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.
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.
C++20 deprecates `array_name[A,B]`. For this use case, `A` is needed
for its side effects, but is not intended as an index operation. Add
parentheses to satisfy the deprecation warning, without changing the
meaning of the code.
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.
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.
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.