Commit Graph
1667 Commits
Author SHA1 Message Date
Goober5000 39d9251e2c Merge pull request #4286 from Goober5000/timestamp_since
add timestamp_since
2022-05-28 16:35:28 -04:00
Goober5000 d6c4fb8e53 fix NAME_LENGTH discrepancy
The ship creation code had an off-by-one error while checking the maximum length.  Fixes #4297.
2022-05-27 22:24:45 -04:00
Goober5000 e473ff011c add timestamp_since
Add `timestamp_since()` and modify a few places that use `timestamp_until()`.
2022-05-18 22:24:20 -04:00
BMagnu 5c4be3d392 LuaAI (#4198)
* Basic LuaAI

* LuaAI Player Order Support

* Add Player Order Target Restricts

* Fix init order

* Add AI helper API

* Fix subcategory stuff

* Fix Compiler Warnings

* Remove AI Mode switch Int3's

* Fix Lua docs

* Compiler warnings 2

* Clang Tidy

* Incorporate Feedback

* Incorporate Feedback 2

* Incorporate Feedback 3

* Incorporate Feedback 4

* Clang Tidy
2022-05-16 18:36:34 +09:00
JohnAFernandez 1acd763e4d Limit all MP client collisions to prevent bugs (#4209)
Players are still affected by collisions locally, but other ships will literally pass through each other until updated by the server.  A timestamp controls the frequency of collisions with the player ship.
2022-05-11 19:11:09 -07:00
Goober5000 b29f183aee assign cues when a ship is ship-created
Assign locked-* cues when a ship is created so that their arrival and departure cues are not -1.  Supersedes PR #4248.
2022-05-08 23:15:33 -04:00
wookieejedi fff19927e7 Add Subsystem Flag to Hide Turrets from Ship Loadout Stats (#4235)
* Add Subsystem Flag to Hide Turrets from Ship Loadout Stats

The statistics summary window in the ship loadout editor shows various aspects and stats of the selected ship. These can be toggled and customized through the ships table, but one line is actually autogenerated, `+Turrets`. This is unideal for certain ships, especially those which use turrets on ships in non-standard ways (for example having an AI controlled turret which shoots bombs). In these cases, the turrets are not actual turrets, and it is confusing for players seeing that there is a turret on the ship in the loadout editor. (I can give more detailed examples using FotG if needed).

This PR adds a subsystem flag which allows the modders to hide a turret subsystem so it is not counted in the auto generation of the `Turrets` summary line. (As a slight cleanup I also removed cleaned up the whitespace formatting on a nearby, but unrelated line).

* sync names

* fix renaming
2022-05-01 17:10:56 -04:00
Goober5000 3a322edbcf Merge pull request #4224 from MageKing17/feature/unlimited-ship-flags
Allow an unlimited number of ship flags to be parsed at once.
2022-04-30 14:17:08 -04:00
Goober5000 69e0f66d4b fix up conditions for script hooks
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.

Fixes #3874.
2022-04-29 22:37:30 -04:00
BMagnu 3aa6cd8a87 Add cockpit FoV (#4220)
* Add cockpit FoV

* Add override documentation for SEXP
2022-04-29 03:45:18 +09:00
MageKing17 95a0e2f17c Allow an unlimited number of ship flags to be parsed at once.
For some reason, ship flag parsing was still using a fixed-size array instead of a vector, limiting it to 20 flags parsed in a single entry. Since there wasn't really a reason to do that (it was basically parsing to a vector anyway, then resizing it down to the limit, then stuffing the C-strings into the array), I changed it to a vector.
2022-04-26 21:58:21 -07:00
MageKing17 84ea99c371 Always record primary bank ammo capacity during ship creation. (#4217)
`ship_set_default_weapons()` (which is called by `ship_create()`) was only setting `swp->primary_bank_capacity` for a bank if the default weapon for that bank was ballistic; if the ship was then equipped with an ammo-using primary and the `set-primary-ammo` SEXP was used on it, it would think the bank had a capacity of zero, resulting in 0 ammo.

This commit simply moves the assignment outside of the conditional, so that primary bank capacities are always recorded in the `ship_weapon` class.
2022-04-25 19:25:31 +00:00
wookieejedi 30ae011d10 Fix Texture Replace and Team Colors with Ship Changes (#4207)
* Fix Texture Replace with Ship Changes

Tabled `$Texture Replace` did not work on ships where the class is changed in the loadout or with the `change-ship-class` sexp. This was because the replacement textures only were loaded during mission parse, and the `change_ship_type` did not account for loading new textures from ship classes that were not in the initial mission parse. Part of the bug was also that the code that updates texture replacements was after the texture page-in section of `change_ship_type`.

