Commit graph

3250 commits

Author SHA1 Message Date
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
Kp 6d3fb34268 Abstract out last_hitobj management 2017-01-15 00:03:13 +00:00
Kp 764d20d4e1 Make grs_bitmap::bm_flags private 2017-01-15 00:03:13 +00:00
Kp f4fffeea49 Make more render state const when possible
Make Render_zoom const in builds where there are no statements that can
change it.

Use vcseg, not vseg, for some segment accesses.
2017-01-15 00:03:12 +00:00
Chris Taylor 8c51aa0b1e Fix debugger break at draw_weapon_info_sub when multi player dumped (bug #303)
Also happened when a client to a multiplayer game dropped out due to some network error. Delay call of multi_leave_game() until responding to EVENT_WINDOW_CLOSE, so the game isn't in an unstable state between handling the network event and the game closing.
2017-01-14 17:49:43 +08:00
Chris Taylor 479f5ed584 Fix 'format specifies type 'unsigned short' but the argument has type 'unsigned char'' warning
Replace %hu with %hhu for capped in call to con_printf in powerup_cap_state::cap_secondary_ammo.
2017-01-13 12:32:46 +08:00
Chris Taylor 6ecccd3491 Fix 'equality comparison with extraneous parentheses' warning
Remove offending parentheses around call to multi_i_am_master() in net_udp_leave_game().
2017-01-13 12:30:57 +08:00
Kp 5201218e20 Fix D1 build
Commit 4cc801f changed `object_move_one` to return `window_event_result`
instead of `void` and added a default return value at the bottom.
However, it added the value inside a `#if D2` block, so the D1 build now
fails with:

    similar/main/object.cpp: In function 'dcx::window_event_result d1x::object_move_one(d1x::vobjptridx_t)':
    similar/main/object.cpp:1627:7: error: variable 'result' set but not used [-Werror=unused-but-set-variable]
    similar/main/object.cpp:1866:1: error: control reaches end of non-void function [-Werror=return-type]

Move the return statement out of the conditional block to fix both these
errors.

Fixes: 4cc801f42f ("Remove calls to window_close(Game_wind) when game finished or over")
2017-01-13 03:19:19 +00:00
Chris Taylor 0c5a000328 Remove call to window_close(Game_wind) when a network event tells us to end the game
In multi_do_frame(), replace call to window_close(Game_wind) with returning window_event_result::close whenever multi_quit_game is true. Only using this return value where multi_do_frame() is directly called by GameProcessFrame(). multi_quit_game will only be set back to 0 when a new multi game is started.

Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-10 14:10:39 +08:00
Chris Taylor a418f8caec Remove call to window_close(Game_wind) when multiplayer level syncing fails
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to when there is a failure in net_udp_level_sync(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-10 13:02:59 +08:00
Chris Taylor 2ecc4c4a07 Remove call to window_close(Game_wind) when stopping demo playback
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to whenever newdemo_stop_playback() is called. Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-09 19:09:34 +08:00
kreatordxx d10896f116 Merge pull request #297 from dxx-rebirth/newdemo_no_space
Fix crash when ran out of disk space when writing demo
2017-01-09 10:05:25 +08:00
kreatordxx f590ec45c6 Merge pull request #298 from dxx-rebirth/no_game_wind_close
Remove calls to window_close(Game_wind)
2017-01-09 09:32:24 +08:00
Chris Taylor 6e2c3c61b1 Format LevelError text better for the case of an exit that is both regular and secret 2017-01-09 09:30:53 +08:00
Chris Taylor 0daf28e787 Small efficiency improvement for a return value in do_endlevel_frame() 2017-01-09 09:26:32 +08:00
Chris Taylor 06968db4bc Fix crash when ran out of disk space when writing demo
Check for nd_record_v_no_space in _newdemo_write.
2017-01-09 09:15:51 +08:00
Kp 0d5d7a01ad Fold PHYSFS_write calls for Automap_visited 2017-01-08 22:32:01 +00:00
Kp 7b08144aee Poison unused exploding walls 2017-01-08 22:32:00 +00:00
Kp d289fec43b Update hitobj_list in multi_object_rw_to_object 2017-01-08 22:32:00 +00:00
Kp 94716dfab5 Scrub OBJ_NONE objects from multiplayer peers 2017-01-08 22:32:00 +00:00
Kp 7fafc22cca Poison multiplayer object_rw without making it unreadable
`struct object_rw` is poisoned prior to initializing and sending it.
However, some fields are legitimately unininitialized (other than their
memset or poison value) at send time.  Add and use a poison variant that
can clear those fields, without marking them unreadable.
2017-01-08 22:32:00 +00:00
Kp 5da784dbed Pass canvas to gr_{,u}string 2017-01-08 22:32:00 +00:00
Kp 1ef6b9d5bc Pass font to gr_get_string_size 2017-01-08 22:31:59 +00:00
Kp 0480ba8030 Pass canvas to gr_string(int,int,const char*,int,int) 2017-01-08 22:31:59 +00:00
Kp 4b2102f41a Factor out show_framerate x/y for gr_printf 2017-01-08 22:31:58 +00:00
Chris Taylor aac4dd6c0e Remove call to newdemo_stop_playback() in newdemo_record_start_frame
This is in a redundant check, as we shouldn't (and don't) call newdemo_record_start_frame if nd_record_v_no_space is true, i.e. we ran out of disk space recording a demo. We want to return window_event_result::close with every call to newdemo_stop_playback() to close the game, as this is safer than calling window_close on the game window within its handler. In this case, it's much simpler (and safe) to just remove it.

