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Merge pull request #717 from jengelh/master
Syntax upgrades
2 parents a7278df + 3b393da commit c68f6b0

29 files changed

+160
-165
lines changed

Descent3/AImain.cpp

Lines changed: 24 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -1745,7 +1745,7 @@ bool AIMoveTowardsPosition(object *obj, /*velocity *new_vel,*/ vector *pos, floa
17451745

17461746
if (stop_at_end_point) {
17471747
if (vm_VectorDistance(pos, &obj->pos) <= .2f) {
1748-
obj->mtype.phys_info.velocity = Zero_vector;
1748+
obj->mtype.phys_info.velocity = vector{};
17491749
*f_moved = true;
17501750
return true;
17511751
}
@@ -1772,7 +1772,7 @@ bool AIMoveTowardsPosition(object *obj, /*velocity *new_vel,*/ vector *pos, floa
17721772
if (*pos == obj->pos) {
17731773
physics_info *phys_info = &obj->mtype.phys_info;
17741774

1775-
if (phys_info->velocity != Zero_vector) {
1775+
if (phys_info->velocity != vector{}) {
17761776
vector vel_diff = -phys_info->velocity;
17771777
scalar delta_vel = vm_NormalizeVector(&vel_diff);
17781778
scalar max_delta_vel = Frametime * ai_info->max_delta_velocity * acc_scale;
@@ -1825,7 +1825,7 @@ bool move_relative_object_vec(object *obj, vector *vec, object *target, float ci
18251825
normal_component = opposite_fvec * vm_Dot3Product(opposite_fvec, vec_to_plane);
18261826
plane_component = vec_to_plane - normal_component;
18271827

1828-
if (plane_component == Zero_vector) {
1828+
if (plane_component == vector{}) {
18291829
goal_dir = target->orient.rvec;
18301830
} else {
18311831
goal_dir = plane_component;
@@ -1914,7 +1914,7 @@ bool compute_dodge_dir(vector *movement_dir, object *obj, object *dodge_obj) {
19141914

19151915
dodge_vec *= scale;
19161916

1917-
if (dodge_vec != Zero_vector && (obj->ai_info->dodge_till_time < Gametime ||
1917+
if (dodge_vec != vector{} && (obj->ai_info->dodge_till_time < Gametime ||
19181918
dodge_vec.mag() > obj->ai_info->last_dodge_dir.mag())) {
19191919
obj->ai_info->last_dodge_dir = dodge_vec;
19201920
}
@@ -1953,7 +1953,7 @@ bool goal_do_avoid_walls(object *obj, vector *mdir) {
19531953
int num_faces;
19541954
float rad;
19551955
int i;
1956-
vector awall_dir = Zero_vector;
1956+
vector awall_dir{};
19571957
float closest_dist;
19581958
vector pos;
19591959
bool f_danger = false;
@@ -1973,7 +1973,7 @@ bool goal_do_avoid_walls(object *obj, vector *mdir) {
19731973

19741974
closest_dist = rad + 1.0f;
19751975

1976-
if (obj->mtype.phys_info.velocity == Zero_vector) {
1976+
if (obj->mtype.phys_info.velocity == vector{}) {
19771977
return false;
19781978
}
19791979

@@ -2115,7 +2115,7 @@ void AITurnTowardsDir(object *obj, /*velocity *new_vel,*/ vector *goal_dir /*, b
21152115
matrix saved_orient = obj->orient;
21162116
vector saved_uvec = obj->orient.uvec;
21172117

2118-
if (*goal_dir == Zero_vector || vm_Dot3Product(obj->orient.fvec, (*goal_dir)) >= ONE_DEGREE_ARC_COS)
2118+
if (*goal_dir == vector{} || vm_Dot3Product(obj->orient.fvec, (*goal_dir)) >= ONE_DEGREE_ARC_COS)
21192119
return; // No goal_dir or less than 1 degree off goal
21202120