This PR fixes that bug by properly loading the textures in when the ship class changes. It also moves the code to within the `ship_model_change` function (which is only used in the `change_ship_type` function) so that the texture loading happens correctly before texture page in.

* fix accidental whitespace changes

* fix comment

* also fix team colors

* comment spelling fix

* appease clang

* properly clear replace textures between ship changes
2022-04-24 18:58:44 -07:00
Kiloku dca2ae715f Add a ship flag to allow the firing fail sound to play with locked primaries (#4203)
* Add a flag to allow the firing fail sound to play with locked primaries

* Adds an equivalent flag for Secondaries

* Make the flags accessible to FRED

* Fix whitespace mistakes

* Yet another whitespace fix

* Move primary fail sound flag check up to avoid wasting processing with unused shots

* Move secondary locked check up to avoid doing unnecessary checks
2022-04-24 13:09:50 -04:00
MageKing17 7184fbe781 Delay processing "$Player Weapon Precedence:" until after parsing. (#4201)
The `stuff_int_list()` call converts the weapon names into the appropriate index into the `Weapon_info` array; however, in `weapon_do_post_parse()`, we call `weapon_sort_by_type()`, which reorders the array; this makes these indices potentially point to the wrong weapon. Additionally, there's no protection against someone `+remove`ing one of the weapons in the list in a later TBM.

This commit makes it so we instead store the names into a vector of strings, then convert them into indices after `weapon_sort_by_type()` has already been called. Additionally, `Player_weapon_precedence` is changed from a fixed-size array to a vector, since it's usually not as long as `MAX_WEAPON_TYPES`.

Fixes #4199.
2022-04-23 14:55:36 -07:00
Goober5000 0d982ecf52 prevent crashes in the event of a subsystem mismatch
Set the subsystem name pointers to nullptr so that we don't try to free random memory.  Also set the subsystem percentages to 0 for consistency.
2022-04-11 20:08:54 -04:00
EatThePath e577e8db81 lua ship.checkVisibility mimicing sexp ship-is-visible (#4132)
* Implemented ship.checkVisibility for luaAPI, sharing logic with sexp isVisible. Made new function for the shared functionality

* Fixed a viewer-viewed mixup
2022-04-04 10:38:56 +09:00
Goober5000 15ab1c9afe fix a few bugs with display names
1) If a ship has its regular name change, clear the display name
2) When placing ships in FRED, truncate the ship name, if necessary, before creating the default name
2022-03-23 23:32:31 -04:00
Goober5000 237787c256 add some new scan features
1. Add custom scan times per subsystem
2. Add scanning time and range multipliers for player ships

Resolves #4027
2022-02-18 22:39:04 -05:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Goober5000 f0371cdb0c clean up model point/dir/normal/orient functions
Consolidated these functions and replaced the `find_submodel_point_*` functions with their closest `world_find_` counterparts.  (One of those functions may not have actually worked correctly.)  Also use the correct coordinate logic when returning normals from collision info in scripting.

Related to #3985 although not yet a fix for it.
2022-02-14 23:46:43 -05:00
Goober5000 39213b9d75 Merge pull request #3979 from Goober5000/model_translation_phase_1
refactoring in preparation for model translation
2022-01-30 13:47:59 -05:00
BMagnu 79be6bb32d Fix edge case for turret lookup with template and display name (#3981) 2022-01-30 13:14:33 -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 7674474bb9 make clang happy, and anticipate a potential problem in the collision code 2022-01-28 01:05:42 -05:00
Goober5000 68fc947832 replicate submodels that aren't associated with subsystems
There are a few related improvements here:

1) Add a new function for iterating over the submodel hierarchy
2) Add a counterpart to the `subobj_num` field so that a submodel can refer to its ship_info subsystem
3) Update `ship_model_replicate_submodels` to replicate all movable submodels, even the ones that aren't associated with subsystems

Fixes #3967
2022-01-28 00:09:13 -05:00
BMagnu dc6cd40541 Clean up Player_orders (#3918)
* 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
2022-01-22 22:09:49 +09:00
Goober5000 6db1accdb8 remove this because it is handled elsewhere, and because ships can have this flag without serving this role 2022-01-19 19:32:25 -05:00
Goober5000 32e1194575 change int to bool 2022-01-19 01:35:32 -05:00
EatThePath baa696f643 Fix first person glows (#3882)
* Split glow current brightness calculation into a new function for reuse and clarity

* Readability cleanup pass on model_render_get_point_activation

* created a new code path to add the lights for the player's ships' glowpoints without rendering their sprites.

