Commit Graph
667 Commits
Author SHA1 Message Date
Goober5000 39438e1049 Merge pull request #6514 from Goober5000/hitpoint_fixes
make hitpoint sexps safer to use in debriefing
2025-01-20 20:28:23 -05:00
Goober5000 c4d17053d6 Merge pull request #6524 from Goober5000/object_model_functions
tweak object model/instance convenience functions
2025-01-16 21:00:43 -05:00
Mike Nelson b367fe8441 Some minor Control Config UI changes for SCPUI (#6508)
* allow preset override from Lua and change a warning to a popup if we're in the UI

* const it up

* headers might help, too, dummy
2025-01-16 07:44:16 -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
wookieejedi b29e397fa7 Fixes Debris not inheriting parent ship texture replacements (#6519)
* Fixes Debris not inheriting parent ship texture replacements

Debris chunks that use the same texture as the actual hull model are not updated when `texture-replace` methods are used. For example, a clean grey base textures that has texture replace via table or FRED is changed to red/brown. But when the ship is destroyed the debris objects are using the original lighter texture instead of the newer darker one.

#6154 provided the groundwork to fix this, but one step fell through the cracks; setting the debris hull textures to what the parent ship used.

This PR sets the debris texture replacements when debris is created to fix this (and fixes #2462).

Fix is tested and works as expected.

* cleanup setting shared

* get pmi correctly
2025-01-14 07:42:46 -05:00
Goober5000 cecfd9f7ff fix calculation of percent_killed
This has been broken ever since commit 6c17ef09ab in 2005.  Since `get_hull_pct()` did not return negative values, `percent_killed` was always 0.  Allow negative values in this case.
2025-01-12 16:52:16 -05:00
Goober5000 a2141865e1 Merge pull request #6467 from Goober5000/ai_goal_refactor
Ai-goal refactor
2025-01-11 15:10:48 -05:00
Mike Nelson 297a9389cd Func to get a ship's persona directly (#6497)
* func to get a ship's persona directly

* virtvar instead of func

* get persona index

* lua index
2025-01-05 10:22:32 -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 5c737a5bf9 improve campaign file extension handling (#6443)
As discovered by WouterSmits, campaigns with periods in their filenames caused issues with FSO's campaign handling.  Specifically, in The Babylon Project, the EA-Minbari war v1.0.fc2 campaign would not save progress because FSO expected EA-Minbari war v1.fc2 in certain places.  This is because the `_splitpath()` function attempted to remove an extension from a filename that already had it removed.  For most campaigns this did not matter, but WouterSmits found a campaign where it did.

To solve this, there is now a new `util::get_file_part()` function to remove the path without removing the extension.  This replaces `_splitpath()` for campaign files, as well as the similar `clean_filename()` and `GetFilePart()` functions in other places.  All code paths were inspected for any chance of inadvertent extension adding, and Assertions were added to verify future code.  The only potential problem area was `player:loadCampaignSavefile()` which now pre-removes the campaign extension if needed.
2024-12-22 22:31:58 +01:00
Goober5000 b7c676132a Merge pull request #6446 from Goober5000/docked_warpIn
fix ship:warpIn() behavior for docked ships
2024-12-16 12:12:46 -05:00
Goober5000 2b84233b91 Merge pull request #6439 from Goober5000/weapon_script_enhancements
add scripting support for weapon class "turret names"
2024-12-02 12:39:51 -05:00
Goober5000 6bdd80bed3 fix ship:warpIn() behavior for docked ships
As described in #6445, the `warpIn()` script function did not work correctly for docked ships because the dock leader flag was not set.  So, set the flag, but make sure to set it only for the first ship for which `warpIn()` is called.  And make sure the flag is removed after the ship finishes arriving.

Also remove an `Int3()` in `shipfx_warpin_start()`.  (This Int3() was not actually in the original Volition source code release.)

Fixes #6445.
2024-11-29 21:32:04 -05:00
Goober5000 854b9abc89 fix distinction between lasers and beams
Many beams are lumped into the #Primary Weapons section of weapons.tbl, which will mark them as WP_LASER.  Fix the few instances of code that are intended for beams that may have omitted most beams by mistake.

