Commit Graph
16 Commits
Author SHA1 Message Date
justinfilip af7ad15d3c Keep a respawned vehicle on the name its teleporter uses.
The timer was leaving the named vehicle on the pad and creating another on top of it. The home now follows that named vehicle, and a pad that already has one does not get a second.
2026-10-10 13:25:53 -05:00
MrBruh 65a6bb7edd Grow the powerups' render spheres in a port file
The powerup bounds of #117 move from source/models/models.c to port/linux/game/powerup_render_bounds.c, called from scenario_tags_load beside the other tags-loaded hooks, so the game's models.c no longer takes <xtl.h> and D3D buffer locks. It uses square_root and a relative margin in place of sqrtf and nextafterf, which strict gnu89 does not declare, and the objects.h scale change is marked as the port's. tools/test_powerup_bounds.py is dropped: it redeclares the engine's types by hand and CI does not run it.

On bloodgulch the active camouflage's render radius grows from 0.1 to 0.23 and the overshield's from 0.1 to 0.21; no other equipment changes.
2026-10-08 14:15:15 +13:00
eltanschauung 77efb01b00 Grow culling spheres with enlarged objects 2026-10-06 01:29:48 -04:00
xshxdex98 8e6b9a211e Co-op: triggers, cutscenes and failed missions work for every player
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:

- volume_test_objects_all on the players waited for every player in the
  volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
  co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
  second was left out of what they did: Pelican loads (a30's pickups,
  insertions), getting out, cutscene teleports and freezes, starting
  profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
  shaft door) wasn't active on clients: the cluster the scripts force
  active (object_pvs_activate) now rides in the presentation's spare
  bytes, and what the host's camera films is sent to clients as often as
  what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
  players, leaving them in the failure cutscene for good. It now reverts
  like the cutscene skip does; everyone dying still respawns at the last
  checkpoint. The scripts' game_revert reverts the same way.

The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
2026-10-05 12:43:48 -05:00
MrBruh 4adc3a87a5 Remove matching tooling and HALO_LINUX ifdefs 2026-09-30 21:49:46 +13:00
MrBruh 755f610025 Fix 128-player multiplayer issues 2026-09-27 18:17:24 +13:00
Jonas VolmanandClaude Opus 5.5 9a376181f5 Port: grow the game state and object pools for 128 players
The Xbox game state (0x345000 bytes at 0x80061000) ends exactly where the
map-linked tag cache begins and has 948 bytes free, so a 128-player
session cannot even allocate its player datums. The native builds now
place a 16 MB game state (CPU 0xFC0000, GPU 0x40000) at 0x81A00000, above
the tag cache and below everything the Xbox memory window hands out
top-down, and grow the pools that scale with the number of players:

- objects: 2048 -> 8192 headers, 1 MB -> 8 MB pool; the garbage limits
  keep January's proportions (5/10/20 % of the pool, 2.5/5/10 % of the
  headers, 75/50/30 active garbage objects per 16 players)
- cluster partition reference lists 2048 -> 8192 (collideable and
  noncollideable objects, lights); a full list drops objects out of
  rendering, collision and sphere queries
- effects 256 -> 2048, effect locations 512 -> 4096
- particles 1024 -> 8192 (render_particles' visible list, filled without
  a bound check, follows), particle systems 64 -> 256, their particles
  512 -> 4096
- contrails 256 -> 1024, contrail points 1024 -> 8192
  (MAXIMUM_CONTRAIL_POINTS stays the pool size for the same reason)
- lights 896 -> 4096, object looping sounds 1024 -> 4096
- cached object render states and rendered objects 256 -> 1024
- script object-list references 128 -> 1024, objects one explosion can
  damage 64 -> 256

The values live in port/linux/include/halo_port_capacity.h, included by
halo_port_limits.h. With 128 player datums the CPU part holds 14,256,908
bytes (2,258,164 free). Saved games and cores grow to 16 MB. Every change
is under HALO_LINUX; the MSVC objects are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 10:18:07 -07:00
Jonas VolmanandClaude Opus 5.5 b807f9f61d Header prerequisites: objects.h __FILE__ provider packet and path.h HCEX field
objects.h: both bounding-sphere inline assertions report OBJECTS_H_FILE, which
defaults to January's relative "..\objects\objects.h". object_lights defines the
absolute spelling first, as January's string census shows. action_vehicle loses
its NODUP hand copy of object_get_bounding_sphere, so the header inline is the only
definition. render_objects' lighting_storage becomes the static local of
object_get_cached_render_lighting (symbols.json).

path.h: the opaque __unknown140A0[0x5C] span is HCEX's `struct path_result
result`, and path.c stores through the field instead of a punning cast.

