All releases to date have a bug where they treat
Dead_controlcen_object_num as an int, not an object number. Storing
object_none (0xffff) into the save file causes affected releases to
crash when treating object_none as a valid object number.
Current code correctly treats object_none as a non-object and works
correctly without this hack. The hack is only required to get past
releases to survive destroying the reactor after loading a saved game
written by current code.
Fixes: 9125ae32cd ("Make objnum unsigned")
Fixes bug where in the editor, you insert a robot with normal behaviour then play the level - it fails the check on the hide_segment index in init_ai_objects(). This is because hide_segment was written as the poisoned value of 0xfdfd if the behaviour of the robot is AIB_NORMAL - because hide_segment wasn't initialised. Therefore, always setting hide_segment to suppress this exception (it's an inexpensive operation seldom called).
zicodxx reported a problem where poison=overwrite builds caused robots
dropped by other robots not to spawn. I diagnosed it as a problem
caused by not setting `dying_start_time` and proposed using
`init_ai_object` to set this (and other) fields. Kreatordxx posted pull
request #311 to implement this for dropped robots. However, his pull
had the unfortunate side effect of zeroing the dropped robot's velocity.
This change is based on his pull, but with the `init_ai_object` call
moved higher so that the velocity is (unnecessarily) zeroed by
`init_ai_object`, then initialized to `new_velocity` by `drop_powerup`
(as it always was).
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/293>
Patch-inspired-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/pull/311>
This is where a client in a multiplayer game hitting a wall fails an assert. Initialise obj->mtype.phys_info.flags in multi_reset_player_object() instead of adding flags. (Tested and still works OK without specifying PF_THRUST.)
Initialise ConsoleObject->mtype.phys_info.flags in reset_player_object() instead of adding flags. The only place this was initialised properly was when reading the player object from disk.
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.
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.
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.
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")
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.
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.
`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.