Randomization of weapon impact particle radius is also affected, but since this affects existing visual effects, it was not changed.
2024-11-26 14:10:26 -05:00
Goober5000 df6de0e0b8 enhance help text for script functions that do weapon category checks 2024-11-26 12:51:50 -05:00
Goober5000 089c870ad8 add scripting support for weapon class "turret names"
A recent-ish FSO feature, `$Turret Name:`, allows turrets to be displayed differently on the HUD depending on the weapon they carry.  It is useful for scripts to be aware of this, so this PR adds a `TurretName` virtvar for weapon classes, as well as a `NameOnHUD` virtvar for subsystems.  The `NameOnHUD` virtvar shares exactly the same code as the HUD uses, so any future HUD modifications will be reflected in scripting as well.  This required a small amount of refactoring: changing `get_turret_subsys_name()` to return a value rather than stuffing a string, renaming it to `ship_subsys_get_name_on_hud()`, and moving it to ship.cpp.
2024-11-25 16:35:00 -05:00
Goober5000 b3470af307 fix memory management in FontManager
This refactors FontManager to improve it in several ways:
1. Change all the dynamic memory management to use `new`, rather than mixing `new` and `vm_malloc`
2. Change the current font to use an index rather than a pointer
3. Take advantage of more C++11 features to avoid redundant lookups
4. Use case-insensitive name comparison
5. Avoid overflowing the `fnt->filename` field
6. Use `Warning` rather than `Error` in a non-critical error situation
2024-11-22 20:12:17 -05:00
Mike Nelson 1a1bd84290 Grant lua access to countermeasure parameters (#6345)
* grant lua access to countermeasure parameters

* you win this round, Clang

* and Wookie wins the next round
2024-11-05 08:29:02 -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 42de74a62e Merge pull request #6349 from Goober5000/hud_gauge_api_functions
add several useful hud gauge functions
2024-10-29 19:07:45 -04:00
Goober5000 c582f77965 Merge pull request #6405 from Goober5000/getBreedName_for_parse_objects
adds getBreedName() in a few places
2024-10-29 19:07:38 -04:00
Goober5000 e3d28b7fb1 adds getBreedName() in a few places
There are a few places in the Lua script API where a variable could be some type of "object" or something that is not an "object" but is still useful - one example is the return value from oswpt:get().  With this function, scripts will be able to tell what the variable is without risking an exception.
2024-10-29 00:20:05 -04:00
Asteroth 649d458e83 fix spelling 2024-09-23 15:16:35 -04:00
Asteroth 40e334fc94 Disambiguate shockwave cases 2024-09-23 03:16:45 -04:00
Goober5000 62180212f5 derp
Counting is A-1 SUPAR.
2024-09-21 18:06:35 -04:00
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 24555ac739 add functions for getting swarm info and corkscrew info
Apparently virtvars can only return one value.  This deprecates the virtvars and adds function equivalents for getting weapon class swarm info and corkscrew info.  Fixes a bug reported by Woolie Wool in Discord.
2024-09-17 14:07:26 -04:00
Goober5000 0fd2e9396b add several useful hud gauge functions
1. a `hud-reset-color` SEXP operator, to complement the existing `hud-set-color` and set a gauge back to its configured color
2. `ConfigType` and `ObjectType` Lua virtvars which are essentially the built-in gauges' equivalents of `Name` for custom gauges
3. `getColor` and `setColor` Lua functions
2024-09-11 14:42:07 -04:00
Goober5000 dfe34ec58d update documentation 2024-09-11 02:03:40 -04:00
EatThePath 32b69eda2a Merge pull request #6307 from naomimyselfandi/fix-weapon-class-swarm-info
Fix WeaponClass.SwarmInfo
2024-08-22 14:13:27 -04:00
Mike Nelson 397a1c84ba Grant access to shipclass shield hitpoints value (#6308) 2024-08-20 01:18:07 +02:00
Naomi Coffman ce6a6b447e Fix WeaponClass.SwarmInfo 2024-08-19 14:01:53 -04:00
Goober5000 8390304a6e Merge pull request #6292 from Goober5000/lua_tostring_nullcheck
safety check for lua_tostring()
2024-08-13 22:39:16 -04:00
Goober5000 f7e934440c parameter deconfliction (#6282)
Prevent compiler warnings caused by the `value` parameter of the external serializers hiding the `value` member of `std::integral_constant`.

Follow-up to #6276.
2024-08-13 23:17:28 +02:00
Goober5000 4cbd84d59e safety check for lua_tostring()
The return value of `lua_tostring()` is NULL if (and only if) the string conversion failed.  Many places in the code did not check for this situation, which led to the crash in #6290.

