Commit graph

4928 commits

Author SHA1 Message Date
Kp 4a9e027e02 Fix bug that ignored -pilot
Fixes: d03a6c44b8 ("Register new pilots on menu creation, not activation")
2019-07-16 04:00:50 +00:00
Kp 41f4e84261 Move Stolen_item_index into d_thief_unique_state 2019-07-16 04:00:50 +00:00
Kp a2560cdfb5 Move Stolen_items into d_thief_unique_state 2019-07-16 04:00:50 +00:00
Kp d2da218f94 Remove apply_damage_to_robot swapping of Stolen_items
It has always been here, but appears to serve no purpose.
`multi_explode_robot_sub` clears `Stolen_items`, so at first look, this
swap seems to be preserving the prior values.  However,
`multi_send_robot_explode` does not use `Stolen_items`, and after
`multi_send_robot_explode` completes, `Stolen_items` is explicitly wiped
again.  Thus, removing the whole block will let the wipe performed by
`multi_explode_robot_sub` stand, producing the same result with less
code.
2019-07-16 04:00:50 +00:00
Kp 91bb7e533c Move player::hostages_total to d_game_unique_state
The number of hostages in a game is a function of the the game's levels,
not any particular player.  Move it to d_game_unique_state and rename it
to total_hostages.
2019-07-16 04:00:50 +00:00
Kp 8f475021ca Move player::hostages_level to d_level_unique_object_state
The number of hostages on a level is a function of the level, not any
particular player.  Move it to d_level_unique_object_state and rename it
to total_hostages.
2019-07-16 04:00:50 +00:00
Kp 2ca2de6ee7 Move player::num_robots_total to d_game_unique_state
The number of robots accumulated in a game is a function of the the
game's levels, not any particular player.  Move it to
d_game_unique_state and rename it to accumulated_robots.
2019-07-16 04:00:50 +00:00
Kp a24de0c003 Move player::num_robots_level to d_level_unique_object_state
The number of robots accumulated on a level is a function of the level,
not any particular player.  Move it to d_level_unique_object_state and
rename it to accumulated_robots.
2019-07-16 04:00:50 +00:00
Kp 46a327eb35 Move relocated player data to wrapper type 2019-07-16 04:00:50 +00:00
Kp e33aaa7537 Make init_player_stats_level static 2019-07-16 04:00:50 +00:00
Kp c61dee7e6a Move Boss_teleport_interval to d_level_shared_boss_state 2019-07-13 22:28:57 +00:00
Kp 595c3ca086 Move Boss_cloak_interval to d_level_shared_boss_state 2019-07-13 22:28:57 +00:00
Kp b47f84ffd4 Move Gate_interval to d_game_unique_state 2019-07-13 22:28:57 +00:00
Kp 9df482a423 Move Last_gate_time to d_level_unique_boss_state 2019-07-13 22:28:57 +00:00
Kp 46e7f8e3d5 Backport Descent 2 change to ignore objects in AI visibility 2019-07-13 22:28:57 +00:00
Kp a65e461bb6 Restore D1 boss always-teleport in D1 missions
In Descent 1, up until commit 8291391, boss robots teleported without
regard to whether the player was visible or active.  Commit 8291391
changed that in an attempt to make the D2 emulation of D1 boss robots
behave well in levels that relied on the D2 quirk of spawning the boss
in a confined segment, then letting it teleport freely once the player
releases it.  However, that change applied even in D1 missions and in
the D1 engine, where maps were designed with the expectation that boss
robots teleported routinely.  Restrict the new rule to the D2 engine
playing D2 levels.  This enables boss robots to teleport freely on D1
missions, regardless of which engine is used.  It would be better if
there were a level flag explaining whether the author wanted the boss to
teleport freely, but there is no such flag, so this heuristic must
suffice.

