Commit graph

5089 commits

Author SHA1 Message Date
Kp 522c696af0 Remove unnecessary members in splitpath_t
splitpath_t is designed for MS-DOS paths, even though Rebirth now runs
on many platforms that never used DOS conventions.  Most of the members
of splitpath_t are unused on all platforms.  Remove them, and switch to
returning an initialized version of the structure.
2022-06-11 15:00:02 +00:00
Arne de Bruijn 0a5ecd77c6 Fix exit briefing animation speed
Undo change in e973dc0 which set the change animation direction delay
for every frame.
2022-06-06 10:15:27 +02:00
Kp 5545b32fee Do not reset_rear_view if dead when crossing exit trigger
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")
2022-06-05 17:44:53 +00:00
Kp 346906ae9f Simplify UPID_QUIT_JOINING
The host only needs to check the source address.  Remove the check on
the callsign, and shrink the message accordingly.
2022-06-05 17:44:53 +00:00
Kp 68453cd86f Remove redundant net_udp_welcome_player checks
This loop is run once before the `if()` test, then again at the top of
both the true and false branches of the `if`.  Remove the runs inside
the conditional, since they should produce the same result as the run
that occurs before the conditional.
2022-06-05 17:44:53 +00:00
Kp 9816475706 Pass Object array to object_goto_next_viewer 2022-06-05 17:44:53 +00:00
Kp c5de47b51e Add const qualifiers to some net_udp functions 2022-06-05 17:44:53 +00:00
Kp 3d7cb4abc7 Remove force_dump_ai_objects_all
It rotted because it is only ever used when PARALLAX is defined.  No one
has reported it broken, so remove it.
2022-06-05 17:44:53 +00:00
Kp 0faa33d3df Harden bm_read_player_ship against invalid model numbers
Eliminate an unnecessary internal copy.  Terminate the search early if
an invalid model number is used.
2022-06-05 17:44:53 +00:00
Kp 504e950b75 Simplify bm_read_player_ship last_model_num handling
The existing handling always wrote to slot 0, but did so in a convoluted
way.  The variable names suggest this was not intended, but no one has
ever reported it as broken, and some otherwise valid data files may
depend on this quirk.
2022-06-05 17:44:53 +00:00
Kp 1b13274a5e Combine D1/D2 bm_read_player_ship call to load_polygon_model
D1 and D2 used logically equivalent code, but it was not the same text,
so the unification project split this with a `#ifdef`.  Since the code
does the same thing in both games, combine it into a non-guarded
statement.
2022-06-05 17:44:53 +00:00
Kp 5be32a05c6 Reorder check_line_to_line to eliminate useless copy
Instead of copying the input v1/v2 into det.uvec, pass a reference for
v1/v2 directly to calc_det_value.
2022-06-05 17:44:53 +00:00
Kp 9071675a0d Pass calc_det_value vectors separately
Pass 3 vectors rf/u instead of one vms_matrix.  This may make the code
slightly worse in the short term, but it makes a later change clearer.
2022-06-05 17:44:52 +00:00
Kp bfe7f2bb19 Reorder fvi_sub object type tests
Two tests in series examined the object for a type of OBJ_ROBOT.  Fold
the test together.