21212121
if (obj->size > 32.0f && (vm_Dot3Product(obj->orient.fvec, (*goal_dir))) >= FIVE_DEGREE_ARC_COS)
@@ -2318,7 +2318,7 @@ bool MeleeHitOk(object *obj) {
23182318
if (target->movement_type == MT_PHYSICS || target->movement_type == MT_PHYSICS) {
23192319
relative_vel = -target->mtype.phys_info.velocity;
23202320
} else {
2321-
relative_vel = Zero_vector;
2321+
relative_vel = vector{};
23222322
}
23232323
}
23242324

@@ -3685,7 +3685,7 @@ bool AIInit(object *obj, uint8_t ai_class, uint8_t ai_type, uint8_t ai_movement)
36853685

36863686
ai_info->vec_to_target_perceived = obj->orient.fvec;
36873687

3688-
ai_info->last_dodge_dir = Zero_vector;
3688+
ai_info->last_dodge_dir = vector{};
36893689
ai_info->dodge_till_time = Gametime - 1.0f;
36903690

36913691
if (ObjGet(obj->parent_handle)) {
@@ -4081,7 +4081,7 @@ bool AiGoalAvoid(vector *adir, object *obj, object *a_obj, float dist) {
40814081
if (a_obj->movement_type == MT_PHYSICS || a_obj->movement_type == MT_WALKING)
40824082
a_vel = a_obj->mtype.phys_info.velocity;
40834083
else
4084-
a_vel = Zero_vector;
4084+
a_vel = vector{};
40854085

40864086
vector to_avoid = a_obj->pos - obj->pos;
40874087
vector mdir;
@@ -4546,11 +4546,11 @@ void ai_move(object *obj) {
45464546
// object *g_objs[5]; // 1 target + 2 enemies + 2 friends
45474547

45484548
object *targetptr = ObjGet(ai_info->target_handle); // The target of this AI
4549-
ai_info->movement_dir = Zero_vector;
4549+
ai_info->movement_dir = vector{};
45504550

45514551
// Hacked flocking code
45524552
if (ai_info->ai_type == AIT_BIRD_FLOCK1) {
4553-
vector composite_dir = Zero_vector;
4553+
vector composite_dir{};
45544554

45554555
for (int temp = 0; temp < AI_FriendNumNear; temp++) {
45564556
object *g_obj = AI_FriendObj[temp];
@@ -4565,7 +4565,7 @@ void ai_move(object *obj) {
45654565
}
45664566

45674567
// Facing code
4568-
if (composite_dir == Zero_vector)
4568+
if (composite_dir == vector{})
45694569
composite_dir = obj->orient.fvec;
45704570

45714571
// FLOCK HEIGHT CODE
@@ -4601,8 +4601,8 @@ void ai_move(object *obj) {
46014601
// Stop objects that have not been active lately
46024602
if (!(ai_info->flags & AIF_PERSISTANT) && Gametime - ai_info->last_see_target_time > CHECK_VIS_INFREQUENTLY_TIME &&
46034603
Gametime - ai_info->last_hear_target_time > CHECK_VIS_INFREQUENTLY_TIME && ai_info->awareness == AWARE_NONE) {
4604-
obj->mtype.phys_info.velocity = Zero_vector;
4605-
obj->mtype.phys_info.rotvel = Zero_vector;
4604+
obj->mtype.phys_info.velocity = vector{};
4605+
obj->mtype.phys_info.rotvel = vector{};
46064606
} else {
46074607
// Determine movement stuff
46084608
if (obj->movement_type == MT_PHYSICS || obj->movement_type == MT_WALKING) {
@@ -5004,7 +5004,7 @@ void ai_move(object *obj) {
50045004
int16_t robots[6];
50055005
int num_robots =
50065006
fvi_QuickDistObjectList(&obj->pos, obj->roomnum, 30.0f, robots, 6, false, true, false, true);
5007-
vector d = Zero_vector;
5007+
vector d{};
50085008
int i;
50095009
float closest = 100000.0f;
50105010

