57 Commits
Author SHA1 Message Date
Boutros Tawaifi 43ba8b859e Measure afterburner cooldowns on the mission clock (#7895)
* Measure afterburner cooldowns on the mission clock

afterburners_start()/afterburners_stop() timed the +Aburn Cooldown Time delay and
the player's 1.3 s re-engage delay with timer_get_milliseconds(), the real
clock. Under time compression a cooldown therefore lasted longer in mission
time than the table says, and it kept running while the game was paused. The
cooldown was added in 2020 and reused the retail re-engage check's real-clock
"now"; the rest of the file (ABURN_DECAY_TIME, the sound timers) already uses
mission timestamps.

Both delays now use the mission clock. The mission clock does not run outside
missions, so it can still be near zero when the first mission of a session
starts; the "last stopped" and "last started" times therefore start out
invalid instead of 0, so that no delay is in effect before the afterburner has
been used.

Without time compression or pausing, the delays behave as before.

* Drop stale afterburner comment and use fl2i for the cooldown cast

The comment described an earlier startup state rather than the current
behavior. fl2i is the project's float-to-int macro and truncates the same
way the old C-style cast did.

* Remove the remaining afterburner cooldown comment

Timestamps running on mission time is the common case, so it doesn't
need a comment.
2026-11-02 22:39:31 -05:00
Goober5000 9ea44f0479 ETS updates
Two updates to the energy transfer system.
1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems.  So, for example, a fighter's typical speed would be faster without shields than with shields.  A new AI profile flag now treats the other systems as if the energy had not been transferred.
2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS.  A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
2025-05-14 01:33:28 -04:00
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
BMagnu 61197d4c12 Add SEXP to stop an animation after loop (#4566)
* Add Animation Instance Flags

* Add SEXP barebones

* Unify and simplify animation parsing

* Clean up animation calling and use new animationlist api

* Add missing break
2022-08-20 18:44:17 +09:00
BMagnu 12be7576f7 Animation Overhaul: Phase 2 (#3609)
* Add Generic Rotation Segment

* SEXPd rotations work

* Fully replace old animation system

* Add sound segment

* Fixes

* Trigger Hangarbay doors for lone player without AI

* Address Warnings

* Fix Docking ANimations + some bugs

* Fix sound issue + docking bug

* fix bugs, add multi handling

* Change direction into enum class

* Address feedback

* Futher clean aicode

* Address feedback

* Add Multi packet constexprs

* Fix multi constexprs

* Clarify AIS_DOCK comments

* Address multi issues

* Clang somehow detects issues where there are none...
2021-10-06 08:50:58 +09:00
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 89c1610ad7 better names 2020-11-12 00:21:46 -05:00
Baezon a4a281a0b8 move setting of flag 2020-11-10 02:41:58 -05:00
Baezon 23f8062346 add some afterburner fields 2020-11-10 01:44:00 -05:00
asarium 2303785717 Improve scripting hook variable system
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
2020-08-29 10:27:41 +02:00
Fabian Woltermann ec494f0229 Change the model anim type enums to a enum class 2020-06-21 14:51:43 +02:00
Goober5000 c9df8a13f1 add functions to remove the clutter of static casts for ship and weapon info vectors 2020-03-14 13:02:12 -04:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
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.
2018-09-26 19:15:42 +02:00
asarium 2ded9aa35d Format changes with clang-format 2018-07-16 10:21:52 +02:00
asarium ad54f588bb Use strongly typed handles for sound handles
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
2018-07-16 10:21:52 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
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.
2018-04-22 16:22:45 +02:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
asarium 6dbf200cc3 Move lua to scripting folder 2016-10-03 21:38:29 +02:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
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.
2016-08-12 16:13:50 -07:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
MageKing17 64c9b272e7 Merge branch 'master' of ssh://github.com/scp-fs2open/fs2open.github.com into ship_info
Conflicts:
	code/pilotfile/pilotfile.cpp
2015-08-19 11:53:25 -07:00
Echelon9 c5493bb480 Scripted sort and uniq on (internal) project includes. Improves search time and as a by product removed a number of duplicative includes. 2015-06-22 20:24:30 +10:00
MageKing17 ab9d2e20fb Merge branch 'master' of ssh://github.com/scp-fs2open/fs2open.github.com into ship_info
Conflicts:
	code/ship/ship.cpp
2015-06-18 14:40:53 -07:00
Axem 58e8c23665 Adds on Afterburner Engage, Afterburner End, and On Beam Fire scripting hooks 2015-05-31 11:51:22 -05:00
MageKing17 bc0c7cf4c5 Vectorization of Ship_info.
Converts Ship_info from a ship_info[] to an SCP_vector<ship_info>. ship_info now has proper constructors, assignment operators, and a destructor. Num_ship_classes removed; various references to Num_ship_classes and/or MAX_SHIP_CLASSES (which remains for various other structures which need it) changed to Ship_info.size() instead.

This doesn't make the ship class limit dynamic, but it is a preparatory step to get there.
2015-04-27 00:01:22 -07:00
Echelon9 0c56cdc7f1 LLVM Warning fix: Value stored to percent_left is never read 2012-01-21 06:42:29 +00:00
IssMneur 29b4a6c922 From m!m: patch to add support for customizable cockpit sounds. See: http://www.hard-light.net/forums/index.php?topic=78675.0 2011-10-22 22:11:31 +00:00
The_E dd1d682d9b From m!m: Allows per-ship customization of ship sounds in ships.tbl. See Wiki for details. 2011-10-01 19:16:38 +00:00
Echelon9 6c4e057035 Documentation: Code cleanup of afterburner.cpp 2011-09-11 13:36:33 +00:00
Sushi 34c61a7caa Reverted commit 5656, due to side effect of changing AI behavior (see mantis 1982) 2010-05-01 20:39:41 +00:00
karajorma 39550294bd Pedro's Mantis 1982 Fix (Afterburners are used from several places in the code for ships with no afterburners). 2009-11-14 09:51:24 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
karajorma 58fc12fc57 KeldorKatarn's afterburner lock SEXPs 2008-09-13 22:21:38 +00:00
taylor 28d78bf454 updated/fixed modelanim code 2006-10-27 21:41:22 +00:00
wmcoolmon 809bcc8f76 Nitpicketiness 2006-03-18 20:24:54 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
Goober5000 b33caf6f45 change from "setting" to "profile"; this way makes more sense
--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000 956e48daf4 add ai_settings.tbl
--Goober5000
2005-11-21 00:50:02 +00:00
taylor d3481714d0 remove NO_NETWORK 2005-10-10 17:21:11 +00:00
Goober5000 2a307d099a CVS header tweaks
--Goober5000
2005-07-22 10:18:41 +00:00
Goober5000 d6a1953b9a cleanup and clarification of phreak's fix of a bug propagated by me and penguin
--Goober5000
2005-07-16 04:41:04 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00
phreak cdec876608 fixed an afterburner bug where AI ships would have infinite AB fuel if NO_NETWORK
was defined.
2005-07-05 17:04:08 +00:00
wmcoolmon 6acab304f9 Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into. 2005-04-25 00:31:14 +00:00
taylor 91e9fb4433 more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too 2005-03-02 21:24:48 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
phreak dc33567316 changed "now" to unsigned int 2004-01-31 03:56:46 +00:00
Goober5000 cf7af6a24b fixed a bug introduced by Penguin for running with NO_NETWORK defined
--Goober5000
2003-11-23 00:59:01 +00:00