Commit graph

4840 commits

Author SHA1 Message Date
Kp 12cc5860fe Cache user's last chosen host/port for direct_join
Define global copies of the user's chosen host address, host port, and
local port.  When these are non-empty, prefer them to the values from
-udp_hostaddr, -udp_hostport, and -udp_myport.  When the user attempts a
connection, update the global copies from the user's data.  If the user
abandons the connect dialog, do not update the globals.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/73>
2018-05-12 21:13:05 +00:00
Kp 3796c46440 Improve default keybindings
Slide left/right: A/D
Slide up/down: C/X
Accelerate/reverse: W/S
Afterburner (D2 only): Left-Shift

This produces the more FPS-typical WASD layout for
forward/left/back/right movement, and maps the crouch/stand bindings to
slide up/down.  This ticket sat for longer than it should have (though
it never missed a release).  Several competing designs were suggested,
but only one could be made active.  After consideration, I used my own
bindings on the basis that, while some other bindings may be better,
every other configuration repurposed a classic weapons-fire key to
movement.  Returning players who get the "new defaults" on a newly
created pilot profile might be very surprised by having their fire keys
move.  Since these are only defaults, and can be rebound by the player
with a few minutes work, these defaults do not need to be perfect.  They
just need to be an improvement over original Descent.

Delete unexpand-cpp-kconfig-key.py.  It will likely never be needed, and
was added in the prior commit solely to have a file to recover if it
ever is needed.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/214>
2018-05-12 21:13:05 +00:00
Kp 1fd8c184fd Convert kconfig default keys to their CPP define equivalents 2018-05-12 21:13:05 +00:00
Kp e63bbe8c52 Set d_event type at construction 2018-05-12 18:24:19 +00:00
Kp 6ab28cb8cb Use enum for Difficulty_level 2018-05-12 18:24:19 +00:00
Kp ccc2a288f1 Simplify HUD_SCALE_X_AR, HUD_SCALE_Y_AR 2018-05-12 18:24:19 +00:00
Kp 926a7f2a92 Remove useless const qualifier on meddraw static_cast
gcc-8 warns that static_cast<const T>(var) is useless.  Remove the const
qualifier.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:56 +00:00
Kp e69e195a3a Remove useless static_cast<float> in kconfig
gcc-8 warns that static_cast<float>(float_var + 1) is useless.  Remove
the cast.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:55 +00:00
Kp a2be4a89c9 Remove useless parentheses in gamecntl pointer-to-member declarations
gcc-8 warns for useless parentheses around the variable name.  Remove
the parentheses.

References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/388>
2018-05-05 22:33:55 +00:00
Kp 6a8930cef0 Remove unnecessary inclusions of compiler-static_assert.h
Various files included compiler-static_assert.h to use the compatibility
macros for compilers that lacked a working C++11 static_assert.
However, some source files used static_assert without this inclusion,
and no one ever reported problems.  From this, assume that no one uses a
compiler which lacks C++11 static_assert.  Remove the inclusions that
were only for the compatibility macro.  Keep the inclusions that use the
assert_equal helper.
2018-05-05 22:33:55 +00:00
Kp 5cafec2268 Use enum for gauges weapon_type 2018-04-30 05:31:16 +00:00
Kp 14dac5042a Factor out count_number_of_objects_of_type predicate
count_number_of_objects_of_type is dsx due to object differences, but
the predicate can be dcx.
2018-04-30 05:31:16 +00:00
Kp 0a5e9eb592 Adapt to Python 3 strict bytes vs str rules 2018-04-30 05:31:16 +00:00
Kp 6dd25cc064 Update num_kills_level/num_kills_total for remote kills
When a remote player destroys a robot, account it on player #0 so that
materialization centers track destroyed robots.  This is required since
player #0 is the only one to generate new robots.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/132>
Reported-by: Sirius-TR <https://github.com/dxx-rebirth/dxx-rebirth/issues/386>
2018-04-30 01:11:29 +00:00
Kp eec2fb39d6 Update num_kills_level/num_kills_total in multiplayer
Materialization centers ("Matcens") have a governor to prevent
overrunning the level in robots.  However, due to a logic ordering
error, multiplayer games failed to record how many robots had been
destroyed, so for the purpose of detecting whether there were currently
"too many" robots in play, the game pretended that no robots had ever
been destroyed.  Therefore, once enough robots had been created to reach
the "too many" threshold, matcens stopped generating robots, regardless
of how efficiently the player(s) had been destroying robots.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/132>
Reported-by: Sirius-TR <https://github.com/dxx-rebirth/dxx-rebirth/issues/386>
2018-04-30 00:54:16 +00:00
Kp 685137d5f5 Fix infinite loop in newmenu default handler
If no character matches the typed character, the loop should exit when
`lb->citem == cc`, which should happen after every entry is visited
once.  However, if no item is selected, `lb->citem == -1`, and `cc` is
never `-1`, so the exit path never triggers.  Rewrite the loop to be
bounded by number of steps, rather than bounded by returning to a
particular offset.  This also protects against undefined behavior if the
menu had zero elements.
2018-04-28 21:58:46 +00:00
Kp 9be90bffde Merge pull #383 "Fix FPS." to github/master 2018-04-28 04:08:28 +00:00
Ronald M. Clifford 6aff08408a Ensure FrameTime > 0 before starting the frame. 2018-04-26 20:27:50 -07:00
Ronald M. Clifford c514e650c3 Fix FPS locking and FPS display implementations. 2018-04-23 15:33:43 -07:00
Ronald M. Clifford a9fb3c9df9 Add missing glDisableClientState call. 2018-04-22 23:31:27 -07:00
Ronald M. Clifford e9d36a29c1 Fix Blocky Filtered option.
[Kp: as discussed in pull #377
<https://github.com/dxx-rebirth/dxx-rebirth/pull/377>, the previous
implementation requested a parameter combination not permitted by
OpenGL.  At best, this error was silently ignored.  Fix the error by
falling through to a switch case statement that sets valid parameters.]
2018-04-23 05:07:15 +00:00
derhass 38815ba10b change SYNC_GL_AUTO mode to disable GL sync if VSync is turned off
Users with disabled VSync might not expect any forced waiting on the GPU,
and the GL sync methods were intented to fix issues with VSync only,
so the new heuristic for SYNC_GL_AUTO is to enable GL sync only if
VSync is enabled, too.

Users can still request to use a specific GL sync method via the
-gl_syncmethod switch, independent of the VSync setting.

[Kp: folded `else { if () }` into `else if ()` to avoid moving
`ogl_have_ARB_sync` lines.  Original change visible at
<https://github.com/dxx-rebirth/dxx-rebirth/pull/381>.]
2018-04-23 04:57:48 +00:00
Ronald M. Clifford 19dbc3c13c
Fix FPS. 2018-04-22 19:28:20 -07:00
Kp 8a16296eb4 Fix -Wunused-variable warning in PNG screenshot code
Global `Viewer` was copied to local `viewer`, and the local should have
been used in this block.  Instead, the global was incorrectly used.
gcc-5 warns for this unused variable.  gcc-6 and gcc-7 incorrectly do
not warn.

Reported-by: Jayman2000 <https://github.com/dxx-rebirth/dxx-rebirth/issues/375>
Fixes: 131c1b9f4d ("Add support for PNG screenshots")
2018-04-15 19:43:38 +00:00
Kp 48b31d84f3 Move FPS to right side and low
Mako88 requests, as have others in the Rebirth forum, that the FPS
indicator be placed on the right side.  Moving to the right side was
quick.  Moving it low, handling all the different rendering combinations
(cockpit, statusbar, fullscreen; standard vs alternate; single player vs
multiplayer), and not overlapping anything in any of them was time
consuming.

If anyone wants more changes in this area, the existing modes ought to
be revisited and unified.  As is, there are pointless inconsistencies
among the modes, which makes it unnecessarily difficult to position an
element correctly.

Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/122>
2018-04-14 21:36:50 +00:00
Kp 8096af91da Add support for shuffling powerups in anarchy games 2018-04-12 04:19:35 +00:00
Kp ce5d1005dd Restore padding to workaround menu sizing bug
Commit d580328 eliminated junk whitespace in the individual line items
for joinable games.  Unfortunately, this whitespace was not junk.  It
was an undocumented workaround (possibly even unknowing workaround) for
a bug that undercounts the space required to show the header.  Restore
the "junk" padding to force the window back to its old width.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/374>
Fixes: d580328698 ("Combine direct_join allocations")
2018-04-11 04:18:37 +00:00
Kp 732bbd3395 Round screen width/height up to next multiple of 4
Mako88 reports incorrect images captured when using a screen resolution
of 1366x768.  1366 is not a multiple of 4.  Debugging also shows memory
corruption at this resolution, as Mesa writes off the end of the
allocated buffer.  Padding the buffer to tolerate these writes is
insufficient, as libpng then crashes with an alignment fault trying to
read unaligned data from the buffer.  All these problems are eliminated
by rounding the width and height to the next multiple of 4.

Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/373>
Fixes: 131c1b9f4d ("Add support for PNG screenshots")
2018-04-10 04:13:49 +00:00
Kp 771eecf695 Fix ambient sound effects
Ambient sound effects have always been buggy in certain topologies,
since `ambient_mark_bfs` refuses to cross its own path.  Consider a
corridor:

 L _ _ _ _ _ _ _ _ _ _
     _     _
     _     L

Where L is a lavafall emitting sound, whitespace is insignificant, _ is
a segment, * is a tagged segment, and / is a segment that should be
tagged, but is not.  Let the leftmost L be a lower number segment than
the lower L.  Sound propagation after the first step is:

 L * * * * * _ _ _ _ _
     *     _
     *     L

After the second step, it should be:

 L * * * * * * * * _ _
     *     *
     *     L

However, `ambient_mark_bfs` will stop when it hits the intersection, so
instead the result is:

 L * * * * * / / / _ _
     *     *
     *     L

To further confuse the issue, emitter segments are processed in memory
order, so if the leftmost L is a higher index segment than the lower L,
the lower L will be processed first and the steps will be:

 L _ * * * * * * * _ _
     _     *
     _     L

 L * * * * * * * * _ _
     /     *
     /     L

Rewrite the propagation to record the travel depth remaining at each
node, and permit it to cross a segment with a lower depth remaining than
the current step.  This still stops early when traversal attempts to
backtrack over itself, but permits it to visit, tag, and cross segments
that were previously visited by a different emitter.
2018-04-09 00:58:28 +00:00
Kp 90d2a61c1d Simplify visited_segment_mask_t 2018-04-09 00:58:28 +00:00
Kp 6e9208efcd Simplify test for corrupt IFF file
clang rightly warns for `if (!var&1)`, which parses as `if (!(var &
1))`, which is probably not what the original author intended.
Unfortunately, the author never commented what *was* intended.  The
author might have meant to reject any row with an even length (`if
(!(var & 1))`, but that seems strange in this context.  Remove the `&
1`, which retains the sense of what the code has always done.
2018-04-03 03:20:08 +00:00
Kp 91e7d2960e Switch do_silly_animation robot angle to reference
clang warns for taking the address of unaligned data, but not for taking
a reference to it.  It should warn for both.  The data should be fixed
not to be unaligned, but for now, this change will quiet the warning.
2018-04-03 03:20:08 +00:00
Kp c9da856a90 Fix struct/class class-key mismatch in mglobal
clang warns when a type is declared with `struct`, then instantiated
with `class`.  Change the declaration to `class` to match the
instantiation.
2018-04-03 03:20:08 +00:00
Kp f869a16e35 Move Debris_object_count into d_level_object_state 2018-04-02 03:39:51 +00:00
Kp 64690c3ce8 Fix clang build of similar/main/weapon.cpp
OS X clang warns when a variable is captured but not used.  Linux gcc
does not.  Remove the unused variable.

Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/368>
Fixes: 7da64d3782 ("Add new autoselect-while-firing mode: "when firing stops"")
2018-04-02 03:39:51 +00:00
Kp e08ea9f29a Clear weapon hitobj list on level load 2018-03-31 21:53:01 +00:00
Kp 813d73eedd Pass vms_matrix &to vms_matrix_from_quaternion 2018-03-31 21:53:01 +00:00
Kp 45f59c384b Pass vms_matrix &to vms_quaternion_from_matrix 2018-03-31 21:53:01 +00:00
Kp 18af84a0ab Remove __attribute__((packed)) from quaternionpos
Packed structures cannot be passed by reference, may fail on
alignment-strict architectures, and are bad for performance even on
alignment-tolerant architectures.  Using them for anything other than an
abstract layout declaration is a mistake.  Remove
__attribute__((packed)).
2018-03-31 21:53:01 +00:00
Kp 9b028f26f2 Make eclip_num unsigned 2018-03-31 21:53:01 +00:00
Kp a3871cfefd Tighten eclip::dest_bm_num handling
Instead of testing for -1, test for any out-of-range value.
2018-03-31 21:53:01 +00:00
Kp 29c6d63daa Move flickering light state into structure 2018-03-31 21:53:01 +00:00
Kp c368cf5ddd Simplify ai predicate functions
Many predicate functions only need to return zero/nonzero, and the
callers do not care about the particular value of nonzero.  Use this to
eliminate loads of explicit `1`, instead returning a nonzero value
generated by the test.
2018-03-27 03:49:34 +00:00
Kp 57008a7164 Read/write flickering_light by reference 2018-03-27 03:49:34 +00:00
Kp ac29854007 Reset boss teleport time on boss initialization
User roncli reports[1] an original game bug that prevents boss
teleportation from operating correctly if the program is not restarted
between each campaign.  This is another case of a global variable being
used improperly.  Reset the relevant variables when the boss is
initialized.

[1] https://github.com/dxx-rebirth/dxx-rebirth/issues/366#issuecomment-373199624
2018-03-15 04:05:42 +00:00
Kp e8645b2062 Pass vertex factory to compute_center_point_on_side 2018-03-12 03:43:47 +00:00
Kp 53a1d5f9ce Pass vertex factory to compute_segment_center 2018-03-12 03:43:47 +00:00
Kp ad8fd0f871 Pass valptridx factories to obj_relink 2018-03-12 03:43:46 +00:00
Kp e2b24b37d5 Pass d_level_object_state to reset_objects 2018-03-12 03:43:46 +00:00
Kp 44bba9d2a2 Pass valptridx object factory to obj_link 2018-03-12 03:43:46 +00:00
Kp daf87ac23a Pass valptridx object factory to obj_link_unchecked 2018-03-12 03:43:46 +00:00
Kp 0db5a2104e Pass valptridx factories to obj_unlink 2018-03-12 03:43:46 +00:00
Kp d2bad9845c Pass weapon_info_array to object_is_clearable_weapon 2018-03-12 03:43:46 +00:00
Kp 15b59a4b44 Pass d_level_object_state to obj_free 2018-03-12 03:43:46 +00:00
Kp 652b69f2a8 Pass Objects to obj_detach_all 2018-03-12 03:43:46 +00:00
Kp b00317bb1f Pass Objects to obj_detach_one 2018-03-12 03:43:46 +00:00
Kp d09478d88c Pass Objects to obj_attach 2018-03-12 03:43:46 +00:00
Kp 0067e33a8c Pass ObjectState to special_reset_objects 2018-03-12 03:43:46 +00:00
Kp a6b169afcc Move free_obj_list into d_level_object_state 2018-03-12 03:43:46 +00:00
Kp b63633db51 Move num_objects into d_level_object_state 2018-03-12 03:43:46 +00:00
Kp 1c92b448c8 Add d_level_object_state to wrap Objects and related data 2018-03-12 03:43:46 +00:00
Kp 2cac55d6c7 Raise max marker limit to 4 for cooperative games 2018-03-10 22:45:04 +00:00
Kp 49a4ac1c0e Move more marker state to d_marker_state 2018-03-10 22:45:04 +00:00
Kp 4d6b796874 Store MarkerObject as imobjidx, not objnum 2018-03-10 18:32:02 +00:00
Kp 7dee4ca49f Move MarkerMessage[] into wrapper d_marker_state
Also, fix an ancient bug with the automap handling of markers caused by
WET anti-pattern.
2018-03-10 18:32:02 +00:00
Kp ca2b1e0cf0 Remove build_colormap_good parameter used
`build_colormap_good` only took `used` to clear it.  Only one caller
needed it cleared.  Move the clear into that caller.  Remove the
parameter from all calls.
2018-03-08 04:21:18 +00:00
Kp b6e2205b9f Simplify palette color tracking
Callers only care whether a color is used, not how often it is used.
2018-03-08 04:21:18 +00:00
Kp fa5d8b0be0 Move fvi.cpp fvi_hit_object out of global scope 2018-03-05 01:40:44 +00:00
Kp ba81e0becb Move fvi.cpp fvi_hit_side_seg out of global scope 2018-03-05 01:40:44 +00:00
Kp 2686bdc32b Move fvi.cpp fvi_hit_seg2 out of global scope
Rename to fvi_hit_pt_seg based on comment explaining its purpose.
2018-03-05 01:40:44 +00:00
Kp 7ffd54377c Move fvi.cpp fvi_hit_side out of global scope 2018-03-05 01:40:44 +00:00
Kp f640917052 Move fvi.cpp wall_norm out of global scope 2018-03-05 01:40:44 +00:00
Kp ad654648a6 Move fvi.cpp fvi_nest_count out of global scope 2018-03-05 01:40:44 +00:00
Kp 852ab312d5 Remove global Network_laser_track 2018-03-05 01:40:44 +00:00
Kp 5c2408faaa In SDL2 mode, exclude test for SDL1-only feature (Redbook) 2018-03-03 18:47:23 +00:00
Kp 007ba90817 Support SDL2 style version lookup
The results are the same, but the way to obtain them was changed.
2018-03-03 18:47:23 +00:00
Kp 869fea9498 Make SDL-only SDL_Surface pointers static 2018-03-02 03:19:02 +00:00
Kp b16cf4e60a Fix Windows build
The Windows build did not explicitly include <time.h> or equivalent, but
used `time` and `gmtime`, which are only available when <time.h> is
included.  Other platforms include <time.h> incidentally.

