Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null. External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished. It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.
Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
being rendered this frame; used by the HUD cockpit-view-choice checks
With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed. In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Just as special tokens are replaced in debriefings, replace them in command briefings and briefings as well.
Change `string_replace_tokens_with_keys` to `message_translate_tokens` (since it's the same thing) and add a `replaceContainers` script API function to complement `replaceVariables` and `replaceTokens`.
Also replace every category of token in `sexp_modify_variable` and add comments to places where token replacement might be expected but happens elsewhere.
* Fix warning of unbound keys for newer controls
Under some circumstances, FSO will warn the player if a key is unbound if that they need to press to complete a training event. This logic though only works for keys with XSTRs from 507-619. Any control that was added with a different XSTR will not be picked up correctly, and thus the message displayed to the player will be incorrect, confusing, and not helpful.
To fix this `missiontraining.cpp` around line 757 needs to account for the newer controls as well.
This PR adds those needed checks, and this fixes the issue. This fix is especially needed for mods that use training missions with newer controls such as FotG. Note, we do ship with a full default controls table with all the needed keys bound, but we have found players will be players and simply change all their controls before even starting the training missions. Thus they unbind key training controls, and with this bug they are unable to correct their controls. With this fix they are properly able to update their controls as needed to complete the training missions.
Fixes#7172.
* var name update
* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
* Add scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame. Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.
Fixes#6353.
Fix units are denominated in seconds, while timestamp units are denominated in milliseconds. This fixes the directive timing check which, after the timestamp upgrade, would time out after 5 and 7 milliseconds instead of 5 and 7 seconds.
Follow-up to #4633.
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
Check the filenames used to initialize HUD gauges and mark the gauge as hi-res if the filename starts with 2_. Also add a script method to return this value.
Additionally, make accessor methods `const`.
This refactors the ship registry and the OSWPT struct to store data as indexes rather than pointers. This is a prerequisite for making these collections dynamic in the future. See also #5800.
Convert additional timestamps to use the new timestamp system. This covers all timestamps referred to in freespace.cpp. For purposes of organization, the fade-in/fade-out timestamps have been moved to light.h|cpp and the training timestamps have been moved to missiontraining.h|cpp.
There are also several related code enhancements:
1. `FadeType` has been converted from `enum` to `enum class`
2. Initialization of the various training variables has been added to `training_mission_init` (previously they had never been reset between missions)
3. Validity checks have been added to the relevant locations for these timestamps
* Fixup HUD for slewing
* Fix Training Message box
* Lead indicator slew
* Fix HUD Message Head
* Correctly render messages
* Fix HUD offset handling
* HUD offset never makes any sense
* Cleanup offset code
* Remove unused parameter
* Fix Talking Head in RTT mode
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit. I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.
This fixes access to exploding ships that was broken when the ship registry framework was introduced. In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
In f350e06851, two Int3()s were added to `message_translate_tokens()`, to check for possible out-of-bounds errors. However, in c70fdc3a52, just a couple months later, the code being protected by those bounds checks were put into `else` branches, meaning the `Int3()`s became redundant. This wouldn't actually cause any problems unless somebody passed a string with two `$`s at least 40 characters apart to `message_translate_tokens()`. Cue #4876, which started calling `message_translate_tokens()` on debriefing stages and recommendations, which can contain color tags. This still wouldn't cause problems as long as the color tags are in pairs within close proximity (`translate_key()` would say "that's not the name of a scan code" and leave the text between the two tags alone), but as soon as two color tags are far enough apart to trip the bounds check conditional, the `Int3()` would be hit. This is still fine on Release builds, which ignore `Int3()`s, but triggers a breakpoint on debug builds, which depending on the user's system, can result in a CTD. Since, as far as I can tell, the `Int3()`s haven't actually been meaningful since 2006, I've just removed them (and inverted the conditionals), and testing by the affected user confirms that it no longer CTDs.
add `getDirectiveLines` and `setPosition` script functions
properly error if trying to set a HUD gauge name
remove the unneeded `Directive_frames_loaded` variable
improve accuracy of SEXP help for HUD gauge operators
In Training missions, the game will check if keys used in directives are bound or unbound, and if unbound will display a message to the player to bind the key.
