Commit Graph
1704 Commits
Author SHA1 Message Date
Goober5000 15dc0aba77 improve huge_fire_info lookup
According to EatThePath's frame profiling, this one ship name lookup takes 2% of the frame time.  It can be easily optimized by making use of the ship registry.
2022-09-14 14:39:32 -04:00
wookieejedi d5eca2fab1 Auto Truncate default ship names (#4642)
* Auto Truncate default ship names

Previously, placing a ship that had a long class name might create a default name that was too long and thus trigger a buffer overflow assert.

Such behavior was confusing if someone was just placing things in FRED and not sure at all what happened or how to fix it.

This PR replaces the assert with code to auto truncate the ship class part of the name to ensure that the default name will fit into the designated size.

* change var name
2022-09-12 13:26:53 -04:00
Asteroth ef57ffc2f4 Add maneuvering thruster easing (#4623)
some thruster and comment clean up, and thruster easing
2022-09-09 18:36:04 -05:00
EatThePath bb232382cf Merge pull request #4528 from MageKing17/feature/default-shockwave-damage-types
Add default shockwave damage types functionality.
2022-09-09 09:53:30 -05:00
Asteroth cb7d117bdf Automatic thruster activation (#4617)
* automatic thruster activation and glide thruster activation

* finalizing tweaks

* fixes

* whoops
2022-09-07 18:36:37 +09:00
BMagnu 74ba7899fd Virtual / Modular POFs (#4590)
* Integrate Barebones Framework

* further integration

* Add brak in read

* Defer subsystem generation

* Unentangle pof parsing and subsystem info writing

* finalize modelreplace skeleton

* Begin submodel copying

* First prototype of modular pofs demonstratable

* Allow Submodel Renaming

* Add copy children and set offset

* properly handle depth

* Add header modification

* Fix issues with parsing

* Fix Warnings

* incorporate feedback

* de std-ify

* Incorporate Feedback 2

* Fix macro

* Remove ref

* Enhance error messages
2022-09-03 22:15:56 +09:00
naomimyselfandi 89dc0c66dc Allow assigning support ship per species (#4608)
* Allow assigning support ship per species

* Respond to PR feedback
2022-09-02 08:15:26 -04:00
Goober5000 ba82e4ef57 Merge pull request #4582 from Goober5000/model_translation
Model translation
2022-08-29 12:46:28 -04:00
Goober5000 41d2cdc82c Merge pull request #4569 from Goober5000/asteroid_debris_timestamps
convert some timestamps to the new system
2022-08-28 17:44:41 -04:00
Goober5000 5cf412aad8 implement stepped and regular translation as controlled by subsystems 2022-08-27 13:10:05 -04:00
Goober5000 19e407df62 convert some timestamps to the new system
Mostly debris and asteroid timestamps, but also arc timestamps for ships.
2022-08-25 21:40:18 -04:00
Goober5000 e67ea63121 use std::max 2022-08-25 21:36:40 -04:00
Goober5000 60540d2a57 floating-point followup
Floating-point comparisons are tricky beasts.  See this article for a good summary of the issues involved:
https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/

This PR improves support somewhat, although there are obviously situations in the code (such as comparisons to 0) that should still be addressed.  This PR makes the following improvements:
1) Tightens the threshold on `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` from 1e-16 and 1e-36 to FLT_EPSILON
2) Tightens the threshold for parsing `turn_time` in POFs
3) Restores the previous implementation of `fl_equal`
4) Adds a dedicated `IS_MOI_VEC_NULL` for moment of inertia values
5) Improves documentation

Follow-up to #4535 and #4443.
2022-08-25 21:36:40 -04:00
Goober5000 ba36ad69f5 add new hooks for each object type
Splits the existing On Death hook into independent hooks for each relevant type.  Adds On Ship Death, On Missile Death, etc.  Also adds On Missile Death Started to complement On Ship Death Started.
2022-08-21 20:53:04 -04:00
BMagnu 61197d4c12 Add SEXP to stop an animation after loop (#4566)
* Add Animation Instance Flags

* Add SEXP barebones

* Unify and simplify animation parsing

* Clean up animation calling and use new animationlist api

* Add missing break
2022-08-20 18:44:17 +09:00
BMagnu 967619ab09 Add options to selectively disable shadows (#4536)
* Add options to selectively disable shadows

