Commit Graph
121 Commits
Author SHA1 Message Date
Goober5000 7013981de5 add isActive checks for new-style script hooks
What it says on the tin.  Follow-up to #3538.  Fixes #4398.
2022-06-13 02:13:14 -04:00
BMagnuandGoober5000 9ab7a4626a Fix nested and animated submodel collisions (#4065)
* Calculate per-frame rotation axis

* function prototypes

* Add new submodel localization functions

* Fix collision detection for moving submodels

* Remove offending assert

* Add safeguard for stopped animations

* Fix last frame speed calc

* Fix childs with parent submodel rotations

* Fix Warnings

* Clang Bug Workaround

* clang tidy

* Incorporate Feedback

Co-authored-by: Goober5000 <[email protected]>
2022-03-09 23:49:11 +09:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Goober5000 97952d6b6c refactoring in preparation for model translation
Mostly renaming of fields and functions, and moving some modelread sections into functions.  This reorganization will put the code on a better footing for the model translation feature.  No model translation code is included yet, and there should be no change in functionality.
2022-01-29 15:53:21 -05:00
Goober5000 c3dd6eb113 update polymodel_instance to reference object
See title.  All references to `model_create_instance` have been updated to supply an object number or -1.
2021-12-22 18:29:00 -05:00
Asteroth bc24ac3ebc Add 'passive' lightning arcs to ships (#3733)
* add passive lightning arcs

* fixes and cache submodel number

* range based loop
2021-10-19 12:51:05 +09:00
Goober5000 575c050da4 reorganize submodel rotation
This moves submodel rotation out of the AI pipeline and into object movement.  With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place.  Many associated functions have also been cleaned up.

In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
2021-10-10 02:29:34 -04:00
JohnAFernandez ffbcdab9da Remove Buggy Function and Let Debris End Naturally (#3540)
* Remove Buggy Function and Let Debris end natrually

Removes this retail function that was actually perpetually postponing the death of debris at long distances instead of removing them.  Debris lifetime is suitably short for the small, non-hull pieces (only a few seconds), while large pieces are supposed to be permanent.   It also culls based on player position, which is not the correct approach, since the camera can be free from the player ship.

* Remove Vestigial Variables

These variables are no longer checked for anything now that we allow debris to go through its lifetime.
2021-06-28 08:11:10 -04:00
Goober5000 3c553665aa remove the 'main' argument from obj_snd_assign 2021-06-05 17:40:58 -04:00
JohnAFernandezandAsteroth 47f6d2b368 Add guardrails to object cleanup during object creation (#3371)
* Prevent Crashes from Weapons being deleted during the collision process

This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.

* Remove Problematic Assertions and INT3's

Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.

