gcc has a special case to devolve to memset if both the pointed-at data
and the value to fill are considered a byte. All uses of
DXX_POISON_MEMORY pass a value that fits in a byte, so change the
signature to be a byte, to encourage gcc to activate the special case.
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
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.
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.
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.
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.
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")
The existing test for gcc pr #82541 was insufficient, and allowed using
-Wduplicated-branches with gcc-7 in some cases it should not. Extend
the test to cover these cases.
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.
mmontag reported that the OS X linker warns when attempting to search a
framework directory that does not exist. Suppress this warning by
checking for the directory and not adding it to the search path if it
does not exist.
Reported-by: mmontag <https://github.com/dxx-rebirth/dxx-rebirth/issues/503#issuecomment-619457491>
mmontag reports that tool_bundle.py cannot be parsed under Python 3.
Fortunately, the errors are all straightforward, so non-OS X systems can
see the errors when the file is imported. Normally, the file is only
imported when building for darwin, so non-OS X systems do not see the
problem.
- Add parentheses to print() calls. This is not consistent with the
rest of the Rebirth output scheme, but is simple to do.
- Adjust the syntax for raising exceptions.
Reported-by: mmontag <https://github.com/dxx-rebirth/dxx-rebirth/issues/503#issuecomment-619463994>
zicodxx reported in issue #449 that savegames created in a new build,
then loaded in an older one, may behave incorrectly in the old build.
This cannot be fixed in the new build without reverting the logic change
which caused it. Support for old builds has always been best effort, so
this will not be fixed. Add a release note about it.
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/449>
Switch valptridx error style dispatching from using macro pasting to
using C++11 user-defined literals. This makes the code a bit easier to
read, and removes the need for a C99-conforming preprocessor here, which
should help anyone trying to port to Microsoft Visual Studio.
The new implementation also fixes a limitation of the previous
implementation. Before, an override that referenced an invalid name
could be silently ignored. Now, incorrect overrides cause an attempt to
use an undefined instantiation, which fails with a compilation error.
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.