`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`.
Adjust code_window_point to use the same masks as clipping_code.
Previously, it had top and bottom swapped. However, since its output
was only ever compared for equality to 0, this transposition should not
affect the observable behavior.
gcc-11.3.0 issues a -Wmaybe-uninitialized warning for `exit_side`.
Reorder the code to eliminate this warning. Also, fix a potential
out-of-bounds read if `matt_find_connect_side` returned `side_none`.
Before, this would lead to a read of `Side_opposite[side_none]` before
the test that `entry_side` is not `side_none`. Now, if
`matt_find_connect_side` returns `side_none`, the read of
`Side_opposite` is skipped and logic goes directly to finding a proper
exit side.
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.
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.
- 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.
Reported-by: ziplantil <https://github.com/dxx-rebirth/dxx-rebirth/issues/637>
Fixes: 8faed77f5f ("Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability; Suspend Game_wind when playing endlevel movie while demo playback")
Instead of creating the powerup from a player, then overwriting the
location and velocity of the powerup, and fixing up its segment, create
the powerup directly where it should be, with the intended velocity.
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.
Callers only ever test for whether the movie was skipped, and never
distinguish between a movie that ran to completion versus a movie that
the user interrupted. Combine these two statuses into one value, and
eliminate the logic in RunMovie that picked which of the two to return.
The index and the value were transposed, and since both were integer
types, the type system was unable to warn that the new code was
incorrect. Swap the variables to bind as intended.
Reported-by: Donkyhotay <https://github.com/dxx-rebirth/dxx-rebirth/issues/544>
Fixes: de4efc4f46 ("Qualify more uses of shared_segment members")