The next test also examines ->type.  Move that to an else since it
cannot be true if the first test was true.
2022-06-05 17:44:52 +00:00
Kp e180375f97 Pass GameBitmaps to draw_object_blob 2022-06-05 17:44:52 +00:00
Kp 6e2ed26659 Pass object to init_player_object 2022-06-05 17:44:52 +00:00
Kp 9f207daf95 Pass player object to reset_player_object 2022-06-05 17:44:52 +00:00
Kp 11a0aae9ee Pass GameBitmaps to piggy_bitmap_page_in 2022-06-05 17:44:52 +00:00
Kp f36a8e015e Disable collecting segment list in see_object
The segment list is written to `hit_data`, but `hit_data` goes out of
scope before the segment list is read back.  Skip collecting it, since
it was effectively write-only on this path.
2022-06-05 17:44:52 +00:00
Kp 33152640bc Remove fvi_info::hit_type
Its value is always readily available as the return value of
find_vector_intersection, so remove the structure member and rely on the
returned value.
2022-06-05 17:44:52 +00:00
Kp 8c4adbc262 Show repaircenters on automap 2022-06-05 17:44:52 +00:00
Kp be7388a369 Enable repaircenter in D1
The code exists in D2, and the segment special is reserved for both
games.  Include the repaircenter code in D1, also.
2022-06-05 17:44:52 +00:00
Kp 885b0939d6 Defer charging for Omega cannon until blobs are created
If the creation of the Omega cannon blob fails, do not play the sound or
deplete the player's energy.
2022-06-05 17:44:52 +00:00
Kp 69d8dada1c Return next object from obj_detach_one
This allows obj_detach_all to avoid reloading the value from the parent
object each time.
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 e54338ce4e Combine canvas+color into g3_draw_line_context 2022-06-05 17:44:52 +00:00
Kp a44324abe1 Tighten net_udp player index check 2022-05-29 19:37:58 +00:00
Kp 0de494c2e0 Make thief explode when killed
Commit 1a9fba804d made an incorrect simplification.  It observed that
thief robots are not boss robots and vice versa, and from that changed:

```
	if (is_thief) { drop_stolen_items(); }
	if (is_boss) { start_boss_death_sequence(); }
	else if (death_roll) { start_robot_death_sequence(); }
	else { regular_death(); }
```

to

```
	if (is_thief) { drop_stolen_items(); }
	else if (is_boss) { start_boss_death_sequence(); }
	else if (death_roll) { start_robot_death_sequence(); }
	else { regular_death(); }
```

This was incorrect, because although a thief is not a boss, a thief does
need to proceed through the other non-boss if tests.  This error caused
a thief not to explode on death, and instead continue to fly around and
absorb weapon fire.

Fix the logic error by removing the incorrect `else`, so that a thief
can be tested for is_boss, get false, and then proceed through the
non-boss death logic.

Fixes: 1a9fba804d ("Avoid repeated valptridx dereferences in multibot.cpp")
2022-05-29 18:44:59 +00:00
Kp 092daecb61 Use static_cast<> to convert player_marker_num to game_marker_index
gcc-12 rejects the list initialization syntax.  Switch to static_cast<>,
which generates equivalent code.

Reported-by: dbermond <https://github.com/dxx-rebirth/dxx-rebirth/issues/638>
2022-05-28 21:04:37 +00:00
Kp 12cca97870 Remove unused piggy_new_pigfile local char tempname[20]
gcc-12 warns that the snprintf to initialize `tempname` may be
truncated.  The variable is never used after it is initialized, so
delete the initialization and declaration.
2022-05-28 21:04:37 +00:00
Kp a8e7f6ad59 Use enum class for find_vector_intersection result 2022-05-24 02:32:58 +00:00
Kp 62635ec285 Use enum class for vm_magnitude_squared 2022-05-24 02:32:58 +00:00
Kp cf51ac4ee0 Fix BUG on show-path cheat
Players are not robots, but the show-path cheat tried to pretend they
are, and triggered a BUG warning[1] when looking up robot information
from the player object.  Fix this by passing in the robot_info when the
caller is providing a robot, and a named `nullptr` value (as
`create_path_unused_robot_info`) when the caller is providing a
non-robot object.

