mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 07:28:22 -10:00
Compare commits
7
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| Author | SHA1 | Date | |
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0abd592038 | ||
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909e799bdd | ||
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b0ba22a43d | ||
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059e149590 |
No files matched your search
@@ -6,5 +6,3 @@ code/executor/ @asarium
|
||||
code/scpui/ @asarium
|
||||
|
||||
code/scripting/ @asarium
|
||||
|
||||
code/controlconfig/ @z64555
|
||||
@@ -15,7 +15,7 @@ jobs:
|
||||
configuration: [FastDebug, Release]
|
||||
name: Linux
|
||||
runs-on: ubuntu-latest
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-a8ca321
|
||||
steps:
|
||||
- name: Cache Qt
|
||||
id: cache-qt-lin
|
||||
@@ -29,8 +29,6 @@ jobs:
|
||||
version: ${{ env.QT_VERSION }}
|
||||
dir: ${{ github.workspace }}/..
|
||||
cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
|
||||
setup-python: 'false'
|
||||
aqtversion: ==1.1.3
|
||||
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
@@ -210,28 +208,3 @@ jobs:
|
||||
DATACORDER_USER: ${{ secrets.DATACORDER_USER }}
|
||||
DATACORDER_SSHPASS: ${{ secrets.DATACORDER_PASSWORD }}
|
||||
run: $GITHUB_WORKSPACE/ci/linux/upload_dist_package.sh nightly
|
||||
|
||||
post_builds:
|
||||
# Post nightlies if at least one job was successful
|
||||
if: ${{ needs.linux_zip == "success" || needs.windows_zip == "success" }}
|
||||
name: Post builds on Nebula and the forums
|
||||
needs: [linux_zip, windows_zip]
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
with:
|
||||
fetch-depth: '0'
|
||||
- name: Install Python dependencies
|
||||
run: pip install -r ci/post/requirements.txt
|
||||
- name: Post builds
|
||||
env:
|
||||
INDIEGAMES_USER: ${{ secrets.INDIEGAMES_USER }}
|
||||
INDIEGAMES_SSHPASS: ${{ secrets.INDIEGAMES_PASSWORD }}
|
||||
NEBULA_USER: ${{ secrets.NEBULA_USER }}
|
||||
NEBULA_PASSWORD: ${{ secrets.NEBULA_PASSWORD }}
|
||||
HLP_API: ${{ secrets.HLP_API }}
|
||||
HLP_KEY: ${{ secrets.HLP_KEY }}
|
||||
LINUX_RESULT: ${{ needs.linux_zip.result }}
|
||||
WINDOWS_RESULT: ${{ needs.windows_zip.result }}
|
||||
run: python ci/post/main.py nightly
|
||||
@@ -39,7 +39,7 @@ jobs:
|
||||
name: Linux
|
||||
needs: create_release
|
||||
runs-on: ubuntu-latest
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-a8ca321
|
||||
steps:
|
||||
- name: Cache Qt
|
||||
id: cache-qt-lin
|
||||
@@ -53,8 +53,6 @@ jobs:
|
||||
version: ${{ env.QT_VERSION }}
|
||||
dir: ${{ github.workspace }}/..
|
||||
cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
|
||||
setup-python: 'false'
|
||||
aqtversion: ==1.1.3
|
||||
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
@@ -263,26 +261,3 @@ jobs:
|
||||
asset_path: ${{ steps.generate_package.outputs.debug_path }}
|
||||
asset_name: ${{ steps.generate_package.outputs.debug_name }}
|
||||
asset_content_type: ${{ steps.generate_package.outputs.debug_mime }}
|
||||
|
||||
post_builds:
|
||||
name: Post builds on Nebula and the forums
|
||||
needs: [linux_zip, windows_zip]
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
with:
|
||||
fetch-depth: '0'
|
||||
- name: Install Python dependencies
|
||||
run: pip install -r ci/post/requirements.txt
|
||||
- name: Post builds
|
||||
env:
|
||||
INDIEGAMES_USER: ${{ secrets.INDIEGAMES_USER }}
|
||||
INDIEGAMES_SSHPASS: ${{ secrets.INDIEGAMES_PASSWORD }}
|
||||
NEBULA_USER: ${{ secrets.NEBULA_USER }}
|
||||
NEBULA_PASSWORD: ${{ secrets.NEBULA_PASSWORD }}
|
||||
HLP_API: ${{ secrets.HLP_API }}
|
||||
HLP_KEY: ${{ secrets.HLP_KEY }}
|
||||
LINUX_RESULT: ${{ needs.linux_zip.result }}
|
||||
WINDOWS_RESULT: ${{ needs.windows_zip.result }}
|
||||
run: python ci/post/main.py release
|
||||
@@ -15,7 +15,7 @@ jobs:
|
||||
configuration: [FastDebug, Release]
|
||||
name: Linux
|
||||
runs-on: ubuntu-latest
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-a8ca321
|
||||
steps:
|
||||
- name: Cache Qt
|
||||
id: cache-qt-lin
|
||||
@@ -29,8 +29,6 @@ jobs:
|
||||
version: ${{ env.QT_VERSION }}
|
||||
dir: ${{ github.workspace }}/..
|
||||
cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
|
||||
setup-python: 'false'
|
||||
aqtversion: ==1.1.3
|
||||
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
|
||||
@@ -1,62 +0,0 @@
|
||||
name: Build caches for master
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
|
||||
env:
|
||||
QT_VERSION: 5.12.9
|
||||
|
||||
jobs:
|
||||
build_linux:
|
||||
strategy:
|
||||
matrix:
|
||||
configuration: [Debug, Release]
|
||||
compiler: [gcc-5, gcc-10]
|
||||
cmake_options: [""]
|
||||
include:
|
||||
# Also include configurations that check if the code compiles without the graphics backends
|
||||
- configuration: Debug
|
||||
compiler: gcc-10
|
||||
cmake_options: -DFSO_BUILD_WITH_OPENGL=OFF -DFSO_BUILD_WITH_VULKAN=OFF
|
||||
- configuration: Release
|
||||
compiler: gcc-10
|
||||
cmake_options: -DFSO_BUILD_WITH_OPENGL=OFF -DFSO_BUILD_WITH_VULKAN=OFF
|
||||
name: Linux
|
||||
runs-on: ubuntu-latest
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
|
||||
steps:
|
||||
- name: Cache Qt
|
||||
id: cache-qt-lin
|
||||
uses: actions/cache@v1
|
||||
with:
|
||||
path: ${{ github.workspace }}/../Qt
|
||||
key: ${{ runner.os }}-QtCache-${{ env.QT_VERSION }}
|
||||
- name: Install Qt
|
||||
uses: jurplel/install-qt-action@v2
|
||||
with:
|
||||
version: ${{ env.QT_VERSION }}
|
||||
dir: ${{ github.workspace }}/..
|
||||
cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
|
||||
setup-python: 'false'
|
||||
aqtversion: ==1.1.3
|
||||
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
with:
|
||||
submodules: true
|
||||
- name: ccache
|
||||
uses: hendrikmuhs/ccache-action@v1
|
||||
with:
|
||||
key: ${{ runner.os }}-${{ matrix.configuration }}-${{ matrix.compiler }}
|
||||
|
||||
- name: Configure CMake
|
||||
env:
|
||||
CONFIGURATION: ${{ matrix.configuration }}
|
||||
COMPILER: ${{ matrix.compiler }}
|
||||
JOB_CMAKE_OPTIONS: ${{ matrix.cmake_options }}
|
||||
run: $GITHUB_WORKSPACE/ci/linux/configure_cmake.sh
|
||||
- name: Compile
|
||||
working-directory: ./build
|
||||
run: LD_LIBRARY_PATH=$Qt5_DIR/lib:$LD_LIBRARY_PATH ninja -k 20 all
|
||||
@@ -1,21 +0,0 @@
|
||||
name: Push a new nightly tag
|
||||
|
||||
on:
|
||||
schedule:
|
||||
- cron: '0 6 * * *'
|
||||
|
||||
jobs:
|
||||
tag:
|
||||
if: github.repository == 'scp-fs2open/fs2open.github.com'
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Prepare environment
|
||||
run: |
|
||||
git config --global user.email '[email protected]'
|
||||
git config --global user.name SirKnightly
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v2
|
||||
- name: Create tag
|
||||
run: git tag "nightly_$(date '+%Y%m%d')_$(git rev-parse --short HEAD)"
|
||||
- name: Push tag
|
||||
run: git push --tags
|
||||
@@ -8,6 +8,7 @@ env:
|
||||
jobs:
|
||||
build_linux:
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
configuration: [Debug, Release]
|
||||
compiler: [gcc-5, gcc-10, clang-9]
|
||||
@@ -22,7 +23,7 @@ jobs:
|
||||
cmake_options: -DFSO_BUILD_WITH_OPENGL=OFF -DFSO_BUILD_WITH_VULKAN=OFF
|
||||
name: Linux
|
||||
runs-on: ubuntu-latest
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
|
||||
container: ghcr.io/scp-fs2open/linux_build:sha-e977d36
|
||||
steps:
|
||||
- name: Cache Qt
|
||||
id: cache-qt-lin
|
||||
@@ -37,18 +38,12 @@ jobs:
|
||||
dir: ${{ github.workspace }}/..
|
||||
cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
|
||||
setup-python: 'false'
|
||||
aqtversion: ==1.1.3
|
||||
|
||||
- uses: actions/checkout@v1
|
||||
name: Checkout
|
||||
with:
|
||||
submodules: true
|
||||
fetch-depth: 0
|
||||
- name: ccache
|
||||
uses: hendrikmuhs/ccache-action@v1
|
||||
with:
|
||||
key: ${{ runner.os }}-${{ matrix.configuration }}-${{ matrix.compiler }}
|
||||
|
||||
- name: Configure CMake
|
||||
env:
|
||||
CONFIGURATION: ${{ matrix.configuration }}
|
||||
|
||||
@@ -3,8 +3,7 @@ name: Publish Standalone docker image
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- 'nightly_*'
|
||||
- 'release_*'
|
||||
- '*'
|
||||
|
||||
jobs:
|
||||
build_images:
|
||||
@@ -13,9 +12,13 @@ jobs:
|
||||
configuration: [FastDebug, Release]
|
||||
include:
|
||||
- configuration: FastDebug
|
||||
tag_suffix: -debug
|
||||
latest_tag: latest_debug
|
||||
nightly_tag: nightly_debug
|
||||
release_tag: release_debug
|
||||
- configuration: Release
|
||||
tag_suffix: ""
|
||||
latest_tag: latest
|
||||
nightly_tag: nightly
|
||||
release_tag: release
|
||||
fail-fast: false
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
@@ -23,30 +26,23 @@ jobs:
|
||||
name: Checkout
|
||||
with:
|
||||
submodules: true
|
||||
- name: Set up Docker Buildx
|
||||
uses: docker/setup-buildx-action@v1
|
||||
- name: Docker login
|
||||
run: echo ${{ secrets.DOCKER_ACCESSTOKEN }} | docker login -u ${{ secrets.DOCKER_USERNAME }} --password-stdin
|
||||
- name: Docker build
|
||||
run: docker build --build-arg build_type=${{ matrix.configuration }} -f docker/standalone/Dockerfile -t ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.latest_tag }} .
|
||||
|
||||
- name: Docker meta
|
||||
id: docker_meta
|
||||
uses: crazy-max/ghaction-docker-meta@v1
|
||||
with:
|
||||
images: ghcr.io/scp-fs2open/standalone_server
|
||||
tag-latest: false
|
||||
- name: Push latest tag
|
||||
run: |
|
||||
docker push ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.latest_tag }}
|
||||
|
||||
- name: Login to GitHub Docker Registry
|
||||
uses: docker/login-action@v1
|
||||
with:
|
||||
registry: ghcr.io
|
||||
username: ${{ github.repository_owner }}
|
||||
password: ${{ secrets.CR_PAT }}
|
||||
- name: Build and push
|
||||
id: docker_build
|
||||
uses: docker/build-push-action@v2
|
||||
with:
|
||||
context: .
|
||||
file: ./docker/standalone/Dockerfile
|
||||
push: true
|
||||
tags: ${{ steps.docker_meta.outputs.tags }}${{ matrix.tag_suffix }}
|
||||
labels: ${{ steps.docker_meta.outputs.labels }}
|
||||
build-args: |
|
||||
build_type=${{ matrix.configuration }}
|
||||
- name: Push nightly tag
|
||||
if: contains(github.ref, 'refs/tags/nightly_')
|
||||
run: |
|
||||
docker tag ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.latest_tag }} ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.nightly_tag }}
|
||||
docker push ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.nightly_tag }}
|
||||
|
||||
- name: Push release tag
|
||||
if: contains(github.ref, 'refs/tags/release_')
|
||||
run: |
|
||||
docker tag ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.latest_tag }} ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.release_tag }}
|
||||
docker push ${{ secrets.DOCKER_REPOSITORY }}:${{ matrix.release_tag }}
|
||||
@@ -1,128 +0,0 @@
|
||||
import re
|
||||
from ftplib import FTP, error_perm
|
||||
from typing import List, Tuple, Dict
|
||||
|
||||
import requests
|
||||
|
||||
from util import retry_multi, GLOBAL_TIMEOUT
|
||||
|
||||
class ReleaseFile:
|
||||
def __init__(self, name, url, group, subgroup=None, mirrors=None):
|
||||
if mirrors is None:
|
||||
mirrors = []
|
||||
self.mirrors = mirrors
|
||||
self.subgroup = subgroup
|
||||
self.group = group
|
||||
self.url = url
|
||||
self.name = name
|
||||
|
||||
self.base_url = "/".join(url.split('/')[0:-1]) + "/"
|
||||
self.filename = url.split('/')[-1]
|
||||
|
||||
# A list of tuples of (filename, hash)
|
||||
self.content_hashes = None
|
||||
|
||||
self.hash = None
|
||||
self.size = 0
|
||||
|
||||
|
||||
class SourceFile:
|
||||
def __init__(self, name, url, group):
|
||||
self.group = group
|
||||
self.url = url
|
||||
self.name = name
|
||||
|
||||
|
||||
def get_release_files(tag_name, config) -> Tuple[List[ReleaseFile], Dict[str, SourceFile]]:
|
||||
@retry_multi(5)
|
||||
def execute_request(path):
|
||||
headers = {
|
||||
"Accept": "application/vnd.github.v3+json"
|
||||
}
|
||||
url = "https://api.github.com" + path
|
||||
|
||||
response = requests.get(url, headers=headers, timeout=GLOBAL_TIMEOUT)
|
||||
|
||||
response.raise_for_status()
|
||||
|
||||
return response.json()
|
||||
|
||||
build_group_regex = re.compile("fs2_open_.*-builds-([^.-]*)(-([^.]*))?.*")
|
||||
source_file_regex = re.compile("fs2_open_.*-source-([^.]*)?.*")
|
||||
|
||||
response = execute_request(
|
||||
"/repos/{}/{}/releases/tags/{}".format(config["github"]["user"], config["github"]["repo"], tag_name))
|
||||
|
||||
binary_files = []
|
||||
source_files = {}
|
||||
for asset in response["assets"]:
|
||||
url = asset["browser_download_url"]
|
||||
name = asset["name"]
|
||||
|
||||
group_match = build_group_regex.match(name)
|
||||
|
||||
if group_match is not None:
|
||||
platform = group_match.group(1)
|
||||
# x64 is the Visual Studio name but for consistency we need Win64
|
||||
if platform == "x64":
|
||||
platform = "Win64"
|
||||
|
||||
binary_files.append(ReleaseFile(name, url, platform, group_match.group(3)))
|
||||
else:
|
||||
group_match = source_file_regex.match(name)
|
||||
|
||||
if group_match is None:
|
||||
continue
|
||||
|
||||
group = group_match.group(1)
|
||||
|
||||
source_files[group] = SourceFile(name, url, group)
|
||||
|
||||
return binary_files, source_files
|
||||
|
||||
|
||||
def get_ftp_files(build_type, tag_name, config):
|
||||
tag_regex = re.compile("nightly_(.*)")
|
||||
build_group_regex = re.compile("nightly_.*-builds-([^.]+).*")
|
||||
|
||||
files = []
|
||||
try:
|
||||
with FTP(config["ftp"]["host"], config["ftp"]["user"], config["ftp"]["pass"]) as ftp:
|
||||
version_str = tag_regex.match(tag_name).group(1)
|
||||
|
||||
path_template = config["ftp"]["path"]
|
||||
path = path_template.format(type=build_type, version=version_str)
|
||||
file_entries = list(ftp.mlsd(path, ["type"]))
|
||||
|
||||
for entry in file_entries:
|
||||
if entry[1]["type"] == "file":
|
||||
files.append(entry[0])
|
||||
except error_perm:
|
||||
print("Received permanent FTP error!")
|
||||
return []
|
||||
|
||||
out_data = []
|
||||
for file in files:
|
||||
file_match = build_group_regex.match(file)
|
||||
if file_match is None:
|
||||
print("Ignoring non nightly file '{}'".format(file))
|
||||
continue
|
||||
|
||||
group_match = file_match.group(1)
|
||||
primary_url = None
|
||||
mirrors = []
|
||||
|
||||
# x64 is the name Visual Studio uses but Win64 works better for us since that gets displayed in the nightly post
|
||||
if "x64" in group_match:
|
||||
group_match = group_match.replace("x64", "Win64")
|
||||
|
||||
for mirror in config["ftp"]["mirrors"]:
|
||||
download_url = mirror.format(type=build_type, version=version_str, file=file)
|
||||
if primary_url is None:
|
||||
primary_url = download_url
|
||||
else:
|
||||
mirrors.append(download_url)
|
||||
|
||||
out_data.append(ReleaseFile(file, primary_url, group_match, None, mirrors))
|
||||
|
||||
return out_data
|
||||
@@ -1,82 +0,0 @@
|
||||
from itertools import groupby
|
||||
from typing import List
|
||||
|
||||
import requests
|
||||
import semantic_version
|
||||
from mako.template import Template
|
||||
|
||||
from file_list import ReleaseFile
|
||||
|
||||
|
||||
class FileGroup:
|
||||
def __init__(self, name, files: List[ReleaseFile]):
|
||||
self.files = files
|
||||
self.name = name
|
||||
|
||||
if len(files) == 1:
|
||||
self.mainFile = files[0]
|
||||
self.subFiles = {}
|
||||
else:
|
||||
self.mainFile = None
|
||||
subFiles = []
|
||||
for file in files:
|
||||
# We only have subcategories for Windows where SSE2 is the main group
|
||||
if file.subgroup == "SSE2":
|
||||
self.mainFile = file
|
||||
else:
|
||||
subFiles.append(file)
|
||||
|
||||
self.subFiles = dict(((x[0], next(x[1])) for x in groupby(subFiles, lambda f: f.subgroup)))
|
||||
|
||||
|
||||
|
||||
class ForumAPI:
|
||||
def __init__(self, config):
|
||||
self.config = config
|
||||
|
||||
def create_post(self, title, content, board):
|
||||
resp = requests.post(self.config["hlp"]["api"], data={
|
||||
"api_key": self.config["hlp"]["key"],
|
||||
"board": str(board),
|
||||
"subject": title,
|
||||
"body": content
|
||||
})
|
||||
|
||||
if resp.text != "OK":
|
||||
print("Post failed!")
|
||||
|
||||
def post_nightly(self, date, revision, files, log, success):
|
||||
print("Posting nightly thread...")
|
||||
|
||||
title = "Nightly: {} - Revision {}".format(date, revision)
|
||||
|
||||
template = Template(filename=self.config["templates"]["nightly"])
|
||||
rendered = template.render_unicode(**{
|
||||
"date": date,
|
||||
"revision": revision,
|
||||
"files": files,
|
||||
"log": log,
|
||||
"success": success
|
||||
})
|
||||
|
||||
print("Creating post...")
|
||||
self.create_post(title, rendered, self.config["nightly"]["hlp_board"])
|
||||
|
||||
def post_release(self, date, version: semantic_version.Version, groups, sources):
|
||||
print("Posting release thread...")
|
||||
|
||||
title = "Release: {}".format(version)
|
||||
|
||||
template = Template(
|
||||
filename=self.config["templates"]["release"].format(major=version.major, minor=version.minor),
|
||||
module_directory='/tmp/mako_modules')
|
||||
rendered = template.render_unicode(**{
|
||||
"date": date,
|
||||
"version": version,
|
||||
"groups": groups,
|
||||
"sources": sources
|
||||
}).strip("\n")
|
||||
|
||||
print("Creating post...")
|
||||
|
||||
self.create_post(title, rendered, self.config["release"]["hlp_board"])
|
||||
@@ -1,88 +0,0 @@
|
||||
import os
|
||||
import hashlib
|
||||
import tarfile
|
||||
import traceback
|
||||
import zipfile
|
||||
from tempfile import NamedTemporaryFile
|
||||
from zipfile import ZipFile
|
||||
|
||||
import requests
|
||||
import sys
|
||||
from mako.template import Template
|
||||
|
||||
from file_list import ReleaseFile
|
||||
from util import GLOBAL_TIMEOUT
|
||||
|
||||
|
||||
def _download_file(url, dest_file, session):
|
||||
print("Downloading " + url)
|
||||
# NOTE the stream=True parameter
|
||||
r = session.get(url, stream=True, timeout=GLOBAL_TIMEOUT)
|
||||
for chunk in r.iter_content(chunk_size=1024):
|
||||
if chunk: # filter out keep-alive new chunks
|
||||
dest_file.write(chunk)
|
||||
dest_file.flush()
|
||||
|
||||
|
||||
def _gen_hash(fileobj, hash_alg):
|
||||
h = hashlib.new(hash_alg)
|
||||
while True:
|
||||
data = fileobj.read(4096)
|
||||
|
||||
if not data:
|
||||
break
|
||||
|
||||
h.update(data)
|
||||
|
||||
return h.hexdigest()
|
||||
|
||||
|
||||
def get_hashed_file_list(file: ReleaseFile, session: requests.Session = None, hash_alg: str = "sha256"):
|
||||
if session is None:
|
||||
session = requests.Session()
|
||||
|
||||
with NamedTemporaryFile('w+b', suffix=file.filename) as local_file:
|
||||
_download_file(file.url, local_file, session)
|
||||
|
||||
filename = local_file.name
|
||||
hash_list = []
|
||||
|
||||
local_file.seek(0)
|
||||
file.hash = _gen_hash(local_file, hash_alg)
|
||||
file.size = os.stat(filename).st_size
|
||||
|
||||
try:
|
||||
if tarfile.is_tarfile(filename):
|
||||
with tarfile.open(filename) as archive:
|
||||
for entry in archive:
|
||||
if not entry.isfile():
|
||||
continue
|
||||
|
||||
print("Computing hash for " + entry.name)
|
||||
fileobj = archive.extractfile(entry)
|
||||
hash_list.append((entry.path, _gen_hash(fileobj, hash_alg)))
|
||||
elif zipfile.is_zipfile(filename):
|
||||
with ZipFile(filename) as archive:
|
||||
for entry in archive.infolist():
|
||||
# Python 3.6 has is_dir but that version is relatively new so we'll use the "safe" version here
|
||||
if entry.filename.endswith('/'):
|
||||
continue
|
||||
|
||||
print("Computing hash for " + entry.filename)
|
||||
with archive.open(entry) as fileobj:
|
||||
hash_list.append((entry.filename, _gen_hash(fileobj, hash_alg)))
|
||||
else:
|
||||
raise NotImplementedError("Unsupported archive type!")
|
||||
except:
|
||||
traceback.print_exception(*sys.exc_info())
|
||||
return
|
||||
|
||||
file.content_hashes = hash_list
|
||||
|
||||
|
||||
def render_installer_config(version, groups, config):
|
||||
template = Template(filename=config["templates"]["installer"], module_directory='/tmp/mako_modules')
|
||||
return template.render(**{
|
||||
"version": version,
|
||||
"groups": groups,
|
||||
}).strip("\n")
|
||||
-152
@@ -1,152 +0,0 @@
|
||||
import sys
|
||||
import os
|
||||
import re
|
||||
from subprocess import check_output
|
||||
from datetime import datetime
|
||||
from itertools import groupby
|
||||
|
||||
import semantic_version
|
||||
|
||||
import file_list
|
||||
import installer
|
||||
import nebula
|
||||
import forum
|
||||
|
||||
|
||||
MAJOR_VERSION_PATTERN = re.compile("set_if_not_defined\(FSO_VERSION_MAJOR (\d+)\)")
|
||||
MINOR_VERSION_PATTERN = re.compile("set_if_not_defined\(FSO_VERSION_MINOR (\d+)\)")
|
||||
BUILD_VERSION_PATTERN = re.compile("set_if_not_defined\(FSO_VERSION_BUILD (\d+)\)")
|
||||
LOG_FORMAT = """
|
||||
------------------------------------------------------------------------%n
|
||||
commit %h%nAuthor: %an <%ad>%n
|
||||
Commit: %cn <%cd>%n%n %s
|
||||
"""
|
||||
DATEFORMAT_VERSION = "%Y%m%d"
|
||||
DATEFORMAT_FORUM = "%d %B %Y"
|
||||
|
||||
|
||||
def _match_version_number(text, regex):
|
||||
match = regex.search(text)
|
||||
return int(match.group(1))
|
||||
|
||||
|
||||
def get_source_version(date_version):
|
||||
with open(os.path.join("..", "..", "cmake", "version.cmake"), "r") as f:
|
||||
filetext = f.read()
|
||||
|
||||
major = _match_version_number(filetext, MAJOR_VERSION_PATTERN)
|
||||
minor = _match_version_number(filetext, MINOR_VERSION_PATTERN)
|
||||
build = _match_version_number(filetext, BUILD_VERSION_PATTERN)
|
||||
|
||||
return semantic_version.Version("{}.{}.{}-{}".format(major, minor, build, date_version))
|
||||
|
||||
|
||||
def main():
|
||||
os.chdir(os.path.dirname(__file__))
|
||||
|
||||
config = {
|
||||
"github": {
|
||||
"user": "scp-fs2open",
|
||||
"repo": "fs2open.github.com",
|
||||
},
|
||||
"ftp": {
|
||||
"host": "scp.indiegames.us",
|
||||
"user": os.environ["INDIEGAMES_USER"],
|
||||
"pass": os.environ["INDIEGAMES_SSHPASS"],
|
||||
"path": "public_html/builds/{type}/{version}/",
|
||||
"mirrors": (
|
||||
"https://porphyrion.feralhosting.com/datacorder/builds/{type}/{version}/{file}",
|
||||
"http://scp.indiegames.us/builds/{type}/{version}/{file}",
|
||||
),
|
||||
},
|
||||
"nebula": {
|
||||
"user": os.environ["NEBULA_USER"],
|
||||
"password": os.environ["NEBULA_PASSWORD"],
|
||||
},
|
||||
"hlp": {
|
||||
"api": os.environ["HLP_API"],
|
||||
"key": os.environ["HLP_KEY"],
|
||||
},
|
||||
"templates": {
|
||||
"nightly": "nightly.mako",
|
||||
"release": "release.mako",
|
||||
},
|
||||
"nightly": {
|
||||
"hlp_board": 173,
|
||||
},
|
||||
"release": {
|
||||
"hlp_board": 50,
|
||||
},
|
||||
}
|
||||
|
||||
if sys.argv[1] not in ("release", "nightly"):
|
||||
print("ERROR: Invalid release mode %s passed. Expected release or nightly!" % sys.argv[1])
|
||||
sys.exit(1)
|
||||
|
||||
tag_name = os.path.basename(os.environ["GITHUB_REF"])
|
||||
date = datetime.now()
|
||||
version = get_source_version(date.strftime(DATEFORMAT_VERSION))
|
||||
success = os.environ["LINUX_RESULT"] == "success" and os.environ["WINDOWS_RESULT"] == "success"
|
||||
|
||||
tags = check_output(("git", "for-each-ref", "--sort=-taggerdate", "--format", "%(tag)", "refs/tags")).splitlines()
|
||||
previous_tag = None
|
||||
found = False
|
||||
|
||||
for tag in tags:
|
||||
if found:
|
||||
if tag.startswith(sys.argv[1] + "_"):
|
||||
previous_tag = tag
|
||||
break
|
||||
elif tag == tag_name:
|
||||
found = True
|
||||
|
||||
if not found:
|
||||
print("ERROR: Couldn't find tag %s in repo!" % tag_name)
|
||||
sys.exit(1)
|
||||
|
||||
if not previous_tag:
|
||||
print("ERROR: Could not find a previous tag for %s!" % tag_name)
|
||||
sys.exit(1)
|
||||
|
||||
if sys.argv[1] == "release":
|
||||
if not tag_name.startswith("release_"):
|
||||
print("ERROR: Invalid tag name detected. Expected release_ prefix for release builds but found %s (full ref = %s)" % tag_name, os.environ["GITHUB_REF"])
|
||||
sys.exit(1)
|
||||
|
||||
files, sources = file_list.get_release_files(tag_name, config)
|
||||
|
||||
print("Hashing files")
|
||||
for file in files:
|
||||
installer.get_hashed_file_list(file)
|
||||
|
||||
# Construct the file groups
|
||||
groups = dict(((x[0], file_list.FileGroup(x[0], list(x[1]))) for x in groupby(files, lambda g: g.group)))
|
||||
|
||||
print(installer.render_installer_config(version, groups, config))
|
||||
|
||||
nebula.submit_release(
|
||||
nebula.render_nebula_release(version, "rc" if version.prerelease else "stable", "files", config),
|
||||
config)
|
||||
|
||||
fapi = forum.ForumAPI(config)
|
||||
fapi.post_release(date.strftime(DATEFORMAT_FORUM), version, groups, sources)
|
||||
else:
|
||||
if not tag_name.startswith("nightly_"):
|
||||
print("ERROR: Invalid tag name detected. Expected nightly_ prefix for nightly builds but found %s (full ref = %s)" % tag_name, os.environ["GITHUB_REF"])
|
||||
sys.exit(1)
|
||||
|
||||
print("Retrieving file list")
|
||||
files = file_list.get_ftp_files("nightly", tag_name, config)
|
||||
|
||||
print("Hashing files")
|
||||
for file in files:
|
||||
installer.get_hashed_file_list(file)
|
||||
|
||||
nebula.submit_release(nebula.render_nebula_release(version, "nightly", files, config), config)
|
||||
|
||||
log = check_output(("git", "log", "%s^..%s^" % (previous_tag, tag_name), "--no-merges", "--stat", "--pretty=format:\"%s\"" % LOG_FORMAT.strip()))
|
||||
|
||||
fapi = forum.ForumAPI(config)
|
||||
fapi.post_nightly(date.strftime(DATEFORMAT_FORUM), os.environ["GITHUB_SHA"], files, log, success)
|
||||
|
||||
main()
|
||||
@@ -1,240 +0,0 @@
|
||||
import os.path
|
||||
import sys
|
||||
import traceback
|
||||
|
||||
import requests
|
||||
|
||||
from util import retry_multi, GLOBAL_TIMEOUT
|
||||
|
||||
metadata = {
|
||||
'type': 'engine',
|
||||
'title': 'FSO',
|
||||
'notes': '',
|
||||
'banner': 'https://fsnebula.org/storage/0d/e7/bf64bcdea9a9c115969cfb784e1ca457d24a7c2da4fc6f213521c3bb6abb.png',
|
||||
'screenshots': [],
|
||||
'videos': [],
|
||||
'first_release': '2017-09-24',
|
||||
'cmdline': '',
|
||||
'mod_flag': ['FSO'],
|
||||
'tile': 'https://fsnebula.org/storage/ec/cc/0bf23e028c26d5175ff52d003bff85b0a17b0ddfc1130d65bdf6d36f6324.png',
|
||||
'logo': None,
|
||||
'release_thread': None,
|
||||
'description': '',
|
||||
'id': 'FSO',
|
||||
'packages': [],
|
||||
}
|
||||
|
||||
platforms = {
|
||||
'Linux': 'linux',
|
||||
'MacOSX': 'macosx',
|
||||
'Win32-SSE2': 'windows',
|
||||
'Win64-SSE2': 'windows',
|
||||
'Win32-AVX': 'windows',
|
||||
'Win64-AVX': 'windows'
|
||||
}
|
||||
|
||||
envs = {
|
||||
'Linux': 'linux && x86_64', # Linux only has 64bit builds
|
||||
'MacOSX': 'macosx',
|
||||
'Win32-SSE2': 'windows',
|
||||
'Win64-SSE2': 'windows && x86_64',
|
||||
'Win32-AVX': 'windows && avx',
|
||||
'Win64-AVX': 'windows && avx && x86_64'
|
||||
}
|
||||
|
||||
subdirs = {
|
||||
'Win32-SSE2': 'x86',
|
||||
'Win64-SSE2': 'x64',
|
||||
'Win32-AVX': 'x86_avx',
|
||||
'Win64-AVX': 'x64_avx'
|
||||
}
|
||||
|
||||
|
||||
def render_nebula_release(version, stability, files, config):
|
||||
meta = metadata.copy()
|
||||
meta['version'] = str(version)
|
||||
meta['stability'] = stability # This can be one of ('stable', 'rc', 'nightly')
|
||||
|
||||
for file in files:
|
||||
if file.content_hashes is None:
|
||||
# The extraction probably failed which is why we don't have any hashes
|
||||
continue
|
||||
|
||||
group = file.group
|
||||
|
||||
# release.py sets subgroup but nightly.py doesn't which means we have to normalize group here.
|
||||
if file.subgroup:
|
||||
group += '-' + file.subgroup
|
||||
|
||||
pkg = {
|
||||
'name': group,
|
||||
'notes': '',
|
||||
'is_vp': False,
|
||||
'files': [{
|
||||
'dest': platforms[group] + '/' + subdirs.get(group, ''),
|
||||
'filesize': file.size,
|
||||
'checksum': ['sha256', file.hash],
|
||||
'urls': [file.url] + file.mirrors,
|
||||
'filename': file.name
|
||||
}],
|
||||
'environment': envs.get(group),
|
||||
'filelist': [],
|
||||
'status': 'required',
|
||||
'folder': None,
|
||||
'dependencies': [],
|
||||
'executables': []
|
||||
}
|
||||
|
||||
for fn, checksum in file.content_hashes:
|
||||
if group in subdirs:
|
||||
dest_fn = subdirs[group] + '/' + fn
|
||||
else:
|
||||
dest_fn = fn
|
||||
|
||||
# If the group is a known platform then we put the binaries into a separate subfolder for each platform
|
||||
if group in platforms:
|
||||
dest_fn = platforms[group] + '/' + dest_fn
|
||||
|
||||
pkg['filelist'].append({
|
||||
'orig_name': fn,
|
||||
'checksum': ('sha256', checksum),
|
||||
'archive': file.name,
|
||||
'filename': dest_fn
|
||||
})
|
||||
|
||||
if group == 'Linux' and fn.endswith('.AppImage'):
|
||||
if 'qtfred' in fn:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'QtFRED Debug'
|
||||
else:
|
||||
label = 'QtFRED'
|
||||
|
||||
else:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'Fast Debug'
|
||||
else:
|
||||
label = None
|
||||
|
||||
props = {
|
||||
"x64": True, # All Linux builds are 64-bit
|
||||
"sse2": True, # Linux builds are forced to compile with SSE2 but not AVX
|
||||
"avx": False,
|
||||
"avx2": False,
|
||||
}
|
||||
|
||||
pkg['executables'].append({
|
||||
'file': dest_fn,
|
||||
'label': label,
|
||||
'properties': props,
|
||||
})
|
||||
elif group == 'MacOSX' and fn.startswith(os.path.basename(fn) + '.app/'):
|
||||
if 'qtfred' in fn:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'QtFRED Debug'
|
||||
else:
|
||||
label = 'QtFRED'
|
||||
else:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'Fast Debug'
|
||||
else:
|
||||
label = None
|
||||
|
||||
props = {
|
||||
"x64": True, # All Mac builds are 64-bit
|
||||
"sse2": True, # There are no forced options on mac but 64-bit always implies SSE2 so we set that here
|
||||
"avx": False,
|
||||
"avx2": False,
|
||||
}
|
||||
|
||||
pkg['executables'].append({
|
||||
'file': dest_fn,
|
||||
'label': label,
|
||||
'properties': props,
|
||||
})
|
||||
elif group.startswith('Win') and fn.endswith('.exe'):
|
||||
if 'fred2' in fn:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'FRED2 Debug'
|
||||
else:
|
||||
label = 'FRED2'
|
||||
|
||||
elif 'qtfred' in fn:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'QtFRED Debug'
|
||||
else:
|
||||
label = 'QtFRED'
|
||||
|
||||
else:
|
||||
if '-FASTDBG' in fn:
|
||||
label = 'Fast Debug'
|
||||
else:
|
||||
label = None
|
||||
|
||||
props = {
|
||||
"x64": "x64" in fn,
|
||||
"sse2": "SSE2" in fn or "AVX" in fn, # AVX implies SSE2
|
||||
"avx": "AVX" in fn, # This conveniently also covers the AVX2 case since AVX2 implies AVX
|
||||
"avx2": "AVX2" in fn,
|
||||
}
|
||||
|
||||
pkg['executables'].append({
|
||||
'file': dest_fn,
|
||||
'label': label,
|
||||
'properties': props,
|
||||
})
|
||||
|
||||
meta["packages"].append(pkg)
|
||||
|
||||
return meta
|
||||
|
||||
|
||||
@retry_multi(5)
|
||||
def nebula_request(session, kind, path, **kwargs):
|
||||
uri = "https://fsnebula.org/api/1/{}".format(path)
|
||||
|
||||
request_args = {
|
||||
"timeout": GLOBAL_TIMEOUT
|
||||
}
|
||||
request_args.update(kwargs)
|
||||
|
||||
return session.request(kind, uri, **request_args)
|
||||
|
||||
|
||||
def submit_release(meta, config):
|
||||
try:
|
||||
with requests.Session() as session:
|
||||
print('Logging into Nebula...')
|
||||
result = nebula_request(session, 'post', 'login', data={
|
||||
'user': config['nebula']['user'],
|
||||
'password': config['nebula']['password']
|
||||
})
|
||||
|
||||
if result.status_code != 200:
|
||||
print('Login failed!')
|
||||
return False
|
||||
|
||||
data = result.json()
|
||||
if not data['result']:
|
||||
print('Login failed!')
|
||||
return False
|
||||
|
||||
print('Submitting release...')
|
||||
result = nebula_request(session, 'post', 'mod/release', headers={
|
||||
'X-KN-TOKEN': data['token']
|
||||
}, json=meta)
|
||||
|
||||
if result.status_code != 200:
|
||||
print('Request failed!')
|
||||
return False
|
||||
|
||||
data = result.json()
|
||||
if not data['result']:
|
||||
print('ERROR: ' + data['reason'])
|
||||
return False
|
||||
|
||||
print('Success!')