@@ -5031,7 +5031,7 @@ void ai_move(object *obj) {
50315031
}
50325032
}
50335033

5034-
if (d != Zero_vector) {
5034+
if (d != vector{}) {
50355035
if (closest < 30.0f) {
50365036
float scale = 1.0f - closest / 30.0f;
50375037
vm_NormalizeVector(&d);
@@ -5065,16 +5065,16 @@ void ai_move(object *obj) {
50655065
}
50665066
} else {
50675067
if (!(f_dodge || f_avoid ||
5068-
(ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector))) {
5068+
(ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{}))) {
50695069
AIMoveTowardsPosition(obj, &obj->pos, 1.0f, false, &goal_mdir, &goal_f_moved);
50705070
goal_mset = true;
50715071
}
50725072
}
50735073

50745074
// BLEND THIS!
5075-
if ((f_dodge || f_avoid || (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector)) ||
5075+
if ((f_dodge || f_avoid || (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{})) ||
50765076
(!goal_f_moved && goal_mset)) {
5077-
if (!f_dodge && (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != Zero_vector)) {
5077+
if (!f_dodge && (ai_info->dodge_till_time >= Gametime && ai_info->last_dodge_dir != vector{})) {
50785078
f_dodge = true;
50795079
ai_info->movement_dir += ai_info->last_dodge_dir;
50805080

@@ -5550,7 +5550,7 @@ static inline void ai_walker_stuff(object *obj) {
55505550
}
55515551
}
55525552

5553-
obj->mtype.phys_info.velocity = Zero_vector;
5553+
obj->mtype.phys_info.velocity = vector{};
55545554
}
55555555
} else if (ai_info->movement_type == MC_WALKING) {
55565556
int next_anim;
@@ -6028,8 +6028,8 @@ void AIDoFrame(object *obj) {
60286028

60296029
// AI objects don't use thrust (in general)
60306030
obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
6031-
obj->mtype.phys_info.rotthrust = Zero_vector;
6032-
obj->mtype.phys_info.thrust = Zero_vector;
6031+
obj->mtype.phys_info.rotthrust = vector{};
6032+
obj->mtype.phys_info.thrust = vector{};
60336033

60346034
if (obj->type == OBJ_DUMMY)
60356035
return;
@@ -6145,7 +6145,7 @@ void AIDoFrame(object *obj) {
61456145
if (speed > 0.1f && speed <= ai_info->max_velocity * 2.0) {
61466146
if (obj->mtype.phys_info.drag > 0.0f && obj->mtype.phys_info.mass > 0.0f) {
61476147
obj->mtype.phys_info.flags |= PF_USES_THRUST;
6148-
obj->mtype.phys_info.rotthrust = Zero_vector;
6148+
obj->mtype.phys_info.rotthrust = vector{};
61496149
obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity * obj->mtype.phys_info.drag;
61506150
}
61516151
}

Descent3/ConfigItem.cpp

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -687,8 +687,8 @@ void ConfigItem::Add(int count, ...) {
687687
// make sure allocation ok
688688
ASSERT(m_tiList[i]);
689689
uitemp = va_arg(marker, UITextItem *);
690-
(*m_tiList[i]) = *uitemp;
691-
(*m_tiList[i]).set_alpha(255);
690+
*m_tiList[i] = *uitemp;
691+
m_tiList[i]->set_alpha(255);
692692
// allocate radio button
693693
m_rbList[i] = new UIRadioButton;
694694
// make sure allocation ok
@@ -700,11 +700,11 @@ void ConfigItem::Add(int count, ...) {
700700
m_rbList[i]->Create(m_hWnd, NULL, m_iID[i], m_tiList[i], m_X + curr_x, m_Y + curr_y, m_tiList[i]->width(),
701701
m_tiList[i]->height(), UIF_FIT | UIRB_NOBUTTON);
702702

