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SirKnightly fc04d2086e Automated build commit 2023-02-11 12:13:50 +00:00
691 changed files with 95358 additions and 53646 deletions

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+8
View File
@@ -1,6 +1,14 @@
cmake/ @asarium
ci/ @asarium @z64555
code/executor/ @asarium
code/scpui/ @asarium
code/scripting/ @asarium
code/controlconfig/ @z64555
code/model/modelanimation*.* @bmagnu
+12 -42
View File
@@ -15,7 +15,7 @@ jobs:
configuration: [FastDebug, Release]
name: Linux
runs-on: ubuntu-latest
container: ghcr.io/scp-fs2open/linux_build:sha-3d30dc5
container: ghcr.io/scp-fs2open/linux_build:sha-8a6bbbe
steps:
# - name: Cache Qt
# id: cache-qt-lin
@@ -31,16 +31,11 @@ jobs:
# 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: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -138,12 +133,7 @@ jobs:
# arch: win64_msvc2017_64
# cached: ${{ steps.cache-qt-win.outputs.cache-hit }}
# aqtversion: ==0.8
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -154,19 +144,11 @@ jobs:
mkdir build
cd build
if [ "$ARCHITECTURE" = "Win32" ]; then
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -DFSO_BUILD_WITH_VULKAN="OFF" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
else
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
fi
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
- name: Compile
working-directory: ./build
env:
@@ -253,17 +235,12 @@ jobs:
# setup-python: 'false'
# aqtversion: ==1.1.3
# py7zrversion: '==0.19.*'
- uses: actions/checkout@v1
name: Checkout
with:
submodules: true
fetch-depth: 0
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Set up test version
shell: bash
run: |
@@ -287,15 +264,13 @@ jobs:
XDG_RUNTIME_DIR: /root
run: $GITHUB_WORKSPACE/ci/linux/run_tests.sh
- name: Package build result
working-directory: ./build/bin
# Use GNU tar here (part of runner image) to avoid weird corruption bug with bsdtar
# Ref: https://github.com/actions/runner-images/issues/2619
run: gtar -cvzf macos-build-${{ matrix.configuration }}.tgz *.app
working-directory: ./build
run: cd bin && tar -cvzf macos-build.tar *.app
- name: Upload build result
uses: actions/upload-artifact@v2
with:
name: mac-${{ matrix.configuration }}
path: ${{ github.workspace }}/build/bin/macos-build-${{ matrix.configuration }}.tgz
path: ${{ github.workspace }}/build/bin/macos-build.tar
mac_zip:
name: Build Mac distribution zip
needs: build_mac
@@ -318,11 +293,6 @@ jobs:
with:
name: mac-FastDebug
path: builds
- name: Unpack builds
working-directory: ./builds
run: |
tar -xvzf macos-build-Release.tgz
tar -xvzf macos-build-FastDebug.tgz
- name: Create Distribution package
working-directory: ./builds
run: $GITHUB_WORKSPACE/ci/linux/create_dist_pack.sh Mac
+13 -47
View File
@@ -44,7 +44,7 @@ jobs:
name: Linux
needs: create_release # Don't run this job until create_release is done and successful
runs-on: ubuntu-latest
container: ghcr.io/scp-fs2open/linux_build:sha-3d30dc5
container: ghcr.io/scp-fs2open/linux_build:sha-8a6bbbe
steps:
# - name: Cache Qt
# id: cache-qt-lin
@@ -87,18 +87,12 @@ jobs:
# cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
# setup-python: 'false'
# aqtversion: ==1.1.3
- uses: actions/checkout@v1
# checks-out your repository under $GITHUB_WORKSPACE, so your workflow can access it.
name: Checkout
with:
submodules: true # `true` to checkout submodules, `recursive` to recursively checkout submodules
ref: '${{ github.ref }}'
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -146,7 +140,6 @@ jobs:
with:
submodules: true
fetch-depth: '0' # value 0 to fetch all history and tags for all branches
ref: '${{ github.ref }}'
- name: Download Release builds
# Grab the release builds
uses: actions/download-artifact@v2
@@ -193,7 +186,6 @@ jobs:
name: Checkout
with:
submodules: true
ref: '${{ github.ref }}'
# - name: Cache Qt
# # Cache Qt
# id: cache-qt-win
@@ -221,12 +213,7 @@ jobs:
# arch: win64_msvc2017_64
# cached: ${{ steps.cache-qt-win.outputs.cache-hit }}
# aqtversion: ==0.8
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -237,19 +224,11 @@ jobs:
mkdir build
cd build
if [ "$ARCHITECTURE" = "Win32" ]; then
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -DFSO_BUILD_WITH_VULKAN="OFF" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
else
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
fi
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
- name: Compile
working-directory: ./build
env:
@@ -288,7 +267,7 @@ jobs:
with:
submodules: true
fetch-depth: '0'
ref: '${{ github.ref }}'
- name: Download Release builds
uses: actions/download-artifact@v2
with:
@@ -355,18 +334,12 @@ jobs:
# cached: ${{ steps.cache-qt-mac.outputs.cache-hit }}
# setup-python: 'false'
# aqtversion: ==1.1.3
- uses: actions/checkout@v1
name: Checkout
with:
submodules: true
fetch-depth: 0
ref: '${{ github.ref }}'
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -384,15 +357,13 @@ jobs:
XDG_RUNTIME_DIR: /root
run: $GITHUB_WORKSPACE/ci/linux/run_tests.sh
- name: Package build result
working-directory: ./build/bin
# Use GNU tar here (part of runner image) to avoid weird corruption bug with bsdtar
# Ref: https://github.com/actions/runner-images/issues/2619
run: gtar -cvzf macos-build-${{ matrix.configuration }}.tgz *.app
working-directory: ./build
run: cd bin && tar -cvzf macos-build.tar *.app
- name: Upload build result
uses: actions/upload-artifact@v2
with:
name: mac-${{ matrix.configuration }}
path: ${{ github.workspace }}/build/bin/macos-build-${{ matrix.configuration }}.tgz
path: ${{ github.workspace }}/build/bin/macos-build.tar
mac_zip:
name: Build Mac distribution zip
needs: build_mac
@@ -415,11 +386,6 @@ jobs:
with:
name: mac-FastDebug
path: builds
- name: Unpack builds
working-directory: ./builds
run: |
tar -xvzf macos-build-Release.tgz
tar -xvzf macos-build-FastDebug.tgz
- name: Create Distribution package
id: generate_package
working-directory: ./builds
-6
View File
@@ -24,12 +24,6 @@ jobs:
name: Checkout
with:
submodules: true
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v1
+12 -42
View File
@@ -15,7 +15,7 @@ jobs:
configuration: [FastDebug, Release]
name: Linux
runs-on: ubuntu-latest
container: ghcr.io/scp-fs2open/linux_build:sha-3d30dc5
container: ghcr.io/scp-fs2open/linux_build:sha-8a6bbbe
steps:
# - name: Cache Qt
# id: cache-qt-lin
@@ -31,6 +31,7 @@ jobs:
# cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
# setup-python: 'false'
# aqtversion: ==1.1.3
- uses: actions/checkout@v1
name: Checkout
with:
@@ -41,12 +42,6 @@ jobs:
[[ "${{ github.ref }}" =~ ^refs\/heads\/test\/(.*)$ ]]
# Override the revision string so that the builds are named correctly
echo "set(FSO_VERSION_REVISION_STR ${BASH_REMATCH[1]})" > "version_override.cmake"
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -151,12 +146,7 @@ jobs:
# arch: win64_msvc2017_64
# cached: ${{ steps.cache-qt-win.outputs.cache-hit }}
# aqtversion: ==0.8
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -167,19 +157,11 @@ jobs:
mkdir build
cd build
if [ "$ARCHITECTURE" = "Win32" ]; then
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -DFSO_BUILD_WITH_VULKAN="OFF" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
else
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
fi
cmake -DCMAKE_INSTALL_PREFIX="$(pwd)/install" -DFSO_USE_SPEECH="ON" \
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$SIMD" \
-DFSO_BUILD_QTFRED=OFF -DFSO_BUILD_TESTS=ON \
-DFSO_INSTALL_DEBUG_FILES="ON" -A "$ARCHITECTURE" \
-G "Visual Studio 16 2019" -T "v142" ..
