Commit Graph
60 Commits
Author SHA1 Message Date
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
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
JohnAFernandez b042b27310 Remove Another Unused Multi Function
This function used to help with the sequence number of packets, but that is now done in the object packet functions themselves.
2020-01-20 00:42:56 -05:00
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 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
asarium 0a53aff061 Clean up flagset handling of numeric values
This renames the functions exposed by flagset so that it's clear that
64-bit values are returned. This also cleans up usages of wrong format
specified when that value is printed which caused some issues in the
past.

This should also fix #1336.
2017-05-02 10:28:29 +02:00
asarium 7195ec9856 A few more fixes... 2017-01-04 00:28:22 +01:00
asarium 1d3f2c1da8 Fix unused variable warning 2016-12-14 11:14:19 +01:00
Goober5000 d87babfd92 remove the SIF_BALLISTIC_PRIMARIES flag
See also my comments on #762.  The flag is almost entirely redundant, so this PR removes it in all instances where it's used in the ballistic primaries code.  There are one or two places where removing it was not a no-op, so I adjusted the rest of the code accordingly (most notably in the parsing validation when it checks that primary weapon cargo has been assigned).  I also added a few divide-by-zero checks and slightly tweaked the support ship rearm code.  The use of the SIF_BALLISTIC_PRIMARIES flag in the ingame_join code was replaced with a dummy value to avoid bumping the multiplayer packet version number.
2016-08-21 17:38:42 -04:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
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.
2016-08-12 16:13:50 -07:00
asarium a685642554 And another batch of 64-bit fixes 2016-08-12 09:42:55 +02:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
MageKing17 6985b198ec Merge branch 'master' of ssh://github.com/scp-fs2open/fs2open.github.com into ship_info
Conflicts:
	code/ship/ship.cpp
2015-08-12 13:25:34 -07:00
Echelon9 4f4449958b Fix: warning: format ‘%s’ expects a matching ‘char*’ argument [-Wformat=] 2015-08-05 20:14:48 +10:00
MageKing17 bc0c7cf4c5 Vectorization of Ship_info.
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.
2015-04-27 00:01:22 -07:00
Goober5000 435b078157 Yarn's patch for Mantis #3107 (Parts of the interface code assume a font size of 10)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11082 387891d4-d844-0410-90c0-e4c51a9137d3
2014-09-25 16:40:34 +10:00
The_E 6e91857745 From Yarn: Fixes interface graphics scaling issues. If, for some reason, you want to have the interface graphics stretched, use the -stretch_menu commandline flag.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10544 387891d4-d844-0410-90c0-e4c51a9137d3
2014-03-30 12:39:54 +10:00
niffiwan 55bec33861 From Axem & niffiwan: stop briefing/credits/mainhall music with scripting
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10495 387891d4-d844-0410-90c0-e4c51a9137d3
2014-03-30 12:39:54 +10:00
Goober5000 f3c902c39b add wing_bash_ship_name, which handles the hash symbol thing, accommodates Blue Planet's capship trick, and works in FRED and while we're at it, do a little bit of const'ing
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10198 387891d4-d844-0410-90c0-e4c51a9137d3
2013-12-08 19:52:57 +10:00
zookeeper 8cd19aa588 Merged model point shields from zookeeper branch.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10135 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-25 19:29:36 +10:00
Goober5000 13513588df turn p_object into a class ensure that p_object dock instances are cleared between missions, not just when the game exits handle Player_start_pobject in a saner way the p_object Reset method is nice, but it turns out we don't need it
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10060 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-17 20:24:42 +10:00
Echelon9 40983c4f40 GCC warning: variable set but not used 2012-06-17 13:32:04 +00:00
Echelon9 04b12cf599 PVS-Studio fix: The conditional expressions of the 'if' operators situated alongside each other are identical. multi_ingame.cpp: 1073, 1086 2012-05-06 14:23:11 +00:00
Echelon9 a248a37d58 PVS-Studio: Fix V805. Decreased performance. It is inefficient to identify an empty string by using 'strlen(str) > 0' construct 2011-08-24 13:37:01 +00:00
portej05 07b1ea4a3a Logic bugs - ((state != blah) || (state != blah2) ) is always true, so that || should be a &&, and !blah.state & flag != !(blah.state & flag) 2009-09-07 11:13:52 +00:00
portej05 98f337f701 safe_strings - from Antipodes build #1 2009-07-27 16:06:24 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
taylor b57a68c0eb remove old warning messages, that stuff should be added on an as-needed basis when debugging only 2008-05-03 04:47:51 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
Goober5000 ff3cb87bb6 comment fixage 2005-10-30 20:20:44 +00:00
Goober5000 50752e3e42 multiple ship docking implemented for initially docked ships
--Goober5000
2005-10-29 22:09:31 +00:00
taylor d3481714d0 remove NO_NETWORK 2005-10-10 17:21:11 +00:00
Goober5000 c17c11b651 remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:26:00 +00:00
taylor 92b8c2d6ed various compiler warning fixes (some of these from dizzy) 2005-07-07 16:36:58 +00:00
taylor fbb630aa2d ton of non-standard resolution fixes 2005-07-02 19:45:02 +00:00
wmcoolmon 31296826e1 MAX_SHIP_TYPES > Num_ship_types 2005-04-25 00:28:17 +00:00
taylor 8a05cd48e7 some limits.h fixes to make GCC happier
revert timer asm change since it doesn't even get used with Linux and couldn't have been the slowdown problem
2005-04-11 05:50:36 +00:00
taylor 3f9ffbc393 better support for Inferno builds (in PreProcDefines.h now, no networking support)
make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX
revert a timeout in Client.h back to the original value before Linux merge
2005-03-02 21:18:20 +00:00
taylor 09167fa382 merge with Linux/OSX tree - p0204-2 2005-02-04 20:06:10 +00:00
Goober5000 0c48b587a1 allow different wing names than ABGDEZ
--Goober5000
2004-12-14 14:46:13 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
Kazan 670a6e21d7 fix a small multibug in tables validation (I had added this once before.. where did it go) 2004-07-12 14:38:13 +00:00
wmcoolmon 027f21c616 Only send ships on the player's team 2004-07-12 03:26:03 +00:00
Kazan c2882fef09 removed a couple pointless useless messages from the debug console 2004-07-12 03:19:17 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
Goober5000 c89af3a84a got rid of unnecessary double semicolons
--Goober5000
2004-02-04 09:02:45 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00