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)")
Set secondary weapon flags to appropriate values when saving game, so that if it's loaded with 0.58.1 or earlier the player can actually select all secondary weapons they have at least one of (while not causing side effects with demo data). Fixes issue referred to in comment https://github.com/dxx-rebirth/dxx-rebirth/issues/291#issuecomment-282528356
init_boss_segments no longer needs to save and restore the boss position
and size. Remove that, and switch the pointer to `const object &` to
enforce it.
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.
clang becomes confused trying to determine which vm_distance_squared
constructor to use for a literal input of 0x7fffffffffffffff, even
though the size of the input requires it to be `long` and only one
constructor can take a `long`. Switch from an explicit
0x7fffffffffffffff to the symbolic constant INT64_MAX, which has the
same value, but a platform-appropriate suffix to force the compiler to
pick the right type.
For general clarity, switch some other instances of integer maximum
literals to symbolic constants of the same value.
This commit has no effect on the generated code (except for changes to
line numbers).
Reported-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/pull/324>
Fixes: 17208cca79 ("Disallow int for vm_distance_squared")
After getting game over, playing a demo would result in the 'Game Over' banner being shown. When loading a saved game, it would fail an assert when trying to obj_delete a NULL Dead_player_camera in dead_player_end().
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>
GCC 6 `std::sort` sometimes compares an element to itself. For a normal
implementation of comparison, this is useless, but not harmful. The
render comparison predicate relies on accessing A[B[a][b]] when
comparing `a` and `b`. Array `B` has `-1` in positions where `a == b`,
which causes an access to `A[-1]`, which is undefined behavior. This
crashes when using _GLIBCXX_DEBUG:
Error: attempt to subscript container with out-of-bounds index -1, but
container only holds 8 elements.
Objects involved in the operation:
sequence "this" @ 0x0x335adf0 {
type = std::__debug::array<int, 8ul>::_Array_check_subscript<8ul>;
}
Since this is undefined behavior, non-debug builds might also misbehave.
Current data layouts make it likely that the failure would not have
externally observable consequences.
Prevent the invalid access by short-circuiting the result if `a == b`.
Rebirth built with `gcc -fsanitize=undefined` warns when binding a
reference to nullptr, even if that reference is never followed. This
could be reproduced using a guided missile against the first PIG in
Descent 2: Counterstrike level 1.
This object pointer is used only to test for address equality, so
nullptr is safe here. Switch to pass it as a pointer to prevent the
warning.
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 GHEIGHT so
that uses of grd_curcanv can be changed individually.
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.
This allows the player to press a movement key to respawn after death, and the same keypress will cause the ship to move. Now this works with the option 'when dead, respawn by pressing any key' as well as 'when dead, respawn by pressing the Fire key'.
This is so game_flush_inputs() isn't called - part of change allowing player to respawn and begin moving with the same keypress. With this commit, you can use this feature with the 'when dead, respawn by pressing the Fire key' option - i.e. hold down movement key, then press fire key to respawn.
Later commits will enable the player to press a movement key to respawn on death, then move with the same keypress. This commit makes sure the player stops moving when the key is released.
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>
Typing "BALDGUY" after enabling cheats will activate the 'baldguy' easter egg for D1X-Rebirth, which will show next time a briefing is shown featuring Dravis (Mac D1 data only). As with the original, it just plays the 'Cheater!' sound with no HUD message.
Pressing ALT-B when in the briefings using Mac Descent 1 data in D1X-Rebirth works again - showing Dravis wearing a silly hat. Before it would exit load_briefing_screen prematurely.
Function `object_create_explosion_sub` is supposed to be given a weapon
and an object on which to explode it. However, the original game abused
`object_create_explosion_sub` by also calling it from
`object_create_badass_explosion`, which can be called from
`explode_badass_object`, which can be called from
`explode_badass_player`. Chained together, this lets
`object_create_explosion_sub` check the weapon ID of a dying player,
which is not a valid operation. This causes a diagnostic from
`get_weapon_id`. Add an explicit test that the object is a weapon so
that non-weapons do not cause a diagnostic.
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-272048330>
Analyzed-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-272710279>
Commit e36abb25cb fixed one problem with demo access (invalid bits in
the high byte of index values), but created another. That commit
switched from direct loading of `front_wall_num` to instead load into
`type`, then move the value to `front_wall_num`. However, `type` is
`sbyte` (an archaic spelling of `int8_t`), so assignments from `type` to
`front_wall_num` were implemented as a sign-extending move, rather than
a zero-extending move. When the wall number was 0x80 or greater, the
sign-extending move produced an incorrect result, which led to a crash
when valptridx trapped the invalid index.
Fix this by changing the types of all three byte-sized variables to
`uint8_t`. None of them need to be signed.
Reported-by: Dosgamer <http://www.dxx-rebirth.com/frm/index.php/topic,2151.0.html>
Fixes: e36abb25cb ("Fix invalid access reading demos")
`get_weapon_id` must be called only on objects of type `OBJ_WEAPON`.
One path in `multi_compute_kill` could call `get_weapon_id` on an object
that is either a robot or a weapon. The code tested for a robot, but
only after performing an access that assumed it had a weapon. Reorder
the tests to prevent the type mismatch diagnostic.
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/302#issuecomment-275546550>
By design, valptridx will throw an exception on invalid input. This is
better than silently permitting invalid input to corrupt program state.
Past releases blindly trusted that multiplayer peers would not send
invalid input. Conversion to the valptridx design eliminated the
undefined behavior when peers send invalid input, but still allowed
multiplayer peers to remotely crash the game by sending invalid inputs.
Add a mechanism to trap invalid inputs and gracefully ignore those
messages. This may cause game consistency issues, but will not allow
data corruption.