Commit graph

233 commits

Author SHA1 Message Date
Kp 88832e3679 Use constexpr integral_constant for various magic numbers 2017-10-14 17:10:30 +00:00
Kp e859833f62 Use valptridx for Players
Currently, N_players is still a free variable and Players.count is
unused.  Future work will replace N_players with Players.count.
2017-08-13 20:38:32 +00:00
Kp 4cf4ce38b0 Cache player references 2017-08-13 20:38:31 +00:00
Kp e8d82d7d85 Pass valptridx factories to static functions 2017-07-26 03:15:59 +00:00
Kp 599ac9dee0 Always qualify valptridx type/factory
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const.  Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:

	im#PREFIX -> allow-invalid+mutable
	ic#PREFIX -> allow-invalid+const
	vm#PREFIX -> require-valid+mutable
	vc#PREFIX -> require-valid+const

Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual.  All other changes are generated by:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'

for the 'm' prefix and:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'

for the 'i' prefix.
2017-06-10 03:31:02 +00:00
Kp b0cb681ae7 Add gcc-7 /*-fallthrough*/ comments for obvious cases
For switch cases where existing comments or code flow logic obviously
intended to fall through, add a gcc-7 /*-fallthrough*/ comment to
silence warnings about this.  Some cases which are less obvious are not
converted, so the code does not yet compile clean with
-Wimplicit-fallthrough.

Reported-by: parkerlreed <https://github.com/dxx-rebirth/dxx-rebirth/issues/338>
2017-06-07 02:44:54 +00:00
Kp a55de34884 Pass canvas to Laser_render 2017-03-11 19:56:26 +00:00
Kp 84faf8aa73 Pass canvas to draw_object_blob 2017-03-11 19:56:24 +00:00
Kp dc090958d1 Reduce D1 spreadfire cost
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/322>
Analyzed-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/322#issuecomment-280896375>
Fixes: 10ff2b9ea2 ("Change Primary_weapon_to_weapon_info key to weapon_id_type")
2017-02-19 19:33:45 +00:00
Kp 7df99350dd Pass player to do_laser_firing_player 2017-02-08 23:34:41 +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 51b06f6cdc Move Fusion_charge to player_info
This eliminates some ugly hacks regarding remotely generated fusion
shots.
2016-12-10 17:51:09 +00:00
Kp 117e205ff0 Fold spreadfire calls to Laser_player_fire_spread 2016-12-10 17:51:09 +00:00
Kp 6153fc6f8d Recharge omega cannon on entering new level 2016-11-26 22:51:49 +00:00
Kp a129a0d570 Add ID for robot earthshaker secondary missile
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/273>
2016-11-26 22:51:47 +00:00
Kp bf662e0bcc Initialize track_goal for homing weapons
Kreator reported an uninitialized value crash when robots fired homing
weapons.  No path assigned a value for track_goal, so it had a default
value of 0 (non-poison builds) or 0xfdfd (poison builds).  Assign it a
value of object_none when the created weapon is a homing weapon.  Leave
it unassigned for non-homing weapons, since those should never examine
track_goal.

Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/274>
2016-11-26 22:51:46 +00:00
Kp e56160a021 Print warning for unhandled weapon types 2016-11-26 22:51:46 +00:00
Kp a70d1ac646 Pass player_info &to omega_charge_frame 2016-11-19 18:09:26 +00:00
Kp 6838ffaa95 Move Omega_recharge_delay to player_info 2016-11-12 18:10:08 +00:00
Kp 7064a56788 Track omega recharge delay as relative time
This fixes two problems on systems where sizeof(int) < sizeof(fix64)
(which applies on most systems).

Normally, the omega cannon does not charge for ~1/3 of a
second after firing stops.

The first problem is that, if (Last_omega_fire_time + 1/3 second)
exceeds 0x80000000 (about 9.1 hours), truncation issues confuse this
rule into not applying, thus allowing the omega cannon to charge
whenever energy is available, even while firing.

