Splits the existing On Death hook into independent hooks for each relevant type. Adds On Ship Death, On Missile Death, etc. Also adds On Missile Death Started to complement On Ship Death Started.
In #4443, `fl_near_zero` was set to use default epsilon values in the `IS_VEC_NULL` check. In this comparison, epsilon is the wrong threshold because it used to have a much smaller threshold. The fix restores the previous definitions of `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` by exposing the epsilon value as an optional parameter (similar to how `IS_NEAR_ZERO` used to work. This PR also restores `IS_VEC_NULL_SQ_SAFE` where it was replaced by `IS_VEC_NULL.`
* more cleanup in preparation for model translation
1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing
* address feedback, plus a bit of extra cleanup
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.
This is an updated version of #3151 to work with the latest codebase.
NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
Mostly renaming of fields and functions, and moving some modelread sections into functions. This reorganization will put the code on a better footing for the model translation feature. No model translation code is included yet, and there should be no change in functionality.
This moves submodel rotation out of the AI pipeline and into object movement. With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place. Many associated functions have also been cleaned up.
In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
* Prevent Crashes from Weapons being deleted during the collision process
This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.
* Remove Problematic Assertions and INT3's
Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.
* Simplify Code with a good suggestion
Co-authored-by: Asteroth <[email protected]>
Co-authored-by: Asteroth <[email protected]>
Consolidate all the functions which parse lists of data. They're almost the same except for the data itself, so use templates.
As for the templated function which handles the list, boost the robustness by adding additional checking and error messages.
This correctly calculates the turret position from the center (zero position) of its submodel instead of using the offset from the main model.
This patches a few more parts of the code and also adds a missing locale argument.
A bit of small cleanups in preparation of larger scale refactoring.
remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
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.
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.
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.
Removes the following two routines as not only are they unused, but
they have been unused for years.
get_debris_from_same_group()
asteroid_get_random_in_cone()
Signed-off-by: Peter Mitsis <[email protected]>
Applies the 'static' keyword to various asteroid 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]>