Fixes: 131c1b9f4d ("Add support for PNG screenshots")
2018-02-18 18:52:22 +00:00
Kp 131c1b9f4d Add support for PNG screenshots 2018-02-18 00:42:42 +00:00
Kp 2571081962 Rewrite UI table to use symbolic constants for positioning 2018-02-01 05:38:47 +00:00
Kp 36f5e6103b Remove incorrect text "warning: " on generate-kconfig-udlr.py exception
This is not a warning.  It is a fatal error.
2018-02-01 05:38:47 +00:00
Kp 6e5c5f5c49 Mark some ogl parameters const 2018-02-01 05:38:47 +00:00
Kp 1ba2550b7e Defer restoring player ID to after object type is restored
`set_player_id` warns for setting the ID on non-players, including
ghosts.  Move the `set_player_id` call below the assignment to ->type,
so that `set_player_id` does not warn.

Reported-by: cfeuersaenger <https://github.com/dxx-rebirth/dxx-rebirth/issues/364#issuecomment-361096800>
2018-01-29 01:56:40 +00:00
Kp 5c5ee068ae Allow non-players to use OMEGA_ID weapon
User TRUEpiiiicness reports that valptridx<player>::check_index_range
traps when "The Apocalyptic Factor"[1] level 14 boss fires its Omega-based
weapon.  Code inspection shows that this is expected, since the original
designers assumed OMEGA_ID would only ever be used by players, and coded
various shortcuts accordingly.  No one told the level author this.  The
boss is an interesting concept and not difficult to support, so adjust
the code to handle this situation correctly:

- Check that the shooter is a player before checking its player ID.
  Without this, a robot that happened to have the same ID as the player
  would interpret robot data as player data, likely causing corruption
  when it tried to update the omega cannon charge.  Even if the robot ID
  does not match, this step causes a diagnostic[2] reporting that a
  robot ID is being misused as a player ID.
- Remove the shortcut that assumes the shooter is a player.  Store the
  shooter's actual type.
- Remove the unnecessary and counterproductive path that:
  1. Uses the object pointer to get the player's ID
  2. Uses that player ID to get a player pointer
  3. Uses that player pointer to get an object number
  4. Uses that object number to get an object pointer
  When invariants are maintained, the pointer derived in step 4 is equal
  to the pointer used at the start of step 1.  Use that pointer directly
  instead of rederiving it.  The reported exception was due to step 2,
  which requires that the player ID is in range.  When the shooter is a
  player, this is true.  When the shooter is not a player, it may not
  be true.

[1] http://www.enspiar.com/dmdb/viewMission.php?id=418
```
sha1sum af.hog af.mn2
133c52fb4b4e5fd40bf7b2321789841b727d1d0b  af.hog
0bb5f0dd1803b0fc1aac7c2023eacc97e9ab872b  af.mn2

stat -c '%s %Y %n' af.hog af.mn2
4024838 1094445016 af.hog
566 1013524628 af.mn2
```
[2] `similar/main/laser.cpp:560: BUG: object 0x555556078958 has type 2, expected 4`

Reported-by: TRUEpiiiicness <https://forum.dxx-rebirth.com/showthread.php?tid=1038>
2018-01-29 01:56:40 +00:00
Kp 22fe81666a Unify some control_info fields 2018-01-29 01:56:40 +00:00
Kp 1ffefa3029 Use partial_range for robot_get_anim_state 2018-01-29 01:56:40 +00:00
Kp 3f9b670fa3 Default to full template instantiation for AddressSanitizer builds
AddressSanitizer in gcc-7 inhibits deletion of certain otherwise
unnecessary nullptr checks, causing otherwise absent references to
class null_pointer_exception.  As a convenience to AddressSanitizer
users, instantiate all valptridx templates when AddressSanitizer is
enabled.  This is slightly excessive, but users building for
sanitization are not aiming for a minimal size build anyway.
2017-12-31 21:11:25 +00:00
Kp c179b2f783 Load robot customizations before use
AlexanderBorisov reported[1] a broken demo that ultimately traced to
incorrect reuse of stale data.  The campaign[2] includes per-level robot
definitions for level 3.  Descent incorrectly accessed Robot_info before
reloading it for the new level, so it used the level 3 data on level 4
robots during a warm start of level 4 for regular play, but used only
the level 4 data for a cold start of level 4 for regular play and for
playback of a demo recorded solely on level 4.  The particular
customizations applied on level 3 caused a level 4 demo recorded with
level 3 robot customizations to use different record lengths than a
level 4 demo recorded with level 4 robot customizations.  Since demos do
not record their record lengths, mismatched record lengths lead to
effectively corrupt demos.  In this case, it manifested as writing 8
anim_angles (per model_num 108, the model incorrectly inherited from
level 3) instead of 1 anim_angles (per model_num 37, used only on cold
starts).  The extra anim_angles were then misinterpreted as a run of 42
ND_EVENT_EOF, because the extra angles were unused and the newdemo code
defines the null byte as EOF (separate from receiving an actual EOF
indicator from the file I/O library).  That run of spurious EOF caused
the demo playback code to refuse to play past the spurious EOF,
resulting in a seemingly broken demo.

As an unfortunate, but unavoidable, consequence, this change modifies
the common path (warm playthrough of every level in the campaign) to
work like the uncommon path (cold start of each level).  Further, the
affected robot triggers a trap in d2x::do_silly_animation[3] when using
the correct model_num, because that polygon model has too few models for
the joints used by the robot.  When using the incorrect level 3 data,
the robot animates without trapping.

[1] https://forum.dxx-rebirth.com/showthread.php?tid=1023
[2] http://www.enspiar.com/dmdb/viewMission.php?id=212
```
sha1sum ENTROPY.HOG ENTROPY.MN2
7bc7a12d00a1ddd3ae92ce90eb67d581ecab004a  ENTROPY.HOG
f2688a634f22b30a02c43d8fa1a049deb5a03f70  ENTROPY.MN2

stat -c '%s %Y %n' ENTROPY.HOG ENTROPY.MN2
2402638 875757712 ENTROPY.HOG
511 875757164 ENTROPY.MN2
```
[3]
```
   799				if (jointnum >= Polygon_models[objp.rtype.pobj_info.model_num].n_models) {
   800					Int3();		// Contact Mike: incompatible data, illegal jointnum, problem in pof file?
   801					continue;
   802				}
```
2017-12-31 21:11:25 +00:00
Kp e8d53ca487 Add optional support for printing console timestamps to stdout 2017-12-25 05:44:27 +00:00
Kp 2b058c7150 Treat OpenBSD as Linux for msgbox handling
Requested-by: thfrwn <https://github.com/dxx-rebirth/dxx-rebirth/pull/359>
2017-12-24 00:28:35 +00:00
Kp 071a1dd486 Remove unused lambda capture in draw_all_edges
gcc silently permits this, as does every clang version I tested.
However, in issue #360, thfrwn referenced an e-mail thread that claims
OpenBSD clang warns for this. [1]  This capture is not needed, and as
far as I can tell, was not needed even when it was added.  It was likely
required in an earlier iteration of the code, but should not have been
pushed.  Remove it.