The second problem is that, if GameTime64 exceeds 0x8000000000000000
(about 4459701.8 years), a sanity check that attempted to compensate for
the incorrect tracking of Last_omega_fire_time would confuse the
recharge rule into deciding that the user had always fired recently,
which would prevent the omega cannon from ever recharging.  The sanity
check would reset Last_omega_fire_time when Last_omega_fire_time was in
the future relative to GameTime64.  Unfortunately, Last_omega_fire_time
was only an int, so the reset truncates off the high bits of GameTime64.
This truncation is harmless when GameTime64 is less than 0x80000000,
causes the first problem when GameTime64 is not less than 0x80000000,
but is positive, and causes the second problem when GameTime64 is
negative.

These problems were mitigated in prior releases by three factors.  First,
a hack resets GameTime64 when restoring from a saved game, so the
affected game needs to run for ~9.1 hours (or ~4459701.8 years) without
reloading.  Second, starting a new level resets GameTime64, so the game
needs to stay on a single level for ~9.1 hours (or ~4459701.8 years).
Third, the omega cannon discharges faster than it can recharge, so even
when the first bug allowed it to charge while firing, a player could
still drain Omega_charge to zero by continuous firing.  However, it
would take longer to drain due to the bug-induced concurrent recharge,
and would not be subject to the 1/3 second wait normally imposed between
depleting Omega_charge and recharge beginning.

Fix these problems by replacing Last_omega_fire_time with
Omega_recharge_delay, which is 0 when recharging is allowed or a
positive amount of frame time if recharging is disallowed due to recent
firing.  Set Omega_recharge_delay to 1/3 second when the user fires.
Decrease it by up to FrameTime when omega_recharge_frame runs.

This does not fix the preexisting problem that reloading a savegame does
not update the recharge delay, which manifests two related problems.
First, firing the omega cannon and then loading a game will bring the
delay through into the save, whether or not the user had been firing
just before saving.  Second, not firing the omega cannon and then
loading a game will allow the user to fire immediately on load, even if
the user had been firing when the game was saved.  Future work can
address the first problem by clearing the delay, but a savegame file
modification is required to address the second problem.

------------->8-------------

    #include <cstdio>

    int last_fire;
    long t64;
    /* The test program only shows the bug on 64-bit systems */
    static_assert(sizeof(last_fire) == 4, "sizeof(int) != 4");
    static_assert(sizeof(t64) == 8, "sizeof(long) != 8");

    void frame(bool expect_recharge, const unsigned line)
    /* clang does not support __builtin_LINE, so fake it with a macro
     */
    #define frame(E)    frame(E, __LINE__)
    {
	    if (last_fire > t64)
	    {
		    printf(__FILE__ ":%u:%u:                        last_fire=%8x t64=%16lx: last_fire > t64, resetting\n", __LINE__, line, last_fire, t64);
		    last_fire = t64;
	    }
	    const int time_bias = 0x5555;
	    if (last_fire + time_bias > t64)
	    {
		    printf(__FILE__ ":%u:%u: %5sexpect_recharge=%i last_fire=%8x t64=%16lx: last_fire recent (%16lx), refusing to recharge\n", __LINE__, line, expect_recharge ? "BUG: " : "", expect_recharge, last_fire, t64, static_cast<long>(last_fire + time_bias));
		    return;
	    }
	    printf(__FILE__ ":%u:%u: %5sexpect_recharge=%i last_fire=%8x t64=%16lx: last_fire old    (%16lx), recharging\n", __LINE__, line, expect_recharge ? "" : "BUG: ", expect_recharge, last_fire, t64, static_cast<long>(last_fire + time_bias));
    }

    int main(int, char **)
    {
	    frame(false);
	    t64 = 0x7fff;
	    frame(true);
	    last_fire = t64 - 4;
	    frame(false);
	    t64 = 0x7fffaaab;
	    frame(true);
	    last_fire = t64;
	    ++t64;
	    frame(false);
	    t64 = 0x7ffffffffd;
	    frame(true);
	    last_fire = t64;
	    ++t64;
	    frame(false);
	    t64 += 0x10000;
	    frame(true);
	    t64 = 0x7fffffffffffff00;
	    frame(true);
	    last_fire = t64;
	    frame(false);
	    t64 = 0x8000000000000000;
	    frame(true);
	    t64 += 0x800000000;
	    frame(true);
    }
2016-11-12 18:10:08 +00:00
Kp 72c13d101c Fold omega Next_laser_firing_time handling into do_laser_firing_player
Previously, do_laser_firing_player would update Next_laser_firing_time,
then do_omega_stuff would update it again.  OMEGA_BASE_TIME is smaller
than Weapon_info[OMEGA_ID].fire_wait, so the first store was overridden
by the second.  As a quirk, the override was skipped if the omega cannon
was unable to fire due to object limits or due to insufficient energy,
causing those rare cases to use the longer
Weapon_info[OMEGA_ID].fire_wait delay.

