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Author SHA1 Message Date
JohnAFernandez 0feab10244 Upgrade velocity compression in OO packet
Previously, the velocity could be off by up to 1 m/s.  This gives that packing function one more byte to work with, so that we have a lot more accuracy to work with.
2021-03-20 06:49:11 -04:00
JohnAFernandez b342ec50eb Properly Set net_signatures for wing ships
Previously wing ships were being given a net signature that was one too large.
2021-03-20 06:49:11 -04:00
Goober5000 61ef36b238 allow two SEXPs to be used in multiplayer that previously couldn't be
1) The ship-vanish SEXP (and script function) was already multiplayer-ready
2) The is-ship-visible SEXP was enhanced to add a second argument, which defaults to the player's ship in single-player mode
2021-03-20 06:49:11 -04:00
JohnAFernandez fe84d11025 Hopefully Temporary Disable Support ship in TvT
Support ship is not fully support per-team.  Logic for TvT has to be added otherwise players can "steal" each othere's support ships during the mission.
2021-03-20 06:49:11 -04:00
JohnAFernandez 735e00d839 Fix Missile Syncing Between Server and Client 2021-03-20 06:49:11 -04:00
JohnAFernandez 8bbe4733fb Fix implementation of multi_pack_unpack_desired_vel_and_desired_rotvel 2021-03-19 23:34:15 -04:00
JohnAFernandez 56f7dc2f8c Multi Version bump for 21_2
since many of the fixes and features require a multi bump.
2021-03-19 23:33:50 -04:00
575 changed files with 14784 additions and 53432 deletions

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-2
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@@ -8,5 +8,3 @@ code/scpui/ @asarium
code/scripting/ @asarium
code/controlconfig/ @z64555
code/model/modelanimation*.* @bmagnu
+1 -1
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@@ -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-e29f882
steps:
- name: Cache Qt
id: cache-qt-lin
+27 -115
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@@ -16,17 +16,6 @@ jobs:
- name: Create Release
id: create_release
uses: actions/create-release@v1
# Creates a release package page on github
# create_release.inputs: (notable inputs)
# allowUpdates=false if true, update an existing release if it exists
# artifactErrorsFailBuild=false if true, fails the build should artifact read/write errors occur
# artifacts optional set of paths to artifacts to upload to the release. comma delimited.
# removeArtifacts=false if true, remove existing artifacts
# replaceArtifacts=false if true, replace/overwrite existing artifacts
# create_release.outputs:
# id id of the created release
# html_url HTML URL of the release
# upload_url FTP URL of the release where assets are uploaded
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # This token is provided by Actions, you do not need to create your own token
with:
@@ -39,65 +28,27 @@ jobs:
echo -n "${{ steps.create_release.outputs.upload_url }}" > upload_url
- name: Persist upload URL
uses: actions/upload-artifact@v2
# Upload the url file for use with other runners
# upload-artifact.inputs:
# if-no-files-found=warn What to do if path fails to find any files.
# warn Display a warning but do not fail the action
# error Display an error and fail the action
# ignore No display, No fail
# retention-days=0 Days to keep the artifact.
# 0 Use default retention policy of the repo
# 1~90 Min 1, Max 90 days to keep the artifact unless changed by repo settings page
with:
name: upload_url # name of artifact
path: ${{ github.workspace }}/upload_url # source location of artifact to upload
name: upload_url
path: ${{ github.workspace }}/upload_url
build_linux:
strategy:
matrix:
# Run this job for each configuration
# The current config running is accesible with `matrix.configuration`
configuration: [FastDebug, Release]
name: Linux
needs: create_release # Don't run this job until create_release is done and successful
needs: create_release
runs-on: ubuntu-latest
container: ghcr.io/scp-fs2open/linux_build:sha-11e553c
container: ghcr.io/scp-fs2open/linux_build:sha-e29f882
steps:
- name: Cache Qt
id: cache-qt-lin
uses: actions/cache@v1
# cache the Qt directory so we don't have to reinstall it every time
# cache.inputs:
# path - A list of files, directories, and wildcard patterns to cache and restore. See @actions/glob for supported patterns.
# key - An explicit key for restoring and saving the cache
# restore-keys - An ordered list of keys to use for restoring the cache if no cache hit occurred for key
# cache.outputs:
# cache-hit true when an exact match was found for the key, false otherwise.
with:
path: ${{ github.workspace }}/../Qt
key: ${{ runner.os }}-QtCache-${{ env.QT_VERSION }}
- name: Install Qt
uses: jurplel/install-qt-action@v2
# installs Qt in the action workflow
# install-qt-action.inputs:
# version desired qt version to install
# host Host platform of Qt, default to platform used by runs-on
# target target platform of Qt, default to desktop
# arch target architecture of Qt, only used for windows or android builds
# dir root dir Qt will be installed to
# install-deps if true, auto-install dependencies on linux. Default true
# modules whitespace delimited list string of additional addon modules to install
# archives whitespace delimited list string of Qt archives to install
# cached if true, Don't download Qt but set ENVARs; use with cache.outputs.cache-hit
# setup-python Set to false to skip using setup-python to find/download a valid python version
# set-env if true, set ENVARs; default = false
# aqtversion version of aqtinstall to use; default = 2.0.0
# py7zrversion version of py7zr to use; default = 0.16.1
# extra additional arguments to pass to aqinstall
# ENVARS set:
# Qt5_DIR / Qt6_DIR
# Qt bin dir appended to PATH
# QT_PLUGIN_PATH, QML2_IMPORT_PATH, PKG_CONFIG_PATH, LD_LIBRARY_PATH
with:
version: ${{ env.QT_VERSION }}
dir: ${{ github.workspace }}/..
@@ -106,10 +57,9 @@ jobs:
aqtversion: ==1.1.3
- uses: actions/checkout@v1
# checks-out your repository under $GITHUB_WORKSPACE, so your workflow can access it.
name: Checkout
with:
submodules: true # `true` to checkout submodules, `recursive` to recursively checkout submodules
submodules: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -147,52 +97,38 @@ jobs:
name: Checkout
with:
submodules: true
fetch-depth: '0' # value 0 to fetch all history and tags for all branches
fetch-depth: '0'
- name: Download upload URL
uses: actions/download-artifact@v1
# Downloads and extracts uploaded artifact by name
# github_token default ${{secrets.GITHUB_TOKEN}}
# name name of artifact to download
# latest Download latest artifact (default true)
# path Where to save the artifact, (default extract_here)
# repo Source repo of artifact (default ${{github.repository}})
with:
name: upload_url
path: .
- name: Extract upload URL
# Extract the URL from file and stuff it into a shell variable
id: extractUploadUrl
run: echo "::set-output name=upload_url::$(cat upload_url)"
- name: Download Release builds
# Grab the release builds
uses: actions/download-artifact@v2
uses: actions/download-artifact@v1
with:
name: linux-Release
path: builds
- name: Download FastDebug builds
# Grab the debug builds
uses: actions/download-artifact@v2
with:
name: linux-FastDebug
path: builds
- name: Create Distribution package
# Zip both builds together
id: generate_package
working-directory: ./builds
run: $GITHUB_WORKSPACE/ci/linux/create_dist_pack.sh Linux
- name: Upload result package
# Stash the result to artifact filespace
uses: actions/upload-artifact@v2
with:
name: ${{ steps.generate_package.outputs.package_name }}
path: ${{ steps.generate_package.outputs.package_path }}
- name: Publish result package
# publish the zipped result
uses: softprops/action-gh-release@v1
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
files: ${{ steps.generate_package.outputs.package_path }}
upload_url: ${{ steps.extractUploadUrl.outputs.upload_url }}
asset_path: ${{ steps.generate_package.outputs.package_path }}
asset_name: ${{ steps.generate_package.outputs.package_name }}
asset_content_type: ${{ steps.generate_package.outputs.package_mime }}
build_windows:
strategy:
@@ -205,19 +141,16 @@ jobs:
runs-on: windows-2019
steps:
- uses: actions/checkout@v1
# Checkout repo
name: Checkout
with:
submodules: true
- name: Cache Qt
# Cache Qt
id: cache-qt-win
uses: actions/cache@v1
with:
path: ${{ github.workspace }}/../Qt
key: ${{ runner.os }}-${{ matrix.arch }}-QtCache-${{ env.QT_VERSION }}
- name: Install Qt (32 bit)
# Install Qt 32bit if matrix.arch == Win32
uses: jurplel/install-qt-action@v2
if: ${{ matrix.arch == 'Win32' }}
with:
@@ -227,7 +160,6 @@ jobs:
cached: ${{ steps.cache-qt-win.outputs.cache-hit }}
aqtversion: ==0.8
- name: Install Qt (64 bit)
# Install Qt 64bit if matrix.arch == x64
uses: jurplel/install-qt-action@v2
if: ${{ matrix.arch == 'x64' }}
with:
@@ -272,47 +204,39 @@ jobs:
with:
name: windows-${{ matrix.configuration }}-${{ matrix.arch }}-${{ matrix.simd }}
path: ${{ github.workspace }}/build/install/*
windows_zip:
name: Build Windows distribution zip
needs: build_windows
runs-on: ubuntu-latest
container: ghcr.io/scp-fs2open/sftp_upload:sha-748b19d
strategy:
fail-fast: false # Run the other jobs in the matrix instead of failing them
matrix:
arch: [Win32, x64]
simd: [SSE2, AVX]
steps:
- uses: actions/checkout@v1
name: Checkout
with:
submodules: true
fetch-depth: '0'
- name: Download upload URL
uses: actions/download-artifact@v1
with:
name: upload_url
path: .
- name: Extract upload URL
id: extractUploadUrl
run: echo "::set-output name=upload_url::$(cat upload_url)"
- name: Download Release builds
uses: actions/download-artifact@v2
uses: actions/download-artifact@v1
with:
name: windows-Release-${{ matrix.arch }}-${{ matrix.simd }}
path: builds
- name: Download FastDebug builds
uses: actions/download-artifact@v2
with:
name: windows-FastDebug-${{ matrix.arch }}-${{ matrix.simd }}
path: builds
- name: Create Distribution package
id: generate_package
working-directory: ./builds
@@ -321,33 +245,21 @@ jobs:
ARCH: ${{ matrix.arch }}
SIMD: ${{ matrix.simd }}
run: $GITHUB_WORKSPACE/ci/linux/create_dist_pack.sh Windows
- name: Upload result package
uses: actions/upload-artifact@v2
with:
name: ${{ steps.generate_package.outputs.package_name }}
path: ${{ steps.generate_package.outputs.package_path }}
- name: Upload debug package
uses: actions/upload-artifact@v2
with:
name: ${{ steps.generate_package.outputs.debug_name }}
path: ${{ steps.generate_package.outputs.debug_path }}
- name: Publish packages
uses: softprops/action-gh-release@v1
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
files: |
${{ steps.generate_package.outputs.package_path }}
${{ steps.generate_package.outputs.debug_path }}
post_build:
name: Post builds to Nebula and Forum
needs: [linux_zip, windows_zip]
uses: ./.github/workflows/post-build-release.yaml
with:
linux_result: ${{ needs.build_linux.result }}
windows_result: ${{ needs.build_windows.result }}
releaseTag: ${{ github.ref_name }}
upload_url: ${{ steps.extractUploadUrl.outputs.upload_url }}
asset_path: ${{ steps.generate_package.outputs.package_path }}
asset_name: ${{ steps.generate_package.outputs.package_name }}
asset_content_type: ${{ steps.generate_package.outputs.package_mime }}
- name: Upload debug symbols
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.extractUploadUrl.outputs.upload_url }}
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 }}
+1 -1
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@@ -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-e29f882
steps:
- name: Cache Qt
id: cache-qt-lin
-62
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@@ -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
-64
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@@ -1,64 +0,0 @@
name: Post Release builds
on:
workflow_call:
# Trigger when called by other workflows
inputs:
linux_result: # job.result; either success, failure, canceled or skipped
required: true
type: boolean
windows_result: # job.result
required: true
type: boolean
releaseTag:
required: true
type: string
workflow_dispatch:
# Trigger manually from Github
inputs:
releaseTag:
description: Release Tag
required: true
type: string
env:
GITHUB_REPO: ${{ github.repository }} # repo this workflow was called from
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 }}
RELEASE_TAG: ${{ github.event.inputs.releaseTag }}
jobs:
post_builds:
name: Post builds on Nebula and the forums
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
with:
fetch-depth: '0'
- name: Install Python dependencies
run: pip install -r ci/post/requirements.txt
- name: Post Builds (Auto trigger)
if: ${{ github.event_name == 'workflow_call' }}
env:
LINUX_RESULT: ${{ github.event.inputs.linux_result }}
WINDOWS_RESULT: ${{ github.event.inputs.windows_result }}
run: python ci/post/main.py release
- name: Post Builds (Manual trigger)
if: ${{ github.event_name == 'workflow_dispatch' }}
# assume user knows what they're doing...
env:
LINUX_RESULT: success
WINDOWS_RESULT: success
run: |
echo "releaseTag= ${{ github.event.inputs.releaseTag }}"
echo "repository= ${{ github.repository }}"
python ci/post/main.py release
@@ -22,7 +22,7 @@ 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-e29f882
steps:
- name: Cache Qt
id: cache-qt-lin
@@ -44,11 +44,6 @@ jobs:
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 }}
@@ -8,7 +8,6 @@ on:
jobs:
build_images:
if: github.repository == 'scp-fs2open/fs2open.github.com'
strategy:
matrix:
configuration: [FastDebug, Release]
-228
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@@ -1,228 +0,0 @@
import re # regex module
from ftplib import FTP, error_perm
from itertools import groupby
from typing import List, Tuple, Dict
import requests # HTTP requests module
from util import retry_multi, GLOBAL_TIMEOUT # from util.py
class ReleaseFile:
"""! Class representing a Released file on Nebula
`name`: str
Mod (or build) name,
`url`: str
Primary host URL,
`group`: str
Mod group string,
`subgroup`: str
Mod subgroup string,
`mirrors`: List[str]
List of URL's of FTP mirrors
"""
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
def __repr__(self):
return repr((self.name))
class SourceFile:
"""! Class represeting a source file
`name`: str
File name,
`url`: str
FTP URL,
`group`
<unknown>
@details More details
"""
def __init__(self, name, url, group):
self.group = group
self.url = url
self.name = name
class FileGroup:
"""! Represents a file group
`name`: str
Name of this group
`files`: List[ReleaseFile]
List of files within this group
`mainFile`: str
If this FileGroup has a subgroup, `mainFile` is the head of that group
`subFiles`: List[ReleaseFile]
Files within a subgroup
"""
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)))
def get_release_files(tag_name, config) -> Tuple[List[ReleaseFile], Dict[str, SourceFile]]:
"""! Brief Gets the binary and source files from the Github Release server
@param[in] `tag_name` Git tag of the current release
@param[in] `config` confi metadata set in main.py
@returns `List[ReleaseFile]` List of release files
@returns `Dict[str, SourceFile]` Dictionary of source files
@details Sends an `HTTP GET` request to github using their REST API to retrieve metadata. The files are not
actually downloaded here, just their metadata is gathered and organized in their respective container for later
use.
"""
@retry_multi(5) # retry at most 5 times
def execute_request(path):
"""!
@brief Performs a GET request with the given path. To be used with Github's REST API.
@returns If successful, returns a .JSON object
"""
headers = {
"Accept": "application/vnd.github.v3+json"
}
url = "https://api.github.com" + path
# GET https://api.github.com/<path> Accept: "application/vnd.github.v3+json"
response = requests.get(url, headers=headers, timeout=GLOBAL_TIMEOUT)
response.raise_for_status() # Raise a RequestException if we failed, and trigger retry
return response.json()
build_group_regex = re.compile("fs2_open_.*-builds-([^.-]*)(-([^.]*))?.*") # regex for matching binary .zip's and .7z's
source_file_regex = re.compile("fs2_open_.*-source-([^.]*)?.*") # regex for matching source .zip's and .7z's
# Get the github release metadata of the given tag name
response = execute_request(
"/repos/{}/releases/tags/{}".format(config["github"]["repo"], tag_name))
# Extract the binary and source files from the response["asset"] metadata
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)
binary_files.sort(key=lambda ReleaseFile: ReleaseFile.name)
return binary_files, source_files
def get_ftp_files(build_type, tag_name, config) -> List[ReleaseFile] :
"""!
@brief Gets file metadata for nightlies hosted on FTP, as determined by config["ftp"] attributes
@param [in] `build_type` Unknown str
@param [in] `tag_name` Github tag name of the release
@param [in] `config` config metadata set in main.py
"""
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:
# extract version
version_str = tag_regex.match(tag_name).group(1)
# extract filepath w/ version
# then list all ftp hits with that path
path_template = config["ftp"]["path"]
path = path_template.format(type=build_type, version=version_str)
file_entries = list(ftp.mlsd(path, ["type"]))
# get all ftp hits of type file
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:
# from the file list, extract only nightly 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")
# construct the download URL list for all mirrors. The first listed ftp location is taken as the Primary
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)
# Form the List[ReleaseFile] list with the download URL links
out_data.append(ReleaseFile(file, primary_url, group_match, None, mirrors))
return out_data
-65
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@@ -1,65 +0,0 @@
from typing import List
import requests
import semantic_version
from mako.template import Template
from file_list import ReleaseFile
class ForumAPI:
def __init__(self, config):
self.config = config
def create_post(self, title, content, board):
print(self.config["hlp"]["api"])
print(self.config["hlp"]["key"])
if (self.config["hlp"]["api"] == "") or (self.config["hlp"]["key"] == ""):
print("Post failed! No API or API_KEY given!")
return
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! Response: %s" %resp.text)
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"])
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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")
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@@ -1,260 +0,0 @@
# Post-build python script
# Uploads build packages to Nebula and creates a forum post on https://www.hard-light.net
# Uses the following environment variables (Set by the github action workflow before execution)
# FSO versioning
# FSO_VERSION_MAJOR
# FSO_VERSION_MINOR
# FSO_VERSION_BUILD
# Credentials into IndieGames file host
# INDIEGAMES_USER:
# INDIEGAMES_SSHPASS:
# Credentials into Nebula Mod Database
# NEBULA_USER:
# NEBULA_PASSWORD:
# Credentials into hard-light.net for forum post
# HLP_API:
# HLP_KEY:
# LINUX_RESULT: bool, if the linux builds were sucessfully uploaded
# WINDOWS_RESULT: bool, if the windows builds were successfully uploaded
import sys
import os
import re
from subprocess import check_output
from datetime import datetime
from itertools import groupby
import semantic_version
# local .py files
import file_list
import installer
import nebula
import forum
# Compile regexes for extracting version components
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):
"""! Extracts the version component represented by `regex` from `text`
@param [in] `text` Filename with version string 'MAJOR.MINOR.BUILD'
@param [in] `regex` Regex pattern of component to look for
@return The version component as integer
"""
match = regex.search(text)
return int(match.group(1))
def get_source_version(date_version: datetime, tag_name: str) -> semantic_version.Version:
"""! Retrieves the build's version from `version.cmake`, forms it as a string, and appends the date
@param[in] `date_version` Date this build is published for release
@param[in] `tag_name` Tag of this release, used to determine if release, rc, or nightly
@return If release: `MAJOR_VERSION.MINOR_VERSION.BUILD_VERSION` from version.cmake, or
@return If rc: `MAJOR_VERSION.MINOR_VERSION.BUILD_VERSION` from tag_name, or
@return If nightly: `MAJOR_VERSION.MINOR_VERSION.BUILD_VERSION-date` from version.cmake
"""
major = minor = build = version = 0
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)
if "rc" in tag_name.lower():
# Release candidates idenfity with their unstable version (ex: 21.5.0-03052022) within the game and the logs, but
# the builds are named with the target release version (ex: 22.0.0). Since this script works on the builds we
# need to grab the target release version from tag_name
x = tag_name.upper().split("_")
# "release" = x[0], year = x[1], major = x[2], minor = x[3], build = x[4],
version = semantic_version.Version("{}.{}.{}-{}".format(x[1], x[2], x[3], x[4]))
elif "release" in tag_name.lower():
version = semantic_version.Version("{}.{}.{}".format(major, minor, build))
elif "nightly" in tag_name.lower():
version = semantic_version.Version("{}.{}.{}-{}".format(major, minor, build, date_version))
else:
print("ERROR: malformed tag_name %s" % tag_name)
sys.exit(1)
print("version: {}".format(version))
print("version.prerelease: {}".format(version.prerelease))
return version
def main():
os.chdir(os.path.dirname(__file__)) # Change working directory to this file's directory
# Aggregate configuration data in a dictionary
config = {
"github": {
"repo": os.environ["GITHUB_REPO"],
},
"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,
},
}
# bail if this script is run from a workflow that doesn't identify as a release or nightly
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.environ["RELEASE_TAG"] ##!< commit tag string
date = datetime.now() ##!< current date
version = get_source_version(date.strftime(DATEFORMAT_VERSION), tag_name) ##!< form full version string
success = os.environ["LINUX_RESULT"] == "success" and os.environ["WINDOWS_RESULT"] == "success" ##!< true if both linux and windows builds successful
# check that tag_name is actually in the git repo and find the previous tag release
tags = check_output(("git", "for-each-ref", "--sort=-taggerdate", "--format='%(tag)'", "refs/tags"), text=True).splitlines() # retrieve all tags in the repo by using git on the shell
# NOTE: check_output returns canonical string representation. use repr() on strings its being compared to
previous_tag = None
found = False
for tag in tags:
if found:
# Look for the "previous" tag with the same configuration ('release_' or 'nightly_')
# Assumes older tags have a higher index than newer
if tag.startswith("\'" + sys.argv[1] + "_"):
previous_tag = tag
break
elif tag == repr(tag_name):
# Ok, found the tag
found = True
if not found:
# couldn't find tag, bail
print("ERROR: Couldn't find tag %s in repo!" % tag_name)
sys.exit(1)
if not previous_tag:
# couldn't find previous tag, bail
print("ERROR: Could not find a previous tag for %s!" % tag_name)
sys.exit(1)
if sys.argv[1] == "release":
# Release specific action
if not tag_name.startswith("release_"):
# Safety check tag is from a 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
# split the file list into a dictionary of {group: files} pairs using `groupby()`
# Since `groupby()` returns a iterator reference to the original files list, we have to do a weird hand toss
# to save it as a dictionary
## NOTE z64: files need to be sorted or else key duplication will occur!
groups = {key: file_list.FileGroup(key, list(group)) for key, group in groupby(files, lambda g: g.group)}
# Error check for all group keys and subkeys to be used in the mako. Do this here for better debugging QoL
if "Win32" in groups.keys():
if "AVX" not in groups["Win32"].subFiles.keys():
print("ERROR: No Win32-AVX builds were detected!")