[1] As below, but repeated many times
```
similar/main/ai.cpp:1905: BUG: object 0x555555858550 has type 4, expected 2
similar/main/ai.cpp:1974: BUG: object 0x555555858550 has type 4, expected 2
```
2022-05-21 19:51:18 +00:00
Kp e29cddd524 Cache Difficulty_level during aim-leading calculations 2022-05-11 03:17:23 +00:00
Kp edbdec361c Check return value of check_line_to_line 2022-05-10 01:58:55 +00:00
Kp 2b36332228 Use enum class for intersection_type in fvi 2022-05-10 01:58:55 +00:00
Kp 887851cb99 Make RAIIsocket::closesocket static
It exists as a wrapper for the Windows call of the same name.  Windows
does not require an object, so neither should this method.
2022-05-10 01:58:55 +00:00
Kp 464b5b302f Change RAIIaddrinfo to use using instead of forwarding functions 2022-05-10 01:58:55 +00:00
Kp 504b38759c Use enum class for weapon_sound_flag
Pass the silent/audible flag as an enum:uint8_t to avoid type confusion
issues.
2022-04-24 20:42:01 +00:00
Kp 34793b5477 Use std::array for find_connected_distance depth array
Zero the entire array, rather than adjusting the loop to account for the
count of segments in the level.  The array may not need to be zeroed at
all, but this is cheap and guarantees consistent results.
2022-04-24 20:42:01 +00:00
Kp a610a7b32d Pass bare object & to thief stealing routines
Use `object &` instead of `vmobjptr_t`.  This should generate equivalent
code, but produce smaller debug information and may require less
inlining by the compiler.
2022-04-24 20:42:01 +00:00
Kp 1c2e1c6946 Tighten type info for d_strdup
The allocated block is part of the dmem subsystem, so return a type that
reflects that.
2022-04-24 20:42:01 +00:00
Kp 81dd23b151 Only charge player for weapons that fire successfully
If creating the weapon object fails, do not charge the player for the
shot that was not created.
2022-04-17 22:27:19 +00:00
Kp 5b29428643 Propagate nfires within do_laser_firing
Previous work made this a local constant.  Propagate that constant now
to eliminate dead conditional paths.
2022-04-17 22:27:19 +00:00
Kp 8f8989e049 Propagate do_laser_firing nfires as 1
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.
2022-04-17 22:27:19 +00:00
Kp c4fb3fc30f Defer creating awareness event until weapon is created
If creation of the weapon object fails, do not tell robots that the
weapon was fired.
2022-04-17 22:27:19 +00:00
Kp dde3747ed4 Improve drop-secondary messages
- Write a more specific message on failure
- Defer writing a success message until `spit_powerup` succeeds
- Defer the sound too
- Rewrite the success message to tell how much ammo remains
2022-04-17 22:27:19 +00:00
Kp 834aeea23f Fix drop-primary/drop-secondary keys
Commit 8c8b7419b6 defined Shift-F5 and Shift-F6 to adjust the VR
handling.  However, Shift-F5 and Shift-F6 already had a meaning: drop
primary weapon / drop secondary weapon.  The ordering of the logic
causes the new VR handling to suppress the old drop handling, thus
preventing players from dropping weapons.  Disable the VR meaning for
these keys so that drop-weapon works again, since F1 documents those
keys as drop-weapon.

Fixes: 8c8b7419b6 ("Improved conditionals for stereo vs non-stereo modes.")
2022-04-17 22:27:19 +00:00
Kp f79baf722c Move static obj_* functions into anonymous namespace 2022-04-17 22:27:19 +00:00
Kp d0c32b8cf2 Pass LevelUniqueWallSubsystemState to wall_init 2022-04-17 22:27:19 +00:00
Kp 211dcede72 Inline trigger_init
It is used in only one place.  Move it inline.
2022-04-17 22:27:19 +00:00
Kp da85bd4cd1 Optimize check order in find_connected_distance
Checking for a previously visited segment is cheaper than checking
whether a doorway exists.  Reorder the logic to check first for a
previous visit.
2022-04-17 22:27:19 +00:00
Kp d6d7837aa7 Remove dead store of point_seg::segnum in find_connected_distance 2022-04-17 22:27:19 +00:00
Kp 06a0de1c90 Remove write-only legacy trigger field time
v29_trigger and v30_trigger define a field `time`.  v29_trigger never
initializes it.  v30_trigger initializes it from the uninitialized
v29_trigger in legacy mode, and from a file field otherwise.  No program
logic ever reads this member, so remove it.
2022-04-16 19:38:02 +00:00
Kp 87cc4c79c8 Fix off-by-one in mission string count
Commit 7f2df64649 converted `mission_menu` to inherit from `listbox`,
but introduced an off-by-one bug in the handling of subdirectories.
`listbox` must be told how many strings it is given.  Subdirectories
have one extra string, to represent the `listbox_go_up` element.  The
count passed to `listbox` incorrectly failed to adjust for the generated
go-up element, causing listbox not to show the last string in the list.
Change the logic to adjust the count to include the extra element.

