If framebuffer shockwaves were enabled and a 3D shockwave was created, FSO would use a hardcoded reference to the second slot of the Shockwave_info vector to generate the framebuffer shockwave for it. This only makes sense if and only if:
- the 3D shockwave command-line flag is also enabled
- the default 3D shockwave and default 2D shockwave are both present and loaded
- its the first mission of the session (because after that any shockwave not in the 0th index got unloaded)
I've changed the code so that which index the default 2D shockwave got loaded into gets tracked and used instead of a hardcoded index... and if both default shockwaves are loaded, the first two Shockwave_info indices are both kept between missions instead of just the first. This should allow framebuffer shockwaves to work with 3D shockwaves, regardless of whether or not it's the first mission of the session and whether or not a custom 2D shockwave was loaded (and happened to wind up at index 1). Slight downside in that missing the default 2D shockwave file, but having a custom 2D shockwave loaded, will now result in framebuffer shockwaves not being drawn at all, rather than using the custom 2D shockwave by accident; not sure that's really all that much of a problem, though.
After someone tripped an assertion in the shockwave code which provided no details, I found some... questionable vector-related code. I changed all the code I could find that looped through the vector with iterator-based code, converted most Asserts into Assertions for more informative debugging, and added a couple Assertions to check previously-unchecked assumptions (which theoretically should never be tripped, but we'll see). A test build with the vector fixes resulted in the assertion no longer tripping so I'm fairly sure the improper erasure of the vector was causing problems (leftover data from a previous mission with a model number that no longer made sense because the model was unloaded).
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
Handle total_time directly requested from bm_load_animation
Make generic_anims request total_time directly
Move png-vs-apng check to apng class
Remove redundancy in apng exception messages
Update comments
Abstracting this allows for the possibility of other compilers to have their
own implementation of marking a variable as potentially unused without using
the __attribute__ keyword (which is not supported on all compilers).
Signed-off-by: Peter Mitsis <[email protected]>
By adding an "+Area Of Effect" line after "+New Style:" or "+Old Style:", it causes every ship caught in the weapon's shockwave or blast to suffer electronics disruption. Requested by Black Wolf.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11173 387891d4-d844-0410-90c0-e4c51a9137d3
Some ugliness involved (placement new - yuck!), however given that a lot of our structures are allocated with vm_malloc, I haven't got a better way around this at present.