Fold the omega cannon handling of Next_laser_firing_time into
do_laser_firing_player to eliminate that quirk, simplify the code, and
remove the need to recompute fire_frame_overhead from
Last_omega_fire_time.
2016-11-12 18:10:08 +00:00
Kp 44867c637d Flatten creation of invalid valptridx
Constructing valptridx::basic_ptr with a known-invalid magic index does
not require an array.  Simplify the static_assert to reject uses of
factory functions with known-invalid magic index values.  Fix the two
sites that fail with the stricter static_assert.
2016-11-12 18:10:08 +00:00
Kp c4cfe54010 Return literal object_none on object_none error path
gcc generates better code for:

	if (variable == magic_constant)
		return magic_constant;

than it does for:

	if (variable == magic_constant)
	    return variable;

even though the two have the same result.  Switch to the form which
generates slightly better code.
2016-10-29 23:16:15 +00:00
zico 407805be42 Restored proper scaling of Min_trackable_dot by adding new function get_scaled_min_trackable_dot(). This was previously a fixed defintion based on Descent 1's result of Min_trackable_dot's scaling if FrameTime < F1_0/16 which did not properly reflect the intended result of Descent 2 nor did it properly align to different FrameTime/HOMING_TURN_RATE settings. get_scaled_min_trackable_dot() will scale the result accordingly for whatever fixed or variable time setting is given and respecting each game's individual scaling. 2016-10-10 15:37:25 +02:00
Kp ec19a6947f Move more symbols to namespace dsx 2016-10-02 19:35:34 +00:00
Kp 83dd51d79b Pass player_info to player_has_primary_weapon 2016-10-02 00:34:43 +00:00
Kp ab89513454 Pass player_info to auto_select_primary_weapon 2016-10-02 00:34:43 +00:00
Kp 1be7344d56 Pass player_info to auto_select_secondary_weapon 2016-10-02 00:34:43 +00:00
Kp ce65735c04 Expand get_local_player_flags
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp 1b321ac0c6 Expand get_local_player_secondary_ammo
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp 8e3a07f99d Remove laser.cpp inclusion of unused header reverse.h 2016-09-11 18:49:14 +00:00
Kp 198b068da6 Expand get_local_player_energy
It was a convenient transition macro, but its presence was always
intended to be temporary.  Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-09-11 18:49:13 +00:00
Kp dfef81e999 Switch laser.cpp to static_cast 2016-09-04 00:02:53 +00:00
Kp 335f24ac31 Move Primary_weapon to player_info 2016-08-28 22:41:49 +00:00
Kp 4af4f00d4b Fix weapon_id_type mismatch in do_laser_firing_player
Per comment, MK meant for this test to match the Helix cannon, but the
implementation was wrong.  Primary weapon indexes cannot be compared to
weapon ID types.  The two use different number spaces.  Using proper
enum types for each causes the compiler to report this mistake.  Fix the
test.
2016-08-28 22:41:48 +00:00
Kp b7a5f65d5b Move Secondary_weapon to player_info 2016-08-28 22:41:48 +00:00
Kp 8248438ffa Move Omega_charge to player_info 2016-08-28 22:41:47 +00:00
zico 89a2df0e18 Restored object_is_trackable to its original version for D2X. Restored conditions in track_track_goal to their original version. Scale homing_missile_turn_towards_velocity by HOMING_TURN_TIME if NEWHOMER since it may not be called in every frame. 2016-08-22 13:55:09 +02:00
zico dad3e953e9 Retored historically accurate versions of homing tracking and lifeleft calculations for D1X and D2X based on their original source code releases instead of mixing them together. Further encabsuled NEWHOMER code to disable unused functions and variables if NEWHOMER is disabled. 2016-08-17 13:43:01 +02:00