Reported-by: TheMiracleMatter <https://github.com/dxx-rebirth/dxx-rebirth/issues/434>
Fixes: 8291391b7f ("Fix D2 emulation of D1 boss teleport handling")
2019-07-13 22:28:57 +00:00
Kp 7bd861e374 Only death-spew armed proximity bombs in multiplayer
Commit 829e95b6 meant to remove the restriction that the game not be
hoard mode, but incorrectly also removed the restriction that the game
be multiplayer.  Restore the multiplayer restriction.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/433>
Fixes: 829e95b6f8 ("Separate hoard/proximity tracking")
2019-07-12 02:01:53 +00:00
Kp d413a5da13 Initialize powerup flags at level load 2019-07-07 22:00:02 +00:00
Kp a10077f2ec Skip setting contains_type/contains_id on objects that contain nothing
If the count is zero, then the type and id should be undefined.
2019-07-07 22:00:02 +00:00
Kp 01eb585c7a Set matcen_creator on loaded robots
This avoids a Valgrind warning for use of an uninitialized field.
2019-07-07 22:00:02 +00:00
Kp eeb310467b Fix SDL-only link failure 2019-07-07 22:00:02 +00:00
Kp fcd2ce1b47 Fix SDL-only build of render.cpp 2019-07-07 22:00:02 +00:00
Kp 86053852dc Fix build of SDL-only gr.cpp 2019-07-07 22:00:02 +00:00
Kp 8d349dd0c1 Include pilot name in window caption 2019-07-07 22:00:02 +00:00
Kp 0c7de10512 Track chosen pilot name outside Players[]
Players need not be defined outside a game, but the pilot's name needs
to be available outside a game.  Therefore, track it outside Players[].
2019-07-07 22:00:02 +00:00
Kp bfeca84bb8 Change object::signature to be a generation counter
This removes the need to walk all objects when creating a new one, since
each object can have a private generation counter, unaware of other
objects.  For compatibility with demos, mix in the object's index when
writing the signature value.
2019-07-07 22:00:02 +00:00
Kp efc071e830 Make init_player_stats_ship static 2019-07-07 22:00:02 +00:00
Kp d750b25073 Avoid copying background to itself
`init_new_page` calls `load_briefing_screen` with the a pointer to
`br->background_name`, which causes a strncpy of the form

```
	strncpy(X, X, N);
```

Valgrind warns for this overlap.  The copy is useless in that case, so
skip it.
2019-07-07 22:00:02 +00:00
Kp 597cb41717 Downgrade PCX failures from Error to CON_URGENT
There is no need to kill the program due to a missing or malformed PCX file.
2019-07-07 22:00:02 +00:00
Kp 3a0cca001f Limit size of PCX files 2019-07-07 22:00:02 +00:00
Kp 75de1c23c1 Reduce ship rocking during countdown
A prior change switched to using the greater, rather than the lesser, of
`16` or `Countdown_seconds_left`, which increased the rotation from the
ship rocking effect.  Switch back to use the lesser value.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/431>
Fixes: 644d6fa513 ("Simplify do_countdown_frame ship rocking effect")
2019-06-28 01:14:36 +00:00
Kp 1eaaff3016 Move Difficulty_level to GameUniqueState 2019-06-27 03:26:20 +00:00
Kp 61755f4d68 Factor out difficulty adjustment to energy usage 2019-06-27 03:26:20 +00:00
Kp ba3d3107bc Backport auto-select of vulcan when energy exhausted
This was added to D2, but is useful in both games.  Apply it in D1, too.
2019-06-27 03:26:20 +00:00
Kp a4f06f1f51 Backport MK's mega/lava fix to D1 2019-06-27 03:26:20 +00:00
Kp cfb481c74a Add experimental support for guidebot in multiplayer
This was requested by a user in early 2018.  However, the proposed
prototype was susceptible to various forms of desynchronization, and was
unsuitable for merging.  No further revisions were proposed, and the
feature languished.  This commit enables the guidebot in cooperative
games and addresses the known synchronization problems, as well as some
other bugs that were uncovered during light testing.  This is classified
as an experimental feature because it has not been heavily tested in
complicated games.

