1) Restore original behavior where function would exit after one error check (for consistency)
2) Exclude player ships from the check for ships in a wing sharing the same orders
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
1) Fixes the ship and wing dialog resizing for both sexp help and arrival/departure cues
2) Restores the sexp help in the Mission Goals dialog, which had been broken since the mini-help-box was added
* Merge all three comm_order arrays
Were Comm_orders, Sexp_comm_orders, and Player_orders. Now all Player_orders.
* Fix Warnings
* Fix erroneous order warning
* Update Int3 into a warning
* Fix missing location for warning
1) Sync formatting of each place SEXP errors are reported
2) Add error location (event or goal) if possible when mission is loaded
Note that the two FRED error dialogs already indicate the event or goal.
* Allow Fred to Edit and Allow Command briefs in FRED
They are currently allowed in the game, but not being allowed in Fred was an oversight of mine.
* Allow Command brief saving in qtFRED
* Keep ships that we are centered on from moving
This prevents NAN from appearing from obscure vector math somewhere in the depths of fred.
* Also fix movement of centered objects in qtFRED
Awhile back, the get_operator_const and get_operator_index functions were enhanced to cache the result of the operator lookup. But this only works when called on the node itself, not the text. So let's call these functions on the node whenever possible.
According to the CreateProcess() documentation, passing NULL in the eighth argument starts a process in the same directory as the original process, which is what we're trying to do.
Please note this is a Windows only solution, and cannot be ported to QTFred
Addresses 1775, already tested on Release and Debug
Travis CI recently added support for running builds in Windows. This
adds support for testing compilation on Windows using that feature.
The newer version of Visual Studio and MinGW required some code changes
and an update of Google Test which is included in this commit.
This adds a new AI goal which is equivalent to play-dead except that it "sticks". It doesn't clear the goal list
so it will continue playing dead until the goal is removed or another goal with a higher priority is added.
Now that BMPMAN dynamically allocates the bm_bitmaps array, and deallocates it in bm_close(), which is explicitly called by gr_close(), FRED generates an exception on close because of trying to release bitmap handles after bm_bitmaps has been deallocated and set to null. This is because gr_close() is called by CFREDView::OnDestroy(), but the mission textures aren't fully paged out until CMainFrame::OnClose() (well, technically, CMainFrame::OnClose() calls CFrameWnd::OnClose(), which calls CWinApp::CloseAllDocuments(), which calls CDocManager::CloseAllDocuments(), which calls CDocTemplate::CloseAllDocuments(), which calls CDocument::OnCloseDocument(), which calls CFREDDoc::DeleteContents(), which calls CFREDDoc::editor_init_mission(), which calls reset_mission(), which calls clear_mission(), which calls model_free_all(), which calls model_instance_free_all(), which calls model_unload() for every model, which calls model_page_out_textures(), which *finally* calls the crashing bm_release()). This commit moves the gr_close() call to CMainFrame::OnClose(), *after* it calls CFrameWnd::OnClose(), which avoids the exception as bm_bitmaps is still intact long enough for those final textures to be freed from it.
This allows to show the debug output in a second window in real time.
This system could be expanded further to allow more interactivity but
the current status is good enough.
While it isn't strictly necessary since the Windows drivers typically
support the features we need it's still the better solution.
It also allows WINE to run FRED2 on Linux since there the code profile
is actually needed.
This is not technically correct since the FRED code is not able to
create an OpenGL Core context but since FRED is Windows only it's not a
problem because those drivers usually support the Core profile features
in the Compatibility profile.
For some reason, FRED has some code that checks a checksum and if it
doesn't match it exits after a certain time with an obscure error
message. It doesn't affect us since the checksum is always right but it
was probably some kind of DRM at some point.
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.
This allows to use a different method of creating and managing the
OpenGL context. This is needed of wxFRED where the OpenGL context is
created by wxWidgets. This will probably also fix#753 since it uses the
old wgl based method of creating an OpenGL context in FRED.
The documentation says that the SDL OpenGL attributes need to be
initialized before a window is created. These changes implement that by
moving the actual SD_Window creation inside the OpenGL setup. FRED only
sets the native window handle to the correct HWND and gropengl uses
that.