Commit Graph
44 Commits
Author SHA1 Message Date
asarium a815c0247c Add scripting features for barracks libRocket UI
This mostly adds the scripting features required for accessing the
various internal variables required for the barracks screen.
2018-09-27 11:45:09 +02:00
asarium 88115c7703 Fix clang-tidy issues 2018-09-26 19:15:42 +02:00
asarium 8dba6770ae Convert ade argument setting to variadic templates
Same as with argument getting, this preserves the type information and
makes the system generally much safer.
2018-09-26 19:15:42 +02:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00
Fabian Woltermann 88b0dba208 Merge pull request #1466 from asarium/feature/libRocket
Add new libRocket UI system
2018-09-16 15:20:34 +02:00
asarium 7173299ca7 Add new libRocket UI system
This new system allows to create a user interface that goes beyond the
existing UI system.
2018-09-16 13:55:29 +02:00
Goober5000 46e8e735b6 more complaining by clang-tidy 2018-09-16 00:31:58 -04:00
Goober5000 5303440dfb add reset-post-effects sexp
Nobody ever thought to add a reset-post-effects SEXP to complement set-post-effects, so this remedies that.  Also, a few minor edits were made to the scripting documentation.
2018-09-14 21:54:35 -04:00
Goober5000 0b547d971e make sure getMissionFilename never has a .fs2 extension 2018-08-18 01:52:48 -04:00
Goober5000 5840ca84d6 make sure getMissionFilename has a .fs2 extension 2018-08-17 16:47:51 -04:00
asarium 48b1e3f289 Add support for looping movies
This adds a playback property for making the movie loop to the start
when the end is reached. The way this is done is by simply keeping the
decoder running even if the end of the movie is reached. Then the movie
is reset to the beginning and decoding continues. The player detects
this reset by examining the frame times which keeps the playback
constant.

This also includes support for this in the movie scripting API.
2018-07-30 18:10:48 +02:00
Fabian Woltermann 7cd17205b5 Merge pull request #1785 from asarium/feature/soundHandleIds
Use strongly typed handles for sound handles
2018-07-27 15:04:02 +02:00
asarium 7924c66d37 Add function for listing files from CFile
This is basically a wrapper around cf_get_file_list which returns the
results in a table.
2018-07-22 11:47:33 +02:00
asarium 3106191cea Rename Mission_text to something better
The variable is now used by a lot of other things so it makes sense to
rename it to something that better describes what it is used for.
2018-07-22 11:47:33 +02:00
asarium 8c4ec9b91c Add scripting API for accessing parsing system
This allows scripts to use the same parsing functions which are also
used by the engine for parsing tables.
2018-07-22 11:47:33 +02:00
asarium 2ded9aa35d Format changes with clang-format 2018-07-16 10:21:52 +02:00
asarium ad54f588bb Use strongly typed handles for sound handles
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
2018-07-16 10:21:52 +02:00
asarium 06a21a0f9b Add scripting API for displaying movie files
This adds an API for the scripting system which allows it to load and
display movie files using the standard movie player code which includes
multi-threaded frame decoding.
2018-07-13 21:54:41 +02:00
asarium e761d8a8e9 Fix bounds check and string->int conversion in lua ship classes API
The bounds check was not correct for 1-based indices. I moved the
Lua->C++ index conversion before the bounds check so that it makes
more sense.
Also, atoi isn't a reliable way for converting a string to an integer.
2018-07-09 10:32:08 +02:00
Fabian Woltermann 07a15286b4 Merge pull request #1777 from asarium/feature/soundIds
Use strongly-typed handles for sound entries
2018-07-07 14:21:44 +02:00
MageKing17 aed44067df Lua's createShip() function now checks for a valid ship class.
Ideally it wouldn't be an optional argument at all, but that would break backwards-compatibility, so instead it'll just return an invalid ship handle instead of calling ship_create() with a class of -1. In addition, the Assert from ship_create() meant to guard against invalid ship_type values is now an Assertion that actually says what the invalid value of ship_type was, to make future debugging easier.
2018-07-06 19:25:31 -07:00
asarium 90aeb3651c Fix inconsistency in Lua background API documenation
The Lua type for matrices is called orientation instead of matrix.
2018-07-06 16:06:25 +02:00
asarium 9dfb8faea3 Use strongly-typed handles for sound entries
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.

I already found a few mistakes with these changes which I also fixed
here.
2018-07-03 10:43:10 +02:00
asarium f63e18957b Add scripting API for manipulating mission background
This adds a scripting API which can be used for adding and removing
background from a mission similarly to the existing SEXPs but with full
support for floating point numbers.

