Enumify all fade modes

This removes the magic numbers previously used for controlling the fade
mode, which are really not readable at all unless you already know what
they mean.

0: FADE_NONE
1: FADE_FULLY_BLACK
2: FADE_START_FADEOUT
3: FADE_FADING_OUT
4: FADE_START_FADEIN
5: FADE_FADING_IN

There is also the macro FADEMODE_IS_FADING, which indicates when the
intention is to only check if the game is fading right now, which wasn't
clearly conveyed previously.

I also took the opportunity to clean up the style of any lines I
touched. This included rewriting if-else chains into case-switches,
turning one-liner if-then statements into proper blocks, fixing up
comments, and even commenting the `fademode == FADE_NONE` on the tower
spike checks (which, it was previously undocumented why that check was
there, but I think I know why it's there).

As for type safety, we already get some by transforming the variable
types into the enum. Assignment is prohibited without a cast. But,
apparently, comparison is perfectly legal and won't even give so much as
a warning. To work around this and make absolutely sure I made all
existing comparisons now use the enum, I temporarily changed it to be an
`enum class`, which is a C++11 feature that makes it so all comparisons
are illegal. Unfortunately, it scopes them in a namespace with the same
name as a class, so I had to temporarily define macros to make sure my
existing code worked. I also had to temporarily up the standard in
CMakeLists.txt to get it to compile. But after all that was done, I
found the rest of the places where a comparison to an integer was used,
and fixed them.
This commit is contained in:
Misa
2022-04-25 00:57:47 -07:00
parent af1cebf7a1
commit 98cb415675
9 changed files with 159 additions and 112 deletions

View File

@@ -68,7 +68,7 @@ void gamecompletelogic(void)
graphics.titlebg.bscroll = +1;
}
if (graphics.fademode == 1)
if (graphics.fademode == FADE_FULLY_BLACK)
{
//Fix some graphical things
graphics.showcutscenebars = false;
@@ -77,7 +77,7 @@ void gamecompletelogic(void)
graphics.titlebg.bypos = 0;
//Return to game
game.gamestate = GAMECOMPLETE2;
graphics.fademode = 4;
graphics.fademode = FADE_START_FADEIN;
}
}
@@ -100,7 +100,7 @@ void gamecompletelogic2(void)
}
}
if (graphics.fademode == 1)
if (graphics.fademode == FADE_FULLY_BLACK)
{
//Fix some graphical things
graphics.showcutscenebars = false;
@@ -457,8 +457,11 @@ void gamelogic(void)
game.deathseq = 1;
game.gethardestroom();
//start depressing sequence here...
if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
if (graphics.fademode == 1)
if (game.gameoverdelay <= -10 && graphics.fademode == FADE_NONE)
{
graphics.fademode = FADE_START_FADEOUT;
}
if (graphics.fademode == FADE_FULLY_BLACK)
{
game.copyndmresults();
script.resetgametomenu();
@@ -878,7 +881,10 @@ void gamelogic(void)
{
//special for tower: is the player touching any spike blocks?
int player = obj.getplayer();
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
if (INBOUNDS_VEC(player, obj.entities)
&& obj.checktowerspikes(player)
/* not really needed, but is slight improvement when exiting to menu near spikes */
&& graphics.fademode == FADE_NONE)
{
game.deathseq = 30;
}