Commit Graph
940 Commits
Author SHA1 Message Date
Kestrellius e87d311d92 further cleanup 2024-08-22 18:35:11 -07:00
Kestrellius a569bd9ab7 Cleanup 2024-08-22 07:01:23 -07:00
Kestrellius ca70a5a242 Adds support for explicit no-armor; cleanup 2024-08-20 12:31:13 -07:00
Kestrellius 5531dfc58d Adds warning if cond-impact armor type not found. 2024-08-19 10:10:00 -07:00
wookieejedi db13168729 Cleanup variable name in weapon_do_area_effect function (#6303)
* Cleanup variable name in `weapon_do_area_effect` function

Per discussion in #6302, this PR renames `other_obj` to `impacted_obj` to minimize confusion

* update other functions with impacted_obj naming

* nullptr

* appease clang's strange rules

* fighting clang continues

* use !empty check instead of > 0

* remove un-needed no lint comment
2024-08-18 20:59:18 +00:00
wookieejedi 908c1c7b32 Fixes CTD with new Friendly Fire Feature (#6302)
* Fixes CTD with new Friendly Fire Feature

On current master I was hitting a CTD when firing a weapon with a shockwave at close range (ie player is within the shockwave zone). The minidump showed `other_obj` was null, so this PR adds some safety checks.

Tested and this fixes the crashes.

* fix obj usage

* one more obj cleanup
2024-08-17 18:30:21 +00:00
Kestrellius 6da7830b7b Add offset for tabled particle effects (#6264)
* Adds particle effect offset.

* bugfixing

* Switches to a cleaner approach.

* Futureproofing for particle parenting.

* actually let's just bundle parenting into this one

* working on turrets

* grinding toward turret correctness

* still grinding toward correctness

* Gets turrets working correctly.

* Fixes merge artifact

* appeases clang-tidy

* Updates some comments.

* Updates some comments.

* Tiny bit of cleanup.

* Deduplicates comments.
2024-08-13 23:06:44 +02:00
Kestrellius 67a9f6f5b7 Friendly fire control flags and SEXP (#6265)
* Adds flags.

* Basic structures built; still needs work.

* Fills out SEXP.

* bugfixing

* appeases clang-tidy

* Adds flags.

* Basic structures built; still needs work.

* Fills out SEXP.

* bugfixing

* appeases clang-tidy

* further appeasement

* Makes implementation more consistent.

* Fixes and cleanup as requested.

* Adjusts is_nan handling.
2024-08-13 20:32:02 +02:00
Kestrellius d4cd767679 Beam slash curves (#6269)
* Adds curves for slash completion and rotation.

* Finalization.

* Fixes pointer comparison.

* Updates table parameter to better match behavior.

* Makes requested changes.

* Changes rotation amount to use raw curve.

* Sets curve-1.0 to be equal to full turn rotation.
2024-08-12 19:58:37 +02:00
Kestrellius 35db8e31c9 Adds weapon support, switches parse ordering (#6254) 2024-07-29 22:35:57 +02:00
Tyler Blount eeba1085c9 Merge pull request #6243 from MjnMixael/per_weapon_convergence
Per weapon auto convergence
2024-07-20 11:57:55 -07:00
Goober5000 f341987471 Merge pull request #6248 from Baezon/bugfix-invulnerability-time-again
Bug fix for aspect invulnerability timing... again
2024-07-11 21:19:33 -04:00
Goober5000 cdbf525877 Merge pull request #6233 from JohnAFernandez/Add-Insignia-Renderer
Fix Insignia Checkbox in the Lab
2024-07-11 21:19:01 -04:00
Asteroth b565376a02 account for original retail handling 2024-07-11 01:50:13 -04:00
mjn-mixael acccc90ded per weapon auto convergence 2024-07-08 14:06:56 -05:00
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
John Fernandez 1f834aa406 change render flags to uint64_t
32 more flags, yay!
2024-07-04 18:08:27 -04:00
Kestrellius d14b66456f Adds conditional impact functionality. (#6218)
* Adds conditional impact functionality.

* Changes as requested.

* Second batch of changes.

* Switches out insert_or_assign so the checks pass.
2024-07-01 21:45:48 +02:00
mjn-mixael 67ebeb438e custom strings for ships and weapons 2024-06-10 09:43:20 -05:00
Asteroth 230fdf4d03 assorted beam fixes 2024-06-04 17:32:30 -04:00
Goober5000 64c17f4830 fix compilation warnings
Fixes the few remaining compilation warnings in the current codebase.  Also adds comments to the various casting macros for clarity.
2024-06-03 22:19:29 -04:00
Goober5000 e4b5d5fb7e Merge pull request #6149 from Kestrellius/fix-headon-discrepancies
Make headon transition behavior consistent between laser and glow bitmaps
2024-05-31 21:46:45 -04:00
Kestrellius e710b651de Inlines headon glow render; converts some casts. 2024-05-28 10:58:59 -07:00
Kestrellius c6efd0a0a3 Makes random life factor of children configurable. (#6166)
* Makes random life factor of children configurable.

