Commit graph

282 commits

Author SHA1 Message Date
Kp 652b69f2a8 Pass Objects to obj_detach_all 2018-03-12 03:43:46 +00:00
Kp b00317bb1f Pass Objects to obj_detach_one 2018-03-12 03:43:46 +00:00
Kp d09478d88c Pass Objects to obj_attach 2018-03-12 03:43:46 +00:00
Kp 0067e33a8c Pass ObjectState to special_reset_objects 2018-03-12 03:43:46 +00:00
Kp a6b169afcc Move free_obj_list into d_level_object_state 2018-03-12 03:43:46 +00:00
Kp b63633db51 Move num_objects into d_level_object_state 2018-03-12 03:43:46 +00:00
Kp 1c92b448c8 Add d_level_object_state to wrap Objects and related data 2018-03-12 03:43:46 +00:00
Kp f60c783ef5 Move marker preservation into object lifeleft update 2017-09-30 18:00:15 +00:00
Kp b4899aafac Pass vcvertptr to get_seg_masks 2017-08-11 23:43:54 +00:00
Kp c3a438b750 Pass draw_polygon_model orient by reference 2017-08-11 23:43:54 +00:00
Kp 03cca2b3dc Track visited segments as a local
This fixes a subtle bug where a perfectly immobile player would reuse a
previous run.  In practice, players are not immobile.
2017-08-02 02:49:13 +00:00
Kp a371272759 Fold obj_detach_one updates 2017-08-02 02:49:12 +00:00
Kp 599ac9dee0 Always qualify valptridx type/factory
Previously, valptridx used PREFIX for allow-invalid+mutable, c#PREFIX
for allow-invalid+const, v#PREFIX for require-valid+mutable, vc#PREFIX
for require-valid+const.  Convert the types, factories, and all usage
sites to specify a qualifier for all four combinations:

	im#PREFIX -> allow-invalid+mutable
	ic#PREFIX -> allow-invalid+const
	vm#PREFIX -> require-valid+mutable
	vc#PREFIX -> require-valid+const

Changes to common/include/valptridx.h and common/include/fwd-valptridx.h
are manual.  All other changes are generated by:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\(v\?\)\(\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/\1m\2/g'

for the 'm' prefix and:

	git grep -lz -e '\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\>' | xargs -0 sed -i -e 's/\<\([cm]\(obj\|seg\|clwall\|wall\|actdoor\|trg\)\(ptridx\|ptr\|idx\)\(_t\)\?\)\>/i&/g'

for the 'i' prefix.
2017-06-10 03:31:02 +00:00
Kp b0cb681ae7 Add gcc-7 /*-fallthrough*/ comments for obvious cases
For switch cases where existing comments or code flow logic obviously
intended to fall through, add a gcc-7 /*-fallthrough*/ comment to
silence warnings about this.  Some cases which are less obvious are not
converted, so the code does not yet compile clean with
-Wimplicit-fallthrough.

Reported-by: parkerlreed <https://github.com/dxx-rebirth/dxx-rebirth/issues/338>
2017-06-07 02:44:54 +00:00
Kp ea7c44c680 Pass vcobjptridx_t to draw_polygon_object 2017-03-18 18:07:39 +00:00
Kp 829e95b6f8 Separate hoard/proximity tracking 2017-03-18 18:07:36 +00:00
Kp 970ce18410 Pass canvas to render_object 2017-03-11 19:56:27 +00:00
Kp 56d5c7da91 Pass canvas to draw_polygon_object 2017-03-11 19:56:27 +00:00
Kp 8cf1082ce6 Pass canvas to draw_cloaked_object 2017-03-11 19:56:27 +00:00
Kp 25c36d4b0e Pass canvas to draw_morph_object 2017-03-11 19:56:27 +00:00
Kp e1d0d0603f Pass canvas to draw_hostage 2017-03-11 19:56:26 +00:00
Kp f0707cb9bd Pass canvas to draw_powerup 2017-03-11 19:56:26 +00:00
Kp a55de34884 Pass canvas to Laser_render 2017-03-11 19:56:26 +00:00
Kp 113aa50a2a Pass canvas to draw_fireball 2017-03-11 19:56:25 +00:00
Kp 450b3ec4f5 Pass canvas to draw_weapon_vclip 2017-03-11 19:56:25 +00:00
Kp bc11b3bf85 Pass const object to draw_object_tmap_rod 2017-03-11 19:56:25 +00:00
Kp a6c8087815 Remove unused compute_object_light parameter rotated_pnt 2017-03-11 19:56:24 +00:00
Kp 84faf8aa73 Pass canvas to draw_object_blob 2017-03-11 19:56:24 +00:00
Kp 39071d124d Pass canvas to draw_polygon_model 2017-02-19 19:33:43 +00:00
Kp 48bf96fe6a Pass canvas to g3_draw_bitmap 2017-02-11 21:42:42 +00:00
Kp cd8f408269 Pass canvas to draw_object_tmap_rod 2017-02-11 21:42:40 +00:00
Kp 394d9e1b80 Pass canvas to g3_draw_rod_tmap 2017-02-11 21:42:40 +00:00
Chris Taylor e76c8cf264 Fix bug #306 where a client in a multiplayer game hitting a wall fails an assert
Initialise ConsoleObject->mtype.phys_info.flags in reset_player_object() instead of adding flags. The only place this was initialised properly was when reading the player object from disk.
2017-01-15 18:11:54 +08:00
Kp 6d3fb34268 Abstract out last_hitobj management 2017-01-15 00:03:13 +00:00
Kp 5201218e20 Fix D1 build
Commit 4cc801f changed `object_move_one` to return `window_event_result`
instead of `void` and added a default return value at the bottom.
However, it added the value inside a `#if D2` block, so the D1 build now
fails with:

