Commit graph

4250 commits

Author SHA1 Message Date
Kp 954a235d13 Discard decoded cockpit buffer when no longer needed 2020-05-27 03:07:17 +00:00
Kp 5dbdc65ee6 Fix D2 crash on blank line in bitmaps.tbl
Reported-by: InsanityBringer <https://github.com/dxx-rebirth/dxx-rebirth/issues/464#issuecomment-632443732>
2020-05-22 02:40:26 +00:00
Kp 7b52b1fe1d Move grs_bitmap::avg_color into #if !DXX_USE_OGL
This field is used in the SDL build for rendering.  In the GL build, its
only purpose is for the editor to write it to a PIG file.  Change that
one use to compute the value as needed.  Move all other references
behind a preprocessor test for !DXX_USE_OGL.  This shrinks the size of
grs_bitmap by 1 pointer, since the compiler added padding after
avg_color up to the size of the next aligned pointer.
2020-05-22 02:40:26 +00:00
Kp 3d0f333b34 Unify object texture setup
Move the load of &GameBitmaps to the common loop used for paging in.
Add range checks on the loops.
2020-05-22 02:40:26 +00:00
Kp c1181b7be5 Move texture_list out of global scope 2020-05-22 02:40:26 +00:00
Kp f413017317 Delegate bald_guy_load PCX to SDL image 2020-05-17 23:35:26 +00:00
Kp 3114874713 Delegate PCX loading to SDL_image
This adds a new dependency, but most systems likely already have
SDL_image installed.  Use of SDL_image can be disabled, but this is
discouraged, because various in-game interfaces assume the use of the
original background.

The old implementation automatically corrected for filename case.  The
new implementation expects that the supplied filename can be passed to
PYHSFS_openRead as-is.  All known uses in-game have been corrected to
satisfy this requirement.  If the new stricter match requirement becomes
a problem, a variant of PHYSFSRWOPS_openRead that adjusts filename case
could be created for use here.

- Update install instructions
- Update ebuild
- Update Arch PKGBUILD
2020-05-17 23:35:26 +00:00
Kp 71ca1a7553 Do not abort on failure to load PCX
Using assert to check for conditions that can be caused by improper
configuration is wrong.  If the load failed, return.
2020-05-17 23:35:26 +00:00
Kp 16ae2e7b8e Correct case of map PCX files 2020-05-17 23:35:26 +00:00
Kp 699c9bc283 Fix check_header_includes=1 build 2020-05-17 23:35:25 +00:00
Kp df9a2bacf1 Handle gcc-10 truncation warnings in net_udp.cpp
gcc-10 warns that the game information text may be truncated, because it
overestimates the maximum possible length of some strings.  Handle the
warning by changing the format string to explicitly truncate these
strings at their maximum legal lengths.
2020-05-17 23:35:25 +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 a4f2edfaa9 Move LevelSharedVertexState into d_level_shared_segment_state 2020-05-17 23:35:25 +00:00
Kp fc46e9a97c Only reduce laser power in D2 mode
As reported in pull #507, the D1 implementation of the reduction was
incorrect and never reduced laser power.  Therefore, when D2 emulates
D1, D2 should emulate the effect of the bug, by not reducing laser
power.
2020-05-06 03:04:45 +00:00
Kp 44c4f0bde0 Move is_laser_weapon_type into #ifdef D2
The preceding commit eliminates the only use of is_laser_weapon_type by
D1 code, so now the function can be moved into a #ifdef D2 block.
2020-05-06 03:04:45 +00:00
AlumiuN 072bb54ff2 Exclude D1 player lasers from the quad laser damage reduction
The code that provides the 0.75x multiplier to laser bolts when they're fired
using the quad laser is present in D1 as in D2, however it is incorrect and
results in it not being applied. As such, it is more accurate to exclude the
multiplier when compiling D1.

Thanks to SaladBadger for the tip.
2020-05-04 20:20:41 +12:00
Kp 2f3a76ab15 Revert laser weapon type checking to 0.58.1
Commit 2bcc7bb371 restricted
Laser_create_new to only create lasers for known weapon types.  This
seemed like a good idea, but broke custom levels that use undocumented
laser types.  It also replaced logic that coerced invalid weapon numbers
into a type 1 laser with logic that prevented firing such weapons at
all.  This rendered robots with unknown or broken weapon data unable to
fire.

Commit 0c30fa7cf3 relaxed the logic to
prevent firing only in editor builds, but allow firing unknown or
invalid weapon types in release builds.  Firing unknown weapon types may
work.  Firing invalid weapon types may cause the game to crash when data
is accessed beyond the end of the defined weapon data.  This caused the
crash reported in issue #506.

