Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
The multilock patch did not handle `Lock_anim` in the best way, and handled `Lock_gauge` in a very bizarre way, despite the fact that they are two simple hud animations. This changes the `lock_info` struct to track the correct `time_elapsed` value for both, and changes the locking code to use the values in the correct way.
Additionally, this properly loops the lock triangles on the FS1 lock indicator. Strangely, even prior to the multilock merge it appears that the triangles wouldn't have animated more than a quarter turn.
Finally, this prevents the FS1 lock indicator from blinking, since in retail FS1 it didn't blink.
Tested with FSPort and no-mods. Fixes#2826.
This one line fix properly specifies which ship to use for ETS managment. The recent merge of `Non-shielded ships manage ETS` had a object reference error, so this rectifies that. Thanks to Axem for finding this!
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
* 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
Using the `No_shields` flag for ships is common usage in multiple mods, and as it turns out ships with that flag set will not have the AI manage ETS values due to an early return in the `ai_manage_ets` function. This PR adds an AI flag to allow ships with no shields to manage ETS regarding weapons and engines. This flag was tested and works as expected.
Admiral Nelson led me to discover that the HUD gauges expected "right" or no string at all for the gauge alignment. I added basic recognition of LEFT and RIGHT alignment. Someone more familiar with the HUD than me can flesh it out more.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
First, in hudartillery.cpp, change some errors to warnings (actually error_display(1, ...) to error_display(0, ...), but same difference).
Second, change a Warning to an error_display(0, ...), and make it actually name the SSM strike instead of just reporting the name of the weapon it's using.
Third, do the weapon_info_lookup() earlier so we can use error_display() to point to the right line, and tell the modder that an invalid weapon invalidates the entire SSM strike (instead of just silently discarding the whole thing at the end).
Finally, in weapons.cpp, change validate_SSM_entries() to mention if Ssm_info is empty (instead of, say, telling the modder that the index needs to be between 0 and 4294967295—or, rather, -1 expressed as an unsigned 32-bit integer, since Ssm_info.size() - 1 is, indeed, -1 when the vector is empty).