[1] https://marc.info/?l=openbsd-ports&m=151402743101761&w=2

Fixes: d4df692d30 ("Use range_for in draw_all_edges")
2017-12-24 00:28:35 +00:00
Kp 66b0f6bf37 Compile out unused joystick entries
Presently, user profiles are not portable between a build with
max_axes_per_joystick=0 and one with max_axes_per_joystick!=0.
Attempting to do so causes some buttons to be assigned to the wrong
action.  Since the intended use case for max_axes_per_joystick=0 and
similar is to completely remove joystick support on a system that will
never use a joystick, this is acceptable for now.  A future overhaul to
improve storage of user kconfig settings may fix this.
2017-12-24 00:28:35 +00:00
Kp f73b783095 Generate kconfig udlr relations at build time 2017-12-24 00:28:35 +00:00
Kp 0106833538 Move kconfig ui tables to separate file 2017-12-24 00:28:35 +00:00
Kp 44154f155a Fix max_joysticks=0 build
Fixes: 7311712399 ("Compile out joystick key settings when DXX_MAX_JOYSTICKS=0")
2017-12-24 00:28:34 +00:00
Kp 0a95ecc3a6 Mark changed values in kconfig UI 2017-12-15 04:47:30 +00:00
Kp 07895c086a Enforce anarchy-only flag for D1
hengyn45 reports that D1 improperly allows cooperative games on anarchy
only maps.

D1 seems not to have implemented this for a very long time, if ever,
although the code existed in commented out form.  When the trees were
combined, the commented out form was treated as blank, so the
restriction was placed inside a #if-d2 guard.  There is no reason to
make this D2-only.  Remove the guard so that D1 enforces anarchy-only.

Reported-by: hengyn45 <https://forum.dxx-rebirth.com/showthread.php?tid=1017>
2017-12-14 04:41:35 +00:00
Kp 0edf08cfbc do_powerup_frame: reject invalid vclip frametime
vclip::frame_time equal to 0 would cause an infinite loop.
vclip::frame_time less than 0 would cause the loop to run until
underflow, which could be very slow if frame_time is near 0.
2017-12-07 05:45:41 +00:00
Kp 544fc0f893 Add support for increased precision of gamelog timestamps
- Enable display of subsecond (Linux: microseconds; Windows:
  milliseconds) precision on gamelog timestamps.
- Add disabled support for YYYY-MM-DD leaders on gamelog timestamps.
  Activate it by defining DXX_CONSOLE_TIME_FORMAT_YMD to true.
- Add disabled support for capturing caller __FILE__, __LINE__ in calls
  to con_printf, con_puts.  Activate it by defining
  DXX_CONSOLE_SHOW_FILE_LINE to true.  If captured, write those to
  gamelog after the timestamp and before the text.  This feature (and
  only this feature) requires that DXX_HAVE_CXX_BUILTIN_FILE_LINE be
  defined, which is conditional on if the compiler has __builtin_FILE()
  and __builtin_LINE().  If the compiler lacks this support, attempts to
  enable this feature are ignored.
- Switch to using GetLocalTime on Windows.
2017-12-06 05:14:32 +00:00
Kp 01e1b28d71 Replace useless printf with puts 2017-12-05 05:29:55 +00:00
Kp 7311712399 Compile out joystick key settings when DXX_MAX_JOYSTICKS=0 2017-12-05 05:29:55 +00:00
Kp 35bd791d32 Remove obsolete kconfig TABLE_CREATION code
It generates code different from the current definitions, even when no
logical changes are present.  This code has not been used in at least 2
years, since commit bc7c469ab2 ("Use
array<> for more globals") changed the definitions of some variables
that this code regenerates, and this code still generates the old
definition.  Future changes will cause further deviation.
2017-12-05 05:29:55 +00:00
Kp 1f333868eb Fix proximity bomb failure-to-spin
Commit 7d36df315e restructured
draw_weapon_vclip, but unintentionally broke the spin of proximity bombs
because `modtime` could exceed `play_time * 2`, causing
`draw_vclip_object` to clamp `bitmapnum` to the last frame of the
animation.  Switch from `-=` to `%=` so that modtime is always brought
back in range.

Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=1005>
Fixes: 7d36df315e ("Simplify draw_weapon_vclip")
2017-12-02 04:31:26 +00:00
Kp bcb3f6b486 apply_force_damage: check object type before accessing ctype union
When `apply_force_damage` was called to damage a robot, it tested if the
`ctype.laser_info.parent_signature` of the other object matched
`ConsoleObject->signature` and, if so, awarded points to the console
player.  This allowed the player to sometimes get points for ramming a
robot to death, but was buggy.  When the player rams a robot, the player
is the other object, so accessing `ctype.laser_info` is wrong.
Historically, the player's signature was zero and player
`ctype.laser_info.parent_signature` (an inactive and therefore incorrect
branch of the union) happened to be zero, so the test succeeded.  Commit
44753209d6 changed the layout of
`struct player_info` such that
`ConsoleObject->ctype.laser_info.parent_signature` was not zero, causing
the player not to be his own parent.  Prior to this commit, the player
could still wrongly fail the test if the `player_info` member that
aliased `laser_info.parent_signature` was nonzero.  In the commit
preceding the obvious break, `player_info.player_flags` aliased
`laser_info.parent_signature`, so a player with certain flags (such as
invulnerability) would wrongly fail the test.  The exact manifestation
has changed over time as `struct player_info` gained members.

Restructure the test so that a ramming kill always awards points,
without checking ancestry.

Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=1006> (no commit identifiers given)
Fixes: 44753209d6 ("Move homing_object_dist to object.ctype.player_info")
2017-12-02 04:31:26 +00:00
Kp 8ae4ef9eb5 Fix traps due to invalid level data
`Descent 2: Counterstrike` level 9 specifies a control center trigger on
a side with no wall.  This is not valid.  In normal play, wall_toggle
silently ignored this, and newdemo_pop_ctrlcen_triggers had undefined
behavior.  Add a warning in wall_toggle to report levels like this.  Add
handling in newdemo_pop_ctrlcen_triggers to detect and suppress this
bogus data.

`Descent 2: Counterstrike` level 11 specifies a control center trigger
on a side with no child segment.  This is not valid, so
newdemo_pop_ctrlcen_triggers again had undefined behavior.  Add handling
to detect and suppress this bogus data.

Reported-by: Descender1032 <https://forum.dxx-rebirth.com/showthread.php?tid=992>
2017-11-25 01:56:51 +00:00
Kp c60c0352f0 Fix songs_play_file use for sdlmixer=0 2017-11-25 01:56:51 +00:00
Kp 8376504a34 Fix menu.cpp build failure for sdlmixer=0
When sdlmixer=0, opt_sm_mtype1 is not defined, but was used.  Preprocess
out the use.
2017-11-25 01:56:51 +00:00
Kp e5496d3aaf Consume trailing newline for Rebirth.rotate.robot directive 2017-11-18 04:45:50 +00:00
Kp 479ac8761f Add experimental D2 support for D1 style robot briefings 2017-11-13 01:59:49 +00:00
Kp 425b78b8a6 Fix clang build failure on flicker_timer_disabled
clang rejects 0x80000000 as a non-type template argument of type `int`
due to narrowing.  Use `INT32_MIN` instead, which has the same numeric
value, and should be accepted without requiring narrowing.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/353>
Fixes: 88832e3679 ("Use constexpr integral_constant for various magic numbers")
2017-11-07 00:44:59 +00:00
Kp 09963e8b5a Remove write-only Seg_scale 2017-11-05 20:49:09 +00:00
Kp f742e44091 Simplify lighting test 2017-11-05 20:49:09 +00:00
Kp c33f343d0b Return side_none for openable_doors_in_segment failure path 2017-11-05 20:49:09 +00:00
Kp a4ed8d5c9c Hold morph_rate constexpr 2017-11-05 20:49:09 +00:00
Kp d049f738c8 Convert various gr_set_current_canvas calls to reference form 2017-11-05 20:49:08 +00:00
Kp ca804d5186 Clear canvas to fix missing exit tunnel movie
Global variable `grd_curcanv` is set to a variety of canvases, some of
which are local stack variables.  Use of global variables in this way is
fragile, but works as long as the global is not used beyond the life of
the backing local.

Unfortunately, some existing uses do access the canvas beyond the
lifetime of the backing local.  Playing movies sets the font of the
current canvas.  If the current canvas is an expired stack variable,
setting the font overwrites other stack data.  This data corruption
causes various symptoms, such as inability to play the escape tunnel
movie.

