`Multi_is_guided` is only enabled in one place. One code path set up
Guided_missile[] for the local player, and a different path handled
network players. Remove `Multi_is_guided` and rearrange such that a
single site handles both local and network players.
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.
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.
Every caller passes `1`, so remove the parameter and always use `1`.
For backward compatibility with the previous network protocol, continue
to send a `1` in the network message.
- Use std::integral_constant instead of a static function that returns
the value
- Remove unused protocol_family
- Replace the enum with a typedef for the one type that the enum was
used to define
- Change D1X to use D2X rules regarding Vulcan cannon pickup. The D1X
rules were confusing at best, and seem outright wrong in some ways.
- When a Vulcan cannon was picked up, it was treated as containing not
less than VULCAN_WEAPON_AMMO_AMOUNT rounds, regardless of what it
actually contained. D2X respected the actual contained count, even
when running in D1X emulation mode.
- In D1X single player, if the Vulcan cannon was not picked up, then
it could be treated as Vulcan ammo. If at least 1 unit of
ammunition was added to the player, the entire powerup would be
consumed, regardless of how much ammunition remained.
- In D2X single player, if the Vulcan cannon was not picked up, then
ammunition would be taken from it, but the powerup would only be
consumed if all its ammunition was taken.
- In D1X multiplayer, a player who already had a Vulcan cannon could
not get anything from touching a new cannon, and the cannon would
not be changed.
- In D2X multiplayer, a player who already had a Vulcan cannon could
take ammunition from the cannon, but the cannon could not be drained
below VULCAN_AMMO_AMOUNT. If the cannon had VULCAN_AMMO_AMOUNT or
less, then the player could not take ammunition. If the cannon had
more, the player could drain it to that level.
- Replace all that with a simplified version of the D2X rules:
- If the player does not have the cannon, the cannon is picked up
and removed from the mine. The player takes as much of its
ammunition as possible. If the cannon was well stocked, and the
player was nearly full, some ammunition will be lost. This is
unfortunate, but the game has always had this rule, and changing
it would require dropping one or more Vulcan Ammo packs to
represent the untaken ammunition.
- If the player already had that cannon, then the player takes as
much ammunition as the cannon has, while not exceeding the
ammunition cap. Other players, if any, are updated about how much
ammunition remains in the cannon. The cannon remains in the mine.
- Backport to D1X the network message for updating the contained
ammunition in a vulcan cannon. zico added the basic feature in
7684ce92, but only applied it to D2X. With the change to let D1X
multiplayer take ammunition from the cannon, D1X now needs the same
feature.
- Remove the special case to delete an empty cannon. Instead, let the
cannon remain in the mine without ammunition. This allows a player in
single player mode to leave behind a backup cannon, which could be
useful if the player is killed and wishes to rearm before returning to
the death site. Similarly, under the new rule that players in
multiplayer can drain the cannon down to 0 ammunition, this removal
allows the cannon to remain behind for someone else to take, rather
than allowing it to be deleted by a player who already had an instance
of it.
Some flags merit a type other than int8_t. Begin moving flags out to
distinct variables with their own type.
Add static_assert checks that the ABI relevant structures do not change.
After the previous commit, its only purpose is to automatically dismiss
the window after 3 seconds. Users may be surprised by this, and the
automatic dismissal has limited value. Remove it and let the user
remain at the cancel dialog until a decision is made.