segment inherits unique_segment, so unique_segment members can be
referenced from an instance of segment. Eventually, segment will be
removed. Adjust references to go through unique_segment to support this
change.
gcc and clang disagree about how to disambiguate when an identifier is
both a typename and a member. Avoid the disagreement by renaming the
member.
Reported-by: Kreeblah <https://github.com/dxx-rebirth/dxx-rebirth/issues/532>
Various sites assign GM_GAME_OVER to Game_mode, but no sites test for
it. Its only value would be to clear out other flags, but that can be
done by clearing Game_mode.
Descent tracked hoard orbs by borrowing the player's proximity bomb
slot. Commit 829e95b6f8 moved proximity
bomb tracking to its own slot, but failed to update the player
death/deres logic accordingly. This caused multiple inconsistencies
when a player was killed in hoard mode:
- The killed player saw the orb drop as expected.
- The killed player _also_ kept the orb in inventory after respawn,
because the counter was not reset.
- Other players saw no orb drop.
Fix the inappropriate retention by resetting the orb count in
init_player_stats_new_ship. Fix the inappropriate failure to drop by
adding a new unconditional field to the player death/deres message. In
hoard games, use it to pass the orb count. In other games, ignore it.
Fixes: 829e95b6f8 ("Separate hoard/proximity tracking")
Reported-by: snytek <https://github.com/dxx-rebirth/dxx-rebirth/issues/526>
Testing for buttons||hats||axes is equivalent to testing for
joysticks!=0, since SConstruct forces joysticks=0 when
buttons == 0 && hats == 0 && axes == 0. Remove tests of
buttons||hats||axes when those occur inside a test for joysticks!=0.
This ensures that an array is indexed by the appropriate type. Indexing
a mouse array with a joystick index is undefined behavior, and with this
change, such undefined behavior is now a compilation error.
If axes!=0 and buttons==0 and hats==0, then the build fails because some
button-related functionality is missing. Move the joystick axis->button
bridge into a conditional to exclude it in this case.
Fixes: 74ef8b02e6 ("Added axis buttons")
This makes the alignment data structure `chunk` private to interp.cpp,
and allows most files to ignore whether DXX_WORDS_NEED_ALIGNMENT is
enabled, thus improving the ccache hit rate.
lengthof was added to provide the size of C arrays. C++17 std::size is
now available, and can serve the same purpose. Remove the custom
lengthof.
The generated code is the same in both cases, other than the change in
line numbers caused by removal of the #include directives.
Use an enum class to prevent implicit conversion between trigger
behavior flags and other integers. Fix up various resulting breaks,
which look like bugs:
- Descent 2 editor mode could modify trigger::flags, but used
TRIGGER_FLAG_* values, which specify the actions for a Descent 1
trigger when it executes, not the behavior properties for a trigger.
- Adding a trigger set its flags to 0, then cleared all flags except
TRIGGER_ON. Since the flags were just set to 0, the mask operation is
useless. Remove it.
- trigger_turn_all_ON cleared all flags except TRIGGER_ON. This seems
to be completely wrong. Change it to remove
trigger_behavior_flags::disabled. Descent 1 has no (working) support
for disabling triggers, so make trigger_turn_all_ON exclusive to
Descent 2.
- wall_restore_all would enable TRIGGER_ON in both games. Descent 1
never reads TRIGGER_ON. Descent 2 uses this field for trigger
behavior flags, and TRIGGER_ON is not a behavior flag.
- For Descent 1 builds, remove the modification of the field.
- For Descent 2 builds, change it to clear
trigger_behavior_flags::disabled.
Instead of parsing the button name string,
an explicit button-to-key mapping table
is now built and used.
Also fixes a few minor inconsistencies
that were introduced in c24864b1.
A new configurable joystick button binding is
introduced that opens the ingame menu, i.e. the
menu that appears when pressing the Escape key.
Fortunately, there was still enough space left
in the button binding maps for both games. The
configuration screen, however, needed to be
extended by a row to make room for the new
binding on d2x.
One known issue: When using an old player
configuration file, the menu button bindings
are initially set to J1 B1, because the unused
slots in DefaultKeySettings used to be
initialized that way. There's not much we can
do about that; the player needs to remove
these bogus assignments by hand. We can (and
do) prevent that from happening again, though,
by initializing new player files with correct
unmapped buttons.
In most menus, keyboard commands are synthesized
from controller buttons, leveraging the existing
axis-to-button translation.
Menu controls are currently fixed:
- button 0 (A) is confirm (Enter)
- button 1 (B) is cancel (Esc)
- button 2 (X) is switch (Space)
- button 3 (Y) is delete (Delete)
- axes 0 and 1 (main analog pad) maps to cursor keys
- all hats (D-pads) map to cursor keys
Title screens and credits can be confirmed
with any joystick button or axis motion too.