Commit graph

131 commits

Author SHA1 Message Date
Kp 56c98f5345 Improve error reporting for PHYSFSX_openWriteBuffered
Return the PHYSFS error code on failure, so that callers can report why
the open failed.
2021-07-25 23:00:56 +00:00
Kp 1c13d3c8d3 Improve error reporting for PHYSFSX_openReadBuffered
Return the PHYSFS error code on failure, so that callers can report why
the open failed.
2021-07-25 23:00:56 +00:00
Kp b2968c55da Improve error reporting for read_sndfile
Move error reporting down into read_sndfile, so that individual failure
paths can have specific error messages.
2021-07-25 23:00:56 +00:00
Kp b814301120 Pass PhysFS error code to callers of PHYSFSX_addRelToSearchPath
Use PHYSFS_getLastErrorCode on the result.  This allows init_movie to
report the reason a movie was unavailable.
2021-07-25 23:00:56 +00:00
Kp 1227625e7c Remove unused return code of PHYSFSX_removeRelFromSearchPath 2021-07-25 23:00:56 +00:00
Kp 028f4f8a56 Use structured bindings to access enumerated ranges 2021-06-28 03:37:50 +00:00
Kp d0d7545ec1 Unload robot movies on exit 2021-06-28 03:37:49 +00:00
Kp 76a7361786 Close descent.hog on exit
Add RAII wrappers for unmounting PHYSFS paths.  Use them in places that
previously handled unmounting explicitly.  Also, use it for descent.hog
/ descent2.hog, which previously were left mounted indefinitely.
2021-06-28 03:37:49 +00:00
Kp 1dba8e40ec Move PHYSFSX_addRelToSearchPath pathname to caller
Some callers will need access to the computed path.  Change the callers
to pass in a buffer for this path, and have PHYSFSX_addRelToSearchPath
fill that buffer directly.
2021-06-28 03:37:49 +00:00
Kp 391a539ad2 Use enum class for PHYSFSX_addRelToSearchPath append/prepend parameter 2021-06-28 03:37:49 +00:00
AlumiuN a17129a9aa Fixed mission menu subdirectory handling 2021-06-13 20:15:26 +12:00
Dmitry Grigoryev fbd05a1592 optimize include files (include what you use) 2021-02-06 21:38:50 +01:00
Kp 7f2df64649 Make mission_menu inherit from listbox 2020-12-27 22:03:09 +00:00
Kp 095d660c55 Inline listbox_get_window
It is only used once.
2020-12-26 21:17:29 +00:00
Kp b9a27094eb Pass menu_title through listbox functions 2020-12-26 21:17:29 +00:00
Kp 200952c3d9 Add type-specific tag wrappers for newmenu calls
Make the compiler check that title, subtitle, and filename are passed in
the right places.
2020-12-19 16:13:26 +00:00
Kp d2c5b4d64a Make listbox inherit from window 2020-10-22 02:26:16 +00:00
Kp 8a1bc7f318 Move Exit_models_loaded into d_level_shared_polygon_model_state 2020-08-24 01:31:28 +00:00
Kp f30b77c116 Handle gcc-10 truncation warning in mission.cpp
gcc-10 warns that if immediate_directories were very large, the sprintf
result would be truncated.  This is true, but a user is extremely
unlikely to have enough directories to trigger this code path.  Handle
the warning by explicitly returning an empty string if truncation would
otherwise occur.  This is not strictly correct, but it can be handled
with very little code, eliminates the warning, and is unlikely to matter
in practice.
2020-05-17 23:35:25 +00:00
Kp db7b4b3f88 Refer to <memory> directly, not through "compiler-make_unique.h" 2020-05-02 21:18:43 +00:00
Kp cc38cdf4b8 Qualify uses of std::make_unique 2020-05-02 21:18:42 +00:00
Kp 53761500f1 Qualify uses of std::array 2020-05-02 21:18:42 +00:00
Kp df19889f61 Prefer NSDMI over simple default constructors
This protects against mistakes if more constructors are added, and makes
the code easier to read.
2020-04-26 17:26:23 +00:00
Kp 1a2cfa35ba Fix saving/loading games for missions in subdirectories
The historical savegame format cannot support finding a mission in a
subdirectory.  Add a backwards-incompatible modification to store the
full path in the savegame, and store it in a way that old versions will
fail gracefully.[1]  When loading demos, or legacy savegames, search for
the mission in all available directories.  Demos are still written with
an unqualified path because the demo loading code would crash if given
an oversized path.  Mission names sent over the network as part of
multiplayer use the guess logic now, so that guests do not need to have
the mission in the same path as the host.

