Commit Graph
1261 Commits
Author SHA1 Message Date
Goober5000 bfae614189 fix bug: only reverse the warp effect when the ship is warping out; and while we're at it, change that parameter to bool 2019-01-12 01:05:19 -05:00
Goober5000 741ee07249 address warnings 2019-01-09 00:17:20 -05:00
Goober5000 04cefad927 inherit from ship_info warp params instead of resetting to default 2019-01-09 00:00:53 -05:00
Goober5000 3d68476505 remove WD_ prefix 2019-01-08 23:44:09 -05:00
Goober5000 9acd25bc28 create a new convenience function 2019-01-08 23:03:37 -05:00
Goober5000 7e00a8b10f stage 2: allow individual ships to also use Warp_params; implement loading and saving 2019-01-08 23:03:36 -05:00
Goober5000 bb0df2dc43 stage 1: replace individual parameters with an index into Warp_params 2019-01-08 23:03:36 -05:00
Goober5000 097148c2c2 remove WD_ prefix 2019-01-07 12:01:17 -05:00
Goober5000 32d951b27a create WarpDirection enum 2019-01-06 17:33:47 -05:00
CasparKielwein 366dc3749c remove unused functions and variables in ship/ship.cpp and .h 2018-12-29 16:41:23 +01:00
plieblang 4a6d8573a0 AI profile flag for support to not equip new primary 2018-12-21 13:26:32 -08:00
niffiwan d638cacc51 Merge pull request #1932 from Goober5000/fix_warp_clipping
Fix warp clipping
2018-12-07 07:56:33 +10:00
Goober5000 8a9edb1215 remove error_bypass from new function 2018-11-25 00:27:14 -05:00
Goober5000 74fd3c0637 multi capability for destroy-instantly and destroy-subsys-instantly
Previously, these two SEXPs could only be used in single-player; now they can be used in multiplayer.  (This now allows Admiral MS's ship save/load script to work in multiplayer too.)

Inspired by Parias's patch included in the FSPort Co-Op Mod Beta (https://www.hard-light.net/forums/index.php?topic=88385.0) though with some modifications.
2018-11-25 00:26:29 -05:00
Goober5000 7492615a31 remove error_bypass 2018-11-24 14:05:37 -05:00
Goober5000 86f67c3c84 warp should be pretty much working correctly now
precalculate warp values before beginning warp, and use them throughout the warp instead of recalculating in every function
standardize on always using the entire docked assembly for length and half-length calculation, instead of some places the assembly and some places just the dock leader
consolidate and simplify the compute_warpout* functions in light of the above
2018-11-20 13:49:49 -05:00
Goober5000 bd4b116188 this should fix the warpin/warpout distances for regular warpin 2018-11-20 13:49:49 -05:00
Fabian Woltermann 45559c13a9 Merge pull request #1912 from asarium/cleanup/noOldCollision
Remove -old_collision command line option
2018-11-10 17:52:17 +01:00
Goober5000 f975edd343 Merge pull request #1911 from asarium/feature/noSubsystemSparks
Add option for disabling spark spawning for subsystem
2018-10-27 12:50:50 -04:00
asarium 9219712ff0 Add option for disabling impact debris spawning 2018-10-27 16:37:42 +02:00
asarium 15dc45cc0a Remove -old_collision command line option
The new system has been tested pretty thoroughly so I think it is time
to remove this option.
2018-10-21 18:36:59 +02:00
asarium 3c41b56449 Add option for disabling spark spawning for subsystem
This adds the "no sparks" flag for subsystems which disables the
generation of spark sources for that subsystem when it is hit.

This was requested by Axem.
2018-10-21 18:03:48 +02:00
wookieejedi 50dbbc4687 Incorporates Goober's feedback
Moved new "On Ship Depart" hook exectuion to ship_cleanup.
2018-10-21 01:11:16 -04:00
wookieejedi 140fed2812 Added "Method" hook variable to "On Ship Depart" 2018-10-20 16:41:59 -04:00
wookieejedi 791e22bc1d Add On Ship Depart Conditional Hook 2018-10-18 17:50:22 -04:00
m!m f42eaf9637 Merge pull request #1817 from asarium/cleanup/luaVarargs
Convert scripting interaction function to variadic templates
2018-09-27 11:44:22 +02:00
Goober5000 a9b8e5c043 address clang-tidy complaints 2018-09-26 14:17:39 -04:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00
Goober5000 095a2efc56 allow custom fireballs to be used as ship warp effects
This allows the WE_Default warp type to be used with any warp fireball in fireball.tbl.  The fireball can be used by specifying its unique ID for the existing $Warpin type and $Warpout type options in ships.tbl.  The warp type is managed by bitwise-OR'ing a flag to the fireball's index.
2018-09-26 00:19:17 -04:00
TRBlount 0814bf0ae1 Fix share_fire_direction logic 2018-09-10 16:40:36 -06:00
niffiwan 332bd01f0f address feedback
remove static keyword & add comment for new constant variable
switch to using #define values for the default scan ranges
2018-08-28 21:51:06 +10:00
niffiwan eb8717f051 add per-ship-class scanning range feature
Requested for FotG - allow dedicated scanning ship options
e.g. Y-wing Longprobe & TIE/rc
2018-08-28 21:13:50 +10:00
niffiwan 9ba3a0ccf9 clang-tidy: remove FALSE & NULL 2018-08-21 22:53:31 +10:00
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