Fixes: 7f2df64649 ("Make mission_menu inherit from listbox")
Reported-by: AlumiuN <https://github.com/dxx-rebirth/dxx-rebirth/issues/629>
2022-04-12 03:01:48 +00:00
Kp 9cdf9152bc Always check return value of PHYSFSX_getRealPath
The contents of the output buffer are undefined if PHYSFSX_getRealPath
fails, so mark the function as [[nodiscard]] and modify all callers to
check that the function succeeded.
2022-03-19 22:55:58 +00:00
Kp 61c4d53ae6 Pass canvas to con_draw 2022-03-19 22:55:58 +00:00
Kp b3f250f3b6 Fix openable_door_on_near_path for side WLEFT
openable_door_on_near_path should return 0 for no door and any non-zero
value for door-found.  Commit 9fdf6005df changed the logic to return 0
for no door, and the side number value for door-found.  This is wrong,
since WLEFT has integer value 0, so the caller will interpret a return
of door-found, side=WLEFT as no-door-found.

Fixes: 9fdf6005df ("Convert ai_static::GOALSIDE to sidenum_t")
2022-02-27 14:23:53 +00:00
Kp f51755c2e6 Use enum class for MBTN_* constants 2022-02-27 14:23:53 +00:00
Kp 6863dd3581 Reduce lifetime of joy_axis
It is only needed for the duration of kconfig_end_loop.  Move it from
the global Controls to local scope.
2022-02-27 14:23:53 +00:00
Kp 197a9cbd98 Move joystick interpretation to happen after the event loop
If two or more events are delivered in the same loop, the previous
implementation would count joystick motion multiple times.  Fix this by
moving the joystick interpretation to occur once, after all the events
have been processed.
2022-02-27 14:23:53 +00:00
Kp 9464bdf2e4 Use enumerated_array for indexing player input controls 2022-02-27 14:23:53 +00:00
Kp 165d5b892b Rename pitch -> pitch_ud for consistency
Other code uses pitch_ud.  Rename the kconfig pitch to match.
2022-02-27 14:23:53 +00:00
Kp 43bdfac56a Store copy_sensitivity values as std::integral_constant
Lists of these objects are unrolled by a template parameter pack
regardless of whether they are type compatible, so keeping the types
compatible does not improve code size.  Store more precise types in the
structure, and avoid needing to store the constant values into a
structure at runtime.
2022-02-27 14:23:53 +00:00
Kp e7fd31e3a6 Check return value of find_connect_side in more places 2022-02-19 14:52:17 +00:00
Kp 52403f104f Use symbolic sidenum values in Edge_to_sides 2022-02-19 14:52:17 +00:00
Kp 5611319962 Qualify references to sidenum_t members 2022-02-19 14:52:17 +00:00
Kp 68268e9a1f Use sidenum_t in more places 2022-02-19 14:52:17 +00:00
Kp 91c9055c90 Simplify do_endlevel_flythrough computation of next distance 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 f2832e6248 Simplify _sockaddr IPv4/IPv6 logic
- 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
2022-02-12 18:57:12 +00:00
Kp 8be306efa7 Use enum class for cockpit_mode_t 2022-02-12 18:57:12 +00:00
Kp f9c876572f Use std::move to compact Netgame.players on quit-joining 2022-02-12 18:57:12 +00:00
Kp 8fa4e6aa46 Simplify net_udp_welcome_player test order
Move the test for closed up, to avoid re-testing it.
2022-02-06 16:12:31 +00:00
Kp fe19f78fcd Simplify some uses of Highest_object_index 2022-02-06 16:12:31 +00:00
Kp da49df78f7 Split drop_powerup to return either an object id or a success code
If exactly one object will always be needed, use an overload that
returns the object id.  Otherwise, use an overload that only returns
whether at least one object was created.  This simplifies callers that
always request exactly one object.
2022-02-06 16:12:31 +00:00
Kp 04f0507942 Fix memory corruption if spit_powerup fails to drop a weapon
If spit_powerup fails, it returns object_none.  object_none is not a
valid index for use by map_objnum_local_to_remote.
2022-02-06 16:12:31 +00:00
Kp d5e520bc7b Fix failure to send robot creation message if one creation fails
If at least two robots would be dropped, and a drop failed, then
object_create_robot_egg would report failure to the caller.  Callers
that check the return code treat any failure as total failure, but that
is not guaranteed to be true.  If the game successfully dropped one
robot and failed when dropping a second, then the caller would receive a
status of failure.