- name: Compile
working-directory: ./build
env:
@@ -267,17 +249,12 @@ jobs:
# setup-python: 'false'
# aqtversion: ==1.1.3
# py7zrversion: '==0.19.*'
- uses: actions/checkout@v1
name: Checkout
with:
submodules: true
fetch-depth: 0
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Set up test version
shell: bash
run: |
@@ -300,15 +277,13 @@ jobs:
XDG_RUNTIME_DIR: /root
run: $GITHUB_WORKSPACE/ci/linux/run_tests.sh
- name: Package build result
working-directory: ./build/bin
# Use GNU tar here (part of runner image) to avoid weird corruption bug with bsdtar
# Ref: https://github.com/actions/runner-images/issues/2619
run: gtar -cvzf macos-build-${{ matrix.configuration }}.tgz *.app
working-directory: ./build
run: cd bin && tar -cvzf macos-build.tar *.app
- name: Upload build result
uses: actions/upload-artifact@v2
with:
name: mac-${{ matrix.configuration }}
path: ${{ github.workspace }}/build/bin/macos-build-${{ matrix.configuration }}.tgz
path: ${{ github.workspace }}/build/bin/macos-build.tar
mac_zip:
name: Build Mac distribution zip
needs: build_mac
@@ -331,11 +306,6 @@ jobs:
with:
name: mac-FastDebug
path: builds
- name: Unpack builds
working-directory: ./builds
run: |
tar -xvzf macos-build-Release.tgz
tar -xvzf macos-build-FastDebug.tgz
- name: Create Distribution package
working-directory: ./builds
run: $GITHUB_WORKSPACE/ci/linux/create_dist_pack.sh Mac
+1 -1
View File
@@ -25,7 +25,7 @@ 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-3d30dc5
container: ghcr.io/scp-fs2open/linux_build:sha-8a6bbbe
steps:
# - name: Cache Qt
# id: cache-qt-lin
-81
View File
@@ -1,81 +0,0 @@
name: Weekly Coverity Scan for Freespace Open
# adapted from code by "albert-github" on the doxygen repository
# many thanks for figuring this out first so it could be less painful for us!
# This mode is for testing
on: [push, pull_request]
# In production, push on a specific schedule
#on:
# schedule:
# - cron: "1 0 * * 5" # Run once per a week on Friday morning (midnight UTC, 4 AM EST), to avoid Coverity's submission limits
env:
QT_VERSION: 5.12.9
coverity_email: [email protected]
coverity_token: ${{ secrets.COVERITY_TOKEN }}
jobs:
build:
name: Build FSO With Coverity Wrapper
runs-on: ${{ matrix.config.os }}
strategy:
fail-fast: false
matrix:
config:
- { name: "GCC on ubuntu", os: ubuntu-latest, build_type: "Release" }
steps:
- name: Install Dependencies
run: |
sudo apt-get install ninja-build
sudo apt install cmake libsdl2-dev g++
sudo apt-get install libopenal-dev
sudo apt-get install -y libudev-dev
sudo apt-get install doxygen
sudo apt install graphviz
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive # `true` to checkout submodules, `recursive` to recursively checkout submodules
# pipe results of wget to a log file because it's very verbose and rarely fails
- name: Install Coverity
run: |
wget -o wgetlog.txt -q https://scan.coverity.com/download/cxx/linux64 --post-data "token=${{ env.coverity_token }}&project=scp-fs2open/fs2open.github.com" -O coverity_tool.tgz
mkdir cov-scan
tar ax -f coverity_tool.tgz --strip-components=1 -C cov-scan
- name: Setup Environment
run: |
echo "$(pwd)/cov-scan/bin" >> $GITHUB_PATH
echo "NPROC=$(getconf _NPROCESSORS_ONLN)" >> $GITHUB_ENV
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake for FSO
env:
CONFIGURATION: Release
compiler: gcc-5
run: $GITHUB_WORKSPACE/ci/linux/configure_cmake.sh
- name: Build FSO with Coverity Wrapper
working-directory: ./build
env:
CONFIGURATION: Release
run: cov-build --dir cov-int ninja -k 20 all
- name: Compress Results
working-directory: ./build
run: tar zcf cov-scan.tgz cov-int
#Comment this out when testing to keep from running into upload limits
- name: Upload to Coverity
run: |
cd build
curl --form token=${{ env.coverity_token }} --form email=${{ env.coverity_email }} --form [email protected] --form version="$(git rev-parse HEAD)" --form description="Automatic GHA scan" 'https://scan.coverity.com/builds?project=scp-fs2open/fs2open.github.com'
+12 -36
View File
@@ -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-3d30dc5
container: ghcr.io/scp-fs2open/linux_build:sha-8a6bbbe
steps:
# - name: Cache Qt
# id: cache-qt-lin
@@ -38,6 +38,7 @@ jobs:
# cached: ${{ steps.cache-qt-lin.outputs.cache-hit }}
# setup-python: 'false'
# aqtversion: ==1.1.3
- uses: actions/checkout@v1
name: Checkout
with:
@@ -47,12 +48,7 @@ jobs:
uses: hendrikmuhs/ccache-action@v1
with:
key: ${{ runner.os }}-${{ matrix.configuration }}-${{ matrix.compiler }}
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -117,12 +113,7 @@ jobs:
# arch: win64_msvc2017_64
# cached: ${{ steps.cache-qt-win.outputs.cache-hit }}
# aqtversion: ==0.8
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -134,23 +125,12 @@ jobs:
cd build
if [ "$COMPILER" = "MinGW" ]; then
if [ "$ARCHITECTURE" = "Win32" ]; then
cmake -DFSO_USE_SPEECH="OFF" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DFSO_BUILD_FRED2="OFF" -DFSO_BUILD_WITH_VULKAN="OFF" -DCMAKE_BUILD_TYPE=$CONFIGURATION -G "Ninja" ..