sys.exit(1)
else:
print("ERROR: No Win32 builds were detected!")
sys.exit(1)
if "Win64" in groups.keys():
if "AVX" not in groups["Win64"].subFiles.keys():
print("ERROR: No x64-AVX builds were detected!")
sys.exit(1)
else:
print("ERROR: No x64 builds were detected!")
sys.exit(1)
if "Linux" not in groups.keys():
print("ERROR: No Linux builds were detected!")
sys.exit(1)
# z64: What dose this do???
# print(installer.render_installer_config(version, groups, config))
# Publish release builds to Nebula
nebula.submit_release(
nebula.render_nebula_release(version, "rc" if version.prerelease else "stable", files, config),
config)
# Publish forum post, using the release.mako template
fapi = forum.ForumAPI(config)
fapi.post_release(date.strftime(DATEFORMAT_FORUM), version, groups, sources)
else:
# Dead for now, nightly publish is done elsewhere
# Nightly specific action
if not tag_name.startswith("nightly_"):
# safety check tag is from a 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)
# Publish nightly builds to Nebula
nebula.submit_release(
nebula.render_nebula_release(version, "nightly", files, config),
config)
# Compile commit messages into a log with all commits between this nightly and the previous nightly
log = check_output(("git", "log", "%s^..%s^" % (previous_tag, tag_name), "--no-merges", "--stat", "--pretty=format:\"%s\"" % LOG_FORMAT.strip()))
# Publish forum post, using the nighty.mako template
fapi = forum.ForumAPI(config)
fapi.post_nightly(date.strftime(DATEFORMAT_FORUM), os.environ["GITHUB_SHA"], files, log, success)
main()
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@@ -1,241 +0,0 @@
import os.path
import sys
import traceback
import requests
from file_list import ReleaseFile
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
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@@ -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]
${log}
[/code]
-68
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@@ -1,68 +0,0 @@
<%def name="build(file)">[url=${file.url}]${file.filename}[/url]</%def>
[b]Change log:[/b] (chronologically ordered)
PLACEHOLDER
[b]Deprecations:[/b]
PLACEHOLDER
Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods we have the mod table feature "[tt]$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]
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Mako==1.1.5
requests==2.26.0
semantic-version==2.8.5
-46
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@@ -1,46 +0,0 @@
# miscellaneous utilities
import os
import time
from functools import wraps
from requests import RequestException
GLOBAL_TIMEOUT = 30
def retry_multi(max_retries):
"""!
@brief Decorator - Retry a function `max_retries` times.
@param [in] `max_retries` Maximum number of times to retry the decorated function before giving up
@details Intended for use with functions from the `request` module, only catches `RequestException`'s
@note 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):
"""
@brief Expands the shell variable for the repo string from `config`
"""
config["git"]["repo"] = os.path.expandvars(config["git"]["repo"])
+12
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@@ -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
)
+2
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@@ -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)
+2
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@@ -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
-4
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@@ -100,10 +100,6 @@ set(CMAKE_C_FLAGS_DEBUG ${COMPILER_FLAGS_DEBUG})
set(CMAKE_EXE_LINKER_FLAGS "")
if(DEFINED ENV{LDFLAGS})
set(CMAKE_EXE_LINKER_FLAGS $ENV{LDFLAGS})
endif()
if (CLANG_USE_LIBCXX)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -lc++abi")
endif()
-5
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@@ -27,11 +27,6 @@ endif()
set(COMPILER_FLAGS "")
set(LINKER_FLAGS "")
# Don't ignore user-set LDFLAGS
if(DEFINED ENV{LDFLAGS})
set(LINKER_FLAGS $ENV{LDFLAGS})
endif()
if (GCC_USE_GOLD)
OPTION(GCC_INCREMENTAL_LINKING "Use incremental linking" OFF)
set(LINKER_FLAGS "${LINKER_FLAGS} -fuse-ld=gold")
+2 -2
View File
@@ -6,8 +6,8 @@ if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
include("${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 22)
set_if_not_defined(FSO_VERSION_MINOR 0)
set_if_not_defined(FSO_VERSION_MAJOR 21)
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
-3
View File
@@ -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)
@@ -66,8 +65,6 @@ TARGET_LINK_LIBRARIES(code PUBLIC jansson)
target_link_libraries(code PUBLIC variant)
target_link_libraries(code PUBLIC any)
# Headers for standalone "gui" on UNIX
IF(UNIX)
TARGET_LINK_LIBRARIES(code PUBLIC ${MONGOOSE_LIBS})
+4 -4
View File
@@ -43,13 +43,13 @@ ActionResult ParticleEffectAction::execute(ProgramLocals& locals) const
auto pmi = model_get_instance(instance);
auto pm = model_get(pmi->model_num);
model_instance_local_to_global_point_orient(&local_pos,
find_submodel_instance_point_orient(&local_pos,
&local_orient,
&locals.localPosition,
&locals.localOrient,
pm,
pmi,
locals.hostSubobject);
locals.hostSubobject,
&locals.localPosition,
&locals.localOrient);
} else {
local_pos = locals.localPosition;
local_orient = locals.localOrient;
+4 -4
View File
@@ -32,13 +32,13 @@ ActionResult PlaySoundAction::execute(ProgramLocals& locals) const
auto pmi = model_get_instance(instance);
auto pm = model_get(pmi->model_num);
model_instance_local_to_global_point_orient(&local_pos,
find_submodel_instance_point_orient(&local_pos,
&local_orient,
&locals.localPosition,
&locals.localOrient,
pm,
pmi,
locals.hostSubobject);
locals.hostSubobject,
&locals.localPosition,
&locals.localOrient);
} else {
local_pos = locals.localPosition;
local_orient = locals.localOrient;
+4 -6
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@@ -330,7 +330,7 @@ typedef struct ai_info {
fix path_next_check_time; // Last time checked to see if would collide with model.
int path_goal_dist; // minimum distance to first path point to consider path reached
int path_subsystem_next_check; // timestamp to next check if subsystem is still visible
vec3d path_depart_rvec; //Rotational orientation associated with the path
vec3d path_depart_orient; //Rotational orientation associated with the path
int submode;
int previous_submode; // previous submode, get it?
@@ -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
@@ -607,7 +605,7 @@ extern int ai_find_goal_index( ai_goal* aigp, int mode, int submode = -1, int pr
extern void ai_do_safety(object *objp);
// used to get path info for fighter bay emerging and departing
int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, int path_mask);
int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, int path_mask, vec3d *pos, vec3d *fvec);
int ai_acquire_depart_path(object *pl_objp, int parent_objnum, int path_mask);
// used by AiBig.cpp
@@ -659,7 +657,7 @@ void ai_start_fly_to_ship(object *objp, int shipnum);
void ai_fly_to_ship();
//Moved declaration here for player ship -WMC
void ai_process_subobjects(int objnum);
void process_subobjects(int objnum);
//SUSHI: Setting ai_info stuff from both ai class and ai profile
void init_aip_from_class_and_profile(ai_info *aip, ai_class *aicp, ai_profile_t *profile);
+1 -8
View File
@@ -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)
@@ -137,13 +137,6 @@ namespace AI {
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,
Fighterbay_arrivals_use_carrier_orient,
Fighterbay_departures_use_carrier_orient,
Prevent_negative_turret_ammo,
Fix_keep_safe_distance,
NUM_VALUES
};
+7 -76
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@@ -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;
@@ -468,10 +448,7 @@ void parse_ai_profiles_tbl(const char *filename)
set_flag(profile, "$firing requires exact los:", AI::Profile_Flags::Require_exact_los);
set_flag(profile, "$fighterbay arrivals use carrier orientation:", AI::Profile_Flags::Fighterbay_arrivals_use_carrier_orient);
set_flag(profile, "$fighterbay departures use carrier orientation:", AI::Profile_Flags::Fighterbay_departures_use_carrier_orient);
profile->ai_path_mode = AI_PATH_MODE_NORMAL;
if (optional_string("$ai path mode:"))
{
stuff_string(buf, F_NAME, NAME_LENGTH);
@@ -504,12 +481,14 @@ void parse_ai_profiles_tbl(const char *filename)
if (path_radii >= Minimum_subsystem_path_pt_dist) {
profile->subsystem_path_radii = path_radii;
} else {
mprintf(("Warning: \"$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("$bay arrive speed multiplier:")) {
stuff_float(&profile->bay_arrive_speed_mult);
}
@@ -565,40 +544,6 @@ void parse_ai_profiles_tbl(const char *filename)
set_flag(profile, "$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 (optional_string("$turret target recheck time:"))
{
stuff_float(&profile->turret_target_recheck_time);
if (profile->turret_target_recheck_time < 0) {
Warning(LOCATION, "Turret target recheck time must be positive.");
profile->turret_target_recheck_time = 2000.0f;
}
}
set_flag(profile, "$prevent negative turret ammo:", AI::Profile_Flags::Prevent_negative_turret_ammo);
set_flag(profile, "$fix keep-safe-distance:", AI::Profile_Flags::Fix_keep_safe_distance);
// if we've been through once already and are at the same place, force a move
if (saved_Mp && (saved_Mp == Mp))
{
@@ -670,13 +615,11 @@ 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;
turret_target_recheck_time = 2000.0f;
for (int i = 0; i < NUM_SKILL_LEVELS; ++i) {
max_incoming_asteroids[i] = 0;
@@ -754,16 +697,4 @@ void ai_profile_t::reset()
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);
}
if (mod_supports_version(22, 0, 0)) {
flags.set(AI::Profile_Flags::Fighterbay_arrivals_use_carrier_orient);
flags.set(AI::Profile_Flags::Prevent_negative_turret_ammo);
flags.set(AI::Profile_Flags::Fix_keep_safe_distance);
}
}
-9
View File
@@ -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
@@ -110,12 +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;
// how often turrets shoulds check for new targets, milliseconds
float turret_target_recheck_time;
void reset();
};
+16 -29
View File
@@ -17,12 +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"
#include "object/objcollide.h"
#ifdef _MSC_VER
#pragma optimize("", off)
@@ -407,7 +407,7 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check)
// get world pos of eye (stored in geye)
ep = &(pm->view_positions[shipp->current_viewpoint]);
model_instance_local_to_global_point( &geye, &ep->pnt, pm, pmi, 0, &Pl_objp->orient, &Pl_objp->pos );
model_instance_find_world_point( &geye, &ep->pnt, pm, pmi, 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);
@@ -549,7 +549,7 @@ bool ai_new_maybe_reposition_attack_subsys() {
// get world pos of eye (stored in geye)
ep = &(pm->view_positions[Ships[Pl_objp->instance].current_viewpoint]);
model_local_to_global_point(&geye, &ep->pnt, pm->id, 0, &Pl_objp->orient, &Pl_objp->pos);
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);
@@ -777,28 +777,14 @@ 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;
ship* shipp = &Ships[Pl_objp->instance];
if (weapons->num_primary_banks >= 1 && weapons->current_primary_bank >= 0 && !shipp->flags[Ship::Ship_Flags::Primaries_locked]) {
wip = &Weapon_info[weapons->primary_bank_weapons[weapons->current_primary_bank]];
} else if (weapons->num_secondary_banks >= 1 && weapons->current_secondary_bank >= 0 && !shipp->flags[Ship::Ship_Flags::Secondaries_locked]) {
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];
if ((aip->ai_flags[AI::AI_Flags::Free_afterburner_use] || aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use]) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (dot_to_enemy > 0.75f)) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
@@ -823,7 +809,7 @@ 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;
@@ -840,6 +826,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
} else {
accelerate_ship(aip, accel);
ship *shipp = &Ships[Pl_objp->instance];
if ((aip->ai_flags[AI::AI_Flags::Free_afterburner_use] || aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use]) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (accel > 0.95f)) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
@@ -927,7 +914,7 @@ 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;
@@ -957,11 +944,11 @@ 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();
swp->burst_seed[current_bank_adjusted] = rand32();
}
} else {
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
@@ -970,11 +957,11 @@ 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->burst_seed[current_bank_adjusted] = rand32();
}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
@@ -1461,7 +1448,7 @@ void ai_big_strafe_attack()
if (ai_new_maybe_reposition_attack_subsys())
return;
} else if (ai_big_maybe_follow_subsys_path(0))
return;
return
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
if ( ai_big_strafe_maybe_retreat(&target_pos) )
@@ -1484,7 +1471,7 @@ 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;
@@ -1716,7 +1703,7 @@ 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;
+236 -555
View File
File diff suppressed because it is too large. Load diff
+7 -20
View File
@@ -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
@@ -188,11 +187,6 @@ void ai_post_process_mission()
object *objp;
int i;
// make sure team visibility is updated first
if ( !Fred_running ) {
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.
@@ -209,6 +203,7 @@ void ai_post_process_mission()
wingp = &Wings[Starting_wings[i]];
ai_maybe_add_form_goal( wingp );
}
}
}
@@ -266,20 +261,14 @@ void ai_remove_ship_goal( ai_info *aip, int index )
// ai goal code look
Assert ( index >= 0 ); // must have a valid goal
if (index == aip->active_goal)
{
// rearm/repair needs a bit of extra cleanup
if (aip->goals[index].ai_mode == AI_GOAL_REARM_REPAIR)
ai_abort_rearm_request(&Objects[Ships[aip->shipnum].objnum]);
aip->active_goal = AI_GOAL_NONE;
}
aip->goals[index].ai_mode = AI_GOAL_NONE;
aip->goals[index].signature = -1;
aip->goals[index].priority = -1;
aip->goals[index].flags.reset(); // must reset the flags since not doing so will screw up goal sorting.
if ( index == aip->active_goal )
aip->active_goal = AI_GOAL_NONE;
// mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
// behavior. We will make the call commented out below in a more reasonable location
//ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
@@ -304,11 +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 )
+1 -1
View File
@@ -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
+175 -146
View File
@@ -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_local_to_global_dir(&fvec, &pm->submodel[submodel_num].frame_of_reference.vec.fvec, pm, pmi, pm->submodel[submodel_num].parent, objorient);
model_instance_local_to_global_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 +98,124 @@ 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]) {
// Since we no longer maintain world_to_turret_matrix, regenerate it here.
vec3d turret_norm;
matrix turret_matrix, world_to_turret_matrix;
model_instance_find_world_dir(&turret_norm, &tp->turret_norm, Ships[objp->instance].model_instance_num, tp->subobj_num, &vmd_identity_matrix);
vm_vector_2_matrix(&turret_matrix, &turret_norm, nullptr, nullptr);
vm_matrix_x_matrix(&world_to_turret_matrix, &objp->orient, &turret_matrix);
vec3d temp_vec2;
vm_vec_rotate(&temp_vec2, &temp_vec, &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, &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;
}
/**
@@ -1138,11 +1196,17 @@ int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d
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) {
@@ -1190,9 +1254,9 @@ void ship_get_global_turret_info(const object *objp, const model_subsystem *tp,
{
auto model_instance_num = Ships[objp->instance].model_instance_num;
if (gpos)
model_instance_local_to_global_point(gpos, &vmd_zero_vector, model_instance_num, tp->subobj_num, &objp->orient, &objp->pos);
model_instance_find_world_point(gpos, &vmd_zero_vector, model_instance_num, tp->subobj_num, &objp->orient, &objp->pos);
if (gvec)
model_instance_local_to_global_dir(gvec, &tp->turret_norm, model_instance_num, tp->subobj_num, &objp->orient, true);
model_instance_find_world_dir(gvec, &tp->turret_norm, model_instance_num, tp->subobj_num, &objp->orient);
}
void turret_ai_update_aim(ai_info *aip, object *En_Objp, ship_subsys *ss);
@@ -1220,15 +1284,15 @@ void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos
gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
model_instance_local_to_global_point(gpos, gun_pos, pm, pmi, tp->turret_gun_sobj, &objp->orient, &objp->pos);
model_instance_find_world_point(gpos, gun_pos, pm, pmi, tp->turret_gun_sobj, &objp->orient, &objp->pos);
if (use_angles) {
model_instance_local_to_global_dir(gvec, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj, &objp->orient);
model_instance_find_world_dir(gvec, &tp->turret_norm, pm, pmi, tp->turret_gun_sobj, &objp->orient);
} else if (tp->flags[Model::Subsystem_Flags::Share_fire_direction]) {
vec3d avg, tmp_pos, tmp_target, enemy_point, turret_norm;
vm_vec_avg_n(&avg, tp->turret_num_firing_points, tp->turret_firing_point);
model_instance_local_to_global_point(&tmp_pos, &avg, pm, pmi, tp->turret_gun_sobj, &objp->orient, &objp->pos);
model_instance_find_world_point(&tmp_pos, &avg, pm, pmi, tp->turret_gun_sobj, &objp->orient, &objp->pos);
if (targetp == nullptr) {
ship* shipp = &Ships[Objects[ssp->parent_objnum].instance];
@@ -1253,7 +1317,7 @@ void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos
} 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_local_to_global_dir(&turret_norm, &tp->turret_norm, pm, pmi, pm->submodel[tp->subobj_num].parent, &objp->orient);
model_instance_find_world_dir(&turret_norm, &tp->turret_norm, pm, pmi, tp->subobj_num, &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 +1448,18 @@ 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 +1491,7 @@ 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_local_to_global_dir(&turret_norm, &turret_subsysp->system_info->turret_norm, Ships[objp->instance].model_instance_num, turret_subsysp->system_info->subobj_num, &objp->orient, true);
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);
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]) {
@@ -1605,10 +1674,8 @@ 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 +1685,12 @@ 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);
turret->weapons.burst_seed[weapon_num] = rand32();
} else {
turret->weapons.burst_counter[weapon_num] = 0;
turret->weapons.burst_seed[weapon_num] = Random::next();
turret->weapons.burst_seed[weapon_num] = rand32();
}
}
@@ -1634,7 +1701,7 @@ 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
@@ -1790,19 +1857,8 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
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;
}
// set next fire timestamp for the turret
int old_burst_seed = swp->burst_seed[weapon_num];
if (last_shot_in_salvo)
turret_set_next_fire_timestamp(weapon_num, wip, turret, parent_aip);
@@ -1828,8 +1884,6 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
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 +1894,9 @@ 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
@@ -1856,7 +1908,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
swp->current_secondary_bank = 0;
}
int bank_to_fire = swp->current_secondary_bank;
if ((turret->system_info->flags[Model::Subsystem_Flags::Turret_use_ammo]) && !ship_secondary_has_ammo(swp, bank_to_fire)) {
if ((turret->system_info->flags[Model::Subsystem_Flags::Turret_use_ammo]) && (swp->secondary_bank_ammo[bank_to_fire] < 0)) {
if (!(turret->system_info->flags[Model::Subsystem_Flags::Use_multiple_guns])) {
swp->current_secondary_bank++;
if (swp->current_secondary_bank >= swp->num_secondary_banks) {
@@ -1904,10 +1956,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
points = 1;
}
if (swp->primary_bank_ammo[bank_to_fire] >= points) {
swp->primary_bank_ammo[bank_to_fire] -= points;
} else if ((swp->primary_bank_ammo[bank_to_fire] >= 0) && !(The_mission.ai_profile->flags[AI::Profile_Flags::Prevent_negative_turret_ammo])) {
// default behavior allowed ammo to be negative
if (swp->primary_bank_ammo[bank_to_fire] >= 0) {
swp->primary_bank_ammo[bank_to_fire] -= points;
} else if (!(turret->system_info->flags[Model::Subsystem_Flags::Use_multiple_guns]) && (swp->primary_bank_ammo[bank_to_fire] < 0)) {
swp->current_primary_bank++;
@@ -1939,17 +1988,11 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
for (int j = start_slot; j <= end_slot; j++) {
swp->secondary_next_slot[bank_to_fire]++;
if (Weapon_info[swp->secondary_bank_weapons[bank_to_fire]].wi_flags[Weapon::Info_Flags::SecondaryNoAmmo])
continue;
if (swp->secondary_next_slot[bank_to_fire] > (num_slots - 1)){
swp->secondary_next_slot[bank_to_fire] = 0;
}
if (swp->secondary_bank_ammo[bank_to_fire] > 0) {
swp->secondary_bank_ammo[bank_to_fire]--;
} else if ((swp->secondary_bank_ammo[bank_to_fire] == 0) && !(The_mission.ai_profile->flags[AI::Profile_Flags::Prevent_negative_turret_ammo])) {
// default behavior allowed ammo to be negative
if (swp->secondary_bank_ammo[bank_to_fire] >= 0) {
swp->secondary_bank_ammo[bank_to_fire]--;
} else if (!(turret->system_info->flags[Model::Subsystem_Flags::Use_multiple_guns]) && (swp->secondary_bank_ammo[bank_to_fire] < 0)) {
swp->current_secondary_bank++;
@@ -1983,11 +2026,9 @@ 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]) {
@@ -2050,7 +2091,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
turret->flags.set(Ship::Subsystem_Flags::Has_fired); //set has fired flag for scriptng - nuke
//Fire animation stuff
Ship_info[parent_ship->ship_info_index].animations.start(model_get_instance(parent_ship->model_instance_num), animation::ModelAnimationTriggerType::TurretFired, animation::anim_name_from_subsys(turret->system_info), animation::ModelAnimationDirection::FWD, true);
model_anim_start_type(turret, AnimationTriggerType::TurretFired, ANIMATION_SUBTYPE_ALL, 1);
return true;
}
@@ -2101,11 +2142,9 @@ 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) {
@@ -2136,15 +2175,13 @@ 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;
@@ -2319,12 +2356,12 @@ 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
@@ -2337,7 +2374,7 @@ 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;
@@ -2404,11 +2441,6 @@ 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
@@ -2475,10 +2507,9 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
if (( lep->type == OBJ_SHIP ) && !(ss->flags[Ship::Subsystem_Flags::No_SS_targeting])) {
ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
}
// recheck in 2-3 seconds
ss->turret_next_enemy_check_stamp = timestamp((int)((MAX(dot, 0.5f) * The_mission.ai_profile->turret_target_recheck_time) + (The_mission.ai_profile->turret_target_recheck_time / 2.0f)));
ss->turret_next_enemy_check_stamp = timestamp((int) (MAX(dot, 0.5f)*2000.0f) + 1000);
} else {
ss->turret_next_enemy_check_stamp = timestamp((int)(The_mission.ai_profile->turret_target_recheck_time * frand_range(0.9f, 1.1f))); // Check every two seconds
ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
}
}
@@ -2667,15 +2698,8 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
{
// starting animation checks
if (ss->turret_animation_position == MA_POS_NOT_SET) {
bool started = false;
//For legacy animations using subtype for turret number
started |= Ship_info[shipp->ship_info_index].animations.startAll(model_get_instance(shipp->model_instance_num), animation::ModelAnimationTriggerType::TurretFiring, animation::ModelAnimationDirection::FWD, false, false, false, ss->system_info->subobj_num, true);
//For modern animations using proper triggered-by-subsys name
started |= Ship_info[shipp->ship_info_index].animations.start(model_get_instance(shipp->model_instance_num), animation::ModelAnimationTriggerType::TurretFiring, animation::anim_name_from_subsys(ss->system_info), animation::ModelAnimationDirection::FWD);
if (started) {
int duration = Ship_info[shipp->ship_info_index].animations.getTimeAll(model_get_instance(shipp->model_instance_num), animation::ModelAnimationTriggerType::TurretFiring, ss->system_info->subobj_num, true);
int duration2 = Ship_info[shipp->ship_info_index].animations.getTime(model_get_instance(shipp->model_instance_num), animation::ModelAnimationTriggerType::TurretFiring, animation::anim_name_from_subsys(ss->system_info));
ss->turret_animation_done_time = timestamp(duration > duration2 ? duration : duration2);
if ( model_anim_start_type(shipp, AnimationTriggerType::TurretFiring, ss->system_info->subobj_num, 1) ) {
ss->turret_animation_done_time = model_anim_get_time_type(shipp, AnimationTriggerType::TurretFiring, ss->system_info->subobj_num);
ss->turret_animation_position = MA_POS_SET;
}
}
@@ -2788,20 +2812,25 @@ 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);
// Since we no longer maintain world_to_turret_matrix, regenerate it here.