|
||||
return True
|
||||
except Exception:
|
||||
exc_type, exc_value, exc_traceback = sys.exc_info()
|
||||
traceback.print_exception(exc_type, exc_value, exc_traceback)
|
||||
return False
|
||||
@@ -1,27 +0,0 @@
|
||||
Here is the nightly for ${date} - Revision ${revision}
|
||||
|
||||
% if not success:
|
||||
[b][color=red]At least one of the nightly builds failed![/color][/b]
|
||||
% endif
|
||||
% for file in files:
|
||||
|
||||
|
||||
Group: ${file.group}
|
||||
[url=${file.url}]${file.name}[/url] \
|
||||
%for mirror in file.mirrors:
|
||||
%if loop.first:
|
||||
(\
|
||||
%endif
|
||||
[url=${mirror}]Mirror[/url]\
|
||||
%if loop.last:
|
||||
)\
|
||||
%else:
|
||||
, \
|
||||
%endif
|
||||
%endfor
|
||||
|
||||
% endfor
|
||||
|
||||
[code]
|
||||
${log}
|
||||
[/code]
|
||||
@@ -1,80 +0,0 @@
|
||||
|
||||
<%def name="build(file)">[url=${file.url}]${file.filename}[/url]</%def>
|
||||
|
||||
[b]Change log:[/b] (chronologically ordered)
|
||||
[b]Bugfixes and behavior changes:[/b] Check these first if something breaks (most of these changes can be reverted / disabled).
|
||||
[list]
|
||||
[li]Wrap Docking getTime in a timestamp ([gh]#3701[/gh])[/li]
|
||||
[li]expand some sexp documentation ([gh]#3671[/gh])[/li]
|
||||
[li]Fix warnings concerning ballistic weapons ([gh]#3683[/gh])[/li]
|
||||
[li]Initialize team visibility before using it ([gh]#3695[/gh])[/li]
|
||||
[li]Actually fix the goal's target being sent ([gh]#3665[/gh])[/li]
|
||||
[li]Safety for replace-texture ([gh]#3694[/gh])[/li]
|
||||
[li]Fix issue 3685 ([gh]#3688[/gh])[/li]
|
||||
[li]Exclude dead subsys from targeting ([gh]#3614[/gh])[/li]
|
||||
[li]Fix scripted kills ([gh]#3679[/gh])[/li]
|
||||
[li]Fix homing child weapons in niche circumstances ([gh]#3661[/gh])[/li]
|
||||
[/list]
|
||||
|
||||
[b]Deprecations:[/b]
|
||||
[list][li]None[/li][/list]
|
||||
|
||||
Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods we have the mod table feature "[tt]$Target Version:[/tt]" with which a mod can specify what version of FSO it was developed with. The features listed above will be removed or changed when the target version of a mod is at least the version released in this post.
|
||||
|
||||
[size=5pt]Previous [url=https://www.hard-light.net/forums/index.php?topic=97293.0]21.0 Release Thread[/url][/size]
|
||||
|
||||
Launchers, if you don't have one already:
|
||||
[b]All platforms: [/b] For every day use, we recommend [url=https://www.hard-light.net/forums/index.php?topic=94068.0]Knossos[/url], an integrated solution for downloading and launching mods.
|
||||
|
||||
[hidden=Alternative Launchers]
|
||||
Cross-platform: [url=http://www.hard-light.net/forums/index.php?topic=89162]wxLauncher 0.12.x Test Build[/url] (ongoing project for a unified launcher, you should upgrade to the latest RC/test build if you have not yet)
|
||||
[b]Important:[/b] For best compatibility with FSO 3.8 and later you should use at least wxLauncher 0.12.
|
||||
|
||||
Windows: [url=http://scp.fsmods.net/files/Launcher55g.zip]Launcher 5.5g[/url] ([url=http://scp.indiegames.us/builds/Launcher55g.zip]Mirror[/url]) ([url=http://www.mediafire.com/?wdvzn7hhhzh418m]Mirror[/url]) Not compatible with Windows 8+, use wxLauncher above
|
||||
OS X: Soulstorm's [url=http://www.hard-light.net/forums/index.php/topic,51391.0.html]OS X Launcher 3.0[/url]
|
||||
Linux: [url=http://www.hard-light.net/forums/index.php/topic,53206.0.html]YAL[/url] or [url=http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings]by hand[/url] or whatever you can figure out.[/hidden]
|
||||
|
||||
[img]http://scp.indiegames.us/img/windows-icon.png[/img] [color=green][size=12pt]Windows (32/64-bit)[/size][/color]
|
||||
[size=8pt]Compiled using GitHub Actions on Windows Server 2019 (10.0.17763), Visual Studio Enterprise 2019[/size]
|
||||
|
||||
[b]64-bit:[/b] ${build(groups["Win64"].mainFile)}
|
||||
|
||||
[b]32-bit:[/b] ${build(groups["Win32"].mainFile)}
|
||||
[size=8pt]This one is based on the SSE2 Optimizations from the MSVC Compiler.[/size]
|
||||
|
||||
[hidden=Alternative builds]
|
||||
|
||||
[b]64-bit AVX:[/b] ${build(groups["Win64"].subFiles["AVX"])}
|
||||
[size=8pt]This one is based on the AVX Optimizations from the MSVC Compiler (fastest build if your CPU supports AVX instructions).[/size]
|
||||
|
||||
|
||||
[b]32-bit AVX:[/b] ${build(groups["Win32"].subFiles["AVX"])}
|
||||
[size=8pt]This one is based on the AVX Optimizations from the MSVC Compiler.[/size]
|
||||
|
||||
[b]What are those SSE, SSE2 and AVX builds I keep seeing everywhere?[/b]
|
||||
[url=http://www.hard-light.net/forums/index.php?topic=65628.0]Your answer is in this topic.[/url]
|
||||
Don't want to deal with that? Use [url=https://www.hard-light.net/forums/index.php?topic=94068.0]Knossos[/url] and it will download the best build specifically for your PC!
|
||||
[/hidden]
|
||||
|
||||
[img]http://scp.indiegames.us/img/linux-icon.png[/img] [color=green][size=12pt]Linux 64-bit[/size][/color]
|
||||
[size=8pt]Compiled with Ubuntu 16.04 LTS 64-bit, GCC 5[/size]
|
||||
${build(groups["Linux"].mainFile)}
|
||||
|
||||
These builds use a mechanism called [url=http://appimage.org/]AppImage[/url] which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
|
||||
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.
|
||||
|
||||
|
||||
[img]http://scp.indiegames.us/img/mac-icon.png[/img] [color=green][size=12pt]OS X[/size][/color]
|
||||
[b][color=red]Not available[/color][/b] We recently lost access to our Mac CI environment which we usually used for compiling these builds so for the time being, there will be no builds for this OS.
|
||||
|
||||
[hidden=TrackIR Users]
|
||||
[size=12pt]Important!![/size]
|
||||
An external DLL is required for FSO to use TrackIR functions. The following DLL is simply unpacked in to your main FreeSpace2 root dir.
|
||||
TrackIR is only supported on Windows.
|
||||
[url=http://www.mediafire.com/download.php?4zw024zrh44etse]TrackIR SCP DLL[/url] ([url=http://scp.fsmods.net/builds/scptrackir.zip]Mirror[/url]) ([url=http://scp.indiegames.us/builds/scptrackir.zip]Mirror[/url])[/hidden]
|
||||
|
||||
Known issues:
|
||||
[list]
|
||||
[li][url=https://github.com/scp-fs2open/fs2open.github.com/issues]Github issues[/url] and [url=https://github.com/scp-fs2open/fs2open.github.com/pulls]pending pull requests[/url][/li]
|
||||
[li]See the list of [url=http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2]Fix for next release[/url] bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.[/li]
|
||||
[/list]
|
||||
@@ -1,3 +0,0 @@
|
||||
Mako==1.1.5
|
||||
requests==2.26.0
|
||||
semantic-version==2.8.5
|
||||
@@ -1,37 +0,0 @@
|
||||
import os
|
||||
import time
|
||||
from functools import wraps
|
||||
|
||||
from requests import RequestException
|
||||
|
||||
GLOBAL_TIMEOUT = 30
|
||||
|
||||
|
||||
def retry_multi(max_retries):
|
||||
"""
|
||||
Retry a function `max_retries` times.
|
||||
This has been copied from https://stackoverflow.com/a/23892489
|
||||
"""
|
||||
|
||||
def retry(func):
|
||||
@wraps(func)
|
||||
def wrapper(*args, **kwargs):
|
||||
num_retries = 0
|
||||
while num_retries <= max_retries:
|
||||
try:
|
||||
ret = func(*args, **kwargs)
|
||||
break
|
||||
except RequestException:
|
||||
if num_retries == max_retries:
|
||||
raise
|
||||
num_retries += 1
|
||||
time.sleep(5)
|
||||
return ret
|
||||
|
||||
return wrapper
|
||||
|
||||
return retry
|
||||
|
||||
|
||||
def expand_config_vars(config):
|
||||
config["git"]["repo"] = os.path.expandvars(config["git"]["repo"])
|
||||
@@ -1,3 +1,15 @@
|
||||
|
||||
include(WriteCompilerDetectionHeader)
|
||||
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED 11)
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
|
||||
get_property(CMAKE_CXX_KNOWN_FEATURES GLOBAL PROPERTY CMAKE_CXX_KNOWN_FEATURES)
|
||||
|
||||
write_compiler_detection_header(
|
||||
FILE "${GENERATED_SOURCE_DIR}/scp_compiler_detection.h"
|
||||
PREFIX SCP
|
||||
COMPILERS AppleClang Clang GNU MSVC
|
||||
FEATURES ${CMAKE_CXX_KNOWN_FEATURES}
|
||||
VERSION 3.2
|
||||
)
|
||||
@@ -21,6 +21,8 @@ endif()
|
||||
|
||||
set(CMAKE_EXTRA_INCLUDE_FILES "cstddef")
|
||||
CHECK_TYPE_SIZE("std::max_align_t" STD_MAX_ALIGN_T LANGUAGE CXX)
|
||||
set(CMAKE_EXTRA_INCLUDE_FILES "type_traits")
|
||||
CHECK_TYPE_SIZE("std::is_trivially_copyable<int>" STD_IS_TRIVIALLY_COPYABLE LANGUAGE CXX)
|
||||
set(CMAKE_EXTRA_INCLUDE_FILES)
|
||||
|
||||
CHECK_TYPE_SIZE("char32_t" CHAR32_T LANGUAGE CXX)
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#cmakedefine SCP_HAVE_MAX_ALIGN_T
|
||||
#cmakedefine SCP_HAVE_STD_MAX_ALIGN_T
|
||||
|
||||
#cmakedefine01 HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
|
||||
#cmakedefine01 IS_64BIT
|
||||
|
||||
#cmakedefine01 SCP_HAVE_STRCASECMP
|
||||
|
||||
+3
-3
@@ -6,9 +6,9 @@ if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
|
||||
include("${PROJECT_SOURCE_DIR}/version_override.cmake")
|
||||
endif()
|
||||
|
||||
set_if_not_defined(FSO_VERSION_MAJOR 21)
|
||||
set_if_not_defined(FSO_VERSION_MINOR 4)
|
||||
set_if_not_defined(FSO_VERSION_BUILD 1)
|
||||
set_if_not_defined(FSO_VERSION_MAJOR 20)
|
||||
set_if_not_defined(FSO_VERSION_MINOR 1)
|
||||
set_if_not_defined(FSO_VERSION_BUILD 0)
|
||||
|
||||
# A numeric revision e.g. the CI build number
|
||||
set_if_not_defined(FSO_VERSION_REVISION 0)
|
||||
|
||||
@@ -26,7 +26,6 @@ TARGET_LINK_LIBRARIES(code PUBLIC openal)
|
||||
TARGET_LINK_LIBRARIES(code PUBLIC ${LUA_LIBS})
|
||||
TARGET_LINK_LIBRARIES(code PUBLIC ${PNG_LIBS})
|
||||
TARGET_LINK_LIBRARIES(code PUBLIC ${JPEG_LIBS})
|
||||
TARGET_LINK_LIBRARIES(code PUBLIC lz4)
|
||||
|
||||
TARGET_LINK_LIBRARIES(code PUBLIC sdl2)
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@ ActionDefinition::ActionDefinition(SCP_string name, SCP_vector<ActionParameter>
|
||||
: m_name(std::move(name)), m_parameters(std::move(parameters))
|
||||
{
|
||||
}
|
||||
ActionDefinition::~ActionDefinition() = default;
|
||||
|
||||
const SCP_string& ActionDefinition::getName() const
|
||||
{
|
||||
|
||||
@@ -15,7 +15,6 @@ struct ActionParameter {
|
||||
class ActionDefinition {
|
||||
public:
|
||||
ActionDefinition(SCP_string name, SCP_vector<ActionParameter> parameters);
|
||||
virtual ~ActionDefinition();
|
||||
|
||||
const SCP_string& getName() const;
|
||||
const SCP_vector<actions::ActionParameter>& getParameters() const;
|
||||
|
||||
@@ -47,7 +47,24 @@ void parseActionParameters(const SCP_vector<ActionParameter>& params,
|
||||
|
||||
const ActionDefinitionManager& ActionDefinitionManager::instance()
|
||||
{
|
||||
static const ActionDefinitionManager manager;
|
||||
static const ActionDefinitionManager manager = []() {
|
||||
ActionDefinitionManager newManager;
|
||||
|
||||
newManager.addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::MoveToSubmodel>("Move To Subobject")));
|
||||
newManager.addDefinition(std::unique_ptr<ActionDefinition>(
|
||||
new BuiltinActionDefinition<types::ParticleEffectAction>("Start Particle Effect")));
|
||||
newManager.addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::PlaySoundAction>("Play 3D Sound")));
|
||||
newManager.addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::SetDirectionAction>("Set Direction")));
|
||||
newManager.addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::SetPositionAction>("Set Position")));
|
||||
newManager.addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::WaitAction>("Wait")));
|
||||
|
||||
return newManager;
|
||||
}();
|
||||
return manager;
|
||||
}
|
||||
void ActionDefinitionManager::addDefinition(std::unique_ptr<ActionDefinition> def)
|
||||
@@ -127,19 +144,5 @@ std::unique_ptr<Action> ActionDefinitionManager::parseAction(const flagset<Progr
|
||||
|
||||
return std::unique_ptr<Action>();
|
||||
}
|
||||
ActionDefinitionManager::ActionDefinitionManager()
|
||||
{
|
||||
addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::MoveToSubmodel>("Move To Subobject")));
|
||||
addDefinition(std::unique_ptr<ActionDefinition>(
|
||||
new BuiltinActionDefinition<types::ParticleEffectAction>("Start Particle Effect")));
|
||||
addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::PlaySoundAction>("Play 3D Sound")));
|
||||
addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::SetDirectionAction>("Set Direction")));
|
||||
addDefinition(
|
||||
std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::SetPositionAction>("Set Position")));
|
||||
addDefinition(std::unique_ptr<ActionDefinition>(new BuiltinActionDefinition<types::WaitAction>("Wait")));
|
||||
}
|
||||
|
||||
} // namespace actions
|
||||
@@ -19,7 +19,7 @@ class ActionDefinitionManager {
|
||||
static const ActionDefinitionManager& instance();
|
||||
|
||||
private:
|
||||
ActionDefinitionManager();
|
||||
ActionDefinitionManager() = default;
|
||||
|
||||
void addDefinition(std::unique_ptr<ActionDefinition> def);
|
||||
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
|
||||
#include "BuiltinActionDefinition.h"
|
||||
@@ -15,7 +15,6 @@ class BuiltinActionDefinition : public ActionDefinition {
|
||||
: ActionDefinition(std::move(name), {{"parameter", expression::ValueTypeTraits<ActionValueType>::type}})
|
||||
{
|
||||
}
|
||||
~BuiltinActionDefinition() override = default;
|
||||
|
||||
flagset<ProgramContextFlags> getRequiredContext() const override
|
||||
{
|
||||
|
||||
@@ -123,9 +123,9 @@ Program& Program::operator=(const Program& other)
|
||||
Program& Program::operator=(Program&&) noexcept = default;
|
||||
Program::Program(Program&&) noexcept = default;
|
||||
|
||||
bool ProgramSet::isEmpty() const
|
||||
const SCP_vector<actions::Program>& ProgramSet::getPrograms() const
|
||||
{
|
||||
return _programs.empty();
|
||||
return _programs;
|
||||
}
|
||||
|
||||
ProgramSet::ProgramSet() = default;
|
||||
|
||||
@@ -84,7 +84,7 @@ class ProgramSet {
|
||||
ProgramSet();
|
||||
explicit ProgramSet(const flagset<ProgramContextFlags>& context_flags);
|
||||
|
||||
bool isEmpty() const;
|
||||
const SCP_vector<actions::Program>& getPrograms() const;
|
||||
|
||||
/**
|
||||
* @brief Starts the execution of all programs within this set with the specified parameters
|
||||
|
||||
@@ -14,12 +14,6 @@ class AbstractExpression;
|
||||
template <typename T>
|
||||
class TypedActionExpression;
|
||||
|
||||
/**
|
||||
* @brief An expression that can be executed to compute a value at runtime
|
||||
*
|
||||
* This is the basis of having dynamic values in actions by allowing mods to specify complex expressions that make use
|
||||
* of variables and functions for computing their values at runtime.
|
||||
*/
|
||||
class ActionExpression {
|
||||
public:
|
||||
ActionExpression() = default;
|
||||
@@ -42,13 +36,6 @@ class ActionExpression {
|
||||
std::shared_ptr<nodes::AbstractExpression> m_expression;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief An action expression with a specific type specified at compile time
|
||||
*
|
||||
* This is most useful for built-in actions that have the required type fixed at compile time.
|
||||
*
|
||||
* @tparam T The type of the expression value.
|
||||
*/
|
||||
template <typename T>
|
||||
class TypedActionExpression {
|
||||
public:
|
||||
|
||||
@@ -22,7 +22,19 @@ Value value_minus(const SCP_vector<Value>& parameters)
|
||||
|
||||
const FunctionManager& FunctionManager::instance()
|
||||
{
|
||||
static const FunctionManager manager;
|
||||
static const FunctionManager manager = []() {
|
||||
FunctionManager newManager;
|
||||
|
||||
newManager.addOperator("+", {ValueType::Integer, ValueType::Integer}, ValueType::Integer, value_plus<int>);
|
||||
newManager.addOperator("+", {ValueType::Float, ValueType::Float}, ValueType::Float, value_plus<float>);
|
||||
newManager.addOperator("+", {ValueType::Vector, ValueType::Vector}, ValueType::Vector, value_plus<vec3d>);
|
||||
|
||||
newManager.addOperator("-", {ValueType::Integer, ValueType::Integer}, ValueType::Integer, value_minus<int>);
|
||||
newManager.addOperator("-", {ValueType::Float, ValueType::Float}, ValueType::Float, value_minus<float>);
|
||||
newManager.addOperator("-", {ValueType::Vector, ValueType::Vector}, ValueType::Vector, value_minus<vec3d>);
|
||||
|
||||
return newManager;
|
||||
}();
|
||||
return manager;
|
||||
}
|
||||
void FunctionManager::addOperator(const SCP_string& name,
|
||||
@@ -75,16 +87,7 @@ const FunctionDefinition* FunctionManager::findOperator(const SCP_string& name,
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
FunctionManager::FunctionManager()
|
||||
{
|
||||
addOperator("+", {ValueType::Integer, ValueType::Integer}, ValueType::Integer, value_plus<int>);
|
||||
addOperator("+", {ValueType::Float, ValueType::Float}, ValueType::Float, value_plus<float>);
|
||||
addOperator("+", {ValueType::Vector, ValueType::Vector}, ValueType::Vector, value_plus<vec3d>);
|
||||
|
||||
addOperator("-", {ValueType::Integer, ValueType::Integer}, ValueType::Integer, value_minus<int>);
|
||||
addOperator("-", {ValueType::Float, ValueType::Float}, ValueType::Float, value_minus<float>);
|
||||
addOperator("-", {ValueType::Vector, ValueType::Vector}, ValueType::Vector, value_minus<vec3d>);
|
||||
}
|
||||
FunctionManager::FunctionManager() = default;
|
||||
|
||||
} // namespace expression
|
||||
} // namespace actions
|
||||
+2
-4
@@ -405,6 +405,7 @@ typedef struct ai_info {
|
||||
|
||||
|
||||
union {
|
||||
float lead_scale; // Amount to lead current opponent by.
|
||||
float stay_near_distance; // Distance to stay within for AIM_STAY_NEAR mode.
|
||||
};
|
||||
|
||||
@@ -490,9 +491,6 @@ typedef struct ai_info {
|
||||
int ai_override_rot_timestamp; // mark for when to end the current rotational maneuver override
|
||||
|
||||
int form_obj_slotnum; // for flying in formation object mode, the position in the formation
|
||||
|
||||
int multilock_check_timestamp; // when to check for multilock next
|
||||
SCP_vector<std::pair<int, ship_subsys*>> ai_missile_locks_firing; // a list of missile locks (locked objnum, locked subsys) the ai is currently firing
|
||||
} ai_info;
|
||||
|
||||
// Goober5000
|
||||
@@ -563,7 +561,7 @@ const char *ai_get_goal_target_name(const char *name, int *index);
|
||||
void ai_clear_goal_target_names();
|
||||
|
||||
extern void init_ai_system(void);
|
||||
extern void ai_attack_object(object *attacker, object *attacked, int ship_info_index = -1);
|
||||
extern void ai_attack_object(object *attacker, object *attacked, ship_subsys *ssp, int ship_info_index = -1);
|
||||
extern void ai_evade_object(object *evader, object *evaded);
|
||||
extern void ai_ignore_object(object *ignorer, object *ignored, int ignore_new);
|
||||
extern void ai_ignore_wing(object *ignorer, int wingnum);
|
||||
|
||||
+2
-9
@@ -5,7 +5,7 @@
|
||||
|
||||
namespace AI {
|
||||
FLAG_LIST(AI_Flags) {
|
||||
Formation_wing, // Fly in formation as part of wing. Also used when flying waypoints.
|
||||
Formation_wing, // Fly in formation as part of wing.
|
||||
Awaiting_repair, // Awaiting a repair ship.
|
||||
Being_repaired, // Currently docked with repair ship.
|
||||
Repairing, // Repairing a ship (or going to repair a ship)
|
||||
@@ -130,16 +130,9 @@ namespace AI {
|
||||
Use_only_single_fov_for_turrets,
|
||||
No_turning_directional_bias,
|
||||
Use_axial_turnrate_differences,
|
||||
all_nonshielded_ships_can_manage_ets,
|
||||
fightercraft_nonshielded_ships_can_manage_ets,
|
||||
nonshielded_ships_can_manage_ets,
|
||||
Better_collision_avoidance,
|
||||
Require_exact_los,
|
||||
Improved_missile_avoidance,
|
||||
Friendlies_use_countermeasure_firechance,
|
||||
Improved_subsystem_attack_pathing,
|
||||
Fixed_ship_weapon_collision,
|
||||
No_shield_damage_from_ship_collisions,
|
||||
Reset_last_hit_target_time_for_player_hits,
|
||||
|
||||
NUM_VALUES
|
||||
};
|
||||
|
||||
+9
-69
@@ -58,26 +58,6 @@ int ai_path_type_match(char *p)
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
const char* AI_secondary_range_aware_select_modes[] = {
|
||||
"retail",
|
||||
"aware",
|
||||
};
|
||||
|
||||
int Num_ai_secondary_range_aware_select_modes = sizeof(AI_secondary_range_aware_select_modes) / sizeof(char*);
|
||||
|
||||
int ai_secondary_range_select_mode_match(char* p)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < Num_ai_secondary_range_aware_select_modes; i++)
|
||||
{
|
||||
if (!stricmp(AI_secondary_range_aware_select_modes[i], p))
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void parse_ai_profiles_tbl(const char *filename)
|
||||
{
|
||||
int i;
|
||||
@@ -468,6 +448,7 @@ void parse_ai_profiles_tbl(const char *filename)
|
||||
|
||||
set_flag(profile, "$firing requires exact los:", AI::Profile_Flags::Require_exact_los);
|
||||
|
||||
profile->ai_path_mode = AI_PATH_MODE_NORMAL;
|
||||
if (optional_string("$ai path mode:"))
|
||||
{
|
||||
stuff_string(buf, F_NAME, NAME_LENGTH);
|
||||
@@ -500,12 +481,14 @@ void parse_ai_profiles_tbl(const char *filename)
|
||||
if (path_radii >= Minimum_subsystem_path_pt_dist) {
|
||||
profile->subsystem_path_radii = path_radii;
|
||||
} else {
|
||||
mprintf(("Warning: \"$override radius for subsystem path points:\" should be >= %i (read %i). Value will not be used.\n", Minimum_subsystem_path_pt_dist, path_radii));
|
||||
mprintf(("Warning: \"$override radius for subsystem path points:\" should be >= %i (read %i). Value will not be used. ", Minimum_subsystem_path_pt_dist, path_radii));
|
||||
}
|
||||
}
|
||||
|
||||
set_flag(profile, "$use POF radius for subsystem path points:", AI::Profile_Flags::Use_subsystem_path_point_radii);
|
||||
|
||||
profile->bay_arrive_speed_mult = 1.0f;
|
||||
profile->bay_depart_speed_mult = 1.0f;
|
||||
if (optional_string("$bay arrive speed multiplier:")) {
|
||||
stuff_float(&profile->bay_arrive_speed_mult);
|
||||
}
|
||||
@@ -537,50 +520,15 @@ void parse_ai_profiles_tbl(const char *filename)
|
||||
profile->second_order_lead_predict_factor = 0;
|
||||
}
|
||||
}
|
||||
if (optional_string("$ships with no shields can manage ETS:"))
|
||||
{
|
||||
mprintf(("Warning: \"$ships with no shields can manage ETS\" flag is deprecated in favor of \"$any ship with no shields can manage ETS\"\n"));
|
||||
bool temp;
|
||||
stuff_boolean(&temp);
|
||||
profile->flags.set(AI::Profile_Flags::all_nonshielded_ships_can_manage_ets, temp);
|
||||
}
|
||||
|
||||
set_flag(profile, "$no directional bias for missile and ship turning:", AI::Profile_Flags::No_turning_directional_bias);
|
||||
|
||||
set_flag(profile, "$respect ship axial turnrate differences:", AI::Profile_Flags::Use_axial_turnrate_differences);
|
||||
|
||||
set_flag(profile, "$any ship with no shields can manage ETS:", AI::Profile_Flags::all_nonshielded_ships_can_manage_ets);
|
||||
|
||||
set_flag(profile, "$fighters/bombers with no shields can manage ETS:", AI::Profile_Flags::fightercraft_nonshielded_ships_can_manage_ets);
|
||||
set_flag(profile, "$ships with no shields can manage ETS:", AI::Profile_Flags::nonshielded_ships_can_manage_ets);
|
||||
|
||||
set_flag(profile, "$better combat collision avoidance for fightercraft:", AI::Profile_Flags::Better_collision_avoidance);
|
||||
|
||||
set_flag(profile, "$improved missile avoidance for fightercraft:", AI::Profile_Flags::Improved_missile_avoidance);
|
||||
|
||||
set_flag(profile, "$friendly ships use AI profile countermeasure chance:", AI::Profile_Flags::Friendlies_use_countermeasure_firechance);
|
||||
|
||||
set_flag(profile, "$improved subsystem attack pathing:", AI::Profile_Flags::Improved_subsystem_attack_pathing);
|
||||
|
||||
set_flag(profile, "$fixed ship-weapon collisions:", AI::Profile_Flags::Fixed_ship_weapon_collision);
|
||||
|
||||
//Intention is to expand this feature to include a preference for close or long range weapons
|
||||
//hence using something besides a simple flag.
|
||||
if (optional_string("$AI secondary range awareness:"))
|
||||
{
|
||||
stuff_string(buf, F_NAME, NAME_LENGTH);
|
||||
int j = ai_secondary_range_select_mode_match(buf);
|
||||
if (j >= 0) {
|
||||
profile->ai_range_aware_secondary_select_mode = j;
|
||||
}
|
||||
else {
|
||||
Warning(LOCATION, "Invalid ai secondary range awareness mode '%s' specified", buf);
|
||||
}
|
||||
}
|
||||
|
||||
set_flag(profile, "$no shield damage from ship collisions:", AI::Profile_Flags::No_shield_damage_from_ship_collisions);
|
||||
|
||||
set_flag(profile, "$reset last_hit_target_time for player hits:", AI::Profile_Flags::Reset_last_hit_target_time_for_player_hits);
|
||||
|
||||
// if we've been through once already and are at the same place, force a move
|
||||
if (saved_Mp && (saved_Mp == Mp))
|
||||
{
|
||||
@@ -652,12 +600,11 @@ void ai_profile_t::reset()
|
||||
|
||||
flags.reset();
|
||||
|
||||
ai_path_mode = AI_PATH_MODE_NORMAL;
|
||||
ai_path_mode = 0;
|
||||
subsystem_path_radii = 0;
|
||||
bay_arrive_speed_mult = 1.0f;
|
||||
bay_depart_speed_mult = 1.0f;
|
||||
bay_arrive_speed_mult = 0;
|
||||
bay_depart_speed_mult = 0;
|
||||
second_order_lead_predict_factor = 0;
|
||||
ai_range_aware_secondary_select_mode = AI_RANGE_AWARE_SEC_SEL_MODE_RETAIL;
|
||||
|
||||
for (int i = 0; i < NUM_SKILL_LEVELS; ++i) {
|
||||
max_incoming_asteroids[i] = 0;
|
||||
@@ -729,17 +676,10 @@ void ai_profile_t::reset()
|
||||
flags.set(AI::Profile_Flags::Fix_ai_path_order_bug);
|
||||
flags.set(AI::Profile_Flags::Aspect_invulnerability_fix);
|
||||
flags.set(AI::Profile_Flags::Use_actual_primary_range);
|
||||
flags.set(AI::Profile_Flags::fightercraft_nonshielded_ships_can_manage_ets);
|
||||
flags.set(AI::Profile_Flags::nonshielded_ships_can_manage_ets);
|
||||
}
|
||||
// this flag has been enabled ever since 3.7.2
|
||||
if (mod_supports_version(3, 7, 2)) {
|
||||
flags.set(AI::Profile_Flags::Fix_ramming_stationary_targets_bug);
|
||||
}
|
||||
// and this flag has been enabled ever since 3.6.10
|
||||
if (mod_supports_version(3, 6, 10)) {
|
||||
flags.set(AI::Profile_Flags::Reset_last_hit_target_time_for_player_hits);
|
||||
}
|
||||
if (mod_supports_version(21, 4, 0)) {
|
||||
flags.set(AI::Profile_Flags::Fixed_ship_weapon_collision);
|
||||
}
|
||||
}
|
||||
@@ -17,9 +17,6 @@
|
||||
// AI Path types
|
||||
#define AI_PATH_MODE_NORMAL 0
|
||||
#define AI_PATH_MODE_ALT1 1
|
||||
|
||||
#define AI_RANGE_AWARE_SEC_SEL_MODE_RETAIL 0
|
||||
#define AI_RANGE_AWARE_SEC_SEL_MODE_AWARE 1
|
||||
|
||||
#define MAX_AI_PROFILES 5
|
||||
|
||||
@@ -110,9 +107,6 @@ public:
|
||||
|
||||
// How much 0-1 of a second-order lead prediction factor to add to lead indicators. Affects only the HUD indicator, and autoaim.
|
||||
float second_order_lead_predict_factor;
|
||||
|
||||
//Controls if the AI is dumb enough to keep trying to use out-of-range secondaries.
|
||||
int ai_range_aware_secondary_select_mode;
|
||||
|
||||
void reset();
|
||||
};
|
||||
|
||||
+16
-158
@@ -17,13 +17,12 @@
|
||||
#include "io/timer.h"
|
||||
#include "math/staticrand.h"
|
||||
#include "mission/missionparse.h"
|
||||
#include "object/objcollide.h"
|
||||
#include "object/object.h"
|
||||
#include "ship/afterburner.h"
|
||||
#include "ship/ship.h"
|
||||
#include "utils/Random.h"
|
||||
#include "weapon/weapon.h"
|
||||
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma optimize("", off)
|
||||
#pragma auto_inline(off)
|
||||
@@ -530,112 +529,6 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check)
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ai_new_maybe_reposition_attack_subsys() {
|
||||
|
||||
ai_info* aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
||||
|
||||
if (aip->target_objnum < 0 || aip->targeted_subsys == nullptr)
|
||||
return false;
|
||||
|
||||
object* target_objp = &Objects[aip->target_objnum];
|
||||
|
||||
// dont bother with this if you're still far away
|
||||
if (vm_vec_dist(&Pl_objp->pos, &target_objp->pos) > target_objp->radius * 2.0f + 2000.0f)
|
||||
return false;
|
||||
|
||||
vec3d geye, gsubpos;
|
||||
eye* ep;
|
||||
polymodel* pm = model_get(Ship_info[Ships[Pl_objp->instance].ship_info_index].model_num);
|
||||
|
||||
// get world pos of eye (stored in geye)
|
||||
ep = &(pm->view_positions[Ships[Pl_objp->instance].current_viewpoint]);
|
||||
model_find_world_point(&geye, &ep->pnt, pm->id, 0, &Pl_objp->orient, &Pl_objp->pos);
|
||||
|
||||
// get world pos of subsystem
|
||||
vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
|
||||
vm_vec_add2(&gsubpos, &En_objp->pos);
|
||||
|
||||
// you're in sight! shoot it!
|
||||
if (ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 0))
|
||||
return false;
|
||||
|
||||
// not in sight, gotta get there
|
||||
vec3d tgt2pl = Pl_objp->pos - target_objp->pos;
|
||||
vec3d tgt2subsys = gsubpos - target_objp->pos;
|
||||
float pl_dist = vm_vec_mag(&tgt2pl);
|
||||
float subsys_dist = vm_vec_mag(&tgt2subsys) * 1.3f; // add a bit to this, we don't want to go directly at the subsys, we want to go above it
|
||||
|
||||
float angle2subsys = vm_vec_delta_ang(&tgt2pl, &tgt2subsys, nullptr);
|
||||
float angle2goal = angle2subsys;
|
||||
if (angle2goal > 1.2f) // let's not try to go more than about 70 degrees around the ship
|
||||
angle2goal = 1.2f;
|
||||
|
||||
// we'll start by travelling along the sphere at our current distance around the ship
|
||||
// remember that goal_pos will be relative to our target_ship (so we can scale in and out easily)
|
||||
vec3d goal_pos, cross;
|
||||
vm_vec_cross(&cross, &tgt2pl, &tgt2subsys);
|
||||
vm_vec_normalize(&cross);
|
||||
vm_vec_negate(&cross);
|
||||
vm_rot_point_around_line(&goal_pos, &tgt2pl, angle2goal, &vmd_zero_vector, &cross);
|
||||
|
||||
// then scale in (or out) towards our subsys
|
||||
vec3d world_goal_pos;
|
||||
float new_radius = ((subsys_dist - pl_dist) * (angle2goal / angle2subsys)) + pl_dist;
|
||||
vm_vec_copy_scale(&world_goal_pos, &goal_pos, new_radius / pl_dist);
|
||||
world_goal_pos += target_objp->pos;
|
||||
|
||||
vec3d* good_pos = nullptr;
|
||||
if (pp_collide(&Pl_objp->pos, &world_goal_pos, target_objp, Pl_objp->radius * 4.0f)) {
|
||||
// ok best case won't work
|
||||
if (pl_dist > subsys_dist) {
|
||||
//we're farther away than the subsys, let's try at our current distance
|
||||
world_goal_pos = goal_pos + target_objp->pos;
|
||||
if (!pp_collide(&Pl_objp->pos, &world_goal_pos, target_objp, Pl_objp->radius * 4.0f))
|
||||
good_pos = &world_goal_pos;
|
||||
}
|
||||
|
||||
// ok, let's start moving it away and see if that's better
|
||||
for (float i = 1.0f; i < 4.0f; i += 1.0f) {
|
||||
if (good_pos)
|
||||
break;
|
||||
|
||||
vm_vec_copy_scale(&world_goal_pos, &goal_pos, (new_radius / pl_dist) * powf(1.3f,i));
|
||||
world_goal_pos += target_objp->pos;
|
||||
if (!pp_collide(&Pl_objp->pos, &world_goal_pos, target_objp, Pl_objp->radius * 4.0f))
|
||||
good_pos = &world_goal_pos;
|
||||
}
|
||||
|
||||
// welp this sucks, just run away i guess
|
||||
if (!good_pos) {
|
||||
vm_vec_copy_normalize(&world_goal_pos, &tgt2pl);
|
||||
world_goal_pos *= target_objp->radius + pl_dist;
|
||||
world_goal_pos += target_objp->pos;
|
||||
good_pos = &world_goal_pos;
|
||||
}
|
||||
}
|
||||
else
|
||||
good_pos = &world_goal_pos;
|
||||
|
||||
ai_turn_towards_vector(good_pos, Pl_objp, nullptr, nullptr, 0.0f, 0);
|
||||
float subsys_distance = vm_vec_dist(&Pl_objp->pos, &gsubpos);
|
||||
|
||||
// full speed until you're close, then slow down a bit
|
||||
accelerate_ship(aip, subsys_distance > 200.0f ? 1.0f : subsys_distance / 200.0f);
|
||||
|
||||
if (!(Ships[Pl_objp->instance].flags[Ship::Ship_Flags::Afterburner_locked])) {
|
||||
if (subsys_distance > 300.0f) {
|
||||
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
|
||||
afterburners_start(Pl_objp);
|
||||
aip->afterburner_stop_time = Missiontime + 2 * F1_0;
|
||||
}
|
||||
}
|
||||
else
|
||||
afterburners_stop(Pl_objp);
|
||||
}
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
// This function is only called from ai_big_chase_attack() when a ship is flying very slowly and
|
||||
// attacking a big ship. The ship should scan for enemy fighter/bombers... if any are close, then
|
||||
// return 1, otherwise return 0;
|
||||
@@ -744,10 +637,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
|
||||
}
|
||||
|
||||
// see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
|
||||
if (aip->ai_profile_flags[AI::Profile_Flags::Improved_subsystem_attack_pathing]) {
|
||||
if (ai_new_maybe_reposition_attack_subsys())
|
||||
return;
|
||||
} else if ( ai_big_maybe_follow_subsys_path() ) {
|
||||
if ( ai_big_maybe_follow_subsys_path() ) {
|
||||
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
|
||||
afterburners_stop(Pl_objp);
|
||||
}
|
||||
@@ -777,25 +667,11 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
|
||||
|
||||
ai_turn_towards_vector(enemy_pos, Pl_objp, nullptr, rel_pos, 0.0f, 0, rvec);
|
||||
|
||||
// set an optimal range if applicable
|
||||
float optimal_range = 0.0f;
|
||||
ship_weapon* weapons = &Ships[Pl_objp->instance].weapons;
|
||||
weapon_info* wip = nullptr;
|
||||
|
||||
if (weapons->num_primary_banks >= 1 && weapons->current_primary_bank >= 0) {
|
||||
wip = &Weapon_info[weapons->primary_bank_weapons[weapons->current_primary_bank]];
|
||||
} else if (weapons->num_secondary_banks >= 1 && weapons->current_secondary_bank >= 0) {
|
||||
wip = &Weapon_info[weapons->secondary_bank_weapons[weapons->current_secondary_bank]];
|
||||
}
|
||||
|
||||
if (wip != nullptr && wip->optimum_range > 0)
|
||||
optimal_range = wip->optimum_range;
|
||||
|
||||
// calc range of primary weapon
|
||||
weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
|
||||
|
||||
if ( aip->targeted_subsys != NULL ) {
|
||||
if (dist_to_enemy > (optimal_range > 0.0f ? optimal_range : (weapon_travel_dist-20))) {
|
||||
if (dist_to_enemy > (weapon_travel_dist-20)) {
|
||||
accelerate_ship(aip, 1.0f);
|
||||
|
||||
ship *shipp = &Ships[Pl_objp->instance];
|
||||
@@ -823,7 +699,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
|
||||
} else if (dot_to_enemy < 0.75f) {
|
||||
accel = 0.75f;
|
||||
} else {
|
||||
if (dist_to_enemy > (optimal_range > 0.0f ? optimal_range : (weapon_travel_dist/2.0f))) {
|
||||
if (dist_to_enemy > weapon_travel_dist/2.0f) {
|
||||
accel = 1.0f;
|
||||
} else {
|
||||
accel = 1.0f - dot_to_enemy;
|
||||
@@ -881,14 +757,7 @@ static void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy)
|
||||
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
||||
swp = &Ships[Pl_objp->instance].weapons;
|
||||
|
||||
float target_radius = En_objp->radius;
|
||||
|
||||
// normal subsystem attacking uses whether or not its on a path and skips this function entirely to stop "over-eager" firing
|
||||
// since the improved method doesnt use paths, refine the target radius to stop over-eager shooting
|
||||
if (aip->ai_profile_flags[AI::Profile_Flags::Improved_subsystem_attack_pathing] && aip->targeted_subsys != nullptr)
|
||||
target_radius = aip->targeted_subsys->system_info->radius;
|
||||
|
||||
if (dot_to_enemy > 0.95f - 0.5f * target_radius/MAX(1.0f, target_radius + dist_to_enemy)) {
|
||||
if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/MAX(1.0f, En_objp->radius + dist_to_enemy)) {
|
||||
aip->time_enemy_in_range += flFrametime;
|
||||
|
||||
// Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
|
||||
@@ -928,7 +797,7 @@ static void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy)
|
||||
}
|
||||
}
|
||||
|
||||
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank]) && weapon_target_satisfies_lock_restrictions(swip, En_objp)) {
|
||||
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
|
||||
float firing_range;
|
||||
if (swip->wi_flags[Weapon::Info_Flags::Local_ssm])
|
||||
firing_range=swip->lssm_lock_range;
|
||||
@@ -958,11 +827,10 @@ static void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy)
|
||||
} else {
|
||||
t = swip->fire_wait;
|
||||
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
|
||||
swp->burst_counter[current_bank_adjusted] = Random::next(swip->burst_shots);
|
||||
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
|
||||
} else {
|
||||
swp->burst_counter[current_bank_adjusted] = 0;
|
||||
}
|
||||
swp->burst_seed[current_bank_adjusted] = Random::next();
|
||||
}
|
||||
} else {
|
||||
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
|
||||
@@ -971,11 +839,10 @@ static void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy)
|
||||
} else {
|
||||
t = set_secondary_fire_delay(aip, temp_shipp, swip, false);
|
||||
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
|
||||
swp->burst_counter[current_bank_adjusted] = Random::next(swip->burst_shots);
|
||||
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
|
||||
} else {
|
||||
swp->burst_counter[current_bank_adjusted] = 0;
|
||||
}
|
||||
swp->burst_seed[current_bank_adjusted] = Random::next();
|
||||
}
|
||||
}
|
||||
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
|
||||
@@ -1172,10 +1039,7 @@ void ai_big_chase()
|
||||
float dist_normal_to_enemy;
|
||||
|
||||
if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
|
||||
if (aip->ai_profile_flags[AI::Profile_Flags::Improved_subsystem_attack_pathing])
|
||||
dist_normal_to_enemy = fl_abs((dist_to_enemy / vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
|
||||
else // I'm fairly sure this retail code VVV meant to use / instead of *
|
||||
dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
|
||||
dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
|
||||
} else {
|
||||
// don;t have normal so use a conservative value here
|
||||
dist_normal_to_enemy = 0.3f * dist_to_enemy;
|
||||
@@ -1452,17 +1316,13 @@ void ai_big_strafe_attack()
|
||||
ai_info *aip;
|
||||
vec3d target_pos;
|
||||
vec3d rand_vec;
|
||||
float accel, t;
|
||||
float target_dist = 0.0f;
|
||||
float target_dot = 0.0f;
|
||||
float target_dist, target_dot, accel, t;
|
||||
|
||||
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
||||
|
||||
if (aip->ai_profile_flags[AI::Profile_Flags::Improved_subsystem_attack_pathing]) {
|
||||
if (ai_new_maybe_reposition_attack_subsys())
|
||||
return;
|
||||
} else if (ai_big_maybe_follow_subsys_path(0))
|
||||
if ( ai_big_maybe_follow_subsys_path(0) ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
|
||||
if ( ai_big_strafe_maybe_retreat(&target_pos) )
|
||||
@@ -1485,7 +1345,7 @@ void ai_big_strafe_attack()
|
||||
if ( t > 0.0f && t < 1.5f ) {
|
||||
// set up goal_point for avoid path to turn towards
|
||||
aip->goal_point = Pl_objp->pos;
|
||||
switch(Random::next(4)) {
|
||||
switch(rand()%4) {
|
||||
case 0:
|
||||
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, 2.0f);
|
||||
break;
|
||||
@@ -1579,11 +1439,9 @@ void ai_big_strafe_glide_attack()
|
||||
flight_dot_to_enemy = vm_vec_dot(&target_objp->pos, &norm_vel_vec); //Angle between flight path and target ship
|
||||
|
||||
//If we're following a path, then we shouldn't be doing glide strafe
|
||||
if (aip->ai_profile_flags[AI::Profile_Flags::Improved_subsystem_attack_pathing]) {
|
||||
if (ai_new_maybe_reposition_attack_subsys())
|
||||
return;
|
||||
} else if (ai_big_maybe_follow_subsys_path(0))
|
||||
if ( ai_big_maybe_follow_subsys_path(0) ) {
|
||||
return;
|
||||
}
|
||||
|
||||
//Gets a point on the target ship to attack, as well as distance and the angle between the nose of the attacker and that point.