Fix this by returning a status of whether at least one object was
created.
2022-02-06 16:12:31 +00:00
Kp 4a85b55865 Factor out drop_player_eggs creation of vulcan/gauss weapons 2022-02-06 16:12:31 +00:00
Kp 1a9fba804d Avoid repeated valptridx dereferences in multibot.cpp 2022-02-05 13:30:56 +00:00
Kp 1ad3377a83 Pass context to start_boss_death_sequence 2022-02-05 13:30:56 +00:00
Kp 29d6072f60 Pass context to drop_stolen_items 2022-02-05 13:30:56 +00:00
Kp 60c5fc5dc4 Pass object& to multi_drop_robot_powerups 2022-02-05 13:30:56 +00:00
Kp 6cc788e1cd Pass object_base& to object_create_robot_egg 2022-02-05 13:30:56 +00:00
Kp a0be091cd0 Avoid repeated valptridx dereferences in player_is_visible_from_object 2022-02-05 13:30:56 +00:00
Kp 7abcced9d0 Avoid repeated valptridx dereferences in init_ai_object 2022-02-05 13:30:56 +00:00
Kp ce8339fa5b Avoid repeated valptridx dereferences in ai_follow_path 2022-02-05 13:30:56 +00:00
Kp 9b2eda5bde Avoid repeated valptridx dereferences in create_path 2022-02-05 13:30:56 +00:00
Kp fd33402354 Avoid repeated valptridx dereferences in create_n_segment_path 2022-02-05 13:30:56 +00:00
Kp a418a0c7f9 Avoid repeated valptridx dereferences in create_path_to_station 2022-02-05 13:30:56 +00:00
Kp f7742a6e16 Avoid repeated valptridx dereferences in create_path_to_segment 2022-02-05 13:30:56 +00:00
Kp 13ca2112fd Avoid repeated valptridx dereferences in polish_path 2022-02-05 13:30:56 +00:00
Kp e15ec1e80d Avoid repeated valptridx dereferences in create_path_points 2022-02-05 13:30:56 +00:00
Kp f55aed4b9b Pass object& to ai_door_is_openable 2022-02-05 13:30:56 +00:00
Kp 2440a271da Improve vulcan/gauss pickup rules
- 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.
2022-02-05 13:30:56 +00:00
Kp 39ca785fbe Remove redundant pick_up_vulcan_ammo call
This is only hit if the call just refused to change the player's
ammunition count, and nothing has changed, so it will just refuse again.
2022-02-05 13:30:56 +00:00
Kp f5684ffda4 Reorder pick_up_vulcan_ammo to keep ammo_count const 2022-02-05 13:30:56 +00:00
Kp 4ae6f52ba9 Simplify respawning anarchy powerups
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.
2022-02-05 13:30:56 +00:00
Kp 570e373880 Merge branch multi-endgame-discon into master 2022-01-21 03:54:07 +00:00
Arne de Bruijn 7e5b17ff82 Send periodic endlevel packets after last level
Add periodic calls to send_endlevel_packet in kmatrix if
Control_center_destroyed is false.