* Renames parameter and associated variables.
2024-05-26 20:42:53 +02:00
BMagnu 87704fc817 Refactor replacement texture to a modelinstance parameter (#6154)
* Move replacement textures from ship to modelinstance

* Actually set pmi

* Fix texture replace in fred as well

* Fix bad indent

* incorporate feedback
2024-05-21 17:18:32 +02:00
Kestrellius f1c521413c Makes headon transition rate consistent. 2024-05-15 12:34:10 -07:00
Goober5000 49777052ac Merge branch 'master' into min-pixel-per-weapon 2024-05-14 15:58:56 -04:00
Goober5000 0d1c86e0cd Merge pull request #6146 from Kestrellius/bolt-offset
Laser bolt offset
2024-05-14 15:49:52 -04:00
Kestrellius c14a62e9d3 Adds comments clarifying positioning details. 2024-05-13 11:25:11 -07:00
Kestrellius 3747a45dbe Adds three-dimensional bolt offset. 2024-05-12 16:07:24 -07:00
Kestrellius e2bf3bbd46 Adds one-dimensional bolt offset, with bugs. 2024-05-12 10:54:05 -07:00
Kestrellius 67999a3fe8 Clean version of shipfx move. 2024-05-11 15:29:24 -07:00
Kestrellius b5efed380f Adds muzzle effect functionality. 2024-05-10 19:47:51 -07:00
Kestrellius 62f25d7400 Changed variable names to specify laser. 2024-05-10 10:57:24 -07:00
Kestrellius d43818f7dc Merge branch 'min-pixel-per-weapon' 2024-05-10 10:41:25 -07:00
Kestrellius 6c9bf8def4 Implementation changes as requested by BMagnu. 2024-05-10 10:38:02 -07:00
Kestrellius c73c0ef889 Merge branch 'master' into min-pixel-per-weapon 2024-05-10 10:07:13 -07:00
Kestrellius 68a936504f Make laser glow scaling configurable. (#6123) 2024-05-08 17:41:50 +02:00
Kestrellius 8d9736d3e3 Created per-weapon field for laser min pixel size. 2024-05-06 16:26:44 -07:00
Goober5000 3851832db5 make fireball types dynamic
As requested by Event Horizon, this removes the limit on fireball types.  The fixed array has been replaced with a vector and the relevant code updated accordingly.  There is also a new version of `stuff_int_list()` to parse ints into a vector.

This also adds bounds checking for explosion animations that are parsed for ship classes, ship types, and asteroids, since previously there was no guarantee that the indexes would be in range.
2024-04-25 21:26:35 -04:00
Asteroth 1bd65192ba Allow for more field of fire cooldown shenanigans (#6086)
* allow for more fof cd shenanigans

* review fix

* switch to per frame management

* unused variable

* review tweaks
2024-04-20 23:33:24 -04:00
Goober5000 197356077d fix fixed-missile-detonation
The logic to handle the `$Fixed Missile Detonation:` flag missed an important case: subsystems with concave hull geometry but without destroyable submodels.  The original flag was tested on a bowl-shaped turret, which could be destroyed.  However the bowl-shaped engine on the SSG Rahu was susceptible to the same detonation problem.  By changing the check to always use the radius, whether obtained from a submodel or from the subsystem, the flag fixes the detonation in both cases.
2024-03-25 16:02:30 -04:00
Goober5000 2147571dff make several miscellaneous timestamps type-safe
Trail timestamps and a few top-level timestamps.  Also a few `static` and `constexpr` keywords for good measure.
2024-03-02 00:10:31 -05:00
BMagnu e8ea8733d0 Animation Drivers for Cockpits (#5925)
* Add control_info driver sources

* Properly deal with cockpits and their 'objnum's

* Add driven animation sets to weapons and cockpits

* enumify objnums
2024-03-01 10:03:27 +01:00
Goober5000 4bf806c485 make model file checks consistent
The general expectation is that model filenames can be specified as 'none' or '<none>' for no model, but as discovered by no tea, this was not consistent across the code base.  For example, `$Model File: none` was handled as expected but `$External Model File: none` was not.  This PR makes the handling consistent for all ship, weapon, and shockwave POF files, and also adds some extra checks when models are loaded.
2024-02-09 17:00:45 -05:00
Goober5000 f4669db41c constify some turret code
Apply `const` to a whole bunch of functions.  Also change a bunch of ints to bools.
2023-12-30 00:00:31 -05:00
JohnAFernandez 5ee051c55f Merge pull request #5803 from Baezon/start-loop-end-snd-weapons
Add Start/Loop/End sounds for weapons
2023-11-21 23:29:23 -05:00
Asteroth 703269aa71 fix for lasers with head on bitmaps 2023-11-20 17:27:11 -05:00
Asteroth 13170a235e add start/loop/end sounds for weapons 2023-11-13 17:52:50 -05:00
JohnAFernandez 7645704ac2 Merge pull request #5753 from Baezon/moar-curves
Moar curves
2023-11-11 00:01:29 -05:00