else
cmake -DFSO_USE_SPEECH="OFF" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DFSO_BUILD_FRED2="OFF" -DCMAKE_BUILD_TYPE=$CONFIGURATION -G "Ninja" ..
fi
cmake -DFSO_USE_SPEECH="OFF" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DFSO_BUILD_FRED2="OFF" -DCMAKE_BUILD_TYPE=$CONFIGURATION -G "Ninja" ..
else
if [ "$ARCHITECTURE" = "Win32" ]; then
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DMSVC_SIMD_INSTRUCTIONS=SSE2 -DFSO_BUILD_FRED2="ON" -DFSO_BUILD_WITH_VULKAN="OFF" -G "Visual Studio 16 2019" \
-DFSO_BUILD_QTFRED=OFF -T "v142" -A "$ARCHITECTURE" ..
else
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DMSVC_SIMD_INSTRUCTIONS=SSE2 -DFSO_BUILD_FRED2="ON" -G "Visual Studio 16 2019" \
-DFSO_BUILD_QTFRED=OFF -T "v142" -A "$ARCHITECTURE" ..
fi
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DMSVC_SIMD_INSTRUCTIONS=SSE2 -DFSO_BUILD_FRED2="ON" -G "Visual Studio 16 2019" \
-DFSO_BUILD_QTFRED=OFF -T "v142" -A "$ARCHITECTURE" ..
fi
- name: Compile
working-directory: ./build
@@ -202,6 +182,7 @@ jobs:
# setup-python: 'false'
# aqtversion: ==1.1.3
# py7zrversion: '==0.19.*'
- uses: actions/checkout@v1
name: Checkout
with:
@@ -211,12 +192,7 @@ jobs:
uses: hendrikmuhs/ccache-action@v1
with:
key: ${{ runner.os }}-${{ matrix.configuration }}-${{ matrix.compiler }}
- name: Prepare Vulkan SDK
uses: humbletim/[email protected]
with:
vulkan-query-version: 1.3.204.0
vulkan-components: Vulkan-Headers, Vulkan-Loader
vulkan-use-cache: true
- name: Configure CMake
env:
CONFIGURATION: ${{ matrix.configuration }}
@@ -241,4 +217,4 @@ jobs:
if: startsWith(matrix.compiler, 'clang-')
uses: asarium/clang-tidy-action@v1
with:
fixesFile: clang-fixes.yaml
fixesFile: clang-fixes.yaml
-1
View File
@@ -250,7 +250,6 @@ documentation/doxygen/*
projects/*
/.vs
CMakeSettings.json
CMakePresets.json
# Weird files created by Linux
.fuse_hidden*
+175
View File
@@ -0,0 +1,175 @@
language: bash
sudo: required
dist: xenial
cache:
directories:
- $HOME/cmake-3.8
- $HOME/.ccache
- $HOME/curl_cache
addons:
apt:
packages: &global_deps
- ninja-build
- libopenal-dev
- libreadline6-dev
- libpng12-dev
- libjpeg62-dev
- liblua5.1-0-dev
- libjansson-dev
- libsdl2-dev
- libfreetype6-dev
- qt57base
coverity_scan:
project:
name: "scp-fs2open/fs2open.github.com"
notification_email: [email protected]
build_command: "ci/travis/script.sh"
# must match TRAVIS_BRANCH check below
branch_pattern: coverity_scan
env:
global:
# The next declaration is the encrypted COVERITY_SCAN_TOKEN, created
# via the "travis encrypt" command using the project repo's public key
# also note that fork's don't get access to secure keys
# you have to test using a branch in the main repo
- secure: "C3wF967ZeliwwP1vC12EMIBOaC568n26Z/cPnwzn317ve59DWH3YSfPZVgvt08GzmaXITGGsJvPB+qxfGoKvQzYE4O1B73q81RpUe5pB3IhF+ThQ91VfQZIRJR5xEGJaLINUlHTTZGX5jxlkVO9wAcauVj/s3b8sQ3dvUZauPvk="