Kp 1774676571 Use class to wrap Primary_weapon+Delayed_primary 2016-08-06 19:55:23 +00:00
Kp f671e6781d Narrow scope of random vectors 2016-07-24 04:04:25 +00:00
Kp 139741ec40 Pass const object_base to Laser_render 2016-07-23 04:10:42 +00:00
Kp 176c0efdae Cache Muzzle_data reference 2016-07-23 04:10:42 +00:00
Kp 99bbd0cf26 Mark global constants as constexpr
s/^const \([^*]*=.*;\)/constexpr \1/
2016-07-23 04:10:42 +00:00
Kp 3894c66b9b Fold do_missile_firing calls to multi_send_fire 2016-07-14 01:59:04 +00:00
Kp 9128ff7c35 Move Next_laser_fire_time to player_info 2016-07-06 01:54:26 +00:00
Kp bd3db75108 Move Next_missile_fire_time to player_info 2016-07-06 01:54:26 +00:00
Kp 6251848c5f Move Missile_gun into player_info 2016-07-06 01:54:25 +00:00
Kp 3fe581c84a Cache reference to local player object 2016-07-03 00:54:16 +00:00
Kp 3272caed7d Cache reference to local player energy 2016-07-03 00:54:16 +00:00
Kp 2401bd60ce Pass object_base &to homing_missile_turn_towards_velocity 2016-04-23 17:59:47 +00:00
Kp 34417e9b7a Simplify track_goal setup
Fixes: 7cce4e292d ("Fixed up non-NEWHOMER code for testing purposes")
2016-03-19 19:08:10 +00:00
zico 49a336b263 Reintroduced the lost HOMING_TURN_TIME division for homing missile acceleration 2016-03-03 19:39:29 +01:00
zico 7cce4e292d Fixed up non-NEWHOMER code for testing purposes 2016-02-29 16:42:49 +01:00
zico 901a554e96 New powerup management code: Addeed functions and packet type to keep track of original and current level inventory as well as player and thief inventories. Calling maybe_drop_net_powerup() for all ammo based weapons except Concussion missiles. Limiting maybe_drop_net_powerup() to only spawn items missing from initial level inventory. Added function to let host respawn items that were lost for whatever reason. Expanded maybe_drop_net_powerup() and child functions to be able to drop item based on a random player. Changed back maybe_drop_secondary_weapon_egg() to its original behavior, dropping 3 of each type max. 2016-02-25 14:11:08 +01:00
Kp 2fd6a425b0 Remove highest_valid 2016-02-12 04:02:28 +00:00
Kp 3d13e66f6a Use C++ array in more places 2016-01-26 03:45:08 +00:00
Kp 25feb65a6f Remove unnecessary pointer subtraction in laser.cpp
`parent` can be compared to `Viewer` without converting `Viewer` to an
index.
2016-01-09 16:38:14 +00:00
Kp a3ae630829 Remove default argument for basic_ptridx(index) 2016-01-09 16:38:14 +00:00
Kp 9ceedc96a8 Propagate valptridx requirement up 2016-01-09 16:38:14 +00:00
Kp cefc79f869 Construct find_point_seg segptridx explicitly 2016-01-09 16:38:13 +00:00
Kp 98f5afa9f8 Remove default argument for basic_ptr(pointer,array &) 2016-01-09 16:38:13 +00:00
Kp 287a74f88b Multiplex do_laser_firing_player flags 2015-12-22 04:18:52 +00:00
Kp f4a5040a60 Remove write-only Last_laser_fired_time 2015-12-22 04:18:52 +00:00
Kp e8c34be843 Use v*ptr* factories with highest_valid 2015-12-22 04:18:51 +00:00
Kp d479819931 Use absolute_sibling to reduce global references for ptridx 2015-12-22 04:18:51 +00:00
Kp db9fb0ed42 Move more symbols into namespace dcx/dsx 2015-12-22 04:18:50 +00:00
Kp 2b51578ba6 Use enum class for Player_dead_state (formerly Player_is_dead) 2015-12-15 04:09:35 +00:00
Kp 708dc0a7e1 Use vobjptr/vcobjptr for more Objects[] access 2015-12-03 03:26:49 +00:00
Kp b683b4cc68 Scope weapon type 2015-12-03 03:26:49 +00:00
Kp 31d538ebe2 Use helper for robot weapon type 2015-12-03 03:26:48 +00:00
Kp 0c75aecc45 Check most uses of object id 2015-11-27 03:56:13 +00:00