|
||||
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
|
||||
@@ -1717,7 +1575,7 @@ void ai_big_strafe_retreat1()
|
||||
if (Missiontime - aip->submode_start_time > fl2f(1.50f)) {
|
||||
// set up goal_point for avoid path to turn towards
|
||||
aip->prev_goal_point = Pl_objp->pos;
|
||||
switch(Random::next(4)) {
|
||||
switch(rand()%4) {
|
||||
case 0:
|
||||
vm_vec_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec);
|
||||
break;
|
||||
|
||||
+167
-397
File diff suppressed because it is too large.
Load diff
+8
-14
@@ -23,7 +23,6 @@
|
||||
#include "playerman/player.h"
|
||||
#include "scripting/scripting.h"
|
||||
#include "ship/ship.h"
|
||||
#include "ship/awacs.h"
|
||||
#include "weapon/weapon.h"
|
||||
|
||||
// Just a reference to this struct being for looking up a ship's team in TVT
|
||||
@@ -188,9 +187,6 @@ void ai_post_process_mission()
|
||||
object *objp;
|
||||
int i;
|
||||
|
||||
// make sure team visibility is updated first
|
||||
awacs_process();
|
||||
|
||||
// Check ships in player starting wings. Those ships should follow these rules:
|
||||
// (1) if they have no orders, they should get a form on my wing order
|
||||
// (2) if they have an order, they are free to act on it.
|
||||
@@ -297,11 +293,9 @@ void ai_clear_ship_goals( ai_info *aip )
|
||||
}
|
||||
|
||||
// add scripting hook for 'On Goals Cleared' --wookieejedi
|
||||
if (Script_system.IsActiveAction(CHA_ONGOALSCLEARED)) {
|
||||
Script_system.SetHookObject("Ship", &Objects[Ships[aip->shipnum].objnum]);
|
||||
Script_system.RunCondition(CHA_ONGOALSCLEARED);
|
||||
Script_system.RemHookVars({"Ship"});
|
||||
}
|
||||
Script_system.SetHookObject("Ship", &Objects[Ships[aip->shipnum].objnum]);
|
||||
Script_system.RunCondition(CHA_ONGOALSCLEARED);
|
||||
Script_system.RemHookVars({"Ship"});
|
||||
}
|
||||
|
||||
void ai_clear_wing_goals( wing *wingp )
|
||||
@@ -2153,14 +2147,14 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
|
||||
|
||||
// Mike -- debug code!
|
||||
// If a ship has a subobject on it, attack that instead of the main ship!
|
||||
ai_attack_object( objp, other_obj);
|
||||
ai_attack_object( objp, other_obj, NULL);
|
||||
break;
|
||||
|
||||
case AI_GOAL_CHASE_WEAPON:
|
||||
Assert( Weapons[current_goal->target_instance].objnum >= 0 );
|
||||
other_obj = &Objects[Weapons[current_goal->target_instance].objnum];
|
||||
Assert( other_obj->signature == current_goal->target_signature );
|
||||
ai_attack_object( objp, other_obj);
|
||||
ai_attack_object( objp, other_obj, NULL );
|
||||
break;
|
||||
|
||||
case AI_GOAL_GUARD:
|
||||
@@ -2285,7 +2279,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
|
||||
shipnum = ship_name_lookup( current_goal->target_name );
|
||||
Assert( shipnum >= 0 );
|
||||
other_obj = &Objects[Ships[shipnum].objnum];
|
||||
ai_attack_object( objp, other_obj);
|
||||
ai_attack_object( objp, other_obj, NULL);
|
||||
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
|
||||
if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
|
||||
if (aip->target_objnum != -1) {
|
||||
@@ -2307,14 +2301,14 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
|
||||
break;
|
||||
|
||||
case AI_GOAL_CHASE_ANY:
|
||||
ai_attack_object( objp, nullptr);
|
||||
ai_attack_object( objp, NULL, NULL );
|
||||
break;
|
||||
|
||||
// chase-ship-class is chase-any but restricted to a subset of ships
|
||||
case AI_GOAL_CHASE_SHIP_CLASS:
|
||||
shipnum = ship_info_lookup( current_goal->target_name );
|
||||
Assertion( shipnum >= 0, "The target of AI_GOAL_CHASE_SHIP_CLASS must refer to a valid ship class!" );
|
||||
ai_attack_object( objp, nullptr, shipnum );
|
||||
ai_attack_object( objp, NULL, NULL, shipnum );
|
||||
break;
|
||||
|
||||
case AI_GOAL_WARP: {
|
||||
|
||||
@@ -32,6 +32,6 @@ int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip, int second
|
||||
bool check_los(int objnum, int target_objnum, float threshold, int primary_bank, int secondary_bank, ship_subsys* turret);
|
||||
|
||||
//Does all the stuff needed to aim and fire a turret.
|
||||
void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss);
|
||||
void ai_fire_from_turret(ship *shipp, ship_subsys *ss);
|
||||
|
||||
#endif
|
||||
+192
-173
@@ -18,7 +18,6 @@
|
||||
#include "render/3d.h"
|
||||
#include "ship/ship.h"
|
||||
#include "ship/shipfx.h"
|
||||
#include "utils/Random.h"
|
||||
#include "weapon/beam.h"
|
||||
#include "weapon/flak.h"
|
||||
#include "weapon/muzzleflash.h"
|
||||
@@ -88,18 +87,6 @@ typedef struct eval_enemy_obj_struct {
|
||||
int nearest_objnum;
|
||||
} eval_enemy_obj_struct;
|
||||
|
||||
// the current world orientation of the turret matrix, corresponding to its fvec and uvec defined in the model
|
||||
// is NOT affected by the turret's current aiming
|
||||
void turret_instance_find_world_orient(matrix* out_mat, int model_instance_num, int submodel_num, const matrix* objorient)
|
||||
{
|
||||
auto pmi = model_get_instance(model_instance_num);
|
||||
auto pm = model_get(pmi->model_num);
|
||||
vec3d fvec, uvec;
|
||||
model_instance_find_world_dir(&fvec, &pm->submodel[submodel_num].frame_of_reference.vec.fvec, pm, pmi, pm->submodel[submodel_num].parent, objorient);
|
||||
model_instance_find_world_dir(&uvec, &pm->submodel[submodel_num].frame_of_reference.vec.uvec, pm, pmi, pm->submodel[submodel_num].parent, objorient);
|
||||
vm_vector_2_matrix_norm(out_mat, &fvec, &uvec);
|
||||
}
|
||||
|
||||
/**
|
||||
* Is object in turret field of view?
|
||||
*
|
||||
@@ -111,53 +98,117 @@ void turret_instance_find_world_orient(matrix* out_mat, int model_instance_num,
|
||||
*
|
||||
* @return 1 if objp is in fov of the specified turret. Otherwise return 0.
|
||||
*/
|
||||
bool object_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist)
|
||||
int object_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist)
|
||||
{
|
||||
vec3d v2e;
|
||||
float size_mod;
|
||||
bool in_fov = false;
|
||||
|
||||
if (ss->flags[Ship::Subsystem_Flags::FOV_edge_check]) {
|
||||
int model_num;
|
||||
switch (objp->type) {
|
||||
case OBJ_SHIP:
|
||||
model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num;
|
||||
break;
|
||||
case OBJ_ASTEROID:
|
||||
model_num = Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype];
|
||||
break;
|
||||
default:
|
||||
vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
|
||||
size_mod = objp->radius / (dist + objp->radius);
|
||||
|
||||
in_fov = turret_fov_test(ss, tvec, &v2e, size_mod);
|
||||
|
||||
return in_fov;
|
||||
}
|
||||
|
||||
auto pm = model_get(model_num);
|
||||
for (int i = 0; i < 8; i++) {
|
||||
vec3d bbox_point;
|
||||
vm_vec_unrotate(&bbox_point, &pm->bounding_box[i], &objp->orient);
|
||||
bbox_point += objp->pos;
|
||||
|
||||
vm_vec_normalized_dir(&v2e, &bbox_point, tpos);
|
||||
in_fov = turret_fov_test(ss, tvec, &v2e, -0.2f);
|
||||
|
||||
if (in_fov)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// if the bbox points method didn't work (or fov_edge_checks isn't on)
|
||||
// try the normal method
|
||||
bool in_fov;
|
||||
|
||||
vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
|
||||
size_mod = objp->radius / (dist + objp->radius);
|
||||
|
||||
in_fov = turret_fov_test(ss, tvec, &v2e, size_mod);
|
||||
|
||||
if ( in_fov ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
return in_fov;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool is_object_radius_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, vec3d *v2e, vec3d *predicted_pos, float distance)
|
||||
{
|
||||
float target_dist = distance;
|
||||
if (distance == 0.0f)
|
||||
target_dist = vm_vec_dist(predicted_pos,tpos);
|
||||
|
||||
if (object_in_turret_fov(objp, ss, tvec, tpos, target_dist + objp->radius)) {
|
||||
// so the targeted spot in not in fov but the enemy + radius is
|
||||
// lets align the darn gun and try shooting there
|
||||
vec3d temp_vec;
|
||||
float multiplier = 0;
|
||||
model_subsystem *tp = ss->system_info;
|
||||
|
||||
// project v2e_from_turret to turret normal
|
||||
// substract resultant vector from the temp_vec (v2e_from_turret)
|
||||
// adjust z component as necessary
|
||||
// calculate multiplier for the resultant vector
|
||||
// use multiplier and the z component and compose a new vector
|
||||
float dot = vm_vec_dot(v2e, tvec);
|
||||
|
||||
vm_vec_scale_add(&temp_vec, v2e, tvec, -dot);
|
||||
|
||||
if (IS_VEC_NULL_SQ_SAFE(&temp_vec)) {
|
||||
// return false, target is perfectly aligned over or below the turret
|
||||
// safe bet is to allow turret to reacquire better target
|
||||
return false;
|
||||
}
|
||||
|
||||
// normalize the vec, it needs to be done regardless
|
||||
vm_vec_normalize(&temp_vec);
|
||||
bool fix_elevation = false;
|
||||
bool fix_base_rot = false;
|
||||
|
||||
if (dot < tp->turret_fov) {
|
||||
dot = tp->turret_fov;
|
||||
fix_elevation = true;
|
||||
}
|
||||
if (dot > tp->turret_max_fov) {
|
||||
dot = tp->turret_max_fov;
|
||||
fix_elevation = true;
|
||||
}
|
||||
|
||||
if (tp->flags[Model::Subsystem_Flags::Turret_alt_math]) {
|
||||
vec3d temp_vec2;
|
||||
vm_vec_rotate(&temp_vec2, &temp_vec, &ss->world_to_turret_matrix);
|
||||
|
||||
// now in turrets frame of reference
|
||||
// check if math is actually possible
|
||||
if (!((temp_vec2.xyz.x == 0) && (temp_vec2.xyz.y == 0))) {
|
||||
float temp_z = temp_vec2.xyz.z;
|
||||
temp_vec2.xyz.z = 0.0f;
|
||||
// make sure null vecs wont happen
|
||||
if (!IS_VEC_NULL_SQ_SAFE(&temp_vec2)) {
|
||||
vm_vec_normalize(&temp_vec2);
|
||||
// only do this if it actually is required
|
||||
if (-temp_vec2.xyz.y < tp->turret_y_fov) {
|
||||
float check_pos = 1;
|
||||
|
||||
fix_base_rot = true;
|
||||
temp_vec2.xyz.y = -tp->turret_y_fov;
|
||||
if (temp_vec2.xyz.x < 0)
|
||||
check_pos = -1;
|
||||
temp_vec2.xyz.x = check_pos * sqrtf(1 - (temp_vec2.xyz.y*temp_vec2.xyz.y));
|
||||
|
||||
// restore z component
|
||||
float scaler = sqrtf(1 - (temp_z*temp_z));
|
||||
vm_vec_scale(&temp_vec2,scaler);
|
||||
temp_vec2.xyz.z = temp_z;
|
||||
// back to world frame
|
||||
vm_vec_unrotate(&temp_vec, &temp_vec2, &ss->world_to_turret_matrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fix_elevation || fix_base_rot) {
|
||||
if (fix_elevation) {
|
||||
multiplier = sqrtf(1 - (dot*dot));
|
||||
// keep the temp_vec scaled with the tweaked vector
|
||||
vm_vec_scale(&temp_vec, multiplier);
|
||||
}
|
||||
vm_vec_scale_add(v2e, &temp_vec, tvec, dot);
|
||||
// and we are done with v2e...
|
||||
vm_vec_scale_add(predicted_pos, tpos, v2e, target_dist);
|
||||
// and we are done with predicted position
|
||||
return true;
|
||||
} else {
|
||||
mprintf(("Warning: Function 'is_object_radius_in_turret_fov' was called\nwithout need to fix turret alignments\n"));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// outside of the expanded radii, unable to align, return false
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -504,7 +555,6 @@ void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
|
||||
|
||||
if ( objp->type == OBJ_SHIP ) {
|
||||
shipp = &Ships[objp->instance];
|
||||
ship_info* sip = &Ship_info[shipp->ship_info_index];
|
||||
|
||||
// check on enemy team
|
||||
if ( !iff_matches_mask(shipp->team, eeo->enemy_team_mask) ) {
|
||||
@@ -544,18 +594,16 @@ void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
|
||||
}
|
||||
}
|
||||
|
||||
// don't shoot at big ships with huge weapons unless they have the flag
|
||||
// don't shoot at small ships if we shouldn't
|
||||
if (eeo->eeo_flags & EEOF_BIG_ONLY) {
|
||||
if (sip->class_type == -1 || !(Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only])) {
|
||||
if (!(Ship_info[shipp->ship_info_index].is_big_or_huge())) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
// ^ Note the difference between these checks
|
||||
// V "small only" EXCLUDES only big ships, "huge" INCLUDES only big ships
|
||||
|
||||
// don't shoot at ships ignored by small weapons if this is a small weapon
|
||||
// don't shoot at big ships if we shouldn't
|
||||
if (eeo->eeo_flags & EEOF_SMALL_ONLY) {
|
||||
if (sip->class_type >= 0 && (Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only])) {
|
||||
if ((Ship_info[shipp->ship_info_index].is_big_or_huge())) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -1131,18 +1179,23 @@ int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d
|
||||
|
||||
if (!skip) {
|
||||
if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
|
||||
ship_info* esip = &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index];
|
||||
// check for huge weapon and huge ship
|
||||
if ( !big_only_flag || (esip->class_type >= 0 && Ship_types[esip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only]) ) {
|
||||
if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].is_big_or_huge()) ) {
|
||||
// check for tagged only and tagged ship
|
||||
if ( tagged_only_flag && ship_is_tagged(&Objects[aip->target_objnum]) ) {
|
||||
// select new target if aip->target_objnum is out of field of view
|
||||
vec3d v2e;
|
||||
float dist;
|
||||
bool in_fov;
|
||||
vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
|
||||
dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
|
||||
|
||||
in_fov = turret_fov_test(turret_subsys, tvec, &v2e);
|
||||
|
||||
if (turret_subsys->flags[Ship::Subsystem_Flags::FOV_edge_check]) {
|
||||
if (in_fov == false)
|
||||
if (object_in_turret_fov(&Objects[aip->target_objnum], turret_subsys, tvec, tpos, dist + Objects[aip->target_objnum].radius))
|
||||
in_fov = true;
|
||||
}
|
||||
// MODIFY FOR ATTACKING BIG SHIP
|
||||
// dot += (0.5f * Objects[aip->target_objnum].radius / dist);
|
||||
if (in_fov) {
|
||||
@@ -1177,22 +1230,20 @@ int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d
|
||||
* of the turret.
|
||||
*
|
||||
* @param objp Pointer to object
|
||||
* @param tp Turret model system on that object
|
||||
* @param tp Turrent model system on that object
|
||||
* @param gpos [Output] Global absolute position of gun firing point
|
||||
* @param gvec [Output] Global vector
|
||||
*
|
||||
* @note The gun normal is the unrotated gun normal, (the center of the FOV cone), not
|
||||
* the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
|
||||
* in global space.
|
||||
* @note2 Because of this, both single-part and multi-part turrets are treated the same way; no need to find the multi-part's gun submodel.
|
||||
*/
|
||||
void ship_get_global_turret_info(const object *objp, const model_subsystem *tp, vec3d *gpos, vec3d *gvec)
|
||||
void ship_get_global_turret_info(object *objp, model_subsystem *tp, vec3d *gpos, vec3d *gvec)
|
||||
{
|
||||
auto model_instance_num = Ships[objp->instance].model_instance_num;
|
||||
if (gpos)
|
||||
model_instance_find_world_point(gpos, &vmd_zero_vector, model_instance_num, tp->subobj_num, &objp->orient, &objp->pos);
|
||||
if (gvec)
|
||||
model_instance_find_world_dir(gvec, &tp->turret_norm, model_instance_num, tp->subobj_num, &objp->orient, true);
|
||||
// vm_vec_unrotate(gpos, &tp->turret_avg_firing_point, &objp->orient);
|
||||
vm_vec_unrotate(gpos, &tp->pnt, &objp->orient);
|
||||
vm_vec_add2(gpos, &objp->pos);
|
||||
vm_vec_unrotate(gvec, &tp->turret_norm, &objp->orient);
|
||||
}
|
||||
|
||||
void turret_ai_update_aim(ai_info *aip, object *En_Objp, ship_subsys *ss);
|
||||
@@ -1252,8 +1303,7 @@ void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos
|
||||
vm_vec_add2(&enemy_point, &ssp->last_aim_enemy_pos);
|
||||
} else {
|
||||
if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].is_big_or_huge())) {
|
||||
// the turret norm here is from the perspective of the base submodel, not the gun submodel
|
||||
model_instance_find_world_dir(&turret_norm, &tp->turret_norm, pm, pmi, pm->submodel[tp->subobj_num].parent, &objp->orient);
|
||||
vm_vec_unrotate(&turret_norm, &tp->turret_norm, &objp->orient);
|
||||
ai_big_pick_attack_point_turret(lep, ssp, &tmp_pos, &turret_norm, &enemy_point, MIN(wip->max_speed * wip->lifetime, wip->weapon_range), tp->turret_fov);
|
||||
}
|
||||
else {
|
||||
@@ -1384,13 +1434,18 @@ int aifft_rotate_turret(object *objp, ship *shipp, ship_subsys *ss, object *lep,
|
||||
|
||||
in_fov = turret_fov_test(ss, gvec, &v2e);
|
||||
|
||||
if (ss->flags[Ship::Subsystem_Flags::FOV_edge_check]) {
|
||||
if (in_fov == false)
|
||||
in_fov = is_object_radius_in_turret_fov(&Objects[ss->turret_enemy_objnum], ss, gvec, &gun_pos, &v2e, predicted_enemy_pos, 0.0f);
|
||||
}
|
||||
|
||||
if (in_fov) {
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos);
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, tp, predicted_enemy_pos);
|
||||
} else if ((tp->flags[Model::Subsystem_Flags::Turret_reset_idle]) &&(timestamp_elapsed(ss->rotation_timestamp))) {
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos, true);
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, tp, predicted_enemy_pos, true);
|
||||
}
|
||||
} else if ((ss->system_info->flags[Model::Subsystem_Flags::Turret_reset_idle]) && (timestamp_elapsed(ss->rotation_timestamp))) {
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, ss, predicted_enemy_pos, true);
|
||||
ret_val = model_rotate_gun(objp, pm, pmi, ss->system_info, predicted_enemy_pos, true);
|
||||
}
|
||||
|
||||
// by default "ret_val" should be set to 1 for multi-part turrets, and 0 for single-part turrets
|
||||
@@ -1422,7 +1477,7 @@ float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunp
|
||||
if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
|
||||
vec3d turret_norm;
|
||||
|
||||
model_instance_find_world_dir(&turret_norm, &turret_subsysp->system_info->turret_norm, Ships[objp->instance].model_instance_num, turret_subsysp->system_info->subobj_num, &objp->orient, true);
|
||||
vm_vec_unrotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
|
||||
float dot_return = vm_vec_dot(&turret_norm, &vector_out);
|
||||
|
||||
if (Ai_info[Ships[objp->instance].ai_index].ai_profile_flags[AI::Profile_Flags::Smart_subsystem_targeting_for_turrets]) {
|
||||
@@ -1492,7 +1547,8 @@ ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *en
|
||||
|
||||
// Compute absolute gun position.
|
||||
vec3d abs_gun_pos;
|
||||
ship_get_global_turret_info(objp, ssp->system_info, &abs_gun_pos, nullptr);
|
||||
vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
|
||||
vm_vec_add2(&abs_gun_pos, &objp->pos);
|
||||
|
||||
// Only pick a turret to attack on large ships.
|
||||
if (!esip->is_big_or_huge())
|
||||
@@ -1605,10 +1661,8 @@ void turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsy
|
||||
{
|
||||
Assert(weapon_num < MAX_SHIP_WEAPONS);
|
||||
float wait = 1000.0f;
|
||||
// should subtract 1 from firepoints to match behavior of wip->burst_shots
|
||||
int burst_shots = (wip->burst_flags[Weapon::Burst_Flags::Num_firepoints_burst_shots] ? turret->system_info->turret_num_firing_points - 1 : wip->burst_shots);
|
||||
|
||||
if (burst_shots > turret->weapons.burst_counter[weapon_num]) {
|
||||
if (wip->burst_shots > turret->weapons.burst_counter[weapon_num]) {
|
||||
wait *= wip->burst_delay;
|
||||
turret->weapons.burst_counter[weapon_num]++;
|
||||
} else {
|
||||
@@ -1618,12 +1672,10 @@ void turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsy
|
||||
} else {
|
||||
wait *= wip->fire_wait;
|
||||
}
|
||||
if ((burst_shots > 0) && (wip->burst_flags[Weapon::Burst_Flags::Random_length])) {
|
||||
turret->weapons.burst_counter[weapon_num] = Random::next(burst_shots);
|
||||
turret->weapons.burst_seed[weapon_num] = Random::next();
|
||||
if ((wip->burst_shots > 0) && (wip->burst_flags[Weapon::Burst_Flags::Random_length])) {
|
||||
turret->weapons.burst_counter[weapon_num] = (myrand() % wip->burst_shots);
|
||||
} else {
|
||||
turret->weapons.burst_counter[weapon_num] = 0;
|
||||
turret->weapons.burst_seed[weapon_num] = Random::next();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1634,7 +1686,7 @@ void turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsy
|
||||
fs_dest = &turret->weapons.next_secondary_fire_stamp[weapon_num - MAX_SHIP_PRIMARY_BANKS];
|
||||
|
||||
//Check for the new cooldown flag
|
||||
if(!((wip->wi_flags[Weapon::Info_Flags::Same_turret_cooldown]) || ((burst_shots > 0) && (wip->burst_flags[Weapon::Burst_Flags::Fast_firing]))))
|
||||
if(!((wip->wi_flags[Weapon::Info_Flags::Same_turret_cooldown]) || ((wip->burst_shots > 0) && (wip->burst_flags[Weapon::Burst_Flags::Fast_firing]))))
|
||||
{
|
||||
|
||||
// make side even for team vs. team
|
||||
@@ -1717,7 +1769,7 @@ void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
|
||||
/**
|
||||
* Fire a weapon from a turret
|
||||
*/
|
||||
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *firing_vec, vec3d *predicted_pos = nullptr, float flak_range_override = 100.0f)
|
||||
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f)
|
||||
{
|
||||
matrix turret_orient;
|
||||
int weapon_objnum;
|
||||
@@ -1782,25 +1834,8 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
#endif
|
||||
|
||||
if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, wip, -1, turret)) {
|
||||
ship_weapon* swp = &turret->weapons;
|
||||
turret->turret_last_fire_direction = *firing_vec;
|
||||
|
||||
if (turret->turret_inaccuracy > 0.0f)
|
||||
vm_vec_random_cone(firing_vec, firing_vec, turret->turret_inaccuracy);
|
||||
|
||||
vm_vector_2_matrix(&turret_orient, firing_vec, nullptr, nullptr);
|
||||
|
||||
// grab and set some burst data before turret_set_next_fire_timestamp wipes it
|
||||
int old_burst_seed = swp->burst_seed[weapon_num];
|
||||
int old_burst_counter = swp->burst_counter[weapon_num];
|
||||
// only used by type 5 beams
|
||||
if (turret->weapons.burst_counter[weapon_num] == 0) {
|
||||
swp->per_burst_rot += wip->b_info.t5info.per_burst_rot;
|
||||
if (swp->per_burst_rot > PI2)
|
||||
swp->per_burst_rot -= PI2;
|
||||
else if (swp->per_burst_rot < -PI2)
|
||||
swp->per_burst_rot += PI2;
|
||||
}
|
||||
vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
|
||||
turret->turret_last_fire_direction = *turret_fvec;
|
||||
|
||||
// set next fire timestamp for the turret
|
||||
if (last_shot_in_salvo)
|
||||
@@ -1826,10 +1861,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
else
|
||||
fire_info.target_subsys = NULL;
|
||||
fire_info.turret = turret;
|
||||
fire_info.burst_seed = old_burst_seed;
|
||||
fire_info.fire_method = BFM_TURRET_FIRED;
|
||||
fire_info.per_burst_rotation = swp->per_burst_rot;
|
||||
fire_info.burst_index = old_burst_counter;
|
||||
|
||||
// fire a beam weapon
|
||||
weapon_objnum = beam_fire(&fire_info);
|
||||
@@ -1840,11 +1872,9 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
parent_ship->last_fired_turret = turret;
|
||||
turret->last_fired_weapon_info_index = turret_weapon_class;
|
||||
|
||||
if (Script_system.IsActiveAction(CHA_ONTURRETFIRED)) {
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[parent_objnum], "Weapon", nullptr, "Beam", objp, "Target", &Objects[turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
}
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[parent_objnum], "Weapon", nullptr, "Beam", objp, "Target", &Objects[turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
}
|
||||
|
||||
turret->flags.set(Ship::Subsystem_Flags::Has_fired); //set fired flag for scripting -nike
|
||||
@@ -1852,6 +1882,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
}
|
||||
// don't fire swam, but set up swarm info instead
|
||||
else if ((wip->wi_flags[Weapon::Info_Flags::Swarm]) || (wip->wi_flags[Weapon::Info_Flags::Corkscrew])) {
|
||||
ship_weapon *swp = &turret->weapons;
|
||||
if (swp->current_secondary_bank < 0) {
|
||||
swp->current_secondary_bank = 0;
|
||||
}
|
||||
@@ -1877,6 +1908,8 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
else {
|
||||
for (int i = 0; i < wip->shots; i++) {
|
||||
if (turret->system_info->flags[Model::Subsystem_Flags::Turret_use_ammo]) {
|
||||
ship_weapon *swp;
|
||||
swp = &turret->weapons;
|
||||
int bank_to_fire, num_slots = turret->system_info->turret_num_firing_points;
|
||||
if (wip->subtype == WP_LASER) {
|
||||
int points;
|
||||
@@ -1956,7 +1989,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
}
|
||||
// zookeeper - Firepoints should cycle normally between shots,
|
||||
// so we need to get the position info separately for each shot
|
||||
ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, turret_pos, firing_vec, 1, nullptr);
|
||||
ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, turret_pos, turret_fvec, 1, NULL);
|
||||
|
||||
weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, -1, 1, 0,0.0f, turret);
|
||||
weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
|
||||
@@ -1974,14 +2007,14 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
// AL 1-6-97: Store pointer to turret subsystem
|
||||
wp->turret_subsys = turret;
|
||||
|
||||
if (Script_system.IsActiveAction(CHA_ONTURRETFIRED)) {
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[parent_objnum], "Weapon", objp, "Beam", nullptr, "Target", &Objects[turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
}
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[parent_objnum], "Weapon", objp, "Beam", nullptr, "Target", &Objects[turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
|
||||
// if the gun is a flak gun
|
||||
if (wip->wi_flags[Weapon::Info_Flags::Flak]) {
|
||||
if (wip->wi_flags[Weapon::Info_Flags::Flak]) {
|
||||
// show a muzzle flash
|
||||
flak_muzzle_flash(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, turret_weapon_class);
|
||||
|
||||
if(predicted_pos != NULL)
|
||||
{
|
||||
@@ -1996,10 +2029,9 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
|
||||
flak_set_range(objp, flak_range_override);
|
||||
}
|
||||
}
|
||||
|
||||
// do mflash if the weapon has it
|
||||
if (wip->muzzle_flash >= 0) {
|
||||
mflash_create(turret_pos, firing_vec, &Objects[parent_ship->objnum].phys_info, wip->muzzle_flash);
|
||||
// otherwise just do mflash if the weapon has it
|
||||
else if (wip->muzzle_flash >= 0) {
|
||||
mflash_create(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, wip->muzzle_flash);
|
||||
}
|
||||
|
||||
// in multiplayer (and the master), then send a turret fired packet.
|
||||
@@ -2092,11 +2124,9 @@ void turret_swarm_fire_from_turret(turret_swarm_info *tsi)
|
||||
Ships[Objects[tsi->parent_objnum].instance].last_fired_turret = tsi->turret;
|
||||
tsi->turret->last_fired_weapon_info_index = tsi->weapon_class;
|
||||
|
||||
if (Script_system.IsActiveAction(CHA_ONTURRETFIRED)) {
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[tsi->parent_objnum], "Weapon", &Objects[weapon_objnum], "Beam", nullptr, "Target", &Objects[tsi->turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[tsi->parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
}
|
||||
Script_system.SetHookObjects(4, "Ship", &Objects[tsi->parent_objnum], "Weapon", &Objects[weapon_objnum], "Beam", nullptr, "Target", &Objects[tsi->turret->turret_enemy_objnum]);
|
||||
Script_system.RunCondition(CHA_ONTURRETFIRED, &Objects[tsi->parent_objnum]);
|
||||
Script_system.RemHookVars({"Ship", "Weapon", "Beam", "Target"});
|
||||
|
||||
// muzzle flash?
|
||||
if (Weapon_info[tsi->weapon_class].muzzle_flash >= 0) {
|
||||
@@ -2127,15 +2157,13 @@ int Num_find_turret_enemy = 0;
|
||||
int Num_turrets_fired = 0;
|
||||
|
||||
/**
|
||||
* Previously called ai_fire_from_turret()
|
||||
* Given a ship and a turret subsystem, handle all its behavior, mostly targeting and shooting but also
|
||||
* all turret movement and resetting when idle
|
||||
* Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
|
||||
*/
|
||||
extern int Nebula_sec_range;
|
||||
void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
void ai_fire_from_turret(ship *shipp, ship_subsys *ss)
|
||||
{
|
||||
float weapon_firing_range;
|
||||
float weapon_min_range; // *Weapon minimum firing range -Et1
|
||||
float WeaponMinRange; // *Weapon minimum firing range -Et1
|
||||
vec3d v2e;
|
||||
object *lep; // Last enemy pointer
|
||||
model_subsystem *tp = ss->system_info;
|
||||
@@ -2207,8 +2235,6 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
{
|
||||
ss->turret_enemy_objnum = -1;
|
||||
lep = nullptr;
|
||||
ss->flags.remove(Ship::Subsystem_Flags::Forced_target);
|
||||
ss->flags.remove(Ship::Subsystem_Flags::Forced_subsys_target);
|
||||
}
|
||||
|
||||
Assert((shipp->objnum >= 0) && (shipp->objnum < MAX_OBJECTS));
|
||||
@@ -2216,10 +2242,25 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
objp = &Objects[shipp->objnum];
|
||||
Assert(objp->type == OBJ_SHIP);
|
||||
|
||||
// Wanderer - make sure turrets already have all the data
|
||||
if ( !(tp->flags[Model::Subsystem_Flags::Turret_matrix]) )
|
||||
{
|
||||
if (!(tp->turret_gun_sobj == tp->subobj_num))
|
||||
{
|
||||
auto pmi = model_get_instance(shipp->model_instance_num);
|
||||
auto pm = model_get(pmi->model_num);
|
||||
model_make_turret_matrix(pm, pmi, tp);
|
||||
}
|
||||
}
|
||||
|
||||
// Use the turret info for all guns, not one gun in particular.
|
||||
vec3d gvec, gpos;
|
||||
ship_get_global_turret_info(objp, tp, &gpos, &gvec);
|
||||
|
||||
if (tp->flags[Model::Subsystem_Flags::Turret_alt_math]) {
|
||||
vm_matrix_x_matrix( &ss->world_to_turret_matrix, &objp->orient, &tp->turret_matrix );
|
||||
}
|
||||
|
||||
// Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
|
||||
int use_angles = aifft_rotate_turret(objp, shipp, ss, lep, &predicted_enemy_pos, &gvec);
|
||||
|
||||
@@ -2310,12 +2351,12 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
if (wip->wi_flags[Weapon::Info_Flags::Local_ssm])
|
||||
{
|
||||
weapon_firing_range = wip->lssm_lock_range;
|
||||
weapon_min_range = 0.0f;
|
||||
WeaponMinRange = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
weapon_firing_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range);
|
||||
weapon_min_range = wip->weapon_min_range;
|
||||
WeaponMinRange = wip->WeaponMinRange;
|
||||
}
|
||||
|
||||
// if beam weapon in nebula and target not tagged, decrease firing range
|
||||
@@ -2328,21 +2369,19 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
}
|
||||
|
||||
// Don't try to fire beyond weapon_limit_range (or within min range)
|
||||
if (dist_to_enemy < weapon_min_range || dist_to_enemy > weapon_firing_range) {
|
||||
if (dist_to_enemy < WeaponMinRange || dist_to_enemy > weapon_firing_range) {
|
||||
// it's possible another weapon is in range, but if not,
|
||||
// we will end up selecting a new target
|
||||
continue;
|
||||
}
|
||||
|
||||
ship_info* esip = lep->type != OBJ_SHIP ? nullptr : &Ship_info[Ships[lep->instance].ship_info_index];
|
||||
|
||||
// If targeted a small ship and have a huge weapon, don't fire. But this shouldn't happen, as a small ship should not get selected.