Prior to 03cca2b3dc, the corruption on
playing the endlevel movie had no user-visible effect.  That commit
created a large local variable, which changed stack layout.  Starting
with that commit, the corruption causes the movie to play as all black.

Fix this, and protect against some other data corruption possiblities,
by clearing the global when the local goes out of scope.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/345> (only as cutscene failure to play, not as the underlying corruption issue)
2017-11-05 20:49:08 +00:00
Kp 49c0cdae2e Simplify calls to gr_set_default_canvas
Rather than use an inline wrapper and rely on the compiler optimizer to
redirect gr_set_current_canvas(nullptr) to gr_set_default_canvas,
rewrite all relevant calls directly in the source.

git grep -l 'gr_set_current_canvas' | xargs sed -i -e 's:gr_set_current_canvas(\s*NULL\|nullptr\s*);:gr_set_default_canvas();:'
2017-11-05 20:49:08 +00:00
Kp 6043168d51 Move various SDL-only texture mapping functions to !DXX_USE_OGL
The OGL build compiles, but does not use, various texture mapping
functions.  Move these to be built only for the SDL build.
2017-11-01 02:01:21 +00:00
Kp f598542f35 Simplify helix orientation calculation 2017-11-01 02:01:21 +00:00
Kp 5d4d3347e6 Remove unused found_poly 2017-11-01 02:01:20 +00:00
Kp 3fbc710ec5 Move various SDL-only scanline functions to !DXX_USE_OGL
The OGL build compiles, but does not use, various scanline functions.
Move these to be built only for the SDL build.
2017-11-01 02:01:20 +00:00
Kp 92c6196396 Remove long-dead SLEW_ON code
Defining SLEW_ON breaks the build due to use of member variable names
not used since before the D2X import in 2001.

`unifdef -USLEW_ON -m -- similar/main/endlevel.cpp`
2017-11-01 02:01:20 +00:00
Kp 8d80300e0a Remove obsolete D1 hostage editor code
This code was part of a feature abandoned before retail.  It cannot be
usefully used in campaigns.  Remove it to reduce code size and simplify
later changes.
2017-10-14 17:10:31 +00:00
Kp 96bc6f2047 Use enumerate for medrobot AI mode boxes 2017-10-14 17:10:31 +00:00
Kp 255655e8e7 Reduce scope of switch.cpp for loop variables 2017-10-14 17:10:31 +00:00
Kp 2e7dce83c6 Use enumerate for gamefont arrays 2017-10-14 17:10:31 +00:00
Kp 22b22a4a70 Use enumerate for verifying Effects 2017-10-14 17:10:31 +00:00
Kp e58956ddeb Simplify digi_audio_stop_all_channels 2017-10-14 17:10:31 +00:00
Kp 4d271f6d5e Simplify wiping Cyberman field 2017-10-14 17:10:30 +00:00
Kp 450d2f727c Use range_for for endlevel array stars 2017-10-14 17:10:30 +00:00
Kp 88832e3679 Use constexpr integral_constant for various magic numbers 2017-10-14 17:10:30 +00:00
Kp 8291391b7f Fix D2 emulation of D1 boss teleport handling
Descent 1 bosses could always teleport, but were only placed in large
areas where free teleporting was always permitted.

Descent 2 boss 1 was placed in a confined segment and not permitted to
teleport out of it until it was opened.  This was implemented by a
two-part change relative to Descent 1 rules:

- Descent 1 bosses were always permitted to teleport to any teleport
  destination segment.  Descent 2 bosses were only permitted to teleport
  if the player was visible or the boss had recently been hit.
- When computing the permitted list of teleport destination segments,
  Descent 1 used directly connected accessible segments, then stopped.
  Descent 2 started with this rule, but if the list had at most 1 entry,
  then it would assume this is the confined boss and recompute the list
  with the first wall ignored.  This recomputed list allowed the boss to
  teleport to any segment in the larger arena outside its starting
  segment.

After D2X-Rebirth support for emulating Descent 1 bosses was enhanced in
28bd4c1650, Descent 1 bosses gained the ability to teleport out of a
confining cube early, but only in D2X-Rebirth when emulating Descent 1.
In D1X-Rebirth, when a boss is placed in a confining cube, it can always
teleport, but only to that confining cube.  In D2X-Rebirth, Descent 1
bosses retain the always-teleport rule of Descent 1, but gained the
Descent 2 rule for expanding its search to the surrounding arena.  It
should only use the expanded search when it also abides by the Descent 2
restriction not to teleport before the first wall is opened.  It did not
abide by that rule.  This commit adds that restriction for Descent 1
bosses.

Reported-by: ef314159 <https://github.com/dxx-rebirth/dxx-rebirth/issues/348>
Fixes: 28bd4c1650 ("Enable D1 boss behavior in d2x build. So we get correct boss behavior when emulating D1, and 3rd party mn2s can include D1 bosses.")
2017-10-06 01:59:09 +00:00
Kp c3434e61d3 Enable PF_USES_THRUST when reseting multiplayer flags
Commit b1b5de4 switched from enabling select physics flags to setting
those flags and clearing all others.  Unfortunately, flag PF_USES_THRUST
was omitted from the enabled list, so it was disabled on reset.  It is
required to let player ships move.

Reported-by: Sottises <https://github.com/dxx-rebirth/dxx-rebirth/issues/347>
Fixes: b1b5de4297 ("Additional safeguard for bug #306")
2017-10-03 01:31:33 +00:00
Kp f60c783ef5 Move marker preservation into object lifeleft update 2017-09-30 18:00:15 +00:00
Kp 2665869c24 Mark editor groups broken
Editor groups write `struct segment` to a file in raw form, but had no
code to enforce that this raw form remained stable over time.  Various
changes to `struct segment` have repeatedly changed its internal
structure.  Each change created an incompatible dialect of the editor
group file, and all the dialects share the same version number.

According to
```
git log -p -L'/struct segment {/,/};/:common/main/segment.h' HEAD --not 0.58.1-d1x 0.58.1-d2x --
```
`struct segment` changed layout in:

* d1c6b89f17 ("Move dsx::segment -> dcx::segment")	[D1 only]
* 596ecbb38d ("Rename segment::value to segment::station_idx")	[D1 only]
* 6f10a67c09 ("Move segment::sides to end")
* c53b734abb ("Compute slide segments early")	[D2 only]
* 40e90fea22 ("Move Light_subtracted[] to Segments[].light_subtracted")
* a65d774c83 ("Improve packing of struct segment")
* c70c6c98b3 ("Remove obsolete segment::degenerated flag")

Mark editor groups as broken to avoid making the mess worse.  If anyone
cares about group support, it needs to be rewritten not to depend on the
internal layout of `struct segment`.
2017-09-30 18:00:15 +00:00
Kp 7bae498c45 Cache bitset::operator[] result 2017-09-30 18:00:15 +00:00
Kp 657bd59012 Use array<>+move for draw_model sort_list 2017-09-30 18:00:15 +00:00
Kp 4cfd5f3324 Pass canvas to menubar_init 2017-09-26 04:15:50 +00:00
Kp 6bd653bb16 Drop useless test in render_side
Descent 2, but not Descent 1, had a useless test in render_side:

	type == QUAD ? 0 :
		type == TRI_13 ? 1 :
		0

This is useless since, if type is not QUAD, the second expression will
apply.  If type is QUAD, then the type is not TRI_13, so the second
expression would choose the same result as the first.  The extra
comparison does not save any work, so it is useless.  Remove it.
2017-09-26 04:15:50 +00:00
Kp d7e97ca299 Remove write-only Escort_kill_object
Parallax never implemented Escort_kill_object because it was considered
too much work.  Remove the write-only vestiges of that feature.
2017-09-26 04:15:50 +00:00
Kp bba7e3a153 Move menu_number_bias_wrapper bias into type signature 2017-09-26 04:15:50 +00:00
Kp 1641c87765 Reuse WALL_IS_DOORWAY result in render_side 2017-09-26 04:15:50 +00:00
Kp 783bd90a72 Make automap PCX optional 2017-09-10 04:28:41 +00:00
Kp 7c0cdd6c51 Fix crash loading Vertigo briefing
Commit 1335af4b51 restructured briefing number parsing, but
unintentionally changed the parser not to drop the newline after a
number.  The briefing parsing code is very sensitive to minor changes,
so this broke parsing some briefing screens, including Vertigo briefing
screens after the first.  After the change, clicking through the Vertigo
briefing aborts on failure to load a PCX file.

