Commit Graph
1228 Commits
Author SHA1 Message Date
niffiwan b625f51645 add feature: change reticle when autoaim is active
Optionally play a sound when autoaim becomes active, and another sound
when autoaim becomes inactive
Credit to zookeeper - I'm just pushing this into master!
2018-08-21 20:56:58 +10:00
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
m!m f75dafde4a Merge pull request #1746 from asarium/feature/objectDisplayString
Add ship display name feature
2018-07-24 15:49:11 +02:00
asarium c13cb44df4 Add ship display name feature
This adds a mission file option for ships which allows specifying a
different string which should be used for displaying the name of the
ship to the user. This name will not be used in SEXPs or other ship
lookup functions so it can be freely translated and two ships can also
have the same display name.

The new feature can be used by adding $Display name: <string> after $Name
for a ship in a mission file. I think I added proper support for FRED
(and qtFRED) so that this new value is properly saved but it would be
great if someone could test that.

This implements one of the features requested in #1730.
2018-07-22 23:16:00 +02:00
Peter Mitsis f29cc2ef86 aicode: Update ai_ship_destroy() API
Removes unused parameters from the routine.

Signed-off-by: Peter Mitsis <[email protected]>
2018-07-17 16:24:17 -04:00
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 c6e2f94d0b Use type-safe handles for particle effects
Nightmare discovered an off-by-one error when checking the validity of a
particle effect handle. Since the new ID system makes that much easier
and less error-prone I decided to go ahead and convert all handles to
an ID typedef which also fixes the reported bug.
2018-07-15 14:50:32 +02:00
Fabian Woltermann a4f499ce8c Merge pull request #1789 from asarium/fix/shipCleanupMode
Fix assert in ship_cleanup
2018-07-14 21:48:47 +02:00
asarium fd96dd287d Fix assert in ship_cleanup
The Assert did no cover all possible input values which caused some
isues for me. This fixes that.
2018-07-10 10:58:31 +02:00
MageKing17 5ebf48b9b0 Adjustment in response to feedback/CI warning.
Warning() replaced with error_display(0), and a line changed to get rid of a clang-tidy warning about repeated types.
2018-07-09 12:07:42 -07:00
MageKing17 8f5a364345 Make parse_weapon_targeting_priorities() work when weapon missing.
Previously, if parse_weapon_targeting_priorities() couldn't find a weapon matching the name, it wouldn't parse the "+Target Priority:" line, so it would cause a parsing error when the parser failed to find "$Name:" or "#End" there. Now, the "match not found" codepath still parses it so that no mismatch occurs. Also, I reordered the function so that the parsing wasn't happening in the middle of a loop through the list of weapon types, because it made me cringe.
2018-07-07 10:48:23 -07:00
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
Fabian Woltermann c2a52174ba Merge pull request #1760 from asarium/build/gcc8Fixes
Fix GCC8 and FFmpeg warnings
2018-06-30 07:22:22 +02:00
TRBlount be8ea029da Resolve feedback 2018-06-29 11:19:56 -06:00
TRBlount 37453ae229 Add Failure Rate 2018-06-28 10:38:37 -06:00
MageKing17 d5c5cc6eb3 Nolink ballistic primaries no longer disallow linking when depleted.
When a ship with three primary banks has a Nolink weapon in one bank, the other two banks are still allowed to link; if that Nolink weapon has a limited ammo supply, however, depleting that ammo supply would disallow primary linking even though the weapon never contributed to primary linking in the first place. This commit changes the logic to only care if the depleted weapon doesn't have the Nolink flag. The ideal solution is probably to change how primary linking works so that even if the weapon doesn't have the Nolink flag the remaining primaries can still link, but that would be much more involved.
2018-06-27 09:04:14 -07:00
asarium f87e5bf318 Fix new warnings reported by GCC8
This also enabled GCC8 in Travis CI so that no new warnings are
introduced in other commits.
2018-06-26 11:51:08 +02:00
Goober5000 9135a01b1d clarify documentation in cap-waypoint-speed
The cap-waypoint-speed sexp only works for speeds above 0; this PR changes the documentation to clarify that.  I also tweaked an if() block in ship_return_time_to_goal because it used a >=0 comparison whereas every other comparison used >0.  (This is only for consistency, because the >0 check is used before this point would be reached.)
2018-06-21 17:04:02 -04:00
asarium 39ab45dc7c Add macro for marking unreachable code
This can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
2018-06-09 17:38:17 +02:00
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 bd3632d1bf Enable remaining misc- checks and fix detected issues 2018-04-25 11:57:55 +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
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +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
Peter Mitsis 504abeb305 ship: Remove unused routine ship_select_next_valid_secondary_bank()
Signed-off-by: Peter Mitsis <[email protected]>
2018-04-15 12:58:05 -04:00
Peter Mitsis c728cc40b2 ship: Apply static keyword to ship routines
Applies the 'static' keyword to various sihp related routines. This both
makes it more clear to the developer where those routines might be used
as well as allowing the compiler to leverage that knowledge and potentially
make additional optimizations.