|
||||
if ( wip->wi_flags[Weapon::Info_Flags::Huge] ) {
|
||||
if ( lep->type != OBJ_SHIP ) {
|
||||
tentative_return = true;
|
||||
continue;
|
||||
}
|
||||
if ( esip->class_type >= 0 && !(Ship_types[esip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only])) {
|
||||
if ( !(Ship_info[Ships[lep->instance].ship_info_index].is_big_or_huge()) ) {
|
||||
tentative_return = true;
|
||||
continue;
|
||||
}
|
||||
@@ -2350,8 +2389,7 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
|
||||
// Similar check for small weapons
|
||||
if ( wip->wi_flags[Weapon::Info_Flags::Small_only] ) {
|
||||
if ( (lep->type == OBJ_SHIP) && esip->class_type >= 0 &&
|
||||
(Ship_types[esip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only])) {
|
||||
if ( (lep->type == OBJ_SHIP) && Ship_info[Ships[lep->instance].ship_info_index].is_big_or_huge() ) {
|
||||
tentative_return = true;
|
||||
continue;
|
||||
}
|
||||
@@ -2395,11 +2433,6 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
tentative_return = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!weapon_target_satisfies_lock_restrictions(wip, lep)) {
|
||||
tentative_return = true;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// check tagged-only for bombs only if the flag is set; see Mantis #3114
|
||||
@@ -2420,10 +2453,8 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
|
||||
//none of our guns can hit the enemy, so find a new enemy
|
||||
if (num_valid == 0) {
|
||||
if (!ss->flags[Ship::Subsystem_Flags::Forced_target]) {
|
||||
ss->turret_enemy_objnum = -1;
|
||||
ss->turret_time_enemy_in_range = 0.0f;
|
||||
}
|
||||
ss->turret_enemy_objnum = -1;
|
||||
ss->turret_time_enemy_in_range = 0.0f;
|
||||
|
||||
// in the original code, we returned where the "tentative return" variable was set,
|
||||
// so return for real now, since we don't have a reason to remain in the function
|
||||
@@ -2431,16 +2462,8 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
return;
|
||||
}
|
||||
|
||||
// if we've got Forced_subsys_target targeted_subsys *really* shouldnt be null but just in case...
|
||||
if (ss->flags[Ship::Subsystem_Flags::Forced_subsys_target] && ss->targeted_subsys != nullptr) {
|
||||
if (ss->targeted_subsys->current_hits <= 0.0f) {
|
||||
ss->flags.remove(Ship::Subsystem_Flags::Forced_subsys_target);
|
||||
ss->flags.remove(Ship::Subsystem_Flags::Forced_target);
|
||||
}
|
||||
}
|
||||
|
||||
// Maybe pick a new enemy, unless targeting has been taken over by scripting
|
||||
if ( turret_should_pick_new_target(ss) && !ss->scripting_target_override && !(ss->flags[Ship::Subsystem_Flags::Forced_target])) {
|
||||
if ( turret_should_pick_new_target(ss) && !ss->scripting_target_override ) {
|
||||
Num_find_turret_enemy++;
|
||||
int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum);
|
||||
|
||||
@@ -2713,7 +2736,7 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
{
|
||||
// If nothing is OK to fire (lost track of the target?)
|
||||
// reset the target (so we don't continue to track what we can't hit)
|
||||
if (tp->flags[Model::Subsystem_Flags::Turret_only_target_if_can_fire] && !(ss->flags[Ship::Subsystem_Flags::Forced_target]))
|
||||
if (tp->flags[Model::Subsystem_Flags::Turret_only_target_if_can_fire])
|
||||
{
|
||||
ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
|
||||
ss->turret_time_enemy_in_range = 0.0f;
|
||||
@@ -2748,7 +2771,7 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!(ss->flags[Ship::Subsystem_Flags::Forced_target]))
|
||||
else
|
||||
{
|
||||
// Lost him!
|
||||
ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
|
||||
@@ -2771,20 +2794,16 @@ bool turret_adv_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mo
|
||||
model_subsystem *tp = ss->system_info;
|
||||
float dot = vm_vec_dot(v2e, gvec);
|
||||
if (((dot + size_mod) >= tp->turret_fov) && ((dot - size_mod) <= tp->turret_max_fov)) {
|
||||
object* objp = &Objects[ss->parent_objnum];
|
||||
matrix turret_matrix;
|
||||
turret_instance_find_world_orient(&turret_matrix, Ships[objp->instance].model_instance_num, tp->subobj_num, &objp->orient);
|
||||
|
||||
vec3d of_dst;
|
||||
vm_vec_rotate(&of_dst, v2e, &turret_matrix);
|
||||
if ((of_dst.xyz.x == 0) && (of_dst.xyz.z == 0))
|
||||
return true;
|
||||
else {
|
||||
of_dst.xyz.y = 0;
|
||||
vm_vec_rotate( &of_dst, v2e, &ss->world_to_turret_matrix );
|
||||
if ((of_dst.xyz.x == 0) && (of_dst.xyz.y == 0)) {
|
||||
return true;
|
||||
} else {
|
||||
of_dst.xyz.z = 0;
|
||||
if (!IS_VEC_NULL_SQ_SAFE(&of_dst)) {
|
||||
vm_vec_normalize(&of_dst);
|
||||
// now we have 2d vector with lenght of 1 that points at the targets direction after being rotated to turrets FOR
|
||||
if ((of_dst.xyz.z + size_mod) >= tp->turret_base_fov)
|
||||
if ((-of_dst.xyz.y + size_mod) >= tp->turret_y_fov)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -2795,7 +2814,7 @@ bool turret_adv_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mo
|
||||
bool turret_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod)
|
||||
{
|
||||
bool in_fov = false;
|
||||
if (ss->system_info->flags[Model::Subsystem_Flags::Turret_restricted_fov])
|
||||
if (ss->system_info->flags[Model::Subsystem_Flags::Turret_alt_math])
|
||||
in_fov = turret_adv_fov_test(ss, gvec, v2e, size_mod);
|
||||
else
|
||||
in_fov = turret_std_fov_test(ss, gvec, v2e, size_mod);
|
||||
|
||||
+139
-132
@@ -38,6 +38,7 @@
|
||||
#include "ship/ship.h"
|
||||
#include "ship/shipfx.h"
|
||||
#include "ship/shiphit.h"
|
||||
#include "species_defs/species_defs.h"
|
||||
#include "stats/scoring.h"
|
||||
#include "weapon/weapon.h"
|
||||
|
||||
@@ -49,9 +50,9 @@ asteroid_obj Asteroid_objs[MAX_ASTEROID_OBJS]; // array used to store asteroid o
|
||||
asteroid_obj Asteroid_obj_list; // head of linked list of asteroid_obj structs
|
||||
|
||||
// used for randomly generating debris type when there are multiple sizes.
|
||||
const float SMALL_DEBRIS_WEIGHT = 8.0f;
|
||||
const float MEDIUM_DEBRIS_WEIGHT = 4.0f;
|
||||
const float LARGE_DEBRIS_WEIGHT = 1.0f;
|
||||
#define SMALL_DEBRIS_WEIGHT 8
|
||||
#define MEDIUM_DEBRIS_WEIGHT 4
|
||||
#define LARGE_DEBRIS_WEIGHT 1
|
||||
|
||||
int Asteroids_enabled = 1;
|
||||
int Num_asteroids = 0;
|
||||
@@ -256,7 +257,7 @@ object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroi
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if((asteroid_type < 0) || (asteroid_type >= (int)Asteroid_info.size())) {
|
||||
if((asteroid_type < 0) || (asteroid_type >= (((int)Species_info.size() + 1) * NUM_DEBRIS_SIZES))) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -324,7 +325,7 @@ object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroi
|
||||
asteroid_default_flagset += Object::Object_Flags::Physics;
|
||||
asteroid_default_flagset += Object::Object_Flags::Collides;
|
||||
|
||||
objnum = obj_create(OBJ_ASTEROID, -1, n, &orient, &pos, radius, asteroid_default_flagset, false);
|
||||
objnum = obj_create(OBJ_ASTEROID, -1, n, &orient, &pos, radius, asteroid_default_flagset);
|
||||
|
||||
if ( (objnum == -1) || (objnum >= MAX_OBJECTS) ) {
|
||||
mprintf(("Couldn't create asteroid -- out of object slots\n"));
|
||||
@@ -487,6 +488,31 @@ static void asteroid_load(int asteroid_info_index, int asteroid_subtype)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a weight that depends on asteroid size.
|
||||
*
|
||||
* The weight is then used to determine the frequencty of different sizes of ship debris
|
||||
*/
|
||||
static int get_debris_weight(int ship_debris_index)
|
||||
{
|
||||
int size = ship_debris_index % NUM_DEBRIS_SIZES;
|
||||
switch (size)
|
||||
{
|
||||
case ASTEROID_TYPE_SMALL:
|
||||
return SMALL_DEBRIS_WEIGHT;
|
||||
|
||||
case ASTEROID_TYPE_MEDIUM:
|
||||
return MEDIUM_DEBRIS_WEIGHT;
|
||||
|
||||
case ASTEROID_TYPE_LARGE:
|
||||
return LARGE_DEBRIS_WEIGHT;
|
||||
|
||||
default:
|
||||
Int3();
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create all the asteroids for the mission
|
||||
*/
|
||||
@@ -496,14 +522,14 @@ void asteroid_create_all()
|
||||
|
||||
// ship_debris_odds_table keeps track of debris type of the next debris piece
|
||||
// each different type (size) of debris piece has a diffenent weight, smaller weighted more heavily than larger.
|
||||
// choose next type from table ship_debris_odds_table by Random::next()%max_weighted_range,
|
||||
// choose next type from table ship_debris_odds_table by rand()%max_weighted_range,
|
||||
// the threshold *below* which the debris type is selected.
|
||||
struct {
|
||||
float random_threshold;
|
||||
int random_threshold;
|
||||
int debris_type;
|
||||
} ship_debris_odds_table[MAX_ACTIVE_DEBRIS_TYPES];
|
||||
|
||||
float max_weighted_range = 0.0f;
|
||||
int max_weighted_range = 0;
|
||||
|
||||
if (!Asteroids_enabled)
|
||||
return;
|
||||
@@ -526,7 +552,7 @@ void asteroid_create_all()
|
||||
|
||||
// Calculate the odds table
|
||||
for (idx=0; idx<num_debris_types; idx++) {
|
||||
float debris_weight = Asteroid_info[Asteroid_field.field_debris_type[idx]].spawn_weight;
|
||||
int debris_weight = get_debris_weight(Asteroid_field.field_debris_type[idx]);
|
||||
ship_debris_odds_table[idx].random_threshold = max_weighted_range + debris_weight;
|
||||
ship_debris_odds_table[idx].debris_type = Asteroid_field.field_debris_type[idx];
|
||||
max_weighted_range += debris_weight;
|
||||
@@ -564,7 +590,7 @@ void asteroid_create_all()
|
||||
// For asteroid, load only large asteroids
|
||||
|
||||
// get a valid subtype
|
||||
int subtype = Random::next(NUM_DEBRIS_POFS);
|
||||
int subtype = rand() % NUM_DEBRIS_POFS;
|
||||
while (Asteroid_field.field_debris_type[subtype] == -1) {
|
||||
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
|
||||
}
|
||||
@@ -573,7 +599,7 @@ void asteroid_create_all()
|
||||
} else {
|
||||
Assert(num_debris_types > 0);
|
||||
|
||||
float rand_choice = frand() * max_weighted_range;
|
||||
int rand_choice = rand() % max_weighted_range;
|
||||
|
||||
for (idx=0; idx<MAX_ACTIVE_DEBRIS_TYPES; idx++) {
|
||||
// for ship debris, choose type according to odds table
|
||||
@@ -758,7 +784,7 @@ static void maybe_throw_asteroid(int count)
|
||||
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
||||
object *A = &Objects[so->objnum];
|
||||
if (so->objnum == Asteroid_throw_objnum) {
|
||||
int subtype = Random::next(NUM_DEBRIS_POFS);
|
||||
int subtype = rand() % NUM_DEBRIS_POFS;
|
||||
while (Asteroid_field.field_debris_type[subtype] == -1) {
|
||||
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
|
||||
}
|
||||
@@ -1019,13 +1045,13 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
|
||||
smi->collision_checked = false;
|
||||
|
||||
// set angles for last frame (need to set to prev to get p0)
|
||||
matrix copy_matrix = smi->canonical_orient;
|
||||
angles copy_angles = smi->angs;
|
||||
|
||||
// find the start and end positions of the sphere in submodel RF
|
||||
smi->canonical_orient = smi->canonical_prev_orient;
|
||||
smi->angs = smi->prev_angs;
|
||||
world_find_model_instance_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos);
|
||||
|
||||
smi->canonical_orient = copy_matrix;
|
||||
smi->angs = copy_angles;
|
||||
world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
|
||||
|
||||
mc.p0 = &p0;
|
||||
@@ -1043,7 +1069,7 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
|
||||
|
||||
// set up asteroid_hit_info for rotating submodel
|
||||
if (asteroid_hit_info->edge_hit == 0) {
|
||||
model_instance_find_world_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
model_instance_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
}
|
||||
|
||||
// find position in submodel RF of light object at collison
|
||||
@@ -1075,7 +1101,7 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
|
||||
|
||||
// get collision normal if not edge hit
|
||||
if (asteroid_hit_info->edge_hit == 0) {
|
||||
model_instance_find_world_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
model_instance_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
}
|
||||
|
||||
// find position in submodel RF of light object at collison
|
||||
@@ -1324,7 +1350,7 @@ static void asteroid_do_area_effect(object *asteroid_objp)
|
||||
if ( weapon_area_calc_damage(ship_objp, &asteroid_objp->pos, asip->inner_rad, asip->outer_rad, asip->blast, asip->damage, &blast, &damage, asip->outer_rad) == -1 )
|
||||
continue;
|
||||
|
||||
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage, asip->damage_type_idx);
|
||||
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage );
|
||||
weapon_area_apply_blast(NULL, ship_objp, &asteroid_objp->pos, blast, 0);
|
||||
} // end for
|
||||
}
|
||||
@@ -1432,14 +1458,9 @@ static void asteroid_maybe_break_up(object *pasteroid_obj)
|
||||
|
||||
if ( timestamp_elapsed(asp->final_death_time) ) {
|
||||
vec3d relvec, vfh, tvec;
|
||||
bool skip = false;
|
||||
bool hooked = Script_system.IsActiveAction(CHA_DEATH);
|
||||
|
||||
if (hooked) {
|
||||
Script_system.SetHookObject("Self", pasteroid_obj);
|
||||
skip = Script_system.IsConditionOverride(CHA_DEATH, pasteroid_obj);
|
||||
}
|
||||
if (!skip)
|
||||
Script_system.SetHookObject("Self", pasteroid_obj);
|
||||
if(!Script_system.IsConditionOverride(CHA_DEATH, pasteroid_obj))
|
||||
{
|
||||
pasteroid_obj->flags.set(Object::Object_Flags::Should_be_dead);
|
||||
|
||||
@@ -1489,7 +1510,7 @@ static void asteroid_maybe_break_up(object *pasteroid_obj)
|
||||
int num_roids_var = split->max - split->min;
|
||||
|
||||
if (num_roids_var > 0)
|
||||
num_roids += Random::next(num_roids_var);
|
||||
num_roids += rand() % num_roids_var;
|
||||
|
||||
if (num_roids > 0)
|
||||
for (int i=0; i<num_roids; i++)
|
||||
@@ -1544,10 +1565,8 @@ static void asteroid_maybe_break_up(object *pasteroid_obj)
|
||||
}
|
||||
asp->final_death_time = timestamp(-1);
|
||||
}
|
||||
if (hooked) {
|
||||
Script_system.RunCondition(CHA_DEATH, pasteroid_obj);
|
||||
Script_system.RemHookVar("Self");
|
||||
}
|
||||
Script_system.RunCondition(CHA_DEATH, pasteroid_obj);
|
||||
Script_system.RemHookVar("Self");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1769,7 +1788,7 @@ static void asteroid_parse_section(asteroid_info *asip)
|
||||
}
|
||||
|
||||
required_string("$Detail distance:");
|
||||
asip->num_detail_levels = (int)stuff_int_list(asip->detail_distance, MAX_ASTEROID_DETAIL_LEVELS, RAW_INTEGER_TYPE);
|
||||
asip->num_detail_levels = stuff_int_list(asip->detail_distance, MAX_ASTEROID_DETAIL_LEVELS, RAW_INTEGER_TYPE);
|
||||
|
||||
required_string("$Max Speed:");
|
||||
stuff_float(&asip->max_speed);
|
||||
@@ -1783,7 +1802,7 @@ static void asteroid_parse_section(asteroid_info *asip)
|
||||
|
||||
if(optional_string("$Explosion Animations:")){
|
||||
int temp[MAX_FIREBALL_TYPES];
|
||||
auto parsed_ints = stuff_int_list(temp, MAX_FIREBALL_TYPES, RAW_INTEGER_TYPE);
|
||||
int parsed_ints = stuff_int_list(temp, MAX_FIREBALL_TYPES, RAW_INTEGER_TYPE);
|
||||
asip->explosion_bitmap_anims.clear();
|
||||
asip->explosion_bitmap_anims.insert(asip->explosion_bitmap_anims.begin(), temp, temp+parsed_ints);
|
||||
}
|
||||
@@ -1830,81 +1849,20 @@ static void asteroid_parse_section(asteroid_info *asip)
|
||||
} else
|
||||
Warning(LOCATION, "Invalid asteroid reference %i used for $Split in asteroids table, ignoring.", split_type);
|
||||
}
|
||||
|
||||
if (optional_string("$Spawn Weight:")) {
|
||||
stuff_float(&asip->spawn_weight);
|
||||
if (asip->spawn_weight <= 0.0f) {
|
||||
Warning(LOCATION, "Spawn weight for asteroid '%s' must be greater than 0", asip->name);
|
||||
asip->spawn_weight = 1.0f;
|
||||
}
|
||||
} else {
|
||||
switch (Asteroid_info.size() % NUM_DEBRIS_SIZES)
|
||||
{
|
||||
case ASTEROID_TYPE_SMALL:
|
||||
asip->spawn_weight = SMALL_DEBRIS_WEIGHT;
|
||||
break;
|
||||
case ASTEROID_TYPE_MEDIUM:
|
||||
asip->spawn_weight = MEDIUM_DEBRIS_WEIGHT;
|
||||
break;
|
||||
case ASTEROID_TYPE_LARGE:
|
||||
asip->spawn_weight = LARGE_DEBRIS_WEIGHT;
|
||||
break;
|
||||
default:
|
||||
UNREACHABLE("Here be dragons");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// changes the name to "[species] Debris" if it had a name like "[species] debris #"
|
||||
void maybe_change_asteroid_name(asteroid_info* asip) {
|
||||
|
||||
SCP_string name = asip->name;
|
||||
size_t split = std::string::npos;
|
||||
|
||||
for (species_info species : Species_info) {
|
||||
if (name.compare(0, strlen(species.species_name), species.species_name) == 0) {
|
||||
split = strlen(species.species_name);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (split == std::string::npos)
|
||||
return;
|
||||
|
||||
SCP_string remaining_name = name.substr(split + 1, name.length());
|
||||
|
||||
split = remaining_name.find(' ');
|
||||
|
||||
if (split == std::string::npos)
|
||||
return;
|
||||
|
||||
SCP_string debris = remaining_name.substr(0, split);
|
||||
SCP_string num = remaining_name.substr(split + 1, remaining_name.length());
|
||||
|
||||
if (stricmp(debris.c_str(), "Debris") != 0)
|
||||
return;
|
||||
|
||||
if (num.empty() || std::find_if(num.begin(), num.end(), [](char c) {
|
||||
return !std::isdigit(c, SCP_default_locale);
|
||||
}) != num.end())
|
||||
return;
|
||||
|
||||
// make sure this asteroid would correspond the 'species section' of the old style retail asteroids
|
||||
if (Asteroid_info.size() < NUM_DEBRIS_SIZES + Species_info.size() * NUM_DEBRIS_SIZES && Asteroid_info.size() >= NUM_DEBRIS_SIZES) {
|
||||
int idx = (int)(Asteroid_info.size()) / NUM_DEBRIS_SIZES - 1;
|
||||
strcpy_s(asip->name, Species_info[idx].species_name);
|
||||
strcat(asip->name, " ");
|
||||
strcat(asip->name, XSTR("debris", 348));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Read in data from asteroid.tbl into Asteroid_info[] array.
|
||||
|
||||
After this function is complete, the Asteroid_info[] array
|
||||
will have at least 3 generic asteroids plus whatever else
|
||||
special ones were added in the table. The generic asteroids are
|
||||
a set of small, medium, and large asteroids in that exact order.
|
||||
After this function is completes, the Asteroid_info[] array will
|
||||
contain exactly three asteroids per species plus exactly three
|
||||
generic asteroids. These three asteroids are a set
|
||||
of small, medium, and large asteroids in that exact order.
|
||||
|
||||
If asteroid.tbl contains too many or too few asteroids as per
|
||||
the rules above this function will abort the engine with an
|
||||
error message stating the number expected and it will write
|
||||
to the debug.log how everything was parsed.
|
||||
|
||||
Note that by saying "asteroid" this code is talking about
|
||||
the asteroids and the debris that make up asteroid fields
|
||||
@@ -1916,6 +1874,12 @@ that is being protected.
|
||||
static void asteroid_parse_tbl()
|
||||
{
|
||||
char impact_ani_file[MAX_FILENAME_LEN];
|
||||
|
||||
// How did we get here without having any species defined?
|
||||
Assertion(!Species_info.empty(),
|
||||
"Cannot parse asteroids/debris if there "
|
||||
"are no species for them to belong to."
|
||||
);
|
||||
|
||||
try
|
||||
{
|
||||
@@ -1925,6 +1889,8 @@ static void asteroid_parse_tbl()
|
||||
required_string("#Asteroid Types");
|
||||
|
||||
size_t tally = 0;
|
||||
size_t max_asteroids =
|
||||
NUM_DEBRIS_SIZES + Species_info.size() * NUM_DEBRIS_SIZES;
|
||||
|
||||
#ifndef NDEBUG
|
||||
SCP_vector<SCP_string> parsed_asteroids;
|
||||
@@ -1937,41 +1903,82 @@ static void asteroid_parse_tbl()
|
||||
|
||||
asteroid_parse_section(&new_asteroid);
|
||||
|
||||
maybe_change_asteroid_name(&new_asteroid);
|
||||
|
||||
#ifndef NDEBUG
|
||||
SCP_string msg;
|
||||
msg.append("Parsing asteroid: '");
|
||||
msg.append(new_asteroid.name);
|
||||
msg.append("' as a '");
|
||||
msg.append((tally >= NUM_DEBRIS_SIZES) ? "generic" : "special");
|
||||
msg.append("'");
|
||||
switch (tally % NUM_DEBRIS_SIZES) {
|
||||
case ASTEROID_TYPE_SMALL:
|
||||
msg.append(" small\n");
|
||||
break;
|
||||
case ASTEROID_TYPE_MEDIUM:
|
||||
msg.append(" medium\n");
|
||||
break;
|
||||
case ASTEROID_TYPE_LARGE:
|
||||
msg.append(" large\n");
|
||||
break;
|
||||
default:
|
||||
Error(LOCATION, "Get a coder! Math has broken!\n"
|
||||
"Important numbers:\n"
|
||||
"\ttally: " SIZE_T_ARG "\n"
|
||||
"\tNUM_DEBRIS_SIZES: %d\n",
|
||||
tally, NUM_DEBRIS_SIZES
|
||||
);
|
||||
msg.append(" unknown\n");
|
||||
}
|
||||
parsed_asteroids.push_back(msg);
|
||||
size_t species = tally / NUM_DEBRIS_SIZES;
|
||||
if (tally >= max_asteroids)
|
||||
{
|
||||
#ifdef NDEBUG
|
||||
// Bump the warning count in release so they get something
|
||||
// even if the message never gets displayed.
|
||||
Warning(LOCATION, "Ignoring extra asteroid/debris");
|
||||
#else
|
||||
SCP_string msg("Ignoring extra asteroid/debris '");
|
||||
msg.append(new_asteroid.name);
|
||||
msg.append("'\n");
|
||||
Warning(LOCATION, "%s", msg.c_str());
|
||||
parsed_asteroids.push_back(msg);
|
||||
#endif
|
||||
Asteroid_info.push_back(new_asteroid);
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifndef NDEBUG
|
||||
SCP_string msg;
|
||||
msg.append("Parsing asteroid: '");
|
||||
msg.append(new_asteroid.name);
|
||||
msg.append("' as a '");
|
||||
msg.append((species == 0) ? "generic" : Species_info[species - 1].species_name);
|
||||
msg.append("'");
|
||||
switch (tally % NUM_DEBRIS_SIZES) {
|
||||
case ASTEROID_TYPE_SMALL:
|
||||
msg.append(" small\n");
|
||||
break;
|
||||
case ASTEROID_TYPE_MEDIUM:
|
||||
msg.append(" medium\n");
|
||||
break;
|
||||
case ASTEROID_TYPE_LARGE:
|
||||
msg.append(" large\n");
|
||||
break;
|
||||
default:
|
||||
Error(LOCATION, "Get a coder! Math has broken!\n"
|
||||
"Important numbers:\n"
|
||||
"\ttally: " SIZE_T_ARG "\n"
|
||||
"\tNUM_DEBRIS_SIZES: %d\n",
|
||||
tally, NUM_DEBRIS_SIZES
|
||||
);
|
||||
msg.append(" unknown\n");
|
||||
}
|
||||
parsed_asteroids.push_back(msg);
|
||||
#endif
|
||||
Asteroid_info.push_back(new_asteroid);
|
||||
}
|
||||
tally++;
|
||||
}
|
||||
required_string("#End");
|
||||
|
||||
if (tally != max_asteroids)
|
||||
{
|
||||
#ifndef NDEBUG
|
||||
mprintf(("Asteroid.tbl as parsed:\n"));
|
||||
for (SCP_vector<SCP_string>::iterator iter = parsed_asteroids.begin();
|
||||
iter != parsed_asteroids.end(); ++iter)
|
||||
{
|
||||
mprintf(("%s\n", iter->c_str()));
|
||||
}
|
||||
#endif
|
||||
Error(LOCATION,
|
||||
"Found " SIZE_T_ARG " asteroids/debris when " SIZE_T_ARG " expected\n\n"
|
||||
"<Number expected> = <Number of species> * %d + %d generic asteroids\n"
|
||||
SIZE_T_ARG " = " SIZE_T_ARG "*%d + %d\n\n"
|
||||
#ifdef NDEBUG
|
||||
"Run a debug build to see a list of all parsed asteroids\n",
|
||||
#else
|
||||
"See the debug.log for a listing of all parsed asteroids\n",
|
||||
#endif
|
||||
tally, max_asteroids,
|
||||
NUM_DEBRIS_SIZES, NUM_DEBRIS_SIZES,
|
||||
max_asteroids, Species_info.size(), NUM_DEBRIS_SIZES, NUM_DEBRIS_SIZES
|
||||
);
|
||||
}
|
||||
|
||||
Asteroid_impact_explosion_ani = -1;
|
||||
required_string("$Impact Explosion:");
|
||||
stuff_string(impact_ani_file, F_NAME, MAX_FILENAME_LEN);
|
||||
|
||||
@@ -73,8 +73,6 @@ public:
|
||||
int model_num[NUM_DEBRIS_POFS];
|
||||
SCP_vector<int> explosion_bitmap_anims;
|
||||
float fireball_radius_multiplier; // the model radius is multiplied by this to determine the fireball size
|
||||
SCP_string display_name; // only used for hud targeting display and for 'ship' asteroids
|
||||
float spawn_weight; // ship asteroids only, relative proportion to spawn compared to other types in its asteroid field
|
||||
|
||||
asteroid_info( )
|
||||
: num_detail_levels( 0 ), max_speed( 0 ), damage_type_idx( 0 ),
|
||||
|
||||
@@ -716,7 +716,7 @@ bool StartAutopilot()
|
||||
vm_vec_scale(&pos, 5*speed_cap*tc_factor); // pos is now scaled by 5 times the speed (5 seconds ahead)
|
||||
vm_vec_add(&pos, &pos, &Autopilot_flight_leader->pos); // pos is now 5*speed cap in front of player ship
|
||||
|
||||
switch (Random::next(24))
|
||||
switch (myrand()%24)
|
||||
// 8 different ways of getting perp points
|
||||
// 4 of which will not be used when capships are present (anything below, or straight above)
|
||||
{
|
||||
@@ -795,8 +795,7 @@ bool StartAutopilot()
|
||||
vm_vec_scale(&perp, Autopilot_flight_leader->radius+radius);
|
||||
|
||||
// randomly scale up/down by up to 20%
|
||||
// jg18 - original comment said [-20,20] but preserving existing behavior
|
||||
j = Random::next(-19, 20);
|
||||
j = 20-myrand()%40; // [-20,20]
|
||||
|
||||
vm_vec_scale(&perp, 1.0f+(float(j)/100.0f));
|
||||
vm_vec_add(&cameraPos, &pos, &perp);
|
||||
|
||||
@@ -287,7 +287,7 @@ static int _cfile_chdir(const char *new_dir, const char *cur_dir __UNUSED)
|
||||
const char *colon = strchr(new_dir, ':');
|
||||
|
||||
if (colon) {
|
||||
if (!cfile_chdrive(SCP_tolower(*(colon - 1)) - 'a' + 1, 1))
|
||||
if (!cfile_chdrive(tolower(*(colon - 1)) - 'a' + 1, 1))
|
||||
return 1;
|
||||
|
||||
path = colon + 1;
|
||||
@@ -305,7 +305,7 @@ static int _cfile_chdir(const char *new_dir, const char *cur_dir __UNUSED)
|
||||
status = _chdir(path);
|
||||
if (status != 0) {
|
||||
#ifdef _WIN32
|
||||
cfile_chdrive(SCP_tolower(cur_dir[0]) - 'a' + 1, 1);
|
||||
cfile_chdrive(tolower(cur_dir[0]) - 'a' + 1, 1);
|
||||
#endif /* _WIN32 */
|
||||
return 2;
|
||||
}
|
||||
@@ -866,7 +866,6 @@ static int cfget_cfile_block()
|
||||
cfile->data = nullptr;
|
||||
cfile->fp = nullptr;
|
||||
cfile->type = CFILE_BLOCK_USED;
|
||||
cf_clear_compression_info(cfile);
|
||||
return i;
|
||||
}
|
||||
}
|
||||
@@ -922,7 +921,7 @@ int cfclose( CFILE * cfile )
|
||||
} else {
|
||||
// VP do nothing
|
||||
}
|
||||
cf_clear_compression_info(cfile);
|
||||
|
||||
cfile->type = CFILE_BLOCK_UNUSED;
|
||||
return result;
|
||||
}
|
||||
@@ -974,7 +973,7 @@ static CFILE *cf_open_fill_cfblock(const char* source, int line, const char* ori
|
||||
if(pos == -1L)
|
||||
pos = 0;
|
||||
cf_init_lowlevel_read_code(cfp,0,filelength(fileno(fp)), 0 );
|
||||
cf_check_compression(cfp);
|
||||
|
||||
return cfp;
|
||||
}
|
||||
}
|
||||
@@ -1009,7 +1008,7 @@ static CFILE *cf_open_packed_cfblock(const char* source, int line, const char* o
|
||||
cfp->line_num = line;
|
||||
|
||||
cf_init_lowlevel_read_code(cfp,offset, size, 0 );
|
||||
cf_check_compression(cfp);
|
||||
|
||||
return cfp;
|
||||
}
|
||||
|
||||
@@ -1053,7 +1052,6 @@ static CFILE *cf_open_mapped_fill_cfblock(const char* source, int line, const ch
|
||||
cfp->line_num = line;
|
||||
|
||||
cf_init_lowlevel_read_code(cfp, 0, 0, 0 );
|
||||
|
||||
#if defined _WIN32
|
||||
cfp->hMapFile = CreateFileMapping(cfp->hInFile, NULL, PAGE_READONLY, 0, 0, NULL);
|
||||
if (cfp->hMapFile == NULL) {
|
||||
|
||||
@@ -24,7 +24,6 @@
|
||||
|
||||
#include "cfile/cfile.h"
|
||||
#include "cfile/cfilearchive.h"
|
||||
#include "cfile/cfilecompression.h"
|
||||
#include "luaconf.h"
|
||||
|
||||
#include <sstream>
|
||||
@@ -34,6 +33,7 @@
|
||||
#define CHECK_POSITION
|
||||
|
||||
// Called once to setup the low-level reading code.
|
||||
|
||||
void cf_init_lowlevel_read_code( CFILE * cfile, size_t lib_offset, size_t size, size_t pos )
|
||||
{
|
||||
Assert(cfile != nullptr);
|
||||
@@ -54,33 +54,6 @@ void cf_init_lowlevel_read_code( CFILE * cfile, size_t lib_offset, size_t size,
|
||||
}
|
||||
}
|
||||
|
||||
//This function checks the file header to see if the file is compressed, if so it fills the correct compression info.
|
||||
void cf_check_compression(CFILE* cfile)
|
||||
{
|
||||
if (cfile->size <= 16)
|
||||
return;
|
||||
int header=cfread_int(cfile);
|
||||
cfseek(cfile, 0, SEEK_SET);
|
||||
if (comp_check_header(header) == COMP_HEADER_MATCH)
|
||||
comp_create_ci(cfile, header);
|
||||
}
|
||||
|
||||
//This function is called to cleanup compression info when the cfile handle is reused.
|
||||
void cf_clear_compression_info(CFILE* cfile)
|
||||
{
|
||||
if (cfile->compression_info.header != 0)
|
||||
{
|
||||
free(cfile->compression_info.offsets);
|
||||
free(cfile->compression_info.decoder_buffer);
|
||||
cfile->compression_info.offsets = nullptr;
|
||||
cfile->compression_info.decoder_buffer = nullptr;
|
||||
cfile->compression_info.header = 0;
|
||||
cfile->compression_info.block_size = 0;
|
||||
cfile->compression_info.last_decoded_block_pos = 0;
|
||||
cfile->compression_info.last_decoded_block_bytes = 0;
|
||||
cfile->compression_info.num_offsets = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// cfeof() Tests for end-of-file on a stream
|
||||
@@ -88,11 +61,11 @@ void cf_clear_compression_info(CFILE* cfile)
|
||||
// returns a nonzero value after the first read operation that attempts to read
|
||||
// past the end of the file. It returns 0 if the current position is not end of file.
|
||||
// There is no error return.
|
||||
|
||||
int cfeof(CFILE *cfile)
|
||||
{
|
||||
Assert(cfile != NULL);
|
||||
if (cfile->compression_info.header != 0)
|
||||
return comp_feof(cfile);
|
||||
|
||||
int result = 0;
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
@@ -119,8 +92,6 @@ int cfeof(CFILE *cfile)
|
||||
int cftell( CFILE * cfile )
|
||||
{
|
||||
Assert(cfile != NULL);
|
||||
if (cfile->compression_info.header != 0)
|
||||
return (int)comp_ftell(cfile);
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
if (cfile->fp) {
|
||||
@@ -146,9 +117,6 @@ int cfseek( CFILE *cfile, int offset, int where )
|
||||
|
||||
Assert(cfile != NULL);
|
||||
|
||||
if (cfile->compression_info.header != 0)
|
||||
return comp_fseek(cfile, offset, where);
|
||||
|
||||
// TODO: seek to offset in memory mapped file
|
||||
Assert( !cfile->mem_mapped );
|
||||
|
||||
@@ -234,31 +202,23 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
|
||||
// This is a file from memory
|
||||
bytes_read = size;
|
||||
memcpy(buf, reinterpret_cast<const char*>(cfile->data) + cfile->raw_position, size);
|
||||
} else if (cfile->compression_info.header != 0) {
|
||||
bytes_read = comp_fread(cfile, reinterpret_cast<char*>(buf),size);
|
||||
if (bytes_read != size)
|
||||
{
|
||||
mprintf(("\nFile: %s decompression error. Result was: %d expected: %d\n", cfile->original_filename.c_str(), (int)bytes_read, (int)size));
|
||||
Assertion(bytes_read == size, "File decompression error!");
|
||||
}
|
||||
} else {
|
||||
bytes_read = fread(buf, 1, size, cfile->fp);
|
||||
bytes_read = fread( buf, 1, size, cfile->fp );
|
||||
}
|
||||
|
||||
if ( bytes_read > 0 ) {
|
||||
cfile->raw_position += bytes_read;
|
||||
Assertion(cfile->raw_position <= cfile->size, "Invalid raw_position value detected!");
|
||||
}
|
||||
|
||||
#if defined(CHECK_POSITION) && !defined(NDEBUG)
|
||||
//Raw position is not the fp position with compressed files
|
||||
if (cfile->fp && cfile->compression_info.header == 0) {
|
||||
if (cfile->fp) {
|
||||
auto tmp_offset = ftell(cfile->fp) - cfile->lib_offset;
|
||||
Assert(tmp_offset == cfile->raw_position);
|
||||
Assert(tmp_offset==cfile->raw_position);
|
||||
}
|
||||
#endif
|
||||
|
||||
return (int)(bytes_read / elsize);
|
||||
|
||||
}
|
||||
|
||||
int cfread_lua_number(double *buf, CFILE *cfile)
|
||||
@@ -306,3 +266,4 @@ int cfread_lua_number(double *buf, CFILE *cfile)
|
||||
return items_read;
|
||||
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#ifndef _CFILEARCHIVE_H
|
||||
#define _CFILEARCHIVE_H
|
||||
|
||||
@@ -22,17 +23,6 @@
|
||||
#define CFILE_BLOCK_UNUSED 0
|
||||
#define CFILE_BLOCK_USED 1
|
||||
|
||||
struct COMPRESSION_INFO {
|
||||
int header = 0;
|
||||
size_t compressed_size = 0;
|
||||
int block_size = 0;
|
||||
int num_offsets = 0;
|
||||
int* offsets = nullptr;
|
||||
char* decoder_buffer = nullptr;
|
||||
int last_decoded_block_pos = 0;
|
||||
int last_decoded_block_bytes = 0;
|
||||
};
|
||||
|
||||
struct CFILE {
|
||||
int type = CFILE_BLOCK_UNUSED; // CFILE_BLOCK_UNUSED, CFILE_BLOCK_USED
|
||||
int dir_type; // directory location
|
||||
@@ -54,19 +44,12 @@ struct CFILE {
|
||||
SCP_string original_filename;
|
||||
const char* source_file;
|
||||
int line_num;
|
||||
COMPRESSION_INFO compression_info;
|
||||
};
|
||||
|
||||
#define MAX_CFILE_BLOCKS 64
|
||||
extern std::array<CFILE, MAX_CFILE_BLOCKS> Cfile_block_list;
|
||||
|
||||
// Called once to setup the low-level reading code.
|
||||
void cf_init_lowlevel_read_code(CFILE* cfile, size_t lib_offset, size_t size, size_t pos);
|
||||
|
||||
// This checks if the file is compressed or not, and creates the proper compression info if so.
