Commit graph

374 commits

Author SHA1 Message Date
Kp 199232b10e Pass ranges::subrange to glitz_menu 2022-12-31 16:21:47 +00:00
Kp e2c61f6aee Pass context to init_morphs 2022-11-07 01:59:34 +00:00
Kp e9b4711d87 Inline object_create_explosion into callers
`object_create_explosion` delegated to
`object_create_explosion_without_damage`, adding one parameter that
callers ought to provide instead.  Inline `object_create_explosion` into
callers and change them to provide `Vclip`.
2022-11-07 01:59:34 +00:00
Arne de Bruijn a31519dc08 Fix score getting mangled after new ship 2022-10-29 20:03:08 +02:00
Kp fbc184500d Use explicitly defaulted operator== for vms_vector 2022-10-09 23:15:19 +00:00
Kp 1101b02f84 Use std::span for PlayMovie argument subtitles 2022-10-02 19:51:35 +00:00
Kp e3faab0899 Use alias template per_player_array for arrays that are MAX_PLAYERS long
This removes the need to repeat MAX_PLAYERS in every usage, and prepares
for a future change to use enumerated_array instead of std::array.
2022-09-24 17:47:53 +00:00
Kp 2ecad00e90 Pass std::span to load_palette 2022-09-24 17:47:52 +00:00
Kp 0a1758f44f Ignore excess hostages during scoring
Descent 2 secret levels allow a player to rescue hostages that are not
counted in `total_hostages`, so a player can exit with more hostages
saved than were in the mine.  Change the scoring logic not to penalize a
player for saving these unaccounted hostages.
2022-08-22 01:24:49 +00:00
Kp 51219d3607 Use enum class for PlayMovie flag must_have 2022-07-23 20:58:10 +00:00
Kp 851edbbd3c Use enum class for player connected status 2022-07-16 15:26:12 +00:00
Kp b737524415 Use enum class for next_level_request_secret_flag
Instead of passing a bare `int` named `secret_flag`, define it as an
`enum class : uint8_t` to name the two special values.

Rework the passing of this value, to deal with some confusing
inconsistencies when reading the code.

Before this change:
In D1:
- Multiplayer will always go to the secret level, regardless of which
  exit door the player used.
In D2:
- Flying through a D1 secret exit in multiplayer shows the on-HUD error
  "Secret Level Teleporter disabled in multiplayer!", and does not exit
  the level.  This is at best confusing, and at worst dangerous, since
  D1 secret exits are only available during the countdown, so the player
  has little time to realize that the normal exit must be used instead.
- Like D1, multiplayer will request to go to the secret level regardless
  of the exit used.  Unlike D1, the caller ignores the flag and always
  advances to the next regular level.

After this change:
- No observable differences for the player in-game.  The questionable D2
  secret exit handling for D1 is retained.
- The code makes clearer that secret exits do not work in D2
  multiplayer, by way of `#if defined(DXX_BUILD_DESCENT_I)` guarding the
  existence of the parameter and all updates to it.
2022-07-16 15:26:12 +00:00
Kp f3d31a6d27 Use enum class for Difficulty_level_type 2022-07-16 15:26:12 +00:00
Kp 6215ef8e06 Pass LevelSharedRobotInfoState to various functions that need it 2022-07-09 13:39:29 +00:00
Kp e25b476de7 Use enum for segnum_t
Add checked conversions for sites which load from external integers.
2022-07-02 18:10:45 +00:00
Kp 9f207daf95 Pass player object to reset_player_object 2022-06-05 17:44:52 +00:00
Kp 86a32dd0ff Change enum sidenum_t to enum class sidenum_t 2022-06-05 17:44:52 +00:00
Kp 5611319962 Qualify references to sidenum_t members 2022-02-19 14:52:17 +00:00
Kp 2fe9a16613 Use dedicated type for mask of segment side numbers 2022-02-19 14:52:17 +00:00
Kp 8c037b7c26 Split player start generation
Move some of the logic to a separate function to enable use of `return`
instead of a `break` from a composite loop.
2022-02-19 14:52:17 +00:00
Kp 8be306efa7 Use enum class for cockpit_mode_t 2022-02-12 18:57:12 +00:00
Kp 6cdc181218 Use enum class for segment_relative_vertnum 2022-01-09 15:25:42 +00:00
Kp 078a9affa0 Make MAX_SIDES_PER_SEGMENT an iterable range
Iterating over it returns each side number in turn.  This allows
converting many loops of the form:

```
	for (int i = 0; i < MAX_SIDES_PER_SEGMENT; ++i)
```