[1] Versions affected by issue #486 may fail ungracefully.

Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/491>
2020-01-18 21:57:39 +00:00
Kp 3e2d47f879 Track mission type correctly when loading mission list
- In D2X, do not accept Descent2-specific directives from Descent 1
  `.msn` files.
- Set the descent_version field correctly in the `mle`.  Previously,
  `.msn` was set to descent1 and all `.mn2` were set to descent2,
  regardless of whether the `.mn2` used `name`, `xname`, `zname`, or
  `!name`.
- Avoid rewinding the file and rereading the same line while checking
  the possible name types.
- Avoid recomputing end-of-string when it is already known.
- Avoid re-reading the mission file's version when the mission is
  chosen.  Instead, use the version that was recorded when the mission
  was loaded into the mission list.  This also fixes a bug where Descent
  1 `.msn` files would be classified as descent_version_type::descent2
  since both use `name =`, but that string has a different meaning
  depending on whether the file is `.msn` or `.mn2`.
2020-01-18 21:57:39 +00:00
Kp 3d09f4544b Remove macro Current_mission_filename 2020-01-18 21:57:39 +00:00
Kp 99356e0cdb Use enum for include/exclude anarchy mode 2020-01-18 21:57:39 +00:00
Kp ffb4240710 Report failure when a mission is not found in the mission list
AlumiuN reported a crash when a save game is unable to load the
underlying mission.  The crash is because the game proceeds to load the
savegame onto whatever level was loaded before this mission, which will
usually result in fatal inconsistencies in the data.

This commit does not fix the cause of the inability to load the mission,
but instead fixes the logic so that the user gets a reasonable error
message advising that the mission failed to load.  This was
unintentionally broken in db80a88ad2 when the sense of the return
value was inverted, and the fallthrough case was not adjusted.  This
impacts all uses of `load_mission_by_name`, though in practice restoring
from a savegame is the most obvious way to hit the problem.

Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/486> (indirectly)
Fixes: db80a88ad2 ("Improve error message on failure to load mission")
2020-01-06 01:25:35 +00:00
Kp ba283fb036 Sort mission directories to the top of the list, behind builtin missions
This is an observable change, but hopefully is an improvement overall.
2019-11-17 01:42:09 +00:00
Kp 6f54229f5a Sort missions in subdirectories
Mission sorting is handled in a top-level function after the missions
have been found, so that the special case to promote built-in missions
is only applied at the top level.  Unfortunately, this meant that
subdirectories were not sorted.  Add an explicit sort in a path specific
to subdirectory handling.

Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/472>
2019-11-17 01:35:08 +00:00
Kp b8cb819bb4 Make read_sndfile static for D1
Currently, only D2 can reread sounds.  Restore static for D1
read_sndfile.
2019-08-15 01:34:22 +00:00
ziplantil d9c113c315 load .s11,.s22 when loading D2 mission to allow custom sounds 2019-08-13 22:47:22 +03:00
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
Kp 063bf29225 Enable -Wimplicit-fallthrough=5; fix resulting breaks
This enables using -Wimplicit-fallthrough with ccache+distcc, which
strip the fallthrough comments, but do not strip the attribute
annotationns.
2019-04-04 04:29:03 +00:00
Kp 89b9561617 Remove explicit std::move in prepare_mission_menu_state return
clang warns that this interferes with copy elision.  The generated code
is slightly worse after following clang's advice and removing this, but
this is not a hot path, so take the hit to silence clang instead of
complicating the source.

Fixes: d97afc2ad5 ("Retain directory structure in New Game dialog")
2018-10-20 17:25:59 +00:00
Kp ec1cf005b6 Enable -Wformat-truncation
Add macro cf_assert ("control flow" assert) to hint to gcc that certain
conditions are impossible.  Use it to avoid generating range checks for
situations that never happen.  If the event did happen, the only
consequence would be truncated UI text, rather than a correctness
problem.
2018-08-26 18:10:36 +00:00
Kp eff80c2d13 Fix format string warnings for win64 2018-08-03 04:08:12 +00:00
Kp d97afc2ad5 Retain directory structure in New Game dialog
User jcotton42 suggested copying a D2X-XL feature: preserving the
directory structure of the user's missions area when showing a New Game
dialog.  This was substantially more trouble than it should have been,
but the result is good.

