Commit Graph
440 Commits
Author SHA1 Message Date
JohnAFernandez 3238ce1614 Add CYCLE_PREIMARY_WEAPON_SEQUENCE to Multi controls sent to server. (#2866) 2020-11-07 14:23:34 -05:00
z64555 9a2d996b53 Fixes #2844 where mouse buttons X1 and X2 were not detected. 2020-10-29 10:58:34 -05:00
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* 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.........
2020-10-08 15:29:06 -04:00
Baezon 4df4987b81 v2 2020-09-04 17:36:53 -04:00
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
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.
2020-08-21 00:15:38 -04:00
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00
asarium 74cc1d4c92 Fix out of range memory access in main hall
If you press a key such as Ctrl the code gets a bitfield with a high bit
set so when the key code is used as an index it produces an out of range
error.

Thank you AddressSanitizer!
2020-05-28 18:03:01 +02:00
Goober5000 98d7a9f6f6 tweak some untranslated internal XSTR strings
This is a minor follow-up to PR #2390.  There are a few minor differences between untranslated strings and the internal strings in strings.tbl; this PR fixes them.
2020-05-21 19:09:03 -04:00
Goober5000 0577b69d69 address CI complaint 2020-05-05 11:48:46 -04:00
Goober5000 e985961ed5 add two useful cheat keys
`+Shift+R will enable or disable support ships

`+Shift+U will scan or unscan the targeted ship, or ship subsystem
2020-05-05 01:02:17 -04:00
Goober5000 89a722d41a placeholder for future feature implementation 2020-05-05 00:14:16 -04:00
Goober5000 96de072bff add a useful assertion 2020-04-07 02:20:41 -04:00
Goober5000 2f0f2d7669 prevent access of out-of-range weapons, and at the same time sync primary and secondary capacity calculations 2020-04-07 02:02:22 -04:00
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
Goober5000 20835adef6 convert Weapon_info to a SCP_vector 2020-03-05 19:12:43 -05:00
Goober5000 cacee6e5b8 a few more 2020-03-02 01:07:17 -05:00
asarium 2dc2295a59 Make FFmpeg an optional requirement
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.

This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
2020-02-29 17:24:56 +01:00
asarium a13b503b83 Add more features for the new Options UI
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.

Also added some more options for existing things (e.g. built-in detail
options).
2020-02-08 13:28:53 +01:00
wookieejedi 4f5f3e859e remove keys 5-9 and 0 2019-12-23 16:05:35 -05:00
wookieejedi a7e4a72622 add to button_function_critical() 2019-12-23 10:41:42 -05:00
wookieejedi 3167623e31 Fixes accidental break with multi due to key numbers
This PR reduces the number of custom controls back down to 127 so as to keep multi compatibility.
2019-12-23 10:36:23 -05:00
wookieejedi 7d60ee882b add keys 0 and 5-9 2019-12-14 15:20:31 -05:00
wookieejedi 2e3f0e2f80 Add Extra, Empty Controls for Modders to Use
Many mods and scripts use custom features that are triggered by key press. Currently, those keypresses cannot be changed by the player. I want to add 5 controls that do nothing and thus can be used for scripts/modding purposes. This way the modder could add new features/controls easily and have them show up in the controls menu and be bindable. As opposed to using a script which triggers via a keypress, and that keypress cannot be changed by the player in game (and may be bound to another control).

Also, Axem has expressed he would find this feature and Fate of the Galaxy certainly will.
2019-12-10 19:59:04 -05:00
FSCyborg 51d362e447 Bring Pirates of the FSO Back by
Preventing a nullptr deep within shipfx_warpin_start()