This is limited to only Training missions though, so this PR adds a `game_settings` option to allow modders to use that check in singleplayer mission types too, which is very useful for mods that rely on key presses in non-training missions. Also fixes#4340.
* Updates the AxisInverted hooks to use the new CC_bind. Currently assumes only Joy0, so this may need further tweaking or replacement
* * Add ability to claim up to 4 joysticks for player use, using the launcher (via registry or fs2_open.ini) or the new menu system
* Hack into existing control polling system to get the new primary/secondary binding schema to work. This should be reworked into a reverse-lookup system.
* Finally break the mouse loose from overlapping with Joystick binidngs
* Fix bug where joy button wouldn't register on search function
* Fix bug with mousewheel not always decaying as it should.
* Fix rebase conflict with selecting item during search mode
* Fix bug where mouse buttons were incorrectly labeled.
* Move some enums around
* Fix bug with joy axis labels being displayed as buttons.
* Fix possible bug where Other conflict axis wouldn't clear
* Updated default joystick axis text. A new strings.tbl will need to be supplied for localization support
* Deprecate nAxisInverted ADE functions and replace with AxisInverted(int, int, bool)
* Merge Axis mappings into Control_config
* More utility functions for CC_bind and CCB
* Adds another ADE function for inverting the axis action, instead of individual bindings
* Hacks to get plr file to compile. Currently slices out many of the new features like secondary axis and the mouse axis, and the additional joystick bindings (joy1, joy2, joy3)
* Fix bug with uncontrollable spin (slopily)
* Fix some warnings
* Add flags for Hats and Balls for future implementation
* Fix bug where inverting an axis would trigger an assert
* Fix bug where joy wasn't detected as present
* Most axis actions should be relative, instead of absolute
* Hopefully optimize joy_get_unscaled_reading
* Properly break out of double-for search function for search and bind modes in config menu
* Refactor control_get_axes_readings to provide more consistent behavior
* Use JOY_REL_THROTTLE instead of Action::REL_THROTTLE when indexing into Control_config
* Bank axis has a default binding, Throttle does not.
* Fix bug where conflicts weren't being detected.
Fix bug where default presets weren't being detectd
* Elegantly break out of double fors with goto.
Fix bug with bind mode not detecting axis
* Save new binding scheme to playerfile
* Add cid_assign() to standardize cid assignment with shorts
* Add write and read handlers for int8_t
* Remove saving controls to csg. This will be replaced by presets.
* Fix bug with reading pilotfile
* Use "Joy-n" instead of "joystick n" to match default identifiers in config menu
* Fix bug with CC_TYPE_TRIGGER controls always marked as used, if not bound with a key.
Fix bug with Joy-0 btn 1 triggering multiple controls that are not bound to it.
* Improve readibility of the joy info output to log
* Message when a joystick connects and using legacy system.
* Fix bug where system joystick 0 was mapped in pJoystick that should've been nullptr
* Fix bug where *not* having a joystick will cause bind mode in the config menu to immediately cancel.
* Add reverse lookup functions for actions. mActionToVal[] does string -> int, mValToAction() does int -> string
* Add the foundation for writing the presets files.
* Adds a bunch of reverse lookup functions to get the stringified version of various enums, etc.
* presets.h and presets.cpp are in something of a barebones at this point
* Add new subdir for preset files 'player/presets'
* add utility for finding the distance of a bitfield/bitmask. Used to translate mouse button masks into mouse button id's
* Write PresetFileHandler as standalone, instead of a subclass. Still mostly a copy of JSONFileHandler
* Make functions to map and reverse-map the bindings for use with the preset files and ultimately the ControlConfigDefaults.tbl as well
* Check presets from file to see if they are duplicate with an existing preset.
* Check for uniqueness of presets fron controlconfigdefaults.tbl before adding them, and warn the user if there are duplicates.
* Rename the test functions into proper load/save.
* save function has some standard checks
* load function is called on init
* make finding duplicates its own function outside of the preset label rendering function
* Initial draft of saving presets in-game
* Fix bug where all loaded presets were thought to be duplicate of defaults.