Needed because after finishing the last level, kmatrix is called from a
different place where Control_center_destroyed is already false.

It looks like this issue was introduced in Rebirth 0.56 with the
split off of the ipx code (febe5d1). That commit removes the call to
multi_endlevel_poll2 from kmatrix_view, which did the same periodic
sends. (Maybe because in D1 Control_center_destroyed was always true
in kmatrix so it was not needed there.)

Reported-by: snytek <#520>
Fixes: febe5d1 ("Abstracting networking protocols")
2022-01-18 17:03:30 +01:00
Kp e306a6fa99 Rework start_wall_cloak to handle clang inlining limit
clang-13 fails to sufficiently inline this construct, causing it to emit
an unnecessary call to check_null_pointer_conversion on a path where
m_ptr is already guaranteed to be non-nullptr.  That call in turn
causes a linker error, since no other site using valptridx<wall> needs
check_null_pointer_conversion instantiated.  Rather than provide the
instantiation, rework the logic to avoid the need for the dead call.
2022-01-15 20:39:10 +00:00
Kp 636e1b6d5e Use enumerated_array for unique_side::uvls 2022-01-15 20:39:10 +00:00
Kp a7c9a04c20 Use enumerated_array for shared_segment::children 2022-01-15 20:39:10 +00:00
Kp dc2e86760e Use enumerated_array for Side_opposite 2022-01-15 20:39:10 +00:00
Kp 4a6a4c4646 Use enumerated_array for unique_segment::sides 2022-01-15 20:39:10 +00:00
Kp 1c57e1032d Use enumerated_array for shared_segment::sides 2022-01-15 20:39:10 +00:00
Kp 2659400a97 Use sidenum_t for trigger::side 2022-01-15 20:39:10 +00:00
Kp 2d890131fb Disable packing on old trigger structures
It is not necessary, and causes problems when trying to take a reference
to a member.
2022-01-09 15:25:42 +00:00
Kp f47a2c9f0d Convert Side_to_verts to enumerated_array<..., sidenum_t> 2022-01-09 15:25:42 +00:00
Kp fbe3bbd0fa Use enum sidenum_t in more places 2022-01-09 15:25:42 +00:00
Kp 4fe9f10e0c Minimize saved weapon box texture
Only save the piece that will actually be shown, rather than the entire
decoded image.
2022-01-09 15:25:42 +00:00
Kp 78d4a36bb4 Explicitly require support for C++11 constructor inheritance
Parts of the code already used the C++11 syntax, so compilers without it
were already unsupported.  Expand the remaining uses to the standard
syntax.
2022-01-09 15:25:42 +00:00
Kp d2478d0708 Require support for C++17 attribute [[fallthrough]] 2022-01-09 15:25:42 +00:00
Kp 6cdc181218 Use enum class for segment_relative_vertnum 2022-01-09 15:25:42 +00:00
Kp 932419ff17 Combine Two_sides_to_edge, Edge_between_sides
These track the same data, but were static and defined separately.
Delete Edge_between_sides and redirect uses to Two_sides_to_edge.
2022-01-09 15:25:42 +00:00
Kp b8a8a61ff8 Simplify multiplayer powerup creation
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.
2022-01-09 15:25:42 +00:00
Kp 94cfeede5c Validate control center trigger sides on load 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 3004dd16e5 Convert some bare integers to sidenum_t 2022-01-09 15:25:42 +00:00
Kp d6b4106d36 Tighten index handling for Ai_transition_table
Avoid undefined accesses when a robot has an invalid awareness type.
2022-01-08 17:48:09 +00:00
Kp 648bbac0b1 Convert ai_local::achieved_state to ai_static_state 2022-01-08 17:48:09 +00:00
Kp d1ac265c2c Convert ai_local::goal_state to ai_static_state 2022-01-08 17:48:09 +00:00
Kp 37f3c10dd4 Convert ai_static::CURRENT_STATE to ai_static_state 2022-01-08 17:48:09 +00:00
Kp c3937f391f Convert ai_static::GOAL_STATE to enum 2022-01-08 17:48:09 +00:00
Kp 9fdf6005df Convert ai_static::GOALSIDE to sidenum_t 2022-01-08 17:48:09 +00:00
Kp c6d98df9fb Move CURRENT_GUN out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp 5128b84122 Move CURRENT_STATE out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp 39e9673f54 Move GOAL_STATE out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp c10855939b Move PATH_DIR out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp 1f00d716de Move SUBMODE/SUB_FLAGS out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp db90f0df62 Move GOALSIDE out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp ae44e0226e Move CLOAKED out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp db7b528177 Move SKIP_AI_COUNT out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp 197ed13d42 Move REMOTE_OWNER out of ai_static::flags 2022-01-08 17:48:09 +00:00
Kp 7015e3e93c Move REMOTE_SLOT_NUM out of ai_static::flags
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.
2022-01-08 17:48:09 +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 4d5488e493 Remove unused-but-set variable similar/main/piggy.cpp: sbytes 2022-01-07 04:26:22 +00:00
Kp 328046d1ba Use xrange for texture merge loops 2021-12-01 03:15:21 +00:00
Kp 4ac9845f07 Fix clang build of fuelcen.cpp
clang treats names introduced by structured bindings specially, and
refuses to capture them for a lambda, even when it should be capturing
an rvalue reference.  gcc accepts this capture.

