This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
- add bfi_flags
- add proper bank/point data for fighters
- allow for more than 255 subsystems
- add data for targeted subsystem
- add support for TARGETING_COORDS flag
- add support for FLOATING_BEAM flag
- add fire method
- add initial packet support for type F beams
Also slightly optimizes some of the hooks because the adding/removing of hook variables should be guarded by the same if() block that controls execution.
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.
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.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
Nightmare discovered an off-by-one error when checking the validity of a
particle effect handle. Since the new ID system makes that much easier
and less error-prone I decided to go ahead and convert all handles to
an ID typedef which also fixes the reported bug.
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.
The current particle system uses dynamic allocation of particle
instances for keeping track of particle instances. This adds unnecessary
overhead in case the code does not need a handle to this particle which
is the case in pretty much all instances.
The new non-persistent particles are stored in a standard vector without
dynamic allocation which should make the processing steps using this
vector much faster and allow better scalability in case more particles
are used by a mission.
The particle sources of the beams were missing multiple properties
(direction and impact normals) and the generic shape effect didn't have
any way of controlling how long the source was active. This fixes that
by introducing an effect timing field similar to the single particle
effect.