object *objp = &Objects[ss->parent_objnum];
vec3d turret_norm;
matrix turret_matrix, world_to_turret_matrix;
model_instance_find_world_dir(&turret_norm, &tp->turret_norm, Ships[objp->instance].model_instance_num, tp->subobj_num, &vmd_identity_matrix);
vm_vector_2_matrix(&turret_matrix, &turret_norm, nullptr, nullptr);
vm_matrix_x_matrix(&world_to_turret_matrix, &objp->orient, &turret_matrix);
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, &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;
}
}
@@ -2812,7 +2841,7 @@ 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);
+145 -209
View File
@@ -55,6 +55,8 @@ const float LARGE_DEBRIS_WEIGHT = 1.0f;
int Asteroids_enabled = 1;
int Num_asteroids = 0;
int Asteroid_throw_objnum = -1; // Object index of ship to throw asteroids at.
int Next_asteroid_throw;
SCP_vector< asteroid_info > Asteroid_info;
asteroid Asteroids[MAX_ASTEROIDS];
@@ -71,55 +73,6 @@ float Asteroid_icon_closeup_zoom;
#define ASTEROID_UPDATE_COLLIDE_TIMESTAMP 2000 // how often asteroid is checked for impending collisions with escort ships
#define ASTEROID_MIN_COLLIDE_TIME 24 // time in seconds to check for asteroid colliding
SCP_vector<SCP_string> Asteroid_target_ships;
bool Default_asteroid_throwing_behavior = true;
typedef struct asteroid_target {
int objnum;
int signature;
int throw_stamp;
int incoming_asteroids;
} asteroid_target;
// if default throwing behavior is enabled, then this should always have at most 1 target or possibly none, determined the retail way
// if not, then this is whatever number of mission-specified ships (after they arrive, list is sanitized when they exit)
SCP_vector<asteroid_target> Asteroid_targets;
/**
* Return number of asteroids expected to collide with a ship.
*/
static int count_incident_asteroids(int target_objnum)
{
object* asteroid_objp;
int count;
count = 0;
for (asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp)) {
if (asteroid_objp->type == OBJ_ASTEROID) {
asteroid* asp = &Asteroids[asteroid_objp->instance];
if (asp->target_objnum == target_objnum) {
count++;
}
}
}
return count;
}
// add a ship as a new asteroid target
void asteroid_add_target(object* objp) {
asteroid_target new_target;
new_target.objnum = OBJ_INDEX(objp);
new_target.signature = objp->signature;
new_target.throw_stamp = timestamp(Random::next(500, 2000));
new_target.incoming_asteroids = count_incident_asteroids(OBJ_INDEX(objp)); // this *should* normally be 0
Asteroid_targets.push_back(new_target);
}
/**
* Force updating of pair stuff for asteroid *objp.
*/
@@ -205,28 +158,43 @@ static float asteroid_cap_speed(int asteroid_info_index, float speed)
return speed;
}
/**
* Returns whether position is inside inner bounding volume
*
* Sum together the following: 1 inside x, 2 inside y, 4 inside z
* inside only when sum = 7
*/
static int asteroid_in_inner_bound_with_axes(asteroid_field *asfieldp, vec3d *pos, float delta)
{
Assert(asfieldp->has_inner_bound);
int rval = 0;
if ( (pos->xyz.x > asfieldp->inner_min_bound.xyz.x - delta) && (pos->xyz.x < asfieldp->inner_max_bound.xyz.x + delta) ) {
rval += 1;
}
if ( (pos->xyz.y > asfieldp->inner_min_bound.xyz.y - delta) && (pos->xyz.y < asfieldp->inner_max_bound.xyz.y + delta) ) {
rval += 2;
}
if ( (pos->xyz.z > asfieldp->inner_min_bound.xyz.z - delta) && (pos->xyz.z < asfieldp->inner_max_bound.xyz.z + delta) ) {
rval += 4;
}
return rval;
}
/**
* Check if asteroid is within inner bound
* @return 0 if not inside or no inner bound, 1 if inside inner bound
*/
static bool asteroid_in_inner_bound(asteroid_field *asfieldp, vec3d *pos, float delta) {
static int asteroid_in_inner_bound(asteroid_field *asfieldp, vec3d *pos, float delta) {
if (!asfieldp->has_inner_bound)
return false;
if (!asfieldp->has_inner_bound) {
return 0;
}
return (pos->xyz.x > asfieldp->inner_min_bound.xyz.x - delta) && (pos->xyz.x < asfieldp->inner_max_bound.xyz.x + delta) &&
(pos->xyz.y > asfieldp->inner_min_bound.xyz.y - delta) && (pos->xyz.y < asfieldp->inner_max_bound.xyz.y + delta) &&
(pos->xyz.z > asfieldp->inner_min_bound.xyz.z - delta) && (pos->xyz.z < asfieldp->inner_max_bound.xyz.z + delta);
}
static bool asteroid_is_ship_inside_field(asteroid_field* asfieldp, vec3d* pos, float radius) {
radius *= 2.0f;
return pos->xyz.x + radius > Asteroid_field.min_bound.xyz.x && pos->xyz.x - radius < Asteroid_field.max_bound.xyz.x &&
pos->xyz.y + radius > Asteroid_field.min_bound.xyz.y && pos->xyz.y - radius < Asteroid_field.max_bound.xyz.y &&
pos->xyz.z + radius > Asteroid_field.min_bound.xyz.z && pos->xyz.z - radius < Asteroid_field.max_bound.xyz.z &&
!asteroid_in_inner_bound(asfieldp, pos, radius);
return (asteroid_in_inner_bound_with_axes(asfieldp, pos, delta) == 7);
}
/**
@@ -356,7 +324,7 @@ 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"));
@@ -366,8 +334,8 @@ object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroi
asp->objnum = objnum;
asp->model_instance_num = -1;
if (model_get(asip->model_num[asteroid_subtype])->flags & PM_FLAG_HAS_INTRINSIC_MOTION) {
asp->model_instance_num = model_create_instance(objnum, asip->model_num[asteroid_subtype]);
if (model_get(asip->model_num[asteroid_subtype])->flags & PM_FLAG_HAS_INTRINSIC_ROTATE) {
asp->model_instance_num = model_create_instance(false, asip->model_num[asteroid_subtype]);
}
// Add to Asteroid_used_list
@@ -528,7 +496,7 @@ 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;
@@ -544,11 +512,6 @@ void asteroid_create_all()
return;
}
if (Asteroid_field.num_used_field_debris_types <= 0) {
Warning(LOCATION, "An asteroid field is enabled, but no asteroid types were enabled.");
return;
}
int max_asteroids = Asteroid_field.num_initial_asteroids; // * (1.0f - 0.1f*(MAX_DETAIL_LEVEL-Detail.asteroid_density)));
int num_debris_types = 0;
@@ -601,20 +564,12 @@ void asteroid_create_all()
// For asteroid, load only large asteroids
// get a valid subtype
int counter = Random::next(Asteroid_field.num_used_field_debris_types);
int subtype = -1;
for (int j = 0; j < NUM_DEBRIS_POFS; j++) {
if (Asteroid_field.field_debris_type[j] >= 0) {
if (counter == 0) {
subtype = j;
break;
} else
counter--;
}
int subtype = rand() % NUM_DEBRIS_POFS;
while (Asteroid_field.field_debris_type[subtype] == -1) {
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
}
if (subtype >= 0)
asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
} else {
Assert(num_debris_types > 0);
@@ -638,13 +593,11 @@ void asteroid_level_init()
{
Asteroid_field.num_initial_asteroids=0;
Num_asteroids = 0;
Asteroid_targets.clear();
Default_asteroid_throwing_behavior = true;
Next_asteroid_throw = timestamp(1);
asteroid_obj_list_init();
SCP_vector<asteroid_info>::iterator ast;
for (ast = Asteroid_info.begin(); ast != Asteroid_info.end(); ++ast)
ast->damage_type_idx = ast->damage_type_idx_sav;
Asteroid_field.num_used_field_debris_types = 0;
}
/**
@@ -780,75 +733,52 @@ static void asteroid_aim_at_target(object *objp, object *asteroid_objp, float de
}
/**
* Sanitizes the Asteroid targets list removing ships that have died/become invalid etc
*/
static void sanitize_asteroid_targets_list() {
for (size_t i = 0; i < Asteroid_targets.size();) {
object* target_objp = &Objects[Asteroid_targets[i].objnum];
if (target_objp->type != OBJ_SHIP || target_objp->signature != Asteroid_targets[i].signature) {
Asteroid_targets[i] = Asteroid_targets.back();
Asteroid_targets.pop_back();
}
else // if we needed to cull we should not advance because we just moved a new asteroid target into this spot
i++;
}
}
/**
* Call once per frame to maybe throw some asteroids at one or more ships.
* Call once per frame to maybe throw an asteroid at a ship.
*
* @param count asteroids already targeted on
*/
static void maybe_throw_asteroid()
static void maybe_throw_asteroid(int count)
{
if (!timestamp_elapsed(Next_asteroid_throw)) {
return;
}
for (asteroid_target& target : Asteroid_targets) {
if (!timestamp_elapsed(target.throw_stamp))
continue;
if (Asteroid_throw_objnum == -1) {
return;
}
object* target_objp = &Objects[target.objnum];
if (!asteroid_is_ship_inside_field(&Asteroid_field, &target_objp->pos, target_objp->radius))
continue;
// This should've been greater equal, but alas...
if (target.incoming_asteroids > The_mission.ai_profile->max_incoming_asteroids[Game_skill_level])
continue;
nprintf(("AI", "Incoming asteroids: %i\n", count));
nprintf(("AI", "Incoming asteroids to %s: %i\n", Ships[target_objp->instance].ship_name, target.incoming_asteroids));
if (count > The_mission.ai_profile->max_incoming_asteroids[Game_skill_level])
return;
target.throw_stamp = timestamp(1000 + 1200 * target.incoming_asteroids /(Game_skill_level+1));
Next_asteroid_throw = timestamp(1000 + 1200 * count/(Game_skill_level+1));
int counter = Random::next(Asteroid_field.num_used_field_debris_types);
int subtype = -1;
for (int i = 0; i < NUM_DEBRIS_POFS; i++) {
if (Asteroid_field.field_debris_type[i] >= 0) {
if (counter == 0) {
subtype = i;
break;
ship_obj *so;
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 = rand() % NUM_DEBRIS_POFS;
while (Asteroid_field.field_debris_type[subtype] == -1) {
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
}
object *objp = asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
if (objp != NULL) {
asteroid_aim_at_target(A, objp, ASTEROID_MIN_COLLIDE_TIME + frand() * 20.0f);
// if asteroid is inside inner bound, kill it
if (asteroid_in_inner_bound(&Asteroid_field, &objp->pos, 0.0f)) {
objp->flags.set(Object::Object_Flags::Should_be_dead);
} else {
Asteroids[objp->instance].target_objnum = so->objnum;
if ( MULTIPLAYER_MASTER ) {
send_asteroid_throw( objp );
}
}
else
counter--;
}
}
// this really shouldn't happen but just in case...
if (subtype < 0)
return;
object *objp = asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
if (objp != nullptr) {
asteroid_aim_at_target(target_objp, objp, ASTEROID_MIN_COLLIDE_TIME + frand() * 20.0f);
// if asteroid is inside inner bound, kill it
if (asteroid_in_inner_bound(&Asteroid_field, &objp->pos, 0.0f)) {
objp->flags.set(Object::Object_Flags::Should_be_dead);
} else {
Asteroids[objp->instance].target_objnum = target.objnum;
target.incoming_asteroids++;
if ( MULTIPLAYER_MASTER ) {
send_asteroid_throw( objp );
}
}
}
}
@@ -870,13 +800,6 @@ void asteroid_delete( object * obj )
if (asp->model_instance_num >= 0)
model_delete_instance(asp->model_instance_num);
if (asp->target_objnum >= 0) {
for (asteroid_target& target : Asteroid_targets) {
if (asp->target_objnum == target.objnum)
target.incoming_asteroids--;
}
}
asp->flags = 0;
Num_asteroids--;
Assert(Num_asteroids >= 0);
@@ -915,14 +838,7 @@ static void asteroid_maybe_reposition(object *objp, asteroid_field *asfieldp)
} else {
// check to ensure player won't see asteroid appear either
asteroid_wrap_pos(objp, asfieldp);
asteroid* astp = &Asteroids[objp->instance];
// this doesnt count as a thrown asteroid anymore
for (asteroid_target& target : Asteroid_targets)
if (target.objnum == astp->target_objnum)
target.incoming_asteroids--;
astp->target_objnum = -1;
Asteroids[objp->instance].target_objnum = -1;
dist = vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
@@ -1002,9 +918,9 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
vec3d normal;
if (mc.model_instance_num >= 0)
model_instance_local_to_global_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient);
model_instance_find_world_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient);
else
model_local_to_global_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient);
model_find_world_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient);
*hitnormal = normal;
}
@@ -1034,11 +950,11 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
vec3d p0_temp, p0_rotated;
// Collision detection from rotation enabled if at rotation is less than 30 degree in frame
// Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
// This should account for all ships
if ( (vm_vec_mag_squared( &heavy->phys_info.rotvel ) * flFrametime*flFrametime) < (PI*PI/36) ) {
// collide_rotate calculate (1) start position and (2) relative velocity
asteroid_hit_info->collide_rotate = true;
asteroid_hit_info->collide_rotate = 1;
vm_vec_rotate( &p0_temp, &p0, &heavy->last_orient );
vm_vec_unrotate( &p0_rotated, &p0_temp, &heavy->orient );
mc.p0 = &p0_rotated; // Point 1 of ray to check
@@ -1046,11 +962,11 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
vm_vec_scale( &asteroid_hit_info->light_rel_vel, 1/flFrametime );
// HACK - this applies to big ships warping in/out of asteroid fields - not sure what it does
if (vm_vec_mag(&asteroid_hit_info->light_rel_vel) > 300) {
asteroid_hit_info->collide_rotate = false;
asteroid_hit_info->collide_rotate = 0;
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &lighter->phys_info.vel, &heavy->phys_info.vel );
}
} else {
asteroid_hit_info->collide_rotate = false;
asteroid_hit_info->collide_rotate = 0;
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &lighter->phys_info.vel, &heavy->phys_info.vel );
}
@@ -1082,18 +998,18 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
// Do collision the cool new way
if ( asteroid_hit_info->collide_rotate ) {
// We collide with the sphere, find the list of moving submodels and test one at a time
// We collide with the sphere, find the list of rotating submodels and test one at a time
SCP_vector<int> submodel_vector;
model_get_moving_submodel_list(submodel_vector, heavy_obj);
model_get_rotating_submodel_list(&submodel_vector, heavy_obj);
// turn off all moving submodels, collide against only 1 at a time.
// turn off collision detection for all moving submodels
// turn off all rotating submodels, collide against only 1 at a time.
// turn off collision detection for all rotating submodels
for (auto submodel: submodel_vector) {
pmi->submodel[submodel].collision_checked = true;
}
// Only check single submodel now, since children of moving submodels are handled as moving as well
mc.flags = copy_flags | MC_SUBMODEL;
// reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
// check each submodel in turn
for (auto submodel: submodel_vector) {
@@ -1102,9 +1018,15 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
// turn on just one submodel for collision test
smi->collision_checked = false;
// set angles for last frame (need to set to prev to get p0)
matrix copy_matrix = smi->canonical_orient;
// find the start and end positions of the sphere in submodel RF
model_instance_global_to_local_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos, true);
model_instance_global_to_local_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
smi->canonical_orient = smi->canonical_prev_orient;
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;
world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
mc.p0 = &p0;
mc.p1 = &p1;
@@ -1117,18 +1039,18 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
mc_ret_val = 1;
// set up asteroid_hit_info common
set_hit_struct_info(asteroid_hit_info, &mc, true);
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_ROT_HIT);
// set up asteroid_hit_info for rotating submodel
if (!asteroid_hit_info->edge_hit) {
model_instance_local_to_global_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
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);
}
// find position in submodel RF of light object at collison
vec3d int_light_pos, diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
model_instance_local_to_global_point(&asteroid_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
model_instance_find_world_point(&asteroid_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
}
}
// Don't look at this submodel again
@@ -1149,11 +1071,11 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
if (mc.hit_dist < asteroid_hit_info->hit_time) {
mc_ret_val = 1;
set_hit_struct_info(asteroid_hit_info, &mc, false);
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// get collision normal if not edge hit
if (!asteroid_hit_info->edge_hit) {
model_instance_local_to_global_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
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);
}
// find position in submodel RF of light object at collison
@@ -1178,7 +1100,7 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
mc_ret_val = model_collide(&mc);
if (mc_ret_val) {
set_hit_struct_info(asteroid_hit_info, &mc, false);
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// set normal if not edge hit
if ( !asteroid_hit_info->edge_hit ) {
@@ -1402,7 +1324,7 @@ 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
}
@@ -1510,14 +1432,9 @@ 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);
@@ -1567,7 +1484,7 @@ 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++)
@@ -1622,10 +1539,8 @@ 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");
}
}
@@ -2090,6 +2005,29 @@ static void asteroid_parse_tbl()
}
}
/**
* Return number of asteroids expected to collide with a ship.
*/
static int count_incident_asteroids()
{
object *asteroid_objp;
int count;
count = 0;
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
if (asteroid_objp->type == OBJ_ASTEROID ) {
asteroid *asp = &Asteroids[asteroid_objp->instance];
if ( asp->target_objnum >= 0 ) {
count++;
}
}
}
return count;
}
/**
* Pick object to throw asteroids at.
* Pick any capital or big ship inside the bounds of the asteroid field.
