Commit Graph
1181 Commits
Author SHA1 Message Date
Taylor Richards 552f9990d9 remove support for memory mapped files (#6748)
FSO doesn't appear to use this any longer. And even when it was enabled the
requirements made it largely useless anyway. Removing to clean up cfile a
bit and so we don't have to keep maintaining it.
2025-06-05 17:53:13 -04:00
Kestrellius 3cf3aa9ecd Launch curves followup (#6742)
* this went very badly

* fix burst mult bug

* increment multi

* fix uninitialized variable

* fixes

* further fixes

* concision
2025-06-04 07:07:14 -04:00
BMagnu b3a1b8fc62 Get cross-compilation working again. (#6652)
* Get cross-compilation working again.

* Improve user handling
2025-06-02 00:48:54 +02:00
Kestrellius 66d9335dab Weapon launch curves (#6732)
* it's broken and i don't like it

* it's fixed and i approve

* add multi support maybe

* appease clang

* appease clang ii: electric boogaloo

* const refs

* increment multi version
2025-05-27 00:48:40 +02:00
Goober5000 ceee045b35 coverity: move instead of copy 2025-05-10 01:15:46 -04:00
Goober5000 44cdb29135 some refinement of shield quadrants
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`.  Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength).  Finally add some C++ casts and move some checks to better places.
2025-03-08 01:10:59 -05:00
Goober5000 343d9a36d4 std::unique_ptr refactoring
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes.  This makes the code more robust and increases memory safety.  This also allows several string variables to be consolidated in the ship class and weapon class script APIs.

Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
2025-03-04 22:52:53 -05:00
Goober5000 4797ce55a2 use vm_vector_2_matrix_norm on normalized vectors
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors.  Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
2025-03-02 23:07:09 -05:00
wookieejedi 0cb01f50ca Fix changes to Options not properly discarding when escape key pressed (#6597) 2025-02-22 20:55:01 -05:00
Goober5000 fa10f8e8eb tweak object model/instance convenience functions
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
2025-01-16 01:10:53 -05:00
Mike Nelson 4dfaa85b6f Default settings tbl (#6491)
* initial version of default_settings.tbl

* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl

* support the rest of 2d.cpp options

* Allow enforcing options to a specific value

* modernize detail defaults, levels, and values

* Fix parsing issue and remove lambda capture by reference

* fix print

* clang

* More efficient +Enforce parsing

* cleanup

* typo

* don't negate this

* error_display

* clarify language between presets, levels, and values

* add default case

* small fix

* use a map to minimize string lookups
2025-01-12 11:29:11 -05:00
Goober5000 c38882a51e refactor AI_GOAL_* #defines into enums, and remove bitwise operations on them [non-FRED] 2025-01-02 14:05:21 -05:00
Goober5000 bcdcba7b8f default the connection speed to Fast even if it has been set to None
A connection speed of "None" is really just the default used by launchers if the user hasn't explicitly set the speed yet.  Additionally, `CONNECTION_SPEED_NONE` isn't really used by the engine except for error checking.  So, fall back to the default connection speed even when the speed has been set to "None".

Follow-up to #6402.
2024-12-08 23:34:58 -05:00
BMagnu 68f3fa6d8c Actually compile with proper optimizations in a release build. (#6336)
* Change optimization to O3 and enable LTO

* Remove ODR violations

# Conflicts:
#	code/menuui/playermenu.cpp
#	code/osapi/osregistry.cpp

* Fix uninitialized structs

* Remove negative alloc warning

* O3 for mac

* Remove GCC13 warnings

* Fix warning

* Properly fix weapon alloc size

* Try to placate GCC9's Psnet_socket estimation

* remove warnin

* Fix safe fd set check
2024-11-25 20:10:38 +01:00
Goober5000 524ecbe826 handle clang warnings 2024-11-07 23:33:13 -05:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
Goober5000 89605651ca Merge pull request #6359 from Goober5000/waypoint_pointer_to_index
replace waypoint pointers with waypoint indexes
2024-11-04 13:37:20 -05:00
Goober5000 37a24b2a14 handle connection speed in a user-friendly way
1. Use a sensible default for the connection speed
2. Remove the `Psnet_connection` variable which is now obsolete: "its only purpose now is to change the default object update value for a player if it's set to dialup, and that's easily done in-game already"

The "You must define your connection speed" popup will now no longer appear unless it has been explicitly set to an invalid value.

