Commit Graph
340 Commits
Author SHA1 Message Date
Goober5000 671fe21a75 additional collision info
* Add the submodel that was hit to the On Ship Collision scripting hook.  (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
2024-03-12 13:02:58 -04:00
Goober5000 14bba9aea1 fix crash in fire-beam-at-coordinates
A small oversight in #5837 - beam jitter is not done when targeting coordinates.
2024-01-23 00:07:33 -05:00
Goober5000 f4669db41c constify some turret code
Apply `const` to a whole bunch of functions.  Also change a bunch of ints to bools.
2023-12-30 00:00:31 -05:00
Goober5000 b6a76b788d reuse beam points for collision test 2023-12-29 16:51:36 -05:00
Goober5000 e21b07662e refactor 'share fire direction'
Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points.  This further cleans up and simplifies the beam firing code and also clarifies some vector math.
2023-12-29 16:35:34 -05:00
Goober5000 9b4b0b552b fix use of target position, and also don't get gvec if we don't need it 2023-12-29 16:34:22 -05:00
Asteroth e543c1aea2 make beams respect check hull and self damage 2023-12-05 16:46:32 -05:00
JohnAFernandez 7645704ac2 Merge pull request #5753 from Baezon/moar-curves
Moar curves
2023-11-11 00:01:29 -05:00
Goober5000 c076cd11f1 feedback 2023-11-06 10:23:50 -05:00
Goober5000 ae89ed2b9d convert some instances of frand_range to Random::next
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.

This also reduces the number of C-style casts in the codebase.
2023-11-06 01:48:29 -05:00
Asteroth 3c837b7e9a add all the curves 2023-11-01 18:08:45 -04:00
Goober5000 4fbe3b7131 make sure class_type exists when used
A mission in Mantle caused an invalid vector access when checking whether to vaporize a ship whose ship type was -1.  Turns out having "no type" is actually allowed, so I audited all `class_type` accesses throughout the code for potential -1 accesses.  Most were properly checked but a few were not.  A few others needed to be tweaked.

(I suspect this is something that would be on the Coverity list if it isn't already.)
2023-10-29 15:17:22 -04:00
Goober5000 8b8daece46 additional beam-related features for Lua
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
2023-09-06 00:28:07 -04:00
EatThePath 89ffbb5a34 Merge pull request #5347 from EatThePath/ltp/profile-code-reorg
lighting profile code reorg
2023-05-13 21:11:58 -04:00
Asteroth 02a40ae905 Remove model octants (#5373)
* remove model octants

* actually remove the struct

* comments

* remove scratch comment

* initialize
2023-05-01 23:54:43 -04:00
Asteroth 63df812d79 Add beam particles (#5330)
* add beam particles

* tweaks

* more tweaks

* fix warning

* dumb c++

* fix switch

* spelling
2023-04-29 08:45:31 -04:00
Asteroth 31b23d8c50 Whackable debris and asteroids (#5291)
* whackable debris and asteroids

* fixes

* review tweaks

* some more review tweaks
2023-04-19 10:56:46 -04:00
ETP 57f9455f6c moving lighting profiles into a namespace and arranging it as cleanup for future changes 2023-04-17 14:36:41 -05:00
Asteroth a2df152323 Add fov values to .pof models (#5244)
* add model fov values

* initialize proper defaults

* set defaults directly
2023-04-11 06:30:17 +09:00
Asteroth 203b738f79 Add $CockpitLaunchSnd (#5300)
* add cockpit launch snd

* whoops

* another whoopsie
2023-04-04 23:40:15 -04:00
Asteroth cd36ce336f small fix for type5 fighter beams (#5298) 2023-04-01 16:11:54 -04:00
BMagnu 2f0e2f591f Adjust alpha of neb-affected effects 2023-02-28 14:17:49 +01:00
Goober5000 5b175673ed add initializers to mc_info
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.

This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
2023-02-21 19:09:10 -05:00
Asteroth 1dc4a210b7 Add collision flag for colliding with all polies (#5212)
* add collision flag for colliding with all polies

* copy paste error
2023-02-22 04:45:18 +09:00
Asteroth b68e424213 refactor getting random vertices and script func 2023-02-17 23:03:57 -05:00
BMagnu 605e89a01a Fix WeaponUsedConditions (#5165) 2023-02-03 06:23:48 +09:00
BMagnu af1f0eaeca Rework Script Conditions (#4960)
* add skeleton for hook condition API