* Fix bug where preset cycling would get stuck on the first preset other than default
* Fix bug where saving a mouse button saves the wrong textified string.
* Prevent preset names from being too long.
* Crash still occurs if the name is too long, as if set outside of FSO
* Workaround text running off the popups in 640x480. Doesn't look as nice, sadly
* CSG's now track preset names instead of containing bindings
* remake control_config_reset_defaults() into control_config_use_preset()
* provide a function to get the currently selected preset.
* Do PLR backward compatibility, hopefully.
* PLR now tracks presets instead of saving the bindings.
* On Loading pre PLR3 or CSG6 data, create a new preset.
* Strip off file extension before saving preset files. Jason.json.json just looks dumb
* Add "-joy_info" commandline option. Will output SDL joystick info of all detected joysticks to stdout
* Fix non-standard behavior with registry_read_string().
* Returning NULL instead of the default value, or an empty string, will trigger an access violation with SCP_string and other string copy functions.
* Modify io::joystick::init() to take an optional param, no_register, to use with -joy_info
* Address CI complaints
* Address CI issues 2.
* Supress preset duplicate warning if in unit tests.
* Address scripting unittest failure due to incorrect argument type. (Ints don't technically exist in LUA)
* Use Mouse enums instead of Joy enums or magic numbers
* More signed/unsigned madness
* Address CI issues 3
* Address gcc-5 issues. (No auto in lambdas)
* Fix bug with bit_distance()
* Address gcc-5 issues 2
* Address clang issues
* Address clang-tidy issues
* Address clang-tidy issues in undosys. May need to be cherry picked to Controls2.
* Address clang-tidy issues
* Improve logic of preset name prompt.
* Fix bug with selected presets not being saved
* No, a cstr is not a std::string.
* Can't use i there because its already defined.
* Fix bug where CSG's wouldn't save selected preset
* Fix bug where presets wouldn't be loaded correctly from player files
* Fix bug where loaded preset files would not update the preset cycle position correctly
* Some QoL changes for the preset name prompt
* Address Appveyor issues.
* Add forward compatibility for player file. This is required because currently any "missing" data in the pilotfile will trigger an Error, and crash FSO.
* Fix bug where mouse X axis was unusable.
Apparently stating that MOUSE_Z_AXIS IS MOUSE_Z_AXIS doesn't get the point across.
* Address CI issues.
* Address CI issues.
* sel default assigned to -1
* static_cast enum to an int
* Assimilate -joy_info int -get_flags, replacing the existing method that launchers use to get joystick information.
* Add '\n' to PST log messages.
* Change logic of checking joystick .ini keys: Should the multi-joy key not be found, try legacy joy key.
* Add some more missing '\n' to mprintf messages.
* Notify the player when converting to the new multi-joy system. (Using ReleaseWarning for now...)
* Warn the player if a preset defined in their .PLR could not be found.
* Actually disable control items without a valid tab, instead of relying on the fact that they're disabled by default.
* Add CC_preset::is_duplicate_of() method to make checking for preset uniqueness less of a brain teaser.
* Doxy the first_override param of control_config_common_read_section
* Adds the os::dialogs::Information() method, which displays an information-only dialog in similar format to Warning and Error dialogs. Does not throw Warning nor Error exceptions
* load_player now uses os::dialogs::Information() instead of ::ReleaseWarning, thus not halting unit tests.
* Breaks retail localization support for Joystick and Mice labels - This is because the new multi-joy axis end up very confusing "Joy-0 Joystick/Mouse X Axis"
* Renames Joy_axis_text to Axis_text, intended to be used both by joysticks and the mouse.
* Moves mouse axis and button labels into an array to ease future XSTR support
* Adds asserts to ensure indices are within the array sizes of label arrays
* Adds XSTR indices for Axis labels, mouse buttons, and mouse wheels.
* Seperates conflict check comparisons from equality comparisons.
* Conflict checks can ignore certain combinations of CC_bind::flag's; i.e. an Axis bound to a different control but is inverted or relative will still cause a conflict with another control that has the same axis
* Equality comparisons is exact equality, allowing presets to check if binds have the same binding and flag configurations.