Applies recommendations from, and fixes, #6402.
2024-11-03 23:09:32 -05:00
Goober5000 385bf49b39 replace waypoint pointers with waypoint indexes
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame.  Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.

Fixes #6353.
2024-09-21 01:00:24 -04:00
Goober5000 12784be019 use new isFinite() in several existing expressions 2024-08-26 15:11:15 -04:00
Taylor Richards 1b855044c7 fix data length bug in PXO hole punch packet (#6195)
The header length from the tracker is 1 byte larger than the size calculated
by the client due to psnet removing that byte internally. The header length
is adjusted to compensate for this, but only *after* the deserialization
process, so we have to use the received packet size instead.
2024-06-18 20:39:43 +00:00
John Fernandez a390b5a01a Generalize linear interpolation (#5003)
* Remove old interpolate angles quick

* Remove old interpolate functions

These are no longer used.

* Add linear interpolate vm function

More clearing functions

* Add physics snapshot struct to silo interpolation

Two of these two functions require an object pointer, so they cannot be in physics_state.cpp

With doxygen documentation

* Try to placate Linux

* Address Feedback

* And update declaration, of course

* Attempt to appease linter
2024-06-18 20:10:01 +02:00
Taylor Richards 3f9ec121ae add support for PXO's UDP hole punch feature
Should allow for most games, even those behind CG-NAT, to work without having
to set up port forwarding. This set of changes is only needed for game servers
to work with the new feature. No special handling is required for clients, so
any build from the last few years should work for them.
2024-06-16 01:58:47 -04:00
Goober5000 64c17f4830 fix compilation warnings
Fixes the few remaining compilation warnings in the current codebase.  Also adds comments to the various casting macros for clarity.
2024-06-03 22:19:29 -04:00
BMagnu 01bb406b3d Allow overriding low-level keypresses (#6174)
* Clean unneeded properties

* properly queue-ify keys

* Refactor key checking to use functions instead of globals

* Update hooks and cache checked-against key

* Documentation and Naming

* match tilde

* only remove control not debug
2024-05-31 14:53:39 +02:00
Goober5000 26c4ea1057 fix fighter beam FOV calculation
Remarkable that we're still finding bugs in fighter beams after 20 years...

Since field-of-fire angles are specified in degrees, and `cosf` accepts radians, the angle needs to be converted (and then halved, per usage elsewhere).  Although this is a bugfix, this should technically not affect fighter beam behavior because fighter beams always fire down their normals.
2024-04-18 14:39:37 -04:00
Mike Nelson e63383d324 Ingame prejoin API (#6099)
* ingame prejoin api

* fix type mismatch

* return boolean here

* address feedback
2024-04-17 17:48:57 +00:00
Mike Nelson 7ae8c79dea Team Loadout API for SCPUI (#6096)
* team loadout methods

* documentation

* address feedback

* better assertions
2024-04-17 13:24:27 -04:00
Mike Nelson 002783ce7c miscellaneous methods needed (#6090) 2024-04-17 12:48:27 -04:00
Mike Nelson ecb9fae3c4 check if inputbox is valid (#6092) 2024-04-11 17:49:25 -04:00
Taylor Richards f288ef7101 fix issues with get_text() and set_text() for INPUTBOX (#6089) 2024-04-08 19:19:03 -04:00
Mike Nelson 6b1d9304ed Multi general api (#6078) 2024-04-07 16:45:51 -04:00
Mike Nelson 66ec2c8154 multi dogfight debrief api (#6084) 2024-04-07 16:48:23 +00:00
Mike Nelson e3918a14f2 API for the Multi Pause UI (#6083) 2024-04-07 12:28:24 -04:00
Mike Nelson 052b4b29e9 Multi sync API (#6077)
* multi host settings ui initial setup

