psyke83 reports that Debian distributions for Raspberry Pi now require a
different name for some video libraries. Merge psyke83's SCons
enhancements to add support for the new names while retaining support
for the old names.
ignorecase=1 coerces the user's input only for validation, but retains
the original case for later processing.
ignorecase=2 coerces the user's input for all purposes, and retains the
coerced form for later processing.
Since other code compares the `raspberrypi` variable to specific values
from the whitelist, user input must be mapped to that whitelist both for
SCons validation and for that later code. With ignorecase=1, a user
could set `raspberrypi=MESA`, which would pass SCons validation, but
then not be treated as equal to `mesa` when computing default values.
With ignorecase=2, `raspberrypi=MESA` will be recorded as `mesa` and
compute the desired default value.
Fixes: 166b1ecd4d ("RPI: update vendor library names & add Mesa VC4 build support")
PhysFS 2.0 only offers PHYSFS_read/PHYSFS_write for I/O. PhysFS 3.0
deprecates PHYSFS_read / PHYSFS_write and offers PHYSFS_readBytes /
PHYSFS_writeBytes. Converting Rebirth to use the new API is somewhat
invasive, and would require dropping support for PhysFS 2.0.
For now, for compatibility with PhysFS 2.0, disable the deprecation
errors and continue to use the older functions.
Reported-by: gabeotisbenson <https://github.com/dxx-rebirth/dxx-rebirth/issues/352>
Vendor library has new names to avoid conflicts with Mesa. Update
raspberrypi argument to use new libraries and support Mesa VC4 driver.
* raspberrypi=1 will build against the (newly named) vendor libraries
* raspberrypi=mesa will target building against the VC4 driver.
Both will select GLES by default, but you can target GL for the VC4 driver
via "raspberrypi=mesa opengles=0"
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.
SCons tries to probe the compiler designated by CXX before Environment()
returns. Set CXX in the call to Environment so that it probes the
correct tool.
If resolving the linker path fails, ld_path is not usable to run an
external program, but DXXProgram tried to use it as such. Test ld_path
before using it.
Splitting auto-generated paths is wasteful, but almost always harmless
on Linux. However, Windows uses backslash as a path separator, which
conflicts with its standard meaning as an escape character. Using
shlex.split on a generated Windows path strips required backslashes,
causing a later failure to find the command. Move the shlex.split call
to apply only to user-specified paths.
Reported-by: ef314159 <https://github.com/dxx-rebirth/dxx-rebirth/issues/349>
ef314159 reports that running SCons on Windows fails with an
AttributeError exception. `os.uname` is not available on Windows, but
SConstruct assumed it was. Trap the error and report a machine of
`None`, since this is purely for logging.
Reported-by: ef314159 <https://github.com/dxx-rebirth/dxx-rebirth/issues/348#issuecomment-334657171>
Fixes: 1ed7cec714 ("Tighten __builtin_constant_p check to handle gcc-7")
When print_function is imported (or Python 3 is used), print without
parentheses is an error. Historically, SCons has used only Python 2 and
has not enabled print_function. This may change, so add parentheses to
the one affected site. None of the print_function features are used, so
this should work in both Python 2 and Python 3.
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.")
Both the `if` and `else` paths had the same loop and post-loop
processing. The `if` path was a strict subset of the `else` path. The
`else` path had one setup statement, and was otherwise equal to the `if`
path. Move the shared statements outside the guarded path.
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")
lukeman3000 asked how to control the volume of the in-game movies.
Prior to this commit, there was no in-game solution to this. This
change scales movie audio by the SoundFx slider.
Thanks to lukeman3000 for inspiring this change. Thanks to Ryusei117
for explaining what videos needed to be affected, and for testing an
earlier iteration of the change.
Requested-by: lukeman3000 <https://forum.dxx-rebirth.com/showthread.php?tid=986>
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`.
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.
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")
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.")
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)
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.
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.