Revert to the 0.58.1 rule that invalid weapons are coerced to be a
player level 1 laser.  Add a diagnostic when such a weapon is fired,
since the level author should have requested that weapon explicitly if
that was intended.

Reported-by: heftig <https://github.com/dxx-rebirth/dxx-rebirth/issues/506>
Fixes: 2bcc7bb371 ("Only create lasers for known weapon types")
2020-05-02 21:18:43 +00:00
Kp 399aee8d49 Use dedicated type for object render_type
Check conversions.  On invalid input, coerce to RT_NONE and print a
warning.
2020-05-02 21:18:43 +00:00
Kp 6f8ae448c7 Use exception, not Error, for invalid weapon render_type 2020-05-02 21:18:43 +00:00
Kp 3ce1f2b3ed Require support for C++11 addressof 2020-05-02 21:18:43 +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 8839f538e0 Refer to <array> directly, not through "compiler-array.h" 2020-05-02 21:18:42 +00:00
Kp 3170b11997 Modernize typedefs for std::array types
Use `using x = y;` instead of `typedef y x;`.
2020-05-02 21:18:42 +00:00
Kp 53761500f1 Qualify uses of std::array 2020-05-02 21:18:42 +00:00
Kp 9cee93abb1 Require support for C++14 std::exchange 2020-05-02 21:18:42 +00:00
Kp ddc25b59b7 Explicitly zero-initialize object structure members
C++17 will require this in order for `object::object()` to be constexpr.
Add it here, before switching over.
2020-05-02 21:18:42 +00:00
Kp b2672ae79e Merge 'refs/pull/505/head' into master 2020-04-28 04:09:47 +00:00
Matt Montag 7ec771e89a Fix bug in select_file_handler
newpath is a std::array and does not decay to char* automatically.
Use data() method to get char[], which does decay to char*.

This compile-time issue only affected Mac OS X.
2020-04-26 11:39:03 -07:00
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 a431f23817 Use enumerated constant for save slot indexes 2020-04-26 17:26:23 +00:00
Kp b396445efa Require support for std::index_sequence, std::make_index_sequence
The minimum supported compiler versions now provide a depth-efficient
implementation of std::make_index_sequence, which removes the last
reason to carry a private implementation.  In the case of clang, it
appears to have a special compiler intrinsic used to implement its
std::make_index_sequence.

Switch to the compiler-provided version for both gcc and clang.
2020-04-26 17:26:23 +00:00
Kp 5fa8c06914 Add experimental support for autosaves
Set autosave interval to 10 minutes, unless specified in the player's
configuration file.  Players can change the autosave to 0 minutes to
disable it.
2020-04-19 20:47:07 +00:00
Kp f9b90d4e8c Raise minimum required gcc version to gcc-7
gcc-4.9 support is now difficult to test due to system libraries linking
to newer symbols.  gcc-4.9 is unsupported upstream, as are gcc-5 and
gcc-6.  Raise the minimum required gcc version to the minimum version
supported upstream.

Debian Jessie shipped gcc-4.9.2, and support for this target was the
primary motivator for retaining gcc-4.9 support.  Jessie ended regular
support in June 2018, and will end Long Term Support in June 2020.  It
seems unlikely that Jessie would receive a snapshot build of Rebirth in
the months it has left.

Debian Stretch shipped gcc-6, but is currently considered "oldstable"
and has been superseded by Debian Buster.  Further, Debian Stretch
provides a package for gcc-7, so Stretch users can still build Rebirth
using only packages available from the package manager.
2020-04-19 20:47:07 +00:00
Kp a1b3a86cba Use std::chrono::duration for ThisLevelTime, PlayTimeAllowed
Store PlayTimeAllowed in ticks since it is frequently accessed for logic
tests, but only rarely accessed for display.
2020-04-19 20:47:07 +00:00
Kp d197ba42c3 Fix mouse-selection in listboxes
Commit d355ef4030 removed a seemingly unnecessary modification of the
global variable grd_curcanv->cv_font, after eliminating all local reads
of it.  However, a non-local read, buried in listbox_mouse, depended on
grd_curcanv->cv_font being set to a MEDIUM font.  After that commit,
grd_curcanv->cv_font retained its prior value, which is not a MEDIUM
font.  This caused listbox_mouse to compute an incorrect height of the
lines in the listbox, which manifested as the game choosing the wrong
line when the mouse is clicked in the listbox.