@@ -2104,10 +2042,17 @@ static int set_asteroid_throw_objnum()
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
float radius = ship_objp->radius*2.0f;
if (Ship_info[Ships[ship_objp->instance].ship_info_index].is_big_or_huge()) {
if (asteroid_is_ship_inside_field(&Asteroid_field, &ship_objp->pos, ship_objp->radius))
return so->objnum;
if (ship_objp->pos.xyz.x + radius > Asteroid_field.min_bound.xyz.x)
if (ship_objp->pos.xyz.y + radius > Asteroid_field.min_bound.xyz.y)
if (ship_objp->pos.xyz.z + radius > Asteroid_field.min_bound.xyz.z)
if (ship_objp->pos.xyz.x - radius < Asteroid_field.max_bound.xyz.x)
if (ship_objp->pos.xyz.y - radius < Asteroid_field.max_bound.xyz.y)
if (ship_objp->pos.xyz.z - radius < Asteroid_field.max_bound.xyz.z)
if (!asteroid_in_inner_bound(&Asteroid_field, &ship_objp->pos, radius))
return so->objnum;
}
}
return -1;
@@ -2124,18 +2069,9 @@ void asteroid_frame()
return;
}
if (Default_asteroid_throwing_behavior) {
int objnum = set_asteroid_throw_objnum();
if (Asteroid_targets.empty() || Asteroid_targets[0].objnum != objnum) {
Asteroid_targets.clear();
if (objnum >= 0)
asteroid_add_target(&Objects[objnum]);
}
}
Asteroid_throw_objnum = set_asteroid_throw_objnum();
sanitize_asteroid_targets_list();
maybe_throw_asteroid();
maybe_throw_asteroid(count_incident_asteroids());
}
/**
-7
View File
@@ -36,11 +36,6 @@ class model_draw_list;
// Goober5000 - currently same as MAX_SHIP_DETAIL_LEVELS (put here to avoid an #include)
#define MAX_ASTEROID_DETAIL_LEVELS 5
// whether to do retail behavior, just throw at the first big ship in the field
// must be explicitly opted out of by the mission
extern bool Default_asteroid_throwing_behavior;
extern SCP_vector<SCP_string> Asteroid_target_ships;
// Data structure to track the active asteroids
typedef struct asteroid_obj {
@@ -143,7 +138,6 @@ typedef struct asteroid_field {
field_type_t field_type; // active throws and wraps, passive does not
debris_genre_t debris_genre; // type of debris (ship or asteroid) [generic type]
int field_debris_type[MAX_ACTIVE_DEBRIS_TYPES]; // one of the debris type defines above
int num_used_field_debris_types; // how many of the above are used
} asteroid_field;
extern SCP_vector< asteroid_info > Asteroid_info;
@@ -171,7 +165,6 @@ int asteroid_collide_objnum(object *asteroid_objp);
float asteroid_time_to_impact(object *asteroid_objp);
void asteroid_show_brackets();
void asteroid_target_closest_danger();
void asteroid_add_target(object* objp);
// need to extern for multiplayer
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec);
+2 -3
View File
@@ -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);
+10 -17
View File
@@ -1120,7 +1120,7 @@ static int bm_load_info(BM_TYPE type, const char *filename, CFILE *img_cfp, int
return 0;
}
int bm_load(const char *real_filename, int dir_type) {
int bm_load(const char *real_filename) {
int free_slot = -1;
int w, h, bpp = 8;
int rc = 0;
@@ -1152,7 +1152,6 @@ int bm_load(const char *real_filename, int dir_type) {
if (Is_standalone) {
char standalone_filename[MAX_FILENAME_LEN] = "right_bracket";
strcpy_s(filename, standalone_filename);
dir_type = CF_TYPE_INTERFACE;
}
// safety catch for strcat...
@@ -1165,11 +1164,11 @@ int bm_load(const char *real_filename, int dir_type) {
// Lets find out what type it is
{
// see if it's already loaded (checks for any type with filename)
if (bm_load_sub_fast(filename, &handle, dir_type))
if (bm_load_sub_fast(filename, &handle))
return handle;
// if we are still here then we need to fall back to a file-based search
int rval = bm_load_sub_slow(filename, BM_NUM_TYPES, bm_ext_list, &img_cfp, dir_type);
int rval = bm_load_sub_slow(filename, BM_NUM_TYPES, bm_ext_list, &img_cfp);
if (rval < 0)
return -1;
@@ -1225,7 +1224,7 @@ int bm_load(const char *real_filename, int dir_type) {
entry->bm.palette = nullptr;
entry->num_mipmaps = mm_lvl;
entry->mem_taken = (size_t)bm_size;
entry->dir_type = dir_type;
entry->dir_type = CF_TYPE_ANY;
entry->handle = handle;
entry->load_count++;
@@ -1236,8 +1235,8 @@ int bm_load(const char *real_filename, int dir_type) {
return handle;
}
int bm_load(const SCP_string& filename, int dir_type) {
return bm_load(filename.c_str(), dir_type);
int bm_load(const SCP_string& filename) {
return bm_load(filename.c_str());
}
bool bm_load_and_parse_eff(const char *filename, int dir_type, int *nframes, int *nfps, int *key, BM_TYPE *type) {
@@ -1425,7 +1424,7 @@ static int bm_load_image_data(int handle, int bpp, ushort flags, bool nodebug)
return 0;
}
int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *keyframe, float *total_time, bool can_drop_frames, int dir_type, bool rethrow_exceptions) {
int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *keyframe, float *total_time, bool can_drop_frames, int dir_type) {
int i, n;
anim the_anim;
CFILE *img_cfp = nullptr;
@@ -1467,7 +1466,6 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
if (Is_standalone) {
char standalone_filename[MAX_FILENAME_LEN] = "cursorweb";
strcpy_s(filename, standalone_filename);
dir_type = CF_TYPE_INTERFACE;
}
// safety catch for strcat...
@@ -1596,15 +1594,10 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
img_size = the_apng.imgsize();
}
catch (const apng::ApngException& e) {
mprintf(("Failed to load apng: %s\n", e.what() ));
if (img_cfp != nullptr)
cfclose(img_cfp);
if (rethrow_exceptions) {
throw e;
}
else {
mprintf(("Failed to load apng: %s\n", e.what()));
return -1;
}
return -1;
}
}
else {
@@ -1796,7 +1789,7 @@ int bm_load_either(const char *filename, int *nframes, int *fps, int *keyframe,
*fps = 0;
int tidx = bm_load_animation(filename, nframes, fps, keyframe, nullptr, can_drop_frames, dir_type);
if (tidx == -1) {
tidx = bm_load(filename, dir_type);
tidx = bm_load(filename);
if (tidx != -1 && nframes != NULL)
*nframes = 1;
}
+3 -10
View File
@@ -177,7 +177,7 @@ void clear_bm_lookup_cache();
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const char* filename, int dir_type = CF_TYPE_ANY);
int bm_load(const char* filename);
/**
* @brief Loads a bitmap so we can draw with it later. (Preferred version)
@@ -187,7 +187,7 @@ int bm_load(const char* filename, int dir_type = CF_TYPE_ANY);
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const SCP_string& filename, int dir_type = CF_TYPE_ANY);
int bm_load(const SCP_string& filename);
/**
* @brief Reloads a bitmap as a duplicate.
@@ -289,14 +289,7 @@ bool bm_release_rendertarget(int handle);
* @returns The bm number of the first bitmap in the sequence if successful, or
* @returns A negative value if unsuccessful
*/
int bm_load_animation(const char *filename,
int *nframes = nullptr,
int *fps = nullptr,
int *keyframe = nullptr,
float *total_time = nullptr,
bool can_drop_frames = false,
int dir_type = CF_TYPE_ANY,
bool rethrow_exceptions = false);
int bm_load_animation(const char *filename, int *nframes = nullptr, int *fps = nullptr, int *keyframe = nullptr, float *total_time = nullptr, bool can_drop_frames = 0, int dir_type = CF_TYPE_ANY);
/**
* @brief Loads either animation (bm_load_animation) or still image (bm_load)
+44 -81
View File
@@ -43,7 +43,7 @@ auto FovOption = options::OptionBuilder<float>("Graphics.FOV", "Field Of View",
.finish();
//*************************CLASS: camera*************************
//This is where the camera class begins! :D
//This is where the camera class beings! :D
camera::camera(const char *in_name, int in_signature)
{
set_name(in_name);
@@ -237,15 +237,12 @@ void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float
{
matrix temp_matrix = IDENTITY_MATRIX;
if (in_target != nullptr)
if(in_target != NULL)
{
vec3d position;
matrix orient_buf;
auto orient = Use_host_orientation_for_set_camera_facing ? &orient_buf : nullptr;
vec3d position = vmd_zero_vector;
this->get_info(&position, NULL);
this->get_info(&position, orient, false);
if (vm_vec_same(in_target, &position))
if(in_target->xyz.x == position.xyz.x && in_target->xyz.y == position.xyz.y && in_target->xyz.z == position.xyz.z)
{
Warning(LOCATION, "Camera tried to point to self");
return;
@@ -253,25 +250,7 @@ void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float
vec3d targetvec;
vm_vec_normalized_dir(&targetvec, in_target, &position);
if (Use_host_orientation_for_set_camera_facing)
{
// point along the target vector, but using the host orient's roll
vm_vector_2_matrix(&temp_matrix, &targetvec, &orient->vec.uvec, nullptr);
// if we have a host, we need the difference between the camera's current orient and the orient we want
// if not, we will later set the absolute orientation, rather than the orientation relative to the host
if (object_host.IsValid())
{
vm_transpose(orient);
temp_matrix = temp_matrix * *orient;
}
}
else
{
// point directly along the target vector
vm_vector_2_matrix(&temp_matrix, &targetvec, nullptr, nullptr);
}
vm_vector_2_matrix(&temp_matrix, &targetvec, NULL, NULL);
}
set_rotation(&temp_matrix, in_rotation_time, in_rotation_acceleration_time, in_rotation_deceleration_time);
@@ -319,16 +298,13 @@ float camera::get_fov()
}
eye* get_submodel_eye(polymodel *pm, int submodel_num);
void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_orientation)
void camera::get_info(vec3d *position, matrix *orientation)
{
if(position == NULL && orientation == NULL)
return;
eye* eyep = NULL;
vec3d host_normal;
matrix host_orient = vmd_identity_matrix;
bool use_host_orient = false;
//POSITION
if(!(flags & CAM_STATIONARY_POS) || object_host.IsValid())
{
@@ -366,19 +342,16 @@ void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_or
Assertion(objp->type == OBJ_SHIP, "This part of the code expects the object to be a ship");
vec3d c_pos_in;
model_instance_local_to_global_point_dir(&c_pos_in, &host_normal, &eyep->pnt, &eyep->norm, pm, pmi, eyep->parent);
find_submodel_instance_point_normal(&c_pos_in, &host_normal, pm, pmi, eyep->parent, &eyep->pnt, &eyep->norm);
vm_vec_unrotate(&c_pos, &c_pos_in, &objp->orient);
vm_vec_add2(&c_pos, &objp->pos);
}
else
{
if (pmi != nullptr)
{
model_instance_local_to_global_point_orient(&c_pos, &host_orient, &pt, &vmd_identity_matrix, pm, pmi, object_host_submodel, &objp->orient, &objp->pos);
use_host_orient = true;
}
model_instance_find_world_point(&c_pos, &pt, pm, pmi, object_host_submodel, &objp->orient, &objp->pos);
else
model_local_to_global_point( &c_pos, &pt, pm, object_host_submodel, &objp->orient, &objp->pos );
model_find_world_point( &c_pos, &pt, pm, object_host_submodel, &objp->orient, &objp->pos );
}
}
}
@@ -394,7 +367,7 @@ void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_or
}
}
if (position != nullptr)
if(position != NULL)
*position = c_pos;
//ORIENTATION
@@ -405,32 +378,32 @@ void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_or
{
if(object_target.IsValid())
{
object *target_objp = object_target.objp;
int model_num = object_get_model(target_objp);
polymodel *target_pm = nullptr;
polymodel_instance *target_pmi = nullptr;
object *objp = object_target.objp;
int model_num = object_get_model(objp);
polymodel *pm = nullptr;
polymodel_instance *pmi = nullptr;
vec3d target_pos = vmd_zero_vector;
//See if we can get the model
if(model_num >= 0)
{
target_pm = model_get(model_num);
if (target_objp->type == OBJ_SHIP)
target_pmi = model_get_instance(Ships[target_objp->instance].model_instance_num);
pm = model_get(model_num);
if (objp->type == OBJ_SHIP)
pmi = model_get_instance(Ships[objp->instance].model_instance_num);
}
//If we don't have a submodel or don't have the model use object pos
//Otherwise, find the submodel pos as it is rotated
if (object_target_submodel < 0 || target_pm == nullptr)
if(object_target_submodel < 0 || pm == NULL)
{
target_pos = target_objp->pos;
target_pos = objp->pos;
}
else
{
if (target_pmi != nullptr)
model_instance_local_to_global_point(&target_pos, &vmd_zero_vector, target_pm, target_pmi, object_target_submodel, &target_objp->orient, &target_objp->pos);
if (pmi != nullptr)
model_instance_find_world_point(&target_pos, &vmd_zero_vector, pm, pmi, object_target_submodel, &objp->orient, &objp->pos);
else
model_local_to_global_point( &target_pos, &vmd_zero_vector, target_pm, object_target_submodel, &target_objp->orient, &target_objp->pos );
model_find_world_point( &target_pos, &vmd_zero_vector, pm, object_target_submodel, &objp->orient, &objp->pos );
}
vec3d targetvec;
@@ -445,10 +418,6 @@ void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_or
vm_vector_2_matrix(&c_ori, &host_normal, vm_vec_same(&host_normal, &object_host.objp->orient.vec.uvec)?NULL:&object_host.objp->orient.vec.uvec, NULL);
target_set = true;
}
else if (use_host_orient)
{
c_ori = host_orient;
}
else
{
c_ori = object_host.objp->orient;
@@ -459,30 +428,23 @@ void camera::get_info(vec3d *position, matrix *orientation, bool apply_camera_or
c_ori = vmd_identity_matrix;
}
//Do custom orientation stuff, if needed
if (func_custom_orientation != nullptr && !target_set)
matrix mtxA = c_ori;
matrix mtxB = IDENTITY_MATRIX;
float pos = 0.0f;
for(int i = 0; i < 9; i++)
{
func_custom_orientation(this, &c_ori);
ori[i].get(&pos, NULL);
mtxB.a1d[i] = pos;
}
vm_matrix_x_matrix(&c_ori, &mtxA, &mtxB);
// only do this if we want to find where the camera is actually pointing;
// skip this if we just want the orientation of the host
if (apply_camera_orientation)
{
matrix mtxA = c_ori;
matrix mtxB = IDENTITY_MATRIX;
float pos = 0.0f;
for (int i = 0; i < 9; i++)
{
ori[i].get(&pos, nullptr);
mtxB.a1d[i] = pos;
}
vm_matrix_x_matrix(&c_ori, &mtxA, &mtxB);
vm_orthogonalize_matrix(&c_ori);
}
vm_orthogonalize_matrix(&c_ori);
}
//Do custom orientation stuff, if needed
if(func_custom_orientation != NULL && !target_set)
{
func_custom_orientation(this, &c_ori);
}
*orientation = c_ori;
}
}
@@ -598,9 +560,9 @@ void warp_camera::get_info(vec3d *position, matrix *orientation)
#define MAX_SUBTITLE_LINES 64
subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char* in_imageanim, float in_display_time,
float in_fade_time, const color *in_text_color, int in_text_fontnum, bool center_x, bool center_y, int in_width,
int in_height, bool in_post_shaded, float in_line_height_factor)
: display_time(-1.0f), fade_time(-1.0f), text_fontnum(-1), line_height_factor(1.0f),
image_id(-1), time_displayed(-1.0f), time_displayed_end(-1.0f), post_shaded(false)
int in_height, bool in_post_shaded)
:display_time(-1.0f), fade_time(-1.0f), text_fontnum(-1), time_displayed(-1.0f), time_displayed_end(-1.0f),
post_shaded(false)
{
// Initialize color
gr_init_color(&text_color, 0, 0, 0);
@@ -611,6 +573,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
memset( imageanim, 0, sizeof(imageanim) );
memset( &text_pos, 0, 2*sizeof(int) );
memset( &image_pos, 0, 4*sizeof(int) );
image_id = -1;
if ( ((in_text != NULL) && (strlen(in_text) <= 0)) && ((in_imageanim != NULL) && (strlen(in_imageanim) <= 0)) )
return;
@@ -622,6 +585,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
in_text = text_buf.c_str();
}
int num_text_lines = 0;
const char *text_line_ptrs[MAX_SUBTITLE_LINES];
int text_line_lens[MAX_SUBTITLE_LINES];
@@ -644,7 +608,6 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
else
gr_init_alphacolor(&text_color, 255, 255, 255, 255);
text_fontnum = in_text_fontnum;
line_height_factor = in_line_height_factor;
//Setup display and fade time
display_time = fl_abs(in_display_time);
@@ -683,7 +646,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
if(w > tw)
tw = w;
th += fl2i(line_height_factor * h);
th += h;
}
// restore old font
@@ -781,7 +744,7 @@ void subtitle::do_frame(float frametime)
for(SCP_vector<SCP_string>::iterator line = text_lines.begin(); line != text_lines.end(); ++line)
{
gr_string(x, y, (char*)line->c_str(), GR_RESIZE_NONE);
y += fl2i(line_height_factor * font_height);
y += font_height;
}
// restore old font
@@ -830,9 +793,9 @@ subtitle::~subtitle()
void subtitle::clone(const subtitle &sub)
{
text_lines = sub.text_lines;
text_fontnum = sub.text_fontnum;
line_height_factor = sub.line_height_factor;
// copy the structs
text_pos = sub.text_pos;
+2 -4
View File
@@ -75,7 +75,7 @@ public:
object *get_object_target();
int get_object_target_submodel();
float get_fov();
void get_info(vec3d *position, matrix *orientation, bool apply_camera_orientation = true);
void get_info(vec3d *position, matrix *orientation);
//Is
bool is_empty(){return sig < 0;}
@@ -123,7 +123,6 @@ private:
float fade_time;
color text_color;
int text_fontnum;
float line_height_factor;
//Done with set
char imageanim[MAX_FILENAME_LEN];
@@ -140,8 +139,7 @@ private:
public:
subtitle(int in_x_pos, int in_y_pos, const char* in_text = NULL, const char* in_imageanim = NULL,
float in_display_time = 0, float in_fade_time = 0.0f, const color *in_text_color = NULL, int in_text_fontnum = -1,
bool center_x = false, bool center_y = false, int in_width = 0, int in_height = 0, bool post_shaded = false,
float in_line_height_factor = 1.0f);
bool center_x = false, bool center_y = false, int in_width = 0, int in_height = 0, bool post_shaded=false);
~subtitle();
subtitle(const subtitle &sub) { clone(sub); }
+4 -7
View File
@@ -80,7 +80,7 @@ cf_pathtype Pathtypes[CF_MAX_PATH_TYPES] = {
{ CF_TYPE_SINGLE_PLAYERS, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "single", ".pl2 .cs2 .plr .csg .css .json", CF_TYPE_PLAYERS },
{ CF_TYPE_MULTI_PLAYERS, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "multi", ".plr .json", CF_TYPE_PLAYERS },
{ CF_TYPE_CACHE, "data" DIR_SEPARATOR_STR "cache", ".clr .tmp .bx", CF_TYPE_DATA }, //clr=cached color
{ CF_TYPE_MULTI_CACHE, "data" DIR_SEPARATOR_STR "multidata", ".pcx .png .jpg .dds .fs2 .txt", CF_TYPE_DATA },
{ CF_TYPE_MULTI_CACHE, "data" DIR_SEPARATOR_STR "multidata", ".pcx .png .dds .fs2 .txt", CF_TYPE_DATA },
{ CF_TYPE_MISSIONS, "data" DIR_SEPARATOR_STR "missions", ".fs2 .fc2 .ntl .ssv", CF_TYPE_DATA },
{ CF_TYPE_CONFIG, "data" DIR_SEPARATOR_STR "config", ".cfg .tbl .tbm .xml .csv", CF_TYPE_DATA },
{ CF_TYPE_DEMOS, "data" DIR_SEPARATOR_STR "demos", ".fsd", CF_TYPE_DATA },
@@ -91,7 +91,6 @@ cf_pathtype Pathtypes[CF_MAX_PATH_TYPES] = {
{ CF_TYPE_FREDDOCS, "data" DIR_SEPARATOR_STR "freddocs", ".html", CF_TYPE_DATA },
{ CF_TYPE_INTERFACE_MARKUP, "data" DIR_SEPARATOR_STR "interface" DIR_SEPARATOR_STR "markup", ".rml", CF_TYPE_INTERFACE },
{ CF_TYPE_INTERFACE_CSS, "data" DIR_SEPARATOR_STR "interface" DIR_SEPARATOR_STR "css", ".rcss", CF_TYPE_INTERFACE },
{ CF_TYPE_PLAYER_BINDS, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "presets", ".json", CF_TYPE_PLAYERS },
};
// clang-format on
@@ -867,7 +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;
}
}
@@ -923,7 +921,7 @@ int cfclose( CFILE * cfile )
} else {
// VP do nothing
}
cf_clear_compression_info(cfile);
cfile->type = CFILE_BLOCK_UNUSED;
return result;
}
@@ -975,7 +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;
}
}
@@ -1010,7 +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;
}
@@ -1054,7 +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) {
+1 -2
View File
@@ -81,10 +81,9 @@ typedef struct {
#define CF_TYPE_FREDDOCS 37
#define CF_TYPE_INTERFACE_MARKUP 38
#define CF_TYPE_INTERFACE_CSS 39
#define CF_TYPE_PLAYER_BINDS 40
#define CF_MAX_PATH_TYPES \
41 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
40 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
// TRUE if type is specified and valid
#define CF_TYPE_SPECIFIED(path_type) (((path_type)>CF_TYPE_INVALID) && ((path_type)<CF_MAX_PATH_TYPES))