(cherry picked from commit bcb31c327653329e62e4430815fe1e981751f9dc)

* Finish the rest of the API

* include enums

* set these

* Close game needed

* Handle accepting the host setup

* Don't need to be master to set these and add ways to check master and self

* add client ui to this PR because

* Allow getting the player state string

* Multi sync api methods

* unused variables

* Fix state checking

(cherry picked from commit fcde973cdf)

* typo

* address feedback

(cherry picked from commit ecb33e7cc6)
2024-04-02 17:34:06 +00:00
Mike Nelson ea8e356b63 Multi Start Game UI API (#6068)
* methods for the Multi Start Game UI API

* missed a comma

* properly close the session

* name instead of password
2024-04-02 16:56:56 +00:00
Mike Nelson 9bba53c3e8 Multi Join API (#6059)
* methods required for the multi join ui api

* Move color setting because the API doesn't need it either
2024-04-02 12:19:20 -04:00
John Fernandez c08a669c2e Merge branch 'scp-fs2open:master' into Fix-Coverity-Time-T-issues 2024-03-22 11:51:27 -04:00
Mike Nelson 2e34c29215 Scpui multi pxo api (#5845)
* multi pxo api

(cherry picked from commit 9af26da728a19b9d6c890968a314e8e56ecc1ddf)

* multi pxo help api

(cherry picked from commit f4df704576ddb648e9c486907b07ae172c859feb)

* minor fixes

* not extern

* break out chat message data into a table

* address some feedback

* return empty strings if not in multi

* use GetChannelByUser() instead

* once more with feeling

* correct documentation
2024-03-13 15:23:44 -04:00
Goober5000 45a434a60a some parse upgrades
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions.  Refactor calling code to use registry as appropriate.  Remove an unused overload of `mission_parse_get_parse_object`.
2024-03-12 14:30:07 -04:00
John Fernandez b3cd35258c Merge pull request #5849 from MjnMixael/listify_active_games
Make Active_games_head an SCP_list
2024-03-03 11:01:55 -05:00
Mike Nelson 9c521d04d8 Retail ingame options (#5895)
* Create the ingame options game state

* Base working version of in-game options

* Cleanup + Optimization

* Localization pass

* more cleanup + documentation

* tooltips on option hover

* documentation and better inbounds check

* match case

* format strings instead of direct strings

* unused parameter

* address feedback

* localization id conflict with master

* Add this line back in

* pass the new option flags as well

* resolve xstr id conflict
2024-02-27 13:09:34 -05:00
mjn-mixael 8dfeca4ac3 address feedback 2024-02-26 22:30:59 -06:00
mjn-mixael bb4898cb04 assertion error 2024-02-26 22:30:59 -06:00
mjn-mixael 6e38656658 Convert Active_games_head to an SCP_list to prepare for the SCPUI API 2024-02-26 22:30:59 -06:00
Goober5000 30cabc4174 fix FRED's "new object type" popup
1. Fix the item ID indexing on the popup submenus and make sure they correspond with the ship dropdown menu
2. Remove the "player start" popup menu option as it has very limited utility and was already removed in qtFRED
3. Reduce a bunch of casts by using more appropriate popup menu types
4. Actually place an object in the mission when one is chosen from the popup menu

Also:
1. Remove the `Default_player_model` variable as its use is redundant
2. Remove unused arguments of `create_player()`
2024-02-08 03:26:25 -05:00
John Fernandez 8421d8d8e6 Adjust conversion specifiers 2023-12-20 16:14:55 -05:00
John Fernandez 3124c55642 Change various varibales to time_t
These variables were previously int's or uint's
2023-12-20 16:06:49 -05:00
JohnAFernandez 252392b26a Merge pull request #5865 from MjnMixael/scpui_multi_options
Scpui multi options
2023-12-11 11:54:53 -05:00
Goober5000 6e9b31cb5a replace pointers with indexes in ship registry and oswpt
This refactors the ship registry and the OSWPT struct to store data as indexes rather than pointers.  This is a prerequisite for making these collections dynamic in the future.  See also #5800.
2023-12-08 19:45:58 -05:00