to the compact form:

```
	for (const auto i : MAX_SIDES_PER_SEGMENT)
```

The compact form brings the usual benefit of range-based for: delegating
iteration to the compiler prevents the loop body from skipping a step,
and makes clear in the code that this is the case.
2022-01-09 15:25:42 +00:00
Kp 3da1fdad0d Log a diagnostic when D1 cannot find target secret level
A level can have a secret exit without having a mission entry describing
where to go when the secret exit is used.  Switch from an assertion
failure in that case to a log message.
2022-01-08 17:48:09 +00:00
Kp 795b0e9111 Use enum class for station_number 2021-11-01 03:37:20 +00:00
Kp 3862edfb6c Use enum class for segment_special 2021-11-01 03:37:19 +00:00
Kp e69b7bd730 Expand macro Briefing_text_filename 2021-11-01 03:37:19 +00:00
Kp bcc8118dd5 Expand macro Ending_text_filename 2021-11-01 03:37:19 +00:00
Kp 3d878ce04d Expand macro Last_level 2021-11-01 03:37:19 +00:00
Kp e36c4a17ab Expand macro Last_secret_level 2021-11-01 03:37:19 +00:00
Kp 692c09bb7e Expand macro N_secret_levels 2021-11-01 03:37:19 +00:00
Kp 013ef0ded7 Expand macro Secret_level_table 2021-11-01 03:37:19 +00:00
Kp d10406c107 Expand macro Level_names 2021-11-01 03:37:19 +00:00
Kp 72cdb9b0cc Expand macro Secret_level_names 2021-11-01 03:37:19 +00:00
Kp 0c34a48418 Move Last_level_path_created to LevelUniqueObjectState.Level_path_created
Change it from the level number on which the path was created to a
true/false flag.  The previous logic only tested whether the number was
equal to the current level number.

This also fixes a bug where the action was not available on the first
secret level, since that level is `-1`, and the value was set to `-1` to
indicate that it should be enabled.
2021-11-01 03:37:19 +00:00
Kp 0fcaa76fd1 Move Next_level_num to local scope
It does not need to be a global.  For each function that uses it, it is
assigned earlier in that same function.
2021-11-01 03:37:19 +00:00
Kp 57780e0450 Move window_is_visible,window_set_visible to be window methods
Shrink w_visible to uint8_t.  Move it to pack better.
2021-11-01 03:37:18 +00:00
Kp 7fc8c736b3 Pass Powerup_info to multi_prep_level_objects, filter_objects_from_level 2021-09-19 10:53:48 +00:00
Kp c01a51fd8b Remove PlayMovie special case for .MVE
Only one caller needed this special case.  Remove the special case, and
adjust that caller to include the `.MVE` as a static suffix on its
inputs.
2021-09-19 10:53:48 +00:00
Kp a0be3a8344 Factor out do_briefing_screens calls in ShowLevelIntro
The special cases do not need to be quite so special.
2021-09-19 10:53:48 +00:00
Kp bb29e6fca8 Propagate canvas through more layers 2021-09-12 16:20:52 +00:00
Kp 4b60205b2f Propagate up show_boxed_message RenderFlag
It is always constant.  Explicitly propagate its effects into callers,
then remove the argument.
2021-09-12 16:20:52 +00:00
Kp 98f2578293 Pass Game_mode as a parameter to gauges functions
Avoid reloading it from the global.
2021-09-12 16:20:52 +00:00
Kp 6ab3fb262b Add convenience function underlying_value
Add a helper to deduce the enum type of a value, and use an appropriate
std::underlying_type<T> expression for that enum type.  This avoids the
need to repeat the type of the enum at the site of each cast, and moves
the casts into the helper to make the callers easier to read.
2021-09-04 12:17:14 +00:00
Kp cae9c5f26c Reduce intensity of player spawn sound 2021-06-28 03:37:51 +00:00
Kp 2a504ee03e Construct nm_item_menu in place 2021-06-28 03:37:49 +00:00
Kp b5460a0a48 Construct nm_item_text in place 2021-06-28 03:37:49 +00:00
Dmitry Grigoryev fbd05a1592 optimize include files (include what you use) 2021-02-06 21:38:50 +01:00
Kp 6f7b0b4743 Use enum class for PlayMovie result 2021-01-17 22:23:23 +00:00
Kp 40501fa31e Make PlayerFinishedLevel menu inherit from newmenu 2020-12-27 22:03:09 +00:00