+8 -47
View File
@@ -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;
}
+2 -19
View File
@@ -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
-206
View File
@@ -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;
}
-66
View File
@@ -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
+753 -462
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File diff suppressed because it is too large. Load diff
+30 -58
View File
@@ -220,8 +220,6 @@ Flag exe_params[] =
{ "-set_cpu_affinity", "Sets processor affinity to config value", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-set_cpu_affinity", },
{ "-nograb", "Disables mouse grabbing", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nograb", },
{ "-noshadercache", "Disables the shader cache", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noshadercache", },
{ "-prefer_ipv4", "Prefer IPv4 DNS lookups", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-prefer_ipv4", },
{ "-prefer_ipv6", "Prefer IPv6 DNS lookups", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-prefer_ipv6", },
#ifdef WIN32
{ "-fix_registry", "Use a different registry path", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-fix_registry", },
#endif
@@ -248,13 +246,11 @@ 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", },
{ "-gr_debug", "Output graphics debug information", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-gr_debug", },
{ "-stdout_log", "Output log file to stdout", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-stdout_log", },
{ "-slow_frames_ok", "Don't adjust timestamps for slow frames", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-slow_frames_ok", },
};
// clang-format on
@@ -379,23 +375,21 @@ int Cmdline_rearm_timer = 0;
int Cmdline_targetinfo = 0;
// Gameplay related
cmdline_parm use_3dwarp("-3dwarp", nullptr, AT_NONE); // Is now Fireball_use_3d_warp
cmdline_parm ship_choice_3d_arg("-ship_choice_3d", nullptr, AT_NONE); // Cmdline_ship_choice_3d
cmdline_parm weapon_choice_3d_arg("-weapon_choice_3d", nullptr, AT_NONE); // Cmdline_weapon_choice_3d
cmdline_parm use_warp_flash("-warp_flash", nullptr, AT_NONE); // Cmdline_warp_flash
cmdline_parm allow_autpilot_interrupt("-no_ap_interrupt", nullptr, AT_NONE);
cmdline_parm stretch_menu("-stretch_menu", nullptr, AT_NONE); // Cmdline_stretch_menu
cmdline_parm use_3dwarp("-3dwarp", NULL, AT_NONE); // Cmdline_3dwarp
cmdline_parm ship_choice_3d_arg("-ship_choice_3d", NULL, AT_NONE); // Cmdline_ship_choice_3d
cmdline_parm weapon_choice_3d_arg("-weapon_choice_3d", NULL, AT_NONE); // Cmdline_weapon_choice_3d
cmdline_parm use_warp_flash("-warp_flash", NULL, AT_NONE); // Cmdline_warp_flash
cmdline_parm allow_autpilot_interrupt("-no_ap_interrupt", NULL, AT_NONE);
cmdline_parm stretch_menu("-stretch_menu", NULL, AT_NONE); // Cmdline_stretch_menu
cmdline_parm no_screenshake("-no_screenshake", nullptr, AT_NONE); // Cmdline_no_screenshake
cmdline_parm deadzone("-deadzone",
"Sets the joystick deadzone. Integer value from 0 to 100 as a percentage of the joystick's range (100% would make the stick do nothing). Disables deadzone slider in the in-game Options menu.", AT_INT); //Cmdline_deadzone
int Cmdline_3dwarp = 0;
int Cmdline_ship_choice_3d = 0;
int Cmdline_weapon_choice_3d = 0;
int Cmdline_warp_flash = 0;
int Cmdline_autopilot_interruptable = 1;
int Cmdline_stretch_menu = 0;
int Cmdline_no_screenshake = 0;
int Cmdline_deadzone = -1;
// Audio related
cmdline_parm voice_recognition_arg("-voicer", NULL, AT_NONE); // Cmdline_voice_recognition
@@ -442,8 +436,6 @@ cmdline_parm no_geo_sdr_effects("-no_geo_effects", NULL, AT_NONE);
cmdline_parm set_cpu_affinity("-set_cpu_affinity", NULL, AT_NONE);
cmdline_parm nograb_arg("-nograb", NULL, AT_NONE);
cmdline_parm noshadercache_arg("-noshadercache", NULL, AT_NONE);
cmdline_parm prefer_ipv4_arg("-prefer_ipv4", nullptr, AT_NONE);
cmdline_parm prefer_ipv6_arg("-prefer_ipv6", nullptr, AT_NONE);
#ifdef WIN32
cmdline_parm fix_registry("-fix_registry", NULL, AT_NONE);
#endif
@@ -462,8 +454,6 @@ bool Cmdline_no_geo_sdr_effects = false;
bool Cmdline_set_cpu_affinity = false;
bool Cmdline_nograb = false;
bool Cmdline_noshadercache = false;
bool Cmdline_prefer_ipv4 = false;
bool Cmdline_prefer_ipv6 = false;
#ifdef WIN32
bool Cmdline_alternate_registry_path = false;
#endif
@@ -489,7 +479,6 @@ 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
@@ -497,7 +486,6 @@ cmdline_parm frame_profile_arg("-profile_frame_time", NULL, AT_NONE); //Cmdline_
cmdline_parm debug_window_arg("-debug_window", NULL, AT_NONE); // Cmdline_debug_window
cmdline_parm graphics_debug_output_arg("-gr_debug", nullptr, AT_NONE); // Cmdline_graphics_debug_output
cmdline_parm log_to_stdout_arg("-stdout_log", nullptr, AT_NONE); // Cmdline_log_to_stdout
cmdline_parm slow_frames_ok_arg("-slow_frames_ok", nullptr, AT_NONE); // Cmdline_slow_frames_ok
char *Cmdline_start_mission = NULL;
@@ -522,7 +510,6 @@ 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;
@@ -530,7 +517,6 @@ bool Cmdline_show_video_info = false;
bool Cmdline_debug_window = false;
bool Cmdline_graphics_debug_output = false;
bool Cmdline_log_to_stdout = false;
bool Cmdline_slow_frames_ok = false;
// Other
cmdline_parm get_flags_arg(GET_FLAGS_STRING, "Output the launcher flags file", AT_STRING);
@@ -1331,7 +1317,6 @@ static json_t* json_get_v1() {
json_array_append_new(caps_array, json_string("No D3D"));
json_array_append_new(caps_array, json_string("New Sound"));
json_array_append_new(caps_array, json_string("SDL"));
json_array_append_new(caps_array, json_string("Multijoy"));
json_object_set_new(root, "caps", caps_array);
}
@@ -1423,7 +1408,24 @@ static json_t* json_get_v1() {
json_object_set_new(root, "openal", openal_obj);
}
{
auto joystick_array = io::joystick::getJsonArray();
auto joystick_array = json_array();
auto joysticks = io::joystick::getJoystickInformations();
for (auto& info : joysticks) {
auto joystick_obj = json_object();
json_object_set_new(joystick_obj, "name", json_string(info.name.c_str()));
json_object_set_new(joystick_obj, "guid", json_string(info.guid.c_str()));
json_object_set_new(joystick_obj, "num_axes", json_integer(info.num_axes));
json_object_set_new(joystick_obj, "num_balls", json_integer(info.num_balls));
json_object_set_new(joystick_obj, "num_buttons", json_integer(info.num_buttons));
json_object_set_new(joystick_obj, "num_hats", json_integer(info.num_hats));
json_object_set_new(joystick_obj, "is_haptic", json_boolean(info.is_haptic));
json_array_append_new(joystick_array, joystick_obj);
}
json_object_set_new(root, "joysticks", joystick_array);
}
@@ -1615,7 +1617,7 @@ 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';
}
}
@@ -1625,9 +1627,8 @@ 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';
}
}
@@ -1712,7 +1713,7 @@ 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()){
@@ -1838,10 +1839,6 @@ bool SetCmdlineParams()
Cmdline_no_screenshake = 1;
}
if ( deadzone.found() ) {
Cmdline_deadzone = deadzone.get_int();
}
if ( stretch_menu.found() ) {
Cmdline_stretch_menu = 1;
}
@@ -2126,11 +2123,6 @@ bool SetCmdlineParams()
Cmdline_benchmark_mode = true;
}
if (pilot_arg.found())
{
Cmdline_pilot = pilot_arg.str();
}
if (noninteractive_arg.found())
{
Cmdline_noninteractive = true;
@@ -2158,10 +2150,6 @@ bool SetCmdlineParams()
Cmdline_log_to_stdout = true;
}
if (slow_frames_ok_arg.found()) {
Cmdline_slow_frames_ok = true;
}
if (show_video_info.found())
{
Cmdline_show_video_info = true;
@@ -2263,22 +2251,6 @@ bool SetCmdlineParams()
}
}
}
if (prefer_ipv4_arg.found()) {
Cmdline_prefer_ipv4 = true;
}
if (prefer_ipv6_arg.found()) {
Cmdline_prefer_ipv6 = true;
// Rule 2: Not both
if (Cmdline_prefer_ipv4) {
ReleaseWarning(LOCATION, "Cannot set preference for both IPv4 and IPv6! Reverting to default behavior...\n");
Cmdline_prefer_ipv4 = false;
Cmdline_prefer_ipv6 = false;
}
}
return true;
}
+1 -5
View File
@@ -83,13 +83,13 @@ extern int Cmdline_rearm_timer;
extern int Cmdline_targetinfo;
// Gameplay related
extern int Cmdline_3dwarp;
extern int Cmdline_ship_choice_3d;
extern int Cmdline_weapon_choice_3d;
extern int Cmdline_warp_flash;
extern int Cmdline_autopilot_interruptable;
extern int Cmdline_stretch_menu;
extern int Cmdline_no_screenshake;
extern int Cmdline_deadzone;
// Audio related
extern int Cmdline_voice_recognition;
@@ -123,8 +123,6 @@ extern bool Cmdline_no_geo_sdr_effects;
extern bool Cmdline_set_cpu_affinity;
extern bool Cmdline_nograb;
extern bool Cmdline_noshadercache;
extern bool Cmdline_prefer_ipv4;
extern bool Cmdline_prefer_ipv6;
#ifdef WIN32
extern bool Cmdline_alternate_registry_path;
#endif
@@ -145,7 +143,6 @@ 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;
@@ -153,7 +150,6 @@ extern bool Cmdline_show_video_info;
extern bool Cmdline_debug_window;
extern bool Cmdline_graphics_debug_output;
extern bool Cmdline_log_to_stdout;
extern bool Cmdline_slow_frames_ok;
enum class WeaponSpewType { NONE = 0, STANDARD, ALL };
extern WeaponSpewType Cmdline_spew_weapon_stats;
File diff suppressed because it is too large. Load diff
+102 -372
View File
@@ -15,62 +15,68 @@
#define CONTROL_CONFIG_XSTR 507
#define CCF_AXIS_BTN 0x40 //!< axis is a button on positive side. If also inverted, is on negative side instead
#define CCF_RELATIVE 0x20 //!< axis is relative
#define CCF_INVERTED 0x10 //!< axis is inverted
#define CCF_AXIS 0x08 //!< btn is an axis
#define CCF_HAT 0x04 //!< btn is a hat
#define CCF_BALL 0x02 //!< btn is a ball
/*!
* These are used to index a corresponding axis value from an array.
* These are used to index a corresponding joystick axis value from an array.
* Currently only used by ::Axis_map_to[] and ::Axis_map_to_defaults[]
*/
enum Joy_axis_index : short {
enum Joy_axis_index {
JOY_X_AXIS =0,
JOY_Y_AXIS,
JOY_Z_AXIS,
JOY_RX_AXIS,
JOY_RY_AXIS,
JOY_RZ_AXIS,
JOY_NUM_AXES // Number of axes a joystick may have. Must be last enum in Joy_axis_index.
JOY_RZ_AXIS
};
// Aliases for mouse axes. Really should unify this...
const short MOUSE_X_AXIS = JOY_X_AXIS;
const short MOUSE_Y_AXIS = JOY_Y_AXIS;
const short MOUSE_Z_AXIS = JOY_Z_AXIS;
const short MOUSE_NUM_AXES = 3;
const short MOUSE_NUM_BUTTONS = 9; // Keep this up to date with mouse.h until z64555 stops being lazy and does it right
/*!
* 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 : int8_t {
CID_NONE = -3, //!< No device bound
CID_KEYBOARD = -2, //!< 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?)
CID_JOY_MAX //!< Maximum supported joysticks, must be last in the enum definition
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_PITCH_AXIS,
JOY_BANK_AXIS,
JOY_ABS_THROTTLE_AXIS,
JOY_REL_THROTTLE_AXIS,
/*!
* This must always be below the last defined item
*/
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
*/
enum CC_type {
CC_TYPE_TRIGGER = 0, //!< A normal, one-shot type control that is activated when a key is or button is pressed
CC_TYPE_CONTINUOUS, //!< A continous control that is activated as long as the key or button is held down
CC_TYPE_AXIS_ABS, //!< Absolute Axis mode. Axis position = output value
CC_TYPE_AXIS_REL, //!< Relative Axis mode. Axis postion away from its center adds or subtracts an output value register
CC_TYPE_AXIS_BTN_NEG, //!< Axis Button mode, negative side. Axis position in the negative side will trigger a button action
CC_TYPE_AXIS_BTN_POS //!< Axis Button mode, positive side. Axis position in the positive side will trigger a button action
CC_TYPE_TRIGGER =0, //!< A normal, one-shot type control that is activated when a key is or button is pressed
CC_TYPE_CONTINUOUS //!< A continous control that is activated as long as the key or button is held down
};
/*!
@@ -80,7 +86,7 @@ enum CC_type {
*
* Note: Do not adjust the order or numeric value
*/
enum IoActionId : int {
enum IoActionId {
TARGET_NEXT =0, //!< target next
TARGET_PREV =1, //!< target previous
TARGET_NEXT_CLOSEST_HOSTILE =2, //!< target the next hostile target
@@ -282,77 +288,52 @@ enum IoActionId : int {
CUSTOM_CONTROL_4 = 122,
CUSTOM_CONTROL_5 = 123,
//!< @n
//!< Analog controls
//!<-----------------------------
//!< All axis actions must be kept together
JOY_HEADING_AXIS = 124,
JOY_PITCH_AXIS = 125,
JOY_BANK_AXIS = 126,
JOY_ABS_THROTTLE_AXIS = 127,
JOY_REL_THROTTLE_AXIS = 128,
/*!
* This must always be below the last defined item
*/
CCFG_MAX //!< The total number of defined control actions (or last define + 1)
};
// Constants for array-based checking (within Control_config) for the axis actions.
// z64: Yes, this is hackish. No I don't really like it.
const int JOY_AXIS_BEGIN = JOY_HEADING_AXIS;
const int JOY_AXIS_END = JOY_REL_THROTTLE_AXIS + 1;
const int NUM_JOY_AXIS_ACTIONS = JOY_AXIS_END - JOY_AXIS_BEGIN;
/*!
* @brief Enum for indexing into axis action arrays.
* @note Keep this up to date with JOY_HEADING_AXIS and friends. Pay attention to their order and copy to here
*/
namespace Action {
enum {
HEADING = 0,
PITCH,
BANK,
ABS_THROTTLE,
REL_THROTTLE,
NUM_VALUES
};
}
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(CID _cid, short _btn) : cid(_cid), btn(_btn) { validate(); };
CC_bind(CID _cid, short _btn, char _flags) : cid(_cid), flags(_flags), btn(_btn) { validate(); };
CC_bind(const CC_bind &A) = default;
CC_bind& operator=(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
*
* @note EQUAL means EQUAL, this will return FALSE if the flags differ by a single bit
*/
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 equal to the given CC_bind, disregarding the inversion flag
* Checks if this CC_bind is not equal to either in the pair
*/
bool invert_agnostic_equals(const CC_bind &B) const;
bool operator!=(const CCB &pair) const;
/*!
* Clears the binding and flags. Some flags are retained.
* Clears the binding
*/
void clear();
@@ -361,62 +342,10 @@ public:
*/
bool empty() const;
/*!
* Returns a copy of ::btn
*/
short get_btn() const;
/*!
* Returns a copy of ::cid
*/
CID get_cid() const;
/*!
* Returns a copy of ::flags
*/
char get_flags() const;
/**
* Takes the given binding.
*/
void take(CID _cid, short _btn, char _flags = 0);
/**
* Validates the binding, clearing it if necassary
*/
void validate();
/*!
* Returns a human-readable string of this binding
*/
SCP_string textify() const;
/*!
* Sets the inversion state of this binding according to the passed bool. True = inverted, false = normal
*/
void invert(bool);
/*!
* Toggles the inversion state
*/
void invert_toggle();
/*!
* Is true if inverted, false otherwise
*/
bool is_inverted() const;
/*!
* Checks if this CC_bind conflicts with the given argument
*
* @note Similar to operator==, but ignores certain combinations of flags.
*/
bool conflicts_with(const CC_bind&) const;
private:
CID cid = CID_NONE; //!< Which controller this belongs to
char flags = 0; //!< mask to determine various additional attributes of btn
short btn = -1; //!< The button, key combo, or axis that's bound.
};
/*!
@@ -463,42 +392,17 @@ public:
/*!
* Assigns the contents of the given CCB to this CCB
*/
CCB& operator=(const CCB&) = default;
CCB& operator=(const CCB&);
/*!
* Checks if the given CCB is exactly equal to this
* Returns True if this CCB's first isn't empty and the given CCB has a binding equal to it
*/
bool operator==(const CCB&);
bool has_first(const CCB&) const;
/*!
* Checks if the given CCB differs from this
* Returns True if this CCB's second isn't empty and the given CCB has a binding equal to it
*/
bool operator!=(const CCB&);
/*!
* Returns True if this CCB's first isn't empty and the given CCB has a binding that can conflict with it
*/
bool has_first_conflict(const CCB&) const;
/*!
* Returns True if this CCB's second isn't empty and the given CCB has a binding that can conflict with it
*/
bool has_second_conflict(const CCB&) const;
/*!
* Returns a pointer to first, or second, whichever has a binding equal to the given CC_bind, or nullptr if neither
*/
CC_bind* find(const CC_bind&);
/*!
* Returns a pointer to first, or second, whichever has a CID equal to the given CID, or nullptr if neither
*/
CC_bind* find(CID);
/*!
* Returns a pointer to first, or second, whichever has *all* flags in the given mask
*/
CC_bind* find_flags(const char);
bool has_second(const CCB&) const;
};
/*!
@@ -508,12 +412,6 @@ class CC_preset {
public:
SCP_vector<CCB> bindings;
SCP_string name;
public:
/*!
* Checks if the given preset is a duplicate of this one
*/
bool is_duplicate_of(CC_preset&);
};
/*!
@@ -551,11 +449,6 @@ public:
* @brief Takes the bindings of the given CCB, but leaves all other members alone
*/
CCI& operator=(const CCB&);
/*!
* Returns true if this item is analogue or an axis
*/
bool is_axis();
};
/*!
@@ -580,23 +473,9 @@ public:
/*!
* 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
*
* param[in] action_id The IoActionId enum associated with the control
* param[in] primary The btn, key combo, or axis for the default primary binding
* param[in] secondary The btn, key combo, or axis for the default secondary binding
* param[in] tab Category tab this control should show up under on the config menu
* param[in] indexXSTR ID for the XSTR localization utility. 0 for no localization, 1 for automatic lookup, all other values are index for item in strings.tbl
* param[in] text Label text displayed in the config menu.
* param[in] type How the control should be treated. see doxy on CC_type for details
* param[in] disabled If true, this control will not be available in the game. Controlsconfigdefaults.tbl may override this. Don't use this to temporarily disable controls in mission.
*
* @details The CID for the default primary and secondary is determined by the type parameter.
* If the type is CC_TYPE_TRIGGER or CC_TYPE_CONTINOUS, the primary is assumed to be a key combo and secondary is assumed to be a joy button.
* If the type is CC_TYPE_AXIS_ABS, CC_TYPE_AXIS_REL, CC_TYPE_AXIS_BTN_POS, or CC_TYPE_AXIS_BTN_NEG, the primary is a Joy0 axis and the secondary is a Mouse axis
*/
CCI_builder& operator()(IoActionId action_id, short primary, short secondary, char tab, int indexXSTR, const char *text, CC_type type, bool disabled = false);
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
@@ -606,6 +485,11 @@ private:
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 Invert_axis_defaults[];
extern int Joy_dead_zone_size;
extern int Joy_sensitivity;
@@ -614,14 +498,7 @@ 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 const char **Scan_code_text;
extern const char **Joy_button_text; // String table of button labels. XSTR'd on init.
// string table constants for labels and stuff.
#define NUM_AXIS_TEXT JOY_NUM_AXES
#define NUM_MOUSE_TEXT MOUSE_NUM_BUTTONS
extern char *Axis_text[NUM_AXIS_TEXT]; // String table of axis labels (joystick and mice). XSTR'd on init.
extern char *Mouse_button_text[NUM_MOUSE_TEXT]; // String table of mouse button labels. XSTR'd on init.
extern const char **Joy_button_text;
/*!
* @brief Checks if either binding in the CCB has the given cid
@@ -632,11 +509,6 @@ extern char *Mouse_button_text[NUM_MOUSE_TEXT]; // String table of mouse button
*/
int is_cid_either(CID, const CCB);
/*!
* Allows CID to be assigned by a short. Has Assert to check values
*/
void cid_assign(CID&, const short);
/*!
* @brief initialize common control config stuff - call at game startup after localization has been initialized
*/
@@ -668,76 +540,51 @@ void control_config_close();
void control_config_cancel_exit();
/*!
