Commit Graph
137 Commits
Author SHA1 Message Date
asarium ae149b6061 Add convencience function for retrieving weapon alt name
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).

This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
2018-06-04 11:56:44 +02:00
asarium 09abbe1789 Add new bmpman slot management system
This changes how the bitmap slots are managed by the bmpman system.
Instead of allocating a fixed-size array when the game starts this will
manage multiple "blocks" of bitmap slots. When the engine runs out of
slots in the already allocated blocks it simply creates a new block and
allocates the new slot in that.

This removed the hard limit on how many bitmaps can be loaded at the
same time and should fix issues encountered by mods which use a lot of
bitmap slots (I'm looking at you Spoon).

This implements the idea described in #1503.
2018-05-28 09:51:15 +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 48873185ce Another batch of misc- checks 2018-04-25 11:13:20 +02:00
asarium e28ebc2a6c Enable and fix misc-suspicious-string-compare check 2018-04-25 11:13:19 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +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
niffiwan 5578825bf3 Merge pull request #1662 from asarium/fix/luaWaypointAPI
Fix Assert in Lua API when passing invalid name to mn.WaypointList
2018-04-21 23:31:51 +10:00
asarium 513115ceeb Enable misc-noexcept-move-constructor check 2018-04-13 12:10:24 +02:00
asarium 68372b18a2 Enable performance clang-tidy warnings 2018-04-13 12:08:56 +02:00
asarium c6abe74f06 Replace noexcept with compatibility macro 2018-04-13 12:08:07 +02:00
asarium f1c79c2ca7 Fix override warnings produced by clang-tidy 2018-04-13 12:08:06 +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 235391154e Fix wrong return value when getting boolean value from Lua
This is probably a bug from when I changed how those functions worked.
The function is supposed to return if it successfully retreived a value
from the Lua stack but instead of returning true if it was, it returned
the value it just retrieved. This works fine if that value is true but
causes issues if it was false.
2018-03-16 22:32:58 +01:00
asarium 2e0253e301 Add a mechanism for batching line draw calls
The previous version used NanoVG which caused quite a serious FPS drop.
This adds a buffer batching class which groups line drawing operations
together and submits them to the GPU with a single draw call.
2018-02-25 19:55:41 +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 a47dcc0548 Fix fall-through warnings introduced by GCC7 2017-11-19 12:12:42 +01:00
MageKing17 b6908d10c4 Merge pull request #1470 from asarium/fix/1469
Fix error line reported by Lua Errors
2017-11-13 16:31:16 -08:00
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 8272304cfa Remove global Snds and Snds_iface vector 2017-10-17 10:30:00 +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 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00
asarium bef57f7559 Fix error line reported by Lua Errors
This adds empty lines to the beginning of the Lua source passed to the
interpreter so that the interpreter sees the lines in the source as they
appear in the table.

This might slow down parsing a bit since get_line_num is quite slow but
it should not be noticable in most instances since the script tables
tend to be quite short.

This fixes #1469.
2017-09-04 10:56:39 +02:00
MageKing17 3acdf3e801 Merge pull request #1399 from asarium/fix/1306
Use unique_ptr for storing HUD gauge pointers
2017-08-24 09:23:54 -07:00
m!m 0b3dad8dc0 Merge pull request #1308 from niffiwan/feature/tint_shader
Add colour-configurable tint shader
2017-08-23 12:53:50 +02:00
asarium 72013d4c31 Use unique_ptr for storing HUD gauge pointers
The previous system used naked pointers which probably worked fine but
this should give us some extra memory-leak security.
2017-07-03 12:52:39 +02:00
asarium 3d6bbb0b9b Ignore leading whitespace for gr.drawString
This was reported by @AxemP who wanted to have leading tabs in a text
line. However, split_str removed those characters by default since it
ignores leading whitespace. To fix that unexpected behavior of
gr.drawString I added a new paramter to split_str which disabled
whitespace removal and enabled that flag for the scripting function.

That should not be a problem for existing scripts since the expected
behavior would be that leading whitespace remains in place and since we
have not received any bug reports about missing white space I'm going to
assume that no one has used the function like this before removed those
characters by default since it ignores leading whitespace. To fix that
unexpected behavior of gr.drawString I added a new paramter to split_str
which disabled whitespace removal and enabled that flag for the
scripting function.

That should not be a problem for existing scripts since the expected
behavior would be that leading whitespace remains in place and since we
have not received any bug reports about missing white space I'm going to
assume that no one has used the function like this before.
2017-06-25 17:19:40 +02:00
z64555 1b2eece53a Adds LUA versioning info to the scripting.html output
* Credits roll now grabs the LUA copyright info from liblua, instead of being hardcoded
* Credits roll now has LUA version info as well
2017-06-20 08:22:25 -05:00
TRBlount 48f76f7cd1 Fix l_weapon Team set var logic 2017-06-13 20:31:51 -06:00
oldlaptop 4b36e3c379 add platform check for std::is_trivially_copyable
Yes, the template instantiation appears necessary for cmake to
 detect the type. If there's a better type for it than int, I'm
 open to suggestions.
2017-04-15 22:06:47 -04:00
oldlaptop 8f76537b02 s/_L/L_State
The iterator known as _L, besides having an absurdly poor name,
 clashes with standard headers on OpenBSD -current at the time
 of writing. This commit is the minimum needed to build on
 OpenBSD with an updated C++ standard library.
2017-04-13 09:06:48 -04:00
niffiwan e003d08249 Fix lua function documentation 2017-03-20 20:37:38 +10:00
niffiwan c8baf8b344 Don't assume sexp will have all RGB supplied
Fix annoying clang pedantry with union aggregate init lists
2017-03-19 16:01:20 +10:00
niffiwan b5f75af66e Allow tint shader to be controlled by sexp & lua
i.e. the RGB values can be set/changed
2017-03-19 12:52:51 +10:00
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 842858f9b8 Adjust object_h validity check to avoid assertion failure
I found this issue while debugging the JAD gauntlet where a script calls
getSignature() on an invalid object. However, object_h does not see the
object as invalid even though its signature is 0 which is defined to be
an invalid sigature. This should fix that by making sure that
object_h::isValid returns false if the saved signature is not valid.
2017-03-03 17:46:00 +01:00
asarium 5bf2b956f6 Copy all relevant values in the LuaFunction copy-constructor
This fixes #1241.
2017-02-18 19:33:44 +01:00
asarium 7c556854af Add more graphics debug scopes for code called in the main frame 2017-02-05 12:03:23 +01:00
niffiwan e6bff4f864 Fix Coverity 1370830
Use after free; use the copied string for the Warning
2017-02-04 16:16:18 +10:00
asarium 04e5c7e484 Unify version string handling
Currently there are multiple locations in the code where the version is
constructed by printing the individual numbers together. This is mostly
sufficient but it hides information such as the commit hash or the build
name (e.g. RC1). These changes unify that behavior by always using the
version string generated by CMake.
2017-01-20 12:28:47 +01:00
asarium edbddf0fd5 Fix off-by-one error in script_state::EvalString
This also fixes a small inefficiency in sexp_script_eval.
2017-01-07 18:45:23 +01:00