Commit Graph
694 Commits
Author SHA1 Message Date
JohnAFernandez 521430fb9a Fix the support ship refilling ships to the wrong secondary capacity 2020-12-30 23:37:49 -05:00
Taylor Richards c4eecf9a0d fix multiple issues with wss data packet
- use standard ADD/GET macros
 - better detection of size issues
 - support SHRT_MAX ship types
 - support SHRT_MAX weapon types
 - use MAX_WSS_SLOTS & MAX_SHIP_WEAPONS safely
 - support sound indexes higher than 254
2020-12-24 09:38:23 -05:00
Goober5000 8cf900b6ad additional null checks
Some subsystem code was being run for submodels when the subsystem didn't necessarily have a submodel attached.
2020-12-22 15:28:44 -05:00
Goober5000 88c1d8a02a consolidate model instance code 2020-12-18 01:32:43 -05:00
Goober5000 b90fc2b3ad numeric to boolean 2020-12-08 19:54:31 -05:00
Taylor Richards cad56bd533 call common_select_init() before cutscenes where needed
Fixes crashing in multi where ships are locked by host while a
client is on fiction viewer, command brief, red alert, or cutscene
2020-11-15 15:49:32 -05:00
Taylor Richards fb249d35cc add new NETPLAYER states
- Cutscenes
 - Fiction Viewer
 - Command Briefings
 - Red Alert
2020-11-07 16:44:11 -05:00
Taylor Richards 0c66a3b33c fix crash on fiction viewer and cmd brief screens 2020-11-07 16:44:06 -05:00
Taylor Richards 153b6bbd6a handle multi quit properly in cmd brief and fiction viewer 2020-11-07 16:44:06 -05:00
Goober5000 105137dc94 fix bug in ships with no allowed weapons list (#2796)
Phantom Hoover noticed this bug in Vassago's dirge.  For ships with no allowed weapons list (like Shivan ships) weapon culling would cause a crash.
2020-10-12 21:22:15 -04:00
asarium b4350a1d1e Fix GCC-10 warnings
This fixes some warnings reported by GCC 10 and enables that compiler to
be used by our CI pipelines.

This fixes #2773.
2020-10-02 18:49:01 +02:00
JohnAFernandez 3384699086 Merge pull request #2712 from Goober5000/red_alert_multi_sexp_support
add multi support for red-alert sexp
2020-09-21 11:34:34 -04:00
Taylor Richards 83116bbd11 disable replay mission button on red alert brief when multi 2020-09-20 13:30:03 -04:00
Taylor Richards 6795e0a940 handle exiting red-alert brief properly on multi 2020-09-20 13:30:03 -04:00
Taylor Richards eacc91ac8e fix issues with red-alert + multi
- support sync state before entering mission
 - return to briefing for sync and stats saving
 - handle campaign progression properly
 - initialize net_player state properly (fixes #2560)
2020-09-20 13:30:03 -04:00
Goober5000 68888ef857 made this a little more robust 2020-09-04 13:34:32 -04:00
Goober5000 3d734948da Merge branch 'master' into display_name 2020-08-29 13:47:21 -04:00
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
Goober5000 0bfe80a4ec NULL to nullptr 2020-08-21 11:55:09 -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 8d8f304514 Add more scripting APIs for the command briefing
This covers the various APIs needed for getting the last parts of the
new command briefing UI to work.
2020-08-12 09:43:09 +02:00
JohnAFernandez fd7af0bdf8 Move unsetting of Wep Cheat to Gamestate code
Where it belongs.
2020-07-21 01:52:02 -04:00
Goober5000 587abefb45 upon further consideration, the text is what depends on the persona 2020-07-10 21:21:03 -04:00
Goober5000 a5b8c7b376 add debriefing persona sexp and make a few additional tweaks 2020-07-09 12:49:38 -04:00
Goober5000 1304a36c96 parse traitor.tbl at game launch, and select persona-specific text 2020-07-09 11:18:40 -04:00
asarium ef395640d3 Add support for libRocket command briefing
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.