# These declarations set INDIEGAMES_USER and INDIEGAMES_PASSWORD for uploading nightly builds to the indiegames server
- secure: "lUuRu8XIi8MKNf1ebOfyC4iVEpPyASojJIDWXRo2bNqEF4ILAljXdkVeXeN6H5yKCHD52cxCNTtyePIG/o3p3QEuGSVud9bDS3D7LaQicLETGGrsw3l07U49gF2OKHXGopg0MzBbZUU9QmhoFTAe8t6PV9NDuEayYCheqvTqjZg="
- secure: "E/DHLYcPK/hBUqxBYYlUqp5sjgvIqY5A0qRHyQ4bmjsB+WB/Xx71bGCSiF7hk6lTxar1ZI1i5RAXXh9AIvNVaYAIdEOlCP+q3gvwCYuc5naZEKmkxlUCf0oEL4O9Fye93A/3VkFHuBdC1TGPYYf69m4W5r4367wWO9dPRIdWpJA="
# These declarations set DATACORDER_USER and DATACORDER_PASSWORD
- secure: "dpBH/dDN3bmU/NFlh+2v9isNx9wX0ocoRy+W+kBXRH32sosUGp26REhMqgVRpBNP5oxPBU8ic5bEogxAYWCB+0xUygBbkxAwyMPgoA34s0OXdTCY/ofw14ni8qqV2Ffy7fQJbP/jkMURyiMHx3kBTxNv3YjxKJqLnOuOMlQLpT8="
- secure: "tLMRBD1Ufp5iKNwlqPDVbbuczgusaXNoBJyAnPATpJq2YwlkW4j3PqP9rW5vd85+52xam2EOP20w9PoBR5J6FLdiXRu4Lf7yCEhSHFAgowVqQj8QcJpPlyXr90bM4emFGrGqpdxVwxyQ5AFhKwLuEZKsI14GYLN+UMEwpNCMing="
deploy:
- provider: releases
api_key:
secure: "q619+eQTe7lv8UVphK4OIzU8Jw84KBbVkuprN2sWIubRcV3IbZr2+WahJoUMt+nyhiy3YjDYtstO2ZgkxupwnZgwGUBVIiD1c4SPuyy+HTjNMOtiVsEUHT2hf+xPAemWpTlK5HcwhMmHAOh6rt6dEj57QOg0gcmGiwD/tCbEriA="
skip_cleanup: true
file_glob: true
file: "/tmp/builds/*"
on:
condition: '"$RELEASE_BUILD" == true'
tags: true
- provider: script
script: bash ci/travis/ftp_deploy.sh
on:
condition: '"$NIGHTLY_BUILD" == true'
tags: true
- provider: script
skip_cleanup: true
script: bash ci/travis/ftp_deploy.sh
on:
condition: $TEST_BUILD = true
all_branches: true
matrix:
include:
# note that gcc Debug MUST be 1st for Coverity
- os: linux
env: CONFIGURATION="Debug" CC=gcc-5 CXX=g++-5
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- *global_deps
- g++-5
- os: linux
env: CONFIGURATION="Debug" CC=gcc-9 CXX=g++-9
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- g++-9
- *global_deps
- os: linux
env: CONFIGURATION="Debug" CC=clang-9 CXX=clang++-9 CMAKE_OPTIONS="-DCMAKE_EXPORT_COMPILE_COMMANDS=ON"
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- *global_deps
- g++-9
script:
- ./ci/travis/script.sh
- ./ci/travis/clang_tidy.sh
- os: osx
env: CONFIGURATION="Debug"
- os: windows
env: CONFIGURATION="Debug" CMAKE_TOOLSET=v141 CMAKE_GENERATOR="Visual Studio 15 2017"
- os: windows
env: CONFIGURATION="Debug" CMAKE_TOOLSET="" CMAKE_GENERATOR="Ninja"
- os: linux
env: CONFIGURATION="Release" CC=gcc-5 CXX=g++-5
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- *global_deps
- g++-5
- os: linux
env: CONFIGURATION="Release" CC=gcc-9 CXX=g++-9
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- g++-9
- *global_deps
- os: linux
env: CONFIGURATION="Release" CC=clang-9 CXX=clang++-9 CMAKE_OPTIONS="-DCMAKE_EXPORT_COMPILE_COMMANDS=ON"
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- sourceline: 'ppa:beineri/opt-qt571-xenial'