|
||||
void cf_check_compression(CFILE* cfile);
|
||||
|
||||
// Used to clear compression info data and free dynamic memory used by compression
|
||||
void cf_clear_compression_info(CFILE* cfile);
|
||||
void cf_init_lowlevel_read_code( CFILE * cfile, size_t lib_offset, size_t size, size_t pos );
|
||||
|
||||
#endif
|
||||
@@ -1,206 +0,0 @@
|
||||
#define _CFILE_INTERNAL
|
||||
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <cstdio>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <io.h>
|
||||
#include <direct.h>
|
||||
#include <windows.h>
|
||||
#include <winbase.h>
|
||||
#endif
|
||||
|
||||
#include "lz4.h"
|
||||
#include "cfilecompression.h"
|
||||
#include "cfilearchive.h"
|
||||
|
||||
/*INTERNAL FUNCTIONS*/
|
||||
/*LZ41*/
|
||||
void lz41_load_offsets(CFILE* cf);
|
||||
size_t lz41_stream_random_access(CFILE* cf, char* bytes_out, size_t offset, size_t length);
|
||||
void lz41_create_ci(CFILE* cf, int header);
|
||||
/*MISC*/
|
||||
int fso_fseek(CFILE* cfile, int offset, int where);
|
||||
/*END OF INTERNAL FUNCTIONS*/
|
||||
|
||||
int comp_check_header(int header)
|
||||
{
|
||||
if (LZ41_FILE_HEADER == header)
|
||||
return COMP_HEADER_MATCH;
|
||||
|
||||
return COMP_HEADER_MISMATCH;
|
||||
}
|
||||
|
||||
void comp_create_ci(CFILE* cf, int header)
|
||||
{
|
||||
//mprintf(("(CI)Compressed File Opened: %s \n", cf->original_filename.c_str()));
|
||||
|
||||
if (LZ41_FILE_HEADER == header)
|
||||
lz41_create_ci(cf, header);
|
||||
|
||||
//mprintf(("(CI)Uncompressed FileSize: %d \n", cf->size));
|
||||
//mprintf(("(CI)Compressed FileSize: %d \n", cf->compression_info.compressed_size));
|
||||
//mprintf(("(CI)Block Size: %d \n", cf->compression_info.block_size));
|
||||
}
|
||||
|
||||
size_t comp_fread(CFILE* cf, char* buffer, size_t length)
|
||||
{
|
||||
/* Check the request to be at least 1 byte */
|
||||
Assertion(length > 0, "Invalid length requested.");
|
||||
|
||||
/* Check that we are not requesting to read beyond end of file */
|
||||
Assertion(cf->raw_position + length <= cf->size, "Invalid length requested.");
|
||||
|
||||
if (LZ41_FILE_HEADER == cf->compression_info.header)
|
||||
return lz41_stream_random_access(cf, buffer, cf->raw_position, length);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
size_t comp_ftell(CFILE* cf)
|
||||
{
|
||||
return cf->raw_position;
|
||||
}
|
||||
|
||||
int comp_feof(CFILE* cf)
|
||||
{
|
||||
if (cf->raw_position >= cf->size)
|
||||
return 1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
int comp_fseek(CFILE* cf, int offset, int where)
|
||||
{
|
||||
size_t goal_position;
|
||||
switch (where) {
|
||||
case SEEK_SET: goal_position = offset; break;
|
||||
case SEEK_CUR: goal_position = cf->raw_position + offset; break;
|
||||
case SEEK_END: goal_position = cf->size + offset; break;
|
||||
default: return 1;
|
||||
}
|
||||
|
||||
// Make sure we don't seek beyond the end of the file
|
||||
CAP(goal_position,(size_t)0, cf->size);
|
||||
|
||||
cf->raw_position = goal_position;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//Special fseek for compressed files handled by FSO, only SEEK_SET and SEEK_END is supported.
|
||||
int fso_fseek(CFILE* cfile, int offset, int where)
|
||||
{
|
||||
size_t goal_position;
|
||||
|
||||
switch (where) {
|
||||
case SEEK_SET: goal_position = offset + cfile->lib_offset; break;
|
||||
case SEEK_END: goal_position = cfile->compression_info.compressed_size + offset + cfile->lib_offset; break;
|
||||
default: return 0;
|
||||
}
|
||||
|
||||
// Make sure we don't seek beyond the end of the file
|
||||
CAP(goal_position, cfile->lib_offset, cfile->lib_offset + cfile->compression_info.compressed_size);
|
||||
|
||||
int result = 0;
|
||||
if (cfile->fp)
|
||||
{
|
||||
result = fseek(cfile->fp, (long)goal_position, SEEK_SET);
|
||||
Assertion(goal_position >= cfile->lib_offset, "Invalid offset values detected while seeking! Goal was " SIZE_T_ARG ", lib_offset is " SIZE_T_ARG ".", goal_position, cfile->lib_offset);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void lz41_create_ci(CFILE* cf, int header)
|
||||
{
|
||||
cf->compression_info.header = header;
|
||||
cf->compression_info.compressed_size = cf->size;
|
||||
fso_fseek(cf, (int)sizeof(int)*-3, SEEK_END);
|
||||
auto fNumoffsets = fread(&cf->compression_info.num_offsets, sizeof(int), 1, cf->fp);
|
||||
auto fSize = fread(&cf->size, sizeof(int), 1, cf->fp);
|
||||
auto fBsize = fread(&cf->compression_info.block_size, sizeof(int), 1, cf->fp);
|
||||
|
||||
Assertion(cf->compression_info.num_offsets > 0, "Invalid number of offsets, compressed file is possibly in the wrong format or corrupted.");
|
||||
#if !defined(NDEBUG)
|
||||
Assertion(cf->size > 4, "Invalid filesize, compressed file is possibly in the wrong format or corrupted.");
|
||||
Assertion(cf->compression_info.block_size > 16, "Invalid block size, compressed file is possibly in the wrong format or corrupted.");
|
||||
Assertion(fNumoffsets == 1, "Error while reading the number of offsets, compressed file is possibly in the wrong format or corrupted.");
|
||||
Assertion(fSize == 1, "Error while reading original filesize, compressed file is possibly in the wrong format or corrupted.");
|
||||
Assertion(fBsize == 1, "Error while reading block size, compressed file is possibly in the wrong format or corrupted.");
|
||||
#endif
|
||||
|
||||
cf->compression_info.decoder_buffer = (char*)malloc(LZ4_compressBound(cf->compression_info.block_size));
|
||||
cf->compression_info.last_decoded_block_pos = 0;
|
||||
cf->compression_info.last_decoded_block_bytes = 0;
|
||||
lz41_load_offsets(cf);
|
||||
}
|
||||
|
||||
void lz41_load_offsets(CFILE* cf)
|
||||
{
|
||||
cf->compression_info.offsets = (int*)malloc(cf->compression_info.num_offsets * sizeof(int));
|
||||
int block;
|
||||
int* offsets_ptr = cf->compression_info.offsets;
|
||||
|
||||
/* Seek to the first offset position, remember to consider the trailing ints */
|
||||
fso_fseek(cf, ( ( sizeof(int) * cf->compression_info.num_offsets ) * -1 ) - (sizeof(int)*3 ), SEEK_END);
|
||||
for (block = 0; block < cf->compression_info.num_offsets; ++block)
|
||||
{
|
||||
auto bytes_read = fread(offsets_ptr++, sizeof(int), 1, cf->fp);
|
||||
Assertion(bytes_read == 1, "Error reading offset list.");
|
||||
}
|
||||
}
|
||||
|
||||
size_t lz41_stream_random_access(CFILE* cf, char* bytes_out, size_t offset, size_t length)
|
||||
{
|
||||
LZ4_streamDecode_t lz4_stream_decode_body;
|
||||
LZ4_streamDecode_t* lz4_stream_decode = &lz4_stream_decode_body;
|
||||
/* The blocks (current_block to end_block) contain the data we want */
|
||||
size_t current_block = offset / cf->compression_info.block_size;
|
||||
size_t end_block = ((offset + length - 1) / cf->compression_info.block_size) + 1;
|
||||
size_t written_bytes = 0;
|
||||
|
||||
if (cf->compression_info.num_offsets <= (int)end_block)
|
||||
return (size_t)LZ41_OFFSETS_MISMATCH;
|
||||
|
||||
/* Seek to the first block to read, if it matches the cached block, search the next one instead */
|
||||
if (cf->compression_info.last_decoded_block_pos == cf->compression_info.offsets[current_block] && current_block + 1 <= end_block)
|
||||
fso_fseek(cf, cf->compression_info.offsets[current_block+1], SEEK_SET);
|
||||
else
|
||||
fso_fseek(cf, cf->compression_info.offsets[current_block], SEEK_SET);
|
||||
|
||||
offset = offset % cf->compression_info.block_size;
|
||||
char* cmp_buf = (char*)malloc(LZ4_compressBound(cf->compression_info.block_size));
|
||||
|
||||
/* Start decoding */
|
||||
for (; current_block < end_block; ++current_block)
|
||||
{
|
||||
/* Only read and decode if the requested block is not the cached one */
|
||||
if (cf->compression_info.last_decoded_block_pos != cf->compression_info.offsets[current_block])
|
||||
{
|
||||
cf->compression_info.last_decoded_block_pos = cf->compression_info.offsets[current_block];
|
||||
|
||||
/* The difference in offsets is the size of the block */
|
||||
int cmp_bytes = cf->compression_info.offsets[current_block + 1] - cf->compression_info.offsets[current_block];
|
||||
auto bytes_read = fread(cmp_buf, cmp_bytes, 1, cf->fp);
|
||||
Assertion(bytes_read == 1, "Error reading from compressed file.");
|
||||
|
||||
cf->compression_info.last_decoded_block_bytes = LZ4_decompress_safe_continue(lz4_stream_decode, cmp_buf, cf->compression_info.decoder_buffer, cmp_bytes, cf->compression_info.block_size);
|
||||
if (cf->compression_info.last_decoded_block_bytes <= 0)
|
||||
{
|
||||
free(cmp_buf);
|
||||
return (size_t)LZ41_DECOMPRESSION_ERROR;
|
||||
}
|
||||
}
|
||||
|
||||
/* Write out the part of the data we care about from buffer */
|
||||
size_t block_length = (length < (cf->compression_info.last_decoded_block_bytes - offset) ? length : (cf->compression_info.last_decoded_block_bytes - offset));
|
||||
memcpy(bytes_out + written_bytes, cf->compression_info.decoder_buffer + offset, (size_t)block_length);
|
||||
written_bytes += block_length;
|
||||
offset = 0;
|
||||
length -= block_length;
|
||||
}
|
||||
|
||||
free(cmp_buf);
|
||||
return written_bytes;
|
||||
}
|
||||
@@ -1,66 +0,0 @@
|
||||
/*
|
||||
ShivanSpS - Compressed files support for FSO. Many thanks to ngld, taylor and everyone elsewho helped me in getting this done.
|
||||
|
||||
-The file header is a version, this is used to tell FSO how to decompress that file, always use 4 chars to mantain alignment.
|
||||
-The header ID can be used to add diferent revisions to LZ41 decompression system or to add other compression format supports whiout breaking compatibility.
|
||||
-The system uses a offset list to record the position of every block in file, this list, along with the number of offsets, original filesize,
|
||||
and block size, must be written by the compressor app.
|
||||
-A decoder cache is used to store the last decoded block, this ensures each block is read and decoded only once in sequential reads. This cache
|
||||
is a little bit bigger than the block size, a higher block size means less overhead added to the file, but it also means a little more ram will
|
||||
be used during decompression.
|
||||
-All this dynamic memory is assigned at cfopen() and it is cleared on cfclose().
|
||||
|
||||
................................char[4]..........(n ints)...(int)..........(int)..........(int)
|
||||
-COMPRESSED FILE DATA STUCTURE: HEADER|N BLOCKS|N OFFSETS|NUM_OFFSETS|ORIGINAL_FILESIZE|BLOCK_SIZE
|
||||
*/
|
||||
|
||||
#ifndef _CFILECOMPRESSION_H
|
||||
#define _CFILECOMPRESSION_H
|
||||
struct CFILE;
|
||||
|
||||
/*LZ41*/
|
||||
#define LZ41_FILE_HEADER 0x31345A4C // "14ZL" -> "LZ41", inverted
|
||||
#define LZ41_DECOMPRESSION_ERROR -1
|
||||
#define LZ41_MAX_BLOCKS_OVERFLOW -2
|
||||
#define LZ41_HEADER_MISMATCH -3
|
||||
#define LZ41_OFFSETS_MISMATCH -4
|
||||
/******/
|
||||
|
||||
#define COMP_HEADER_MATCH 1
|
||||
#define COMP_HEADER_MISMATCH 0
|
||||
|
||||
/*
|
||||
Returns COMP_HEADER_MATCH if header is a valid compressed file header,
|
||||
returns COMP_HEADER_MISMATCH if it dosent.
|
||||
*/
|
||||
int comp_check_header(int header);
|
||||
|
||||
/*
|
||||
This is called to generate the correct compression_info data
|
||||
after the file has been indentified as a compressed file.
|
||||
This must be done before calling any other function.
|
||||
*/
|
||||
void comp_create_ci(CFILE* cf, int header);
|
||||
|
||||
/*
|
||||
Read X bytes from the uncompressed file starting from X offset.
|
||||
Returns the amount of bytes read, and 0 or lower to indicate errors.
|
||||
*/
|
||||
size_t comp_fread(CFILE* cf, char* buffer, size_t length);
|
||||
|
||||
/*
|
||||
Returns the current uncompressed file position.
|
||||
*/
|
||||
size_t comp_ftell(CFILE* cf);
|
||||
|
||||
/*
|
||||
Returns 1 of the uncompressed file has been completely read, otherwise it returns a 0.
|
||||
*/
|
||||
int comp_feof(CFILE* cf);
|
||||
|
||||
/*
|
||||
Used to move the uncompressed file current position.
|
||||
*/
|
||||
int comp_fseek(CFILE* cf, int offset, int where);
|
||||
|
||||
#endif
|
||||
+14
-14
@@ -246,7 +246,7 @@ Flag exe_params[] =
|
||||
{ "-noninteractive", "Disables interactive dialogs", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noninteractive", },
|
||||
{ "-no_unfocused_pause","Don't pause if the window isn't focused", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_unfocused_pause", },
|
||||
{ "-benchmark_mode", "Puts the game into benchmark mode", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-benchmark_mode", },
|
||||
{ "-profile_frame_time","Profile frame time", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-profile_frame_time", },
|
||||
{ "-profile_frame_time","Profile frame time", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-profile_frame_time", },
|
||||
{ "-profile_write_file", "Write profiling information to file", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-profile_write_file", },
|
||||
{ "-json_profiling", "Generate JSON profiling output", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-json_profiling", },
|
||||
{ "-debug_window", "Enable the debug window", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-debug_window", },
|
||||
@@ -274,6 +274,7 @@ cmdline_parm gameclosed_arg("-closed", NULL, AT_NONE); // Cmdline_closed_game
|
||||
cmdline_parm gamerestricted_arg("-restricted", NULL, AT_NONE); // Cmdline_restricted_game
|
||||
cmdline_parm port_arg("-port", "Multiplayer network port", AT_INT);
|
||||
cmdline_parm multilog_arg("-multilog", NULL, AT_NONE); // Cmdline_multi_log
|
||||
cmdline_parm client_dodamage("-clientdamage", NULL, AT_NONE); // Cmdline_client_dodamage
|
||||
cmdline_parm pof_spew("-pofspew", NULL, AT_NONE); // Cmdline_spew_pof_info
|
||||
cmdline_parm weapon_spew("-weaponspew", nullptr, AT_STRING); // Cmdline_spew_weapon_stats
|
||||
cmdline_parm mouse_coords("-coords", NULL, AT_NONE); // Cmdline_mouse_coords
|
||||
@@ -286,6 +287,7 @@ char *Cmdline_game_password = NULL;
|
||||
char *Cmdline_rank_above = NULL;
|
||||
char *Cmdline_rank_below = NULL;
|
||||
int Cmdline_cd_check = 1;
|
||||
int Cmdline_client_dodamage = 0;
|
||||
int Cmdline_closed_game = 0;
|
||||
int Cmdline_freespace_no_music = 0;
|
||||
int Cmdline_freespace_no_sound = 0;
|
||||
@@ -479,7 +481,6 @@ cmdline_parm reparse_mainhall_arg("-reparse_mainhall", NULL, AT_NONE); //Cmdline
|
||||
cmdline_parm frame_profile_write_file("-profile_write_file", NULL, AT_NONE); // Cmdline_profile_write_file
|
||||
cmdline_parm no_unfocused_pause_arg("-no_unfocused_pause", NULL, AT_NONE); //Cmdline_no_unfocus_pause
|
||||
cmdline_parm benchmark_mode_arg("-benchmark_mode", NULL, AT_NONE); //Cmdline_benchmark_mode
|
||||
cmdline_parm pilot_arg("-pilot", nullptr, AT_STRING); //Cmdline_pilot
|
||||
cmdline_parm noninteractive_arg("-noninteractive", NULL, AT_NONE); //Cmdline_noninteractive
|
||||
cmdline_parm json_profiling("-json_profiling", NULL, AT_NONE); //Cmdline_json_profiling
|
||||
cmdline_parm show_video_info("-show_video_info", NULL, AT_NONE); //Cmdline_show_video_info
|
||||
@@ -511,7 +512,6 @@ int Cmdline_reparse_mainhall = 0;
|
||||
bool Cmdline_profile_write_file = false;
|
||||
bool Cmdline_no_unfocus_pause = false;
|
||||
bool Cmdline_benchmark_mode = false;
|
||||
const char *Cmdline_pilot = nullptr;
|
||||
bool Cmdline_noninteractive = false;
|
||||
bool Cmdline_json_profiling = false;
|
||||
bool Cmdline_frame_profile = false;
|
||||
@@ -812,7 +812,7 @@ void os_validate_parms(int argc, char *argv[])
|
||||
if (!stricmp(token, "-help") || !stricmp(token, "--help") || !stricmp(token, "-h") || !stricmp(token, "-?")) {
|
||||
printf("FreeSpace 2 Open, version %s\n", FS_VERSION_FULL);
|
||||
printf("Website: http://scp.indiegames.us\n");
|
||||
printf("Github (bug reporting): https://github.com/scp-fs2open/fs2open.github.com/issues\n\n");
|
||||
printf("Mantis (bug reporting): http://scp.indiegames.us/mantis/\n\n");
|
||||
printf("Usage: fs2_open [options]\n");
|
||||
|
||||
// not the prettiest thing but the job gets done
|
||||
@@ -1619,7 +1619,7 @@ bool SetCmdlineParams()
|
||||
Cmdline_game_name = gamename_arg.str();
|
||||
|
||||
// be sure that this string fits in our limits
|
||||
if ( strlen(Cmdline_game_name) >= MAX_GAMENAME_LEN ) {
|
||||
if ( strlen(Cmdline_game_name) > MAX_GAMENAME_LEN ) {
|
||||
Cmdline_game_name[MAX_GAMENAME_LEN-1] = '\0';
|
||||
}
|
||||
}
|
||||
@@ -1629,9 +1629,8 @@ bool SetCmdlineParams()
|
||||
Cmdline_game_password = gamepassword_arg.str();
|
||||
|
||||
// be sure that this string fits in our limits
|
||||
if ( strlen(Cmdline_game_password) >= MAX_PASSWD_LEN ) {
|
||||
ReleaseWarning(LOCATION, "Multi game password is longer than max of %d charaters and will be trimmed to fit!", MAX_PASSWD_LEN-1);
|
||||
Cmdline_game_password[MAX_PASSWD_LEN-1] = '\0';
|
||||
if ( strlen(Cmdline_game_name) > MAX_PASSWD_LEN ) {
|
||||
Cmdline_game_name[MAX_PASSWD_LEN-1] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1664,6 +1663,12 @@ bool SetCmdlineParams()
|
||||
Cmdline_multi_log = 1;
|
||||
}
|
||||
|
||||
|
||||
// maybe use old-school client damage
|
||||
if(client_dodamage.found()){
|
||||
Cmdline_client_dodamage = 1;
|
||||
}
|
||||
|
||||
// spew pof info
|
||||
if(pof_spew.found()){
|
||||
Cmdline_spew_pof_info = 1;
|
||||
@@ -1716,7 +1721,7 @@ bool SetCmdlineParams()
|
||||
sprintf(override, "{\"width\":%d,\"height\":%d}", width, height);
|
||||
options::OptionsManager::instance()->setOverride("Graphics.Resolution", override);
|
||||
} else {
|
||||
mprintf(("Failed to parse -res parameter \"%s\". Must be in format \"<width>x<height>\".\n", Cmdline_res));
|
||||
mprintf(("Failed to parse -res parameter \"%s\". Must be in format \"<width>x<height>\".", Cmdline_res));
|
||||
}
|
||||
}
|
||||
if(center_res_arg.found()){
|
||||
@@ -2126,11 +2131,6 @@ bool SetCmdlineParams()
|
||||
Cmdline_benchmark_mode = true;
|
||||
}
|
||||
|
||||
if (pilot_arg.found())
|
||||
{
|
||||
Cmdline_pilot = pilot_arg.str();
|
||||
}
|
||||
|
||||
if (noninteractive_arg.found())
|
||||
{
|
||||
Cmdline_noninteractive = true;
|
||||
|
||||
@@ -30,6 +30,7 @@ extern char *Cmdline_game_password;
|
||||
extern char *Cmdline_rank_above;
|
||||
extern char *Cmdline_rank_below;
|
||||
extern int Cmdline_cd_check;
|
||||
extern int Cmdline_client_dodamage;
|
||||
extern int Cmdline_closed_game;
|
||||
extern int Cmdline_freespace_no_music;
|
||||
extern int Cmdline_freespace_no_sound;
|
||||
@@ -143,7 +144,6 @@ extern int Cmdline_reparse_mainhall;
|
||||
extern bool Cmdline_profile_write_file;
|
||||
extern bool Cmdline_no_unfocus_pause;
|
||||
extern bool Cmdline_benchmark_mode;
|
||||
extern const char *Cmdline_pilot;
|
||||
extern bool Cmdline_noninteractive;
|
||||
extern bool Cmdline_json_profiling;
|
||||
extern bool Cmdline_frame_profile;
|
||||
|
||||
+794
-1011
File diff suppressed because it is too large.
Load diff
@@ -28,27 +28,12 @@ enum Joy_axis_index {
|
||||
JOY_RZ_AXIS
|
||||
};
|
||||
|
||||
/*!
|
||||
* Controller index enumeration
|
||||
* @details For use with hardcoded bindings and scripting API to allow human-readable translation
|
||||
* @note These enums are hardcoded so that an int value of 0 would be JOY0
|
||||
*/
|
||||
enum CID : short {
|
||||
CID_NONE = -3, // No device bound
|
||||
CID_KEYBOARD = -2, // button belongs to keyboard
|
||||
CID_MOUSE = -1, // to mouse
|
||||
CID_JOY0 = 0, // to Joy0
|
||||
CID_JOY1 = 1, // to Joy1 (Throttle?)
|
||||
CID_JOY2 = 2, // to Joy2 (Pedals?)
|
||||
CID_JOY3 = 3 // to Joy3 (Head tracker?)
|
||||
// Any additional joystick is an int >3
|
||||
};
|
||||
|
||||
/*!
|
||||
* These are used to index a corresponding (analog) action, namely controlling the orientation angles and throttle.
|
||||
*/
|
||||
enum Joy_axis_action_index {
|
||||
JOY_HEADING_AXIS =0, //
|
||||
JOY_HEADING_AXIS =0,
|
||||
JOY_PITCH_AXIS,
|
||||
JOY_BANK_AXIS,
|
||||
JOY_ABS_THROTTLE_AXIS,
|
||||
@@ -60,16 +45,7 @@ enum Joy_axis_action_index {
|
||||
NUM_JOY_AXIS_ACTIONS //!< The total number of actions an axis may map to
|
||||
};
|
||||
|
||||
/*!
|
||||
* Joystick action modes
|
||||
* note: should this be in joy.h?
|
||||
*/
|
||||
enum Joy_axis_action_mode {
|
||||
JAAM_ABS, //!< Absolute mode. Axis position = output value
|
||||
JAAM_REL, //!< Relative mode. Axis postion away from its center adds or subtracts an output value register.
|
||||
JAAM_BTN_NEG, //!< Button mode, negative side. Axis position in the negative side will trigger a button action
|
||||
JAAM_BTN_POS, //!< Button mode, positive side. Axis position in the positive side will trigger a button action
|
||||
};
|
||||
|
||||
|
||||
/*!
|
||||
* Control Configuration Types. Namely differ in how the control is activated
|
||||
@@ -79,12 +55,27 @@ enum CC_type {
|
||||
CC_TYPE_CONTINUOUS //!< A continous control that is activated as long as the key or button is held down
|
||||
};
|
||||
|
||||
/*!
|
||||
* Control configuration item type.
|
||||
*/
|
||||
typedef struct config_item {
|
||||
short key_default; //!< default key bound to action
|
||||
short joy_default; //!< default joystick button bound to action
|
||||
char tab; //!< what tab (category) it belongs in
|
||||
int indexXSTR; //!< what string index we should use to translate this with an XSTR
|
||||
const char *text; //!< describes the action in the config screen
|
||||
char type; //!< manner control should be checked in
|
||||
short key_id; //!< actual key bound to action
|
||||
short joy_id; //!< joystick button bound to action
|
||||
int used; //!< has control been used yet in mission? If so, this is the timestamp
|
||||
bool disabled; //!< whether this action should be available at all
|
||||
bool continuous_ongoing;//!< whether this action is a continuous one and is currently ongoing
|
||||
} config_item;
|
||||
|
||||
/*!
|
||||
* All available actions
|
||||
* This is the value of the id field in config_item
|
||||
* The first group of items are ship targeting.
|
||||
*
|
||||
* Note: Do not adjust the order or numeric value
|
||||
*/
|
||||
enum IoActionId {
|
||||
TARGET_NEXT =0, //!< target next
|
||||
@@ -261,7 +252,7 @@ enum IoActionId {
|
||||
DOWN_SLIDE_THRUST =111, //!< DOWN_SLIDE_THRUST
|
||||
HUD_TARGETBOX_TOGGLE_WIREFRAME =112, //!< HUD_TARGETBOX_TOGGLE_WIREFRAME
|
||||
VIEW_TOPDOWN =113, //!< VIEW_TOPDOWN
|
||||
VIEW_TRACK_TARGET =114, //!< VIEW_TRACK_TARGET (Switfty) Toggle for VM_Track
|
||||
VIEW_TRACK_TARGET =114, //!< VIEW_TRACK_TARGET
|
||||
|
||||
//!< @n
|
||||
//!< AutoPilot - Kazan
|
||||
@@ -294,200 +285,10 @@ enum IoActionId {
|
||||
CCFG_MAX //!< The total number of defined control actions (or last define + 1)
|
||||
};
|
||||
|
||||
class CCB;
|
||||
|
||||
/*!
|
||||
* A singular button binding
|
||||
*/
|
||||
class CC_bind {
|
||||
public:
|
||||
CID cid = CID_NONE; //!< Which controller this belongs to
|
||||
short btn = -1; //!< Which button to index; If cid == CID_KEYBOARD, this is a key hash.
|
||||
|
||||
public:
|
||||
CC_bind() = default;
|
||||
CC_bind(const CC_bind &A) = default;
|
||||
|
||||
CC_bind(CID _cid, short _btn) : cid(_cid), btn(_btn) {};
|
||||
|
||||
CC_bind& operator=(const CC_bind &A);
|
||||
|
||||
/*!
|
||||
* Checks if this CC_bind is equal to the given CC_bind
|
||||
*/
|
||||
bool operator==(const CC_bind &B) const;
|
||||
|
||||
/*!
|
||||
* Checks if this CC_bind is equal to either in the pair
|
||||
*/
|
||||
bool operator==(const CCB &pair) const;
|
||||
|
||||
/*!
|
||||
* Checks if this CC_bind is not equal to the given CC_bind
|
||||
*/
|
||||
bool operator!=(const CC_bind &B) const;
|
||||
|
||||
/*!
|
||||
* Checks if this CC_bind is not equal to either in the pair
|
||||
*/
|
||||
bool operator!=(const CCB &pair) const;
|
||||
|
||||
/*!
|
||||
* Clears the binding
|
||||
*/
|
||||
void clear();
|
||||
|
||||
/*!
|
||||
* True if not bound
|
||||
*/
|
||||
bool empty() const;
|
||||
|
||||
/*!
|
||||
* Returns a human-readable string of this binding
|
||||
*/
|
||||
SCP_string textify() const;
|
||||
};
|
||||
|
||||
/*!
|
||||
* A pair of bindings.
|
||||
* @note Please don't set the bindings directly, use ::take() instead.
|
||||
*/
|
||||
class CCB {
|
||||
public:
|
||||
CC_bind first; // The primary binding
|
||||
CC_bind second; // The secondary binding
|
||||
|
||||
public:
|
||||
CCB() = default;
|
||||
CCB(const CCB& A) = default;
|
||||
|
||||
/*!
|
||||
* Returns true if nothing is bound
|
||||
*/
|
||||
bool empty() const;
|
||||
|
||||
/*!
|
||||
* Takes a given binding
|
||||
*
|
||||
* @param[in] A The bind to take
|
||||
* @param[in] order 0 is primary, 1 is secondary, -1 is overwrite existing bind (if any)
|
||||
*
|
||||
* @note Should there be a binding to the same controller as the given binding, it is cleared
|
||||
*/
|
||||
void take(CC_bind A, int order);
|
||||
|
||||
/*!
|
||||
* Clears both bindings
|
||||
*/
|
||||
void clear();
|
||||
|
||||
/*!
|
||||
* Gets the value of btn if either CC_bind has the given CID
|
||||
*
|
||||
* @returns the btn of the bound controller, or
|
||||
* @returns -1 if that controller is not bound
|
||||
*/
|
||||
short get_btn(CID) const;
|
||||
|
||||
/*!
|
||||
* Assigns the contents of the given CCB to this CCB
|
||||
*/
|
||||
CCB& operator=(const CCB&);
|
||||
|
||||
/*!
|
||||
* Returns True if this CCB's first isn't empty and the given CCB has a binding equal to it
|
||||
*/
|
||||
bool has_first(const CCB&) const;
|
||||
|
||||
/*!
|
||||
* Returns True if this CCB's second isn't empty and the given CCB has a binding equal to it
|
||||
*/
|
||||
bool has_second(const CCB&) const;
|
||||
};
|
||||
|
||||
/*!
|
||||
* A preset, a collection of bindings for use in Control_config with an associated name
|
||||
*/
|
||||
class CC_preset {
|
||||
public:
|
||||
SCP_vector<CCB> bindings;
|
||||
SCP_string name;
|
||||
};
|
||||
|
||||
/*!
|
||||
* Control configuration item type.
|
||||
* @detail Contains binding info, documentation, behavior, etc. for a single control
|
||||
*/
|
||||
class CCI : public CCB {
|
||||
public:
|
||||
// Inherited from CCB
|
||||
// CC_bind first;
|
||||
// CC_bind second;
|
||||
|
||||
// Items Set in menu
|
||||
char tab; //!< what tab (category) it belongs in
|
||||
int indexXSTR; //!< what string index we should use to translate this with an XSTR 0 = None, 1= Use item index + CONTROL_CONFIG_XSTR, 2 <= use CCI::indexXSTR directly
|
||||
SCP_string text; //!< describes the action in the config screen
|
||||
|
||||
CC_type type; //!< manner control should be checked in
|
||||
|
||||
// Items used during gameplay
|
||||
int used; //!< has control been used yet in mission? If so, this is the timestamp
|
||||
bool disabled = true; //!< whether this action should be available at all
|
||||
bool continuous_ongoing; //!< whether this action is a continuous one and is currently ongoing
|
||||
|
||||
public:
|
||||
CCI() = default;
|
||||
CCI(const CCI& A) = default;
|
||||
|
||||
/*!
|
||||
* Assigns the contents of the given CCI to this CCI
|
||||
*/
|
||||
CCI& operator=(const CCI&);
|
||||
|
||||
/*!
|
||||
* @brief Takes the bindings of the given CCB, but leaves all other members alone
|
||||
*/
|
||||
CCI& operator=(const CCB&);
|
||||
};
|
||||
|
||||
/*!
|
||||
* Builder predicate to populate a ControlConfig vector with hardcoded default bindings.
|
||||
*/
|
||||
class CCI_builder {
|
||||
public:
|
||||
/*!
|
||||
* Initilizes the given ControlConfig vector
|
||||
*/
|
||||
CCI_builder(SCP_vector<CCI>& _ControlConfig);
|
||||
|
||||
/*!
|
||||
* Start a chain of factory methods. If there are any pre-init work to be done, that's done here.
|
||||
*/
|
||||
CCI_builder& start();
|
||||
|
||||
/*!
|
||||
* End a chain of factory methods. If there any post-init work to be done, that's done here.
|
||||
*/
|
||||
void end();
|
||||
|
||||
/*!
|
||||
* Assigns the hardcoded binding to the given action
|
||||
* @note This differs from the original hardcode from :V: in the hopes of it being more intuitive to future IoAction additions
|
||||
*/
|
||||
CCI_builder& operator()(IoActionId action_id, short key_default, short joy_default, char tab, int indexXSTR, const char *text, CC_type type, bool disabled = false);
|
||||
|
||||
private:
|
||||
CCI_builder(); // Only one builder per Control Config, so a default constructor is useless
|
||||
SCP_vector<CCI>& ControlConfig;
|
||||
};
|
||||
|
||||
|
||||
extern int Failed_key_index;
|
||||
|
||||
extern int Axis_map_to[]; // Array to map an axis action to a joy axis. size() = NUM_JOY_AXIS_ACTIONS
|
||||
extern int Axis_map_to_defaults[];
|
||||
extern int Invert_axis[]; // Array to hold inversion bools for a joy axis. size() = JOY_NUM_AXES
|
||||
extern int Axis_map_to[];
|
||||
extern int Invert_axis[];
|
||||
extern int Invert_axis_defaults[];
|
||||
|
||||
extern int Joy_dead_zone_size;
|
||||
@@ -495,76 +296,23 @@ extern int Joy_sensitivity;
|
||||
|
||||
extern int Control_config_overlay_id;
|
||||
|
||||
extern SCP_vector<CCI> Control_config; //!< Stores the keyboard configuration
|
||||
extern SCP_vector<CC_preset> Control_config_presets; // tabled control presets; pointers to config_item arrays
|
||||
extern config_item Control_config[]; //!< Stores the keyboard configuration
|
||||
extern SCP_vector<config_item*> Control_config_presets; // tabled control presets; pointers to config_item arrays
|
||||
extern SCP_vector<SCP_string> Control_config_preset_names; // names for Control_config_presets (identical order of items)
|
||||
extern const char **Scan_code_text;
|
||||
extern const char **Joy_button_text;
|
||||
|
||||
/*!
|
||||
* @brief Checks if either binding in the CCB has the given cid
|
||||
*
|
||||
* @returns 0 if its the first element, or
|
||||
* @returns 1 if its the second element, or
|
||||
* @returns -1 if neither
|
||||
*/
|
||||
int is_cid_either(CID, const CCB);
|
||||
void control_config_common_init(); //!< initialize common control config stuff - call at game startup after localization has been initialized
|
||||
void control_config_common_close(); //!< close common control config stuff - call at game shutdown
|
||||
|
||||
/*!
|
||||
* @brief initialize common control config stuff - call at game startup after localization has been initialized
|
||||
*/
|
||||
void control_config_common_init();
|
||||
|
||||
/*!
|
||||
* @brief close common control config stuff - call at game shutdown
|
||||
*/
|
||||
void control_config_common_close();
|
||||
|
||||
/*!
|
||||
* @brief init config menu
|
||||
*/
|
||||
void control_config_init();
|
||||
|
||||
/*!
|
||||
* @brief do a frame of the config menu
|
||||
*/
|
||||
void control_config_do_frame(float frametime);
|
||||
|
||||
/*!
|
||||
* @brief close config menu
|
||||
*/
|
||||
void control_config_close();
|
||||
|
||||
/*!
|
||||
* @brief Cancel configuration of controls, revert any changes, return to previous menu/game state
|
||||
*/
|
||||
void control_config_cancel_exit();
|
||||
|
||||
/*!
|
||||
* @brief Resets all controls to values within the currently selected preset
|
||||
*/
|
||||
void control_config_reset_defaults();
|
||||
|
||||
/*!
|
||||
* Returns the IoActionId of a control bound to the given key
|
||||
*
|
||||
* @param[in] key The key combo to look for
|
||||
* @param[in] find_override If true, return the IoActionId of a control that has this key as its default
|
||||
* @details If find_override is set to true, then this returns the index of the action
|
||||
*/
|
||||
void control_config_reset_defaults(int presetnum=-1);
|
||||
int translate_key_to_index(const char *key, bool find_override=true);
|
||||
|
||||
|
||||
/*!
|
||||
* @brief Given the system default key 'key', return the current key that is bound to that function.
|
||||
*
|
||||
* @param[in] key The default key combo (as string) to a certain control
|
||||
*
|
||||
* @returns The key combo (as string) currently bound to the control
|
||||
*
|
||||
* @details Both the 'key' and the return value are descriptive strings that can be displayed
|
||||
* directly to the user. If 'key' isn't a real key, is not normally bound to anything,
|
||||
* or there is no key currently bound to the function, NULL is returned.
|
||||
*/
|
||||
char *translate_key(char *key);
|
||||
|
||||
/**
|
||||
@@ -586,70 +334,14 @@ const char *textify_scancode(int code);
|
||||
*/
|
||||
const char *textify_scancode_universal(int code);
|
||||
|
||||
/*!
|
||||
* @brief Checks how long a control has been active
|
||||
*
|
||||
* @param[in] id The IoActionId of the control to check
|
||||
*
|
||||
* @returns Time, in milliseconds, that the control has been active.
|
||||
*
|
||||
* @note This function is only to be used on CC_CONTINOUS type controls, or it will trigger an assertion
|
||||
*/
|
||||
float check_control_timef(int id);
|
||||
|
||||
/**
|
||||
* @brief Wrapper for check_control_used. Allows the game to ignore the key if told to do so by the ignore-key SEXP.
|
||||
*
|
||||
* @brief id The IoActionId of the control to check
|
||||
* @brief key The key combo to check against the control.
|
||||
*
|
||||
* @returns 0 If the control wasn't used, or
|
||||
* @returns 1 If the control was used
|
||||
*/
|
||||
int check_control(int id, int key = -1);
|
||||
|
||||
/**
|
||||
* @brief Gets the scaled reading for all control axes.
|
||||
*
|
||||
* @param[out] h heading
|
||||
* @param[out] p pitch
|
||||
* @param[out] b bank
|
||||
* @param[out] ta Throttle - Absolute
|
||||
* @param[out] tr Throttle - Relative
|
||||
*
|
||||
* @note None of the input pointers may be nullptr
|
||||
*/
|
||||
void control_get_axes_readings(int *h, int *p, int *b, int *ta, int *tr);
|
||||
|
||||
/**
|
||||
* @brief Markes the given control (by IoActionId) as used
|
||||
*
|
||||
* @details Updates the ::used timestamp, triggers a script hook, and marks ::continous_ongoing as true
|
||||
*/
|
||||
void control_used(int id);
|
||||
|
||||
/**
|
||||
* @brief Clears the bindings of all controls
|
||||
*/
|
||||
void control_config_clear();
|
||||
|
||||
/**
|
||||
* @brief debug function used to indicate number of controls checked
|
||||
*/
|
||||
void control_check_indicate();
|
||||
|
||||
/**
|
||||
* @brief Clears the used timestamp of all controls
|
||||
*/
|
||||
void control_config_clear_used_status();
|
||||
|
||||
/**
|
||||
* @brief Applies sensitivity multiplier and deadzone histerisis to the raw axis value
|
||||
*
|
||||
* @param[in] raw The raw axis value to transform
|
||||
*
|
||||
* @return The transformed value
|
||||
*/
|
||||
int joy_get_scaled_reading(int raw);
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large.
