* Partially builds weapon curves.
* Further curve implementation
* Implementation of more output types.
* Cleanup
* Adjusts warning.
* Appeases clang.
* further appeasement
* Appeasement and time-traveling review changes
* change the enum branch too that'd be good
* More requested changes
* Basic abstraction for generic modular curves
* Make curve list by output statically sized
* Make instance-randomization consistent and mapless
* Add parsing
* Add derived modular curve sets
* Fix incorrect unpack
* Split modular curve set and definition, properly comment struct usage
* Split off specific type-traits into own file
* Fix modular curves for multi-derive case
* Implement some basic weapon curves, as well as the damage multiplier hit curve
* Merges in generified system built by Lafiel.
* Fills out beam curvesets.
* Renames curvesets.
* Removes launch curves for now.
* Testing, bugfixing.
* Various cleanup
* Returns extern do_subobj_hit_stuff
* Fixes compile errors
* Beam flag checking
* Rearranges beam flag checking.
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Co-authored-by: BMagnu <[email protected]>
Many SEXP operators that work on subsystems use very similar code. This new function allows the operator implementations to be streamlined and makes future modifications easier. For example, the `change-ai-class` operator now works with names such as `<all turrets>` as well as specific subsystems.
1. Don't set the `can_use_for_bank` flag to FALSE if the bank is primary but the weapon is secondary, or vice versa
2. Make sure to only restrict the weapons by bank if the ship has per-bank restrictions
In support of this, add `is_primary()` and `is_secondary()` helper functions to `weapon_info` and use them in logical places.
Follow-up to #6434. Fixes a few subtle bugs from that PR.
This adds a sexp to allow any boolean condition, or series of conditions, to be evaluated not only instantaneously, but also for a period of time. For example, this can be used with `is-facing` to check if a ship has been facing another ship for a specified duration. Previously this had to be done through scripting or through a group of sexps.
Implements #5754.
When a player tries to skip a mission during a campaign, all goals and events are marked true. Thus it's possible for the campaign condition to unexpectedly *not* evaluate to the next mission (e.g. `if is-previous-goal-false` or `is-previous-event-false` is used without the optional argument). So add a failsafe check, with a warning, to handle this case. Also update the documentation to clarify that the optional argument is checked for the mission-skipped case.
Fixes an endless skip-to-the-same-mission loop discovered by ShivanSlayer in Shrouding the Light.
1. Since we already handle `<all engines>` and `<all turrets>`, it's simple to extend this to all generic subsystems of any type
2. Add an `<all subsystems>` case for handling every subsystem on a ship
3. Add some compiler directives to enforce preconditions for subsystem type `#define`s
* Set ver to C++17
* remove deprecated shuffle
* Fix std::iterator being deprecated
* Work around codecvt deprecation
* Fix std::result_of deprecation
* Another random_shuffle
* another text conversion replacement
The enhanced controls and flags in #4552 were intended to allow the camera to shudder in all views, not just the cockpit view. And indeed, the shudder does apply in all other views... except for cutscene cameras, due to the `VM_FREECAMERA` check in `game_render_frame()`. So, add a separate check for cutscene cameras when shuddering everywhere. The cutscene camera can be jittered just like the cockpit camera, but the rotation should not be modified or it will produce feedback.
Follow-up to #4552. Also removes an unused variable that was made obsolete in #5656.
This fixes the fighter/bomber type which had been broken ever since the objecttypes.tbl upgrade in 246cfcfa65: the fighter/bomber type is again treated as a union of fighters and bombers, not a unique type of its own. This requires special handling for the `OPF_SHIP_TYPE` SEXP argument type, and all four SEXPs that use `OPF_SHIP_TYPE` have been modified to check for the special case. The explicit fighter/bomber type has again been removed from the built-in objecttypes.tbl.
The requirements for "fighter/bomber" to be valid are 1) there is no explicit "fighter/bomber" type in the mod; 2) a "fighter" type exists; 3) a "bomber" type exists. If any of these conditions is not met, the special case behavior is not enabled.
Follow-up to #6390. Properly fixes#6388.
1. Tweak the API of `error_display` so that an error level of 2 displays a `ReleaseWarning`.
2. Use this error level for the malformed XSTR warnings in the localization code.
Resolves#6374.
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame. Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.
Fixes#6353.
1. a `hud-reset-color` SEXP operator, to complement the existing `hud-set-color` and set a gauge back to its configured color
2. `ConfigType` and `ObjectType` Lua virtvars which are essentially the built-in gauges' equivalents of `Name` for custom gauges
3. `getColor` and `setColor` Lua functions
Since the `OPF_ANY_HUD_GAUGE` type checks for any default or custom HUD gauge in regular SEXP operators, it should do so in scripted SEXP operators as well.
* upgrade asteroid sexps to match new asteroid field features
* clang is a needy boy
* unify the sexp operators into one since there are minimal changes
* cleanup for readability
* address feedback
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control. Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.
In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated. The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset). The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.
(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)
Implements #4294.
As noted on Discord, there was previously no `is-species` operator. Now there is.
As a bonus, this also fixes a bug where the pre-existing `is-iff` operator did not work with wings that had not yet arrived.
* 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
Adds an optional argument to the `lock-perspective` sexp to allow locking of the 'free look' or 'padlock' view. This prevents the player from looking around which might not be desired in certain forced perspective situations.
* base working version of unlimited debris types
* Proper FRED support
* make qtFRED handle asteroids properly
* fix qtFRED assertion
* further clean out MAX_RETAIL_DEBRIS_TYPES
* These should be sizes not POFs
* Move this to it's own method
* convert asteroid subtypes to a vector
* unlimit asteroid subtypes
* fix some global shadowing
* signed/unsigned mismatch
* Address feedback
Inspired by #6178, this moves the existing `count_items_with_name()` functions into utility.h and adds additional functions for finding specific items with a given `.name` or, more generally, a given field. The `Damage_types` search has been converted to illustrate how these functions can be used.