* @brief Copies all bindings within preset into Control_config
* @brief Resets all controls to values within the currently selected preset
*/
void control_config_use_preset(CC_preset &preset);
void control_config_reset_defaults();
/*!
* @brief Search for a given preset by name and use it, if it exists.
*
* @returns TRUE if the preset was found and selected
* @returns FALSE if the preset was not found, and the defaults were selected
*
* @details If the preset does not exist, then defaults are used instead.
* @see control_config_use_preset()
*/
bool control_config_use_preset_by_name(const SCP_string &name);
/**
* @brief Gets the currently used preset
*
* @param[in] invert_agnostic If true, check the bindings in Control_config against the preset, ignoring inversion flags
*
* @returns an iterator to the current preset, or
* @returns ::iterator Control_config_presets.end() if current bindings are not in a preset
*/
SCP_vector<CC_preset>::iterator control_config_get_current_preset(bool invert_agnostic = false);
/*!
* Returns the IoActionId (index within Control_config[]) 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
*
* @return -1 if the given key is NULL or not bound.
* 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
*/
int translate_key_to_index(const char *key, bool find_override=true);
/*!
* @brief Given the system default key 'key', return the current control input(s) that is bound to that function.
* @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 cstring) to a certain control
* @param[in] key The default key combo (as string) to a certain control
*
* @return The key combo (as cstring) currently bound to the control, or
* @return nullptr if the given key is not a system default key, or
* @return "None" if there is nothing bound to the 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, nullptr is returned.
*
* @note Not thread safe. Has an internal buffer for the return value which is overwritten on each call.
*
* @note Uses CC_bind::textify for translations
* or there is no key currently bound to the function, NULL is returned.
*/
const char *translate_key(char *key);
char *translate_key(char *key);
/**
* @brief Converts the specified key code to a human readable string, according to the selected locale
* @brief Converts the specified key code to a human readable string
*
* @param[in] code The key code to convert
* @param[in] use_default_locale If true, return the default locale (English) translation of the key
* @note The returned value is localized to the current language
*
* @return The text representation of the code.
*
* @note Not thread safe. Has an internal buffer for the return value which is overwritten on each call.
*
* @note The return value is translated according to localization settings
* @param code The key code to convert
* @return The text representation of the code. The returned value is stored in a temporary location, copy it to your
* own buffer if you want to continue using it.
*/
const char *textify_scancode(int code, bool use_default_locale = false);
const char *textify_scancode(int code);
/**
* @note Same as textify_scancode but always returns the same value regardless of current language
* @param code The key code to convert
* @return The name of the key
* @see textify_scancode
*/
const char *textify_scancode_universal(int code);
/*!
* @brief Checks how long a control has been active
@@ -753,29 +600,26 @@ 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.
*
* @param[in] id The IoActionId of the control to check
* @param[in] key The key combo to check against the control. If -1, re-check the last key passed to this function
* @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
*
* @details If the given control is CC_CONTINOUS, param key is effectively ignored and instead keyd_press[] is checked.
* This function also checks against joy and mouse presses.
*/
int check_control(int id, int key = -1);
/**
* @brief Gets the scaled reading for all control axes.
*
* @param[in] frametime Frametime used to scale the mouse axes
* @param[out] axis_v Output array of all control axes, must have size of JOY_NUM_AXIS_ACTIONS
* @param[out] h heading
* @param[out] p pitch
* @param[out] b bank
* @param[out] ta Throttle - Absolute
* @param[out] tr Throttle - Relative
*
* @details
* * Clamps output to stay within +/-JOY_AXIS_RANGE.
* * Should multiple axes be bound to a control, their values are blended with a simple sum. This is to save a bit of
* processing for speed.
* @note None of the input pointers may be nullptr
*/
void control_get_axes_readings(int *axis_v, float frame_time);
void control_get_axes_readings(int *h, int *p, int *b, int *ta, int *tr);
/**
* @brief Markes the given control (by IoActionId) as used
@@ -808,118 +652,4 @@ void control_config_clear_used_status();
*/
int joy_get_scaled_reading(int raw);
/**
* Lookups the given stringified enum to find its value
* @return -1 if not found, or
* @return IoActionId if found
*/
int ActionToVal(const char * str);
/**
* Reverse lookups the IoActionId to get its stringified name
* @return Pointer to the stringified name of the action, or
* @return nullptr if not found
*/
const char * ValToAction(IoActionId id);
/**
* Reverse lookups the IoActionId to get its stringified name
* @return Pointer to the stringified name of the action, or
* @return nullptr if not found, or invalid id
*/
const char * ValToAction(int id);
/**
* Lookups the given stringified enum to find its value
*/
CID CIDToVal(const char * str);
/**
* Reverse lookups the CID to get its stringified name
* @return Pointer to the stringified name of the CID, or
* @return nullptr if not found
*/
const char * ValToCID(CID id);
/**
* Reverse lookups the CID to get its stringified name
* @return Pointer to the stringified name of the CID, or
* @return nullptr if not found, or invalid id
*/
const char * ValToCID(int id);
/**
* Lookups the given stringified enum to find its value
*/
char CCFToVal(const char * str);
/**
* Constructs a enum string from the CCF_FLAGS
* @return Pointer to the stringified name of the CCF, or
* @return nullptr if not found, or invalid id
*/
SCP_string ValToCCF(char id);
/**
* Lookups the given stringified enum to find its value
*/
short InputToVal(CID cid, const char * str);
/**
* Constructs a enumstring from the input binding, depending on the CID
*
* @return Pointer to the stringified name of the input, or
* @return nullptr if not found, or invalid CC_bind
*
* @note This requires a CCB due to the way things are encoded
*/
SCP_string ValToInput(const CC_bind &bind);
/**
* Lookups the given stringified enum to find its btn value
*/
short MouseToVal(const char * str);
/**
* Constructs a enum string from the mouse input
*
* @return Pointer to the stringified name of the input, or
* @return nullptr if not found, or invalid CC_bind
* TODO XSTR
*
* @note This requires a CCB due to the way things are encoded
*/
SCP_string ValToMouse(const CC_bind &bind);
/**
* Lookups the given stringified enum to find its btn value
*/
short KeyboardToVal(const char * str);
/**
* Constructs an enum string from the key binding
*
* @return Pointer to the stringified name of the input, or
* @return nullptr if not found, or invalid CC_bind
*
* @note This requires a CCB due to the way things are encoded
* TODO XSTR
*/
SCP_string ValToKeyboard(const CC_bind &bind);
/**
* Lookups the given stringified enum to find its value
*/
short JoyToVal(const char * str);
/**
* Constructs a enum string from the Joystick input
*
* @return Pointer to the stringified name of the input, or
* @return nullptr if not found, or invalid CC_bind
*
* @note This requires a CCB due to the way things are encoded
* TODO XSTR
*/
SCP_string ValToJoy(const CC_bind &bind);
#endif
File diff suppressed because it is too large. Load diff
-481
View File
@@ -1,481 +0,0 @@
#include "controlconfig/controlsconfig.h"
#include "controlconfig/presets.h"
#include "libs/jansson.h"
#include "parse/parselo.h"
#include <jansson.h>
using namespace io::presets;
const SCP_vector<std::pair<Section, const char*>> SectionMapping {
std::pair<Section, const char*>(Section::Unnamed, nullptr),
std::pair<Section, const char*>(Section::Actions, "actions"),
std::pair<Section, const char*>(Section::Primary, "primary"),
std::pair<Section, const char*>(Section::Secondary, "secondary"),
};
const char * lookupSectionName(Section id) {
for (const auto& pair: SectionMapping) {
if (pair.first == id) {
return pair.second;
}
}
return nullptr;
}
Section lookupSectionValue(const char* name) {
Assertion(name != nullptr, "Key name must be a valid pointer!");
for (auto& pair : SectionMapping) {
if (!strcmp(pair.second, name)) {
return pair.first;
}
}
return Section::Invalid;
}
void load_preset_files() {
SCP_vector<SCP_string> filelist;
cf_get_file_list(filelist, CF_TYPE_PLAYER_BINDS, NOX("*.json"), CF_SORT_NAME, nullptr,
CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
std::unique_ptr<PresetFileHandler> handler = nullptr;
for (const auto &file : filelist) {
CFILE* fp = cfopen((file + ".json").c_str(), "r", CFILE_NORMAL, CF_TYPE_PLAYER_BINDS, false,
CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
if (!fp) {
mprintf(("PLR => Unable to open '%s' for loading!\n", file.c_str()));
// try next
continue;
}
try {
handler.reset(new PresetFileHandler(fp, true));
} catch (const std::exception& e) {
mprintf(("PLR => Failed to open JSON: `%s`\n", e.what()));
continue;
}
// Check the signature
int pst_id = handler->readInt("signature");
if (pst_id != PST_FILE_ID) {
mprintf(("PST => Invalid header id for `%s`, skipping...\n", file.c_str()));
continue;
}
// Version
int version = handler->readInt("version");
mprintf(("PST => Loading `%s` with version %i\n", file.c_str(), version));
// Start reading in data
CC_preset preset;
preset.name = file;
preset.bindings.resize(Control_config.size());
size_t size;
handler->beginArrayRead(Section::Actions, size);
for (size_t i = 0; i < size; ++i, handler->nextArrayElement()) {
SCP_string str;
int id;
//handler->beginSectionRead(Section::Unnamed);
str = handler->readString("bind");
id = ActionToVal(str.c_str());
if (id < 0) {
// Unknown bind, possibly custom. Ignore for now
handler->endSectionRead(); // Unnamed
continue;
}
auto &item = preset.bindings[id];
handler->beginSectionRead(Section::Primary);
str = handler->readString("cid");
auto cid = CIDToVal(str.c_str());
str = handler->readString("flags");
auto flags = CCFToVal(str.c_str());
str = handler->readString("input");
auto btn = InputToVal(cid, str.c_str());
item.first.take(cid, btn, flags);
handler->endSectionRead(); // Primary
handler->beginSectionRead(Section::Secondary);
str = handler->readString("cid");
cid = CIDToVal(str.c_str());
str = handler->readString("flags");
flags = CCFToVal(str.c_str());
str = handler->readString("input");
btn = InputToVal(cid, str.c_str());
item.second.take(cid, btn, flags);
handler->endSectionRead(); // Secondary
//handler->endSectionRead(); // Unnamed
}
handler->endArrayRead(); // Actions
// Done with the file
bool unique = true;
auto it = Control_config_presets.begin();
for (; it != Control_config_presets.end(); ++it) {
if (preset.is_duplicate_of(*it)) {
unique = false;
break;
}
}
if (unique) {
Control_config_presets.push_back(preset);
} else {
Warning(LOCATION, "Preset '%s' is a duplicate of '%s', ignoring", preset.name.c_str(), it->name.c_str());
}
}
}
bool preset_file_exists(SCP_string name) {
if (name.find(".json") == std::string::npos) {
name.append(".json");
}
return cf_exists(name.c_str(), CF_TYPE_PLAYER_BINDS) != 0;
}
bool save_preset_file(CC_preset preset, bool overwrite) {
// Must have a name
if (preset.name.empty()) {
mprintf(("PST => Unable to save preset, missing name!\n"));
return false;
}
SCP_string filename = preset.name + ".json";
std::unique_ptr<PresetFileHandler> handler = nullptr;
// Check if there's a file already
CFILE* fp = cfopen(filename.c_str(), "r", CFILE_NORMAL, CF_TYPE_PLAYER_BINDS, false,
CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
if ((fp != nullptr) && !overwrite) {
mprintf(("PST => Unable to save '%s', file already exists!\n", filename.c_str()));
return false;
}
// Try opening file for write
fp = cfopen(filename.c_str(), "w", CFILE_NORMAL, CF_TYPE_PLAYER_BINDS, false,
CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
if (!fp) {
mprintf(("PST => Unable to save '%s', unknown error!\n", filename.c_str()));
}
try {
handler.reset(new PresetFileHandler(fp, false));
} catch (const std::exception& e) {
mprintf(("PST => Failed to open JSON: %s\n", e.what()));
return false;
}
// Write header and version
handler->writeInt("signature", PST_FILE_ID);
handler->writeInt("version", PST_VERSION);
mprintf(("PST => Saving %s with version %d...\n", filename.c_str(), (int)PST_VERSION));
handler->beginArrayWrite(Section::Actions);
for (int i = 0; static_cast<size_t>(i) < preset.bindings.size(); ++i) {
const auto& item = preset.bindings[i];
const auto& first = item.first;
const auto& second = item.second;
handler->beginSectionWrite(Section::Unnamed);
handler->writeString("bind", ValToAction(i));
handler->beginSectionWrite(Section::Primary);
handler->writeString("cid", ValToCID(first.get_cid()));
handler->writeString("flags", ValToCCF(first.get_flags()));
handler->writeString("input", ValToInput(first));
handler->endSectionWrite(); // Primary
handler->beginSectionWrite(Section::Secondary);
handler->writeString("cid", ValToCID(second.get_cid()));
handler->writeString("flags", ValToCCF(second.get_flags()));
handler->writeString("input", ValToInput(second));
handler->endSectionWrite(); // Secondary
handler->endSectionWrite(); // Control_config[i]
}
handler->endArrayWrite(); // Actions
handler->flush();
return true;
}
PresetFileHandler::PresetFileHandler(CFILE* cfp, bool reading) : _cfp(cfp) {
Assertion(cfp != nullptr, "File pointer must be valid!");
if (reading) {
json_error_t error;
_rootObj = json_load_cfile(cfp, 0, &error);
if (!_rootObj) {
SCP_string errorStr;
sprintf(errorStr, "Error while reading pilot file! %d: %s", error.line, error.text);
throw std::runtime_error(errorStr);
}
} else {
_rootObj = json_object();
}
_currentEl = _rootObj;
_elementStack.push_back(_currentEl);
};
PresetFileHandler::~PresetFileHandler() {
json_decref(_rootObj);
cfclose(_cfp);
_cfp = nullptr;
};
bool PresetFileHandler::beginSectionRead(Section s) {
const char * sectionName = lookupSectionName(s);
ensureExists(sectionName);
auto section = json_object_get(_currentEl, sectionName);
if (json_typeof(section) != JSON_OBJECT) {
Error(LOCATION, "Section must be a JSON object!");
return false;
}
pushElement(section);
return true;
};
void PresetFileHandler::beginSectionWrite(Section s) {
auto key_name = lookupSectionName(s);
json_t* obj = json_object();
if (json_is_array(_currentEl)) {
// Currently in an array, section must be unnamed
Assertion(key_name == nullptr, "Elements of array may not be named sections!");
json_array_append_new(_currentEl, obj);
} else {
Assertion(key_name != nullptr, "Section outside of arrays must be named!");
json_object_set_new(_currentEl, key_name, obj);
}
pushElement(obj);
};
bool PresetFileHandler::beginArrayRead(Section s, size_t &size) {
Assertion(_arrayIndex == INVALID_SIZE, "Array nesting is not supported yet!");
const char * name = lookupSectionName(s);
ensureExists(name);
auto array = json_object_get(_currentEl, name);
if (json_typeof(array) != JSON_ARRAY) {
Error(LOCATION, "Expected an array for '%s' but it was a different type!", name);
return false;
}
pushElement(array);
size = json_array_size(array);
if (size == 0) {
// Nothing to do here, avoid calling nextArraySection since that assumes that there is at least one element
return true;
} // Else, advance to the first element in the array
_arrayIndex = 0;
nextArrayElement();
return true;
}
void PresetFileHandler::beginArrayWrite(Section s) {
const char * name = lookupSectionName(s);
auto array = json_array();
if (json_is_array(_currentEl)) {
// We are in an array, section must be unnamed
Assertion(name == nullptr, "Inside an array there can be no named section!");
json_array_append_new(_currentEl, array);
} else {
Assertion(name != nullptr, "Section outside of arrays must be named!");
json_object_set_new(_currentEl, name, array);
}
pushElement(array);
}
void PresetFileHandler::endSectionRead() {
Assertion(json_typeof(_currentEl) == JSON_OBJECT, "Current element for section reading is not an object!");
popElement();
};
void PresetFileHandler::endSectionWrite() {
Assertion(json_is_object(_currentEl), "Section ended while not in a section!");
popElement();
};
void PresetFileHandler::endArrayRead() {
// First, remove the element we are currently in if it exists
if (json_typeof(_currentEl) != JSON_ARRAY) {
popElement();
}
Assertion(json_typeof(_currentEl) == JSON_ARRAY, "Current element must be an array!");
// TODO Sections are straightforward, but Arrays may need special consideration re: index.
popElement();
_arrayIndex = INVALID_SIZE;
};
void PresetFileHandler::endArrayWrite() {
Assertion(json_is_array(_currentEl), "Array ended while not in an array!");
popElement();
};
void PresetFileHandler::ensureExists(const char* name) {
if (json_typeof(_currentEl) != JSON_OBJECT) {
Error(LOCATION, "JSON reading requires a value with name '%s' but the current element is not an object!", name);
}
if (json_object_get(_currentEl, name) == nullptr) {
Error(LOCATION, "JSON reading requires a value with name '%s' but there is no such value!", name);
}
}
void PresetFileHandler::ensureNotExists(const char* name) {
// Stuff debug checks into booleans, otherwise clang will trigger a false positive for static method with just the asserts
// Make sure we're in an element that can support keys
bool supports_keys = json_is_object(_currentEl);
// Make sure we don't overwrite previous values
bool element_is_unique = json_object_get(_currentEl, name) == nullptr;
Assertion(supports_keys, "Currently not in an element that supports keys!");
Assertion(element_is_unique, "Entry with name %s already exists!", name);
}
bool PresetFileHandler::exists(const char* name) {
if (json_typeof(_currentEl) != JSON_OBJECT) {
return false;
}
if (json_object_get(_currentEl, name) == nullptr) {
return false;
}
return true;
}
void PresetFileHandler::flush() {
Assertion(_elementStack.size() == 1, "Not all sections or arrays have been ended!");
json_dump_cfile(_rootObj, _cfp, JSON_INDENT(4) | JSON_PRESERVE_ORDER);
}
void PresetFileHandler::nextArrayElement() {
Assertion(_arrayIndex != INVALID_SIZE, "Array index must be valid for this function!");
bool in_section = json_is_object(_currentEl);
if (in_section) {
// We have to pop the previous section first
popElement();
Assertion(json_typeof(_currentEl) == JSON_ARRAY, "The previous element should have been an array!");
}
auto max = json_array_size(_currentEl);
Assertion(_arrayIndex <= max, "Invalid array index detected!");
// Silently ignore if we are one past the last element since this function is used in a for loop where this function
// is executed one time after the index is incremented past the last element
if (_arrayIndex == max) {
// Increment the index so we catch usage errors the next time someone tries to call this function
++_arrayIndex;
return;
}
// We use the current array index and then increment it to avoid skipping the first element
auto el = json_array_get(_currentEl, _arrayIndex);
++_arrayIndex;
pushElement(el);
}
json_t * PresetFileHandler::popElement() {
Assertion(_elementStack.size() > 1, "Element stack may not get smaller than one element!");
_elementStack.pop_back();
_currentEl = _elementStack.back();
return _currentEl;
}
void PresetFileHandler::pushElement(json_t* el) {
Assertion(el != nullptr, "Invalid JSON element pointer passed!");
_currentEl = el;
_elementStack.push_back(_currentEl);
}
SCP_string PresetFileHandler::readString(const char* key) {
auto el = json_object_get(_currentEl, key);
if (el == nullptr || json_typeof(el) != JSON_STRING) {
Error(LOCATION, "JSON element %s must be a string but it is not valid!", key);
return SCP_string();
}
auto json_str = json_string_value(el);
SCP_string val;
val.assign(json_str, json_str + json_string_length(el));
return val;
}
int PresetFileHandler::readInt(const char* key) {
auto el = json_object_get(_currentEl, key);
if (el == nullptr || json_typeof(el) != JSON_INTEGER) {
Error(LOCATION, "JSON element %s must be an integer but it is not valid!", key);
return 0;
}
return static_cast<int>(json_integer_value(el));
}
void PresetFileHandler::writeString(const char* key, SCP_string s) {
ensureNotExists(key);
json_t *jstr = nullptr;
if (!s.empty()) {
// if this string isn't proper UTF-8, try to convert it
if (utf8::find_invalid(s.begin(), s.end()) != s.end()) {
SCP_string buffer;
coerce_to_utf8(buffer, s.c_str());
jstr = json_string(buffer.c_str());
} else {
jstr = json_string(s.c_str());
}
}
json_object_set_new(_currentEl, key, jstr);
};
void PresetFileHandler::writeInt(const char* key, int val) {
ensureNotExists(key);
json_object_set_new(_currentEl, key, json_integer(val));
}
-222
View File
@@ -1,222 +0,0 @@
#pragma once
#include "cfile/cfile.h"
#include "controlconfig/controlsconfig.h"
#include "globalincs/pstypes.h"
#include "globalincs/vmallocator.h"
#include <jansson.h>
/** API for saving and loading player custom bindings, known as Presets
Init. If the player/preset dir doesn't exist. Create it, and print a help.txt with all enums (as strings) to label
the button names and action names.
