- 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)
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.
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.
This happened in BtA where a script changed the font after rendering its
UI. Since the briefing code didn't account for that, the word wrapping
code used the wrong font for calculating how long a line would be which
made the display look wrong.
It was previously thought that dock_undock_all() was supposed to be within ship_cleanup() and was safe to do so. Nope.
dock_evaluate_all_docked_objects makes the assumption that the dock_list is still valid, so if the function called by it happens to nuke the dock_list (like with ship_cleanup) then it'll work with invalid pointer values.
* Adds a warning for debug users when an unknown ship_state is passed to red_alert_delete.
* Removes commented-out code
* Doxy's ship_cleanup()
*Conform to each file's style.
*Extend ship_cleanup to better handle red-alert deletion.
*Also treat cleanup_mode as a flagset, instead of an enum as it was previously.
*Use existing methods to determine dock status and find the head of the dock list.
*Fixes a derp with dock_dead_undock_all()
*Doccument some docking methods in object.h
*Address requested changes.
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.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
Also added model_icon_angles to the ship_info() constructor, and model_icon_angles, thruster_glow_noise_mult, and min_engine_vol to ship_info::clone() and and ship_info::move().
Conflicts:
code/ship/ship.cpp
code/ship/ship.h
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.
Clear red alert data when resetting campaign progress, changing
campaigns and switching pilots
In CSG read, move RA data clear from the read RA section to the data
reset function (i.e. clear if CSG is valid, not if section contains
data)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11007 387891d4-d844-0410-90c0-e4c51a9137d3
In redalert loadout, only store the current number of banks in use by
ships, not all banks where the weapon idx is -1
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10840 387891d4-d844-0410-90c0-e4c51a9137d3