Kp f09635089e Compact track_track_goal 2015-11-15 22:30:41 +00:00
Kp 44753209d6 Move homing_object_dist to object.ctype.player_info 2015-11-14 18:17:22 +00:00
Kp 6b353cb9ac Move player powerup_flags to object.ctype.player_info 2015-11-07 21:55:59 +00:00
Kp 8a81e25ab0 Move player laser_level to object.ctype.player_info 2015-11-07 21:55:59 +00:00
Kp 6037372cdf Move player vulcan_ammo to object.ctype.player_info 2015-11-07 21:55:59 +00:00
Kp 6fd6436f14 Move player energy to object.ctype.player_info 2015-11-07 21:55:58 +00:00
Kp 17b8b64980 Use macro get_local_player_flags for player's flags 2015-10-30 02:52:56 +00:00
Kp dc5dfb80e8 Use macro get_local_player_secondary_ammo for player's secondary_ammo 2015-10-30 02:52:56 +00:00
Kp ea5b7a08c1 Use macro get_local_player_energy for local player's energy 2015-10-30 02:52:55 +00:00
Kp 533f1cb3bb Qualify references to primary weapons 2015-10-18 21:01:18 +00:00
Kp 4585faa461 Cache reference to secondary_ammo 2015-10-10 03:44:14 +00:00
Kp ffd6c113ae Move fwdwall.h -> fwd-wall.h for consistency 2015-10-09 02:46:10 +00:00
Kp 230bc630ed Store FriendMissileView inside MissileViewEnabled
This allows it to persist silently when configuration files are read and
rewritten by versions of Rebirth which do not understand
FriendMissileView.
2015-09-26 21:17:14 +00:00
zico 69353631f0 Made missile views from friendly players optional (off by default) 2015-09-26 20:28:49 +02:00
Kp ff8aab4694 Move guided missile logic to helper function
Fix original bug that tested wrong field for guided missile signature
check.
2015-09-15 02:48:03 +00:00
zico e0785251c4 Reset homing_object_dist along with d_homer_tick_step instead of every frame to make sure lock indicator is visible in frames where homers wait for a new chance to turn; Also moved call of calc_d_tick() to calc_frame_time() - shouldn't be nested in calc_d_homer_tick() 2015-09-10 14:11:30 +02:00
zico cbaac96324 Fixed (hacked) homing missiles fired by bots that would not track players if player with lowest objnum is dead 2015-09-10 13:19:34 +02:00
Kp 2eeca09ae1 Improve create_smart_children
Use accurate squared distance instead of quick non-squared distance.
Simplify target choice loop.
2015-08-17 02:44:56 +00:00
Kp e5683593ef Expand ZERO_VECTOR inline 2015-08-13 03:15:53 +00:00
Kp bda7fef3a0 Use get_local_player to compute reference to local player 2015-07-25 23:10:46 +00:00
Kp f38e80c053 Use get_local_plrobj to compute reference to object of local player 2015-07-25 23:10:45 +00:00
Kp d4c2152009 Shorten calc_d_tick 2015-07-18 21:01:57 +00:00
Kp 2b604d6193 Use valptr for laser.cpp 2015-07-12 01:04:20 +00:00
Kp a523171748 Shorten calc_d_homer_tick
Combine redundant write to d_homer_tick_step
Combine redundant write to static timer
Only test for exceeding 3*cap if timer >= 1*cap
2015-05-30 16:53:49 +00:00
zico b04282e791 Using one global yet independent timeer for homing missiles similar to d_tick instead of having one in each missile object. Also decreased HOMING_TURNING_TIME to 25 FPS base 2015-05-30 18:29:41 +02:00
zico 7414b8165d Fixed little regression from previous commit: Do not increade homing tick every frame but according to turn time - duh 2015-05-28 16:07:24 +02:00
zico 7ba3d1317b Isolated all of the homing code into time-depending condition determined by track_turn_time and added track_turn_tick to make target re-discovery dependent on the individual missile tracking instead of global d_tick_count 2015-05-28 15:22:40 +02:00
Kp ed86b53395 Make Muzzle_queue_index static 2015-05-09 17:39:01 +00:00