Example output:
{
"actions": {
"TARGET_NEXT": {
"first": {
"cid": 0,
"flags": 0,
"btn": 0
},
"second": {
"cid": 0,
"flags": 0,
"btn": 0
}
},
"TARGET_PREV" : {
"first": {
"cid": 0,
"flags": 0,
"btn": 0
},
"second": {
"cid": 0,
"flags": 0,
"btn": 0
}
},
},
"version": 0
}
*/
namespace io {
namespace presets {
static const unsigned int PST_VERSION = 0;
static const unsigned int PST_FILE_ID = 0x5f545350; // "PST_" in file
enum class Section {
Invalid = -1,
Unnamed = 0,
// arrays
Actions,
// subsections
Primary,
Secondary
};
class PresetFileHandler {
public:
PresetFileHandler(CFILE* cfp, bool reading);
~PresetFileHandler();
/**
* begins writing to a section using the presets::Section as its name
* @param[in] s id of the section
*/
void beginSectionWrite(presets::Section s);
/**
* begins reading a section, if it exists
* @param[in] s id of the section
*/
bool beginSectionRead(presets::Section s);
/**
* Begins writing to an array using the presets::Section as its name
*
* @param[in] s id of the array
*/
void beginArrayWrite(presets::Section s);
/**
* Begins reading from an array
* @param[int] s id of the array
* @param[out] size the size of the array
*/
bool beginArrayRead(presets::Section s, size_t &size);
/**
* ends writing to a section
*/
void endSectionWrite();
/**
* ends reading a section
*/
void endSectionRead();
/**
* ends writing to an array.
*/
void endArrayWrite();
/**
* ends reading from an array
*/
void endArrayRead();
/**
* Writes a string with the given key name
*/
void writeString(const char* key, SCP_string s);
/**
* Reads a string with the given key name
*/
SCP_string readString(const char* key);
/**
* Writes an int with the given key name
*/
void writeInt(const char* key, int val);
/**
* Reads an int with the given key name
*/
int readInt(const char* key);
/**
* For writing, Flushes the buffers and dumps to file
*/
void flush();
/**
* Advances the array parser to the next element
*/
void nextArrayElement();
private:
CFILE* _cfp = nullptr;
json_t* _rootObj = nullptr;
json_t* _currentEl = nullptr;
/**
* BufferStack of all json elements being read/written
*/
SCP_vector<json_t*> _elementStack;
/**
* Stack to keep track of the heirachy/nesting. Back is immediate parent, Front is root
*/
SCP_vector<void*> _parentStack;
size_t _arrayIndex = INVALID_SIZE;
//void* _sectionIterator = nullptr; //!< Pointer to the current section/array we're in
private:
/**
* Pushes an element onto the elementStack
*/
void pushElement(json_t* el);
/**
* Pops an element off the elementStack
*/
json_t * popElement();
/**
* Used for optionals, checks if an element exists with the given name
* @return True if the element exists
* @return False otherwise
*/
bool exists(const char* name);
/**
* Throws an error if an element with the given name does not exist
*/
void ensureExists(const char* name);
/**
* Throws an error if an element with the given name exists
*/
void ensureNotExists(const char* name);
};
} // namespace presets
} // namespace io
/**
* @brief Saves the given preset to file.
* @param[in] preset The preset to save
* @param[in] overwrite If true, overwrite existing preset file which have the same name as the given preset
*
* @returns True if successful, or
* @returns False Preset does not have a name, or
* @returns False Preset file exists and overwrite == false, or
* @returns False Preset file .JSON could not be written
*/
bool save_preset_file(CC_preset preset, bool overwrite);
/**
* @brief Loads in all preset .json files from 'players/presets'
* @details If a preset file is unique, it is loaded into the game and available for use by the player. However, if
* a preset is a duplicate of another preset, it is ignored, and the player is warned of it
*/
void load_preset_files();
/**
* @brief Returns true if a preset file with the given name exists.
*/
bool preset_file_exists(SCP_string name);
+3 -2
View File
@@ -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();
+1 -1
View File
@@ -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]);
}
}
+25 -35
View File
@@ -229,7 +229,7 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
auto ctx = stream->m_ctx->ctx();
auto videoStream = av_find_best_stream(ctx, AVMEDIA_TYPE_VIDEO, -1, -1, nullptr, 0);
auto videoStream = av_find_best_stream(ctx, AVMEDIA_TYPE_VIDEO, -1, -1, &status->videoCodec, 0);
if (videoStream < 0) {
if (videoStream == AVERROR_STREAM_NOT_FOUND) {
mprintf(("FFmpeg: No video stream found in file!\n"));
@@ -242,26 +242,10 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
return nullptr;
}
status->videoStreamIndex = videoStream;
status->videoStream = ctx->streams[videoStream];
status->videoCodecPars = getCodecParameters(status->videoStream);
status->videoCodec = avcodec_find_decoder(status->videoCodecPars.codec_id);
if ( !status->videoCodec ) {
mprintf(("FFmpeg: Cannot find decoder for video stream!\n"));
return nullptr;
}
if (properties.looping && status->videoCodecPars.codec_id == AV_CODEC_ID_INTERPLAY_VIDEO) {
mprintf(("FFmpeg: Looping is not supported for inteplay (MVE) movies!\n"));
return nullptr;
}
int audioStream = -1;
if (properties.with_audio) {
audioStream = av_find_best_stream(ctx, AVMEDIA_TYPE_AUDIO, -1, videoStream, nullptr, 0);
audioStream = av_find_best_stream(ctx, AVMEDIA_TYPE_AUDIO, -1, videoStream, &status->audioCodec, 0);
if (audioStream < 0) {
if (audioStream == AVERROR_STREAM_NOT_FOUND) {
mprintf(("FFmpeg: No audio stream found in file!\n"));
@@ -270,21 +254,17 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
} else {
mprintf(("FFmpeg: Unknown error while finding audio stream!\n"));
}
} else {
status->audioStreamIndex = audioStream;
status->audioStream = ctx->streams[audioStream];
status->audioCodecPars = getCodecParameters(status->audioStream);
status->audioCodec = avcodec_find_decoder(status->audioCodecPars.codec_id);
if ( !status->audioCodec ) {
mprintf(("FFmpeg: Cannot find decoder for audio stream!\n"));
status->audioStreamIndex = -1;
audioStream = -1;
}
}
}
status->videoStreamIndex = videoStream;
status->videoStream = ctx->streams[videoStream];
if (audioStream >= 0) {
status->audioStreamIndex = audioStream;
status->audioStream = ctx->streams[audioStream];
}
if (subt) {
auto subtCtx = subt->m_ctx->ctx();
@@ -298,13 +278,9 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
mprintf(("FFmpeg: Unknown error while finding subtitle stream!\n"));
}
} else {
status->subtitleStreamIndex = subtStream;
status->subtitleStream = subtCtx->streams[subtStream];
status->externalSubtitles = true;
// Not really sure if this makes sense for subtitles but it shouldn't break anything...
status->subtitleCodecPars = getCodecParameters(status->subtitleStream);
status->subtitleCodec = avcodec_find_decoder(status->subtitleCodecPars.codec_id);
status->subtitleStreamIndex = subtStream;
}
}
@@ -336,6 +312,13 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
}
}
status->videoCodecPars = getCodecParameters(status->videoStream);
if (properties.looping && status->videoCodecPars.codec_id == AV_CODEC_ID_INTERPLAY_VIDEO) {
mprintf(("FFmpeg: Looping is not supported for inteplay (MVE) movies!\n"));
return nullptr;
}
int err;
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
status->videoCodecCtx = avcodec_alloc_context3(status->videoCodec);
@@ -365,6 +348,8 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
// Now initialize audio, if this fails it's not a fatal error
if (audioStream >= 0) {
status->audioCodecPars = getCodecParameters(status->audioStream);
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
status->audioCodecCtx = avcodec_alloc_context3(status->audioCodec);
@@ -391,6 +376,11 @@ std::unique_ptr<DecoderStatus> initializeStatus(std::unique_ptr<InputStream>& st
}
if (status->subtitleStream != nullptr) {
// Not really sure if this makes sense for subtitles but it shouldn't break anything...
status->subtitleCodecPars = getCodecParameters(status->subtitleStream);
status->subtitleCodec = avcodec_find_decoder(status->subtitleCodecPars.codec_id);
#if LIBAVCODEC_VERSION_INT > AV_VERSION_INT(57, 24, 255)
status->subtitleCodecCtx = avcodec_alloc_context3(status->subtitleCodec);
+9 -7
View File
@@ -24,13 +24,13 @@ struct DecoderStatus {
int videoStreamIndex = -1;
AVStream* videoStream = nullptr;
CodecContextParameters videoCodecPars;
const AVCodec* videoCodec = nullptr;
AVCodec* videoCodec = nullptr;
AVCodecContext* videoCodecCtx = nullptr;
int audioStreamIndex = -1;
AVStream* audioStream = nullptr;
CodecContextParameters audioCodecPars;
const AVCodec* audioCodec = nullptr;
AVCodec* audioCodec = nullptr;
AVCodecContext* audioCodecCtx = nullptr;
// Subtitles are a bit different since they max come from a different file
@@ -38,15 +38,17 @@ struct DecoderStatus {
int subtitleStreamIndex = -1;
AVStream* subtitleStream = nullptr;
CodecContextParameters subtitleCodecPars;
const AVCodec* subtitleCodec = nullptr;
AVCodec* subtitleCodec = nullptr;
AVCodecContext* subtitleCodecCtx = nullptr;
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;
+4 -4
View File
@@ -205,14 +205,14 @@ void movie_display_loop(Player* player, PlaybackState* state) {
auto fpsCapSave = Cmdline_NoFPSCap;
Cmdline_NoFPSCap = 1;
auto lastDisplayTime = timer_get_microseconds();
auto lastDisplayTimestamp = timer_get_microseconds();
while (state->playing) {
TRACE_SCOPE(tracing::CutsceneStep);
auto now = timer_get_microseconds();
auto timestamp = timer_get_microseconds();
auto passed = now - lastDisplayTime;
lastDisplayTime = now;
auto passed = timestamp - lastDisplayTimestamp;
lastDisplayTimestamp = timestamp;
if (player->isPlaybackReady()) {
// Play as long as the player reports that there is more to display
+98 -55
View File
@@ -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 > source_obj->radius * 20.0f ) {
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
@@ -417,15 +460,15 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
if (!hull_flag) {
if (model_num >= 0) {
db->model_num = model_num;
db->submodel_num = Random::next(sip->generic_debris_num_submodels);
db->submodel_num = (myrand() >> 4) % sip->generic_debris_num_submodels;
}
else if (vaporize) {
db->model_num = Debris_vaporize_model;
db->submodel_num = Random::next(Debris_num_submodels);
db->submodel_num = (myrand() >> 4) % Debris_num_submodels;
}
else {
db->model_num = Debris_model;
db->submodel_num = Random::next(Debris_num_submodels);
db->submodel_num = (myrand() >> 4) % Debris_num_submodels;
}
}
else {
@@ -433,19 +476,12 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
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)
{
@@ -455,7 +491,7 @@ 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.
if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
db->lifeleft = 2.0f * (frand()) + 0.5f;
else {
db->flags.set(Debris_Flags::DoNotExpire);
@@ -473,10 +509,12 @@ 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;
}
@@ -501,6 +539,7 @@ 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;
@@ -521,7 +560,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
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;
@@ -537,10 +576,10 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
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, &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;
@@ -548,8 +587,6 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
obj = &Objects[objnum];
pi = &obj->phys_info;
db->model_instance_num = model_create_instance(objnum, db->model_num);
// assign the network signature. The signature will be 0 for non-hull pieces, but since that
// is our invalid signature, it should be okay.
obj->net_signature = 0;
@@ -592,7 +629,7 @@ 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 +641,7 @@ 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 +652,7 @@ 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 +679,7 @@ 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);
@@ -775,9 +812,9 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
vec3d normal;
if (mc.model_instance_num >= 0)
model_instance_local_to_global_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient);
model_instance_find_world_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient);
else
model_local_to_global_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient);
model_find_world_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient);
*hitNormal = normal;
}
@@ -811,18 +848,18 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
vec3d p0_temp, p0_rotated;
// Collision detection from rotation enabled if at rotation is less than 30 degree in frame
// Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
// This should account for all ships
if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
// collide_rotate calculate (1) start position and (2) relative velocity
debris_hit_info->collide_rotate = true;
debris_hit_info->collide_rotate = 1;
vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
mc.p0 = &p0_rotated; // Point 1 of ray to check
vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
} else {
debris_hit_info->collide_rotate = false;
debris_hit_info->collide_rotate = 0;
vm_vec_sub(&debris_hit_info->light_rel_vel, &lighter->phys_info.vel, &heavy->phys_info.vel);
}
@@ -854,18 +891,18 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
// Do collision the cool new way
if ( debris_hit_info->collide_rotate ) {
// We collide with the sphere, find the list of moving submodels and test one at a time
// We collide with the sphere, find the list of rotating submodels and test one at a time
SCP_vector<int> submodel_vector;
model_get_moving_submodel_list(submodel_vector, heavy_obj);
model_get_rotating_submodel_list(&submodel_vector, heavy_obj);
// turn off all moving submodels, collide against only 1 at a time.
// turn off collision detection for all moving submodels
// turn off all rotating submodels, collide against only 1 at a time.
// turn off collision detection for all rotating submodels
for (auto submodel : submodel_vector) {
pmi->submodel[submodel].collision_checked = true;
}
// Only check single submodel now, since children of moving submodels are handled as moving as well
mc.flags = copy_flags | MC_SUBMODEL;
// reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
if (Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod > -1) {
mc.lod = Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod;
@@ -878,9 +915,15 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
// turn on just one submodel for collision test
smi->collision_checked = false;
// set angles for last frame (need to set to prev to get p0)
matrix copy_matrix = smi->canonical_orient;
// find the start and end positions of the sphere in submodel RF
model_instance_global_to_local_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos, true);
model_instance_global_to_local_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
smi->canonical_orient = smi->canonical_prev_orient;
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;
world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
mc.p0 = &p0;
mc.p1 = &p1;
@@ -893,19 +936,19 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
mc_ret_val = 1;
// set up debris_hit_info common
set_hit_struct_info(debris_hit_info, &mc, true);
model_instance_local_to_global_point(&debris_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT);
model_instance_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
// set up debris_hit_info for rotating submodel
if (!debris_hit_info->edge_hit) {
model_instance_local_to_global_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
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);
}
// find position in submodel RF of light object at collison
vec3d int_light_pos, diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
model_instance_local_to_global_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
model_instance_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
}
}
@@ -926,11 +969,11 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
if (mc.hit_dist < debris_hit_info->hit_time) {
mc_ret_val = 1;
set_hit_struct_info(debris_hit_info, &mc, false);
set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// get collision normal if not edge hit
if (!debris_hit_info->edge_hit) {
model_instance_local_to_global_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
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);
}
// find position in submodel RF of light object at collison
@@ -956,7 +999,7 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
mc_ret_val = model_collide(&mc);
if (mc_ret_val) {
set_hit_struct_info(debris_hit_info, &mc, false);
set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// set normal if not edge hit
if ( !debris_hit_info->edge_hit ) {
@@ -1090,7 +1133,7 @@ void debris_render(object * obj, model_draw_list *scene)
if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
if ( timestamp_valid( db->arc_timestamp[i] ) ) {
model_instance_add_arc( pm, pmi, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_DAMAGED );
model_instance_add_arc( pm, pmi, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL );
}
}
}
+2
View File
@@ -40,6 +40,7 @@ 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
@@ -49,6 +50,7 @@ typedef struct debris {
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
+4 -15
View File
@@ -244,9 +244,6 @@ struct Decal {
if (!object.IsValid()) {
return false;
}
if (object.objp->flags[Object::Object_Flags::Should_be_dead]) {
return false;
}
if (orig_obj_type != object.objp->type) {
mprintf(("Decal object type for object %d has changed from %s to %s. Please let m!m know about this\n",
@@ -273,9 +270,6 @@ struct Decal {
if (smi->blown_off) {
return false;
}
} else {
Assertion(false, "Only ships are currently supported for decals!");
return false;
}
return true;
@@ -411,7 +405,7 @@ matrix4 getDecalTransform(Decal& decal) {
auto pm = model_get(pmi->model_num);
vec3d worldPos;
model_instance_local_to_global_point(&worldPos,
model_instance_find_world_point(&worldPos,
&decal.position,
pm,
pmi,
@@ -420,21 +414,16 @@ matrix4 getDecalTransform(Decal& decal) {
&objp->pos);
vec3d worldDir;
model_instance_local_to_global_dir(&worldDir,
model_instance_find_world_dir(&worldDir,
&decal.orientation.vec.fvec,
pm,
pmi,
decal.submodel,
&objp->orient);
// The decal API sees the "direction" of a decal to be along the normal of the surface it is attached to. However,
// this will lead to a situation where we would look at the decal texture "from behind" causing the texture to
// appear flipped. We fix that here for the graphics transform.
vm_vec_scale(&worldDir, -1.0f);
vec3d worldUp;
model_instance_local_to_global_dir(&worldUp,
&decal.orientation.vec.uvec,
model_instance_find_world_dir(&worldUp,
&decal.orientation.vec.fvec,
pm,
pmi,
decal.submodel,
+4 -2
View File
@@ -12,7 +12,7 @@ layout (std140) uniform genericData {
vec3 fog_color;
float fog_start;
float fog_density;
float fog_scale;
float zNear;
float zFar;
};
@@ -31,7 +31,9 @@ void main()
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);
+6
View File
@@ -4,8 +4,14 @@ const int LT_POINT = 1; // A point light, like an explosion
const int LT_TUBE = 2; // A tube light, like a fluorescent light
const int LT_CONE = 3; // A cone light, like a flood light
const float SPEC_INTENSITY_POINT = 5.3 ;// Point light
const float SPEC_INTENSITY_DIRECTIONAL = 3.0 ;// Directional light
const float SPECULAR_FACTOR = 1.75;
const float SPECULAR_ALPHA = 0.1;
const float SPEC_FACTOR_NO_SPEC_MAP = 0.1;
const float ENV_ALPHA_FACTOR = 0.3;
const float GLOW_MAP_INTENSITY = 1.5;
const float AMBIENT_LIGHT_BOOST = 1.0;
const float GLOW_MAP_SRGB_MULTIPLIER = 3.0;
vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
+1 -16
View File
@@ -94,8 +94,6 @@ layout (std140) uniform modelData {
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
float alphaMult;
};
in VertexOutput {
@@ -263,11 +261,6 @@ void main()
}
#endif
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
#ifdef FLAG_ALPHA_MULT
baseColor.a *= alphaMult;
#endif
if ( blend_alpha == 0 && baseColor.a < 0.95 ) discard; // if alpha blending is not on, discard transparent pixels
// premultiply alpha if blend_alpha is 1. assume that our blend function is srcColor + (1-Alpha)*destColor.
