-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs. However, enabling it would still flood
the log with too many warnings. Also, GCC wrongly warns for initializations of
char arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
Most differences are handled with function parameters, except that one instance
checked SpriteProjectile[i].spawns for being >0 instead of >=0. The factored
function always checks for >=0.
git-svn-id: https://svn.eduke32.com/eduke32@2794 1a8010ca-5511-0410-912e-c29ae57300e0
uhypsq calculates the hypotenuse using unsigned multiplication. This is
permissible since for arbitrary int32s a and b, the following holds in
two's complement arithmetic:
(int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b)
("Signed and unsigned multiplication is the same on the bit level.")
This fixes various overflows where wall lengths for walls of length > 46340
are calculated, but does not rid us of other overflows in the same vein
(usually dot products between vectors where one point is a wall vertex and
the other a position in a sector).
git-svn-id: https://svn.eduke32.com/eduke32@2791 1a8010ca-5511-0410-912e-c29ae57300e0
The latter shows that "int32_t ksqrt(int32_t)" also copes with values in the
range INT32_MIN..-1, effectively interpreting them as uint32_t (i.e. adding
2**32). However, this should not be relied on from CON.
git-svn-id: https://svn.eduke32.com/eduke32@2790 1a8010ca-5511-0410-912e-c29ae57300e0
The bug was introduced with SAMESIZE_ACTOR_T enabling in r2208.
This fixes being unable to read the messages in A.Dream* by zykov eddy.
git-svn-id: https://svn.eduke32.com/eduke32@2788 1a8010ca-5511-0410-912e-c29ae57300e0
Arrays inside structs must not be accessible, since they're not bound-checked
by the FFI. Therefore, we flatten them into repeated scalar fields and need
to write accessor functions later.
git-svn-id: https://svn.eduke32.com/eduke32@2786 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes an integer overflow when a distance is calculated later.
git-svn-id: https://svn.eduke32.com/eduke32@2785 1a8010ca-5511-0410-912e-c29ae57300e0
- hitscan & related types and constants
- profiling with gethitickms
- translator: eval the opening parts of block commands early
- fix getbunch
git-svn-id: https://svn.eduke32.com/eduke32@2779 1a8010ca-5511-0410-912e-c29ae57300e0
Doesn't work: indexed-color modes, gamma (at least for X11), mouse wheel,
special keys like ENTER or BACKSPACE in the OSD, probably more...
In build/Makefile.shared, we now have logic to autodetect an SDL2 installed
in /usr/local, however OS X and Wii builds follow other Makefile code paths,
it seems. Note that the matching SDL2_mixer must be used then, too.
In source/jaudiolib/src/driver_sdl.c, change the #includes from <SDL/SDL_xxx.h>
to "SDL_xxx.h". SDL wiki says this is the most portable way, hopefully this
doesn't break builds for anyone.
git-svn-id: https://svn.eduke32.com/eduke32@2777 1a8010ca-5511-0410-912e-c29ae57300e0
This exposes some problems in the default/in-the-wild CONs. As usual,
we'll have to retrofit sensible semantics :rolleyes:.
git-svn-id: https://svn.eduke32.com/eduke32@2765 1a8010ca-5511-0410-912e-c29ae57300e0
The latter is only for development, since the embedded version already has a
undeclared-var-reference handling similar to that. Also fix parm2memberpat.
git-svn-id: https://svn.eduke32.com/eduke32@2762 1a8010ca-5511-0410-912e-c29ae57300e0
This was exposed by Clang with -ftrapv, which apparently also traps those.
git-svn-id: https://svn.eduke32.com/eduke32@2757 1a8010ca-5511-0410-912e-c29ae57300e0
Literals written out as if they were unsigned and having the highest-order
bit set are all too ubiquitous, like hitscan masks for example.
git-svn-id: https://svn.eduke32.com/eduke32@2742 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- don't strip const when passing the char ptr to it and a couple more
instances in game.c
- use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"),
so that e.g.
eduke32 -port 1700 -connect localhost
is the same as
eduke32 -connect localhost:1700
(-port must come before -connect, unfortunately.)
git-svn-id: https://svn.eduke32.com/eduke32@2737 1a8010ca-5511-0410-912e-c29ae57300e0
This was supposed to go into the last commit, but I did
git commit --amend
without adding the changes to the index. Now I'm too lazy to sort
things out.
git-svn-id: https://svn.eduke32.com/eduke32@2736 1a8010ca-5511-0410-912e-c29ae57300e0
The GAMESTATE one has to be carried out twice, first on the data from
xd3_encode_memory, and then with the compressed data (because it might have
increased in size, though this is very unlikely). The MOVE check is
similar, though there, failure of the first check implies corrupt memory
(which is why we're Bassert'ing that condition).
Currently, the overflow on GAMESTATE sending happens when switching to a
different map.
git-svn-id: https://svn.eduke32.com/eduke32@2735 1a8010ca-5511-0410-912e-c29ae57300e0
These are element indices for a while now. Also eliminate some dead
code afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2731 1a8010ca-5511-0410-912e-c29ae57300e0
r2727 made old savegames incompatible, as an array with MAXVOLUMES*MAXLEVELS
is saved in Gv_WriteSave().
git-svn-id: https://svn.eduke32.com/eduke32@2730 1a8010ca-5511-0410-912e-c29ae57300e0
New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard.
On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch])
Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel.
I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed.
In addition, "Press any key or button to continue" now truly means what it says.
As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change.
A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical.
Also, decapitalize two string literals missed in r2540.
git-svn-id: https://svn.eduke32.com/eduke32@2726 1a8010ca-5511-0410-912e-c29ae57300e0
(LUNATIC build only.)
Also, a minor problem is identified. sizeof(actor_t) is 124 on 64-bit platforms,
while the expected size is 128 bytes. This needs to be corrected whenever the
next savegame version bump happens.
git-svn-id: https://svn.eduke32.com/eduke32@2724 1a8010ca-5511-0410-912e-c29ae57300e0