703-
(*m_tiList[i]).set_color(UICOL_HOTSPOT_HI);
703+
m_tiList[i]->set_color(UICOL_HOTSPOT_HI);
704704
m_rbList[i]->SetStateItem(UI_BTS_ACTIVATED, m_tiList[i]);
705-
(*m_tiList[i]).set_color(UICOL_HOTSPOT_LO);
705+
m_tiList[i]->set_color(UICOL_HOTSPOT_LO);
706706
m_rbList[i]->SetStateItem(UI_BTS_INACTIVE, m_tiList[i]);
707-
(*m_tiList[i]).set_color(UICOL_HOTSPOT_HI);
707+
m_tiList[i]->set_color(UICOL_HOTSPOT_HI);
708708
m_rbList[i]->SetStateItem(UI_BTS_HILITE, m_tiList[i]);
709709

710710
// adjust curr x/y

Descent3/Player.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2640,7 +2640,7 @@ void PlayerSetControlToAI(int slot, float velocity) {
26402640
pobj->ai_info->last_render_time = -1.0f;
26412641
pobj->ai_info->next_target_update_time = Gametime;
26422642
pobj->ai_info->notify_flags |= AI_NOTIFIES_ALWAYS_ON;
2643-
pobj->ai_info->last_see_target_pos = Zero_vector;
2643+
pobj->ai_info->last_see_target_pos = vector{};
26442644
pobj->ai_info->dodge_vel_percent = 1.0f;
26452645
pobj->ai_info->attack_vel_percent = 1.0f;
26462646
pobj->ai_info->fight_same = 0.0f;

Descent3/SLEW.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -479,7 +479,7 @@ int SlewFrame(object *obj, int movement_limitations) {
479479
}
480480

481481
// Set flag if rotation changed
482-
if (rotang != angvec::ne())
482+
if (rotang != angvec{})
483483
ret_flags |= SLEW_ROTATE;
484484

485485
return ret_flags;

Descent3/TelCom.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3697,7 +3697,7 @@ void TCSSSCallback(void) {
36973697
return;
36983698
}
36993699

3700-
vector viewer_eye = vector::ne();
3700+
vector viewer_eye{};
37013701
matrix viewer_orient = IDENTITY_MATRIX;
37023702
viewer_eye.z() = -TCShipSelect.cam_dist;
37033703

Descent3/WeaponFire.cpp

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1309,7 +1309,7 @@ int CreateAndFireWeapon(vector *pos, vector *dir, object *parent, int weapon_num
13091309
if (fdot > 0.0)
13101310
fvel = parent->orient.fvec * fdot;
13111311
else
1312-
fvel = Zero_vector;
1312+
fvel = vector{};
13131313

13141314
vector rvel = 0.1f * parent->orient.rvec * vm_Dot3Product(parent->mtype.phys_info.velocity, parent->orient.rvec);
13151315
vector uvel = 0.1f * parent->orient.uvec * vm_Dot3Product(parent->mtype.phys_info.velocity, parent->orient.uvec);
@@ -1373,7 +1373,7 @@ int CreateAndFireWeapon(vector *pos, vector *dir, object *parent, int weapon_num
13731373
// Steers a homing missile
13741374
void HomingTurnTowardObj(object *weapon, object *target) {
13751375
vector dir_to_target;
1376-
vector movement = Zero_vector;
1376+
vector movement{};
13771377

13781378
if (target == NULL)
13791379
return;
@@ -1613,7 +1613,7 @@ object *HomingAquireTarget(object *obj) {
16131613

16141614
// Does homing code
16151615
void HomingDoFrame(object *obj) {
1616-
obj->mtype.phys_info.rotthrust = Zero_vector;
1616+
obj->mtype.phys_info.rotthrust = vector{};
16171617