This was requested by Axem on Discord.
2018-06-30 23:22:07 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium e28ebc2a6c Enable and fix misc-suspicious-string-compare check 2018-04-25 11:13:19 +02:00
m!m 706973cb6b Merge pull request #1672 from asarium/feature/typesafeIDs
Add typesafe handle types and use it in game sound system
2018-04-25 10:36:46 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00
asarium d1a6b48beb Improve handling of non-persistent particles
The current particle system uses dynamic allocation of particle
instances for keeping track of particle instances. This adds unnecessary
overhead in case the code does not need a handle to this particle which
is the case in pretty much all instances.

The new non-persistent particles are stored in a standard vector without
dynamic allocation which should make the processing steps using this
vector much faster and allow better scalability in case more particles
are used by a mission.
2018-04-22 16:22:28 +02:00
asarium 55c1c3ce9d Fix wrong handle return type 2018-03-16 23:53:34 +01:00
asarium 2bddcf8344 Fix Assert in Lua API when passing invalid name to mn.WaypointLists
Since atoi return 0 on error the code tries to access the waypoint list
with index -1 which causes an assert in the lookup code. This fixes that
by using the error detection capabilities of strtol.
2018-03-16 23:53:19 +01:00
asarium 2eea0a6eb1 Add lua functions for accessing the current engine language
This can be used by scripts to implement language specific behavior.
2018-02-18 17:12:17 +01:00
asarium 3c238d61e2 Add lua function for checking the engine version
This can be used to check if an API function is available in the current
version of the engine without causing runtime errors.
2018-01-20 16:37:31 +01:00
asarium dff5e4c21d Fix game crash when a lua SEXP is not initialized properly
These changes make sure that this situation is detected properly and an
informative error message is shown.
2018-01-06 19:11:48 +01:00
asarium f780d9e22a Add ability to dynamically add new SEXPs at runtime
This add a system for adding generic instances of the DynamicSEXP class
to the SEXP system. The only implementation at the moment is the LuaSEXP
which is used by the mn.addSEXP lua API to allow Lua to add new SEXPs.

Since this requires that FRED also runs lua scripts I added a mod table
option to enable scripting in FRED. Since the current scripts are not
built with FRED in mind it would likely break all these scripts if FRED
would be opened with normal scripting enabled.

This fixes #1320.
2017-12-20 10:45:40 +01:00
asarium 0bcdf19851 Add mission load screen scripting hook
This also includes a scripting function for retrieving the title of the
current mission.

This resolves point 4 of #1522.
2017-12-03 18:51:06 +01:00
asarium c4095d1af1 Add support for translating strings in scripts
This allows to use the XSTR mechanism in script to make translating
script text possible. This is compatible with the existing XSTR format
so automatic tstrings.tbl generator tools should work fine with this.

This resolves point 2 of #1522.
2017-12-03 18:51:06 +01:00
asarium 43e540cc4c Add true Unicode support
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.

That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.

This fixes #1415.
2017-11-30 13:26:20 +01:00
asarium 0ff8a2c159 Add support for multiple sounds in one game sound entry
This adds support for specifying multiple sounds for a single game sound
entry. The engine then selects which sound will be played based on the
strategy provided by the game data. This required a few changes to some
of the game code since previously every game sound had exactly one sound
file attached to it. The most notable change is that it is no longer
possible to determine the exact duration a sound can have so instead the
new code computes the maximum duration a sound can have and uses that
where appropriate.

This also adds support for randomizing the pitch and volume of the sound
to provide a more varied experience even if only a single sound is used.

One possible issue that exists is that the "sequential" strategy only
works globally at the moment so if two sources use the same game sound
concurrently then the two sources will share the sequence of sounds
since there is no sound instance data at the moment. That can be added
in a future change but should not present a huge issue for most
use-cases.

Visual Studio on Appveyor somehow causes deprecation error on _our_
definition of vsprintf. I have no idea why these changes introduced this
warning but I won't debug Visual Studio compiler bugs that I can't
reproduce with my Visual Studio version so I just disabled those
warnings.
2017-10-17 10:57:22 +02:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
asarium 772a02f56f Disallow to use non-trivial types as scripting handles
As described in #1278, the current scripting system has issues with
handling non-trivial C++ types. Since fixing that deficiency is too much
work, especially since we are in a feature freeze, I decided to simply
enforce the usage of trivial types for scripting handles. Fortunately,
only two handles used non-trivial types so it was relatively easy to fix
those instances by dynamically allocating those and only storing the
pointers in the lua memory.

This fixes a bug in JAD-XA where the game would crash at the last boss.

Also, I noticed that the HudGauge handle used a copy of the hud gauge
rather than a pointer to the actual instance so I'm pretty sure that any
scripting changes to a custom HUD gauge simply didn't work before.
2017-03-04 16:16:22 +01:00
asarium 4a9f1a2d56 Fix the rest of the string conversion warnings 2017-01-05 00:15:01 +01:00
asarium 9bbff82c73 Fix definition of scripting testing library
Also fixed an unresolved external error.
2016-12-30 22:56:52 +01:00
asarium c17dcb1835 Move source files into category directories 2016-12-30 19:13:39 +01:00