Signed-off-by: Peter Mitsis <[email protected]>
2018-04-14 19:57:04 -04:00
asarium c6abe74f06 Replace noexcept with compatibility macro 2018-04-13 12:08:07 +02:00
Fabian Woltermann cdeeee688d Merge pull request #1605 from Flip-Sandwich/subsysdamagefix
Negative damages no longer heal subsystems
2018-02-18 21:01:57 +01:00
m!m 0178374b98 Merge pull request #1606 from The-E/NewLab
Use mission backgrounds in the F3 lab
2018-02-16 11:26:51 +01:00
faceman 85c2b3a7f0 Removes a magic number from ship.cpp 2018-02-16 16:08:45 +11:00
faceman 508b8a176b Fixes beam behaviour with additive/cap/etc damage types 2018-02-16 15:12:25 +11:00
Fabian Woltermann 3b21b2469f A clean, up-to-date patch of the new lab code 2018-02-14 16:19:38 +01:00
faceman 65941e2e84 forgot to specify that 0.0f is indeed a float 2018-02-14 11:04:54 +11:00
faceman 538adf1bf6 Negative damages should not heal subsystems IMO 2018-02-14 11:00:34 +11:00
asarium ffad093153 Fix assertion failure in ship_get_sound
This assertion could be hit if the player died and the engine tried to
play a sound for the now destroyed ship. Since the existing code already
had a check for the case that the object is an observer I just added
another case for OBJ_GHOST.
2018-02-12 19:46:25 +01:00
TRBlount f9704ebd89 Remove second instance of apply recoil flag in Weapon_Info_Flags 2017-12-19 12:41:53 -07:00
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
MageKing17 59e7b10b73 Merge pull request #1494 from asarium/fix/ballisticSoundOutOfRange
Fix out-of-range vector access in ballistic sound code
2017-10-06 16:19:47 -07:00
asarium eb4cfeb256 Fix out-of-range vector access in ballistic sound code
The code probably tried to check if the sound is available but since the
sounds vector is not long enough if the sound is not specified in the
table it would cause an out-of-bounds failure if the sound was missing
from the table. Furthermore, the current code would only have worked if
the sound was preloaded since the id is -1 until the sound is loaded for
the first time.
2017-10-06 19:51:26 +02:00
MageKing17 c890c0af1f Make shield impact sounds more intuitive.
Shield impact sounds now re-use the shield quadrant calculated by the collision code instead of naively recalculating based on global hitpos, allowing the hull impact sound to play if the shot pierces shields or was fired from within the shield mesh, and simplifying the relevant calculations in the process.
2017-10-03 09:06:34 -07:00
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
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
asarium f8d0a9bc7d Remove most remaining OpenGL header includes 2017-08-18 17:53:23 +02:00
Goober5000 b8e5a395dd for backwards compatibility, check both no-collide and no_collide 2017-07-25 18:44:41 -04:00
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
MageKing17 902d40f3df Allow "+Minimum Distance:" to actually work with automatic convergence.
The gun convergence code would detect if the target was within the minimum distance and move the predicted target point farther away if so, but wouldn't also alter the dist_to_aim variable to match; since predicted_target_pos is used by the autoaim code while dist_to_aim is what automatic convergence uses, this meant automatic convergence didn't respect the minimum distance at all.

Looks like this was broken in 7bb10d8408.
2017-05-30 09:52:27 -07:00