16181618
HomingTurnTowardObj(obj, HomingAquireTarget(obj));
16191619
}
@@ -1840,7 +1840,7 @@ int FireWeaponFromObject(object *obj, int weapon_num, int gun_num, bool f_force_
18401840
if (f_force_forward) {
18411841
WeaponCalcGun(&laser_pos, NULL, obj, gun_num);
18421842
laser_dir = obj->orient.fvec;
1843-
} else if (f_force_target && obj->ai_info && obj->ai_info->vec_to_target_perceived != Zero_vector) {
1843+
} else if (f_force_target && obj->ai_info && obj->ai_info->vec_to_target_perceived != vector{}) {
18441844
WeaponCalcGun(&laser_pos, NULL, obj, gun_num);
18451845
laser_dir = obj->ai_info->vec_to_target_perceived;
18461846
} else {
@@ -2301,7 +2301,7 @@ void DoSprayEffect(object *obj, otype_wb_info *static_wb, uint8_t wb_index) {
23012301
if (fdot > (scalar)0.0)
23022302
fvel = obj->orient.fvec * fdot;
23032303
else
2304-
fvel = Zero_vector;
2304+
fvel = vector{};
23052305

23062306
vector rvel = (scalar)0.1f * obj->orient.rvec * vm_Dot3Product(obj->mtype.phys_info.velocity, obj->orient.rvec);
23072307
vector uvel = (scalar)0.1f * obj->orient.uvec * vm_Dot3Product(obj->mtype.phys_info.velocity, obj->orient.uvec);
@@ -3355,7 +3355,7 @@ void TimeoutWeapon(object *obj) {
33553355

33563356
if ((Weapons[n].flags & WF_MATTER_WEAPON) && !(Weapons[n].flags & WF_SPAWNS_TIMEOUT) &&
33573357
(Weapons[n].spawn_count <= 0)) {
3358-
vector temp = Zero_vector;
3358+
vector temp{};
33593359

33603360
if (Weapons[obj->id].sounds[WSI_IMPACT_WALL] != SOUND_NONE_INDEX)
33613361
Sound_system.Play3dSound(Weapons[obj->id].sounds[WSI_IMPACT_WALL], SND_PRIORITY_HIGH, obj);

Descent3/damage.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1092,7 +1092,7 @@ void SetFallingPhysics(object *objp) {
10921092

10931093
// Special stuff for walkers
10941094
if (objp->movement_type == MT_WALKING) {
1095-
objp->mtype.phys_info.rotvel = Zero_vector;
1095+
objp->mtype.phys_info.rotvel = vector{};
10961096
objp->mtype.phys_info.flags |= PF_POINT_COLLIDE_WALLS;
10971097
scalar proj = vm_Dot3Product(objp->mtype.phys_info.velocity, objp->orient.uvec);
10981098
if (proj < 0.0f)

Descent3/demofile.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -518,7 +518,7 @@ void DemoWriteChangedObjects() {
518518
if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_OBSERVER) || (Objects[i].type == OBJ_ROBOT) ||
519519
(Objects[i].type == OBJ_POWERUP) || (Objects[i].type == OBJ_CLUTTER) || (Objects[i].type == OBJ_BUILDING) ||
520520
(Objects[i].type == OBJ_CAMERA)) {
521-
if ((Objects[i].flags & OF_MOVED_THIS_FRAME)) //||(Objects[i].mtype.phys_info.velocity!=Zero_vector))
521+
if ((Objects[i].flags & OF_MOVED_THIS_FRAME)) //||(Objects[i].mtype.phys_info.velocity!=vector{}))
522522
{
523523
DemoWriteChangedObj(&Objects[i]);
524524
// num_changed++;
@@ -923,8 +923,8 @@ void DemoReadObj() {
923923
// if((!((obj->flags&OF_DYING)||(obj->flags&OF_EXPLODING)||(obj->flags&OF_DEAD)))&&obj->type!=255)
924924

