This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
Removes two unused parameters from ai_ship_hit(). Instances where this
routine are called are also updated.
This should result in slightly more efficient code.
Signed-off-by: Peter Mitsis <[email protected]>
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
Applies the 'static' keyword to applicable routines to both make it
more clear to the developer where such routines are likely to be used
as well as to provide additional information to the compiler so it can
make better optimizations.
Signed-off-by: Peter Mitsis <[email protected]>
Fix unlimited transfer of energy to shields (energy lost)
Fix thresholds in ai balance shields, rearm timer & call4help
Fix scaling in shield pain flash
Fix variable number of shield segments in shield pain flash
Lastly includes formatting tidy-up in shield pain flash
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
If the Object that had been assigned to that particular debris's parent wound up getting recycled and used for something else, the code in shiphit.cpp would cause a crash as soon as that debris hit something. This would happen fairly reliably in cluttered missions like BP massive battle.
Consolidated a few sequential calls, corrected a few instances of "ObjectB" being removed when "Object" was set, and removed a couple instances of hook variables that weren't set being removed.
This would happen if a TAG level 3 weapon had no specified SSM (or an invalid one). Since nothing can call ssm_create() with a negative ssm_index now, changed it to a size_t and simplified one of the verification conditionals.