gcc-5 rejects `constexpr bool DefiningMarkerMessage() const` because
`d_marker_state` is not literal. Later versions of gcc accept this, but
the `constexpr` is not useful here since one term is a runtime variable.
Remove `constexpr`.
Also, modify the definition of `marker_message_text_t` and
`d_marker_state` to encourage the compiler to initialize `MarkerState`
at compile time instead of load time.
Fixes: 49a4ac1c0e ("Move more marker state to d_marker_state")
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
If !defined(DXX_HAVE_CXX_BUILTIN_FILE_LINE), the default value is
omitted, but the comma between values is still required. The comma was
incorrectly guarded, so it was present only when a default value was
set.
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/361>
Fixes: 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.
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.
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)