* More UI string changes and localization
* Tweaks positioning of top button labels in CC menu
* Adds the following XSTR's:
1659 "Preset: %s"
1660 "Preset: custom"
1661 "Next Preset"
* Fix bug where mouse axis turned into mouse button when inverting control by its control name.
* Fix bug with the new conflict checking subroutine not working with non-axis controls
* Address CI issues.
* Don't trigger modal popups while in unit tests.
* Address clang tidy issues
* use nullptr
* be consistent with conditional style
* use booleans to stuff debug states, methods with just Assertions in it will trigger a false positive on clang tidy
* use string::empty() instead of checking for "".
* Remove dead code of -joy_info. Functionality has been merged with -get_flags
* Address clang-tidy [readability-simplify-boolean-expr]
--z64 says "I don't like it!"
* fix axis check
* Implement revised axis action virtvars for scripting. Also protect against a control mismatch in the CSG file due to a script-inverted control
* Encapsulate CC_bind properly
* Add mouse and joystick cid's to AxisInverted description
* Update translate_key() and its user to correctly translate multijoy bindings for training messages.
* Prompt user trying to escape from config menu when they have changes.
* Remove dead function.
* Fix crash during training missions due to key translation that would overflow internal buffer.
* Went back with cstring as return value instead of SCP string, because caller would need a significant refactor
* Update doxy of the textify functions
* Unify textify_scancode() and textify_scancode_universal() to ensure common code path.
* Add "Multijoy" entry to json caps. (For Knossos)
* Make CI happy.
* Remove unused lambda captures.
* Instead of overwrite during plr2 => plr3 conversion, try to use the existing preset file.
* Fix conditional for checking if file exists within presets::save_preset_file()
* Revert Majority of PR#3739
* PLR and CSG versions are incremented past versions set by 3739
* Forward compatibility feature of #3739 (Only save sexp containers into the CSG if they are used) is removed
* Remove forward compatibilty of PLR file when going in between pre- and post-Controls5 FSO versions
* Add missing startSection() and endSection() for csg_write_controls()
* Fix clang-tidy error #1
* Fix clang-tidy error #2
* fix clandy tidy error #1 part 2/2
* Fix clang tidy error 3
Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Tyler Blount <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
Co-authored-by: BMagnu <[email protected]>
* Allow Text to show failure on Clients
Function was accidentally returning false before sending an update on failure.
* Play directive sounds for clients
This adds a short client version of the function that initiates the directive completion sound.
* forgot to remove a failed experiment
* Revert Joy_axis_action_index changes. Feature to be added later
* Strip out most of the preset and undo capability. Only the backup ability survived.
A follow-up of sorts to #2801, but independent of it. If a directive line is not split, the HUD should handle it properly rather than Asserting and displaying the same line twice.
* Fix underline length calculation in message scrollback
* Use SCP_string for message source (which allows ships with long display names to work without crashing) and message text
* Upgrade assorted functions to work with SCP_string
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.
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.
I already found a few mistakes with these changes which I also fixed
here.
This adds support for specifying multiple sounds for a single game sound
entry. The engine then selects which sound will be played based on the
strategy provided by the game data. This required a few changes to some
of the game code since previously every game sound had exactly one sound
file attached to it. The most notable change is that it is no longer
possible to determine the exact duration a sound can have so instead the
new code computes the maximum duration a sound can have and uses that
where appropriate.
This also adds support for randomizing the pitch and volume of the sound
to provide a more varied experience even if only a single sound is used.
One possible issue that exists is that the "sequential" strategy only
works globally at the moment so if two sources use the same game sound
concurrently then the two sources will share the sequence of sounds
since there is no sound instance data at the moment. That can be added
in a future change but should not present a huge issue for most
use-cases.
Visual Studio on Appveyor somehow causes deprecation error on _our_
definition of vsprintf. I have no idea why these changes introduced this
warning but I won't debug Visual Studio compiler bugs that I can't
reproduce with my Visual Studio version so I just disabled those
warnings.