Previously, the dialog presented all missions at any depth below the
starting point, and sorted them as if they were all in the root
directory.

Now:
- Empty directories are hidden entirely.  There is nothing for the user
  to do in them, so there is no point showing them.
- A directory with exactly one entry has that entry promoted into the
  parent, since there is no ambiguity about what the user would want.
  If the parent in turn has only that one promoted element when the scan
  of the parent finishes, then the element can be promoted up again.
  This continues until the root is reached or until a level has more
  than one entry.  For this purpose, both missions and directories count
  as entries.
- Directory entries are decorated to inform the user how many
  immediate subdirectories are present, how many missions are present
  immediately in the directory, and how many missions total are present,
  counting all subdirectories.  If there are zero immediate
  subdirectories, then the directory count is not shown.  For this
  purpose, directories that were hidden due to a lack of missions are
  not counted.
- Sub-dialog boxes for inner directories use a title that reminds the
  user of the path so far, and recaps the directory/mission statistics.
- On entry to the New Game dialog, if the last played mission is in a
  sub-dialog, appropriate sub-dialogs are opened so that the last played
  mission can be pre-selected.

Currently, there is no in-game override to return to the prior rollup
rules.

Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
2018-07-03 05:59:40 +00:00
Kp db80a88ad2 Improve error message on failure to load mission 2018-07-03 05:59:39 +00:00
Kp 60a99f1ea2 Allow longer mission titles in New Game dialog 2018-06-27 03:34:34 +00:00
Kp 6f4270ecd8 Store mission list filenames inside mission_menu 2018-06-18 04:11:39 +00:00
Kp 8690bf4ca7 Change handling of explicitly blank briefings
Prior versions of Descent had a bug that specifying `briefing=` did not
inhibit a briefing.  Instead the directive was completely ignored.  The
engine would then use the auto-detected briefing if one was found.  This
quirk was eliminated during refactoring of the mission parsing code.
Unfortunately, some published missions relied on this bug: they ship a
briefing, but their mission file explicitly states that there is no
briefing.  Players expect the briefing to play despite the mission
stating that there is none.

Reorder the logic to restore the bug that `briefing=` is ignored.

Reported-by: Calmarius <https://forum.dxx-rebirth.com/showthread.php?tid=1054>
Fixes: 6020c9c013 ("Use d_fname for DOS filenames")
2018-06-13 02:02:58 +00:00
Kp e42d1c540e Move single-file defines out of mission.h 2017-08-11 23:43:52 +00:00
Kp 171e87a1e7 Fix failure to unmap custom hogs 2016-12-17 18:39:18 +00:00
Chris Taylor 6df1b85b87 Fix error due to -Werror -Wmissing-declarations in write_mission
This error was reported for gcc. Also set file extension correctly for 'enhanced' missions (though currently unused). Also some tidying up in response to feedback.
2016-11-15 15:03:34 +08:00
Chris Taylor 0e0bc755be Write mission file when calling create_new_mission
This removes an ambiguity when loading a saved game - we need to know the mission descent version **before** calling LoadLevel in state_restore_all_sub (a chicken and egg situation if we go down the fake dummy mission path). This also creates a fully playable mission (albeit simple).
2016-11-14 21:42:35 +08:00
Chris Taylor c6f5e91f4a Saved games from editor generated levels now work
Editor generated levels use the dummy mission created by create_new_mission.
2016-11-13 17:21:45 +08:00
Chris Taylor ac52a30214 Fix spurious exploding wall and crash when playing a level loaded with the editor
When File->'Play in 320x200' is chosen, use StartNewGame(Current_level_num). For now use create_new_mission and Current_level_num = 1 every time. Also remove the now redundant hacks GM_EDITOR and editor_reset_stuff_on_level.
2016-11-12 15:38:38 +08:00
Chris Taylor 48e9061960 Make the listbox handlers return a window_event_result
Make the listbox handlers and all sub-handlers (when_selected callbacks) return a window_event_result. Makes code more readable and removes one use of window_close, making it easier to inform event system if a window closes in future.
2016-10-27 15:22:41 +08:00
Kp 6a3ded191f Move EDITOR to dxxsconf.h; rename to DXX_USE_EDITOR
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library.  Move it to dxxsconf.h to
shorten the command line.

This is a mostly automated transform, but the changes to SConstruct were
manual.

git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
2016-09-11 18:49:16 +00:00