* Simplify Code with a good suggestion

Co-authored-by: Asteroth <[email protected]>

Co-authored-by: Asteroth <[email protected]>
2021-05-05 00:52:11 -04:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00
Baezon 633cd88e83 modernize use nullptr 2021-04-10 19:38:18 -04:00
Baezon 7431aba995 properly cull generic debris 2021-04-09 21:35:26 -04:00
Baezon adea41e690 clarity edits 2021-02-21 21:56:34 -05:00
Baezon d463db3742 Merge remote-tracking branch 'upstream/master' into generic-debris-enhancement 2021-02-21 21:31:59 -05:00
Baezon 89a8cbcbae review tweaks 2021-01-29 01:04:15 -05:00
Baezon 61931520d1 Merge remote-tracking branch 'upstream/master' into generic-debris-enhancement 2021-01-27 23:06:45 -05:00
Goober5000 020f14fb51 allow rotating submodels to rotate around an arbitrary axis 2021-01-13 14:01:28 -05:00
Goober5000 98e501acc7 remove the orientation field for submodels
Change the `orientation` field to `frame_of_reference` and remove it from submodel instance calculations.
2021-01-13 13:52:48 -05:00
JohnAFernandez ecf2dfb8f9 Update Comments for #548 2021-01-03 22:28:18 -05:00
Goober5000 c18b1b63fd another model to model_instance refactor
Remove arc information from bsp_info and move it to submodel_instance.  Add a model instance to each debris chunk to keep track of it.
2020-12-20 14:51:05 -05:00
Goober5000 efe2d8476a 1) it's no longer necessary to call model_clear_instance before collision detection
2) call appropriate functions in collision detection because models might have instances
2020-12-18 13:46:49 -05:00
Baezon c65ae50b81 version 1 of generic debris enhancements 2020-12-17 01:58:00 -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 c457f24d67 fix two more crashes 2020-12-15 19:46:12 -05:00
Baezon 76a1b557b9 review tweaks and copy paste errors 2020-11-20 12:02:13 -05:00
Baezon e203426230 missing warp_effect checks 2020-11-20 12:02:13 -05:00
Baezon aa8849f4e5 improved warp collision 2020-11-20 12:02:13 -05:00
Goober5000 b989492ef4 fix debris expiration
Fixes #2834, a bug where non-capital ships did not generate debris pieces from their hull.  It turns out this bug was introduced in #2416.  If the `DoesNotExpire` flag is substituted for the `lifeleft` variable , it should be done in all locations.
2020-10-28 19:35:50 -04:00
Goober5000 d7d986f920 a bit of cleanup, and we only need to run the soft limit check once 2020-08-29 00:28:05 -04:00
Goober5000 eefbc543a0 handle Hull_debris_list for dynamic debris
With dynamic debris, as soon as the Debris vector was reallocated it invalidated the `prev` and `next` pointers.  I figured out how to dispense with the actual list entirely, since we mainly need to know how many hull debris pieces there are and whether an individual piece is on the "list".

This is a follow-up to #2649.
2020-08-29 00:18:39 -04:00
Goober5000 1913d8cde2 add more debris sounds
Sounds for debris collision and explosion.
2020-08-28 12:50:40 -04:00
Goober5000 19922ebf77 put the monitor tracing statements in a better spot 2020-08-27 01:35:02 -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
Goober5000 06c6434d44 debris ambient sounds, optional ship sounds, begin collision sounds 2020-08-08 13:49:06 -04:00
Goober5000 f2ea3e24b1 use new script hook API 2020-07-30 12:18:52 -04:00
Goober5000 83d2ac8818 more complete scripting support for debris
Adds a hook for debris creation, and adds DoNotExpire and LifeLeft virtual variables for controlling debris removal.
2020-07-26 22:02:51 -04:00
Fabian Woltermann 1055d026f6 Make sure that large ship debris is correctly markes as not expiring 2020-05-27 18:20:45 +02:00
Fabian Woltermann 9907c98fe2 Fix unintentional behaviour change, add comment about the purpose of the Hull_debris_list 2020-05-26 21:11:55 +02:00
Fabian Woltermann 0c9bbe5223 Fix a bug in the debris deletion code introduced by the lab explosion feature commit. This also makes the debris code use the new flag system to mark debris pieces as nondeleteable instead of relying on a magic lifeleft value. 2020-05-26 16:55:45 +02:00
Fabian Woltermann f4f6e74456 Add new "Actions" window to the lab viewer and add a "Destroy Ship" action to make explosions happen 2020-05-07 21:35:25 +02:00
CasparKielwein b42fc2122a Cleanup in object collide code.
A bit of small cleanups in preparation of larger scale refactoring.

remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
2019-05-01 09:44:19 +02:00
CasparKielwein 969bfd0bdd remove unused functions in debris 2018-12-26 20:40:20 +01:00
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 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 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 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
Samuel Cho 347dca5e60 Renamed draw_list to a more descriptive model_draw_list. Removed unlit maps since those aren't needed anymore. Changed transforms in model_draw_list to use the transform_stack instead of using duplicate code. Removed some unused graphics code. Fixed scaling when using batched transforms. 2017-01-02 20:15:37 -08:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
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