Some callers create an explosion with damage forced to zero. Others
create an explosion with damage non-zero. Only the non-zero case needs
to examine nearby objects. Split object_create_explosion_sub so that
the zero-damage case can skip that logic, and the arguments required to
implement it.
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.
If FQ_CHECK_OBJS is used, a valid object is required. Copy the
icobjptridx_t from fvi_query into a local vcobjptridx_t to force a
validation, then use that validated copy for later work.
- 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.
Ship wiggle is normally enabled for compatibility with the original
game. However, during development, it can become a nuisance, so add an
option to allow disabling it.
This started out as underline, but one of the special drawing modes uses
it to draw an underline-width block across the entire vertical height of
the character.
- Inline MAX_FCD_CACHE into the definition of Fcd_cache, then rely on
Fcd_cache.size() later.
- Make Fcd_index unsigned. As an index, a negative number is invalid.
- Change flush_fcd_cache to update Last_fcd_flush_time, rather than
requiring callers to do it. Most callers did not update this.
- Change add_to_fcd_cache to validate and reset Fcd_index before use,
rather than resetting after increment. This allows Fcd_index to
become invalid after a write, but it will be reset to a valid value
before it is used again.
- Fix original game bug in add_to_fcd_cache that caused the cache
expiration path to clear the wrong cache entry.
Embedding it in d_level_shared_robot_info_state is reasonable from a
relational perspective, but interferes with referencing
d_robot_info_array when only a forward declaration of
d_level_shared_robot_info_state is available.
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.
If the song originates in an m3u playlist, no temporary buffer is
needed. Avoid allocating and initializing one, and instead pass the
pointer directly from the CMLevelMusicPath field.
- Skip reading unused alpha channel in TGA screenshot path. The alpha
channel is discarded, so skip even retrieving it from OpenGL.
- Perform the red/blue swap in place, instead of copying into an
additional buffer.
gamedata_read_tbl is only called if (D1 || (D2 && EDITOR)). Exclude
defining it for (D2 && !EDITOR). From there, also exclude defining or
reading the alias list, which is only written by a function
called by gamedata_read_tbl.
Reported-by: heftig <https://github.com/dxx-rebirth/dxx-rebirth/issues/642>
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.
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")
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.
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.
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.
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.
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.