Switch to initializing a lambda local variable from the structured
binding in the outer scope, which works with both compilers.

Reported-by: Kreeblah <https://github.com/dxx-rebirth/dxx-rebirth/issues/609>
2021-11-04 03:24:43 +00:00
Kp 92990222a2 Use structured bindings in mission parsing 2021-11-01 03:37:20 +00:00
Kp b0103a1950 Allow non-developers to start on any level 2021-11-01 03:37:20 +00:00
Kp 1ca482d587 Factor out clamping AI times during save
Also, fix a bug that time_player_sound_attacked was clamped, stored, and
then immediately overwritten with an unclamped value.
2021-11-01 03:37:20 +00:00
Kp 2fbddf7a5a Use enum class for tmapinfo_flags 2021-11-01 03:37:20 +00:00
Kp 795b0e9111 Use enum class for station_number 2021-11-01 03:37:20 +00:00
Kp d463b4beba Use enumerate when traversing Station 2021-11-01 03:37:20 +00:00
Kp 3e02f99bcd Use enum class for materialization_center_number 2021-11-01 03:37:20 +00:00
Kp 0389955d7d Fix logic in write_matcen_text
write_matcen_text had a comment warning that its iteration logic was
bogus.  Rework the logic to try to walk the right structures.
2021-11-01 03:37:20 +00:00
Kp d0c028ee2b Use enumerated_array for Two_sides_to_edge 2021-11-01 03:37:20 +00:00
Kp 29b619db99 Pass random generator to pick_random_point_in_seg 2021-11-01 03:37:20 +00:00
Kp 3da988708e Change Side_opposite value_type to sidenum_t 2021-11-01 03:37:20 +00:00
Kp 6467929025 Consolidate Side_to_verts and Side_to_verts_int
They have been the same variable since
a8c3a7f10b ("Alias Side_to_verts to
Side_to_verts_int").
2021-11-01 03:37:20 +00:00
Kp 0044c010ad Use structured bindings for create_abs_vertex_lists 2021-11-01 03:37:20 +00:00
Kp 6fefeadf09 Avoid storing verts_for_normal::negate_flag when not needed
Change it to be returned from get_verts_for_normal, so that callers
which do not need it can discard it.
2021-11-01 03:37:20 +00:00
Kp 164727db9a Pass segment sound flags to do_ambient_sounds 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 b0b53c2711 Sanitize segment special in D2 also 2021-11-01 03:37:19 +00:00
Kp 12a0f8e8e0 Use enum class for wall_state 2021-11-01 03:37:19 +00:00
Kp 76e2f2c6d9 Use enum class for wall_flags 2021-11-01 03:37:19 +00:00
Kp f64ed06a9d Use enum class for wall flag constants 2021-11-01 03:37:19 +00:00
Kp 9823c2e33c Fix blastable wall test
WALL_BLASTABLE is a property of the wall flags, not the wall state.
2021-11-01 03:37:19 +00:00
Kp a6f2db2502 Use enum class for player ranking 2021-11-01 03:37:19 +00:00
Kp 8ddfbd17e0 Use enum class for show_kill_list_mode 2021-11-01 03:37:19 +00:00
Kp d22632ac48 Use enum class for msgsend_state 2021-11-01 03:37:19 +00:00
Kp 7cb34fda0c Use enum class for network_game_type 2021-11-01 03:37:19 +00:00
Kp 87cc8f0794 Simplify clearing UDP_Socket
Remove the workaround added for issue #289 [1].  That issue covered a
miscompilation by early versions of gcc-4.9.  gcc-4.9.x is no longer
supported, so the workaround is no longer needed.

