.. and use YQ2ARCH and YQ2OSTYPE instead of just ARCH and OSTYPE
for the defines, so it's consistent with the engine and xatrix+rogue.
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)
As fixing this would otherwise break existing savegames, I bumped the
SAVEGAMEVER to "YQ2-4" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-1 this didn't seem necessary, apparently "i386" was hardcoded)
Fixed the following issues found by cppcheck:
```
[src\g_func.c:576] (warning) Either the condition 'if(other)' is redundant or there is possible null pointer dereference: other. [nullPointerRedundantCheck]
[src\g_func.c:1500] (warning) Either the condition 'if(other)' is redundant or there is possible null pointer dereference: other. [nullPointerRedundantCheck]
[src\g_func.c:1931] (warning) Either the condition 'if(other)' is redundant or there is possible null pointer dereference: other. [nullPointerRedundantCheck]
[src\g_func.c:2623] (warning) Either the condition 'if(other)' is redundant or there is possible null pointer dereference: other. [nullPointerRedundantCheck]
[src\g_misc.c:156] (warning) Identical condition '!self', second condition is always false [identicalConditionAfterEarlyExit]
[src\g_misc.c:337] (warning) Identical condition '!self', second condition is always false [identicalConditionAfterEarlyExit]
[src\g_phys.c:1109] (warning) Either the condition '!ent' is redundant or there is possible null pointer dereference: ent. [nullPointerRedundantCheck]
[src\g_spawn.c:372] (style) Defensive programming: The variable 'i' is used as an array index before it is checked that is within limits. This can mean that the array might be accessed out of bounds. Reorder conditions such as '(a[i] && i < 10)' to '(i < 10 && a[i])'. That way the array will not be accessed if the index is out of limits. [arrayIndexThenCheck]
[src\g_spawn.c:309] (warning) Identical condition '!ent', second condition is always false [identicalConditionAfterEarlyExit]
[src\g_utils.c:30] (warning) Identical condition '!from', second condition is always false [identicalConditionAfterEarlyExit]
[src\g_utils.c:69] (warning) Identical condition '!from', second condition is always false [identicalConditionAfterEarlyExit]
[src\monster\boss\boss.c:420] (warning) Either the condition '!self' is redundant or there is possible null pointer dereference: self. [nullPointerRedundantCheck]
[src\monster\boss\boss.c:749] (warning) Either the condition '!self' is redundant or there is possible null pointer dereference: self. [nullPointerRedundantCheck]
[src\monster\boss\boss.c:1032] (warning) Either the condition '!ent' is redundant or there is possible null pointer dereference: ent. [nullPointerRedundantCheck]
[src\monster\misc\move.c:437] (style) Condition '!enemy' is always false [knownConditionTrueFalse]
[src\player\client.c:529] (style) Condition 'attacker' is always true [knownConditionTrueFalse]
[src\player\client.c:529] (style) Condition 'inflictor' is always true [knownConditionTrueFalse]
[src\player\view.c:893] (warning) Either the condition '!ent' is redundant or there is possible null pointer dereference: ent. [nullPointerRedundantCheck]
[src\shared\shared.c:1160] (warning) Opposite inner 'if' condition leads to a dead code block (outer condition is '*s' and inner condition is '!*s'). [oppositeInnerCondition]
[src\shared\shared.c:1225] (warning) Opposite inner 'if' condition leads to a dead code block (outer condition is '*s' and inner condition is '!*s'). [oppositeInnerCondition]
[src\shared\shared.c:1303] (warning) Either the condition '!value' is redundant or there is possible null pointer dereference: value. [nullPointerRedundantCheck]
[src\zaero\acannon.c:431] (warning) Either the condition '!self' is redundant or there is possible null pointer dereference: self. [nullPointerRedundantCheck]
[src\zaero\ai.c:107] (warning) Either the condition '!self' is redundant or there is possible null pointer dereference: self. [nullPointerRedundantCheck]
```
Only these two are missing, I haven't figured out what should I do:
```
[src\monster\misc\move.c:650] (style) Condition 'rand()&(7==1)' is always false [knownConditionTrueFalse]
[src\zaero\mtest.c:506] (error) Resource leak: wCfgFile [resourceLeak]
```
- Switch from an whitelist base approach regarding platforms and systems
to an blacklist approach. This is savegame version 2.
- Fix coop_respan struct not fully initialized after savegame load while
running in coop mode. This is savegame version 3.
Support for savegame version 2 was added to keep the divergence between
zaero and the other addons low.
When killing the enforcer with one shot (instead of damaging him first
without killing, which will switch to the bloody skin), the skin wasn't
changed. Now it is.
I added more missing fields to savegame/tables/fields.h and reordered
everything to make missing fields easier to find.
This broke savegame compatibility, and that might happen again.
I hope I'll remember to bump the savegame version before merging this
branch to master.
I also got segfaults (e.g. when a door was blocked by a corpse) in
G_UseTargets() because activator was NULL.
And in g_cmds.c there was a typo in OnSameTeam() - from the relatively
recent fix. No idea why, it doesn't exist in the other addons..
savegame/tables/fields.h was missing some fields with FFL_NOSPAWN
and FFL_NOSPAWN handling in g_spawn.c was missing
Because of that after loading a savegame some pointers were invalid
and dereferencing them resulted in segfaults.
See https://github.com/yquake2/yquake2/issues/71
and https://github.com/yquake2/xatrix/issues/4
In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).
The Makefile now sets $CC to gcc for MingW builds, this should fix
https://github.com/yquake2/xatrix/issues/3
And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire
was off, because in ClientTeam() both entities were set to "" (no team),
but OnSameTeam() just did a strcmp() instead of checking this special
case (no team).
We check this now and thus it works. Hooray.
I also refactored ClientTeam() to take the buffer instead of using a
static one and to be static (it's only called by OnSameTeam() anyway).
The savegame table entry for this function was invalid, but it doesn't
need to be saved anyway, so I just deleted it from the table.
This is a port of Team Evolves Zaero to Yamagi Quake II. It's
unfinished. While it might work, there are most likely some serious bugs
left! Use this at you own risk! Patches (or better pull requests) are
welcome.
The first commit messages are a mess and in german. Sorry for that.