Even if newdemo_record_start_frame is called when nd_record_v_no_space is true, we don't want to close the game, just exit the function.
2017-01-08 21:08:50 +08:00
Chris Taylor 4cc801f42f Remove calls to window_close(Game_wind) when game finished or over
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-08 21:08:50 +08:00
Kp f339e60606 Scrub object subtypes on load
Old versions of Rebirth sometimes saved games with bogus object data,
such that `obj->type == OBJ_NONE`, but `obj->movement_type`,
`obj->control_type`, or `obj->render_type` were not their respective
*_NONE constants.  This confused the game loader code such that it would
load invalid data from the `mtype`, `ctype`, or `rtype` unions and use
it without checking.

Try to counter some of this by exiting early if the object has type
OBJ_NONE.
2017-01-07 23:34:18 +00:00
Kp fe04c3fef6 Initialize obsolete fields
Valgrind warns when writing uninitialized data to a file.  The Descent
savegame format requires writing certain fields that are no longer used.
Set those fields to 0 to prevent leaking stack data into the file.
2017-01-01 23:19:21 +00:00
Kp 3fab4bfeb5 Fix uninitialized write of segment light_subtracted
Levels which fit in MAX_SEGMENTS_ORIGINAL read exactly
MAX_SEGMENTS_ORIGINAL segments worth of light_subtracted, even though
fewer segments were defined.  Prepare light_subtracted into a temporary
stack buffer instead of doing byte-at-a-time writes.  Initialize this
stack buffer to 0 when necessary.  Write the buffer once it is fully
prepared.
2017-01-01 00:45:46 +00:00
Kp a7ec4ccd63 Avoid uninitialized reads when saving game
player_info::cloak_time is only defined if the player is cloaked.
player_info::invulnerable_time is only defined if the player is
invulnerable.

In both cases, the game save code tried to read the ::*_time variable
even when it was undefined.  Modify the saving code to check player
flags before reading the associated timer.
2017-01-01 00:45:46 +00:00
Kp 2c7e36ef1e Cache KEY_M vsegptridx 2017-01-01 00:45:45 +00:00
Kp 22e364e030 Pass canvas to gr_clear_canvas 2017-01-01 00:45:45 +00:00
Kp 0905aefa0a Pass canvas to gr_rect 2017-01-01 00:45:45 +00:00
Kp 794dcce327 Pass canvas to gr_urect 2017-01-01 00:45:44 +00:00
Kp 774dedd21d Pass canvas to gr_bm_pixel 2017-01-01 00:45:44 +00:00
Kp 77c22d3a7f Pass canvas to gr_settransblend 2017-01-01 00:45:44 +00:00
Kp dac1a69f7c Pass canvas to gr_ubox 2017-01-01 00:45:44 +00:00
Kp 1b57e9a5ff Pass canvas to show_fullscr 2017-01-01 00:45:43 +00:00