[1]: https://github.com/dxx-rebirth/dxx-rebirth/issues/289
2021-11-01 03:37:19 +00:00
Kp eb7cedc35d Expand macro Current_mission_longname 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 e6ff0390c9 Initialize level names before putting them in Current_mission 2021-11-01 03:37:19 +00:00
Kp 30ff2de7ca Factor out building builtin level names 2021-11-01 03:37:19 +00:00
Kp 1e35584384 Remove unnecessary return value from mission shortcut functions 2021-11-01 03:37:19 +00:00
Kp c64d97307c Pass level counts to allocate_levels
Avoid reading them from a global.
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 1a44112907 Remove objnum_local_to_remote wrapper
Always use the form that returns both fields.
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 3cca690728 Assign weakly-typed symbolic names to ogl_ubitmapm_cs special cases 2021-11-01 03:37:18 +00:00
Kp 961aae074a Remove unused ogl_ubitmapm_cs argument scale
Every caller passes `F1_0`.  Remove the argument, and propagate its
results through the function.
2021-11-01 03:37:18 +00:00
Kp 50d2b14aed Move WinBoxOverlay+deccpt into a common structure
cockpit_decode_alpha::deccpt has static scope and is retained to support
the data in WinBoxOverlay.  Change WinBoxOverlay into a structure that
stores deccpt (and rename it to the more descriptive
`decoded_full_cockpit_image`) to keep the pieces together.
2021-11-01 03:37:18 +00:00
AlumiuN 7a90b1461d Fix rendering of "classic reboot" crosshair 2021-10-12 15:20:27 +13:00
C.W. Betts b42ab2aa2f
Update fireball.cpp
Add include optional.
Fixes build failure on macOS.
2021-09-22 15:11:42 -06:00
Kp 49dee72766 Preserve type of vm_vec_mag return value
Defer converting to `fix` until necessary.
2021-09-19 10:53:48 +00:00
Kp 87f7f8dcd6 Simplify player enumeration in do_powerup 2021-09-19 10:53:48 +00:00
Kp 04d1d577c1 Simplify powerup velocity setup
Avoid computing a random velocity on objects which are then forced to
zero velocity.
2021-09-19 10:53:48 +00:00
Kp 192988b004 Use enum class for weapon_info::persistent 2021-09-19 10:53:48 +00:00
Kp 21c530a3e2 Use enumerated_array for difficulty-level-specific arrays 2021-09-19 10:53:48 +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 83fe347a03 Pass canvas to briefing functions 2021-09-19 10:53:48 +00:00
Kp 6a2b31cc6e Use padding of msgstream to store the required null byte
This avoids needing to make temporary local variables to place a null
terminator.
2021-09-19 10:53:48 +00:00
Kp e973dc0c4c Move small briefing members earlier in the structure 2021-09-19 10:53:48 +00:00
Kp 4e75f8a933 Pass canvas to scores_view_menu 2021-09-19 10:53:48 +00:00