Commit Graph
239 Commits
Author SHA1 Message Date
Goober5000 88c1d8a02a consolidate model instance code 2020-12-18 01:32:43 -05:00
Goober5000 7c92dd9f7c hoist model_get and model_get_instance out of a bunch of functions 2020-12-16 11:55:31 -05:00
Goober5000 4ddc2565d5 fix a CTD with the no-pain-flash flag
There were null checks for `Player_obj`, but whoever added the `No_pain_flash` flag bypassed them by dereferencing `Player_obj` in the top-level if() block.  This caused a crash when self-destructing ships in the F3 lab.

This PR moves the `Player_obj` check to the top-level block (which is also an implicit null check because `ship_objp` is not null by this point) which fixes the crash and also is more efficient.
2020-12-15 19:16:42 -05:00
Goober5000 b90fc2b3ad numeric to boolean 2020-12-08 19:54:31 -05:00
Baezon d534c68f54 big ship death roll and deathroll multiplier 2020-11-24 00:04:29 -05:00
Goober5000 18c93f2b5a add No_impact_spew weapon flag
If you want to make a weapon that doesn't generate smoke particles on impact.
2020-10-02 22:12:59 -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 d8012d4ff0 miscellaneous scripting and ship-destruction enhancements 2020-08-23 20:44:25 -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
Goober5000 51ea05068e make the no-disappear flag really prevent the subobject from being blown off, as opposed to blowing it off and then restoring it 2020-08-13 00:38:10 -04:00
Goober5000 2dec0af410 add code to tell if debris is one of those tiny models
make Debris dynamic, and use a soft limit at 64 pieces (the old MAX)
add per-class specification of death roll sounds
2020-08-12 23:51:39 -04:00
Baezon f95f48448e world coords for all whacks 2020-07-27 01:11:00 -04:00
Baezon 34b04b1ca8 PR review fixes 2020-07-18 22:28:51 -04:00
Baezon 6e7908833a more fix 2020-07-17 23:40:51 -04:00
Baezon 06322bb977 better names and const fix 2020-07-17 20:07:09 -04:00
Baezon a5a41e8ea6 Review adjustments 2020-07-12 03:14:01 -04:00
Baezon 17613e0612 Only one whack
re-factored so that only the 'dock root' is whacked, all other docked ships will adjust to match the root
2020-07-11 00:05:10 -04:00
Baezon eb64241355 Assert -> Assertion and made a bunch of them 2020-07-11 00:04:48 -04:00
Baezon 9b33685598 Fix physics whack for docked ships
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
2020-07-11 00:04:48 -04:00
Goober5000 d0f1519f60 refine ShipStatus::EXITED state
There is a slight discontinuity where ships that are destroyed have their mission log entries added a bit before `ship_cleanup` is called.  This addresses that.
2020-06-05 14:20:35 -04:00
Goober5000 6354e5d2ce add non-sexp.cpp (and minimal sexp.cpp changes) from overhaul wip 2020-06-01 21:14:10 -04:00
wookieejedi aa4e300153 switch to correct hook type 2020-05-05 13:55:57 -04:00
wookieejedi 3695f0ff93 remove unneeded CHAPAINFLASH 2020-05-05 13:51:36 -04:00
wookieejedi 7dc38f7752 Update to new script format 2020-05-05 13:46:53 -04:00
wookieejedi 6897024b29 Adds On Pain Flash Scripting Hook
This PR adds a scripting hook which triggers when the pain flash is shown. It has one variable that lists what type of flash was shown, shield with `Pain_Type == 0` and hull with `Pain_Type == 1` .  I have tested and it works as expected.
2020-05-05 10:03:48 -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 11661db6ab oops -- get distance before setting it to 9999999 2019-05-17 14:31:16 -04:00
Goober5000 cfeb8da3d3 don't reuse subsystems that are skipped 2019-05-17 14:31:15 -04:00
Goober5000 ec7945276a handle child subobjects being destroyed 2019-05-17 14:31:15 -04:00
Goober5000 2bf19afb94 make sure all instances of ship_recalc_subsys_strength happen after do_subobj_destroyed_stuff 2019-05-17 14:31:15 -04:00
Goober5000 da0ff33fcb address feedback and implement asarium's suggestion 2019-05-11 13:06:21 -04:00
Goober5000 8aa2f3b099 tweak spacing 2019-05-08 20:04:19 -04:00
Goober5000 8365f0abb7 add $On Subsystem Destroyed scripting hook
Implements the feature request from issue #610.