* Encapsulate logic

* Add comment for new functions
2022-08-18 05:42:43 +09:00
kiloku f78f94c1f0 Merge branch 'master' of https://github.com/scp-fs2open/fs2open.github.com into aspect_immune_ship_flag 2022-08-13 19:33:18 -03:00
MageKing17 f2f4ade45e Automatically calculate length of flag name lists. (#4532)
`Ai_flag_names[]`, `Object_flag_names[]`, and `Ship_flag_names[]` all had an associated `#define` containing their length that had to manually be incremented whenever new flag names were added to the list. This commit instead makes the number of flags in the list be computed by simple `sizeof` division, so now adding a new entry just requires adding the entry, rather than remembering to bump a `#define`. Tested in FRED to make sure populating `OPF_SHIP_FLAG` entries still works.
2022-08-13 13:30:06 -04:00
Kiloku f767190ce8 Merge branch 'scp-fs2open:master' into aspect_immune_ship_flag 2022-08-13 12:30:04 +01:00
Goober5000 5f1ab9bfa8 Merge pull request #4442 from Goober5000/turret_barrel_fov
add ships.tbl override for turret fov
2022-08-12 21:28:49 -04:00
kiloku a90e95bb33 Merge branch 'aspect_immune_ship_flag' of https://github.com/Kiloku/fs2open.github.com into Kiloku-aspect_immune_ship_flag 2022-08-12 11:42:17 -03:00
Goober5000 dfeb15f8e5 more cleanup in preparation for model translation (#4443)
* more cleanup in preparation for model translation

1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing

* address feedback, plus a bit of extra cleanup
2022-08-11 08:17:17 -04:00
JohnAFernandez 7733f2b0bb Only check that ships have left the mission (#4511) 2022-08-11 08:16:08 -04:00
Goober5000 ed1bce988f only attenuate a persistent sound by engine strength if it's an engine sound (#4506)
Previously the persistent object sound management code would attenuate all script-assigned sounds by engine strength, and would not play them at all if the engine was off.  This fixes the code to only apply that logic if the sound is in fact and engine sound.
2022-08-09 10:32:58 -04:00
MageKing17 372f96cfc0 Const-correctness for damage_type_add() and damage_type_get_idx().
Neither of these modify their input, so the argument not being `const` was just stopping `const` strings from being used as input.
2022-08-06 23:04:01 -07:00
the-maddin ed16a81e37 GCC12 warning array compare
not comparing ship_info name addresses, but
ship_info argument address with address of
iterator element.
2022-07-01 00:59:57 +02:00
wookieejedi f280f11824 Fix AI Goal Display Strings (#4451)
* Fix AI Goal Display Strings

Okay so previously, if a target goal was not valid the code was
`strcpy(outbuf, XSTR("no orders", 495)); `

but then it was changed to
`outbuf += XSTR("no orders", 495);`

So it would instead append the "no orders" instead of properly replace the whole string. Looks just like a copy and paster oversight, since all the other text appends the name of the target with the order.

This PR correctly replaces, rather than appends that text. Fixes #4345

* appease clang

* use more simple =
2022-06-28 09:33:29 -04:00
Goober5000 abb81c6eaa add ships.tbl override for turret fov
Add `$Turret Barrel FOV:` option for turrets in ships.tbl, as requested by CP5670.
2022-06-25 18:42:50 -04:00
wookieejedi 2beaa886ca Fixes Team Colors not working with show-ship (#4436)
Updates the `show-ship` function to account for team colors. Also, cleans up the function a bit. Tested and works as expected. Fixes #4435
2022-06-24 22:06:13 -04:00
Goober5000 1b563360ed Merge pull request #4401 from Goober5000/add_isActive_checks
add isActive checks for new-style script hooks
2022-06-16 19:42:36 -04:00
John Fernandez 01331436c9 Fix the standalone ship being added to ship list
While it may seem counterintuitive, we have to keep the standalone bogus ship from being added to the ship list so that we don't have to exclude it from all the places it could cause crashes or mysterious AI behaviors.  Both were being observed, and this should fix them.
2022-06-13 21:39:03 -04:00
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
wookieejedi e6956b1b4c Fix FRED Crash with Team Colors (#4379)
`p_objp` uses cannot be used if FRED is running, and this PR adds that check to the updated team color fixes from #4207.

Fixes #4374
2022-06-10 08:32:29 -04:00
Goober5000 3a4794305f Convert some Lua hooks to the new style to add documentation
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.

This is an updated version of #3151 to work with the latest codebase.

NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
2022-06-05 16:38:03 -04:00
Goober5000 e3ad6664e0 Cached subsystem indexing (#4316)
* 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
2022-06-05 08:44:54 -05:00
JohnAFernandez 88c788a7b4 Interpolation Overhaul
Add files to partition interpolation code, base interpolation timing on Missiontime on remote instance vs. Mission time on the local instance.
2022-06-04 12:55:13 -04:00
kiloku aecc626634 Add new ship flag Aspect_immune which stops ships from being locked onto by aspect seeking weapons 2022-06-04 12:54:16 -03:00
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