packages:
- *global_deps
- g++-9
script:
- ./ci/travis/script.sh
- ./ci/travis/clang_tidy.sh
- os: osx
env: CONFIGURATION="Release"
- os: windows
env: CONFIGURATION="Release" CMAKE_TOOLSET=v141 CMAKE_GENERATOR="Visual Studio 15 2017"
- os: windows
env: CONFIGURATION="Release" CMAKE_TOOLSET="" CMAKE_GENERATOR="Ninja"
# There is a GCC compiler bug with MinGW that causes compilation failures on Windows at the moment
allow_failures:
- os: windows
env: CONFIGURATION="Debug" CMAKE_TOOLSET="" CMAKE_GENERATOR="Ninja"
- os: windows
env: CONFIGURATION="Release" CMAKE_TOOLSET="" CMAKE_GENERATOR="Ninja"
fast_finish: true
before_install:
# ugly hack; if running a coverity scan abort all except the 1st build
# see note re gcc compiler above needing to be 1st
# also note that branch_pattern & the TRAVIS_BRANCH check must match
# unfortunately COVERITY_SCAN_BRANCH isn't defined until later in the
# build process
- if ([[ "${TRAVIS_JOB_NUMBER##*.}" != "1" ]] && [[ "${TRAVIS_BRANCH}" == "coverity_scan" ]]); then false ; fi
- source "./ci/travis/check_release.sh"
- "./ci/travis/before_install.sh"
install:
- if [ "$TRAVIS_OS_NAME" = "windows" ]; then export PATH="/c/Program Files/CMake/bin":$PATH; fi
- "./ci/travis/install.sh"
- export PATH=$HOME/cmake-3.6/bin:$PATH
before_script:
- if [ "$TRAVIS_OS_NAME" = "linux" ]; then QT_ENV_SCRIPT=$(find /opt -name 'qt*-env.sh'); source $QT_ENV_SCRIPT; fi
- "./ci/travis/before_script.sh"
script:
- if [ "$BUILD_DEPLOYMENT" = true ] ; then ./ci/travis/release.sh ; else ./ci/travis/script.sh ; fi
+1 -3
View File
@@ -137,9 +137,8 @@ option(FSO_RELEASE_LOGGING "Enable logging output for release builds" OFF)
OPTION(FSO_BUILD_WITH_FFMPEG "Enable the usage of FFmpeg for sound and custscenes" ON)
OPTION(FSO_BUILD_WITH_OPENGL "Enable compilation of the OpenGL renderer" ON)
OPTION(FSO_BUILD_WITH_OPENGL_DEBUG "Enables debug option for OpenGL" OFF)
OPTION(FSO_BUILD_WITH_VULKAN "Enable compilation of the Vulkan renderer" OFF)
OPTION(FSO_BUILD_WITH_VULKAN "Enable compilation of the Vulkan renderer" ON)
MARK_AS_ADVANCED(FORCE FSO_CMAKE_DEBUG)
MARK_AS_ADVANCED(FORCE FSO_BUILD_INCLUDED_LIBS)
@@ -152,7 +151,6 @@ mark_as_advanced(FORCE ENABLE_COTIRE)
mark_as_advanced(FORCE FSO_RELEASE_LOGGING)
mark_as_advanced(FORCE FSO_BUILD_WITH_FFMPEG)
mark_as_advanced(FORCE FSO_BUILD_WITH_OPENGL)
mark_as_advanced(FORCE FSO_BUILD_WITH_OPENGL_DEBUG)
mark_as_advanced(FORCE FSO_BUILD_WITH_VULKAN)
# Include cotire file from https://github.com/sakra/cotire/
-179
View File
@@ -3,185 +3,6 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [23.2.0] - 2023-06-16
### Changes
<details><summary> <b>Big Feature: MSAA</b> </summary>
> The return of a long forgotten feature, with optimizations and improvements
> Noticeable reduction to artifacts caused by subpixel geometry and glinting.
