Previously if a ship's glowmaps were deactivated via sexp, then the glowmaps would reaactivie at the ship's final explosinos. This PR fixes that by carrying that flag into the ship explosion FX code.
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.
Previously, Engine Wash Intensity didn't actually do anything in the code. This adds a game table setting that let's modders specify to the game to actually take the intensity value into account when calculating engine wash effects.
This PR tidies up the comments in the initial velocity setting, properly sets the player's throttle, and cleans up issues with initial velocity setting and hyperspace warpin types.
Note the removed code block for hyperspace warpin ending was removed becuase it is not needed, as physics calculatios already handles that. Also the calculations that were there did not properly account for initial ship velocity setting.
There's a number of issues fixed here:
* Radar blips of docked ships were the wrong colour in stage 1
* You could target docked ships in stage 1
* Docked ships thrusters were visible in stage 1
* Hyperspace warptype ship could initially appear at their
warp-destination, then spring back to the correct location to complete
the rest of their warpin (because a docked ship had higher speed than
the dock leader)
There may also be a number of other subtle bugs with docked warpin;
e.g. I suspect (but haven't tested) that AI turrets could fire on
docked ships during warpin
These should also be fixed
Lastly, fixes issue #1867
The core bug fixed here is #1982. After ship_create sets up the ship, parse_object_create_sub does further initialization by copying some values from the parse object. In most cases there are sensible defaults, but a few special cases require some post-processing...
- ship sounds
- the new way of initializing warp effects to allow per-ship customization
- intrinsic-no-shields
- an arrival entry in the mission log
- script hooks
I also took a further look at normal ship creation and tweaked some things...
- initialize ai mode in ai_object_init
- remove redundant assigment of ship name from parse_object_create_sub (it's also done in ship_create)
- remove redundant goal clearing from parse_object_create_sub (it's also done in ai_clear_ship_goals via ship_create)
- avoid overwriting the initial ai mode if the fix-ai-class-bug flag is set
- make the code slightly more efficient by not redundantly setting flags while searching for subsystems
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
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.
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.
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.
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.
I already found a few mistakes with these changes which I also fixed
here.
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.