Commit graph

9430 commits

Author SHA1 Message Date
Kp 1b81013a9b Pass active palette to ogl_loadtexture 2017-01-15 00:03:13 +00:00
Kp d908b22fdc Move weapon_id_type to namespace dsx 2017-01-15 00:03:13 +00:00
Kp 764d20d4e1 Make grs_bitmap::bm_flags private 2017-01-15 00:03:13 +00:00
Kp 96cc5a40b8 Remove dead preprocessor guards
Some bitblt code had guards of the form:

	#if A
	xxx
	#if !A
	yyy
	#endif
	zzz
	#endif

If A is true, !A is false, so the inner block can never be included.
Delete it.
2017-01-15 00:03:12 +00:00
Kp f4fffeea49 Make more render state const when possible
Make Render_zoom const in builds where there are no statements that can
change it.

Use vcseg, not vseg, for some segment accesses.
2017-01-15 00:03:12 +00:00
Chris Taylor 8c51aa0b1e Fix debugger break at draw_weapon_info_sub when multi player dumped (bug #303)
Also happened when a client to a multiplayer game dropped out due to some network error. Delay call of multi_leave_game() until responding to EVENT_WINDOW_CLOSE, so the game isn't in an unstable state between handling the network event and the game closing.
2017-01-14 17:49:43 +08:00
Chris Taylor 479f5ed584 Fix 'format specifies type 'unsigned short' but the argument has type 'unsigned char'' warning
Replace %hu with %hhu for capped in call to con_printf in powerup_cap_state::cap_secondary_ammo.
2017-01-13 12:32:46 +08:00
Chris Taylor 6ecccd3491 Fix 'equality comparison with extraneous parentheses' warning
Remove offending parentheses around call to multi_i_am_master() in net_udp_leave_game().
2017-01-13 12:30:57 +08:00
Chris Taylor bde055a6a1 Fix 'declaration shadows a field of 'dcx::ogl_sync'' warning
Replace fence with fence_func in implementation of ogl_sync::sync_deleter::operator().
2017-01-13 12:30:09 +08:00
Kp 5201218e20 Fix D1 build
Commit 4cc801f changed `object_move_one` to return `window_event_result`
instead of `void` and added a default return value at the bottom.
However, it added the value inside a `#if D2` block, so the D1 build now
fails with:

    similar/main/object.cpp: In function 'dcx::window_event_result d1x::object_move_one(d1x::vobjptridx_t)':
    similar/main/object.cpp:1627:7: error: variable 'result' set but not used [-Werror=unused-but-set-variable]
    similar/main/object.cpp:1866:1: error: control reaches end of non-void function [-Werror=return-type]

Move the return statement out of the conditional block to fix both these
errors.

Fixes: 4cc801f42f ("Remove calls to window_close(Game_wind) when game finished or over")
2017-01-13 03:19:19 +00:00
kreatordxx 0acddd0a35 Merge pull request #299 from dxx-rebirth/no_game_wind_close2
Remove remaining calls to window_close(Game_wind)
2017-01-11 19:21:41 +08:00
Kp 51710ba9db Default to -fno-omit-frame-pointer for Windows
Popular Windows tools for stack unwinding lack support for the DWARF
debug format.  Unwinding the stack without DWARF is unreliable without
frame pointers.  Default frame pointers to enabled for Windows so that
these tools work despite their lack of DWARF support.
2017-01-11 03:03:19 +00:00
Chris Taylor 0c5a000328 Remove call to window_close(Game_wind) when a network event tells us to end the game
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.
2017-01-10 14:10:39 +08:00
Chris Taylor a418f8caec Remove call to window_close(Game_wind) when multiplayer level syncing fails
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.
2017-01-10 13:02:59 +08:00
Chris Taylor 2ecc4c4a07 Remove call to window_close(Game_wind) when stopping demo playback
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.
2017-01-09 19:09:34 +08:00
kreatordxx d10896f116 Merge pull request #297 from dxx-rebirth/newdemo_no_space
Fix crash when ran out of disk space when writing demo
2017-01-09 10:05:25 +08:00
kreatordxx f590ec45c6 Merge pull request #298 from dxx-rebirth/no_game_wind_close
Remove calls to window_close(Game_wind)
2017-01-09 09:32:24 +08:00
Chris Taylor 6e2c3c61b1 Format LevelError text better for the case of an exit that is both regular and secret 2017-01-09 09:30:53 +08:00
Chris Taylor 0daf28e787 Small efficiency improvement for a return value in do_endlevel_frame() 2017-01-09 09:26:32 +08:00
Chris Taylor 06968db4bc Fix crash when ran out of disk space when writing demo
Check for nd_record_v_no_space in _newdemo_write.
2017-01-09 09:15:51 +08:00
Kp d2dc321528 Fix sconf.log version output 2017-01-08 22:32:01 +00:00
Kp 0d5d7a01ad Fold PHYSFS_write calls for Automap_visited 2017-01-08 22:32:01 +00:00
Kp 7b08144aee Poison unused exploding walls 2017-01-08 22:32:00 +00:00
Kp d289fec43b Update hitobj_list in multi_object_rw_to_object 2017-01-08 22:32:00 +00:00
Kp 94716dfab5 Scrub OBJ_NONE objects from multiplayer peers 2017-01-08 22:32:00 +00:00
Kp 7fafc22cca Poison multiplayer object_rw without making it unreadable
`struct object_rw` is poisoned prior to initializing and sending it.
However, some fields are legitimately unininitialized (other than their
memset or poison value) at send time.  Add and use a poison variant that
can clear those fields, without marking them unreadable.
2017-01-08 22:32:00 +00:00
Kp 5da784dbed Pass canvas to gr_{,u}string 2017-01-08 22:32:00 +00:00
Kp 1ef6b9d5bc Pass font to gr_get_string_size 2017-01-08 22:31:59 +00:00
Kp 0480ba8030 Pass canvas to gr_string(int,int,const char*,int,int) 2017-01-08 22:31:59 +00:00
Kp 6e8c3b3357 Pass canvas to gr_internal_string_clipped{,_m} 2017-01-08 22:31:59 +00:00
Kp c291873041 Pass canvas to gr_internal_string_clipped_template 2017-01-08 22:31:59 +00:00
Kp 9dbcbc51ce Pass canvas to gr_ustring_mono 2017-01-08 22:31:59 +00:00
Kp 83e86707aa Pass canvas to gr_internal_string0{,m} 2017-01-08 22:31:59 +00:00
Kp f0ee7af1aa Pass canvas to gr_internal_string0_template 2017-01-08 22:31:58 +00:00
Kp f58b66173f Pass canvas to gr_internal_color_string 2017-01-08 22:31:58 +00:00
Kp 8d1bd87b33 Pass canvas to ogl_internal_string 2017-01-08 22:31:58 +00:00
Kp 4b2102f41a Factor out show_framerate x/y for gr_printf 2017-01-08 22:31:58 +00:00
Chris Taylor aac4dd6c0e Remove call to newdemo_stop_playback() in newdemo_record_start_frame
This is in a redundant check, as we shouldn't (and don't) call newdemo_record_start_frame if nd_record_v_no_space is true, i.e. we ran out of disk space recording a demo. We want to return window_event_result::close with every call to newdemo_stop_playback() to close the game, as this is safer than calling window_close on the game window within its handler. In this case, it's much simpler (and safe) to just remove it.

