Each axis can act as two buttons in both ways.
For example, a player might map slide left and slide right to J1 -A1 and J1 +A1 as button presses instead of the slide L/R axis.
This is mostly to fix XBox 360 Controller Left and Right triggers. But it can work on every axis if the player wishes to bind them.
The prior commit fixed the problem of a blank pilot name for new games,
but loading an existing save game uses a different path and still did
not set the player's callsign. Set it on load, too.
Fixes: 0c7de10512 ("Track chosen pilot name outside Players[]")
Single player games relied on the quirk that the pilot's name was always
kept in Players[], even outside a game. Commit 0c7de10512 removed
that quirk, which had the unintended consequence that single player
games are now played by the anonymous pilot. Set the player's callsign
during game setup so that the high score entry can be attributed
correctly.
Fixes: 0c7de10512 ("Track chosen pilot name outside Players[]")
Reported-by: Neurochild247 <https://github.com/dxx-rebirth/dxx-rebirth/issues/443>
Bisected-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/443#issuecomment-523827234>
Commit e6169f17f9 switched from searching `Data/` to searching
`data/`. For users on case-insensitive filesystems, this is a no-op and
the instructions that reference the `Data` directory continue to work.
For users on case-sensitive filesystems, the change broke accessing the
data directory, and caused the instructions to mislead. Given the age
of the commit, fixing the capitalization now will likely cause more
problems than it solves. Instead, fix the capitalization of the
instructions, so that users who follow the documentation get a working
setup.
Reported-by: krux02 <https://github.com/dxx-rebirth/dxx-rebirth/issues/447>
Fixes: e6169f17f9 ("Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code")
If the level was not the most recently played, a save is forced so that
it can be marked as most recently played. However, the logic to force
the save also forced an update of the highest-level field, even if that
reduced it.
- Rename the parameter to clarify its meaning.
- Add comments explaining the logic to force the save.
- Only update the highest-level field when the update would increase the saved value
If a guided missile is in flight, and its owning player dies, the
player's type is changed to OBJ_GHOST. The damage that killed the
player should have put the guided missile into autonomous mode, so for
this purpose, return that the missile is not actively guided.
Reported-by: Johnsondr80 <https://github.com/dxx-rebirth/dxx-rebirth/issues/437>
The subcanvas is positioned based on the dimensions of the containing
window, so it must be repositioned if the outer window is resized.
Reported-by: vLKp <https://github.com/dxx-rebirth/dxx-rebirth/issues/394>
Fixes: f491059ed7 ("Enable building with SDL2")
exit_segnum is set during load_endlevel_data, which currently runs too
early for this to depend on the exit used, and thus to be player-unique.
That data should be loaded at need, when the level ends, rather than
during level setup. This can be addressed later, when support for
multiple exits is improved.
transition_segnum is a function of how the player exited the mine, since
there could be multiple exit tunnels, although current code appears not
to handle that well in other places. Therefore, it needs to be
per-player data, not part of the level data, where it would not depend
on the player exiting.
This could be a shared variable instead, since it cannot be directly
influenced by gameplay. However, it is influenced by the game mode, and
keeping shared variables that are mode-specific would be more complexity
for very little savings.
Zico's commit 38fabd7c49 open-coded a test for a robot smart mine. So
far, this is the only place it is needed, but others might arise. Move
the test and its comment out to a static helper function.
As documented in zico's commit 38fabd7c49, robot smart mines have a
different ID number than player smart mines. Rename the test functions
to clarify that they only recognize player smart mines, but not robot
smart mines.
git grep -l is_proximity_bomb_or_smart_mine | xargs sed -i -e 's/is_proximity_bomb_or_smart_mine/is_proximity_bomb_or_player_smart_mine/g'
clang-check warns that if `N_bitmaps <= 1`, then
`DiskBitmapHeader_d1_read` will never run, but `bmh.wh_extra` will be
read in `bitmap_read_d1`. Reorder the logic to return early if there
are no bitmaps.
clang-check warns about a potential binding a reference to nullptr in
the case that a segment has 0 sides. While this is silly and
impossible, a related failure mode would occur if vm_vec_dot never
indicated a side as good. This should be impossible, but the test for
nullptr is cheap, so add it to silence the checker.
The game has an alternative level file format that is not normally used.
This format can enable seismic events on a timer, independent of reactor
countdown or earthshaker usage. However, this feature is not reset on
loading a regular level after playing a level with the timer-driven
seismic events, so the regular level shakes according to the timer, even
though its author never designed it to do so.
Fix that by resetting the timer state to 0 before loading a regular
level.
Level seismic events and Earthshaker seismic events start with different
intensities, but share everything afterward. Move the common parts to a
function.