</details>
<details><summary> <b>Big Feature: SCPUI</b> </summary>
> A modernized approach to defining menus in FS
> Tired of having your Menus in FSO be at a resolution of potato? Use SCPUI to have them rendered from Fake-HTML to the actual screensize as opposed to a prebuilt graphics!
> Tired of being limited to whatever people in the SCP hardcoded in for buttons? Use SCPUI to define buttons and all other manner of shenanigans as Lua-code just as you like.
> Tired of needing to replace a bajillion interface graphics to reskin FSO? Use SCPUI, and especially Mjn's existing collection of Lua, CSS, Fake-HTML and images, and you only need to replace about 250 graphics.
</details>
<details><summary> <b>Big Feature: Localized Volumetric Nebulae</b> </summary>
> Allows specifying a POF as the "hull" of a nebula, which will be rendered using ray marching
> Further details can be found on the [GitHub Pull Request](https://github.com/scp-fs2open/fs2open.github.com/pull/5231)
> Note: As this is a new feature, many improvements and optimizations remain to be made
> Adapted from Andrew Schneider's 2015 SIGGRAPH talk "The real-time volumetric cloudscapes of Horizon: Zero Dawn"
</details>
<details><summary>Game: </summary>
- Per bank autoaim
</details>
<details><summary>Animation: </summary>
- Fix CTD on bad legacy animation data
- Add proper time wrapping for Animations
- Actually handle a mssing `Fade_anim` properly
</details>
<details><summary>Controls: </summary>
- Organize and map additional keys to librocket
- Catch when SDL fails to open a joystick that is enumerated by the OS
</details>
<details><summary>FRED: </summary>
- Add SpaceMouse support
- Add pre-parse enums support
- Add music player to FRED
- Enhanced SEXP comments
- FRED Dialog for Volumetrics
- QoL improvements to Object Editor
- Add FRED support for the "required weapon" feature
- SEXP Tree search and filter
</details>
<details><summary>QtFRED: </summary>
- Campaign Editor
- Add SpaceMouse support
- Make 'player starts in chase view' a toggle
</details>
<details><summary>Graphics: </summary>
- "The other great shader flag removal effort"
- Enhance handling of motion debris
- Expose texture filtering as a built-in option
- Improved particle culling and performance
- Optimized trail renderer
- Beam Particles
- Multiple lighting profiles
- Use volume particles for poofs
- Optimize for simple trails
- Kink shamed the laser bitmaps
</details>
<details><summary>HUD: </summary>
- Flag to apply HUD shudder to chase view
- Add missing HUD gauges
- Explicitly do not split lines when making the message log
</details>
<details><summary>Localization: </summary>
- Add some XSTR entries
</details>
<details><summary>Modding: </summary>
- Mapify built-in strings
- Allow `gameplay_profiles.tbl` to be an alias of `ai_profiles.tbl`
- Modular rank table
- Toggle auto-assigning personas
- Add some parameters for corkscrew starting angle
- Add clip planes to `game_settings.tbl`
- Add `+Use ship` as a Template
- Modular messages table
- Add arbitrary curves support
- Traitor overrides
- Add support for loose lz4 compressed files
- Add per-species warp effects
</details>
<details><summary>Models: </summary>
- Fix submodel sanity check
- Fix techroom modelnum references
- Adjust movement sanity checks to account for more situations
- Modular POF Features 2
- Add fov values to .pof models
- Add a Translation Moveable
- Remove model octants
- Fix glowpoints on animated submodels
- Update type_flags when dock name changes
- Add additional checks for Animation List handling of nonexistent polymodel instances
- Virtual POFs: Modify Subsystems
- Validate chunk size to avoid alignment crash and add align skip flag
</details>
<details><summary>Multiplayer: </summary>
- Generic Lua Multiplayer RPC
</details>
<details><summary>Performance: </summary>
- Increase sound update rate
- Add `line of sight` as an optional AI override
