Previously:
constexpr vTYPEptr{};
constexpr vcTYPEptr{};
Now:
__attribute_unused static vTYPEptr{};
constexpr vcTYPEptr{}; // unchanged from above
This is necessary for future work. It should have no user observable
effects for now.
Use a compound statement to cache the success condition as a local
boolean, then reference the local in the macro expansions. This should
hint to the optimizer that this is always the same expression, which
should encourage it not to repeat the test in the generated code.
Actual results vary. x86_64-pc-linux-gnu-g++-5.4.0 generates code that
is bigger, but uses fewer instructions.
This preserves virtually all game information, including active fire. The saved game 'gamesave.sge' can also be loaded with File->Restore Game State. The level can still be saved as usual (but it warns the user if there's an unsaved game state). This functionality may be useful for testing (or cheating! ;) )
Various points in the game code call `hide_menus()`, then later use
`show_menus()` to reverse the effect. If the forcibly hidden window is
deleted before `show_menus()` is called, the attempt to show it would
write to freed memory. Add a hook to forget those windows when they are
deleted, so that `show_menus()` does not try to make them visible later.
Commit 1c8ad24 removed all reads of `wind`, but did not remove its
assignment or declaration. This breaks the build with gcc due to
-Wunused-but-set-variable.
Fixes: 1c8ad24da3 ("Check for window_event_result::deleted for ui_get_filename polling loop")
Commit 917f079 removed all reads of `wind`, but did not remove its
assignment or declaration. This breaks the build with gcc due to
-Wunused-but-set-variable.
Fixes: 917f079f02 ("Check for window_event_result::deleted in ui_dialog_do_gadgets")
This reverts commit 3c20c24ac0.
Rebirth no longer contains the Descent memory manager, but Rebirth still
has many traces of the paging support used in the DOS version. One of
the unfortunate and subtle traces of this support is that it allocates a
contiguous buffer for game data and loads many of the games bitmaps into
that buffer. The buffer is large enough for most workloads, but not
all. When the buffer is too small, it is discarded by
piggy_bitmap_page_out_all and rebuilt piecemeal to contain only what it
needs. Fixing this would be nice, but the memory ownership rules are
messy. The performance consequences of the legacy approach are not
sufficient to justify the effort to fix this properly. Instead, revert
to the legacy design.