PhysFS 3.0 tests whether archive members are directories, but treats a
symbolic link that points to a directory as distinct from the underlying
directory, even when symlink following is enabled. As a result, if
$D2X_REBIRTH_HOME/missions is a symlink to a directory, then it is
ignored and no missions are available. In PhysFS 2.0, the link was
followed and the missions were available.
Add a trailing dot to the path, which already has a trailing slash, to
force PhysFS to consider the underlying directory, not the link.
clang warns that this interferes with copy elision. The generated code
is slightly worse after following clang's advice and removing this, but
this is not a hot path, so take the hit to silence clang instead of
complicating the source.
Fixes: d97afc2ad5 ("Retain directory structure in New Game dialog")
Add macro cf_assert ("control flow" assert) to hint to gcc that certain
conditions are impossible. Use it to avoid generating range checks for
situations that never happen. If the event did happen, the only
consequence would be truncated UI text, rather than a correctness
problem.
User jcotton42 suggested copying a D2X-XL feature: preserving the
directory structure of the user's missions area when showing a New Game
dialog. This was substantially more trouble than it should have been,
but the result is good.
Previously, the dialog presented all missions at any depth below the
starting point, and sorted them as if they were all in the root
directory.
Now:
- Empty directories are hidden entirely. There is nothing for the user
to do in them, so there is no point showing them.
- A directory with exactly one entry has that entry promoted into the
parent, since there is no ambiguity about what the user would want.
If the parent in turn has only that one promoted element when the scan
of the parent finishes, then the element can be promoted up again.
This continues until the root is reached or until a level has more
than one entry. For this purpose, both missions and directories count
as entries.
- Directory entries are decorated to inform the user how many
immediate subdirectories are present, how many missions are present
immediately in the directory, and how many missions total are present,
counting all subdirectories. If there are zero immediate
subdirectories, then the directory count is not shown. For this
purpose, directories that were hidden due to a lack of missions are
not counted.
- Sub-dialog boxes for inner directories use a title that reminds the
user of the path so far, and recaps the directory/mission statistics.
- On entry to the New Game dialog, if the last played mission is in a
sub-dialog, appropriate sub-dialogs are opened so that the last played
mission can be pre-selected.
Currently, there is no in-game override to return to the prior rollup
rules.
Requested-by: jcotton42 <https://github.com/dxx-rebirth/dxx-rebirth/issues/392>
Prior versions of Descent had a bug that specifying `briefing=` did not
inhibit a briefing. Instead the directive was completely ignored. The
engine would then use the auto-detected briefing if one was found. This
quirk was eliminated during refactoring of the mission parsing code.
Unfortunately, some published missions relied on this bug: they ship a
briefing, but their mission file explicitly states that there is no
briefing. Players expect the briefing to play despite the mission
stating that there is none.
Reorder the logic to restore the bug that `briefing=` is ignored.
Reported-by: Calmarius <https://forum.dxx-rebirth.com/showthread.php?tid=1054>
Fixes: 6020c9c013 ("Use d_fname for DOS filenames")
This error was reported for gcc. Also set file extension correctly for 'enhanced' missions (though currently unused). Also some tidying up in response to feedback.
This removes an ambiguity when loading a saved game - we need to know the mission descent version **before** calling LoadLevel in state_restore_all_sub (a chicken and egg situation if we go down the fake dummy mission path). This also creates a fully playable mission (albeit simple).
When File->'Play in 320x200' is chosen, use StartNewGame(Current_level_num). For now use create_new_mission and Current_level_num = 1 every time. Also remove the now redundant hacks GM_EDITOR and editor_reset_stuff_on_level.
Make the listbox handlers and all sub-handlers (when_selected callbacks) return a window_event_result. Makes code more readable and removes one use of window_close, making it easier to inform event system if a window closes in future.
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library. Move it to dxxsconf.h to
shorten the command line.
This is a mostly automated transform, but the changes to SConstruct were
manual.
git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
That way we get the D1 music when playing a D1 mission.
This also means we get D1 music in the menu, etc.
Therefore only keeps D1 assets loaded until non-D1 mission is selected.