Also switches the animation support to using the generic anim to use
streaming to improve performance.
2020-06-20 18:17:01 +02:00
Goober5000 880005f758 or this 2020-05-16 14:22:46 -04:00
Goober5000 ec1a35f624 better variable name 2020-05-16 14:22:46 -04:00
Goober5000 575573334b modify weapons loadout check
Based on feedback, this PR now allows gaps in weapon loadouts, but if any gaps exist they must come at the bottom.
2020-05-16 14:22:46 -04:00
niffiwan 3c7f73f4d8 Merge pull request #2349 from Goober5000/allow_empty_weapons_on_locked_ships
allow empty weapons on locked ships
2020-05-02 20:01:23 +10:00
Goober5000 9c44e77da0 allow empty weapons on locked ships
As noticed in Discord, in loop1-2 some of your wingmen have missing weapons, but as the ships are locked it's impossible for the player to modify them.  These ships should not be part of the check.
2020-04-28 23:51:37 -04:00
JohnAFernandez fe8ce74037 Use a constant for declaring angles with no measure 2020-04-25 09:54:40 -04:00
Goober5000 892f0a831a actually fix the weapon-bank check
Ships which do not have the maximum number of primary and secondary banks (3 and 4) will have gaps in the loadout slots, so be sure to only check the weapon slots that the ship class is actually equipped with.
2020-04-14 14:38:18 -04:00
Goober5000 f5edccd98f add a missing edge case to the weapon bank check
Yet another obscure edge case from Aftermath: Reboot.  The FREDder ought not to create this situation in the first place, but if he does, don't enter an endless loop.
2020-04-14 02:49:08 -04:00
Goober5000 3997237a11 bump XSTR_SIZE and add NOLINT 2020-04-13 11:50:04 -04:00
Goober5000 8fa96aeaf3 prevent player leaving the loadout screen with incomplete weapons
This is the best way to address Mantis 2715.  I took a look at allowing empty banks in the course of working on PR #2318, and it was completely intractable.  But in order to prevent certain "funnies" such as violation of bank restrictions, it's a good idea to ensure all banks are populated.

This PR adds a new XSTR for a popup message, and incidentally adds another XSTR to a message that should have had one already but didn't.
2020-04-12 21:34:00 -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 1926d3c341 oof, more changes 2020-03-05 20:49:16 -05:00
Goober5000 20835adef6 convert Weapon_info to a SCP_vector 2020-03-05 19:12:43 -05:00
Goober5000 98cb4b6400 Merge pull request #2287 from Goober5000/briefing_stage_1_based
change briefing stage hook to 1-based
2020-03-01 15:36:47 -05:00
Goober5000 809d11e1a8 change to 1-based 2020-02-29 19:21:21 -05:00
asarium 7029e4a10f Add compile time option to enable logging in release builds
This mostly meant for special docker standalone server builds where it
might be useful to have full release performance but also have the logs
available if necessary. This now always compiles the log statements but
enables or disables them with a constexpr so they should not appear in
actual release binaries.
2020-02-24 18:54:55 +01:00
Goober5000 ca301fdb04 small adjustments 2020-02-18 01:18:07 -05:00
Goober5000 a7063152b7 add scripting hook for briefing stage 2020-02-17 00:58:56 -05:00
wookieejedi 1578e4eab4 Restore 3D Weapon Icons when Flag Used
Overview: This PR restores all expected functionalility of the 3D weapon select flag while also providing modders with a way to use both 3D models and custom weapon icons.

PR #2055 provided a way for modders to use 3D weapons while still using specified weapon icons. Unfortunately that resulted in weapon icons not changing to an image of the 3D model when the 3d weapon selection flag was used. It was requested on the forum that this behaviour be restored. This PR restores that behaviour while still allowing modders to use 3D weapon models and their own weapon icons. Instead of the approach taken in PR #2055, this PR will automatically show a 3D weapon model if there is not weapon animation specified and if a weapon tech model is specified. Thus, if a modder wants to use their custom weapon icon but also have a 3D weapon model shown, they simply do not specify a model animation but do specify a tech model for the weapon (the 3d weapon selection flag does not need to be checked). If the 3d weapon selection flag is checked then the 3D weapon model will of course still be used, but the weapon icons will now show the image of the 3D model instead of any custom weapon icons the modder specified. In other words, the flag acts exactly as expected for the player.

I also tested this for each case and it works as desribed above.
2020-01-02 23:18:32 -05:00
CasparKielwein 7cde541390 remove unused functions in freespace.h
also remove the define STAMPER_PROGRAM, which the author
considered "yuck" in 1997, so lets do him the favor.
2019-12-19 21:50:16 +01:00
wookieejedi c499cfb192 Fixes 3D Weapon Selection Bug
Fixes 3D weapon selection not working when an animation is already specified.
2019-11-12 21:34:20 -05:00
wookieejedi 48e630dfd1 Add () to fix travis error 2019-06-25 17:17:02 -04:00
wookieejedi 00f2ddc8da Bug fix: adds missing conditional when using custom icons and 3D weapon selection
Previously if the 3D_weapon flag was used it would always create a weapon icon and overrride any pre-existing icons the modder would specify. This PR fixes that by adding an extra set of conditionals, which specify if a weapon has an icon file name then it should be used, and if the weapon does not have an `$Anim:` but does have a model then that model should be used if the 3D_weapon flag is enabled.
2019-06-25 16:20:13 -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