Commit Graph
248 Commits
Author SHA1 Message Date
asarium 059e149590 Add dynamic action programming system
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.
2021-01-05 18:26:10 +01:00
Taylor Richards f989cf2c3a update beam_fired_packet()
- 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
2020-12-24 09:38:23 -05:00
Baezon 663a070f06 no 0 initial width 2020-12-07 02:21:59 -05:00
Baezon 76a1b557b9 review tweaks and copy paste errors 2020-11-20 12:02:13 -05:00
Baezon aa8849f4e5 improved warp collision 2020-11-20 12:02:13 -05:00
Goober5000 ef0197971f fix some sort of build problem in the continuous integration 2020-11-18 21:11:09 -05:00
Asteroth 5dbda7efd0 Merge pull request #2858 from Baezon/multi-beam-prep
Add beam parameter validation
2020-11-08 22:43:58 -05:00
Baezon 9034e4e043 revert and only do beam validation 2020-11-04 13:31:09 -05:00
Baezon 858356cfd3 some fixes to beam collision 2020-10-26 11:43:10 -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
Baezon 540d200bec doing two PRs on the same area at the same time as always confusing 2020-09-25 22:47:33 -04:00
Baezon 7f46a3868d keep get_widest function 2020-09-25 21:28:25 -04:00
Baezon 5b6dd4d452 travis 2020-09-25 21:28:25 -04:00
Baezon 3370adc918 cleanup 2020-09-25 21:28:25 -04:00
Baezon ed8a89b68e collision optimize 2020-09-25 21:28:25 -04:00
Baezon d6442a096b store width 2020-09-25 21:28:25 -04:00
Baezon cf270771f0 re enable muzzle flashes flag 2020-09-25 13:59:15 -04:00
Baezon 3cf9bc250a v1 2020-09-25 13:58:07 -04:00
Baezon ed87b158c2 v1 2020-09-24 14:42:49 -04:00
MageKing17 4778c7bbcc Merge pull request #2741 from Baezon/beam-grow
Add beam 'growth' in addition to shrinkage
2020-09-23 18:54:01 -07:00
Baezon f66bd71a21 v1 2020-09-13 02:44:31 -04:00
Goober5000 de0a9ca9c1 add Hitpos as a hook variable for all collision hooks
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.
2020-09-09 20:04:58 -04:00
Goober5000 67ea05fefd add some vector scripting functions
createRandomVector
perturb (for vectors)
perturb (for matrixes)
randomInCircle
randomInSphere
2020-08-30 09:36:24 -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
Baezon 666c2a4402 bool valid vec 2020-08-10 22:31:44 -04:00
Baezon f95f48448e world coords for all whacks 2020-07-27 01:11:00 -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
FSCyborg 601fa75d50 Change while(0) to while(false)
Travis is complaining about while(0), so we're getting it off of our back by switching to while(false).
2019-11-03 16:27:23 -05:00
Goober5000 6679b623e4 same script stuff in beam.cpp 2019-03-03 15:20:45 -05:00
asarium 15dc45cc0a Remove -old_collision command line option
The new system has been tested pretty thoroughly so I think it is time
to remove this option.
2018-10-21 18:36:59 +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
asarium 2ded9aa35d Format changes with clang-format 2018-07-16 10:21:52 +02:00
asarium ad54f588bb Use strongly typed handles for sound handles
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.
2018-07-16 10:21:52 +02:00
asarium c6e2f94d0b Use type-safe handles for particle effects
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.
2018-07-15 14:50:32 +02:00
asarium 39ab45dc7c Add macro for marking unreachable code
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.
2018-06-09 17:38:17 +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
m!m 706973cb6b Merge pull request #1672 from asarium/feature/typesafeIDs
Add typesafe handle types and use it in game sound system
2018-04-25 10:36:46 +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 d1a6b48beb Improve handling of non-persistent particles
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.
2018-04-22 16:22:28 +02:00
Fabian Woltermann c0328bb4f5 Beams should always be rendered at lighting detail >= 2 2018-03-10 08:15:59 +01:00
Fabian Woltermann dd2074d91d Reworks the lighting settings according to the discussion in #1634.
This fixes #1634
2018-03-10 08:15:59 +01:00
faceman 85c2b3a7f0 Removes a magic number from ship.cpp 2018-02-16 16:08:45 +11:00
faceman a6d8b6b5fa Consistent beam damage per frame regardless of time acceleration 2018-02-14 10:41:49 +11:00
TRBlount 4b9c7b19aa Add comment regarding the length and radius of a beam muzzle glow 2017-11-04 12:24:12 -06:00
TRBlount 33d2294a49 Fix ramp up/down sequence and basic size/positioning of directional glows 2017-11-04 12:16:06 -06:00
MageKing17 344502c436 Merge pull request #1495 from asarium/feature/betterSoundSets
Add support for multiple sounds in one game sound entry
2017-11-04 06:53:10 -07:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
asarium e484a84d97 Fix several oversights and bugs in the particle effect code
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.
2017-10-04 10:51:35 +02:00