Consumer sweep (full ninja, objdiff 3.3.1): stable diff shows 0 regressions and no
moved rows beyond the batch-1/Layer-2 gains. Parks 93/0/0, admission 15/0/7/0,
pytest 1157 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:42:16 -07:00
Jonas VolmanandClaude Opus 5.5 7d92f97c9f Correct objects.obj private symbol ownership (zero credit)
cachebeta.pdb publics show 31 objects.obj symbols were file-static in
January, and no other January object references any of them. Only
symbols.json and our source disagreed with January.
- 29 functions were already static in our source; their symbols.json
  entries gain "static": true.
- object_memory_release_procs becomes static.
- object_update becomes static, and its public prototype leaves the
  shared objects.h. It is defined before every use in objects.c.

objects now matches January in all 225 symbols, all 121 functions stay
strict exact, and its 1,530-byte .data section is identical. It is
still held: five candidate-only helper COMDATs conflict with
hand-written NODUP providers (path_obstacles, action_charge,
player_control, bored_camera). It also emits the three stock D3D SDK
tables that keep rasterizer_xbox_profile held. No
semantic_data_matches entry, no credit.

Verification: full ninja (the objects.h edit rebuilt its 92
consumers); stable diff vs frozen 8,245-function baseline 0 gained /
0 regressions; parks 103/0/0; fake-match scan 0 -> 0; pytest 1154
passed; git diff --check clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 14:43:00 -07:00
Jonas Volman 4f4c85021d Reconcile Lane C with canonical house-rule audit
Integrate verified source and data progress; exclude unproven COMMON ownership, held UB/asm forms, and address-named data credit. Stable sweep: 23 exact functions gained, zero lost.
2026-09-22 23:12:40 -07:00
Jonas Volman 92fd55d6eb Reconstruct nine biped functions 2026-09-02 01:57:40 -07:00
Berthalamew bc6663de55 unit additions (#34)
- add unit functions and associated dependencies
2026-07-01 00:15:19 +01:00
punpckhdq fb0d814535 Declare .comm data in TUs instead of headers (#26)
* Declare .comm data in TUs instead of headers

* Update files.h

* Include
2026-06-16 12:49:22 +01:00
punpckhdq cce8ecb1f2 Use space before equals (#21) 2026-06-08 02:44:47 +01:00
Berthalamewandpunpckhdq eb93ce635e wip objects.c work (#12)
* wip objects.c work

* objects_disconnect_from_structure_bsp

* match more functions

* more objects work

* objects_update work

- 93.42% matching

* match matrix4x3_transform_point

* more objects work

- fix duplicate symbol name at 1870800

* match object_choose_random_change_colors

* match object_update

* objects_garbage_collection work

* match object_set_position

* more object work

* match objects_update

* more object work

* match object_select_random_region_permutations_by_variant

* objects_in_sphere work

99.90% match

* object name list calls

* match objects_in_sphere

* misc matches

* match structure_bsp_definitions object

* match objects_in_clusters_by_indices

* more object work

* match `edit_text_handle_key`

* mark edit_text as matching

* misc changes

- match get_next_character
- match data section in objects.c

* object_export_function_values work

* match object_compute_function_values

* match object_get_orientation

* added functions and adjust formatting

* fix profile macros

* formatting changes

* more formatting

* more formatting

---------

Co-authored-by: punpckhdq <121350336+punpckhdq@users.noreply.github.com>
2026-02-15 01:05:45 +00:00
punpckhdq e830efbd7c Initial commit 2025-11-27 02:27:27 +00:00