Commit graph

3288 commits

Author SHA1 Message Date
Kp 590a025a89 Pass canvas to g3_start_frame 2017-02-11 21:42:34 +00:00
Kp 740b3a9649 Pass canvas to ogl_start_frame 2017-02-11 21:42:33 +00:00
Kp 80e7ade6a1 Pass canvas to g3_draw_sphere 2017-02-11 21:42:33 +00:00
Kp 513e7ceceb Pass canvas to g3_draw_line 2017-02-11 21:42:33 +00:00
Kp ae33aaafc1 Pass canvas to gr_set_fontcolor 2017-02-11 21:42:32 +00:00
Kp 0dcae721d9 Make canvas an explicit argument to gr_printf
Previously, a macro implied *grd_curcanv as the canvas.  Pass the canvas
explicitly so that callers can choose the canvas to use.
2017-02-11 21:42:32 +00:00
Kp 227eb98c3e Pass player_info to do_cockpit_window_view 2017-02-11 21:42:31 +00:00
Kp 43a700a200 Prefer grs_main_bitmap::reset() to direct reinitialization
This ensures that any allocated resources are always freed.
2017-02-11 21:42:31 +00:00
Kp 96eb8b824a Fold briefing::guy_bitmap_show into briefing::guy_bitmap 2017-02-11 21:42:31 +00:00
Kp c1440ff995 Factor out RLE expansion
Many sites open-coded walking a bitmap and handling whether it was
RLE_BIG.  Factor that out into a helper class and redirect those sites
to use it.
2017-02-11 21:42:30 +00:00
Kp 7df99350dd Pass player to do_laser_firing_player 2017-02-08 23:34:41 +00:00
Kp 82d10b910c Pass player_info to allowed_to_fire_laser 2017-02-08 23:34:41 +00:00
Chris Taylor f7471af2d6 In ReadControls, continue executing code even if HandleDeathInput handled a key event
This allows the player to press a movement key to respawn after death, and the same keypress will cause the ship to move. Now this works with the option 'when dead, respawn by pressing any key' as well as 'when dead, respawn by pressing the Fire key'.
2017-02-08 12:17:51 +08:00
Chris Taylor 88b5e616a9 Replace calls to window_set_visible in DoPlayerDead() with stop/start_time()
This is so game_flush_inputs() isn't called - part of change allowing player to respawn and begin moving with the same keypress. With this commit, you can use this feature with the 'when dead, respawn by pressing the Fire key' option - i.e. hold down movement key, then press fire key to respawn.
2017-02-08 12:17:51 +08:00
Chris Taylor 7ab97744c4 Remove call to game_flush_common_inputs() in game_flush_respawn_inputs()
Later commits will enable the player to press a movement key to respawn on death, then move with the same keypress. This commit makes sure the player stops moving when the key is released.
2017-02-08 12:17:51 +08:00
Kp d4f58d7bd3 Reload player object number after loading objects 2017-02-06 02:00:49 +00:00
Kp 98c9374a12 Simplify powerup_grab_cheat_all path
Movement handling has an ugly hack that tries to grab powerups near the
console player, but it reuses general collision handling and fails to
check whether the player is alive.

Add a liveness check.  Place the check so that it happens once, before
the objects are scanned, rather than being needlessly repeated for every
object.

Refactor the collision code to let the movement hack skip the parts it
does not need.

Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275816259>
2017-02-04 23:10:29 +00:00
Kp d5634f4406 Add hack for old savegames on boss levels
Reported-by: vLKp <https://github.com/dxx-rebirth/dxx-rebirth/issues/291#issuecomment-271118416>
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/291#issuecomment-275896181>
Fixes: df5d4196e7 ("When converting object_rw to object, recompute gun points for CT_CNTRLCEN as they are now part of object and not globals anymore")
2017-02-04 23:10:29 +00:00
Kp 62778327a7 Pass cobjptridx to apply_light 2017-01-31 04:25:06 +00:00
Kp cdfe7cc308 Merge branch cheats2 into master 2017-01-31 03:57:59 +00:00
Kp 28489e0770 Merge branch baldguy into master 2017-01-29 21:17:18 +00:00
Kp 59bad96d5f Add back homing weapons cheat for D2
Kreator proposed restoring the Descent 2 cheat that grants homing
capability to all weapons.  This commit implements that proposition,
with some changes to the implementation details.