Load diff
@@ -93,12 +93,13 @@ class Decoder {
|
||||
bool m_decoding;
|
||||
size_t m_queueSize = 0;
|
||||
|
||||
Decoder(const Decoder&) SCP_DELETED_FUNCTION;
|
||||
|
||||
Decoder& operator=(const Decoder&) SCP_DELETED_FUNCTION;
|
||||
protected:
|
||||
Decoder();
|
||||
|
||||
public:
|
||||
Decoder(const Decoder&) = delete;
|
||||
Decoder& operator=(const Decoder&) = delete;
|
||||
|
||||
virtual ~Decoder();
|
||||
|
||||
|
||||
@@ -613,7 +613,7 @@ void cutscenes_screen_do_frame()
|
||||
if (src)
|
||||
{
|
||||
Text_size = split_str(src, Cutscene_desc_coords[gr_screen.res][2], Text_line_size, Text_lines,
|
||||
Cutscene_max_text_lines[gr_screen.res], MAX_TEXT_LINE_LEN);
|
||||
Cutscene_max_text_lines[gr_screen.res]);
|
||||
Assert(Text_size >= 0 && Text_size < Cutscene_max_text_lines[gr_screen.res]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -286,7 +286,7 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
|
||||
|
||||
if (status->subtitleStream == nullptr) {
|
||||
// We don't have an external subtitle stream or loading from that file has failed
|
||||
auto& current_language = Lcl_languages[lcl_get_current_lang_index()];
|
||||
auto& current_language = Lcl_languages[Lcl_current_lang == LCL_UNTRANSLATED ? LCL_DEFAULT : Lcl_current_lang];
|
||||
for (uint32_t i = 0; i < ctx->nb_streams; ++i) {
|
||||
auto test_stream = ctx->streams[i];
|
||||
|
||||
@@ -428,7 +428,7 @@ std::unique_ptr<InputStream> openInputStream(const SCP_string& name) {
|
||||
|
||||
std::unique_ptr<InputStream> openSubtitleStream(const SCP_string& name)
|
||||
{
|
||||
auto& current_language = Lcl_languages[lcl_get_current_lang_index()];
|
||||
auto& current_language = Lcl_languages[Lcl_current_lang == LCL_UNTRANSLATED ? LCL_DEFAULT : Lcl_current_lang];
|
||||
|
||||
for (auto ext : CHECKED_SUBT_EXTENSIONS) {
|
||||
SCP_string fileName;
|
||||
@@ -453,7 +453,7 @@ bool FFMPEGDecoder::initialize(const SCP_string& fileName, const PlaybackPropert
|
||||
{
|
||||
SCP_string movieName = fileName;
|
||||
// First make the file name lower case
|
||||
SCP_tolower(movieName);
|
||||
std::transform(movieName.begin(), movieName.end(), movieName.begin(), [](char c) { return (char)::tolower(c); });
|
||||
|
||||
// Then remove the extension
|
||||
size_t dotPos = movieName.find('.');
|
||||
|
||||
@@ -45,8 +45,10 @@ struct DecoderStatus {
|
||||
|
||||
~DecoderStatus();
|
||||
|
||||
DecoderStatus(const DecoderStatus&) = delete;
|
||||
DecoderStatus& operator=(const DecoderStatus&) = delete;
|
||||
private:
|
||||
DecoderStatus(const DecoderStatus&) SCP_DELETED_FUNCTION;
|
||||
|
||||
DecoderStatus& operator=(const DecoderStatus&) SCP_DELETED_FUNCTION;
|
||||
};
|
||||
|
||||
template<typename Frame>
|
||||
@@ -65,8 +67,8 @@ class FFMPEGStreamDecoder {
|
||||
explicit FFMPEGStreamDecoder(DecoderStatus* status);
|
||||
virtual ~FFMPEGStreamDecoder();
|
||||
|
||||
FFMPEGStreamDecoder(const FFMPEGStreamDecoder&) = delete;
|
||||
FFMPEGStreamDecoder& operator=(const FFMPEGStreamDecoder&) = delete;
|
||||
FFMPEGStreamDecoder(const FFMPEGStreamDecoder&) SCP_DELETED_FUNCTION;
|
||||
FFMPEGStreamDecoder& operator=(const FFMPEGStreamDecoder&) SCP_DELETED_FUNCTION;
|
||||
|
||||
virtual void decodePacket(AVPacket* packet) = 0;
|
||||
|
||||
|
||||
+89
-85
@@ -30,9 +30,8 @@
|
||||
#include "ship/ship.h"
|
||||
#include "ship/shipfx.h"
|
||||
#include "species_defs/species_defs.h"
|
||||
#include "tracing/Monitor.h"
|
||||
#include "utils/Random.h"
|
||||
#include "weapon/weapon.h"
|
||||
#include "tracing/Monitor.h"
|
||||
|
||||
#define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
|
||||
#define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
|
||||
@@ -52,6 +51,8 @@ int Debris_model = -1;
|
||||
int Debris_vaporize_model = -1;
|
||||
int Debris_num_submodels = 0;
|
||||
|
||||
#define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away.
|
||||
#define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
|
||||
#define DEBRIS_INDEX(dp) (int)(dp-Debris.data())
|
||||
|
||||
const auto OnDebrisCreatedHook = scripting::Hook::Factory(
|
||||
@@ -74,7 +75,7 @@ static void debris_start_death_roll(object *debris_obj, debris *debris_p)
|
||||
|
||||
int fireball_type = fireball_ship_explosion_type(&Ship_info[debris_p->ship_info_index]);
|
||||
if(fireball_type < 0) {
|
||||
fireball_type = FIREBALL_EXPLOSION_LARGE1 + Random::next(FIREBALL_NUM_LARGE_EXPLOSIONS);
|
||||
fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
|
||||
}
|
||||
fireball_create( &debris_obj->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
|
||||
|
||||
@@ -195,6 +196,34 @@ void debris_delete( object * obj )
|
||||
db->objnum = -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* If debris piece *db is far away from all players, make it go away very soon.
|
||||
* In single player game, delete if MAX_DEBRIS_DIST from player.
|
||||
* In multiplayer game, delete if MAX_DEBRIS_DIST from all players.
|
||||
*/
|
||||
void maybe_delete_debris(debris *db)
|
||||
{
|
||||
object *objp;
|
||||
|
||||
if (Player_obj != nullptr && timestamp_elapsed(db->next_distance_check) && timestamp_elapsed(db->must_survive_until)) {
|
||||
if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
|
||||
if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
|
||||
db->lifeleft = 0.1f;
|
||||
else
|
||||
db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
|
||||
} else {
|
||||
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
||||
if (objp->flags[Object::Object_Flags::Player_ship]) {
|
||||
if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) {
|
||||
db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
db->lifeleft = 0.1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Do various updates to debris: check if time to die, start fireballs
|
||||
@@ -217,7 +246,7 @@ void debris_process_post(object * obj, float frame_time)
|
||||
radar_plot_object( obj );
|
||||
|
||||
if ( timestamp_elapsed(db->sound_delay) ) {
|
||||
obj_snd_assign(objnum, db->ambient_sound, &vmd_zero_vector);
|
||||
obj_snd_assign(objnum, db->ambient_sound, &vmd_zero_vector, 0);
|
||||
db->sound_delay = 0;
|
||||
}
|
||||
}
|
||||
@@ -231,6 +260,8 @@ void debris_process_post(object * obj, float frame_time)
|
||||
}
|
||||
}
|
||||
|
||||
maybe_delete_debris(db); // Make this debris go away if it's very far away.
|
||||
|
||||
// ================== DO THE ELECTRIC ARCING STUFF =====================
|
||||
if ( db->arc_frequency <= 0 ) {
|
||||
return; // If arc_frequency <= 0, this piece has no arcs on it
|
||||
@@ -243,7 +274,7 @@ void debris_process_post(object * obj, float frame_time)
|
||||
|
||||
if (db->is_hull) {
|
||||
|
||||
int n, n_arcs = Random::next(1, 3); // Create 1-3 sparks
|
||||
int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
|
||||
|
||||
vec3d v1, v2, v3, v4;
|
||||
|
||||
@@ -252,7 +283,8 @@ void debris_process_post(object * obj, float frame_time)
|
||||
|
||||
n = 0;
|
||||
|
||||
int lifetime = Random::next(100, 1000);
|
||||
int a = 100, b = 1000;
|
||||
int lifetime = (myrand()%((b)-(a)+1))+(a);
|
||||
|
||||
// Create the spark effects
|
||||
for (int i=0; i<MAX_DEBRIS_ARCS; ++i) {
|
||||
@@ -319,8 +351,8 @@ void debris_process_post(object * obj, float frame_time)
|
||||
db->arc_timestamp[i] = timestamp(-1);
|
||||
} else {
|
||||
// Maybe move a vertex.... 20% of the time maybe?
|
||||
int mr = Random::next();
|
||||
if ( mr < Random::MAX_VALUE/5 ) {
|
||||
int mr = myrand();
|
||||
if ( mr < RAND_MAX/5 ) {
|
||||
vec3d v1, v2;
|
||||
|
||||
submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v1, &v2);
|
||||
@@ -392,6 +424,17 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
sip = &Ship_info[shipp->ship_info_index];
|
||||
vaporize = (shipp->flags[Ship::Ship_Flags::Vaporize]);
|
||||
|
||||
if ( !hull_flag ) {
|
||||
// Make vaporize debris seen from farther away
|
||||
float dist = vm_vec_dist_quick( pos, &Eye_position );
|
||||
if (vaporize) {
|
||||
dist /= 2.0f;
|
||||
}
|
||||
if ( dist > 200.0f ) {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// try to maintain our soft limit
|
||||
if (hull_flag && (Num_hull_pieces >= SOFT_LIMIT_DEBRIS_PIECES)) {
|
||||
// cause oldest hull debris chunk to blow up
|
||||
@@ -414,40 +457,8 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
|
||||
db = &Debris[n];
|
||||
|
||||
if (!hull_flag) {
|
||||
if (model_num >= 0) {
|
||||
db->model_num = model_num;
|
||||
db->submodel_num = Random::next(sip->generic_debris_num_submodels);
|
||||
}
|
||||
else if (vaporize) {
|
||||
db->model_num = Debris_vaporize_model;
|
||||
db->submodel_num = Random::next(Debris_num_submodels);
|
||||
}
|
||||
else {
|
||||
db->model_num = Debris_model;
|
||||
db->submodel_num = Random::next(Debris_num_submodels);
|
||||
}
|
||||
}
|
||||
else {
|
||||
db->model_num = model_num;
|
||||
db->submodel_num = submodel_num;
|
||||
}
|
||||
|
||||
db->model_instance_num = model_create_instance(false, db->model_num);
|
||||
|
||||
float radius = submodel_get_radius(db->model_num, db->submodel_num);
|
||||
|
||||
// if its generic, maybe cull it if its too small and far
|
||||
if (!hull_flag) {
|
||||
float dist = vm_vec_dist_quick(pos, &Eye_position);
|
||||
// Make vaporize debris seen from farther away
|
||||
if (vaporize) {
|
||||
dist /= 2.0f;
|
||||
}
|
||||
if (dist > radius * 200.0f) {
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
//WMC - We must survive until now, at least.
|
||||
db->must_survive_until = timestamp();
|
||||
|
||||
if(hull_flag && sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f)
|
||||
{
|
||||
@@ -457,16 +468,14 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
{
|
||||
// Create Debris piece n!
|
||||
if ( hull_flag ) {
|
||||
if (Random::next() < (Random::MAX_VALUE/6)) // Make some pieces blow up shortly after explosion.
|
||||
db->lifeleft = 2.0f * (frand()) + 0.5f;
|
||||
if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
|
||||
db->lifeleft = 2.0f * (myrand() * RAND_MAX_1f) + 0.5f;
|
||||
else {
|
||||
db->flags.set(Debris_Flags::DoNotExpire);
|
||||
db->lifeleft = -1.0f; // large hull pieces stay around forever
|
||||
}
|
||||
} else {
|
||||
// small non-hull pieces should stick around longer the larger they are
|
||||
// sqrtf should make sure its never too crazy long
|
||||
db->lifeleft = (frand() * 2.0f + 0.1f) * sqrtf(radius);
|
||||
} else {
|
||||
db->lifeleft = (myrand() * RAND_MAX_1f) * 2.0f + 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -475,10 +484,12 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
{
|
||||
if(sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f)
|
||||
{
|
||||
db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f));
|
||||
db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime;
|
||||
}
|
||||
else if(sip->debris_min_lifetime >= 0.0f)
|
||||
{
|
||||
db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f));
|
||||
if(db->lifeleft < sip->debris_min_lifetime)
|
||||
db->lifeleft = sip->debris_min_lifetime;
|
||||
}
|
||||
@@ -503,6 +514,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false
|
||||
db->time_started = Missiontime;
|
||||
db->species = Ship_info[shipp->ship_info_index].species;
|
||||
db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
|
||||
db->parent_alt_name = shipp->alt_type_index;
|
||||
db->damage_mult = 1.0f;
|
||||
|
||||
@@ -521,9 +533,25 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
db->arc_frequency = 0;
|
||||
}
|
||||
|
||||
if ( model_num < 0 ) {
|
||||
if (vaporize) {
|
||||
db->model_num = Debris_vaporize_model;
|
||||
} else {
|
||||
db->model_num = Debris_model;
|
||||
}
|
||||
db->submodel_num = (myrand()>>4) % Debris_num_submodels;
|
||||
} else {
|
||||
db->model_num = model_num;
|
||||
db->submodel_num = submodel_num;
|
||||
}
|
||||
|
||||
db->model_instance_num = model_create_instance(false, db->model_num);
|
||||
|
||||
float radius = submodel_get_radius( db->model_num, db->submodel_num );
|
||||
|
||||
db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later
|
||||
|
||||
if ( pos == nullptr )
|
||||
if ( pos == NULL )
|
||||
pos = &source_obj->pos;
|
||||
|
||||
flagset<Object::Object_Flags> default_flags;
|
||||
@@ -531,18 +559,10 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
default_flags.set(Object::Object_Flags::Physics);
|
||||
default_flags.set(Object::Object_Flags::Collides, hull_flag != 0);
|
||||
|
||||
matrix orient = source_obj->orient;
|
||||
if (!db->is_hull) {
|
||||
// non-hull debris has no relation to its parent orientation
|
||||
vec3d rand;
|
||||
vm_vec_rand_vec(&rand);
|
||||
vm_vector_2_matrix(&orient, &rand);
|
||||
}
|
||||
|
||||
objnum = obj_create(OBJ_DEBRIS, parent_objnum, n, &orient, pos, radius, default_flags, false);
|
||||
objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &source_obj->orient, pos, radius, default_flags);
|
||||
if ( objnum == -1 ) {
|
||||
mprintf(("Couldn't create debris object -- out of object slots\n"));
|
||||
return nullptr;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
db->objnum = objnum;
|
||||
@@ -592,7 +612,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
|
||||
if ( hull_flag ) {
|
||||
float t;
|
||||
scale = exp_force * i2fl(Random::next(10, 29)); // for radial_vel away from location of blast center
|
||||
scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center
|
||||
db->sound_delay = timestamp(DEBRIS_SOUND_DELAY);
|
||||
|
||||
// set up physics mass and I_inv for hull debris pieces
|
||||
@@ -604,7 +624,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
|
||||
// limit the amount of time that fireballs appear
|
||||
// let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
|
||||
t = 1000*Objects[db->source_objnum].radius/3 + Random::next(fl2i(1000*3*Objects[db->source_objnum].radius));
|
||||
t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius));
|
||||
db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
|
||||
|
||||
if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) {
|
||||
@@ -615,7 +635,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
}
|
||||
}
|
||||
else {
|
||||
scale = exp_force * i2fl(Random::next(10, 29)); // for radial_vel away from blast center (non-hull)
|
||||
scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull)
|
||||
}
|
||||
|
||||
if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
|
||||
@@ -642,7 +662,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
|
||||
radius = 1.0f;
|
||||
}
|
||||
|
||||
scale = (6.0f + i2fl(Random::next(4))) / radius;
|
||||
scale = ( 6.0f + i2fl(myrand()%4) ) / radius;
|
||||
|
||||
vm_vec_rand_vec_quick(&rotvel);
|
||||
vm_vec_scale(&rotvel, scale);
|
||||
@@ -879,13 +899,13 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
|
||||
smi->collision_checked = false;
|
||||
|
||||
// set angles for last frame (need to set to prev to get p0)
|
||||
matrix copy_matrix = smi->canonical_orient;
|
||||
angles copy_angles = smi->angs;
|
||||
|
||||
// find the start and end positions of the sphere in submodel RF
|
||||
smi->canonical_orient = smi->canonical_prev_orient;
|
||||
smi->angs = smi->prev_angs;
|
||||
world_find_model_instance_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos);
|
||||
|
||||
smi->canonical_orient = copy_matrix;
|
||||
smi->angs = copy_angles;
|
||||
world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
|
||||
|
||||
mc.p0 = &p0;
|
||||
@@ -904,7 +924,7 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
|
||||
|
||||
// set up debris_hit_info for rotating submodel
|
||||
if (debris_hit_info->edge_hit == 0) {
|
||||
model_instance_find_world_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
model_instance_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
}
|
||||
|
||||
// find position in submodel RF of light object at collison
|
||||
@@ -936,7 +956,7 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
|
||||
|
||||
// get collision normal if not edge hit
|
||||
if (debris_hit_info->edge_hit == 0) {
|
||||
model_instance_find_world_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
model_instance_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
|
||||
}
|
||||
|
||||
// find position in submodel RF of light object at collison
|
||||
@@ -1107,7 +1127,7 @@ void debris_render(object * obj, model_draw_list *scene)
|
||||
MONITOR_INC(NumHullDebrisRend, 1);
|
||||
} else {
|
||||
MONITOR_INC(NumSmallDebrisRend, 1);
|
||||
// render_info.set_flags(MR_NO_LIGHTING);
|
||||
render_info.set_flags(MR_NO_LIGHTING);
|
||||
}
|
||||
|
||||
submodel_render_queue( &render_info, scene, pm, pmi, db->submodel_num, &obj->orient, &obj->pos );
|
||||
@@ -1126,19 +1146,3 @@ bool debris_is_vaporized(debris *db)
|
||||
{
|
||||
return db->model_num == Debris_vaporize_model;
|
||||
}
|
||||
|
||||
void create_generic_debris(object* ship_objp, vec3d* pos, float min_num_debris, float max_num_debris, float speed_mult, bool use_ship_debris) {
|
||||
Assertion(ship_objp->type == OBJ_SHIP, "create_generic_debris called for a non-ship, only ships can spew debris!");
|
||||
if (ship_objp->type != OBJ_SHIP)
|
||||
return;
|
||||
|
||||
float num_debris = frand_range(min_num_debris, max_num_debris);
|
||||
|
||||
num_debris *= (Detail.num_small_debris + 0.5f) / 4.5f;
|
||||
|
||||
vec3d create_pos = *pos;
|
||||
for (int i = 0; i < num_debris; i++) {
|
||||
int model_num = use_ship_debris ? Ship_info[Ships[ship_objp->instance].ship_info_index].generic_debris_model_num : -1;
|
||||
debris_create(ship_objp, model_num, -1, &create_pos, pos, 0, speed_mult);
|
||||
}
|
||||
}
|
||||
@@ -40,15 +40,17 @@ typedef struct debris {
|
||||
gamesnd_id ambient_sound; // Ambient looping sound
|
||||
int objnum = -1; // What object this is linked to
|
||||
float lifeleft; // When 0 or less object dies
|
||||
int must_survive_until; //WMC - timestamp of earliest point that it can be murthered.
|
||||
int model_num; // What model this uses
|
||||
int model_instance_num; // What model instance this uses - needed for arcs
|
||||
int submodel_num; // What submodel this uses
|
||||
int next_fireball; // When to start a fireball
|
||||
int is_hull; // indicates whether this is a collideable, destructable piece of debris from the model, or just a generic debris fragment
|
||||
int is_hull; // indicates a large hull chunk of debris
|
||||
int species; // What species this is from. -1 if don't care.
|
||||
int fire_timeout; // timestamp that holds time for fireballs to stop appearing
|
||||
int sound_delay; // timestamp to signal when sound should start
|
||||
fix time_started; // time when debris was created
|
||||
int next_distance_check; // timestamp to determine whether to delete this piece of debris.
|
||||
|
||||
vec3d arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
|
||||
int arc_timestamp[MAX_DEBRIS_ARCS]; // When this times out, the spark goes away. -1 is not used
|
||||
@@ -80,8 +82,4 @@ void debris_remove_from_hull_list(debris *db);
|
||||
bool debris_is_generic(debris *db);
|
||||
bool debris_is_vaporized(debris *db);
|
||||
|
||||
// creates a burst of generic debris at hitpos from ship_objp, with a random number between min and max
|
||||
// use_ship_debris is for whether the ship's generic debris should be used, or simply debris01.pof
|
||||
void create_generic_debris(object* ship_objp, vec3d* hitpos, float min_num_debris, float max_num_debris, float speed_mult, bool use_ship_debris);
|
||||
|
||||
#endif // _DEBRIS_H
|
||||
@@ -65,23 +65,15 @@ void GetLightInfo(vec3 position, out vec3 lightDir, out float attenuation)
|
||||
if (lightType == LT_TUBE) { // Tube light
|
||||
float beamLength = length(beamVec);
|
||||
vec3 beamDir = beamVec / beamLength;
|
||||
//The actual 'lighting element' is shorter than the light volume cylinder
|
||||
//To compensate the light is moved forward along the beam one radius and the length shortened
|
||||
//this allows room for clean falloff of the light past the ends of beams.
|
||||
vec3 adjustedLightPos = lightPosition - (beamDir * lightRadius);
|
||||
beamLength = beamLength - (lightRadius * 2.0);
|
||||
//adjustments having been made, lightdir needs recalculating
|
||||
lightDir = adjustedLightPos - position.xyz;
|
||||
// Get nearest point on line
|
||||
float neardist = clamp(dot(lightDir, beamDir), 0.0, beamLength);
|
||||
// Move back from the endpoint of the beam along the beam by the distance we calculated
|
||||
vec3 nearest = adjustedLightPos - beamDir * neardist;
|
||||
vec3 nearest = lightPosition - beamDir * neardist;
|
||||
lightDir = nearest - position.xyz;
|
||||
dist = length(lightDir);
|
||||
if(dist > lightRadius) {
|
||||
discard;
|
||||
}
|
||||
attenuation = 1.0 - clamp(dist / lightRadius, 0.0, 1.0);
|
||||
} else if (lightType == LT_CONE) {
|
||||
float coneDot = dot(normalize(-lightDir), coneDir);
|
||||
if(dualCone) {
|
||||
|
||||
@@ -12,7 +12,7 @@ layout (std140) uniform genericData {
|
||||
vec3 fog_color;
|
||||
float fog_start;
|
||||
|
||||
float fog_density;
|
||||
float fog_scale;
|
||||
float zNear;
|
||||
float zFar;
|
||||
};
|
||||
@@ -23,15 +23,17 @@ void main()
|
||||
|
||||
// If the scene is in fog then we change the color we operate on based on the depth of the pixel
|
||||
float depth_val = texture(depth_tex, fragTexCoord.xy).x;
|
||||
// Transform depth value from [0, 1] to [-1, 1]
|
||||
float depth_normalized = 2 * depth_val - 1;
|
||||
// Transform depth value from [-1, 1] to [0, 1]
|
||||
float depth_normalized = fma(depth_val, 0.5, 0.5);
|
||||
// Now we compute the depth value in projection space using the clipping plane information
|
||||
float view_depth = 2.0 * zNear * zFar / (zFar + zNear - depth_normalized * (zFar - zNear));
|
||||
|
||||
if (isinf(view_depth)) {
|
||||
fragOut0.rgb = color_in.rgb;
|
||||
} else {
|
||||
float fog_dist = clamp(1 - pow(fog_density, view_depth - fog_start) , 0.0, 1.0);
|
||||
// This is the same formula that is also used by the main shader
|
||||
float fog_dist = clamp((view_depth - fog_start) * 0.75 * fog_scale, 0.0, 1.0);
|
||||
|
||||
vec3 finalFogColor = srgb_to_linear(fog_color);
|
||||
|
||||
fragOut0.rgb = mix(color_in.rgb, finalFogColor, fog_dist);
|
||||
|
||||
@@ -429,15 +429,7 @@ void main()
|
||||
fragOut0 = baseColor;
|
||||
#ifdef FLAG_DEFERRED
|
||||
fragOut1 = vec4(vertIn.position.xyz, 1.0);
|
||||
|
||||
// Anti-glint "trick" based on Valve's "Advanced VR Rendering" talk at GDC2015:
|
||||
// http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf Page 43
|
||||
// basically make surfaces rougher if local normals change too fast in screenspace
|
||||
vec2 normDx = dFdx(normal.xy);
|
||||
vec2 normDy = dFdy(normal.xy);
|
||||
float glossGeo = 1.0f - pow(clamp(max(dot(normDx,normDx), dot(normDy,normDy)),0.0,1.0),0.33);
|
||||
fragOut2 = vec4(normal, min(glossData, glossGeo));
|
||||
|
||||
fragOut2 = vec4(normal, glossData);
|
||||
fragOut3 = vec4(specColor.rgb, fresnelFactor);
|
||||
fragOut4 = emissiveColor;
|
||||
#endif
|
||||
|
||||
@@ -221,7 +221,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Freighter
|
||||
$Counts for Alone: YES
|
||||
@@ -251,7 +250,6 @@ $AI:
|
||||
+Active docks: ( "cargo" )
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: AWACS
|
||||
$Counts for Alone: YES
|
||||
@@ -279,7 +277,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Gas Miner
|
||||
$Counts for Alone: YES
|
||||
@@ -307,7 +304,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Cruiser
|
||||
$Counts for Alone: YES
|
||||
@@ -335,7 +331,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Corvette
|
||||
$Counts for Alone: YES
|
||||
@@ -363,7 +358,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Capital
|
||||
$Counts for Alone: YES
|
||||
@@ -392,7 +386,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Super Cap
|
||||
$Counts for Alone: YES
|
||||
@@ -419,7 +412,6 @@ $AI:
|
||||
+Can Form Wing: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Drydock
|
||||
$Counts for Alone: YES
|
||||
@@ -444,7 +436,6 @@ $AI:
|
||||
+Turrets attack this: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
$Name: Knossos Device
|
||||
$Counts for Alone: YES
|
||||
@@ -467,6 +458,5 @@ $AI:
|
||||
+Turrets attack this: YES
|
||||
+Passive docks: ( "support" )
|
||||
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
|
||||
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
|
||||
$Vaporize Percent Chance: 0.0
|
||||
#End
|
||||
+106
-104
@@ -14,7 +14,6 @@
|
||||
#include "graphics/tmapper.h"
|
||||
#include "localization/localize.h"
|
||||
#include "model/model.h"
|
||||
#include "nebula/neb.h"
|
||||
#include "object/object.h"
|
||||
#include "options/Option.h"
|
||||
#include "parse/parselo.h"
|
||||
@@ -32,15 +31,13 @@ int Knossos_warp_ani_used;
|
||||
|
||||
#define MAX_WARP_LOD 0
|
||||
|
||||
constexpr int INTITIAL_FIREBALL_CONTAINTER_SIZE = 256;
|
||||
|
||||
SCP_vector<fireball> Fireballs;
|
||||
SCP_vector<int> Unused_fireball_indices;
|
||||
fireball Fireballs[MAX_FIREBALLS];
|
||||
|
||||
fireball_info Fireball_info[MAX_FIREBALL_TYPES];
|
||||
|
||||
int fireball_used[MAX_FIREBALL_TYPES];
|
||||
|
||||
int Num_fireballs = 0;
|
||||
int Num_fireball_types = 0;
|
||||
|
||||
bool fireballs_inited = false;
|
||||
@@ -287,13 +284,11 @@ static void parse_fireball_tbl(const char *table_filename)
|
||||
}
|
||||
}
|
||||
|
||||
bool first_time;
|
||||
// now select our entry accordingly...
|
||||
// are we using a previous entry?
|
||||
if (existing_idx >= 0)
|
||||
{
|
||||
fi = &Fireball_info[existing_idx];
|
||||
first_time = false;
|
||||
}
|
||||
// we are creating a new entry, so set some defaults
|
||||
else
|
||||
@@ -317,7 +312,6 @@ static void parse_fireball_tbl(const char *table_filename)
|
||||
fireball_set_default_warp_attributes(Num_fireball_types);
|
||||
|
||||
Num_fireball_types++;
|
||||
first_time = true;
|
||||
}
|
||||
|
||||
// copy over what we already parsed
|
||||
@@ -325,7 +319,6 @@ static void parse_fireball_tbl(const char *table_filename)
|
||||
strcpy_s(fi->unique_id, unique_id);
|
||||
strcpy_s(fi->lod[0].filename, fireball_filename);
|
||||
|
||||
|
||||
// Do we have a LOD num?
|
||||
if (optional_string("$LOD:"))
|
||||
{
|
||||
@@ -333,9 +326,6 @@ static void parse_fireball_tbl(const char *table_filename)
|
||||
|
||||
if (fi->lod_count > MAX_FIREBALL_LOD)
|
||||
fi->lod_count = MAX_FIREBALL_LOD;
|
||||
} else if (first_time) {
|
||||
//assume a LOD of at least 1
|
||||
fi->lod_count = 1;
|
||||
}
|
||||
|
||||
// check for particular lighting color
|
||||
@@ -445,6 +435,8 @@ void fireball_load_data()
|
||||
// This will get called at the start of each level.
|
||||
void fireball_init()
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( !fireballs_inited ) {
|
||||
// Do all the processing that happens only once
|
||||
fireball_parse_tbl();
|
||||
@@ -454,10 +446,10 @@ void fireball_init()
|
||||
}
|
||||
|
||||
// Reset everything between levels
|
||||
Fireballs.clear();
|
||||
Fireballs.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
|
||||
Unused_fireball_indices.clear();
|
||||
Unused_fireball_indices.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
|
||||
Num_fireballs = 0;
|
||||
for (i=0; i<MAX_FIREBALLS; i++ ) {
|
||||
Fireballs[i].objnum = -1;
|
||||
}
|
||||
|
||||
// Goober5000 - reset Knossos warp flag
|
||||
Knossos_warp_ani_used = 0;
|
||||
@@ -475,15 +467,13 @@ void fireball_delete( object * obj )
|
||||
fireball *fb;
|
||||
|
||||
num = obj->instance;
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
fb = &Fireballs[num];
|
||||
|
||||
Assert( fb->objnum == OBJ_INDEX(obj));
|
||||
|
||||
Fireballs[num].objnum = -1;
|
||||
Unused_fireball_indices.push_back(num);
|
||||
Num_fireballs--;
|
||||
Assert( Num_fireballs >= 0 );
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -491,9 +481,13 @@ void fireball_delete( object * obj )
|
||||
*/
|
||||
void fireball_delete_all()
|
||||
{
|
||||
for (auto& current_fireball : Fireballs) {
|
||||
if ( current_fireball.objnum != -1 ) {
|
||||
obj_delete(current_fireball.objnum);
|
||||
fireball *fb;
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
|
||||
fb = &Fireballs[i];
|
||||
if ( fb->objnum != -1 ) {
|
||||
obj_delete(fb->objnum);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -505,8 +499,6 @@ void fireball_set_framenum(int num)
|
||||
fireball_info *fd;
|
||||
fireball_lod *fl;
|
||||
|
||||
Assert(static_cast<int>(Fireballs.size()) > num);
|
||||
|
||||
fb = &Fireballs[num];
|
||||
fd = &Fireball_info[Fireballs[num].fireball_info_index];
|
||||
|
||||
@@ -545,9 +537,6 @@ int fireball_is_perishable(object * obj)
|
||||
|
||||
num = obj->instance;
|
||||
objnum = OBJ_INDEX(obj);
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert((int)Fireballs.size() > obj->instance);
|
||||
Assert( Fireballs[num].objnum == objnum );
|
||||
|
||||
fb = &Fireballs[num];
|
||||
@@ -564,6 +553,43 @@ int fireball_is_perishable(object * obj)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* There are too many fireballs, so delete the oldest small one
|
||||
* to free up a slot.
|
||||
*
|
||||
* @return The fireball slot freed.
|
||||
*/
|
||||
int fireball_free_one()
|
||||
{
|
||||
fireball *fb;
|
||||
int i;
|
||||
|
||||
int oldest_objnum = -1, oldest_slotnum = -1;
|
||||
float lifeleft, oldest_lifeleft = 0.0f;
|
||||
|
||||
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
|
||||
fb = &Fireballs[i];
|
||||
|
||||
// only remove the ones that aren't warp effects
|
||||
if ( (fb->objnum >= 0) && fireball_is_perishable(&Objects[fb->objnum]) ) {
|
||||
|
||||
lifeleft = fb->total_time - fb->time_elapsed;
|
||||
if ( (oldest_objnum < 0) || (lifeleft < oldest_lifeleft) ) {
|
||||
oldest_slotnum = i;
|
||||
oldest_lifeleft = lifeleft;
|
||||
oldest_objnum = fb->objnum;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( oldest_objnum > -1 ) {
|
||||
obj_delete(oldest_objnum);
|
||||
}
|
||||
return oldest_slotnum;
|
||||
}
|
||||
|
||||
int fireball_is_warp(object * obj)
|
||||
{
|
||||
int num, objnum;
|
||||
@@ -571,9 +597,6 @@ int fireball_is_warp(object * obj)
|
||||
|
||||
num = obj->instance;
|
||||
objnum = OBJ_INDEX(obj);
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
Assert( Fireballs[num].objnum == objnum );
|
||||
|
||||
fb = &Fireballs[num];
|
||||
@@ -618,9 +641,6 @@ void fireball_process_post(object * obj, float frame_time)
|
||||
|
||||
num = obj->instance;
|
||||
objnum = OBJ_INDEX(obj);
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
Assert( Fireballs[num].objnum == objnum );
|
||||
|
||||
fb = &Fireballs[num];
|
||||
@@ -645,10 +665,6 @@ float fireball_lifeleft( object *obj )
|
||||
|
||||
num = obj->instance;
|
||||
objnum = OBJ_INDEX(obj);
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
|
||||
Assert( Fireballs[num].objnum == objnum );
|
||||
|
||||
fb = &Fireballs[num];
|
||||
@@ -664,10 +680,6 @@ float fireball_lifeleft_percent( object *obj )
|
||||
int num, objnum;
|
||||
fireball *fb;
|
||||
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
|
||||
num = obj->instance;
|
||||
objnum = OBJ_INDEX(obj);
|
||||
Assert( Fireballs[num].objnum == objnum );
|
||||
@@ -769,8 +781,10 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
|
||||
{
|
||||
int n, objnum, fb_lod;
|
||||
object *obj;
|
||||
fireball *fb;
|
||||
fireball_info *fd;
|
||||
fireball_lod *fl;
|
||||
|
||||
Assert( fireball_type > -1 );
|
||||
Assert( fireball_type < Num_fireball_types );
|
||||
|
||||
@@ -786,21 +800,23 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
|
||||
}
|
||||
}
|
||||
|
||||
if (Num_objects >= MAX_OBJECTS) {
|
||||
return -1;
|
||||
if ( (Num_fireballs >= MAX_FIREBALLS) || (Num_objects >= MAX_OBJECTS) ) {
|
||||
|
||||
// out of slots, so free one up.
|
||||
n = fireball_free_one();
|
||||
if ( n < 0 ) {
|
||||
return -1;
|
||||
}
|
||||
} else {
|
||||
for ( n = 0; n < MAX_FIREBALLS; n++ ) {
|
||||
if ( Fireballs[n].objnum < 0 ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assert( n != MAX_FIREBALLS );
|
||||
}
|
||||
|
||||
|
||||
if (!Unused_fireball_indices.empty()) {
|
||||
n = Unused_fireball_indices.back();
|
||||
Unused_fireball_indices.pop_back();
|
||||
}
|
||||
else {
|
||||
n = static_cast<int>(Fireballs.size());
|
||||
Fireballs.emplace_back();
|
||||
}
|
||||
|
||||
fireball* new_fireball = &Fireballs[n];
|
||||
fb = &Fireballs[n];
|
||||
|
||||
// get an lod to use
|
||||
fb_lod = fireball_get_lod(pos, fd, size);
|
||||
@@ -817,13 +833,13 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
|
||||
}
|
||||
fl = &fd->lod[fb_lod];
|
||||
|
||||
new_fireball->lod = (char)fb_lod;
|
||||
fb->lod = (char)fb_lod;
|
||||
|
||||
new_fireball->flags = extra_flags;
|
||||
new_fireball->warp_open_sound_index = warp_open_sound;
|
||||
new_fireball->warp_close_sound_index = warp_close_sound;
|
||||
new_fireball->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
|
||||
new_fireball->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
|
||||
fb->flags = extra_flags;
|
||||
fb->warp_open_sound_index = warp_open_sound;
|
||||
fb->warp_close_sound_index = warp_close_sound;
|
||||
fb->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
|
||||
fb->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
|
||||
|
||||
matrix orient;
|
||||
if(orient_override != NULL){
|
||||
@@ -838,55 +854,60 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
|
||||
|
||||
flagset<Object::Object_Flags> default_flags;
|
||||
default_flags.set(Object::Object_Flags::Renders);
|
||||
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, default_flags, false);
|
||||
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, default_flags);
|
||||
|
||||
if (objnum < 0) {
|
||||
Int3(); // Get John, we ran out of objects for fireballs
|
||||
return objnum;
|
||||
}
|
||||
|
||||
obj = &Objects[objnum];
|
||||
|
||||
new_fireball->fireball_info_index = fireball_type;
|
||||
new_fireball->fireball_render_type = render_type;
|
||||
new_fireball->time_elapsed = 0.0f;
|
||||
new_fireball->objnum = objnum;
|
||||
new_fireball->current_bitmap = -1;
|
||||
fb->fireball_info_index = fireball_type;
|
||||
fb->fireball_render_type = render_type;
|
||||
fb->time_elapsed = 0.0f;
|
||||
fb->objnum = objnum;
|
||||
fb->current_bitmap = -1;
|
||||
|
||||
switch( new_fireball->fireball_render_type ) {
|
||||
switch( fb->fireball_render_type ) {
|
||||
|
||||
case FIREBALL_MEDIUM_EXPLOSION:
|
||||
new_fireball->orient = Random::next() & 7; // 0 - 7
|
||||
fb->orient = (myrand()>>8) & 7; // 0 - 7
|
||||
break;
|
||||
|
||||
case FIREBALL_LARGE_EXPLOSION:
|
||||
new_fireball->orient = Random::next(360); // 0 - 359
|
||||
fb->orient = (myrand()>>8) % 360; // 0 - 359
|
||||
break;
|
||||
|
||||
case FIREBALL_WARP_EFFECT:
|
||||
// Play sound effect for warp hole opening up
|
||||
fireball_play_warphole_open_sound(ship_class, new_fireball);
|
||||
fireball_play_warphole_open_sound(ship_class, fb);
|
||||
|
||||
// warp in type
|
||||
if (reverse) {
|
||||
new_fireball->orient = 1;
|
||||
fb->orient = 1;
|
||||
// if warp out, then reverse the orientation
|
||||
vm_vec_scale( &obj->orient.vec.fvec, -1.0f ); // Reverse the forward vector
|
||||
vm_vec_scale( &obj->orient.vec.rvec, -1.0f ); // Reverse the right vector
|
||||
} else {
|
||||
new_fireball->orient = 0;
|
||||
fb->orient = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
UNREACHABLE("Bad type set in fireball_create");
|
||||
Int3();
|
||||
break;
|
||||
}
|
||||
|
||||
if ( new_fireball->fireball_render_type == FIREBALL_WARP_EFFECT ) {
|
||||
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
|
||||
Assert( warp_lifetime >= 4.0f ); // Warp lifetime must be at least 4 seconds!