// if blend_alpha is 2, assume blend func is additive and don't modify color
@@ -436,15 +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
-2
View File
@@ -103,8 +103,6 @@ layout (std140) uniform modelData {
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
float alphaMult;
};
in VertexOutput {
-2
View File
@@ -97,8 +97,6 @@ layout (std140) uniform modelData {
int sNormalmapIndex;
int sAmbientmapIndex;
int sMiscmapIndex;
float alphaMult;
};
#ifdef FLAG_TRANSFORM
+6 -192
View File
@@ -7,25 +7,9 @@ uniform sampler2D tex;
layout (std140) uniform genericData {
float exposure;
int tonemapper;
float x0; //from here on these are for the PPC tonemappers
float y0;
float x1;
float toe_B;
float toe_lnA;
float sh_B;
float sh_lnA;
float sh_offsetX;
float sh_offsetY;
};
//Tonemapping options, aside from the previous standard UC2, pulled from wookiejedi and qazwsxal's
//work on testing them for FSO, which itself was based on these references:
//https://64.github.io/tonemapping/ Delta - Blog by 64: Tone Mapping
//http://filmicworlds.com/blog/filmic-tonemapping-operators/ Filmic Worlds: Filmic Tonemapping Operators by John Hable
vec3 Uncharted2ToneMapping(vec3 hdr_color) // John Hable's filmic
vec3 Uncharted2Tonemapping(vec3 hdr_color)
{
float A = 0.15;
float B = 0.50;
@@ -33,185 +17,15 @@ vec3 Uncharted2ToneMapping(vec3 hdr_color) // John Hable's filmic
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
hdr_color = ((hdr_color * (A * hdr_color + C * B) + D * E) / (hdr_color * (A * hdr_color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
hdr_color /= white;
hdr_color = linear_to_srgb(hdr_color); // return from linear color space to SRGB color space
return hdr_color;
return ((hdr_color*(A*hdr_color+C*B)+D*E)/(hdr_color*(A*hdr_color+B)+D*F))-E/F;
}
vec3 rtt_and_odt_fit(vec3 v)
{
vec3 a = v * (v + 0.0245786f) - 0.000090537f;
vec3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
const mat3 aces_input = mat3(vec3(0.59719, 0.07600, 0.02840),
vec3(0.35458, 0.90834, 0.13383),
vec3(0.04823, 0.01566, 0.83777)
);
const mat3 aces_output = mat3(vec3( 1.60475, -0.10208, -0.00327),
vec3(-0.53108, 1.10813, -0.07276),
vec3(-0.07367, -0.00605, 1.07602)
);
vec3 aces(vec3 hdr_color)
{
hdr_color = aces_input * hdr_color;
hdr_color = rtt_and_odt_fit(hdr_color);
hdr_color = aces_output * hdr_color;
hdr_color = linear_to_srgb(hdr_color);
return hdr_color;
}
vec3 aces_approx(vec3 hdr_color) // also filmic, higher contrast then Uncharted2ToneMapping
{
const float a = 2.51f;
const float b = 0.03f;
const float c = 2.43f;
const float d = 0.59f;
const float e = 0.14f;
hdr_color *= 0.6f;
hdr_color = clamp((hdr_color*(a*hdr_color+b))/(hdr_color*(c*hdr_color+d)+e), 0.0f, 1.0f);
hdr_color = linear_to_srgb(hdr_color); // return from linear color space to SRGB color space
return hdr_color;
}
vec3 OptimizedCineonToneMapping( vec3 color ) {
// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
color = max( vec3( 0.0 ), color - 0.004 );
color = (color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 );
// linear to sRGB conversion embedded in shader
return color;
}
vec3 rhj_lumaToneMapping(vec3 hdr_color) // reinhard_jodie
{
float luma = dot(hdr_color, vec3(0.2126, 0.7152, 0.0722)); //dot products are a bit more expensive
float toneMappedLuma = luma / (1.0 + luma);
hdr_color *= toneMappedLuma / luma;
hdr_color = linear_to_srgb(hdr_color); // return from linear color space to SRGB color space
return hdr_color;
}
vec3 reinhard_extended(vec3 hdr_color)
{
float max_white = 1.0;
vec3 numerator = hdr_color * (1.0f + (hdr_color / vec3(max_white * max_white)));
hdr_color = numerator / (1.0f + hdr_color);
hdr_color = linear_to_srgb(hdr_color); // return from linear color space to SRGB color space
return hdr_color;
}
vec3 linearToneMapping(vec3 hdr_color)
{
hdr_color = clamp(hdr_color, 0., 1.);
hdr_color = linear_to_srgb(hdr_color); // return from linear color space to SRGB color space
return hdr_color;
}
float toe( float x ) {
return exp(toe_lnA + toe_B * log(x));
}
float linear( float x ) {
// Slope is 1 by definition
return y0 + (x - x0);
}
float shoulder ( float x ) {
// Scale is -1 so reverse subtraction to save a mult
x = sh_offsetX - x;
x = exp(sh_lnA + sh_B * log(x));
x = sh_offsetY - x;
return x;
}
float funswitch (float x) {
float x_tone;
if (x <= x0) {
x_tone = toe(x);
}
else if (x <= x1) {
x_tone = linear(x);
}
else if ( x < sh_offsetX ){
x_tone = shoulder(x);
}
else {
x_tone = sh_offsetY;
}
return x_tone;
}
vec3 PPC_RGB( vec3 color ) {
color = vec3( funswitch(color.r),
funswitch(color.g),
funswitch(color.b));
return linear_to_srgb(color);
}
vec3 PPC( vec3 color ) {
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float luma_tone;
if ( luma <= x0 ) {
luma_tone = toe(luma);
}
else if ( luma <= x1 ) {
luma_tone = linear(luma);
}
else if ( luma < sh_offsetX ){
luma_tone = shoulder(luma);
}
else {
luma_tone = sh_offsetY;
}
return linear_to_srgb(color * luma_tone / luma);
}
void main()
{
vec4 color = texture(tex, fragTexCoord.xy);
color *= exposure;
switch(tonemapper){
case 0:
color.rgb = linearToneMapping(color.rgb);
break;
case 1:
color.rgb = Uncharted2ToneMapping(color.rgb);
break;
case 2:
color.rgb = aces(color.rgb);
break;
case 3:
color.rgb = aces_approx(color.rgb);
break;
case 4:
color.rgb = OptimizedCineonToneMapping(color.rgb);
break;
case 5:
color.rgb = rhj_lumaToneMapping(color.rgb);
break;
case 6:
color.rgb = reinhard_extended(color.rgb);
break;
case 7:
color.rgb = PPC(color.rgb);
break;
case 8:
color.rgb = PPC_RGB(color.rgb);
break;
}
// Tone mapping using John Hable's Uncharted 2 tonemapping algorithm.
float whitepoint = 11.2f; // hardcoded whitepoint value from Hable's algo
color.rgb = Uncharted2Tonemapping(color.rgb * exposure) / Uncharted2Tonemapping(vec3(whitepoint));
color.rgb = linear_to_srgb(color.rgb); // return from linear color space to SRGB color space
fragOut0 = vec4(color.rgb, 1.0);
}
+11 -35
View File
@@ -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"
@@ -26,7 +25,7 @@
#include <cstdlib>
bool Knossos_warp_ani_used;
int Knossos_warp_ani_used;
#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
@@ -203,10 +202,6 @@ static void fireball_set_default_warp_attributes(int idx)
strcpy_s(Fireball_info[idx].warp_glow, "warpglow01");
strcpy_s(Fireball_info[idx].warp_ball, "warpball01");
strcpy_s(Fireball_info[idx].warp_model, "warp.pof");
if (Fireball_use_3d_warp)
Fireball_info[idx].use_3d_warp = true;
break;
}
}
@@ -291,13 +286,11 @@ 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
@@ -321,7 +314,6 @@ 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
@@ -329,7 +321,6 @@ 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:"))
{
@@ -337,9 +328,6 @@ 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
@@ -370,13 +358,7 @@ static void parse_fireball_tbl(const char *table_filename)
// check for custom warp model
if (optional_string("$Warp model:"))
{
stuff_string(fi->warp_model, F_NAME, NAME_LENGTH);
// if we are explicitly specifying a model, then we'll want to use it,
// rather than just having the default model that might or might not be used
fi->use_3d_warp = true;
}
}
required_string("#End");
@@ -470,7 +452,7 @@ void fireball_init()
Unused_fireball_indices.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
// Goober5000 - reset Knossos warp flag
Knossos_warp_ani_used = false;
Knossos_warp_ani_used = 0;
}
MONITOR( NumFireballsRend )
@@ -848,7 +830,7 @@ 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);
obj = &Objects[objnum];
@@ -861,11 +843,11 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
switch( new_fireball->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
new_fireball->orient = Random::next() & 7; // 0 - 7
new_fireball->orient = (myrand()>>8) & 7; // 0 - 7
break;
case FIREBALL_LARGE_EXPLOSION:
new_fireball->orient = Random::next(360); // 0 - 359
new_fireball->orient = (myrand()>>8) % 360; // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
@@ -996,9 +978,9 @@ 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;
@@ -1015,7 +997,7 @@ 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;
@@ -1055,25 +1037,19 @@ void fireball_render(object* obj, model_draw_list *scene)
if ( fb->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,
Neb2_fog_visibility_fireball_const + (obj->radius * Neb2_fog_visibility_fireball_scaled_factor));
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(fb->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(fb->current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius);
}
break;
@@ -1082,7 +1058,7 @@ void fireball_render(object* obj, model_draw_list *scene)
float rad = obj->radius * fireball_wormhole_intensity(fb);
fireball_info *fi = &Fireball_info[fb->fireball_info_index];
warpin_queue_render(scene, obj, &obj->orient, &obj->pos, fb->current_bitmap, rad, percent_life, obj->radius, fi->use_3d_warp || (fb->flags & FBF_WARP_3D) != 0, fi->warp_glow_bitmap, fi->warp_ball_bitmap, fi->warp_model_id);
warpin_queue_render(scene, obj, &obj->orient, &obj->pos, fb->current_bitmap, rad, percent_life, obj->radius, (fb->flags & FBF_WARP_3D) != 0, fi->warp_glow_bitmap, fi->warp_ball_bitmap, fi->warp_model_id);
}
break;
+1 -3
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@@ -58,8 +58,6 @@ typedef struct fireball_info {
fireball_lod lod[MAX_FIREBALL_LOD];
float exp_color[3]; // red, green, blue
bool use_3d_warp;
char warp_glow[NAME_LENGTH];
int warp_glow_bitmap;
char warp_ball[NAME_LENGTH];
@@ -143,7 +141,7 @@ int fireball_asteroid_explosion_type(asteroid_info *aip);
float fireball_wormhole_intensity( fireball *fb );
// Goober5000
extern bool Knossos_warp_ani_used;
extern int Knossos_warp_ani_used;
extern bool Fireball_use_3d_warp;
+2 -2
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@@ -91,14 +91,14 @@ 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);
}
}
if ( (warp_model_id >= 0) && (warp_3d) ) {
if ( (warp_model_id >= 0) && (warp_3d || Fireball_use_3d_warp) ) {
model_render_params render_info;
float scale = radius / 25.0f;
+1 -4
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@@ -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;
+1 -13
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@@ -659,12 +659,7 @@ void event_music_first_pattern()
audiostream_stop( Patterns[Current_pattern].handle );
}
// if we really are initializing the level
if (Missiontime == 0) {
Pattern_timer_id = timestamp(-1); // don't let this start quite yet; see event_music_set_start_delay()
} else {
Pattern_timer_id = timestamp(0); // start immediately
}
Pattern_timer_id = 2000; // start music delay
Event_music_begun = FALSE;
if ( Event_Music_battle_started == TRUE ) {
@@ -675,13 +670,6 @@ void event_music_first_pattern()
}
}
// Event music was originally hard-coded to start at 2 seconds, regardless of the timestamp. Since the default player entry delay is 1 second,
// this yields a relative start time of 1 second. Mission start will now use relative rather than absolute delay.
void event_music_set_start_delay()
{
Pattern_timer_id = timestamp(1000);
}
// -------------------------------------------------------------------------------------------------
// event_music_level_close()
//
-1
View File
@@ -107,7 +107,6 @@ void event_music_parse_musictbl(const char *filename);
void event_music_change_pattern(int new_pattern);
int event_music_return_current_pattern();
void event_music_first_pattern();
void event_music_set_start_delay();
int event_music_battle_start();
int event_music_enemy_arrival();
int event_music_friendly_arrival();
+23 -43
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@@ -526,7 +526,7 @@ 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 +544,12 @@ 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 +565,12 @@ 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 +583,8 @@ 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 +602,10 @@ 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);
}
}
}
@@ -642,11 +642,10 @@ void parse_gamesnd_old(game_snd* gs)
stuff_string(entry.filename, F_NAME, MAX_FILENAME_LEN, ",");
if (!stricmp(entry.filename, NOX("empty")) || !stricmp(entry.filename, NOX("none")))
if (!stricmp(entry.filename, NOX("empty")))
{
entry.filename[0] = 0;
advance_to_eoln(nullptr);
gs->flags |= GAME_SND_NOT_VALID;
advance_to_eoln(NULL);
return;
}
Mp++;
@@ -752,14 +751,14 @@ 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;
}
}
@@ -861,10 +860,9 @@ void parse_gamesnd_new(game_snd* gs, bool no_create)
// Default pitch is 1.0. This is set here in case we don't have a valid file name
gs->pitch_range = util::UniformFloatRange(1.0f);
if (!stricmp(name, NOX("empty")) || !stricmp(name, NOX("none")))
if (!stricmp(name, NOX("empty")))
{
entry->filename[0] = 0;
gs->flags |= GAME_SND_NOT_VALID;
return;
}
@@ -1345,31 +1343,13 @@ bool gamesnd_interface_sound_valid(interface_snd_id sound) {
return sound.isValid() && sound.value() < (int) Snds_iface.size();
}
bool gamesnd_game_sound_try_load(gamesnd_id sound)
{
if (!gamesnd_game_sound_valid(sound)) {
return false;
}
auto gs = gamesnd_get_game_sound(sound);
for (auto& entry : gs->sound_entries) {
if (!entry.id.isValid()) {
// Lazily load unloaded sound entries when required
entry.id = snd_load(&entry, &gs->flags);
}
}
// check flag
return (gs->flags & GAME_SND_NOT_VALID) == 0;
}
float gamesnd_get_max_duration(game_snd* gs) {
int max_length = 0;
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));
@@ -1382,14 +1362,14 @@ 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;
-5
View File
@@ -401,11 +401,6 @@ game_snd* gamesnd_get_interface_sound(interface_snd_id handle);
*/
bool gamesnd_game_sound_valid(gamesnd_id sound);
/**
* @brief Checks if the given sound handle can be loaded
*/
bool gamesnd_game_sound_try_load(gamesnd_id sound);
/**
* @brief Checks if the given sound handle is a valid interface sound handle
* @param sound The handle to check
+2
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@@ -31,6 +31,8 @@
#define CALLSIGN_LEN (MAX_FILENAME_LEN - 4 - 1) // shortened from 32 to allow .json to be attached without exceeding MAX_FILENAME_LEN
#define SHORT_CALLSIGN_PIXEL_W 80 // max width of short_callsign[] in pixels
#define MAX_IFFS 10
// from ship.h
#define MAX_SHIPS 400 // max number of ship instances there can be.DTP; bumped from 200 to 400
#define SHIPS_LIMIT 400 // what MAX_SHIPS will be at release time (for error checking in debug mode); dtp Bumped from 200 to 400
+13 -4
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@@ -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
+2
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@@ -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)
+47 -2
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@@ -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;
@@ -243,8 +285,8 @@ detail_levels Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS] = {
{ // Highest level
3, // setting
// ===== Analogs (0-MAX_DETAIL_LEVEL) ====
4, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
4, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
3, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
4, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
4, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
4, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
@@ -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.
+1
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@@ -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
+1 -1
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@@ -67,7 +67,7 @@
#define USED_VARIABLE __attribute__((used))
#if __GNUC__ >= 7
#if SCP_COMPILER_VERSION_MAJOR >= 7
#define FALLTHROUGH [[fallthrough]]
#else
#define FALLTHROUGH
+1 -1
View File
@@ -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
+6 -10
View File
@@ -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"
@@ -1605,6 +1604,8 @@ bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode,
return false;
}
gr_light_init();
gr_set_palette_internal(Gr_current_palette_name, NULL, 0);
bm_init();
@@ -1616,14 +1617,10 @@ bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode,
mprintf(("Initializing path renderer...\n"));
graphics::paths::PathRenderer::init();
if ( !Is_standalone ) {
gr_light_init();
// Initialize uniform buffer managers
uniform_buffer_managers_init();
// Initialize uniform buffer managers
uniform_buffer_managers_init();
gpu_heap_init();
}
gpu_heap_init();
mprintf(("Checking graphics capabilities:\n"));
mprintf((" Persistent buffer mapping: %s\n",
@@ -2550,8 +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 -5
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@@ -230,7 +230,6 @@ enum shader_type {
#define SDR_FLAG_MODEL_AMBIENT_MAP (1<<19)
#define SDR_FLAG_MODEL_NORMAL_ALPHA (1<<20)
#define SDR_FLAG_MODEL_THICK_OUTLINES (1<<21) // Renders the model geometry as an outline with configurable line width
#define SDR_FLAG_MODEL_ALPHA_MULT (1<<22)
#define SDR_FLAG_PARTICLE_POINT_GEN (1<<0)
@@ -809,7 +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;
@@ -983,9 +982,6 @@ extern void gr_get_string_size( int *w, int *h, const char * text, int len = 999
// Returns the height of the current font
extern int gr_get_font_height();
// Returns a scaled amount of lines per the current font --wookieejedi
extern int gr_get_dynamic_font_lines(int number_default_lines);
extern io::mouse::Cursor* Web_cursor;
// Called by OS when application gets/looses focus
+2 -4
View File
@@ -149,10 +149,8 @@ void decal_draw_list::render() {
source.Ibuffer_handle = box_index_buffer;
// Bind the global data only once
gr_bind_uniform_buffer(uniform_block_type::DecalGlobals,
_buffer.getBufferOffset(0),
sizeof(graphics::decal_globals),
_buffer.bufferHandle());
gr_bind_uniform_buffer(uniform_block_type::DecalGlobals, 0, sizeof(graphics::decal_globals),
_buffer.bufferHandle());
gr_screen.gf_start_decal_pass();
for (auto& draw : _draws) {
+2 -16
View File
@@ -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();
}
}
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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*/)
{
}
+4 -1
View File
@@ -294,7 +294,10 @@ void gr_light_init() {
gr_lights.reserve(1024);
}
void gr_set_lighting() {
void gr_set_lighting(bool /*set*/, bool state) {
if (!state) {
return;
}
//Valathil: Sort lights by priority
extern bool Deferred_lighting;
+1 -1
View File
@@ -17,7 +17,7 @@ extern float gr_user_ambient;
//Functions
void gr_set_light(light *fs_light);
void gr_reset_lighting();
void gr_set_lighting();
void gr_set_lighting(bool set, bool state);
void gr_set_center_alpha(int type);
void gr_set_ambient_light(int red, int green, int blue);
-22
View File
@@ -688,24 +688,6 @@ bool model_material::uses_thick_outlines() const {
return Outline_thickness > 0.0f;
}
float model_material::get_alpha_mult() const {
return Alpha_mult;
}
bool model_material::is_alpha_mult_active() const {
return Use_alpha_mult;
}
void model_material::set_alpha_mult(float alpha) {
Use_alpha_mult = true;
Alpha_mult = alpha;
}
void model_material::reset_alpha_mult() {
Use_alpha_mult = false;
Alpha_mult = 1.0f;
}
uint model_material::get_shader_flags() const
{
uint Shader_flags = 0;
@@ -797,10 +779,6 @@ uint model_material::get_shader_flags() const
Shader_flags |= SDR_FLAG_MODEL_THICK_OUTLINES;
}
if (is_alpha_mult_active()) {
Shader_flags |= SDR_FLAG_MODEL_ALPHA_MULT;
}
return Shader_flags;
}
-9
View File
@@ -204,9 +204,6 @@ class model_material : public material
float Outline_thickness = -1.0f;
bool Use_alpha_mult = false;
float Alpha_mult = 1.0f;
public:
model_material();
@@ -262,12 +259,6 @@ public:
void set_fog();
bool is_fogged() const;
const fog& get_fog() const;
float get_alpha_mult() const;
bool is_alpha_mult_active() const;
void set_alpha_mult(float alpha);
void reset_alpha_mult();
};
class particle_material : public material
+2 -2
View File
@@ -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;
+15 -32
View File
@@ -301,8 +301,8 @@ 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 +311,7 @@ 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;
@@ -439,15 +439,13 @@ void gr_opengl_deferred_light_cylinder_init(int segments) // Generate a VBO of a
if ( opengl_check_for_errors() ) {
glDeleteBuffers(1, &deferred_light_cylinder_vbo);
deferred_light_cylinder_vbo = 0;
vm_free(Indices);
Indices = nullptr;
vm_free(Vertices);
Vertices = nullptr;
return;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
vm_free(Vertices);
Vertices = NULL;
}
glGenBuffers(1, &deferred_light_cylinder_ibo);
@@ -461,21 +459,15 @@ void gr_opengl_deferred_light_cylinder_init(int segments) // Generate a VBO of a
if ( opengl_check_for_errors() ) {
glDeleteBuffers(1, &deferred_light_cylinder_ibo);
deferred_light_cylinder_ibo = 0;
vm_free(Indices);
Indices = nullptr;
vm_free(Vertices);
Vertices = nullptr;
return;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
vm_free(Indices);
Indices = NULL;
}
vm_free(Indices);
Indices = nullptr;
vm_free(Vertices);
Vertices = nullptr;
}
static GLuint deferred_light_sphere_vbo = 0;
@@ -539,15 +531,13 @@ void gr_opengl_deferred_light_sphere_init(int rings, int segments) // Generate a
if ( opengl_check_for_errors() ) {
glDeleteBuffers(1, &deferred_light_sphere_vbo);
deferred_light_sphere_vbo = 0;
vm_free(Vertices);
Vertices = nullptr;
vm_free(Indices);
Indices = nullptr;
return;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
vm_free(Vertices);
Vertices = NULL;
}
glGenBuffers(1, &deferred_light_sphere_ibo);
@@ -561,21 +551,14 @@ void gr_opengl_deferred_light_sphere_init(int rings, int segments) // Generate a
if ( opengl_check_for_errors() ) {
glDeleteBuffers(1, &deferred_light_sphere_ibo);
deferred_light_sphere_ibo = 0;
vm_free(Vertices);
Vertices = nullptr;
vm_free(Indices);
Indices = nullptr;
return;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
vm_free(Indices);
Indices = NULL;
}
vm_free(Vertices);
Vertices = nullptr;
vm_free(Indices);
Indices = nullptr;
}
void opengl_draw_sphere()
+2 -2
View File
@@ -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;
+1 -1
View File
@@ -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,
@@ -16,7 +16,6 @@
#include "graphics/util/uniform_structs.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "mod_table/mod_table.h"
#include "nebula/neb.h"
#include "parse/parselo.h"
@@ -25,6 +24,7 @@
extern bool PostProcessing_override;
extern int opengl_check_framebuffer();
// Needed to track where the FXAA shaders are
// In case we don't find the shaders at all, this override is needed
bool fxaa_unavailable = false;
@@ -66,22 +66,9 @@ void opengl_post_pass_tonemap()
opengl_shader_set_current(gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_TONEMAPPING, 0));
Current_shader->program->Uniforms.setTextureUniform("tex", 0);
opengl_set_generic_uniform_data<graphics::generic_data::tonemapping_data>(
[](graphics::generic_data::tonemapping_data* data) {
auto ppc = lighting_profile::current_piecewise_intermediates();
auto tn = lighting_profile::current_tonemapper();
data->tonemapper = tn;
data->sh_B = ppc.sh_B;
data->sh_lnA = ppc.sh_lnA;
data->sh_offsetX =ppc.sh_offsetX;
data->sh_offsetY = ppc.sh_offsetY;
data->toe_B = ppc.toe_B;
data->toe_lnA = ppc.toe_lnA;
data->x0 = ppc.x0;
data->x1 = ppc.x1;
data->y0 = ppc.y0;
data->exposure = lighting_profile::current_exposure(); });
[](graphics::generic_data::tonemapping_data* data) { data->exposure = 4.0f; });
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, Scene_ldr_texture, 0);
@@ -183,7 +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]);
@@ -455,9 +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) {
@@ -884,7 +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))
@@ -1198,4 +1185,4 @@ void opengl_post_process_shutdown()
Post_active_shader_index = 0;
Post_initialized = 0;
}
}
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