Commit graph

4027 commits

Author SHA1 Message Date
Kp dc674eafe8 Replace various uses of std::enable_if with C++20 requires()
Compiler error messages are generally better when reporting a misuse
that fails a requires() versus reporting a misuse that fails a
std::enable_if.  In some cases, this also makes the code clearer, and
avoids the need for dummy template parameters as a place to invoke
std::enable_if.
2022-07-30 17:42:59 +00:00
Kp 58061b5f45 Use C++20 std::span for morph_data 2022-07-30 17:42:59 +00:00
Kp e5dcb8a505 Prefer C++20 std::span over internal span for decode_row
This generates the same code before and after.
2022-07-30 17:42:59 +00:00
Kp d9d2bac092 Use enum class for apply_damage_to_player::possibly_friendly
Also, remove a redundant invulnerability check in one caller.
apply_damage_to_player already tests for invulnerability and returns if
appropriate.
2022-07-23 20:58:10 +00:00
Kp a44f80fd64 Flatten call chain to net_udp_send_data 2022-07-23 20:58:10 +00:00
Kp f78c3989f9 Remove obsolete multi_send_data overload
All callers now supply a multi_command<>, so remove the pointer-based
overload.
2022-07-23 20:58:10 +00:00
Kp e6c510d467 Use vector read/write helpers in network messages 2022-07-23 20:58:10 +00:00
Kp 4141e04359 Pass thief stolen item storage to drop_stolen_items 2022-07-23 20:58:10 +00:00
Kp a3a2f7cc9a Pass context to drop_stolen_items
Pass the specific object fields needed, rather than the entire object.
2022-07-23 20:58:10 +00:00
Kp 801c76cbd2 Pass context to spit_powerup 2022-07-23 20:58:10 +00:00
Kp b61add4765 Pass context to drop_powerup 2022-07-23 20:58:10 +00:00
Kp 2536b6c1bc Pass player orientation matrix to multi_send_fire
The caller has the player object, and can provide the orientation matrix
from it.  Use that instead of letting multi_send_fire recompute the
object in order to get the matrix.
2022-07-23 20:58:10 +00:00
Kp 52aa9891b9 Simplify passing weapon to do_missile_firing
When the player fires a generic secondary, the choice of proximity bomb
versus super-mine is never read.  When the player specifically drops a
bomb, only that choice needs to be read.  Pass the chosen weapon as an
argument, and avoid computing the choice on the path where it is never
read.
2022-07-23 20:58:10 +00:00
Kp c0e12eee3f Push player object lookup from do_missile_firing to caller
The caller already needs the player object for other purposes, so let
the caller pass it down to do_missile_firing.
2022-07-23 20:58:10 +00:00
Kp 0dd5d6e0d5 Split guided missile release local/remote handling
Two paths are always local.  One path is always remote.  Split the
handler function to remove the locality test and rely on the caller's
knowledge of whether the affected player is local.
2022-07-23 20:58:10 +00:00
Kp 0cb0b5cdc0 Use playernum_t for guided missile player number 2022-07-23 20:58:10 +00:00
Kp 4886afdf93 Lift which_bomb from do_missile_firing to caller
Callers already have the player_info available, and will need the value
of bomb in a subsequent commit.  Lift it here.
2022-07-16 15:26:12 +00:00
Kp 1d65a83d73 Use primary_weapon_index_t for do_laser_firing weapon_id 2022-07-16 15:26:12 +00:00
Kp 9cf82a8eb5 Set multi_command code in constructor, not at send time
Rework multi_send_kill to handle the stricter construction requirements
this imposes.
2022-07-16 15:26:12 +00:00
Kp 1d23e5848f Use enumerated_array for UDP_mdata_store::pkt_num 2022-07-16 15:26:12 +00:00
Kp bfd83c6702 Use enumerated_array for UDP_mdata_store::pkt_timestamp 2022-07-16 15:26:12 +00:00
Kp efecd3507f Optimize removal of expired mdata records
Instead of sliding the entire queue down one element at a time, move the
non-expired elements in one step, and wipe all the trailing elements
in a single pass.
2022-07-16 15:26:12 +00:00
Kp 851edbbd3c Use enum class for player connected status 2022-07-16 15:26:12 +00:00
Kp 4cc1bc995b Pack player acknowledgement mask into a bitset
The only values for any given player are true/false, so use a bitset
instead of a byte per player.  Some implementations may use a uint64_t
internally, negating the space savings.  Even so, this version is
an improvement for requiring the use of playernum_t as an index.
2022-07-16 15:26:12 +00:00
Kp 7f8e074ab0 Tighten access specifiers on enumerated_bitset 2022-07-16 15:26:12 +00:00
Kp 4cff6fd9d7 Simplify multi_send_robot_frame argument sent
The function had one caller, which always passed `0`.  Inline that.
Next, observe that `sent` is only ever modified `if (!(Game_mode &
GM_NETWORK))`.  As a multiplayer function, `multi_send_robot_frame`
should never be called in single-player, so this test should always be
false.  Delete it, and observe that `sent` is now `const`.