|
||||
if ( warp_lifetime < 4.0f )
|
||||
warp_lifetime = 4.0f;
|
||||
new_fireball->total_time = warp_lifetime; // in seconds
|
||||
fb->total_time = warp_lifetime; // in seconds
|
||||
} else {
|
||||
new_fireball->total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
|
||||
fb->total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
|
||||
}
|
||||
|
||||
|
||||
fireball_set_framenum(n);
|
||||
|
||||
if ( velocity ) {
|
||||
@@ -902,6 +923,7 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
|
||||
vm_vec_zero(&obj->phys_info.max_rotvel);
|
||||
}
|
||||
|
||||
Num_fireballs++;
|
||||
return objnum;
|
||||
}
|
||||
|
||||
@@ -986,9 +1008,9 @@ int fireball_ship_explosion_type(ship_info *sip)
|
||||
}
|
||||
|
||||
if(ship_fireballs > 0){
|
||||
index = sip->explosion_bitmap_anims[Random::next(ship_fireballs)];
|
||||
index = sip->explosion_bitmap_anims[rand()%ship_fireballs];
|
||||
} else if(objecttype_fireballs > 0){
|
||||
index = Ship_types[sip->class_type].explosion_bitmap_anims[Random::next(objecttype_fireballs)];
|
||||
index = Ship_types[sip->class_type].explosion_bitmap_anims[rand()%objecttype_fireballs];
|
||||
}
|
||||
|
||||
return index;
|
||||
@@ -1005,7 +1027,7 @@ int fireball_asteroid_explosion_type(asteroid_info *aip)
|
||||
int roid_fireballs = (int)aip->explosion_bitmap_anims.size();
|
||||
|
||||
if (roid_fireballs > 0) {
|
||||
index = aip->explosion_bitmap_anims[Random::next(roid_fireballs)];
|
||||
index = aip->explosion_bitmap_anims[rand()%roid_fireballs];
|
||||
}
|
||||
|
||||
return index;
|
||||
@@ -1036,33 +1058,24 @@ void fireball_render(object* obj, model_draw_list *scene)
|
||||
|
||||
MONITOR_INC( NumFireballsRend, 1 );
|
||||
|
||||
// Make sure the new system works fine.
|
||||
Assert(obj->instance > -1);
|
||||
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
||||
|
||||
num = obj->instance;
|
||||
fb = &Fireballs[num];
|
||||
|
||||
if ( fb->current_bitmap < 0 )
|
||||
if ( Fireballs[num].current_bitmap < 0 )
|
||||
return;
|
||||
|
||||
float alpha = 1.0f;
|
||||
|
||||
if (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_fireballs)
|
||||
alpha *= neb2_get_fog_visibility(&obj->pos, NEB_FOG_VISIBILITY_MULT_FIREBALL(obj->radius));
|
||||
|
||||
g3_transfer_vertex(&p, &obj->pos);
|
||||
|
||||
switch ( fb->fireball_render_type ) {
|
||||
|
||||
case FIREBALL_MEDIUM_EXPLOSION: {
|
||||
batching_add_volume_bitmap(fb->current_bitmap, &p, fb->orient, obj->radius, alpha);
|
||||
batching_add_volume_bitmap(Fireballs[num].current_bitmap, &p, fb->orient, obj->radius);
|
||||
}
|
||||
break;
|
||||
|
||||
case FIREBALL_LARGE_EXPLOSION: {
|
||||
// Make the big explosions rotate with the viewer.
|
||||
batching_add_volume_bitmap_rotated(fb->current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius, alpha);
|
||||
batching_add_volume_bitmap_rotated(Fireballs[num].current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius);
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -1080,14 +1093,3 @@ void fireball_render(object* obj, model_draw_list *scene)
|
||||
Int3();
|
||||
}
|
||||
}
|
||||
|
||||
// Because fireballs are only added and removed in two places, and Unused_fireball_indices is always updated in those places to contain unused indices,
|
||||
// this very simple code will give you the correct count of currently existing fireballs in use.
|
||||
int fireball_get_count()
|
||||
{
|
||||
int count = static_cast<int>(Fireballs.size()) - static_cast<int>(Unused_fireball_indices.size());
|
||||
|
||||
Assert (count >= 0);
|
||||
|
||||
return count;
|
||||
}
|
||||
@@ -95,7 +95,8 @@ typedef struct fireball {
|
||||
} fireball;
|
||||
// end move
|
||||
|
||||
extern SCP_vector<fireball> Fireballs;
|
||||
extern fireball Fireballs[MAX_FIREBALLS];
|
||||
extern int Num_fireballs;
|
||||
|
||||
extern bool fireballs_inited;
|
||||
|
||||
@@ -145,7 +146,4 @@ extern int Knossos_warp_ani_used;
|
||||
|
||||
extern bool Fireball_use_3d_warp;
|
||||
|
||||
// Cyborg - get a count of how many valid fireballs are in the mission.
|
||||
int fireball_get_count();
|
||||
|
||||
#endif /* _FIREBALLS_H */
|
||||
@@ -91,7 +91,7 @@ void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, ve
|
||||
|
||||
g3_transfer_vertex( &verts[4], &vecs[4] );
|
||||
|
||||
float alpha = (The_mission.flags[Mission::Mission_Flags::Fullneb]) ? neb2_get_fog_visibility(&obj->pos, 1.0f) : 1.0f;
|
||||
float alpha = (The_mission.flags[Mission::Mission_Flags::Fullneb]) ? (1.0f - neb2_get_fog_intensity(obj)) : 1.0f;
|
||||
|
||||
//batch_add_bitmap(warp_glow_bitmap, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT, &verts[4], 0, r, alpha);
|
||||
batching_add_bitmap(warp_glow_bitmap, &verts[4], 0, r, alpha);
|
||||
|
||||
@@ -112,27 +112,35 @@ static int Current_help_page;
|
||||
|
||||
void gameplay_help_blit_control_line(int x, int y, int id)
|
||||
{
|
||||
int has_key=0, has_joy=0;
|
||||
char buf[256];
|
||||
config_item *ci;
|
||||
|
||||
auto ci = &Control_config[id];
|
||||
ci = &Control_config[id];
|
||||
|
||||
buf[0] = 0;
|
||||
|
||||
strcpy_s(buf, ci->first.textify().c_str());
|
||||
|
||||
if (!ci->second.empty()) {
|
||||
strcat_s(buf, XSTR( ", ", 129));
|
||||
strcat_s(buf, ci->second.textify().c_str());
|
||||
if ( ci->key_id >= 0 ) {
|
||||
strcpy_s(buf, textify_scancode(ci->key_id));
|
||||
has_key=1;
|
||||
}
|
||||
|
||||
if (ci->empty()) {
|
||||
if ( ci->joy_id >= 0 ) {
|
||||
if ( has_key ) {
|
||||
strcat_s(buf, XSTR( ", ", 129));
|
||||
}
|
||||
strcat_s(buf, Joy_button_text[ci->joy_id]);
|
||||
has_joy=1;
|
||||
}
|
||||
|
||||
if ( !has_key && !has_joy ) {
|
||||
strcpy_s(buf, XSTR( "no binding", 130));
|
||||
}
|
||||
|
||||
gr_string(x,y,buf,GR_RESIZE_MENU);
|
||||
|
||||
// gr_string(x+KEY_DESCRIPTION_OFFSET,y,ci->text,GR_RESIZE_MENU);
|
||||
gr_string(x+KEY_DESCRIPTION_OFFSET, y, XSTR(ci->text.c_str(), CONTROL_CONFIG_XSTR + id), GR_RESIZE_MENU);
|
||||
gr_string(x+KEY_DESCRIPTION_OFFSET, y, XSTR(ci->text, CONTROL_CONFIG_XSTR + id), GR_RESIZE_MENU);
|
||||
}
|
||||
|
||||
void gameplay_help_blit_control_line_raw(int x, int y, const char *control_text, const char *control_description)
|
||||
|
||||
@@ -239,10 +239,7 @@ bool GameState_Stack_Valid()
|
||||
|
||||
// returns one of the GS_STATE_ macros
|
||||
int gameseq_get_state(int depth)
|
||||
{
|
||||
if (!GameState_Stack_Valid())
|
||||
return GS_STATE_INVALID;
|
||||
|
||||
{
|
||||
Assert(depth <= gs_current_stack);
|
||||
|
||||
return gs[gs_current_stack - depth].current_state;
|
||||
|
||||
+26
-27
@@ -304,10 +304,6 @@ gamesnd_id gamesnd_get_by_name(const char* name)
|
||||
{
|
||||
Assert( Snds.size() <= INT_MAX );
|
||||
|
||||
// empty name is not valid!
|
||||
if (name == nullptr || name[0] == '\0')
|
||||
return gamesnd_id(-1);
|
||||
|
||||
int index = gamesnd_lookup_name(name, Snds);
|
||||
|
||||
if (index < 0)
|
||||
@@ -526,7 +522,7 @@ void parse_iface_sound_list(const char* tag, SCP_vector<interface_snd_id>& desti
|
||||
//if we're using the old format, double check the size)
|
||||
if(!scp_list && (destination.size() != (unsigned)check))
|
||||
{
|
||||
mprintf(("%s in '%s' has " SIZE_T_ARG " entries. This does not match entered size of %i.\n", tag, object_name, destination.size(), check));
|
||||
mprintf(("%s in '%s' has " SIZE_T_ARG " entries. This does not match entered size of %i.", tag, object_name, destination.size(), check));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -544,12 +540,12 @@ void gamesnd_preload_common_sounds()
|
||||
return;
|
||||
|
||||
Assert( Snds.size() <= INT_MAX );
|
||||
for (auto& gs: Snds) {
|
||||
if ( gs.preload ) {
|
||||
for (auto& entry : gs.sound_entries) {
|
||||
for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
|
||||
if ( gs->preload ) {
|
||||
for (auto& entry : gs->sound_entries) {
|
||||
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
|
||||
game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
|
||||
entry.id = snd_load(&entry, &gs.flags);
|
||||
entry.id = snd_load(&entry, gs->flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -565,12 +561,12 @@ void gamesnd_load_gameplay_sounds()
|
||||
return;
|
||||
|
||||
Assert( Snds.size() <= INT_MAX );
|
||||
for (auto& gs: Snds) {
|
||||
if ( !gs.preload ) { // don't try to load anything that's already preloaded
|
||||
for (auto& entry : gs.sound_entries) {
|
||||
for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
|
||||
if ( !gs->preload ) { // don't try to load anything that's already preloaded
|
||||
for (auto& entry : gs->sound_entries) {
|
||||
if (entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0) {
|
||||
game_busy(NOX("** preloading gameplay sounds **")); // Animate loading cursor... does nothing if loading screen not active.
|
||||
entry.id = snd_load(&entry, &gs.flags);
|
||||
entry.id = snd_load(&entry, gs->flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -583,8 +579,8 @@ void gamesnd_load_gameplay_sounds()
|
||||
void gamesnd_unload_gameplay_sounds()
|
||||
{
|
||||
Assert( Snds.size() <= INT_MAX );
|
||||
for (auto& gs: Snds) {
|
||||
for (auto& entry : gs.sound_entries) {
|
||||
for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
|
||||
for (auto& entry : gs->sound_entries) {
|
||||
if (entry.id.isValid()) {
|
||||
snd_unload(entry.id);
|
||||
entry.id = sound_load_id::invalid();
|
||||
@@ -602,10 +598,10 @@ void gamesnd_load_interface_sounds()
|
||||
return;
|
||||
|
||||
Assert( Snds_iface.size() < INT_MAX );
|
||||
for (auto& gs: Snds) {
|
||||
for (auto& entry : gs.sound_entries) {
|
||||
for (SCP_vector<game_snd>::iterator si = Snds_iface.begin(); si != Snds_iface.end(); ++si) {
|
||||
for (auto& entry : si->sound_entries) {
|
||||
if ( entry.filename[0] != 0 && strnicmp(entry.filename, NOX("none.wav"), 4) != 0 ) {
|
||||
entry.id = snd_load(&entry, &gs.flags);
|
||||
entry.id = snd_load(&entry, si->flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -679,9 +675,11 @@ void parse_gamesnd_old(game_snd* gs)
|
||||
{
|
||||
int temp_min, temp_max;
|
||||
|
||||
if (stuff_int_optional(&temp_min) == 2)
|
||||
ignore_gray_space();
|
||||
if (stuff_int_optional(&temp_min, true) == 2)
|
||||
{
|
||||
if (stuff_int_optional(&temp_max) == 2)
|
||||
ignore_gray_space();
|
||||
if (stuff_int_optional(&temp_max, true) == 2)
|
||||
{
|
||||
mprintf(("Dutifully converting retail sound %s, '%s' to a 3D sound...\n", gs->name.c_str(), entry.filename));
|
||||
is_3d = 1;
|
||||
@@ -695,7 +693,8 @@ void parse_gamesnd_old(game_snd* gs)
|
||||
}
|
||||
|
||||
// check for extra values per Mantis #2408
|
||||
if (stuff_int_optional(&temp) == 2)
|
||||
ignore_gray_space();
|
||||
if (stuff_int_optional(&temp, true) == 2)
|
||||
{
|
||||
Warning(LOCATION, "Unexpected extra value %d found for sound '%s' (filename '%s')! Check the format of the sounds.tbl (or .tbm) entry.", temp, gs->name.c_str(), entry.filename);
|
||||
}
|
||||
@@ -751,14 +750,14 @@ bool required_string_no_create(const char* token, bool no_create)
|
||||
|
||||
static GameSoundCycleType parse_cycle_type() {
|
||||
if (optional_string("Sequential")) {
|
||||
return GameSoundCycleType::SequentialCycle;
|
||||
return GameSoundCycleType::Sequential;
|
||||
} else if (optional_string("Random")) {
|
||||
return GameSoundCycleType::RandomCycle;
|
||||
return GameSoundCycleType::Random;
|
||||
} else {
|
||||
error_display(0, "Failed to parse sound cycle type. Expected 'sequential' or 'random'. Got [%.32s]", next_tokens());
|
||||
// Ignore everything until the end of the line. That should hopefully skip the bad token.
|
||||
advance_to_eoln(nullptr);
|
||||
return GameSoundCycleType::SequentialCycle;
|
||||
return GameSoundCycleType::Sequential;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1349,7 +1348,7 @@ float gamesnd_get_max_duration(game_snd* gs) {
|
||||
for (auto& entry : gs->sound_entries) {
|
||||
if (!entry.id.isValid()) {
|
||||
// Lazily load unloaded sound entries when required
|
||||
entry.id = snd_load(&entry, &gs->flags);
|
||||
entry.id = snd_load(&entry, gs->flags);
|
||||
}
|
||||
|
||||
max_length = std::max(max_length, snd_get_duration(entry.id));
|
||||
@@ -1362,14 +1361,14 @@ game_snd_entry* gamesnd_choose_entry(game_snd* gs) {
|
||||
|
||||
size_t index = 0;
|
||||
switch(gs->cycle_type) {
|
||||
case GameSoundCycleType::RandomCycle:
|
||||
case GameSoundCycleType::Random:
|
||||
if (gs->sound_entries.size() == 1) {
|
||||
index = 0;
|
||||
} else {
|
||||
index = util::UniformRange<size_t>(0, gs->sound_entries.size() - 1).next();
|
||||
}
|
||||
break;
|
||||
case GameSoundCycleType::SequentialCycle:
|
||||
case GameSoundCycleType::Sequential:
|
||||
if (gs->last_entry_index == std::numeric_limits<size_t>::max()) {
|
||||
// If this is the first time we must return the first sound to keep everything consistent
|
||||
index = 0;
|
||||
|
||||
@@ -113,8 +113,6 @@ typedef struct vec2d {
|
||||
float x, y;
|
||||
} vec2d;
|
||||
|
||||
// Euler angles for a rotation: h=heading, b=bank and p=pitch; angles are around the y, z and x axes
|
||||
// respectively and are performed in that order.
|
||||
typedef struct angles {
|
||||
float p, b, h;
|
||||
} angles_t;
|
||||
@@ -130,7 +128,6 @@ typedef struct matrix {
|
||||
};
|
||||
} matrix;
|
||||
|
||||
// You might think this is also row-major. You fool! It is actually column-major.
|
||||
typedef struct matrix4 {
|
||||
union {
|
||||
struct {
|
||||
@@ -306,6 +303,8 @@ constexpr bool LoggingEnabled = false;
|
||||
const float PI2 = (PI*2.0f);
|
||||
// half values
|
||||
const float PI_2 = (PI/2.0f);
|
||||
const int RAND_MAX_2 = (RAND_MAX/2);
|
||||
const float RAND_MAX_1f = (1.0f / RAND_MAX);
|
||||
|
||||
|
||||
extern int Fred_running; // Is Fred running, or FreeSpace?
|
||||
@@ -351,6 +350,14 @@ const size_t INVALID_SIZE = static_cast<size_t>(-1);
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
|
||||
int myrand();
|
||||
|
||||
// Returns a random number between 0 and 0x7fffffff
|
||||
int rand32();
|
||||
|
||||
// Returns a random integer from low to high, inclusive
|
||||
int rand32(int low, int high);
|
||||
|
||||
|
||||
// lod checker for (modular) table parsing
|
||||
typedef struct lod_checker {
|
||||
@@ -456,6 +463,7 @@ SCP_string dump_stacktrace();
|
||||
// DEBUG compile time catch for dangerous uses of memset/memcpy/memmove
|
||||
// This is disabled for VS2013 and lower since that doesn't support the necessary features
|
||||
#if !defined(NDEBUG) && !defined(USING_THIRD_PARTY_LIBS) && (!defined(_MSC_VER) || _MSC_VER >= 1900)
|
||||
#if SCP_COMPILER_CXX_AUTO_TYPE && SCP_COMPILER_CXX_STATIC_ASSERT && HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
// feature support seems to be: gcc clang msvc
|
||||
// auto 4.4 2.9 2010
|
||||
// std::is_trivial 4.5 ? 2012 (2010 only duplicates std::is_pod)
|
||||
@@ -555,6 +563,7 @@ using std::memcpy_if_trivial_else_error;
|
||||
using std::memmove_if_trivial_else_error;
|
||||
using std::memset_if_trivial_else_error;
|
||||
|
||||
#endif // HAVE_CXX11
|
||||
#endif // NDEBUG
|
||||
|
||||
#endif // _PSTYPES_H
|
||||
#endif // PS_TYPES_H
|
||||
@@ -3,6 +3,8 @@
|
||||
#define SCP_DEFINES_H
|
||||
#pragma once
|
||||
|
||||
#include "scp_compiler_detection.h"
|
||||
|
||||
#define SCP_TOKEN_CONCAT1(x, y) x ## y
|
||||
#define SCP_TOKEN_CONCAT(x, y) SCP_TOKEN_CONCAT1(x, y)
|
||||
|
||||
|
||||
@@ -57,6 +57,7 @@ vci Viewer_chase_info; // View chase camera information
|
||||
vec3d leaning_position;
|
||||
|
||||
int Is_standalone;
|
||||
int Rand_count;
|
||||
|
||||
int Interface_last_tick = -1; // last timer tick on flip
|
||||
|
||||
@@ -108,6 +109,47 @@ float Noise[NOISE_NUM_FRAMES] = {
|
||||
0.000000f
|
||||
};
|
||||
|
||||
|
||||
int myrand()
|
||||
{
|
||||
int rval;
|
||||
rval = rand();
|
||||
Rand_count++;
|
||||
// nprintf(("Alan","RAND: %d\n", rval));
|
||||
return rval;
|
||||
}
|
||||
|
||||
// returns a random number between 0 and 0x7fffffff, or something close to it.
|
||||
int rand32()
|
||||
{
|
||||
if (RAND_MAX == 0x7fff) {
|
||||
int random32;
|
||||
// this gets two random 16 bit numbers and stuffs them into a 32 bit number
|
||||
random32 = (rand() << 16) | rand();
|
||||
//since rand() returns between 0 and 0x7fff, there needs to be a thing to randomly generate the 16th bit
|
||||
random32 |= ((rand() & 1) << 15);
|
||||
|
||||
return random32;
|
||||
}
|
||||
else {
|
||||
return rand();
|
||||
}
|
||||
}
|
||||
|
||||
int rand32(int low, int high)
|
||||
{
|
||||
int diff;
|
||||
|
||||
// get diff - don't allow negative or zero
|
||||
diff = high - low;
|
||||
if (diff < 0)
|
||||
diff = 0;
|
||||
|
||||
// To get a range of values between min and max, inclusive:
|
||||
// random value = min + random number % (max - min + 1)
|
||||
return (low + rand32() % (diff + 1));
|
||||
}
|
||||
|
||||
// Variables for the loading callback hooks
|
||||
static int cf_timestamp = -1;
|
||||
static void (*cf_callback)(int count) = NULL;
|
||||
@@ -328,6 +370,9 @@ void detail_level_set(int level)
|
||||
Assert( level < NUM_DEFAULT_DETAIL_LEVELS );
|
||||
|
||||
Detail = Detail_defaults[level];
|
||||
|
||||
// reset nebula stuff
|
||||
neb2_set_detail_level(level);
|
||||
}
|
||||
|
||||
// Returns the current detail level or -1 if custom.
|
||||
@@ -466,19 +511,3 @@ void insertion_sort(void *array_base, size_t array_size, size_t element_size, in
|
||||
// free the allocated space
|
||||
free(current);
|
||||
}
|
||||
|
||||
// Stuff that can't be included in vmallocator.h
|
||||
|
||||
std::locale SCP_default_locale("");
|
||||
|
||||
void SCP_tolower(char *str)
|
||||
{
|
||||
for (; *str != '\0'; ++str)
|
||||
*str = SCP_tolower(*str);
|
||||
}
|
||||
|
||||
void SCP_toupper(char *str)
|
||||
{
|
||||
for (; *str != '\0'; ++str)
|
||||
*str = SCP_toupper(*str);
|
||||
}
|
||||
@@ -94,6 +94,7 @@ extern int Game_mode;
|
||||
#define SINGLEPLAYER !(Game_mode & GM_MULTIPLAYER)
|
||||
|
||||
extern int Viewer_mode;
|
||||
extern int Rand_count;
|
||||
|
||||
extern int Game_restoring; // If set, this means we are restoring data from disk
|
||||
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
|
||||
#define USED_VARIABLE __attribute__((used))
|
||||
|
||||
#if __GNUC__ >= 7
|
||||
#if SCP_COMPILER_VERSION_MAJOR >= 7
|
||||
#define FALLTHROUGH [[fallthrough]]
|
||||
#else
|
||||
#define FALLTHROUGH
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
|
||||
#define USED_VARIABLE __attribute__((used))
|
||||
|
||||
#if __GNUC__ >= 7
|
||||
#if SCP_COMPILER_VERSION_MAJOR >= 7
|
||||
#define FALLTHROUGH __attribute__((fallthrough))
|
||||
#else
|
||||
#define FALLTHROUGH
|
||||
|
||||
@@ -1,166 +0,0 @@
|
||||
/*
|
||||
* z64555's Undo system, created for the FreeSpace Source Code project
|
||||
*/
|
||||
|
||||
#include "globalincs/pstypes.h"
|
||||
#include "globalincs/undosys.h"
|
||||
#include "globalincs/vmallocator.h"
|
||||
|
||||
// Pure virtual deconstructors must be defined.
|
||||
Undo_item_base::~Undo_item_base() = default;
|
||||
|
||||
Undo_system::Undo_system()
|
||||
: max_undos(10) {};
|
||||
|
||||
Undo_system::Undo_system(size_t _undos)
|
||||
: max_undos(_undos) {};
|
||||
|
||||
void Undo_system::clamp_stacks() {
|
||||
while (undo_stack.size() > max_undos) {
|
||||
// If we're past the stack limit, de-construct and remove until we're in the limit
|
||||
// If max_undos is held constant (as it should be), the loop isn't necassary.
|
||||
// But, it also isn't that much different from an if{} when assembled, so there's no harm in using it
|
||||
delete undo_stack.front();
|
||||
undo_stack.pop_front();
|
||||
}
|
||||
|
||||
// This while() shouldn't ever be triggered, but this is a safety to prevent any weird edge-cases.
|
||||
while (redo_stack.size() > max_undos) {
|
||||
delete redo_stack.front();
|
||||
undo_stack.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
void Undo_system::clear() {
|
||||
clear_redo();
|
||||
|
||||
for (auto &element : undo_stack) {
|
||||
delete element;
|
||||
}
|
||||
undo_stack.clear();
|
||||
}
|
||||
|
||||
void Undo_system::clear_redo() {
|
||||
for (auto &element : redo_stack) {
|
||||
delete element;
|
||||
}
|
||||
redo_stack.clear();
|
||||
}
|
||||
|
||||
size_t Undo_system::save_stack(Undo_stack& stack) {
|
||||
if (stack.size() == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
clear_redo();
|
||||
|
||||
// Copy the stack onto the heap, and push it into our undo_stack as a single item
|
||||
Undo_item_base *new_item = new Undo_stack(stack);
|
||||
|
||||
Assert(new_item != nullptr);
|
||||
undo_stack.push_back(new_item);
|
||||
|
||||
// Input stack is told to untrack the items, so that there's only one deletion handler for them
|
||||
stack.untrack();
|
||||
|
||||
clamp_stacks();
|
||||
|
||||
return undo_stack.size();
|
||||
}
|
||||
|
||||
std::pair<const void*, const void*> Undo_system::redo() {
|
||||
std::pair<const void*, const void*> retval;
|
||||
|
||||
if (redo_stack.empty()) {
|
||||
// Nothing to redo
|
||||
return {nullptr, nullptr};
|
||||
}
|
||||
|
||||
auto &item = redo_stack.back();
|
||||
retval = item->restore();
|
||||
undo_stack.push_back(item);
|
||||
redo_stack.pop_back();
|
||||
|
||||
return retval;
|
||||
};
|
||||
|
||||
std::pair<const void*, const void*> Undo_system::undo() {
|
||||
std::pair<const void*, const void*> retval;
|
||||
|
||||
if (undo_stack.empty()) {
|
||||
// Nothing to undo
|
||||
return {nullptr, nullptr};
|
||||
}
|
||||
|
||||
auto &item = undo_stack.back();
|
||||
retval = item->restore();
|
||||
redo_stack.push_back(item);
|
||||
undo_stack.pop_back();
|
||||
|
||||
return retval;
|
||||
};
|
||||
|
||||
bool Undo_system::empty() {
|
||||
return undo_stack.empty();
|
||||
}
|
||||
|
||||
bool Undo_system::empty_redo() {
|
||||
return redo_stack.empty();
|
||||
}
|
||||
size_t Undo_system::size() {
|
||||
return undo_stack.size();
|
||||
}
|
||||
|
||||
size_t Undo_system::size_redo() {
|
||||
return redo_stack.size();
|
||||
}
|
||||
|
||||
|
||||
Undo_stack::Undo_stack()
|
||||
: reverse(false) {
|
||||
}
|
||||
|
||||
Undo_stack::Undo_stack(size_t size)
|
||||
: reverse(false) {
|
||||
stack.reserve(size);
|
||||
}
|
||||
|
||||
Undo_stack::~Undo_stack() {
|
||||
clear();
|
||||
}
|
||||
|
||||
void Undo_stack::reserve(size_t size) {
|
||||
stack.reserve(size);
|
||||
}
|
||||
|
||||
std::pair<const void*, const void*> Undo_stack::restore() {
|
||||
std::pair<const void*, const void*> retval;
|
||||
|
||||
if (reverse) {
|
||||
for (auto it = stack.rbegin(); it != stack.rend(); ++it) {
|
||||
retval = (*it)->restore();
|
||||
}
|
||||
} else {
|
||||
for (auto &element : stack) {
|
||||
retval = element->restore();
|
||||
}
|
||||
}
|
||||
|
||||
reverse = !reverse;
|
||||
return retval;
|
||||
}
|
||||
|
||||
size_t Undo_stack::size() {
|
||||
return stack.size();
|
||||
}
|
||||
|
||||
void Undo_stack::untrack() {
|
||||
stack.clear();
|
||||
}
|
||||
|
||||
void Undo_stack::clear() {
|
||||
for (auto &element : stack) {
|
||||
delete element;
|
||||
}
|
||||
stack.clear();
|
||||
}
|
||||
@@ -1,326 +0,0 @@
|
||||
/*
|
||||
* z64555's Undo system, created for the FreeSpace Source Code project
|
||||
*/
|
||||
|
||||
#include "globalincs/pstypes.h"
|
||||
#include "globalincs/vmallocator.h"
|
||||
|
||||
#include <utility>
|
||||
|
||||
/**********************************************************
|
||||
Usage:
|
||||
First, you need an instance of the Undo_system within your module:
|
||||
{
|
||||
Undo_styem Undo_controls;
|
||||
}
|
||||
|
||||
From now on, you can save and restore items. (Just be sure to save them before you change them!)
|
||||
{
|
||||
Undo_controls.save(Control_config[z]); // 1. Save the item!!
|
||||
Control_config[z].bind(cid(CID_KEYBOARD, KEY_UP)); // 2. Make changes to the item!!
|
||||
Undo_controls.undo(); // 3. Undo's the changes you did in step 2!
|
||||
Undo_controls.redo(); // 4. Redo's the changes you did in step 2!
|
||||
}
|
||||
The undo system can save any type of data, you don't have to have an instance of a system per data type.
|
||||
!!NOTE!! C style arrays and strings should be wrapped in a std::array when saving. Simply passing the array/string's head won't save the entire array.
|
||||
{
|
||||
Undo_controls.save(std::array<int, JOY_AXIS_ACTIONS>(Axis_map_to));
|
||||
}
|
||||
|
||||
In several cases, the client code would like to know exactly what was changed. The undo system provides a mechanism for doing this:
|
||||
{
|
||||
Undo_controls.save(Control_config[z], &Control_config[0]); // Save the item, and a reference to its container. Here, we use the location of the first item in Control_config as our reference
|
||||
Undo_controls.save(Axis_map_to[z], Axis_map_to); // Saves an axis mapping, here, we use the array's head pointer as our reference (since a int[] is the same as a int*)
|
||||
|
||||
std::pair<const void*, const void*> ref = Undo_controls.undo(); // ::undo() returns a std::pair<const void*, const void*>, the first member referencing the item that changed, and the second referencing the item's container (if we provided it)
|
||||
|
||||
// Once we've stored the return value from ::undo, we can found out what the item is by comparing the second member with containers that we've been saving
|
||||
if (ref.second == &Control_config[0]) {
|
||||
cout << "I'm a button!";
|
||||
Tab = static_cast<Config_item>(ref.first).tab; // Sets the selected tab within the Controls Config menu. We do a static cast here so we can access the Config_item::tab member
|
||||
} else if (ref.second == Axis_map_to) {
|
||||
cout << "I'm an axis!";
|
||||
Tab = SHIP_TAB; // Sets the selected tab within the Controls config menu. Can't do a cast on this one, since it's a simple C array. But we already know where the axes are kept (on the ship tab)
|
||||
} else {
|
||||
cout << "I don't know what I am!!! D:"; // Usually an error condition. Depending on the client code this can be fatal or just a minor setback
|
||||
}
|
||||
}
|
||||
|
||||
Lastly, you can make stacks of undo operations, so that a single op in the system can undo/redo multiple item changes.
|
||||
{
|
||||
Undo_stack stack; // We'll want to save multiple changes as a single operation. So we have to make a stack.
|
||||
|
||||
for (int i = 0; i < JOY_AXIS_ACTIONS; ++i) {
|
||||
stack.save(Axis_map_to[i], Axis_map_to); // This example saves a C style array. Does the same thing without a wrapper, but wasteful
|
||||
|
||||
Undo_controls.save_stack(stack) // Save the stack as a single item!
|
||||
}
|
||||
|
||||
std::pair<const void*, const void*> ref = Undo_controls.undo();
|
||||
// Undo rolls through the items as they were saved, should your data operate on the same location, this will apply the changes in the correct sequence
|
||||
ref.second == Axis_map_to;
|
||||
ref.first == &Axis_map_to[0]; // ::first references the _last_ item that the undo stack changed
|
||||
|
||||
//Also, performing an undo reverses the stack. So when you do a system undo, the changes are applied in reverse
|
||||
ref = Undo_controls.redo();
|
||||
ref.second == Axis_map_to;
|
||||
ref.first == &Axis_map_to[JOY_AXIS_ACTIONS - 1]; // ::first references the _last_ item that the undo stack changed
|
||||
|
||||
***********************************************************/
|
||||
|
||||
/*!
|
||||
* @brief Base class of Undo_item. Use this when making an undo stack!
|
||||
* @sa Undo_item
|
||||
*/
|
||||
class Undo_item_base
|
||||
{
|
||||
public:
|
||||
virtual ~Undo_item_base() = 0;
|
||||
virtual std::pair<const void*, const void*> restore() = 0;
|
||||
};
|
||||
|
||||
|
||||
/*!
|
||||
* @brief Class which handles undo operations.
|
||||
* @details This class works with a single data item, to make a undo or redo stack you'd use something like a
|
||||
* std::vector or a std::deque of this class. Undo and Redo stacks would be separate. Before restoring data from
|
||||
* either, you'd save a copy of the item in the opposite stack.
|
||||
*
|
||||
* For example, if you're about to restore from the undo stack, you'd first save a copy of the current data to the
|
||||
* redo stack, then do the undo. The Undo_item in the undo stack can then be popped off the stack.
|
||||
*
|
||||
* @note If you want to save changes to an entire C-style array (such as 'int array[]'), try wrapping it in a std::array first.
|
||||
*
|
||||
* @sa Undo_item_base
|
||||
*/
|
||||
template<typename T> class Undo_item : public Undo_item_base
|
||||
{
|
||||
public:
|
||||
Undo_item()
|
||||
: dest(nullptr), data(nullptr) {};
|
||||
|
||||
Undo_item(T& _data) {
|
||||
save(_data);
|
||||
};
|
||||
|
||||
Undo_item(T& _data, T* _cont) {
|
||||
save(_data, _cont);
|
||||
};
|
||||
|
||||
~Undo_item() override {
|
||||
if (data != nullptr) {
|
||||
delete data;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Restores the saved data
|
||||
*
|
||||
* @returns A pair of const void* referencing the affected item and its container (if it was provided)
|
||||
* @details swaps the data with the destination's, effectively making an undo item into a redo item, and vice versa
|
||||
*/
|
||||
std::pair<const void*, const void*> restore() override {
|
||||
Assert((dest != nullptr) && (data != nullptr));
|
||||
|
||||
std::swap(*static_cast<T*>(dest),*static_cast<T*>(data));
|
||||
|
||||
return std::pair<const void*, const void*>(dest, container);
|
||||
};
|
||||
|
||||
/*!
|
||||
* @brief Saves data and its destination as an undo item
|
||||
*
|
||||
* @param[in] _data The data to save
|
||||
* @param[in] _cont The container this data is originally found in
|
||||
* @details The explicit definition is here to ensure type safety
|
||||
*/
|
||||
void save(T& _data, T* _cont = nullptr) {
|
||||
|
||||
dest = &_data;
|
||||
data = new T(_data);
|
||||
container = _cont;
|
||||
};
|
||||
|
||||
private:
|
||||
T* dest; //!< Destination of the data
|
||||
T* data; //!< Reference to a copy of data on the heap
|
||||
T* container; //!< Optional reference to this item's container
|
||||
};
|
||||
|
||||
|
||||
/*!
|
||||
* @brief Class which handles multiple undo operations as a single op within the Undo_system
|
||||
* @note Caution: Upon deconstruction the tracked Undo_items are deleted.
|
||||
*/
|
||||
class Undo_stack : public Undo_item_base
|
||||
{
|
||||
public:
|
||||
Undo_stack();
|
||||
|
||||
Undo_stack(size_t size);
|
||||
|
||||
~Undo_stack() override;
|
||||
|
||||
/*!
|
||||
* @brief Restores all items within the undo stack
|
||||
*
|
||||
* @details Maintains an internal flag which will reverse direction on the next call, thereby re-doing
|
||||
*
|
||||
* @returns A pair of references to the last item restored
|
||||
*/
|
||||
std::pair<const void*, const void*> restore() override;
|
||||
|
||||
/*!
|
||||
* @brief Saves the item onto the undo stack
|
||||
*
|
||||
* @param[in] item The item to save
|
||||
* @param[in] container (Optional) The container wherein this item is located
|
||||
* @note Call this _before_ you do your operation on the item
|
||||
*/
|
||||
template<typename T>
|
||||
size_t save(T& item, T* container = nullptr) {
|
||||
// Create a new instance of Undo_tem, with the correct type reference
|
||||
Undo_item_base *new_item = new Undo_item<T>(item, container);
|
||||
|
||||
stack.push_back(new_item);
|
||||
|
||||
return stack.size();
|
||||
};
|
||||
|
||||
/*!
|
||||
* @brief Calls ::reserve() on the internal vector
|
||||
*/
|
||||
void reserve(size_t size);
|
||||
|
||||
/*!
|
||||
* @brief Returns the size of the stack
|
||||
*/
|
||||
size_t size();
|
||||
|
||||
/*!
|
||||
* @brief Deletes all tracked items in the internal vector
|
||||
*/
|
||||
void clear();
|
||||
|
||||
protected:
|
||||
friend class Undo_system;
|
||||
|
||||
/*!
|
||||
* @brief Calls ::clear() on the internal vector
|
||||
* @note Caution: This does not delete the tracked Undo_items
|
||||
*/
|
||||
void untrack();
|
||||
|
||||
private:
|
||||
bool reverse; // Direction to walk the stack. forward = false, reverse = True
|
||||
|
||||
std::vector<Undo_item_base*> stack;
|
||||
};
|
||||
|
||||
/*!
|
||||
* @brief Generic Undo/Redo system. Save whatever, restore whatever!
|
||||
*
|
||||
* @details Currently uses a pair of deques. Would ideally use a ring container so that the actual Undo_item instances don't go anywhere.
|
||||
*/
|
||||
class Undo_system
|
||||
{
|
||||
public:
|
||||
Undo_system();
|
||||
|
||||
Undo_system(size_t _undos);
|
||||
|
||||
/*!
|
||||
* @brief Deletes all undo and redo data
|
||||
*/
|
||||
void clear();
|
||||
|
||||
/*!
|
||||
* @brief Saves the item onto the undo stack
|
||||
*
|
||||
* @param[in] item The item to save
|
||||
* @param[in] container (Optional) The container wherein this item is located
|
||||
* @note Call this _before_ you do your operation on the item
|
||||
*/
|
||||
template<typename T>
|
||||
size_t save(T& item, T* container = nullptr) {
|
||||
// De-construct all intances of Undo_item on the redo stack, then clear the stack
|
||||
clear_redo();
|
||||
|
||||
// Create a new instance of Undo_tem, with the correct type reference
|
||||
Undo_item_base *new_item = new Undo_item<T>(item, container);
|
||||
|
||||
undo_stack.push_back(new_item);
|
||||
|
||||
clamp_stacks();
|
||||
|
||||
return undo_stack.size();
|
||||
};
|
||||
|
||||
/*!