Fixes #6290.
2024-08-12 16:00:24 -04:00
Goober5000 e9592bc4d7 add scripting support for wing wave min/max delay (#6280)
There was scripting support for wing arrival/departure delays, but not for wave delays.  Now there is.
2024-08-12 19:58:25 +02:00
Goober5000 8dc1ffea94 Merge pull request #6260 from Goober5000/coverity_fixes
some coverity fixes
2024-08-11 17:01:39 -04:00
Goober5000 734efbdb54 variable checks and message enhancements 2024-07-29 16:04:23 -04:00
Birk Magnussen 500bf1c2ca Add clang NOLINTs
To explain: Clang's being stupid here, and seemingly does not recognize that the placement new in the deserializers requires a non-const ptr.
2024-07-29 19:59:02 +02:00
Birk Magnussen 7caef527d4 Slightly clean up RPC API 2024-07-28 11:15:02 +02:00
Goober5000 2166c756ab per review, make the delta check silent 2024-07-16 20:59:30 -04:00
Goober5000 fe3b72b01e fix NextFireTimestamp
Changes `NextFireTimestamp` to work as advertised.  Fixes #6256.
2024-07-16 17:27:41 -04:00
Mike Nelson d9f9996c2d expose shockwave damage (#6245) 2024-07-13 09:29:48 -04:00
Goober5000 e90416e199 Several coverity fixes (#6232)
* coverity - using `std::move` instead of copying, and change some parameters from value to reference

* coverity - fix or mark potential copy-paste mistakes

* coverity - various checking of parameter and return values

* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
2024-07-06 12:51:31 +02:00
Goober5000 630f479fd9 properly handle game sounds with numeric IDs (#6212)
Patches the gamesnd system in several ways to properly fix the bug identified in #6196.  Due to the way the new sound system was written, sounds with numeric IDs were not necessarily added in their indexed location, even though the code assumed (even prior to #6112) that this would be the case.  The code now uses the proper index for both old *and* new style sounds.  This is done by ensuring, in `gamesnd_parse_entry()`, that the vector contains an entry for the specified numeric ID before doing a search for that ID.

Due to the slightly modified population of the gamesnd vectors, the `Snds_iface_handle` vector is now populated after parsing the various sounds.tbl files rather than during parsing.

Separately, this makes consistent the handling of the `sound_entries` vector which could potentially be empty but also treated an empty state as an assertion failure.
2024-06-27 23:55:42 -04:00
John Fernandez e7a7c830f0 Merge pull request #6184 from MjnMixael/ship_wep_custom_strings
Custom Strings for ships and weapons
2024-06-27 10:21:01 -04:00
Goober5000 ebeec69a6d add API for glow point banks (#6107)
* add API for glow point banks

Previously, a model API existed for glow points mounted on thrusters, but not glow points mounted on glow point banks.  This adds glow point bank support.  Also, this refactors and cleans up the implementation of the model API a bit.

* NULL -> nullptr
2024-06-17 21:28:40 +02:00
Goober5000 f733414403 make mission log dynamic (#6111)
* make mission log dynamic

Change the mission log from a static array to a dynamic vector.  This removes any chance of the mission log running into a limit (as regularly happened with the last mission of Shepherds before the limit bump) and also prevents strange mission bugs caused by culling obsolete entries.

This also unifies the API a bit by renaming the public `message_log_` function prefixes to `mission_log_`, removing the redundant `Num_log_lines` variable, and removing `Log_scrollback_vec` from the header.

Implements #5878.

* feedback

* refactor to reference rather than pointer
2024-06-13 00:17:47 +02:00
Mike Nelson 7f20b9cf64 Unlimited Asteroid/Debris Field Types & Subtypes (#6021)
* base working version of unlimited debris types

* Proper FRED support

* make qtFRED handle asteroids properly

* fix qtFRED assertion

* further clean out MAX_RETAIL_DEBRIS_TYPES

* These should be sizes not POFs

* Move this to it's own method

* convert asteroid subtypes to a vector

* unlimit asteroid subtypes

* fix some global shadowing

* signed/unsigned mismatch

* Address feedback
2024-06-10 22:06:10 +02:00
mjn-mixael 67ebeb438e custom strings for ships and weapons 2024-06-10 09:43:20 -05:00