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!
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 $Name
for a ship in a mission file. I think I added proper support for FRED
(and qtFRED) so that this new value is properly saved but it would be
great if someone could test that.
This implements one of the features requested in #1730.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
Nightmare discovered an off-by-one error when checking the validity of a
particle effect handle. Since the new ID system makes that much easier
and less error-prone I decided to go ahead and convert all handles to
an ID typedef which also fixes the reported bug.
Previously, if parse_weapon_targeting_priorities() couldn't find a weapon matching the name, it wouldn't parse the "+Target Priority:" line, so it would cause a parsing error when the parser failed to find "$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.
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.
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.
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.)
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.
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.
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.
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]>
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.
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.
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.
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.
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.
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.