|
||||
* @brief Saves a stack of undo-items as a single undo-item within the system
|
||||
*
|
||||
* @param[in,out] stack The undo stack to save to the undo system. Data in the stack is "unspecified" after this operation
|
||||
*
|
||||
* @details The undo system effectively moves the stack into its internal containers, claiming ownership of the
|
||||
* Undo_items and deleting them upon going out of scope. The input stack is told to untrack the Undo_items in
|
||||
* the process, so that there is only ever one reference to the Undo_item like a std::unique_ptr
|
||||
*/
|
||||
size_t save_stack(Undo_stack& stack);
|
||||
|
||||
/*!
|
||||
* @brief Undo's the last changed item and save the changes into the Redo stack
|
||||
*
|
||||
* @returns A pair of const void* which reference the affected item, and its container (if it was provided)
|
||||
*/
|
||||
std::pair<const void*, const void*> undo();
|
||||
|
||||
/*!
|
||||
* @brief Redo's the last changed item and save the changes into the undo
|
||||
*
|
||||
* @returns A pair of const void* which reference the affected item, and its container (if it was provided)
|
||||
*/
|
||||
std::pair<const void*, const void*> redo();
|
||||
|
||||
/*!
|
||||
* @brief Returns the size of the undo stack
|
||||
*/
|
||||
size_t size();
|
||||
|
||||
/*!
|
||||
* @brief Returns the size of the redo stack
|
||||
*/
|
||||
size_t size_redo();
|
||||
|
||||
/*!
|
||||
* @brief True if undo stack size = 0
|
||||
*/
|
||||
bool empty();
|
||||
|
||||
/*!
|
||||
* @brief True if redo stack size = 0
|
||||
*/
|
||||
bool empty_redo();
|
||||
|
||||
protected:
|
||||
/*!
|
||||
* @brief Deletes all redo data
|
||||
*/
|
||||
void clear_redo();
|
||||
|
||||
/*!
|
||||
* @brief Clamp the stack sizes to be <= max_undos, deleting data as needed
|
||||
*/
|
||||
void clamp_stacks();
|
||||
|
||||
private:
|
||||
size_t max_undos; //!< Max number of Undo's available
|
||||
|
||||
/*!
|
||||
* @brief The undo and redo stacks. These are containers of pointers, because we can't simply store the base class.
|
||||
* If we did, then the data of the Undo_item instances would be sliced out.
|
||||
* @{
|
||||
*/
|
||||
SCP_deque<Undo_item_base*> undo_stack;
|
||||
SCP_deque<Undo_item_base*> redo_stack;
|
||||
//! @}
|
||||
};
|
||||
@@ -1,10 +1,10 @@
|
||||
#ifndef _VMALLOCATOR_H_INCLUDED_
|
||||
#define _VMALLOCATOR_H_INCLUDED_
|
||||
|
||||
/* SCP_vm_allocator - maintained by portej05 (i.e. please don't patch this one yourself!) */
|
||||
|
||||
#include <deque>
|
||||
#include <iterator>
|
||||
#include <list>
|
||||
#include <locale>
|
||||
#include <map>
|
||||
#include <queue>
|
||||
#include <sstream>
|
||||
@@ -25,31 +25,10 @@ bool SCP_vector_contains(SCP_vector<T>& vector, T item) {
|
||||
template< typename T >
|
||||
using SCP_list = std::list< T, std::allocator< T > >;
|
||||
|
||||
|
||||
extern std::locale SCP_default_locale;
|
||||
|
||||
template< class charT >
|
||||
charT SCP_toupper(charT ch) { return std::toupper(ch, SCP_default_locale); }
|
||||
|
||||
template< class charT >
|
||||
charT SCP_tolower(charT ch) { return std::tolower(ch, SCP_default_locale); }
|
||||
|
||||
typedef std::basic_string<char, std::char_traits<char>, std::allocator<char> > SCP_string;
|
||||
|
||||
typedef std::basic_stringstream<char, std::char_traits<char>, std::allocator<char> > SCP_stringstream;
|
||||
|
||||
inline void SCP_tolower(SCP_string &str) {
|
||||
std::transform(str.begin(), str.end(), str.begin(), [](char c) { return SCP_tolower(c); });
|
||||
}
|
||||
|
||||
inline void SCP_toupper(SCP_string &str) {
|
||||
std::transform(str.begin(), str.end(), str.begin(), [](char c) { return SCP_toupper(c); });
|
||||
}
|
||||
|
||||
extern void SCP_tolower(char *str);
|
||||
extern void SCP_toupper(char *str);
|
||||
|
||||
|
||||
template< typename T, typename U >
|
||||
using SCP_map = std::map<T, U, std::less<T>, std::allocator<std::pair<const T, U> > >;
|
||||
|
||||
@@ -96,59 +75,6 @@ template <typename T>
|
||||
using SCP_hash = std::hash<T>;
|
||||
#endif
|
||||
|
||||
struct SCP_string_lcase_hash {
|
||||
size_t operator()(const SCP_string& elem) const {
|
||||
SCP_string lcase_copy;
|
||||
std::transform(elem.begin(), elem.end(), std::back_inserter(lcase_copy),
|
||||
[](char c) {
|
||||
return SCP_tolower(c);
|
||||
});
|
||||
return SCP_hash<SCP_string>()(lcase_copy);
|
||||
}
|
||||
};
|
||||
|
||||
struct SCP_string_lcase_equal_to {
|
||||
bool operator()(const SCP_string& _Left, const SCP_string& _Right) const {
|
||||
if (_Left.size() != _Right.size()) {
|
||||
return false;
|
||||
}
|
||||
auto l_it = _Left.cbegin();
|
||||
auto r_it = _Right.cbegin();
|
||||
while (l_it != _Left.cend()) {
|
||||
if (SCP_tolower(*l_it) != SCP_tolower(*r_it)) {
|
||||
return false;
|
||||
}
|
||||
++l_it;
|
||||
++r_it;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
struct SCP_string_lcase_less_than {
|
||||
bool operator()(const SCP_string& _Left, const SCP_string& _Right) const {
|
||||
auto l_it = _Left.cbegin();
|
||||
auto r_it = _Right.cbegin();
|
||||
while (true) {
|
||||
if (l_it == _Left.cend()) {
|
||||
return (r_it != _Right.cend());
|
||||
} else if (r_it == _Right.cend()) {
|
||||
return false;
|
||||
}
|
||||
auto lch = SCP_tolower(*l_it);
|
||||
auto rch = SCP_tolower(*r_it);
|
||||
if (lch < rch) {
|
||||
return true;
|
||||
} else if (lch > rch) {
|
||||
return false;
|
||||
}
|
||||
++l_it;
|
||||
++r_it;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template <typename Key, typename T, typename Hash = SCP_hash<Key>, typename KeyEqual = std::equal_to<Key>>
|
||||
using SCP_unordered_map = std::unordered_map<Key, T, Hash, KeyEqual, std::allocator<std::pair<const Key, T>>>;
|
||||
|
||||
|
||||
@@ -41,7 +41,6 @@
|
||||
#include "scripting/scripting.h"
|
||||
#include "tracing/tracing.h"
|
||||
#include "utils/boost/hash_combine.h"
|
||||
#include "gamesequence/gamesequence.h"
|
||||
|
||||
#ifdef WITH_OPENGL
|
||||
#include "graphics/opengl/gropengl.h"
|
||||
@@ -2548,8 +2547,7 @@ void gr_flip(bool execute_scripting)
|
||||
executor::OnFrameExecutor->process();
|
||||
|
||||
// m!m avoid running CHA_ONFRAME when the "Quit mission" popup is shown. See mantis 2446 for reference
|
||||
// Cyborg - A similar bug will occur when a mission is restarted so check for that, too.
|
||||
if (execute_scripting && !popup_active() && !((gameseq_get_state() == GS_STATE_GAME_PLAY) && !(Game_mode & GM_IN_MISSION))) {
|
||||
if (execute_scripting && !popup_active()) {
|
||||
TRACE_SCOPE(tracing::LuaOnFrame);
|
||||
|
||||
// WMC - Do conditional hooks. Yippee!
|
||||
|
||||
+1
-1
@@ -808,7 +808,7 @@ typedef struct screen {
|
||||
std::function<void(int bitmap_handle, int bpp, const ubyte* data, int width, int height)> gf_update_texture;
|
||||
std::function<void(void* data_out, int bitmap_num)> gf_get_bitmap_from_texture;
|
||||
|
||||
std::function<void(matrix4* shadow_view_matrix, const matrix* light_matrix, vec3d* eye_pos)> gf_shadow_map_start;
|
||||
std::function<void(matrix4* shadow_view_matrix, const matrix* light_matrix)> gf_shadow_map_start;
|
||||
std::function<void()> gf_shadow_map_end;
|
||||
|
||||
std::function<void()> gf_start_decal_pass;
|
||||
|
||||
@@ -630,7 +630,7 @@ void generic_anim_render_variable_frame_delay(generic_anim* ga, float frametime,
|
||||
else {
|
||||
// playing forwards
|
||||
ga->anim_time += frametime;
|
||||
if(ga->anim_time >= ga->total_time && ga->png.anim->current_frame >= ga->png.anim->nframes) {
|
||||
if(ga->anim_time >= ga->total_time && ga->png.anim->current_frame >= ga->png.anim->nframes-1) {
|
||||
if(ga->direction & GENERIC_ANIM_DIRECTION_NOLOOP) {
|
||||
ga->anim_time = ga->total_time; // stop on last frame when playing
|
||||
}
|
||||
@@ -660,7 +660,7 @@ void generic_anim_render_variable_frame_delay(generic_anim* ga, float frametime,
|
||||
}
|
||||
else {
|
||||
if (ga->anim_time >= ga->png.previous_frame_time + ga->png.anim->frame.delay &&
|
||||
ga->png.anim->current_frame < ga->png.anim->nframes) {
|
||||
ga->png.anim->current_frame < ga->png.anim->nframes-1) {
|
||||
ga->png.previous_frame_time += ga->png.anim->frame.delay;
|
||||
ga->current_frame++;
|
||||
}
|
||||
@@ -725,17 +725,3 @@ void generic_anim_render(generic_anim *ga, float frametime, int x, int y, bool m
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief reset an animation back to the start
|
||||
*
|
||||
* @param [in] *ga animation data
|
||||
*/
|
||||
void generic_anim_reset(generic_anim *ga) {
|
||||
ga->anim_time = 0.0f;
|
||||
ga->current_frame = 0;
|
||||
if (ga->type == BM_TYPE_PNG) {
|
||||
ga->png.previous_frame_time = 0.0f;
|
||||
ga->png.anim->goto_start();
|
||||
}
|
||||
}
|
||||
@@ -89,5 +89,5 @@ int generic_anim_stream(generic_anim *ga, const bool cache = true);
|
||||
int generic_bitmap_load(generic_bitmap *gb);
|
||||
void generic_anim_unload(generic_anim *ga);
|
||||
void generic_anim_render(generic_anim *ga, float frametime, int x, int y, bool menu = false, const generic_extras *ge = nullptr);
|
||||
void generic_anim_reset(generic_anim *ga);
|
||||
|
||||
#endif
|
||||
@@ -285,7 +285,7 @@ int gr_stub_maybe_create_shader(shader_type /*shader_t*/, unsigned int /*flags
|
||||
return -1;
|
||||
}
|
||||
|
||||
void gr_stub_shadow_map_start(matrix4 * /*shadow_view_matrix*/, const matrix* /*light_matrix*/, vec3d* /*eye_pos*/)
|
||||
void gr_stub_shadow_map_start(matrix4 * /*shadow_view_matrix*/, const matrix* /*light_matrix*/)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -55,8 +55,8 @@ class ShaderProgram {
|
||||
|
||||
ShaderUniforms Uniforms;
|
||||
|
||||
ShaderProgram(const ShaderProgram&) = delete;
|
||||
ShaderProgram& operator=(const ShaderProgram&) = delete;
|
||||
ShaderProgram(const ShaderProgram&) SCP_DELETED_FUNCTION;
|
||||
ShaderProgram& operator=(const ShaderProgram&) SCP_DELETED_FUNCTION;
|
||||
|
||||
ShaderProgram(ShaderProgram&& other) noexcept;
|
||||
ShaderProgram& operator=(ShaderProgram&& other) noexcept;
|
||||
|
||||
@@ -130,7 +130,13 @@ void gr_opengl_deferred_lighting_finish()
|
||||
using namespace graphics;
|
||||
|
||||
// We need to precompute how many elements we are going to need
|
||||
size_t num_data_elements = Lights.size();
|
||||
size_t num_data_elements = 0;
|
||||
for (auto& l : Lights) {
|
||||
++num_data_elements;
|
||||
if (l.type == Light_Type::Tube) {
|
||||
++num_data_elements;
|
||||
}
|
||||
}
|
||||
|
||||
// Get a uniform buffer for our data
|
||||
auto buffer = gr_get_uniform_buffer(uniform_block_type::Lights, num_data_elements);
|
||||
@@ -223,16 +229,26 @@ void gr_opengl_deferred_lighting_finish()
|
||||
vec3d a;
|
||||
vm_vec_sub(&a, &l.vec, &l.vec2);
|
||||
auto length = vm_vec_mag(&a);
|
||||
//Tube light volumes must be extended past the length of their requested light vector
|
||||
//to allow smooth fall-off from all angles. Since the light volume starts at the mesh
|
||||
//origin we must extend it here. Later the position will be adjusted as well.
|
||||
length += light_data->lightRadius * 2.0f;
|
||||
|
||||
light_data->scale.xyz.x = l.radb * 1.53f;
|
||||
light_data->scale.xyz.y = l.radb * 1.53f;
|
||||
light_data->scale.xyz.z = length;
|
||||
|
||||
vm_vec_scale(&light_data->specLightColor, static_tube_factor);
|
||||
|
||||
// Tube lights consist of two different types of lights with almost the same properties
|
||||
light_data = uniformAligner.addTypedElement<deferred_light_data>();
|
||||
light_data->diffuseLightColor = diffuse;
|
||||
light_data->specLightColor = spec;
|
||||
|
||||
vm_vec_scale(&light_data->specLightColor, static_tube_factor);
|
||||
|
||||
light_data->lightRadius = l.radb * 1.5f;
|
||||
light_data->lightType = LT_POINT;
|
||||
|
||||
light_data->scale.xyz.x = l.radb * 1.53f;
|
||||
light_data->scale.xyz.y = l.radb * 1.53f;
|
||||
light_data->scale.xyz.z = l.radb * 1.53f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -268,17 +284,20 @@ void gr_opengl_deferred_lighting_finish()
|
||||
gr_bind_uniform_buffer(uniform_block_type::Lights, buffer.getAlignerElementOffset(element_index),
|
||||
sizeof(graphics::deferred_light_data), buffer.bufferHandle());
|
||||
|
||||
vec3d dir, newPos;
|
||||
vec3d a;
|
||||
matrix orient;
|
||||
vm_vec_sub(&dir, &l.vec, &l.vec2);
|
||||
vm_vector_2_matrix(&orient, &dir, nullptr, nullptr);
|
||||
//Tube light volumes must be extended past the length of their requested light vector
|
||||
//to allow smooth fall-off from all angles. Since the light volume starts at the mesh
|
||||
//origin we must extend it, which has been done above, and then move it backwards one radius.
|
||||
vm_vec_normalize(&dir);
|
||||
//1.5 multiplier matches scaling used earlier to scale light radius for all tubes
|
||||
vm_vec_scale_sub(&newPos, &l.vec2, &dir, l.radb * 1.5f);
|
||||
gr_opengl_draw_deferred_light_cylinder(&newPos, &orient);
|
||||
vm_vec_sub(&a, &l.vec, &l.vec2);
|
||||
vm_vector_2_matrix(&orient, &a, NULL, NULL);
|
||||
|
||||
gr_opengl_draw_deferred_light_cylinder(&l.vec2, &orient);
|
||||
++element_index;
|
||||
|
||||
// The next two draws use the same uniform block element
|
||||
gr_bind_uniform_buffer(uniform_block_type::Lights, buffer.getAlignerElementOffset(element_index),
|
||||
sizeof(graphics::deferred_light_data), buffer.bufferHandle());
|
||||
|
||||
gr_opengl_draw_deferred_light_sphere(&l.vec);
|
||||
gr_opengl_draw_deferred_light_sphere(&l.vec2);
|
||||
++element_index;
|
||||
break;
|
||||
default:
|
||||
@@ -301,8 +320,8 @@ void gr_opengl_deferred_lighting_finish()
|
||||
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_emissive_texture);
|
||||
GL_state.Texture.Enable(1, GL_TEXTURE_2D, Scene_depth_texture);
|
||||
|
||||
float fog_near, fog_far, fog_density;
|
||||
neb2_get_adjusted_fog_values(&fog_near, &fog_far, &fog_density);
|
||||
float fog_near, fog_far;
|
||||
neb2_get_adjusted_fog_values(&fog_near, &fog_far, nullptr);
|
||||
unsigned char r, g, b;
|
||||
neb2_get_fog_color(&r, &g, &b);
|
||||
|
||||
@@ -311,7 +330,7 @@ void gr_opengl_deferred_lighting_finish()
|
||||
|
||||
opengl_set_generic_uniform_data<graphics::generic_data::fog_data>([&](graphics::generic_data::fog_data* data) {
|
||||
data->fog_start = fog_near;
|
||||
data->fog_density = fog_density;
|
||||
data->fog_scale = 1.0f / (fog_far - fog_near);
|
||||
data->fog_color.xyz.x = r / 255.f;
|
||||
data->fog_color.xyz.y = g / 255.f;
|
||||
data->fog_color.xyz.z = b / 255.f;
|
||||
|
||||
@@ -706,8 +706,8 @@ void gr_opengl_update_distortion()
|
||||
|
||||
for(int i = 0; i < 33; i++)
|
||||
{
|
||||
distortion_verts[i].r = (ubyte)Random::next(256);
|
||||
distortion_verts[i].g = (ubyte)Random::next(256);
|
||||
distortion_verts[i].r = (ubyte)rand() % 256;
|
||||
distortion_verts[i].g = (ubyte)rand() % 256;
|
||||
distortion_verts[i].b = 255;
|
||||
distortion_verts[i].a = 255;
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ void gr_opengl_update_distortion();
|
||||
|
||||
void gr_opengl_sphere(material *material_def, float rad);
|
||||
|
||||
void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light_orient, vec3d* eye_pos);
|
||||
void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light_orient);
|
||||
void gr_opengl_shadow_map_end();
|
||||
|
||||
void gr_opengl_render_shield_impact(shield_material* material_info,
|
||||
|
||||
@@ -170,7 +170,7 @@ void opengl_post_pass_bloom()
|
||||
opengl_set_generic_uniform_data<graphics::generic_data::bloom_composition_data>(
|
||||
[](graphics::generic_data::bloom_composition_data* data) {
|
||||
data->levels = MAX_MIP_BLUR_LEVELS;
|
||||
data->bloom_intensity = gr_bloom_intensity() / 100.0f;
|
||||
data->bloom_intensity = Cmdline_bloom_intensity / 100.0f;
|
||||
});
|
||||
|
||||
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Bloom_textures[0]);
|
||||
@@ -442,9 +442,9 @@ void opengl_post_lightshafts()
|
||||
float dot;
|
||||
if ( (dot = vm_vec_dot(&light_dir, &Eye_matrix.vec.fvec)) > 0.7f ) {
|
||||
|
||||
x = asinf_safe(vm_vec_dot(&light_dir, &Eye_matrix.vec.rvec)) / PI * 1.5f +
|
||||
x = asinf(vm_vec_dot(&light_dir, &Eye_matrix.vec.rvec)) / PI * 1.5f +
|
||||
0.5f; // cant get the coordinates right but this works for the limited glare fov
|
||||
y = asinf_safe(vm_vec_dot(&light_dir, &Eye_matrix.vec.uvec)) / PI * 1.5f * gr_screen.clip_aspect + 0.5f;
|
||||
y = asinf(vm_vec_dot(&light_dir, &Eye_matrix.vec.uvec)) / PI * 1.5f * gr_screen.clip_aspect + 0.5f;
|
||||
|
||||
opengl_set_generic_uniform_data<graphics::generic_data::lightshaft_data>(
|
||||
[&](graphics::generic_data::lightshaft_data* data) {
|
||||
@@ -871,7 +871,7 @@ bool opengl_post_init_shaders()
|
||||
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLUR, SDR_FLAG_BLUR_VERTICAL) < 0 ||
|
||||
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLOOM_COMP, 0) < 0) {
|
||||
// disable bloom if we don't have those shaders available
|
||||
graphics::Post_processing_manager->setBloomShadersOk(false);
|
||||
Cmdline_bloom_intensity = 0;
|
||||
}
|
||||
|
||||
if (gr_is_fxaa_mode(Gr_aa_mode))
|
||||
|
||||
@@ -679,7 +679,7 @@ bool Glowpoint_override_save;
|
||||
|
||||
extern bool gr_htl_projection_matrix_set;
|
||||
|
||||
void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light_orient, vec3d* eye_pos)
|
||||
void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light_orient)
|
||||
{
|
||||
if (Shadow_quality == ShadowQuality::Disabled)
|
||||
return;
|
||||
@@ -701,8 +701,7 @@ void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light
|
||||
Glowpoint_override = true;
|
||||
|
||||
gr_htl_projection_matrix_set = true;
|
||||
|
||||
gr_set_view_matrix(eye_pos, light_orient);
|
||||
gr_set_view_matrix(&Eye_position, light_orient);
|
||||
|
||||
*shadow_view_matrix = gr_view_matrix;
|
||||
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
#include "post_processing.h"
|
||||
|
||||
#include "graphics/grinternal.h"
|
||||
#include "options/Option.h"
|
||||
#include "parse/parselo.h"
|
||||
#include "ship/ship.h"
|
||||
|
||||
@@ -35,31 +34,6 @@ PostEffectUniformType mapUniformNameToType(const SCP_string& uniform_name)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// used by In-Game Options menu
|
||||
bool Post_processing_enable_lightshafts = true;
|
||||
|
||||
auto LightshaftsOption =
|
||||
options::OptionBuilder<bool>("Graphics.Lightshafts", "Lightshafts", "Enable lightshafts (requires post-processing)")
|
||||
.category("Graphics")
|
||||
.default_val(true)
|
||||
.level(options::ExpertLevel::Advanced)
|
||||
.bind_to(&Post_processing_enable_lightshafts)
|
||||
.importance(60)
|
||||
.finish();
|
||||
|
||||
int Post_processing_bloom_intensity = 25; // using default value of Cmdline_bloom_intensity
|
||||
|
||||
auto BloomIntensityOption = options::OptionBuilder<int>("Graphics.BloomIntensity",
|
||||
"Bloom intensity",
|
||||
"Set bloom intensity (requires post-processing)")
|
||||
.category("Graphics")
|
||||
.range(0, 200)
|
||||
.level(options::ExpertLevel::Advanced)
|
||||
.default_val(25)
|
||||
.bind_to(&Post_processing_bloom_intensity)
|
||||
.importance(55)
|
||||
.finish();
|
||||
} // namespace
|
||||
|
||||
bool PostProcessingManager::parse_table()
|
||||
@@ -195,49 +169,9 @@ SCP_vector<graphics::post_effect_t>& PostProcessingManager::getPostEffects() { r
|
||||
const lightshaft_parameters& PostProcessingManager::getLightshaftParams() const { return m_lightshaftParams; }
|
||||
lightshaft_parameters& PostProcessingManager::getLightshaftParams() { return m_lightshaftParams; }
|
||||
|
||||
bool PostProcessingManager::bloomShadersOk() const
|
||||
{
|
||||
return m_bloomShadersOk;
|
||||
}
|
||||
|
||||
void PostProcessingManager::setBloomShadersOk(bool ok)
|
||||
{
|
||||
m_bloomShadersOk = ok;
|
||||
}
|
||||
} // namespace graphics
|
||||
|
||||
bool gr_lightshafts_enabled()
|
||||
{
|
||||
|
||||
if (!graphics::Post_processing_manager->getLightshaftParams().on) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Using_in_game_options) {
|
||||
return graphics::Post_processing_enable_lightshafts;
|
||||
} else {
|
||||
return !Cmdline_force_lightshaft_off;
|
||||
}
|
||||
}
|
||||
|
||||
int gr_bloom_intensity()
|
||||
{
|
||||
if (graphics::Post_processing_manager == nullptr || !graphics::Post_processing_manager->bloomShadersOk()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (Using_in_game_options) {
|
||||
return graphics::Post_processing_bloom_intensity;
|
||||
} else {
|
||||
return Cmdline_bloom_intensity;
|
||||
}
|
||||
}
|
||||
|
||||
void gr_set_bloom_intensity(int intensity)
|
||||
{
|
||||
if (Using_in_game_options) {
|
||||
graphics::Post_processing_bloom_intensity = intensity;
|
||||
} else {
|
||||
Cmdline_bloom_intensity = intensity;
|
||||
}
|
||||
return graphics::Post_processing_manager->getLightshaftParams().on && !Cmdline_force_lightshaft_off;
|
||||
}
|
||||
@@ -35,7 +35,7 @@ struct post_effect_t {
|
||||
};
|
||||
|
||||
struct lightshaft_parameters {
|
||||
bool on = true; // enabled by default
|
||||
bool on = false;
|
||||
float density = 0.5f;
|
||||
float weight = 0.02f;
|
||||
float falloff = 1.0f;
|
||||
@@ -56,19 +56,12 @@ class PostProcessingManager {
|
||||
const lightshaft_parameters& getLightshaftParams() const;
|
||||
lightshaft_parameters& getLightshaftParams();
|
||||
|
||||
bool bloomShadersOk() const;
|
||||
void setBloomShadersOk(bool ok);
|
||||
|
||||
private:
|
||||
SCP_vector<post_effect_t> m_postEffects;
|
||||
|
||||
lightshaft_parameters m_lightshaftParams;
|
||||
bool m_bloomShadersOk = true;
|
||||
};
|
||||
|
||||
} // namespace graphics
|
||||
|
||||
bool gr_lightshafts_enabled();
|
||||
int gr_bloom_intensity();
|
||||
// used by lab
|
||||
void gr_set_bloom_intensity(int intensity);
|
||||
@@ -14,7 +14,6 @@
|
||||
#include "graphics/matrix.h"
|
||||
#include "lighting/lighting.h"
|
||||
#include "math/vecmat.h"
|
||||
#include "mod_table/mod_table.h"
|
||||
#include "model/model.h"
|
||||
#include "model/modelrender.h"
|
||||
#include "options/Option.h"
|
||||
@@ -406,7 +405,7 @@ matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float
|
||||
Shadow_proj_matrix[2] = Shadow_frustums[2].proj_matrix;
|
||||
Shadow_proj_matrix[3] = Shadow_frustums[3].proj_matrix;
|
||||
|
||||
gr_shadow_map_start(&Shadow_view_matrix, &light_matrix, eye_pos);
|
||||
gr_shadow_map_start(&Shadow_view_matrix, &light_matrix);
|
||||
|
||||
return light_matrix;
|
||||
}
|
||||
@@ -434,9 +433,9 @@ void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos)
|
||||
gr_end_proj_matrix();
|
||||
gr_end_view_matrix();
|
||||
|
||||
// the default cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding.
|
||||
// these cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding.
|
||||
// maybe we could use a more programmatic algorithim?
|
||||
matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, std::get<0>(Shadow_distances), std::get<1>(Shadow_distances), std::get<2>(Shadow_distances), std::get<3>(Shadow_distances));
|
||||
matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, 200.0f, 600.0f, 2500.0f, 8000.0f);
|
||||
|
||||
model_draw_list scene;
|
||||
object *objp = Objects;
|
||||
|
||||
@@ -120,14 +120,14 @@ namespace font
|
||||
CFILE* fp = cfopen(typeface.c_str(), "rb", CFILE_NORMAL, CF_TYPE_ANY, localize);
|
||||
if (fp == NULL)
|
||||
{
|
||||
mprintf(("Unable to find font file \"%s\"\n", typeface.c_str()));
|
||||
mprintf(("Unable to find font file \"%s\".", typeface.c_str()));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
std::unique_ptr<font> fnt(new font());
|
||||
if (!fnt)
|
||||
{
|
||||
mprintf(("Unable to allocate memory for \"%s\"\n", typeface.c_str()));
|
||||
mprintf(("Unable to allocate memory for \"%s\"", typeface.c_str()));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -283,7 +283,7 @@ namespace font
|
||||
|
||||
if (fontFile == NULL)
|
||||
{
|
||||
mprintf(("Couldn't open font file \"%s\"\n", fileName.c_str()));
|
||||
mprintf(("Couldn't open font file \"%s\"", fileName.c_str()));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -293,14 +293,14 @@ namespace font
|
||||
|
||||
if (!fontData)
|
||||
{
|
||||
mprintf(("Couldn't allocate " SIZE_T_ARG " bytes for reading font file \"%s\"!\n", size, fileName.c_str()));
|
||||
mprintf(("Couldn't allocate " SIZE_T_ARG " bytes for reading font file \"%s\"!", size, fileName.c_str()));
|
||||
cfclose(fontFile);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (!cfread(fontData.get(), (int)size, 1, fontFile))
|
||||
{
|
||||
mprintf(("Error while reading font data from \"%s\"\n", fileName.c_str()));
|
||||
mprintf(("Error while reading font data from \"%s\"", fileName.c_str()));
|
||||
cfclose(fontFile);
|
||||
return NULL;
|
||||
}
|
||||
@@ -323,7 +323,7 @@ namespace font
|
||||
|
||||
if (handle < 0)
|
||||
{
|
||||
mprintf(("Couldn't couldn't create font for file \"%s\"\n", fileName.c_str()));
|
||||
mprintf(("Couldn't couldn't create font for file \"%s\"", fileName.c_str()));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
@@ -33,8 +33,10 @@ namespace font {
|
||||
return *this;
|
||||
}
|
||||
|
||||
TrueTypeFontData(const TrueTypeFontData &) = delete;
|
||||
TrueTypeFontData &operator=(const TrueTypeFontData &) = delete;
|
||||
private:
|
||||
TrueTypeFontData(const TrueTypeFontData &) SCP_DELETED_FUNCTION;
|
||||
|
||||
TrueTypeFontData &operator=(const TrueTypeFontData &) SCP_DELETED_FUNCTION;
|
||||
};
|
||||
|
||||
// Forward declarations
|
||||
|
||||
@@ -40,7 +40,9 @@ class UniformAligner {
|
||||
{
|
||||
Assertion(sizeof(T) == _dataSize,
|
||||
"Sizes of template parameter and runtime size do not match! This probably uses the wrong type.");
|
||||
#if HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
static_assert(std::is_trivially_copyable<T>::value, "Element type must be trivially copyable!");
|
||||
#endif
|
||||
|
||||
return reinterpret_cast<T*>(addElement());
|
||||
}
|
||||
@@ -48,7 +50,9 @@ class UniformAligner {
|
||||
template<typename THeader>
|
||||
THeader* getHeader() {
|
||||
Assertion(sizeof(THeader) == _headerSize, "Header size does not match requested header type!");
|
||||
#if HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
static_assert(std::is_trivially_copyable<THeader>::value, "Header type must be trivially copyable!");
|
||||
#endif
|
||||
|
||||
return reinterpret_cast<THeader*>(_buffer);
|
||||
}
|
||||
@@ -59,7 +63,9 @@ class UniformAligner {
|
||||
T* getTypedElement(size_t index) {
|
||||
Assertion(sizeof(T) == _dataSize,
|
||||
"Sizes of template parameter and runtime size do not match! This probably uses the wrong type.");
|
||||
#if HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
static_assert(std::is_trivially_copyable<T>::value, "Element type must be trivially copyable!");
|
||||
#endif
|
||||
|
||||
return reinterpret_cast<T*>(getElement(index));
|
||||
}
|
||||
@@ -76,7 +82,9 @@ class UniformAligner {
|
||||
T* nextTypedElement(T* currentEl) {
|
||||
Assertion(sizeof(T) == _dataSize,
|
||||
"Sizes of template parameter and runtime size do not match! This probably uses the wrong type.");
|
||||
#if HAVE_STD_IS_TRIVIALLY_COPYABLE
|
||||
static_assert(std::is_trivially_copyable<T>::value, "Element type must be trivially copyable!");
|
||||
#endif
|
||||
|
||||
return reinterpret_cast<T*>(nextElement(reinterpret_cast<void*>(currentEl)));
|
||||
}
|
||||
|
||||
@@ -284,7 +284,7 @@ struct fog_data {
|
||||
vec3d fog_color;
|
||||
float fog_start;
|
||||
|
||||
float fog_density;
|
||||
float fog_scale;
|
||||
float zNear;
|
||||
float zFar;
|
||||
|
||||
|
||||
@@ -121,7 +121,7 @@ bool stub_bm_data(int /*n*/, bitmap* /*bm*/) { return true; }
|
||||
|
||||
int stub_maybe_create_shader(shader_type /*shader_t*/, unsigned int /*flags*/) { return -1; }
|
||||
|
||||
void stub_shadow_map_start(matrix4* /*shadow_view_matrix*/, const matrix* /*light_matrix*/, vec3d* /*eye_pos*/) {}
|
||||
void stub_shadow_map_start(matrix4* /*shadow_view_matrix*/, const matrix* /*light_matrix*/) {}
|
||||
|
||||
void stub_shadow_map_end() {}
|
||||
|
||||
|
||||
Regular → Executable
+24
-35
@@ -23,7 +23,6 @@
|
||||
#include "object/object.h"
|
||||
#include "parse/parselo.h"
|
||||
#include "sound/sound.h"
|
||||
#include "utils/Random.h"
|
||||
#include "weapon/beam.h"
|
||||
#include "weapon/weapon.h"
|
||||
|
||||
@@ -303,7 +302,7 @@ void ssm_create(object *target, vec3d *start, size_t ssm_index, ssm_firing_info
|
||||
|
||||
count = Ssm_info[ssm_index].count;
|
||||
if (Ssm_info[ssm_index].max_count != -1) {
|
||||
count += Random::next(count, Ssm_info[ssm_index].max_count);
|
||||
count += rand32(count, Ssm_info[ssm_index].max_count);
|
||||
}
|
||||
|
||||
// override in multiplayer
|
||||
@@ -400,45 +399,35 @@ void ssm_process()
|
||||
if(moveup->fireballs[idx] >= 0){
|
||||
if ((1.0f - fireball_lifeleft_percent(&Objects[moveup->fireballs[idx]])) >= moveup->sinfo.duration) {
|
||||
weapon_info *wip = &Weapon_info[si->weapon_info_index];
|
||||
|
||||
// get an orientation
|
||||
vec3d temp;
|
||||
matrix orient;
|
||||
|
||||
vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
|
||||
vm_vec_normalize(&temp);
|
||||
vm_vector_2_matrix(&orient, &temp, nullptr, nullptr);
|
||||
|
||||
// are we a beam? -MageKing17
|
||||
if (wip->wi_flags[Weapon::Info_Flags::Beam]) {
|
||||
int num_beams = wip->b_info.beam_type == 5 && (int)wip->b_info.t5info.burst_rot_pattern.size() > 1 ?
|
||||
(int)wip->b_info.t5info.burst_rot_pattern.size() : 1;
|
||||
for (int i = 0; i < num_beams; i++) {
|
||||
beam_fire_info fire_info;
|
||||
memset(&fire_info, 0, sizeof(beam_fire_info));
|
||||
beam_fire_info fire_info;
|
||||
memset(&fire_info, 0, sizeof(beam_fire_info));
|
||||
|
||||
fire_info.accuracy = 0.000001f; // this will guarantee a hit
|
||||
fire_info.shooter = nullptr;
|
||||
fire_info.turret = nullptr;
|
||||
fire_info.target = moveup->sinfo.target;
|
||||
fire_info.target_subsys = nullptr;
|
||||
fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
|
||||
fire_info.starting_pos = moveup->sinfo.start_pos[idx];
|
||||
fire_info.beam_info_index = si->weapon_info_index;
|
||||
fire_info.team = static_cast<char>(moveup->sinfo.ssm_team);
|
||||
fire_info.fire_method = BFM_SUBSPACE_STRIKE;
|
||||
fire_info.burst_index = i;
|
||||
fire_info.accuracy = 0.000001f; // this will guarantee a hit
|
||||
fire_info.shooter = NULL;
|
||||
fire_info.turret = NULL;
|
||||
fire_info.target = moveup->sinfo.target;
|
||||
fire_info.target_subsys = NULL;
|
||||
fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
|
||||
fire_info.starting_pos = moveup->sinfo.start_pos[idx];
|
||||
fire_info.beam_info_index = si->weapon_info_index;
|
||||
fire_info.team = static_cast<char>(moveup->sinfo.ssm_team);
|
||||
fire_info.fire_method = BFM_SUBSPACE_STRIKE;
|
||||
|
||||
// Fill target_pos but DONT turn on BFIF_TARGETING_COORDS
|
||||
// It would mess up normal beams but type 5s can still make use of this
|
||||
fire_info.target_pos1 = orient.vec.fvec + fire_info.starting_pos;
|
||||
// fire the beam
|
||||
beam_fire(&fire_info);
|
||||
|
||||
// fire the beam
|
||||
beam_fire(&fire_info);
|
||||
|
||||
moveup->done_flags[idx] = true;
|
||||
}
|
||||
moveup->done_flags[idx] = true;
|
||||
} else {
|
||||
// get an orientation
|
||||
vec3d temp;
|
||||
matrix orient;
|
||||
|
||||
vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
|
||||
vm_vec_normalize(&temp);
|
||||
vm_vector_2_matrix(&orient, &temp, NULL, NULL);
|
||||
|
||||
// fire the missile and flash the screen
|
||||
weapon_objnum = weapon_create(&moveup->sinfo.start_pos[idx], &orient, si->weapon_info_index, -1, -1, 1);
|
||||
|
||||
|
||||
@@ -643,7 +643,7 @@ void HudGaugeBrackets::renderBoundingBrackets(int x1, int y1, int x2, int y2, in
|
||||
break;
|
||||
|
||||
case OBJ_DEBRIS:
|
||||
tinfo_name = XSTR("debris", 348);
|
||||
tinfo_name = XSTR("Debris", 348);
|
||||
break;
|
||||
case OBJ_WEAPON:
|
||||
tinfo_name = Weapon_info[Weapons[t_objp->instance].weapon_info_index].get_display_name();
|
||||
@@ -653,10 +653,10 @@ void HudGaugeBrackets::renderBoundingBrackets(int x1, int y1, int x2, int y2, in
|
||||
case ASTEROID_TYPE_SMALL:
|
||||
case ASTEROID_TYPE_MEDIUM:
|
||||
case ASTEROID_TYPE_LARGE:
|
||||
tinfo_name = XSTR("asteroid", 431);
|
||||
tinfo_name = NOX("Asteroid");
|
||||
break;
|
||||
default:
|
||||
tinfo_name = XSTR("debris", 348);
|
||||
tinfo_name = XSTR("Debris", 348);
|
||||
}
|
||||
break;
|
||||
case OBJ_JUMP_NODE:
|
||||
|
||||
Loaded 100 of 472 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user