Fix this by consuming the newline before returning.  This matches the
previous semantics.

Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/343>
Fixes: 1335af4b51 ("Simplify get_message_num")
2017-09-08 00:56:37 +00:00
Kp 456e239ae3 Use reference for ai_local 2017-09-08 00:56:37 +00:00
Kp 0548384d2a Fix excessive lavafall damage
Like many things in the main game loop, lavafall handling was
historically done on a per-frame basis, then its effects were scaled to
FrameTime to normalize the results.  Ignoring rounding errors, this
produced roughly equivalent damage for high framerate users (who
experienced many but small damage hits) and low framerate users (who
experienced few but large damage hits).  However, the randomized
movement was not scaled to FrameTime, which caused differing results for
high framerate users versus low framerate users.  Commit b36c6f20c7
tried to fix this by forcing scrape_player_on_wall to run at a capped
maximum effective frame rate, then scaling the damage in
check_volatile_wall accordingly, so that high framerate users would
experience fewer damage hits, but the ones they received were larger,
thus maintaining approximately the same damage as before.

Prior to b36c6f20c7, damage was always scaled to FrameTime.  In
b36c6f20c7 and later, damage scaled to max(FrameTime,
DESIGNATED_GAME_FRAMETIME), causing users with a high frame rate (and
thus low FrameTime) to take more damage on each pass.  This damage
increase was balanced by an added hack in scrape_player_on_wall to limit
the frequency of the scrape so that high framerate users would skip some
scrapes, giving them a virtual frame rate appropriate to
DESIGNATED_GAME_FRAMETIME.  However, the damage is only balanced if the
new governor is used consistently.  It is not used consistently, so it
caused a regression for passable lava surfaces.  Scraping on a solid
lava surface goes through scrape_player_on_wall and respects the
governor.  Touching a passable lava surface (only available in Descent
2) bypasses scrape_player_on_wall and jumps directly to
check_volatile_wall, thereby bypassing the governor.  This allows high
framerate users touching a passable lava surface to take many hits (as
they always did), but not receive the full benefit of downward scaling
the damage (as they once did) due to the new max() expression.  Thus,
they are damaged frequently, but still take damage consistent with being
damaged infrequently.

Fix this by moving the hack from scrape_player_on_wall to
check_volatile_wall, so that both solid lava surfaces and passable lava
surfaces respect the governor.  The governor is still an ugly hack that
should not be global, but this is a spot fix for the immediate problem.

Fixes: b36c6f20c7 ("Made scrape_player_on_wall() based on a timer. Due to the player being pushed away from the lava/water surface in every frame in a random vector (wrong, too), player movement per frame was not enough to counter this on FPS rates > ~120 which made damage scaling per frame nonsensical in these situations. Instead, execute scrape results in intevals based on DESIGNATED_GAME_FRAMETIME (or per frame if FrameTime>DESIGNATED_GAME_FRAMETIME) which fixes the issues and generally works much better for the purpose of this function.")
2017-09-08 00:56:37 +00:00
Kp aeedadba89 Unify D1/D2 scrape_player_on_wall 2017-09-08 00:56:37 +00:00
Kp a24490033f Allow players to remove thief at level start
Commit f4b21088a0 ("Track vulcan ammo explicitly") fixed an original
retail bug that prevented the thief from stealing energy weapons,
because the thief could only steal weapons for which the player had ammo
and energy weapons never have ammo.  This went unremarked for several
years, until a recent report of the new semantics as a game-breaking
regression because the thief is now "ridiculously potent".

Address this report, as well as an intermittently raised issue from
various users over time, by adding two new knobs to both the single
player "Gameplay" menu and the multiplayer setup screen: "Remove Thief
at level start" and "Prevent Thief Stealing Energy Weapons".

"Remove Thief" deletes the thief object during level load.  It has no
impact on save games, and changing it after entering a level has no
effect on any thief already in the level.

"Prevent Thief Stealing" is checked at the moment of theft and, when
enabled, prevents stealing primary weapons other than Vulcan/Gauss.
This can be changed at will in single player and is immediately
effective.  In multiplayer, this option can only be changed by the game
host in the pre-game setup.

For both knobs, there is one pair of checkboxes to control this as a
player preference, which applies in single player games.  There is a
second pair of checkboxes in the multiplayer setup, which applies only
to multiplayer games.  Therefore, in multiplayer, the host chooses thief
settings and all clients use the host's choice.  The host may configure
the thief differently in multiplayer from how the host plays in single
player.

For users who wanted to remove the thief, no specific tally has been
kept for who requested it or when.  Now that the code is being updated,
this is thrown in as an easy addition.

Reported-by: MegaDescent <http://forum.dxx-rebirth.com/showthread.php?tid=980> (for the thief stealing energy weapons as a game-breaking regression)
2017-08-26 19:47:52 +00:00
Kp 4ea9ef5b0c Use reference for robot_info 2017-08-26 19:47:51 +00:00
Kp 3bcee35c7b Shrink some Netgame fields
For protocol compatibility, zero-pad the outbound messages.  Previously,
the upper bits were zero because the value fit in a byte.
2017-08-26 19:47:51 +00:00
Kp 3340a6c16c Report compiled/loaded library versions at verbose level
When reporting use of SDL_mixer, report its loaded version.  When
running in verbose mode, report both the compile-time and load-time
versions of PhysFS, libSDL, and SDL_mixer.
2017-08-26 19:47:51 +00:00
Kp 6b209c8713 Decorate OpenGL messages
Some Linux libraries print their own messages to stdout/stderr,
particularly in case of severe errors.  Decorate messages generated by
Rebirth to distinguish them from library generated messages.

For specific blacklisted renderers, add a message informing the user
that the blacklist matched and changed settings.
2017-08-26 19:47:51 +00:00
Kp b5b5cbd4d7 Pass canvas to meddraw draw_listed_segments 2017-08-26 19:47:51 +00:00
Kp 9e917e4c7d Pass canvas to meddraw draw_segment 2017-08-26 19:47:51 +00:00
Kp d81e7862f0 Pass canvas to meddraw draw_line 2017-08-26 19:47:51 +00:00
Kp 88430e8946 Require vms_angvec &for g3_start_instance_angles
Only one caller exists, and that caller alway passes a non-nullptr
value.  Switch to a reference and remove the unused special case to
handle a nullptr input.
2017-08-26 19:47:51 +00:00
Kp 1831148092 Split g3_start_instance_matrix usage
Most uses pass an orientation matrix.  All sites are deterministic about
whether a matrix is passed.  Make the matrix mandatory for sites that
passed it, and split out a separate version of g3_start_instance_matrix
for the 2 sites which do not provide orientation.
2017-08-26 19:47:51 +00:00
Kp b65b6339f4 Make g3_draw_sphere pnt argument const (for OGL only)
SDL still needs to modify it, so use alias type `cg3s_point`, which is
`const g3s_point` in OGL and `g3s_point` in SDL.
2017-08-16 01:54:26 +00:00
Kp f114757208 Fix D1 build of similar/main/newdemo.cpp
Fixes: e859833f62 ("Use valptridx for Players")
2017-08-16 01:54:26 +00:00
Kp 4cec183386 Fix pch=0 build of similar/main/mglobal.cpp
Fixes: e859833f62 ("Use valptridx for Players")
2017-08-16 01:54:26 +00:00
Kp e859833f62 Use valptridx for Players
Currently, N_players is still a free variable and Players.count is
unused.  Future work will replace N_players with Players.count.
2017-08-13 20:38:32 +00:00
Kp 8b93c6a283 Make Bounty_target unsigned 2017-08-13 20:38:32 +00:00
Kp e18b95201c Tighten hoard record holder validation 2017-08-13 20:38:32 +00:00
Kp 4cf4ce38b0 Cache player references 2017-08-13 20:38:31 +00:00
Kp 6504853487 Use unsigned for Coop_view_player members 2017-08-13 20:38:31 +00:00
Kp aa56477742 Propagate objects_in arguments 2017-08-13 20:38:31 +00:00
Kp b4899aafac Pass vcvertptr to get_seg_masks 2017-08-11 23:43:54 +00:00
Kp 5eec2a5ce5 Use valptridx for Vertices 2017-08-11 23:43:54 +00:00
Kp c3a438b750 Pass draw_polygon_model orient by reference 2017-08-11 23:43:54 +00:00
Kp a43c5bd6d4 Remove long-dead STATION_ENABLED code
Function bm_load does not exist in current tip, 0.58.1-d2x, 0.51-d2x,
nor various early snapshots of D2X (not D2X-Rebirth, just D2X).
Attempting to enable STATION_ENABLED fails without this function.  Since
it seems to have been absent for at least 10 years (0.51-d2x tagged Feb
2007), and possibly more than 16 years (D2X snapshots from 2001), it
seems reasonable to assume no one has used this code in any open source
release.  Remove it.
2017-08-11 23:43:54 +00:00
Kp 8ed8f59d6d Fix -Wmisleading-indentation warning in SDL-only build 2017-08-11 23:43:54 +00:00
Kp 32b65ce485 Simplify storing obsolete_primary_ammo 2017-08-11 23:43:53 +00:00
Kp b028cce25b Move object ammo init into drop_powerup
This backports into Descent 1 the special-case that loads a Vulcan
cannon when it is dropped.  It also fixes a longstanding bug that a
robot that drops more than one of the powerup would fill only one of
them.
2017-08-11 23:43:53 +00:00
Kp 8c350ed5a5 Split drop_powerup path for dropping robots 2017-08-11 23:43:53 +00:00
Kp 1cfc8b3fbd Shrink on-stack multibuf to size of command 2017-08-11 23:43:53 +00:00
Kp 4ff9027b31 Add const-qualifiers to some multi functions 2017-08-11 23:43:53 +00:00
Kp 2a963ad077 Move multibuf into local scope
Many of these locals are wasteful, since they are always sized to the
biggest buffer required.  This is the minimal and safe solution.  Future
work will tune them to the correct size.
2017-08-11 23:43:53 +00:00
Kp 8159edd101 Use &a[i], not (a+i), to access multibuf
(a+i) form assumes that a can be used as the left hand side of
operator+().  This is true for pointers, and for C arrays that degrade
into pointers, but not for C++ std::array.  Switch to the explicit
syntax.