    similar/main/object.cpp: In function 'dcx::window_event_result d1x::object_move_one(d1x::vobjptridx_t)':
    similar/main/object.cpp:1627:7: error: variable 'result' set but not used [-Werror=unused-but-set-variable]
    similar/main/object.cpp:1866:1: error: control reaches end of non-void function [-Werror=return-type]

Move the return statement out of the conditional block to fix both these
errors.

Fixes: 4cc801f42f ("Remove calls to window_close(Game_wind) when game finished or over")
2017-01-13 03:19:19 +00:00
Chris Taylor 4cc801f42f Remove calls to window_close(Game_wind) when game finished or over
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-08 21:08:50 +08:00
Kp 77c22d3a7f Pass canvas to gr_settransblend 2017-01-01 00:45:44 +00:00
Kp fe0c97ebb9 Move Player_eggs_dropped to player_info 2016-12-10 17:51:09 +00:00
Kp 0c219e596e Use enum for object movement type 2016-11-20 23:12:00 +00:00
Kp 4497812674 Use enum for object type 2016-11-20 23:12:00 +00:00
Kp e4afb78124 Fix undefined access to ai_info of non-robots
Only robots have ctype.ai_info.  Skip the sniper special case for
objects that are not robots.
2016-11-19 18:09:26 +00:00
Kp dc881ec12d Merge pull #266 into master 2016-11-19 18:09:26 +00:00
Kp 382d337118 Switch obj_get_signature to std::any_of
Also, split the predicate into separate statements to improve the output
of analysis tools.
2016-11-19 17:24:53 +00:00
Chris Taylor cc3f35649f Change all occurrences of "Couldn't" to "Could not" for consistency ("Could not" is more common and wins).
Not touching TXT_COULDNT because it's stored separately in hog file.
2016-11-13 13:27:18 +08:00
zico dafd4a69be Fixed and revamped 30f9233b36e9e546a7479fd152331b7b0d689d47: initialize segnum for objects during object syncing only. Should only be required for OBJ_NONE but since net_udp_read_object_packet() does only process changed objects and setting segnum in init_objects() isn't desired, this initialization is applied to all objects (except the host player object) before the sync process. 2016-11-12 15:52:16 +01:00
Kp b19e93cc04 Skip tracking idx in obj_get_signature 2016-11-10 04:22:19 +00:00
Kp 188ef99536 Assert that newly allocated objects are type OBJ_NONE 2016-11-10 04:22:18 +00:00
zico 30f9233b36 Reverted 2e6aa0f081 and partially reverted 7064fcccba to still allow segnum and signature init for multiplayer games, keeping consistency during object sync. 2016-11-08 14:16:26 +01:00
Kp a59de2860e Poison more undefined variables 2016-11-06 17:12:03 +00:00
Kp 7ccd537362 Fix build break from 30f9233
Commit 30f9233b36 introduced a test for
Game_Mode, which does not exist, rather than Game_mode, which does
exist.  However, the test for game mode is unnecessary.  Objects of type
OBJ_NONE are always in segment_none and no object of any other type
should be in segment_none.  Use that fact to test obj->type instead of
obj->segnum during multiplayer object clobber, so that multiplayer can
overwrite unallocated objects without accessing any undefined fields and
without making object::segnum a defined field.

Fixes: 30f9233b36 ("Reverted 2e6aa0f081 and partially reverted 7064fcccba to still allow segnum and signature init for multiplayer games, keeping consistency during object sync.")
2016-11-06 17:12:03 +00:00