Even if newdemo_record_start_frame is called when nd_record_v_no_space is true, we don't want to close the game, just exit the function.
2017-01-08 21:08:50 +08:00
Chris Taylor 4cc801f42f Remove calls to window_close(Game_wind) when game finished or over
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.
2017-01-08 21:08:50 +08:00
Chris Taylor b7c41a0d98 Remove calls to window_close(Game_wind) within close_editor
These are redundant. Will remove all cases of window_close(Game_wind) - it's safer for the handler to return window_event_result::close.
2017-01-08 21:03:41 +08:00
Kp f339e60606 Scrub object subtypes on load
Old versions of Rebirth sometimes saved games with bogus object data,
such that `obj->type == OBJ_NONE`, but `obj->movement_type`,
`obj->control_type`, or `obj->render_type` were not their respective
*_NONE constants.  This confused the game loader code such that it would
load invalid data from the `mtype`, `ctype`, or `rtype` unions and use
it without checking.

Try to counter some of this by exiting early if the object has type
OBJ_NONE.
2017-01-07 23:34:18 +00:00
Kp 2c4af523dd Use ugly preprocessor hook hack to fix Clang build failure
Clang rejects a declared (but never defined and never used) `static`
function.  Change the declaration to be the value of a macro that will
be expanded only when the function is both defined and used.

Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/295>
Fixes: 55822d0b4d ("Add wrappers for more precise Valgrind physfs diagnostics")
2017-01-07 19:09:04 +00:00
Chris Taylor f634b084ed Update Xcode project for recently added/removed files
Added:
common/include/cpp-valptridx.h
common/misc/vg-wrap-physfs.h
common/misc/vgrphys.cpp
common/misc/vgwphys.cpp

Added (some time ago):
common/include/dsx-ns.h

Removed:
common/main/segnum.h
2017-01-07 15:30:18 +08:00
Kp 55822d0b4d Add wrappers for more precise Valgrind physfs diagnostics 2017-01-01 23:19:21 +00:00
Kp 61fe5c2bbd Add undocumented CPP/CXX/LINK flags that bypass SConf testing
These flags are passed through to the underlying build, but not checked
by the SConf tests.  They are meant for options which will work in the
main build, but fail in the configure environment, such as `-Wl,--wrap`.
2017-01-01 23:19:21 +00:00
Kp fe04c3fef6 Initialize obsolete fields
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.
2017-01-01 23:19:21 +00:00
Kp 3fab4bfeb5 Fix uninitialized write of segment light_subtracted
Levels which fit in MAX_SEGMENTS_ORIGINAL read exactly
MAX_SEGMENTS_ORIGINAL segments worth of light_subtracted, even though
fewer segments were defined.  Prepare light_subtracted into a temporary
stack buffer instead of doing byte-at-a-time writes.  Initialize this
stack buffer to 0 when necessary.  Write the buffer once it is fully
prepared.
2017-01-01 00:45:46 +00:00
Kp a7ec4ccd63 Avoid uninitialized reads when saving game
player_info::cloak_time is only defined if the player is cloaked.
player_info::invulnerable_time is only defined if the player is
invulnerable.

In both cases, the game save code tried to read the ::*_time variable
even when it was undefined.  Modify the saving code to check player
flags before reading the associated timer.
2017-01-01 00:45:46 +00:00
Kp fe50c0a20a Factor out point_list setup 2017-01-01 00:45:45 +00:00
Kp 2c7e36ef1e Cache KEY_M vsegptridx 2017-01-01 00:45:45 +00:00