925925
if (obj->type != OBJ_NONE) {
926-
obj->mtype.phys_info.velocity = Zero_vector;
927-
obj->mtype.phys_info.rotvel = Zero_vector;
926+
obj->mtype.phys_info.velocity = vector{};
927+
obj->mtype.phys_info.rotvel = vector{};
928928
ObjSetPos(obj, &pos, roomnum, &orient, true);
929929
poly_model *pm = &Poly_models[obj->rtype.pobj_info.model_num];
930930
if ((!(obj->flags & OF_ATTACHED)) && (pm->n_attach))
@@ -990,7 +990,7 @@ void DemoReadWeaponFire() {
990990
weapobjnum = cf_ReadShort(Demo_cfp);
991991
int16_t gunnum = cf_ReadShort(Demo_cfp);
992992
ASSERT(uniqueid != 0xffffffff);
993-
ASSERT(dir != Zero_vector);
993+
ASSERT(dir != vector{});
994994

995995
// This is a hack for the napalm, omega & vauss to prevent making files incompatible
996996
if ((obj->type == OBJ_PLAYER) && (obj->id != Player_num)) {

Descent3/gamecinematics.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -714,7 +714,7 @@ bool Cinematic_StartCine(tGameCinematic *info, const char *text_string, int came
714714
camera->ai_info->last_render_time = -1.0f;
715715
camera->ai_info->next_target_update_time = Gametime;
716716
camera->ai_info->notify_flags |= AI_NOTIFIES_ALWAYS_ON;
717-
camera->ai_info->last_see_target_pos = Zero_vector;
717+
camera->ai_info->last_see_target_pos = vector{};
718718
camera->ai_info->dodge_vel_percent = 1.0f;
719719
camera->ai_info->attack_vel_percent = 1.0f;
720720
camera->ai_info->fight_same = 0.0f;
@@ -836,7 +836,7 @@ bool Cinematic_StartCine(tGameCinematic *info, const char *text_string, int came
836836
vector turn_to = target->pos - camera->pos;
837837
vm_NormalizeVector(&turn_to);
838838

839-
if (turn_to == Zero_vector) {
839+
if (turn_to == vector{}) {
840840
LOG_WARNING << "Cine: No turn_to or less than 1 degree off goal";
841841
goto continue_start;
842842
}
@@ -1113,7 +1113,7 @@ void Cinematic_Frame(void) {
11131113
vector turn_to = target->pos - camera->pos;
11141114
vm_NormalizeVector(&turn_to);
11151115

1116-
if (turn_to == Zero_vector) {
1116+
if (turn_to == vector{}) {
11171117
LOG_WARNING << "Cine: No turn_to or less than 1 degree off goal";
11181118
goto continue_frame;
11191119
}

Descent3/matcen.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -239,7 +239,7 @@ matcen::matcen() {
239239

240240
m_status = 0;
241241

242-
m_create_pnt = Zero_vector;
242+
m_create_pnt = vector{};
243243
m_create_room = MATCEN_ERROR;
244244

245245
m_cached_prod_index = -1;
@@ -567,7 +567,7 @@ bool matcen::ComputeCreatePnt() {
567567
int num_valid_faces = 0;
568568
room *rp = &Rooms[m_roomnum];
569569

570-
m_create_pnt = Zero_vector;
570+
m_create_pnt = vector{};
571571

572572
for (i = 0; i < m_num_spawn_pnts; i++) {
573573
if (m_spawn_pnt[i] >= 0 && m_spawn_pnt[i] < rp->num_faces) {
@@ -623,7 +623,7 @@ bool matcen::ComputeCreatePnt() {
623623
int i;
624624
int num_valid_gps = 0;
625625

626-
m_create_pnt = Zero_vector;
626+
m_create_pnt = vector{};
627627

628628
for (i = 0; i < m_num_spawn_pnts; i++) {
629629
if (WeaponCalcGun(&m_spawn_vec[num_valid_gps], &m_spawn_normal[num_valid_gps], master_obj, m_spawn_pnt[i])) {

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