Many of these locals are wasteful, since they are always sized to the
biggest buffer required. This is the minimal and safe solution. Future
work will tune them to the correct size.
d2x::segment has all members of d1x::segment, as well as two new members
exclusive to d2x::segment. Structure layout is such that d1x::segment
requires the same size allocation, and places anonymous pad members in
the locations that become named members in d2x::segment. Thus, reusing
d2x::segment for d1x::segment does not change the size of the structure
nor the offsets of any members used. This reuse may enable some
functions to be better shared by the dsx project.
`value` is generic and unclear. It is always meant to be used as an
index into the Station array, so rename it `station_idx` to show this.
Define and consistently use `station_none` to represent that no station
is assigned.
Using precompiled headers includes vers_id.h into
similar/main/newdemo.cpp. gcc-4.9 reports a conflict between vers_id.h
`extern const char g_descent_build_datetime[21]` and newdemo.cpp macro
generated `extern const char g_descent_build_datetime[]`. The size is
only needed in the definition, so remove it from the declaration to
align with the macro-generated extern.
Delete stub "compiler-type_traits.h" header. Redirect all uses to the
standard <type_traits> header.
git grep -wlz 'compiler-type_traits.h' -- '*.cpp' '*.h' | xargs -0 perl -p -i <<EOF
BEGIN {
$i = 0;
}
if (($i == 1 && $_ eq "\n") || ($i < 2 && /^#include "/)) {
# First blank line or first user-include after a system-include.
# Print, then never again for this file.
print "#include <type_traits>\n";
$i = 2;
} elsif ($i == 0) {
$i = 1 if (/^#include </);
} elsif ($_ eq "#include \"compiler-type_traits.h\"\n") {
# Remove this line if found.
$_ = '';
}
# Reset state machine when moving to next file.
$i = 0 if eof;
EOF
All supported compilers have an acceptable <type_traits>. Commit
4cb3d46148 ("Move <type_traits> test to Cxx11RequiredFeature") made
<type_traits> support mandatory in August and no one has objected.
Remove the indirection and use namespace std directly for type_traits
members.
Early unification efforts missed this one because it was in gamemine.c
for Descent 1, but segment.c for Descent 2. Move it to gamemine.cpp for
both, so that it can be static for both games.
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.
Hat labels reserve an extra character for the arrow, which partially
masked this error. When used buttons requires more characters than (1
+ used hats), the buffer had insufficient space and the label was
truncated.
x86_64-w64-mingw32-g++ -Wformat handling misparses the std::size_t
format string, causing a spurious error.
common/main/valptridx.tcc: In function 'void untyped_index_mismatch_exception::prepare_report(const char*, unsigned int, const void*, long int, const void*, const void*, char (&)[229], std::size_t)':
common/main/valptridx.tcc:36:182: error: format '%u' expects argument of type 'unsigned int', but argument 7 has type 'std::size_t {aka long long unsigned int}' [-Werror=format=]
This occurs even though the processed text uses %I64u (which is correct
for a `long long unsigned int`), not %u as shown in the error message.
static void prepare_report(const char *const filename, const unsigned lineno, const void *const array_base, const long supplied_index, const void *const expected_pointer, const void *const actual_pointer, char (&buf)[report_buffer_size], const std::size_t array_size)
{
snprintf(buf, sizeof(buf), "%s:%u: " "pointer/index mismatch:" " base=%p size=%" "I64u" " index=%li expected=%p actual=%p", filename, lineno, array_base, array_size, supplied_index, expected_pointer, actual_pointer);
}
In practice, all such sizes will fit in `unsigned int` because they are
the dimension of an array of large structures. Switch all platforms to
use `unsigned long`, which works everywhere and is at least as big as
`unsigned int`. Using `unsigned long` produces the same size as
`std::size_t` on all platforms other than Win64, where `unsigned long`
is only 32 bits due to the strange LLP64 model Microsoft picked.
Commit b32298df5a ("Rewrite powerup cap
code to centralize logic") centralized powerup cap code in the
powerup_cap_state class.
Commit 901a554e96 ("New powerup management
code: Addeed functions and packet type to ...") removed all use of
powerup_cap_state, but left the dead implementation present.
