTime,
DESIGNATED_GAME_FRAMETIME), causing users with a high frame rate (and
thus low FrameTime) to take more damage on each pass.  This damage
increase was balanced by an added hack in scrape_player_on_wall to limit
the frequency of the scrape so that high framerate users would skip some
scrapes, giving them a virtual frame rate appropriate to
DESIGNATED_GAME_FRAMETIME.  However, the damage is only balanced if the
new governor is used consistently.  It is not used consistently, so it
caused a regression for passable lava surfaces.  Scraping on a solid
lava surface goes through scrape_player_on_wall and respects the
governor.  Touching a passable lava surface (only available in Descent
2) bypasses scrape_player_on_wall and jumps directly to
check_volatile_wall, thereby bypassing the governor.  This allows high
framerate users touching a passable lava surface to take many hits (as
they always did), but not receive the full benefit of downward scaling
the damage (as they once did) due to the new max() expression.  Thus,
they are damaged frequently, but still take damage consistent with being
damaged infrequently.

Fix this by moving the hack from scrape_player_on_wall to
check_volatile_wall, so that both solid lava surfaces and passable lava
surfaces respect the governor.  The governor is still an ugly hack that
should not be global, but this is a spot fix for the immediate problem.

Fixes: b36c6f20c7 ("Made scrape_player_on_wall() based on a timer. Due to the player being pushed away from the lava/water surface in every frame in a random vector (wrong, too), player movement per frame was not enough to counter this on FPS rates > ~120 which made damage scaling per frame nonsensical in these situations. Instead, execute scrape results in intevals based on DESIGNATED_GAME_FRAMETIME (or per frame if FrameTime>DESIGNATED_GAME_FRAMETIME) which fixes the issues and generally works much better for the purpose of this function.")
2017-09-08 00:56:37 +00:00
Kp aeedadba89 Unify D1/D2 scrape_player_on_wall 2017-09-08 00:56:37 +00:00
Kp a24490033f Allow players to remove thief at level start
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)
2017-08-26 19:47:52 +00:00
Kp 4ea9ef5b0c Use reference for robot_info 2017-08-26 19:47:51 +00:00
Kp 3bcee35c7b Shrink some Netgame fields
For protocol compatibility, zero-pad the outbound messages.  Previously,
the upper bits were zero because the value fit in a byte.
2017-08-26 19:47:51 +00:00
Kp 3340a6c16c Report compiled/loaded library versions at verbose level
When reporting use of SDL_mixer, report its loaded version.  When
running in verbose mode, report both the compile-time and load-time
versions of PhysFS, libSDL, and SDL_mixer.
2017-08-26 19:47:51 +00:00
Kp 6b209c8713 Decorate OpenGL messages
Some Linux libraries print their own messages to stdout/stderr,
particularly in case of severe errors.  Decorate messages generated by
Rebirth to distinguish them from library generated messages.

For specific blacklisted renderers, add a message informing the user
that the blacklist matched and changed settings.
2017-08-26 19:47:51 +00:00
Kp b5b5cbd4d7 Pass canvas to meddraw draw_listed_segments 2017-08-26 19:47:51 +00:00
Kp 9e917e4c7d Pass canvas to meddraw draw_segment 2017-08-26 19:47:51 +00:00
Kp d81e7862f0 Pass canvas to meddraw draw_line 2017-08-26 19:47:51 +00:00
Kp 88430e8946 Require vms_angvec &for g3_start_instance_angles
Only one caller exists, and that caller alway passes a non-nullptr
value.  Switch to a reference and remove the unused special case to
handle a nullptr input.
2017-08-26 19:47:51 +00:00
Kp 1831148092 Split g3_start_instance_matrix usage
Most uses pass an orientation matrix.  All sites are deterministic about
whether a matrix is passed.  Make the matrix mandatory for sites that
passed it, and split out a separate version of g3_start_instance_matrix
for the 2 sites which do not provide orientation.
2017-08-26 19:47:51 +00:00
Kp b65b6339f4 Make g3_draw_sphere pnt argument const (for OGL only)
SDL still needs to modify it, so use alias type `cg3s_point`, which is
`const g3s_point` in OGL and `g3s_point` in SDL.
2017-08-16 01:54:26 +00:00
Kp f114757208 Fix D1 build of similar/main/newdemo.cpp
Fixes: e859833f62 ("Use valptridx for Players")
2017-08-16 01:54:26 +00:00