Remove unused return value of `multi_send_robot_frame`.
2022-07-16 15:26:12 +00:00
Kp 450154452d Use enum class for multi_send_robot_position_priority
Increment all values by 1, to eliminate the increment inside
multi_send_robot_position.
2022-07-16 15:26:12 +00:00
Kp 47f622dbc4 Use std::bitset for robot_fired
This only ever tracks true/false, so use bitset to save space.
2022-07-16 15:26:12 +00:00
Kp dccebd9783 Flatten call chain to net_udp_send_mdata_direct 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 066b172963 Use enum class for Network_status 2022-07-09 13:39:29 +00:00
Kp c7bbc415f5 Remove obsolete MULTI_FIRE field nfires
As of 8f8989e049, this field is always
sent as `1`.  Remove it, and update position offsets.
2022-07-09 13:39:29 +00:00
Kp 6275353d97 Split UDP_sequence_packet into per-message types
Using `netplayer_info` in `UDP_sequence_packet` defined many unused
fields.  Replace this with per-message types that carry only the
required fields.  Make these fields `const` where possible.
2022-07-09 13:39:29 +00:00
Kp 2135328dab Use enum class for multiplayer_data_priority 2022-07-09 13:39:29 +00:00
Kp a70188e7a5 Move various static functions into anonymous namespace 2022-07-09 13:39:29 +00:00
Kp 6215ef8e06 Pass LevelSharedRobotInfoState to various functions that need it 2022-07-09 13:39:29 +00:00
Kp 37132ab887 Pass LevelSharedRobotInfoState in fvi_query 2022-07-09 13:39:29 +00:00
Kp e5425a00f3 Use forward-declaration header for robot.h 2022-07-09 13:39:29 +00:00
Kp d6c43f56af Use enum class for gun_num_t 2022-07-09 13:39:29 +00:00
Kp 0dfd462c64 Change fvi_query to pass LevelUniqueObjectState if checking objects
Remove the definition of FQ_CHECK_OBJS and all uses of it.  Add a new
fvi_query member d_level_unique_object_state *LevelUniqueObjectState.
If object checking is enabled, pass &LevelUniqueObjectState in that
member.  If object checking is disabled, pass nullptr in that member.

Change fvi_sub to use this member to decide whether to perform object
checking.
2022-07-09 13:39:29 +00:00
Kp 4bc901b0a9 fvi_sub: validate object once at start of FQ_CHECK_OBJS
If FQ_CHECK_OBJS is used, a valid object is required.  Copy the
icobjptridx_t from fvi_query into a local vcobjptridx_t to force a
validation, then use that validated copy for later work.
2022-07-09 13:39:29 +00:00
Kp 4ab619b7c2 Restructure use of fvi_query
- Make all members constant, and pass an anonymous temporary fvi_query
  to find_vector_intersection.
- Change `p0`/`p1` to `const vms_vector &`, since the positions are
  mandatory.  Callers can no longer pass `nullptr` or an uninitialized
  value here.
- Change `thisobjnum` to `icobjptridx_t`.  Calls to fvi_sub built an
  objptridx at need, so moving it to the caller allows it to be
  constructed once per find_vector_intersection call.
- Move `flags` and `rad` out of fvi_query, since calls to fvi_sub may
  use other values than the ones in fvi_query.  This prepares for
  passing fvi_query to fvi_sub.
2022-07-09 13:39:29 +00:00
Kp a690374916 Pass state to place_object 2022-07-09 13:39:29 +00:00
Kp 8ba1390947 Pass state to explode_object 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 fca59adb53 Split out creating OBJ_WEAPON objects 2022-07-02 18:10:45 +00:00
Kp e2509fc840 Move d_robot_info_array out of d_level_shared_robot_info_state
Embedding it in d_level_shared_robot_info_state is reasonable from a
relational perspective, but interferes with referencing
d_robot_info_array when only a forward declaration of
d_level_shared_robot_info_state is available.
2022-07-02 18:10:45 +00:00
Kp 25d0ae8f65 Use an explicitly defaulted exact_type<T>::operator==
clang-13 needed an operator==(const exact_type<T>&) defined to avoid an
ambiguity.  Now that C++20 mode is enabled, switch to a
compiler-generated operator== instead of manually defining the
equivalent function.
2022-07-02 18:10:45 +00:00
Kp 1bcc5c40d0 Work around clang-13 ambiguous operator==
In C++ 20 mode, clang-13 gets confused about how to handle operator==.
Rewrite the test to encourage it to pick the correct version.

```
common/include/gr.h:129:12: error: use of overloaded operator '==' is ambiguous (with operand types 'dcx::grs_main_bitmap *' and 'exact_type<dcx::grs_bitmap>')
        if (this == &r)
            ~~~~ ^  ~~
common/include/pack.h:31:17: note: candidate function (with reversed parameter order)
    constexpr bool operator==(const T *rhs) const { return p == rhs; }
                   ^
common/include/gr.h:129:12: note: built-in candidate operator==(struct dcx::grs_bitmap *, struct dcx::grs_bitmap *)
        if (this == &r)
```
2022-07-02 18:10:45 +00:00