Commit 479f5ed584 ("Fix 'format specifies
type 'unsigned short' but the argument has type 'unsigned char''
warning") switched the already dead (but still compiled) code from %hu
to %hhu to fix a warning on OS X. Although the commit was written by
Chris, it was my suggestion to use %hhu. I neglected to test Windows
before suggesting it, so the change went in even though Windows does not
accept %hhu; this broke the Windows build. Fortunately, the code had
been dead for 11 months when the change was made, so the fix for Windows
is to remove the long dead code.
Descent 1 has no headlight powerup. Code to read headlights was
incorrectly added in 357e1b0144, but no code was added to write
headlights, so the Descent 1 lighting code checked for headlights that
never existed. Guard the headlight global variables and the associated
logic with if(D2).
Fixes: 357e1b0144 ("Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)")
Expose sphere_intersects_wall and call it directly from
boss_fits_in_seg, so that boss_fits_in_seg does not need to modify the
position and segment of the boss during the test.
If boss has teleported before, even before a loaded state was saved, play the boss looping sound immediately when loading the saved game (if near the boss). Resolves issue #326.
When objp is nullptr, ai_door_is_openable assumes Buddy_objnum is a
valid object number, but this assumption is not guaranteed to be true.
When it is false, the game crashes. This crash can be triggered by a
brain robot trying to make nearby robots snipe.
Fix the crash by passing the robot of interest.
Reported-by: Yarn <http://www.dxx-rebirth.com/frm/index.php/topic,2165.0.html>
Macro LINE_SPACING previously used global grd_curcanv implicitly.
Change it to take a canvas argument. Change all callers to pass
grd_curcanv, so that usage is explicit.
As a macro, it always refers to the global grd_curcanv. This interferes
with converting canvas handling to be an argument. Expand GWIDTH so
that uses of grd_curcanv can be changed individually.
Movement handling has an ugly hack that tries to grab powerups near the
console player, but it reuses general collision handling and fails to
check whether the player is alive.
Add a liveness check. Place the check so that it happens once, before
the objects are scanned, rather than being needlessly repeated for every
object.
Refactor the collision code to let the movement hack skip the parts it
does not need.
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275816259>
Kreator proposed restoring the Descent 2 cheat that grants homing
capability to all weapons. This commit implements that proposition,
with some changes to the implementation details.
Based-on-patch-by: Chris Taylor <chris@icculus.org>
Requested-by: Chris Taylor <https://github.com/dxx-rebirth/dxx-rebirth/pull/318>
Contains 2 calls - to obj_create and init_ai_object. For safety reasons and tidiness compared to using obj_create directly. The call to init_ai_object in recreate_thief was already redundant.
Use std::equal_range to find the upper and lower bounds in a single
binary search, rather than relying on a linear search to find the first
sought element.
In multi_do_frame(), replace call to window_close(Game_wind) with returning window_event_result::close whenever multi_quit_game is true. Only using this return value where multi_do_frame() is directly called by GameProcessFrame(). multi_quit_game will only be set back to 0 when a new multi game is started.
Closing a window within its handler is problematic - it can result in an unstable state.
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to when there is a failure in net_udp_level_sync(). Closing a window within its handler is problematic - it can result in an unstable state.
Replace call to window_close(Game_wind) with returning window_event_result::close to game_handler. Applies to whenever newdemo_stop_playback() is called. Closing a window within its handler is problematic - it can result in an unstable state.
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
Valgrind warns when writing uninitialized data to a file. The Descent
savegame format requires writing certain fields that are no longer used.
Set those fields to 0 to prevent leaking stack data into the file.
init_player_stats_new_ship used select_primary_weapon and
select_secondary_weapon to assign the player's weapons. However, those
functions read the current weapon and jumped according to its value. A
new ship has no defined value for current weapons, so the jump triggered
an uninitialized value warning from Valgrind.
Add new functions set_primary_weapon, set_secondary_weapon that work
like the previous select_* functions, but always take the path used
for weapons not equal, without checking. This prevents the warnings
from Valgrind, as well as a theoretical risk of initializing the ship
improperly.
The declaration of valptridx_specialized_types needed to be found by
Argument Dependent Lookup, but this was inconvenient for some types.
Split the declaration of valptridx_specialized_types out from the
definition of valptridx global subtype.