    git grep -lz 'multibuf+' | xargs -0 sed -i -e 's/(\s*multibuf\s*+\s*\(\w\+\),/(\&multibuf[\1],/g'
2017-08-11 23:43:53 +00:00
Kp 34ee376c84 Add alternate valptridx error reporting mechanisms 2017-08-11 23:43:52 +00:00
Kp e42d1c540e Move single-file defines out of mission.h 2017-08-11 23:43:52 +00:00
Kp 0f9db40e36 Simplify reporting fatal errors 2017-08-11 23:43:52 +00:00
Kp 03cca2b3dc Track visited segments as a local
This fixes a subtle bug where a perfectly immobile player would reuse a
previous run.  In practice, players are not immobile.
2017-08-02 02:49:13 +00:00
Kp 822249304c Remove useless unaligned write
Little endian systems stored sound as a `uint32_t`, but sent only the
lowest byte.  Store only that byte, since the destination was unaligned
and was the last field in the message.
2017-08-02 02:49:13 +00:00
Kp c9d733dd10 Add experimental Windows manifest 2017-08-02 02:49:12 +00:00
Kp 7b12619c3a Unify resource file compilation 2017-08-02 02:49:12 +00:00
Kp a371272759 Fold obj_detach_one updates 2017-08-02 02:49:12 +00:00
Kp 7483573cdf Drop useless swaps on obsolete player_rw fields
These fields are never read, so their contents are irrelevant.  Remove
the swaps.
2017-08-02 02:49:12 +00:00
Kp c816a79c47 Always check external levels for connectivity errors
Players keep reporting errors that trace to the game rejecting invalid
data from user-made maps.  In this case, asymmetric connectivity in
_Descent Vignettes_[1] level _Stalactite Volcano_ (level 15 in Descent,
level 14 in Descent 2) caused an exception when trying to render part of
the first big room.

The debug build shipped with function `check_segment_connections` to
detect some types of connectivity errors.  Expose this function to
release builds, and call it for user-made maps.  It already checked for
asymmetric segment links.  Extend that to hotfix those links by breaking
the asymmetric connection.  Log an URGENT class message when this
happens, so that users are aware that the level was modified at load.
Move the `NDEBUG` guards into `check_segment_connections` so that
non-debug builds check only for segment symmetry, but do not check for
normals and face count errors.

[1] http://www.enspiar.com/dmdb/viewMission.php?id=724
```
sha1sum vignette.hog vignette.msn
3cd659e6dd5927b41157dfb7d1dd87d90e781f01  vignette.hog
1f7d140ffab11816364040dd6da71a1568393a16  vignette.msn

stat -c '%s %Y %n' vignette.hog vignette.msn
5717889 1251643308 vignette.hog
956 1250212930 vignette.msn
```

Reported-by: MegaDescent <http://forum.dxx-rebirth.com/showthread.php?tid=970>
2017-07-26 03:15:59 +00:00
Kp e8d82d7d85 Pass valptridx factories to static functions 2017-07-26 03:15:59 +00:00
Kp 988d16c51f Clean up resolution input error handling
Revert to the user's chosen resolution, not to 0x0, which would then be
coerced to the minimum resolution.  When the text says revert, it should
revert, not just pick a size.

Change the "OK" label to say "Revert to NxM" for the resolution it is
reverting to.

Tighten input validation so that a blank width or blank height produce
the correct error message, rather than being coerced to 0, then
rejecting 0 as too small.
2017-07-26 03:15:59 +00:00
Kp eff53bfa90 Tighten OGL cache parameter validation 2017-07-26 03:15:59 +00:00
Kp d1c6b89f17 Move dsx::segment -> dcx::segment
d2x::segment has all members of d1x::segment, as well as two new members
exclusive to d2x::segment.  Structure layout is such that d1x::segment
requires the same size allocation, and places anonymous pad members in
the locations that become named members in d2x::segment.  Thus, reusing
d2x::segment for d1x::segment does not change the size of the structure
nor the offsets of any members used.  This reuse may enable some
functions to be better shared by the dsx project.
2017-07-26 03:15:58 +00:00
Kp 8b713978fc Ignore bogus POF counts
Instead of blacklisting two specific bad N_save_pof_names values, ignore
all N_save_pof_names that would overrun the Save_pof_names array.

This allows Rebirth to load broken levels such as "Hazard Zone"[1].  In
the case of Hazard Zone, the POF count is simply missing, so the first
two characters of the first POF name were taken as a count.  This led to
a massive overrun of the Save_pof_names array.

[1]:
```
sha1sum hazard.msn hazard.rdl
25abe7ba1aca91f0bd09551e65cfadeabfcb73df  hazard.msn
f5e6761b674b595550b27733fd83eeb2eff5e8f8  hazard.rdl
```
2017-07-15 21:50:22 +00:00
Kp d4f1c894aa Remove write-only global Connected_segment_distance 2017-07-08 18:17:50 +00:00
Kp 30b0ebebb8 Simplify trace_seg visited update 2017-07-08 18:17:49 +00:00
Kp dc33a58225 Use array<> in more places 2017-07-08 18:17:49 +00:00
Kp a7e0e05e19 Rename vertex_array -> vertices
Future work will introduce a typedef vertex_array.  That typedef would
cause these uses to trigger a -Wshadow warning.
2017-07-08 18:17:49 +00:00
Kp 75476e0b1d Simplify D1 Countdown_timer reload 2017-07-08 18:17:49 +00:00
Kp f16c4def1d Unify AI cloak setup
- Initialize AI cloak data in D1, too.
- Initialize reactor's idea of player position from init_ai_for_ship
2017-07-08 18:17:49 +00:00
Kp 596ecbb38d Rename segment::value to segment::station_idx
`value` is generic and unclear.  It is always meant to be used as an
index into the Station array, so rename it `station_idx` to show this.