Add Assertions to check for nullptr Warp Effect
2019-11-18 21:40:16 -05:00
Goober5000 8cb39c424b properly resume music; also properly restore subspace ambient sound 2019-10-08 22:57:29 -04:00
Goober5000 de501fb3f1 pause and unpause the event music in the ESC dialog, just like we do in the pause screen, and just like the subspace sound was fixed 2019-10-08 22:20:46 -04:00
asarium 894228cc7c Fix crash in joystick code
Not sure why we didn't catch this earlier but this should hopefully fix
the crash. The cause was that we constructed an SCP_string from a null
pointer instead of using the empty string as the default.
2019-09-03 19:53:04 +02:00
FSCyborg 39df9ef90e Fix 1433 Take two
Have FSO check for subspace and start the loop up again when subspace is being used.
2019-08-09 22:21:33 -04:00
asarium ad1ede7b74 Add new options system
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
2019-03-02 14:02:21 +01:00
Goober5000 bb0df2dc43 stage 1: replace individual parameters with an index into Warp_params 2019-01-08 23:03:36 -05:00
CasparKielwein 72ed33502b remove unused and undeclared function hatEnumToIdx in joy-sdl 2018-12-31 16:06:37 +01:00
CasparKielwein 519f60a63b remove unused globals and functions in mouse support io code 2018-12-28 10:29:21 +01:00
CasparKielwein 252da89782 remove unused function in keyboard support io code 2018-12-28 10:29:21 +01:00
CasparKielwein 0f1b3fd6c2 remove unused function in joystick support code. 2018-12-28 10:29:21 +01:00
Goober5000 45ea62a9a2 Merge pull request #1907 from plieblang/ShipInvisibleAutoTargeting
ship-invisible doesn't turn off autotargeting
2018-10-23 22:41:02 -04:00
plieblang 979a4b0924 Flip default param value 2018-10-22 14:42:42 -05:00
asarium 5c07d181ad Test Windows compilation with Travis CI
Travis CI recently added support for running builds in Windows. This
adds support for testing compilation on Windows using that feature.

The newer version of Visual Studio and MinGW required some code changes
and an update of Google Test which is included in this commit.
2018-10-20 23:44:10 +02:00
asarium 8dba6770ae Convert ade argument setting to variadic templates
Same as with argument getting, this preserves the type information and
makes the system generally much safer.
2018-09-26 19:15:42 +02:00
asarium c13cb44df4 Add ship display name feature
This adds a mission file option for ships which allows specifying a
different string which should be used for displaying the name of the
ship to the user. This name will not be used in SEXPs or other ship
lookup functions so it can be freely translated and two ships can also
have the same display name.

The new feature can be used by adding $Display name: <string> after $Name
for a ship in a mission file. I think I added proper support for FRED
(and qtFRED) so that this new value is properly saved but it would be
great if someone could test that.

This implements one of the features requested in #1730.
2018-07-22 23:16:00 +02:00
Jenna Trassa 2fca5fd965 strings.tbl translation adjustments
The strings that got no ID got one. Aswell the duplicate string uses the id that is already predefined.
2018-07-14 14:30:24 +02:00
asarium d7d3b8c8e2 Remove hack for On Frame scripting hook and quit mission popup
I added this hack a long time ago and it always bothered me why I didn't
come up with a better solution. This is the better solution which uses
the popup_active function for determining if gr_flip is called within a
popup.
2018-07-06 17:03:29 +02:00
asarium 39ab45dc7c Add macro for marking unreachable code
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
2018-06-09 17:38:17 +02:00
asarium ae149b6061 Add convencience function for retrieving weapon alt name
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).

This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
2018-06-04 11:56:44 +02:00
asarium bd3632d1bf Enable remaining misc- checks and fix detected issues 2018-04-25 11:57:55 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +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
Peter Mitsis 7bf7a8fc66 keycontrol: Remove reference to hud_target_asteroid()
Removes the extern declaration of hud_target_asteroid() from
keycontrol.cpp as it is not used in that module.

Signed-off-by: Peter Mitsis <[email protected]>
2018-04-14 19:57:03 -04:00
asarium 513115ceeb Enable misc-noexcept-move-constructor check 2018-04-13 12:10:24 +02:00
asarium 25357ce8a2 Allow mods to specify the window icon
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
2018-02-24 18:08:41 +01:00