Commit graph

271 commits

Author SHA1 Message Date
Kp 5534e10d74 Add further comments around the laser damage penalty logic
Due to original game bugs, which Rebirth intentionally replicates in
order to match the balance of the original game, the logic looks odd.
Add comments explaining that the oddity is intentional.
2023-04-22 15:02:12 +00:00
AlumiuN d93787d942 Fix inaccurate handling of D2 super laser damage with quad-lasers (as D2 was bugged and didn't apply the intended penalty to them) 2023-04-21 12:16:54 +12:00
Kp 211d6167b2 Inline object_create_muzzle_flash into callers
object_create_muzzle_flash delegated to
object_create_explosion_without_damage, adding one parameter that
callers ought to provide instead.  Inline object_create_muzzle_flash into
callers and change them to provide `Vclip`.
2022-11-13 21:17:23 +00:00
Kp d797072596 Make vector magnitude constant in more cases
Introduce a helper to obtain both the magnitude of a vector and the
corresponding normalized vector.  Use it to capture both values as const
when possible.
2022-09-24 17:47:52 +00:00
Kp f599ad90b4 Make create_omega_blobs::omega_delta_vector const 2022-09-24 17:47:52 +00:00
Kp b8ed30235c Remove Multi_is_guided; handle setup directly
`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.
2022-09-24 17:47:51 +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 c03b772ce7 Use caller supplied object for player_info in Flare_create
The caller supplies the local player, so use that instead of computing
it again.
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 b4fcb9c305 Simplify do_missile_firing test for whether to autoselect
If `drop_bomb` is false, then `weapon == player_info.Secondary_weapon`.
If `drop_bomb` is true, then `weapon == bomb`.
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 3139445f02 Cache player object in do_missile_firing
Resolve the object to a vmobjptridx once, and use it as needed.  Replace
some uses of ConsoleObject with the local player, since those should be
the same, and local player is already computed.
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 f22b627949 Simplify do_missile_firing lookup of track_goal
Commit 81dd23b151 ("Only charge player for weapons that fire successfully")
added an early return when `objnum == object_none`, so if execution
reaches the call to `multi_send_fire`, then the object is guaranteed to
exist.  Access the track_goal without rechecking whether the object
exists.
2022-07-16 15:26:12 +00:00
Kp d3fdfd53b7 Update comment on do_laser_firing
Fixes: 5b29428643 ("Propagate nfires within do_laser_firing")
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 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 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 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 55af651200 Pass d_level_unique_object_state context to create_omega_blobs 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 e180375f97 Pass GameBitmaps to draw_object_blob 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 86a32dd0ff Change enum sidenum_t to enum class sidenum_t 2022-06-05 17:44:52 +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 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 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 d2478d0708 Require support for C++17 attribute [[fallthrough]] 2022-01-09 15:25:42 +00:00
Kp 679d2fc494 Reduce intensity of weapon fire sounds 2021-06-28 03:37:51 +00:00
Kp e1aac6949a Replace __attribute_warn_unused_result with C++17 [[nodiscard]]
This eliminates a configure test, and may help readers understand the
annotation more readily.
2021-06-28 03:37:51 +00:00
Kp 770ae0cea5 Replace __attribute_noreturn with C++11 [[noreturn]]
This eliminates a configure test, and may help readers understand the
annotation more readily.
2021-06-28 03:37:50 +00:00
Dmitry Grigoryev fbd05a1592 optimize include files (include what you use) 2021-02-06 21:38:50 +01:00
Kp baa2823953 Pass player_info to which_bomb
Previously, rendering the preferred bomb type could also change it if
the active type was exhausted.  This is undesirable, since it depends on
the user to have a HUD mode which causes the bomb type to render.
Switch to only change the active type if the user tries to drop a bomb
while the active type is unavailable.  Some call sites already switch
bomb types automatically on depletion.  Those sites will still do so.
2021-01-17 22:23:22 +00:00
Kp 696141eabf Use enum class for weapon_info::bounce 2020-12-20 20:39:07 +00:00
Kp 7de81a7293 Move Afterburner_charge to dsx 2020-09-11 03:08:02 +00:00
Kp 8e81726ac5 Use enum class for laser_level
Remove stored_laser_level, which existed primarily to enforce type
separate.  `enum class` can do that without the need for a separate
class type.
2020-08-24 01:31:28 +00:00
Kp 038c6aef4d Move d_level_unique_object_state to a separate header
This is required to untangle the cross-inclusion of object.h and
morph.h.
2020-08-10 03:45:14 +00:00
Kp 7ad8d8c28b Rename object::movement_type to movement_source
gcc and clang disagree about how to disambiguate when an identifier is
both a typename and a member.  Avoid the disagreement by renaming the
member.
2020-08-10 03:45:13 +00:00
Kp 5245b1c4a3 Rename object::control_type to control_source
gcc and clang disagree about how to disambiguate when an identifier is
both a typename and a member.  Avoid the disagreement by renaming the
member.

Reported-by: Kreeblah <https://github.com/dxx-rebirth/dxx-rebirth/issues/532>
2020-08-10 03:45:13 +00:00
Kp 1c42f69ff2 Use enum class for object_signature_t 2020-08-10 03:45:13 +00:00