Fix the problem by explicitly using MEDIUM3_FONT, since that was
usually the value left in grd_curcanv->cv_font prior to that commit.  In
some cases, a different MEDIUM font would be left there, but all the
MEDIUM fonts have the same height, so they are interchangeable for this
purpose.

Reported-by: Q3BFG10K <https://github.com/dxx-rebirth/dxx-rebirth/issues/498>
Fixes: d355ef4030 ("Pass font to various drawing functions")
2020-04-04 19:30:23 +00:00
Kp 714c13b3c1 Move WallAnims into d_game_shared_state 2020-04-04 19:30:22 +00:00
Kp bcff9e6aaa Simplify wall flag assignment
Move the tests up and keep the flags ready to assign.
2020-04-04 19:30:22 +00:00
Kp 0fb82b47f6 SDL2: fix size of letterbox sequences
andrew-strong reported that using SDL2, with the window set to full
screen, but a windowed size less than full screen, caused letterbox
sequences, such as the player ship destroyed sequence, to render in a
subwindow sized to the dimensions game would have when unmaximized, even
if the game window is maximized at the time of the sequence.

tycho suggested a change that resolves this issue, and basic testing
showed no unwanted side effects.

Reported-by: andrew-strong <https://github.com/dxx-rebirth/dxx-rebirth/issues/399>
Suggested-by: tycho <https://github.com/dxx-rebirth/dxx-rebirth/issues/399#issuecomment-583688998>
2020-03-28 17:32:34 +00:00
Kp 2e682e140d Prevent sound stacking when all primary weapons are exhausted
ziplantil reported that in Descent 1, if a player has an empty Vulcan
cannon, and no energy, then attempting to fire a weapon would play the
SOUND_ALREADY_SELECTED clip every frame until the player ceased trying
to fire.  The problem does not impact Descent 2 since Descent 2 does not
play this sound sample when trying to activate a weapon that is already
active.

If the current weapon is already LASER_INDEX, then
select_primary_weapon(LASER_INDEX) simplifies to:

```

	// Pointless, player already using this weapon
	newdemo_record_player_weapon(LASER_INDEX)
	if (Primary_weapon != LASER_INDEX) {
		// skipped, path is false
	}
	else
	{
		if (wait_for_rearm)	// true for this path
			// Bad, plays every frame
			digi_play_sample(SOUND_ALREADY_SELECTED);
	}
	// Pointless, Primary_weapon already is LASER_INDEX
	Primary_weapon = LASER_INDEX;
	if (weapon_name)
	{
		// skipped, path is false
	}

```

Skipping the call avoids two pointless statements, one bad statement,
and nothing useful.  Therefore, the simplest fix for the problem is to
call select_primary_weapon(LASER_INDEX) only if the primary weapon is
not currently LASER_INDEX.

Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/499>
2020-03-28 17:09:28 +00:00
Kp ed4cb636b7 Fix memory leak when deleting listbox items 2020-03-14 03:41:30 +00:00
Kp a645fd2eba Allocate morph_data vectors dynamically
This greatly reduces the size of morph_data for most uses.
2020-02-26 05:07:34 +00:00
Kp 85a9034137 Move morph_data::morph_deltas into a trailing allocation
Initially, this just makes the code more complicated.  In the end, it
will allow choosing the array size dynamically.
2020-02-26 05:07:34 +00:00
Kp 73612f6667 Move morph_data::morph_vecs into a trailing allocation
Initially, this just makes the code more complicated.  In the end, it
will allow choosing the array size dynamically.
2020-02-26 05:07:34 +00:00
Kp 74f8fd0d4d Move morph_data::morph_times into a trailing allocation
Initially, this just makes the code more complicated.  In the end, it
will allow choosing the array size dynamically.
2020-02-26 05:07:34 +00:00
Kp 00df407381 Use a custom allocation for morph_data
This will enable shrinking the morph arrays to allocate only what is
needed.
2020-02-26 05:07:34 +00:00
Kp ce7cf4f7ef Rename gauges span to avoid conflict with C++20 type of the same name 2020-02-26 05:07:34 +00:00
Kp 5a08c40878 Use zip for morph update_points 2020-02-26 05:07:34 +00:00
Kp 4ec6a13bfa Zip morph polymodel sequences 2020-02-26 05:07:34 +00:00
Kp 9db512a9d6 Simplify Descent2 briefing removal of carriage returns
Read the entire buffer at once, then remove the carriage returns and set
a null terminator.  This reduces the number of calls to PHYSFS_read from
len to 1.
2020-02-26 05:07:34 +00:00