As an aside, this PR also patches the `ship_set_subsystem_strength` function (which is only used by the debug console and in the event you fire at your training instructor) to use the same code as the `set-subystem-strength` sexp.  This properly handles submodels blown off, sounds, etc.
2019-05-08 19:55:03 -04:00
niffiwan b84fe72778 address feedback
This moves DEATHROLL_ROTVEL_CAP to shiphit.h & converts it to a
constexpr float
2019-05-05 22:13:32 +10:00
niffiwan c5e460a90d Allow death max rotation to be set per ship
This allows modders to restrict the amount of rotation in a death roll.
It's fairly simple to fit in with the existing code which has a lot of
hard coded constants. The intended use case is to restrict pitch &
heading changes so there's less chance of rapid forward rolls or flat
spins, especially with faster-than-FS2 ships.

I'd almost rather rewrite the entire code to dynamically use ships mass
& velocity except for retail compatibility issues.
2019-05-05 10:07:21 +10:00
Goober5000 8aa2d0e212 a bit of minor housekeeping 2019-03-03 15:02:47 -05:00
Goober5000 bfae614189 fix bug: only reverse the warp effect when the ship is warping out; and while we're at it, change that parameter to bool 2019-01-12 01:05:19 -05:00
Goober5000 86f67c3c84 warp should be pretty much working correctly now
precalculate warp values before beginning warp, and use them throughout the warp instead of recalculating in every function
standardize on always using the entire docked assembly for length and half-length calculation, instead of some places the assembly and some places just the dock leader
consolidate and simplify the compute_warpout* functions in light of the above
2018-11-20 13:49:49 -05:00
Goober5000 f975edd343 Merge pull request #1911 from asarium/feature/noSubsystemSparks
Add option for disabling spark spawning for subsystem
2018-10-27 12:50:50 -04:00
asarium 9219712ff0 Add option for disabling impact debris spawning 2018-10-27 16:37:42 +02:00
Goober5000 7cadce113d calculate physics whack from docked center-of-mass, not docked center 2018-10-24 00:17:10 -04:00
asarium 3c41b56449 Add option for disabling spark spawning for subsystem
This adds the "no sparks" flag for subsystems which disables the
generation of spark sources for that subsystem when it is hit.

This was requested by Axem.
2018-10-21 18:03:48 +02:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00
Peter Mitsis 97e15ca135 aicode: Update ai_ship_hit() API
Removes two unused parameters from ai_ship_hit(). Instances where this
routine are called are also updated.

This should result in slightly more efficient code.

Signed-off-by: Peter Mitsis <[email protected]>
2018-07-17 16:24:17 -04:00
Frans Elliott c6f75e7d14 Moved SUPERCAP_DAMAGE_SCALE macro from weapons.cpp to weapon.h so it can be used in shiphit.cpp. 2018-07-12 19:56:44 -05:00
Frans Elliott 8f4d2a27db Added a mod_table option that can enable/disable whether weapon shockwaves will respect the huge and supercap ship flags. The option is disabled by default to mirror retail behavior. 2018-07-12 19:17:31 -05:00
Frans Elliott c4bb136d80 Shockwaves caused by weapons will no longer deal lethal damage to big ships if the weapon that caused the shockwave isn't flagged as being able to deal lethal damage to that ship. For example, helios warheads now cannot kill a Sathanas, and small missiles that cause shockwaves (such as the EMP Adv.) cannot be used to kill corvettes. 2018-07-12 18:17:28 -05:00
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