Define and consistently use `station_none` to represent that no station
is assigned.
2017-07-08 18:17:49 +00:00
Kp 6767045a41 Shrink FuelCenter::Type to uint8_t to match special from struct segment 2017-07-08 18:17:49 +00:00
Kp bc04f3d172 Simplify dumpmine trigger iteration 2017-07-08 18:17:48 +00:00
Kp 0259378860 Pass valptridx factories to static AI functions 2017-06-30 04:09:27 +00:00
Kp 54c573fb22 Adjust valptridx auto-instantiate for -O2 -fno-inline 2017-06-30 04:09:26 +00:00
Kp 9421c31b5a Replace "compiler-type_traits.h" with <type_traits>
Delete stub "compiler-type_traits.h" header.  Redirect all uses to the
standard <type_traits> header.

git grep -wlz 'compiler-type_traits.h' -- '*.cpp' '*.h' | xargs -0 perl -p -i <<EOF
    BEGIN {
	    $i = 0;
    }
    if (($i == 1 && $_ eq "\n") || ($i < 2 && /^#include "/)) {
	    # First blank line or first user-include after a system-include.
	    # Print, then never again for this file.
	    print "#include <type_traits>\n";
	    $i = 2;
    } elsif ($i == 0) {
	    $i = 1 if (/^#include </);
    } elsif ($_ eq "#include \"compiler-type_traits.h\"\n") {
	    # Remove this line if found.
	    $_ = '';
    }
    # Reset state machine when moving to next file.
    $i = 0 if eof;
EOF
2017-06-25 20:46:03 +00:00
Kp adcf02e454 Expand tt:: indirection to std::
All supported compilers have an acceptable <type_traits>.  Commit
4cb3d46148 ("Move <type_traits> test to Cxx11RequiredFeature") made
<type_traits> support mandatory in August and no one has objected.
Remove the indirection and use namespace std directly for type_traits
members.
2017-06-25 20:46:03 +00:00
Kp b550a5aa13 Unify segment2_read
Early unification efforts missed this one because it was in gamemine.c
for Descent 1, but segment.c for Descent 2.  Move it to gamemine.cpp for
both, so that it can be static for both games.
2017-06-17 23:05:16 +00:00
Kp aa47435009 Remove write-only field FuelCenter::MaxCapacity
This is a remnant of a pre-retail design that allowed fuel centers to
be exhausted.  No one has ever asked for this mechanic, so remove
support for it.
2017-06-17 23:05:16 +00:00
Kp 20b8a6738c Use range_for in paging_touch_walls 2017-06-17 23:05:16 +00:00
Kp 73d92bb509 Make wclip::num_frames uint16_t 2017-06-17 23:05:16 +00:00
Kp bca7823423 Use range_for+partial_range in paging_touch_model 2017-06-17 23:05:15 +00:00
Kp ab98ba6677 Indent medlisp_update_screen test to silence -Wmisleading-indentation
This commit makes only whitespace changes.
2017-06-10 03:31:04 +00:00
Kp c25041fb41 Use array<> for editor Views 2017-06-10 03:31:04 +00:00
Kp 8a038de506 Tighten Marker_viewer_num validation 2017-06-10 03:31:03 +00:00
Kp 0e57e9bbf7 Expand macro to fix gcc-7 portability warning
gcc-7 warns:

    similar/main/mglobal.cpp:119:5: error: this use of "defined" may not be portable [-Werror=expansion-to-defined]
     #if DXX_VALPTRIDX_ENABLE_FULL_TEMPLATE_INSTANTIATION

Fix this by using the long form of the definition.
2017-06-10 03:31:03 +00:00
Kp 2a8e7dc3b1 Simplify game log timestamp 2017-06-10 03:31:03 +00:00
Kp 7b16571cb2 Rename countarray method count -> size 2017-06-10 03:31:03 +00:00
Kp a03291b036 Rename countarray method size -> max_size 2017-06-10 03:31:03 +00:00
Kp 430f7832aa Move valptridx factories into array_managed_type 2017-06-10 03:31:03 +00:00
Kp 599ac9dee0 Always qualify valptridx type/factory
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const.  Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:

	im#PREFIX -> allow-invalid+mutable
	ic#PREFIX -> allow-invalid+const
	vm#PREFIX -> require-valid+mutable
	vc#PREFIX -> require-valid+const

Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual.  All other changes are generated by:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'

for the 'm' prefix and:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'

for the 'i' prefix.
2017-06-10 03:31:02 +00:00
Kp 79e4e0a628 Raise MAX_POINTS_PER_POLY to 64
Past releases had a debug-only assertion that 25 was sufficient, but
then dynamically allocated enough storage for larger models as needed.
Commit 22a34809ee ("Move interpreter g3s_lrgb onto stack") added a
hard limit of 25, but did not detect attempts to exceed this.  Custom
models that exceeded 25 would cause a stack buffer overwrite and likely
crash.  Raise the limit to 64 and add sanity checking to refuse to
render models that exceed MAX_POINTS_PER_POLY.

Fixes: 22a34809ee ("Move interpreter g3s_lrgb onto stack")
2017-06-07 02:44:55 +00:00
Kp d077b32201 Disable newdemo strftime -Wformat-nonliteral warning
Disable gcc's -Wformat-nonliteral for this one call since unchecked
format strings are (1) under the user's control, (2) unable to cause
problems, and (3) very difficult to fully support with the warning
enabled.

Reported-by: parkerlreed <https://github.com/dxx-rebirth/dxx-rebirth/issues/338>
2017-06-07 02:44:54 +00:00
Kp b0cb681ae7 Add gcc-7 /*-fallthrough*/ comments for obvious cases
For switch cases where existing comments or code flow logic obviously
intended to fall through, add a gcc-7 /*-fallthrough*/ comment to
silence warnings about this.  Some cases which are less obvious are not
converted, so the code does not yet compile clean with
-Wimplicit-fallthrough.

Reported-by: parkerlreed <https://github.com/dxx-rebirth/dxx-rebirth/issues/338>
2017-06-07 02:44:54 +00:00
Kp e4ce907c1d Reduce scope of explicit instantiations 2017-06-07 02:44:54 +00:00
Kp 139ad58c72 Restore dropped hoard test
Commit 829e95b dropped a test for game_mode_hoard when computing light.
Since hoard orbs are in a union which overlaps the score in mission
mode, this caused a bug where a player in mission mode with non-zero
score would pulse light like a player carrying orbs in hoard mode.

Restore the test for hoard mode.

Fixes: 829e95b6f8 ("Separate hoard/proximity tracking")
2017-04-30 16:25:19 +00:00
Kp 26cb93d24f Preserve killer_objnum when a dead player takes additional damage 2017-04-30 16:25:19 +00:00
Kp 4f6c8575f2 Cache canvas in listbox_create_structure 2017-04-30 16:25:19 +00:00
Kp 8d2bc05624 Cache canvas in listbox_draw 2017-04-30 16:25:19 +00:00
Kp c2d45720c3 Pass canvas to check_face 2017-04-30 16:25:18 +00:00
Kp c12095dc4f Remove global canvas set in find_seg_side_face 2017-04-30 16:25:18 +00:00
Kp 601562b54b Pass canvas to render_segment 2017-04-30 16:25:18 +00:00
Kp 20b44fa856 Pass canvas to render_side 2017-04-30 16:25:18 +00:00
Kp 1b1cd54fb6 Pass canvas to check_render_face 2017-04-30 16:25:18 +00:00
Kp ab8859562e Pass canvas to do_render_object 2017-04-30 16:25:18 +00:00
Kp 4b4cb3a588 Pass canvas to outline_seg_side 2017-04-30 16:25:18 +00:00
Kp c4cff0df11 Fix missed canvas updates in scores_handler 2017-04-30 16:25:17 +00:00
Kp c8f93b7a5a Remove canvas juggling in state_callback 2017-04-30 16:25:17 +00:00
Kp 231ee1425f Remove canvas juggling in state_save_all_sub 2017-04-30 16:25:17 +00:00
Kp 53207b2ad0 Fix missed canvas updates in briefing_process_char 2017-04-30 16:25:17 +00:00
Kp 9558ca4eba Pass canvas to load_briefing_screen 2017-04-30 16:25:17 +00:00
Kp 22db18c10c Cache canvas in briefing_handler EVENT_WINDOW_DRAW 2017-04-30 16:25:17 +00:00
Kp 7aa764f975 Pass canvas to show_briefing_bitmap 2017-04-30 16:25:16 +00:00
Kp e425488329 Pass canvas to show_animated_bitmap 2017-04-30 16:25:16 +00:00
Kp af55ba08cc Pass grs_canvas &to draw_object_picture 2017-04-30 16:25:16 +00:00
Kp 1a1e669bc6 Pass vms_angvec &to draw_model_picture 2017-04-30 16:25:16 +00:00
Kp 2bd7344bff Remove canvas juggling in show_spinning_robot_frame 2017-04-30 16:25:16 +00:00
Kp 79a4a19711 Pass player to init_player_stats_level 2017-04-30 16:25:16 +00:00
Kp bd82516983 Pass player position to teleport_boss 2017-04-30 16:25:15 +00:00
Kp 57bf5d6e41 Validate segment walls on load 2017-04-22 21:23:56 +00:00
Kp 9478d1e6a5 Add custom terminate handler on Windows 2017-04-22 21:23:56 +00:00