* cleaning up unused args from new glowpoint functions

* cleanup redundant externs

* Documentation and naming pass
2022-01-16 14:26:56 -05:00
BMagnu dd7bd1fb72 Animation Rework, Phase 4: Moveables (#3904)
* Add C++11 std::any implementation

* Add basic moveable functionality

* Add rotation moveable

* Revise Segment Parsing Register

Because apparently, the linker and I disagree on which symbols should be discarded when linked into the final application...

* Fix small problems

* Address feedback

* Address feedback 2
2022-01-12 14:54:28 +09:00
Taylor Richards 9ede53b406 fix memory leak when reallocating ship subsystems 2021-12-27 17:25:50 -05:00
Asteroth 7bec61f195 Make secondaries use $energy consumed (#3847)
* secondaries can consume energy, and only flash energy bar if depleted energy

* tweaks

* fix weird spacing
2021-12-26 13:25:31 -05:00
Joshua Glatt 6afb6226ea Clarify logging when loading thruster textures as static images (#3839) 2021-12-22 18:58:20 -08:00
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
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* Refactor submodel handling by animation code

* Add Animation Flags

* Add Codeowner for animations

* Add new Animation Table

* Time Fix

* Weapon Launched trigger + bugfixes

* cleanup rebase artifact

* Add WeaponFired triggers

* Table deprec

* Allow multiple animations on the same trigger

* Add Translation segment

* Integrate new Animation workflow

* Small Fixes

* Submodel not found safety

* Add Pause

* Also allow dockport name

* Update Animation SEXP/Scripting + fix change ship class issue

* Multi fix + disable old animation sexp

* Weapon Scripting Function

* Fix bugs and replace bind

* Add onspawn trigger type

* Fix issue on ship death

* Fix Absolute Rotation

* Fix erroneous application of animation, add random start phase

* Disable Translation

* Fix Clang

* Incorporate feedback

* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
Goober5000 d634ce6b62 Merge pull request #3786 from Goober5000/submodel_turn_accel
refactor submodel flags and add $rotate_accel
2021-11-17 22:16:25 -05:00
Goober5000 9d6eec939c refactor submodel flags and add $rotate_accel
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified

Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
2021-11-17 21:45:01 -05:00
Asteroth 98749e19b3 add flag for toggling ship passive lightning (#3772) 2021-11-16 14:18:26 -05:00
Asteroth b625e36858 add destroy-instantly-with-debris (#3752) 2021-11-08 11:06:34 -05:00
Goober5000 a25363e564 address feedback 2021-10-31 17:55:33 -04:00
Goober5000 71be5b7b80 make gamesnd a little more robust
a) add a new method gamesnd_game_sound_exists
b) add script support for this new method
c) use this method when checking for existence of ballistic rearming sounds
d) prevent "empty" and "none" sounds from triggering warnings
2021-10-31 17:55:33 -04:00
Asteroth 375e1caca9 Remove 'stream' weapon handling (#3720)
* remove stream handling

* unused variable

* turn stream' into an unused flag

* yes really whitespace changes just for clang tidy
2021-10-22 16:15:56 +09:00
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
Asteroth f91a5bfd00 Add +arrival rvec for ship bays (#3698)
* add ship bay arrival rvec

* unused variables

* add profile flag

* add corresponding departure flag

* revert accidental changes

* fix fallout from visual studio's dumb 'rename' feature

* swap parsing of departure and arrival rvec
2021-10-15 16:48:56 -04:00
Goober5000 754fcb3467 upgrade the replace-texture sexp
This PR allows the sexp to replace textures with "invisible" as well as to use animated textures.
2021-10-15 00:51:09 -04:00
Goober5000 8a449eb8ec Merge pull request #3713 from Goober5000/submodel_rotate_reorg
reorganize submodel rotation
2021-10-10 14:10:19 -04:00
Asteroth 0f06bf279a Add velocity inheritance for particle effects (#3691)
* implement velocity inheritance for particles

* add vel inherit for single effects

* appease clang

* review feedback
2021-10-10 13:37:31 -04:00
Kiloku 0548b2fa2f Custom data in tables, tackling #3699 (#3707)
* Add custom data to ship tables

* add index check to shipclass.cpp

* fix hasCustomData name to use the proper casing

* Add custom data to weapon tables

* Add validity checks and remove superfluous empty check

* Attempt to appease clang-tidy

* Use F_RAW as recommended by @BMagnu

* Creates a function to parse maps and uses it in ship.cpp and weapons.cpp

* another attempt to appease clang-tidy

* Remove superfluous using

* Small style and grammar fixes

* Accidentally forgot this change. Rename 'delimiter' to 'end_marker'
2021-10-10 18:26:54 +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