* Begin Scripting Hook refactor

* Program Hook Conditions for current new-style hooks

* Replace more hooks

* Fully transition global hooks

* Convert legacy hooks pt. 1

* Convert legacy hooks pt. 2

* Convert legacy hooks pt. 3

* Post-conversion cleanup

* restore parsing

* Add Documentation and fix parsing

* Fixup engine ingame hook adding

* Fixup engine ingame hook adding again

* Fix warnings

* Fix GCC unqualified template base lookup

* unqualified lookup v2

* Virtual Destrcutors

* Fix Clang

* Fix ship objp hook condition shadow

* Remove global hook include in ship.h

* Incorporate Feedback

* Incorporate Feedback 2

* Add revision to inline version specififer
2022-12-14 03:51:27 +09:00
David Gibson cf0a785029 adjusted the width of beam light cores 2022-09-15 17:04:25 +01:00
David Gibson 413e817733 Attached reasonabled defaults to the new source radius settings 2022-09-15 17:04:25 +01:00
Goober5000 abb81c6eaa add ships.tbl override for turret fov
Add `$Turret Barrel FOV:` option for turrets in ships.tbl, as requested by CP5670.
2022-06-25 18:42:50 -04:00
Goober5000 3a4794305f Convert some Lua hooks to the new style to add documentation
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.

This is an updated version of #3151 to work with the latest codebase.

NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
2022-06-05 16:38:03 -04:00
David Gibson 7dbb831efa Addressed some memory management problems in new weapon color code 2022-05-14 18:37:38 -05:00
David Gibson 1947f0d9bd Use custom color for beam lights 2022-05-07 17:21:28 -05:00
Goober5000 69e0f66d4b fix up conditions for script hooks
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.

Fixes #3874.
2022-04-29 22:37:30 -04:00
EatThePath ecac97c58a Beam light cleanup (#4211)
* beam_add_light_small() is only ever used in one place which always passes a point. Calculating the point inside is removed as redundant and obfuscating.

* Repeated beam light width calculation moved to function

* Repeated beam light state validation moved to function

* Repeated beam light noise generation moved to function

* cleanup superfluous parameter
2022-04-25 21:09:43 -05:00
EatThePath c636ea5659 Remove light filtering data (#3737)
Removed useless light_ignore_objnum and affected_objnum lighting data, light_add_point_unique() subsequently removed as well, and cleaned up unused parameters.
2022-04-24 17:12:46 -05:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Asteroth 7bec61f195 Make secondaries use $energy consumed (#3847)
* secondaries can consume energy, and only flash energy bar if depleted energy

* tweaks

* fix weird spacing
2021-12-26 13:25:31 -05:00
Asteroth d079d7fad2 Expose nebula visibility factors (#3676)
* Expose nebula visibility factors

* separately expose size factors

* naming changes
2021-11-10 13:07:04 -05:00
Brian Hernandez 08548ea517 Scale distant combat related effects so they stay visible (#3656)
* Scale distant combat related effects so they stay visible
- Effects scaled so that they always maintain a minimum pixel size
- Supports lasers, beams, all trails, muzzle flashes, and thrusters
- Disabled by default, but can be configured through the game_settings.tbl

* Added comments clarifying when min pixel size scaling happens.

* Convert some NULLs to nullptr to make CLANG happy
2021-10-13 19:46:01 -04:00
Asteroth 76046d8aee Clean up beam type naming scheme (#3670)
* clean up beam type naming scheme

* appease clang tidy

* cast to int for printing

* address feedback
2021-10-02 02:42:21 +09:00
BMagnu 391de411ee Vectorize IFF Defs for unlimited IFFs (#3634)
* make IFF limit a vector

* Also change QTFred

* Warnings

* remove decltypes, wrap arrays in unique_ptr
2021-09-30 14:17:28 +09:00
Baezon 360198b99f handle turret fired beams without targets properly 2021-08-07 12:20:11 -04:00
Baezon a3513c38b6 Merge branch 'master' into ballistic-beams 2021-07-21 02:59:33 -04:00
PhantomHoover 84b25b52d7 Be smarter about when we try to run scripting hooks: don't even bother trying if no scripts are even registered to run on them. (#3538) 2021-07-02 22:50:53 -04:00
Baezon 00f7f13371 Merge remote-tracking branch 'upstream/master' into ballistic-beams 2021-06-20 22:09:16 -04:00
Baezon 1441cc8e85 review tweaks for ballistic beams 2021-06-20 21:50:11 -04:00
Asteroth 99fb2c00ab fix shooter scaling offsets (#3521) 2021-06-20 18:30:09 -04:00
Baezon 647334f4ff redundant fwd declaration 2021-06-17 18:39:46 -04:00
Baezon 3767758ae5 bugfix beam attenuation damage 2021-06-17 17:10:35 -04:00