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.
- Remove the d1x, d2x ebuilds. Gentoo uses the dxx name now, so the old
placeholder ebuilds are no longer needed.
- Update the dxx snapshot ebuild to a current commit.
- Resynchronize the dxx snapshot ebuild from the dxx live ebuild.
- This adds support for USE=valgrind and for USE=data.
- Add a helper script to generate snapshot ebuilds for arbitrary
commits.
gcc-4.9 support is now difficult to test due to system libraries linking
to newer symbols. gcc-4.9 is unsupported upstream, as are gcc-5 and
gcc-6. Raise the minimum required gcc version to the minimum version
supported upstream.
Debian Jessie shipped gcc-4.9.2, and support for this target was the
primary motivator for retaining gcc-4.9 support. Jessie ended regular
support in June 2018, and will end Long Term Support in June 2020. It
seems unlikely that Jessie would receive a snapshot build of Rebirth in
the months it has left.
Debian Stretch shipped gcc-6, but is currently considered "oldstable"
and has been superseded by Debian Buster. Further, Debian Stretch
provides a package for gcc-7, so Stretch users can still build Rebirth
using only packages available from the package manager.
Commit d355ef4030 removed a seemingly unnecessary modification of the
global variable grd_curcanv->cv_font, after eliminating all local reads
of it. However, a non-local read, buried in listbox_mouse, depended on
grd_curcanv->cv_font being set to a MEDIUM font. After that commit,
grd_curcanv->cv_font retained its prior value, which is not a MEDIUM
font. This caused listbox_mouse to compute an incorrect height of the
lines in the listbox, which manifested as the game choosing the wrong
line when the mouse is clicked in the listbox.
Fix the problem by explicitly using MEDIUM3_FONT, since that was
usually the value left in grd_curcanv->cv_font prior to that commit. In
some cases, a different MEDIUM font would be left there, but all the
MEDIUM fonts have the same height, so they are interchangeable for this
purpose.
Reported-by: Q3BFG10K <https://github.com/dxx-rebirth/dxx-rebirth/issues/498>
Fixes: d355ef4030 ("Pass font to various drawing functions")
andrew-strong reported that using SDL2, with the window set to full
screen, but a windowed size less than full screen, caused letterbox
sequences, such as the player ship destroyed sequence, to render in a
subwindow sized to the dimensions game would have when unmaximized, even
if the game window is maximized at the time of the sequence.
tycho suggested a change that resolves this issue, and basic testing
showed no unwanted side effects.
Reported-by: andrew-strong <https://github.com/dxx-rebirth/dxx-rebirth/issues/399>
Suggested-by: tycho <https://github.com/dxx-rebirth/dxx-rebirth/issues/399#issuecomment-583688998>
ziplantil reported that in Descent 1, if a player has an empty Vulcan
cannon, and no energy, then attempting to fire a weapon would play the
SOUND_ALREADY_SELECTED clip every frame until the player ceased trying
to fire. The problem does not impact Descent 2 since Descent 2 does not
play this sound sample when trying to activate a weapon that is already
active.
If the current weapon is already LASER_INDEX, then
select_primary_weapon(LASER_INDEX) simplifies to:
```
// Pointless, player already using this weapon
newdemo_record_player_weapon(LASER_INDEX)
if (Primary_weapon != LASER_INDEX) {
// skipped, path is false
}
else
{
if (wait_for_rearm) // true for this path
// Bad, plays every frame
digi_play_sample(SOUND_ALREADY_SELECTED);
}
// Pointless, Primary_weapon already is LASER_INDEX
Primary_weapon = LASER_INDEX;
if (weapon_name)
{
// skipped, path is false
}
```
Skipping the call avoids two pointless statements, one bad statement,
and nothing useful. Therefore, the simplest fix for the problem is to
call select_primary_weapon(LASER_INDEX) only if the primary weapon is
not currently LASER_INDEX.
Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/499>
Read the entire buffer at once, then remove the carriage returns and set
a null terminator. This reduces the number of calls to PHYSFS_read from
len to 1.
It reads uninitialized values, so it was barely functional before
morph_data became a dynamic allocation, and it is broken now. Disable
it to avoid crashing the game. The demo code should have initialized
the morph_data structure properly, but does not.
Reported-by: tycho <https://github.com/dxx-rebirth/dxx-rebirth/issues/496>
Fixes: cac5f1da56 ("Move morph_data into dynamic allocations")
When building with AddressSanitizer, gcc warns that `i` may not fit,
because the compiler fails to adequately constrain the possible values
for `i`. Add a control-flow hint to inform gcc about valid values.
These variables are used, but optimized builds eliminate all reference
to their address, so the build normally succeeds. Unoptimized builds
retain references to the address, so a definition is required for them.
Reported-by: tycho <https://github.com/dxx-rebirth/dxx-rebirth/issues/496>
Fixes: 595c3ca086 ("Move Boss_cloak_interval to d_level_shared_boss_state")
Fixes: c61dee7e6a ("Move Boss_teleport_interval to d_level_shared_boss_state")
Returning from a secret level clears the player's `hostages_on_board` to
0 as part of initializing a "new" ship, but this is not desirable
behavior. Copy the counter out before and back afterward.
```
Thread 1 "d2x-rebirth-edi" hit Hardware watchpoint 1: -location d2x::LevelUniqueObjectState.Objects._M_elems[0].ctype.player_info.mission.hostages_on_board
Old value = 5 '\005'
New value = 0 '\000'
#0 d2x::init_player_stats_ship (GameTime64=<optimized out>, plrobj=...) at similar/main/gameseq.cpp:613
#1 d2x::init_player_stats_level (secret_flag=d2x::secret_restore::survived, plrobj=..., plr=...) at similar/main/gameseq.cpp:615
#2 d2x::StartNewLevelSub (level_num=level_num@entry=3, page_in_textures=page_in_textures@entry=1, secret_flag=secret_flag@entry=d2x::secret_restore::survived) at similar/main/gameseq.cpp:1901
#3 d2x::state_restore_all_sub (LevelSharedDestructibleLightState=..., secret=d2x::secret_restore::survived, filename=<optimized out>) at similar/main/state.cpp:1670
#4 d2x::state_restore_all (in_game=in_game@entry=1, secret=secret@entry=d2x::secret_restore::survived, filename_override=<optimized out>, blind=blind@entry=dcx::blind_save::no) at similar/main/state.cpp:1490
#5 d2x::ExitSecretLevel ()
```
Reported-by: teratorn <https://github.com/dxx-rebirth/dxx-rebirth/issues/495>