Requested-by: cfeuersaenger <https://github.com/dxx-rebirth/dxx-rebirth/issues/364>
2019-06-27 03:26:20 +00:00
Kp bea95ce1df Reset definedness of per-game globals on new game 2019-06-27 03:26:20 +00:00
Kp 644d6fa513 Simplify do_countdown_frame ship rocking effect 2019-06-27 03:26:20 +00:00
Kp 171ad60262 Fix some type mismatches using player_path_set_orient_and_vel 2019-06-27 03:26:20 +00:00
Kp d03a6c44b8 Register new pilots on menu creation, not activation 2019-06-27 03:26:20 +00:00
Kp f1878254df Simplify automap drawing of other players 2019-06-27 03:26:20 +00:00
Kp aacdaa77fe Use std::find_if in create_buddy_bot
Avoid open-coded for loop.
2019-06-27 03:26:20 +00:00
Kp d5510bfc82 Fix harmless robot ID check warning
`make_nearby_robot_snipe` computed the `robot_info` of every `object` in the
area before checking whether those `object`s were of type `OBJ_ROBOT`.  This
is wrong, but usually harmless since it checked the type before using
the resulting `robot_info`.  Starting in commit 9f26e2211, this triggered
a warning whenever `make_nearby_robot_snipe` checked nearby non-robot
`object`s.

Rewrite the tests to check for type `OBJ_ROBOT` before reading the
`object`'s id.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/429>
Fixes: 9f26e2211e ("Warn on invalid object ID access")
2019-06-21 02:51:49 +00:00
Kp 0105777b43 Fix highest_level tracking for D1X-Rebirth with First Strike
Commit 9898d13 fixed a crash on long filenames, but also tried to
optimize the Destination Saturn hack.  However, this optimization was
implemented incorrectly, and caused the game to read only the
Destination Saturn highest_level entry when playing the First Strike
campaign, rather than using the greater level of Destination Saturn or
First Strike.

Restore the old logic, but restrict it to D1X.  D2X never used an empty
string for the First Strike campaign, so this logic could not trigger
there, which is also how the bug was missed in initial testing.

Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/428>
Fixes: 9898d136f1 ("Fix fortification crash loading missions with long filenames")
2019-06-21 02:51:49 +00:00
Kp e671664332 Vary get-behind path for robots 2019-06-20 04:02:27 +00:00
Kp af166735cc Use enum class for player visibility 2019-06-20 04:02:27 +00:00
Kp 5ab50520b7 Remove unused vec_to_player in D1 ai_follow_path
Only Descent 2 uses this field.
2019-06-20 04:02:27 +00:00
Kp 72f04b9828 Remove exploding wall assertion
In multiplayer, the host sends a destroy message for both sides of the
wall.  `do_exploding_wall_frame` processes both, but
`num_exploding_walls` is only decreased by 1, causing an assertion
failure at the end.  Remove the assertion, since the wall does not
explode instantly on join, despite being marked as WALL_EXPLODING.
2019-06-20 04:02:27 +00:00
Kp 4b4479b59a Split copyright/trademark lines to separate con_puts calls
This allows each line to have its own timestamp, which looks more
consistent in gamelog.txt.
2019-06-20 04:02:27 +00:00
Kp 459f754da5 Add workaround for PhysFS 3.0 ignoring symlinks to directories
PhysFS 3.0 tests whether archive members are directories, but treats a
symbolic link that points to a directory as distinct from the underlying
directory, even when symlink following is enabled.  As a result, if
$D2X_REBIRTH_HOME/missions is a symlink to a directory, then it is
ignored and no missions are available.  In PhysFS 2.0, the link was
followed and the missions were available.

Add a trailing dot to the path, which already has a trailing slash, to
force PhysFS to consider the underlying directory, not the link.
2019-06-20 04:02:27 +00:00