Based-on-patch-by: Chris Taylor <chris@icculus.org>
Requested-by: Chris Taylor <https://github.com/dxx-rebirth/dxx-rebirth/pull/318>
2017-01-29 21:02:48 +00:00
Kp 32760e8a8f Simplify test for weapon_info::homing_flag 2017-01-29 21:02:38 +00:00
Kp 07200620a1 Simplify test for weapon_info::homing_flag 2017-01-29 20:57:40 +00:00
Chris Taylor 000ba37b42 Fix typo with cheat - should be 'ORALGROOVE' not 'ALGROOVE'
No noticeable effect in game, except that just typing 'ALGROOVE' will activate the cheat, which is different to original.
2017-01-29 15:19:02 +08:00
Chris Taylor 877cef9a20 Enable "BALDGUY" cheat for Descent 1
Typing "BALDGUY" after enabling cheats will activate the 'baldguy' easter egg for D1X-Rebirth, which will show next time a briefing is shown featuring Dravis (Mac D1 data only). As with the original, it just plays the 'Cheater!' sound with no HUD message.
2017-01-29 13:05:58 +08:00
Chris Taylor 56125b7e64 Get 'baldguy' cheat to work for Mac Descent 1 data
Pressing ALT-B when in the briefings using Mac Descent 1 data in D1X-Rebirth works again - showing Dravis wearing a silly hat. Before it would exit load_briefing_screen prematurely.
2017-01-29 13:05:57 +08:00
Chris Taylor 4fad71ef6d Player keeps omega cannon charge if going between secret and normal level 2017-01-29 07:54:43 +08:00
Chris Taylor 2f4db4a048 Player keeps any keys collected on a secret level even if they die on the secret level 2017-01-29 07:54:43 +08:00
Chris Taylor 4b3a34f943 Player keeps their loot if they went between a secret level and a normal level without dying 2017-01-29 07:54:43 +08:00
Kp a2d03df7aa Prevent treating dying players as weapons
Function `object_create_explosion_sub` is supposed to be given a weapon
and an object on which to explode it.  However, the original game abused
`object_create_explosion_sub` by also calling it from
`object_create_badass_explosion`, which can be called from
`explode_badass_object`, which can be called from
`explode_badass_player`.  Chained together, this lets
`object_create_explosion_sub` check the weapon ID of a dying player,
which is not a valid operation.  This causes a diagnostic from
`get_weapon_id`.  Add an explicit test that the object is a weapon so
that non-weapons do not cause a diagnostic.

Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-272048330>
Analyzed-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-272710279>
2017-01-28 18:12:21 +00:00
Kp 31da0f769f Fix invalid access reading demos
Commit e36abb25cb fixed one problem with demo access (invalid bits in
the high byte of index values), but created another.  That commit
switched from direct loading of `front_wall_num` to instead load into
`type`, then move the value to `front_wall_num`.  However, `type` is
`sbyte` (an archaic spelling of `int8_t`), so assignments from `type` to
`front_wall_num` were implemented as a sign-extending move, rather than
a zero-extending move.  When the wall number was 0x80 or greater, the
sign-extending move produced an incorrect result, which led to a crash
when valptridx trapped the invalid index.

Fix this by changing the types of all three byte-sized variables to
`uint8_t`.  None of them need to be signed.

Reported-by: Dosgamer <http://www.dxx-rebirth.com/frm/index.php/topic,2151.0.html>
Fixes: e36abb25cb ("Fix invalid access reading demos")
2017-01-28 18:12:21 +00:00
Kp 4881b7c57a Fix harmless type mismatch
`get_weapon_id` must be called only on objects of type `OBJ_WEAPON`.
One path in `multi_compute_kill` could call `get_weapon_id` on an object
that is either a robot or a weapon.  The code tested for a robot, but
only after performing an access that assumed it had a weapon.  Reorder
the tests to prevent the type mismatch diagnostic.

Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275546550>
2017-01-28 18:12:20 +00:00
Kp 8c706a88bd Initialize grs_main_bitmap at construction 2017-01-28 18:12:20 +00:00
Kp c46a0ce27c Remove some remotely-triggerable fatal exceptions
By design, valptridx will throw an exception on invalid input.  This is
better than silently permitting invalid input to corrupt program state.
Past releases blindly trusted that multiplayer peers would not send
invalid input.  Conversion to the valptridx design eliminated the
undefined behavior when peers send invalid input, but still allowed
multiplayer peers to remotely crash the game by sending invalid inputs.
Add a mechanism to trap invalid inputs and gracefully ignore those
messages.  This may cause game consistency issues, but will not allow
data corruption.
2017-01-28 18:12:20 +00:00
Kp bdc4752e82 Pass vobjptridx to multi_send_drop_flag 2017-01-28 18:12:20 +00:00
Chris Taylor 30b5ef7c73 Create robot_create function and use it 4x
Contains 2 calls - to obj_create and init_ai_object. For safety reasons and tidiness compared to using obj_create directly. The call to init_ai_object in recreate_thief was already redundant.
2017-01-22 17:56:50 +08:00
Kp 38b33819a5 Workaround Debian Jessie gcc bug
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/289>
2017-01-21 19:05:44 +00:00
Kp 949d56fdd9 Avoid uninitialized use of object::ctype.ai_info.danger_laser_signature 2017-01-21 19:05:43 +00:00
Kp baa187801b Add special case to make past releases not die on various segnums
All releases to date have a bug where they treat certain segment number
fields as an int, not a segment number.  Storing segment_none (0xffff)
into the save file causes affected releases to crash in various places
because it fails to recognize that this is segment_none.

Current code correctly treats segment_none as a non-segment and works
correctly without this hack.  The hack is only required to get past
releases to work correctly after loading a saved game written by current
code.
2017-01-21 19:05:43 +00:00
Kp e127072f21 Add special case to make past releases not die on MarkerObject
All releases to date have a bug where they treat MarkerObject as an int,
not an object number.  Storing object_none (0xffff) into the save file
causes affected releases to exhibit several problems.  Most obviously,
they crash if the automap is opened, because they try to show
Objects[0xffff] as a marker, but no such object exists.  Additionally,
they refuse to let the player drop a marker because none of the elements
of MarkerObject are -1, so they incorrectly tell the player that all
marker slots are busy.  Finally, they will crash if the guidebot is
killed, because the guidebot death code deletes marker 0xffff because it
fails to recognize that this is object_none.

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 work correctly after loading a saved game written by current
code.

Fixes: 9125ae32cd ("Make objnum unsigned")
2017-01-21 19:05:43 +00:00
Kp 2e6b5e8467 Add special case to make past releases not die on Dead_controlcen_object_num
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")
2017-01-21 19:05:43 +00:00
Chris Taylor f2f6af5bf1 Always set hide_segment in init_ai_object
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).
2017-01-21 13:47:27 +08:00
Kp 0ac4eb52b2 Merge pull #308 into master
Merge kreatordxx's fixes for flags on guest players.
2017-01-17 02:49:54 +00:00
Kp cc885f17a3 Use init_ai_object for dropped robots
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>
2017-01-17 02:38:21 +00:00
Chris Taylor b1b5de4297 Additional safeguard for bug #306
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.)
2017-01-16 15:39:10 +08:00
Chris Taylor e76c8cf264 Fix bug #306 where a client in a multiplayer game hitting a wall fails an assert
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.
2017-01-15 18:11:54 +08:00
kreatordxx 5dec6d3975 Merge pull request #307 from dxx-rebirth/multi_gauge_pic
Fix debugger break at draw_weapon_info_sub when multi player dumped
2017-01-15 16:58:58 +08:00
Kp 092d947830 Optimize change_light search
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.
2017-01-15 00:03:14 +00:00
Kp 3594e7093f Switch last_hitobj to use array<objnum_t> instead of bitset
This reduces the number of objects that can be tracked concurrently, but
allows MAX_OBJECTS to rise without causing `laser_info` to grow.
2017-01-15 00:03:13 +00:00