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.
* 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
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.
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()`.
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.
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.
* 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
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.
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.
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.
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.
* 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
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.
* 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
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.
* 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)
* 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
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`.
* 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
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()`
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.