</details>
<details><summary>SEXPs: </summary>
- `turret-fired-since`, returns `true` if the specified turret has fired in the last `N` milliseconds
- `is-ship-emp-active`, returns `true` if the specified ship or list of ships is currently under an EMP effect
- `turret-has-primary` and `turret-has-secondary`, returns `true` if the specified turret contains the specified weapon
- `has-armor-type`, returns `true` if the specified ship or subsystem has the specified armor type
- `OPF_ANY_HUD_GAUGE` and `OPF_EVENT_NAME`, new Lua SEXP parameters
- Enhance Dynamic SEXPs with parent parameters
- Add "afterburn hard" AI goal flag
</details>
<details><summary>Scripting: </summary>
- Add option to deprecate hooks
- Get audiostream duration in float seconds
- Lua method to check if the game has focus
- `On warp complete` hook
- Allow Lua to set the Discord presence to custom strings
- Add virtvars for goal satisfaction and score
- Allow scripts to read and add LuaEnums
- Funcs and virtvars for SCPUI pause screen
- Expose pausing weapon sounds
- Make collision_group_id accessible to parse objects
- Pass shortcut key character to Lua as a hook variable
- Lua method to free all loaded models
- `On Asteroid Created` hook
- SCPUI methods required for handling closeup briefing icons
- Expose some Nebula settings to Lua
- SCPUI mission log
- SCPUI APIsfor the Game Help UI, medals access, and control config
- Force expand wings instead of toggle for SCPUI
- Add misc. validity checks
- Convert hotkey types to enum
- Finalize SCPUI API
- Blocking `On Frame` executor
- SCPUI Hud Config API
- Configurable restriction for ships that accept Lua player orders
- Add `ship::isPlayer()`
- Lua access to default countermeasures class
- Flag to check if a ship or weapon class is player allowed
- Add hooks for comm menu opening/closing
</details>
<details><summary>Technical: </summary>
- Improve CFLAGS handling
</details>
## [22.2.0] - 2022-08-06
```
+2
View File
@@ -1,5 +1,7 @@
FreeSpace2 *S*ource *C*ode *P*roject
==
[![Travis-CI Build Status](https://travis-ci.org/scp-fs2open/fs2open.github.com.svg?branch=master)](https://travis-ci.org/scp-fs2open/fs2open.github.com)
[![AppVeyor Build Status](https://ci.appveyor.com/api/projects/status/github/scp-fs2open/fs2open.github.com?branch=master&svg=true)](https://ci.appveyor.com/project/SirKnightly/fs2open-github-com/branch/master)
[![Coverity](https://img.shields.io/coverity/scan/870.svg)](https://scan.coverity.com/projects/870)
Building
+62
View File
@@ -0,0 +1,62 @@
version: 1.0.0.{build}
image: Visual Studio 2015
configuration:
- Debug
- Release
clone_depth: 10
environment:
matrix:
- BuildID: 0
CMAKE_GENERATOR: Visual Studio 14 2015
PlatformToolset: v140
QT_DIR: C:\Qt\5.9\msvc2015
- BuildID: 1
CMAKE_GENERATOR: Visual Studio 14 2015 Win64
PlatformToolset: v140
QT_DIR: C:\Qt\5.9\msvc2015_64
before_build:
- git submodule update --init --recursive
build_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/build.ps1
test_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/test.ps1
deploy:
- provider: GitHub
auth_token:
secure: h55Scpy+3vmo1Yb7WlSIGA4d9DRnsbzUYc2LYsQdByQHZHbqrqjBpicH0D2FFLEO
on:
ReleaseBuild: true # deploy on release push only
- provider: FTP
protocol: sftp
host: scp.indiegames.us
username:
secure: SFivQZfatqWHXK1ijYK3GQ==
password:
secure: q6Zk/412o1ri+NEya1dl1Q==
folder: public_html/builds/nightly/$(VersionName)
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: sftp
host: porphyrion.feralhosting.com
username:
secure: 36+bVD8eJgI0BVbi7TZ4zQ==
password:
secure: CrzmDVca8AGG08iWPA1gOD4Ge06+wJ3rcBagBGclwYQ=
folder: www/datacorder.porphyrion.feralhosting.com/public_html/builds/nightly/$(VersionName)
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: sftp
host: porphyrion.feralhosting.com
username:
secure: 36+bVD8eJgI0BVbi7TZ4zQ==
password:
secure: CrzmDVca8AGG08iWPA1gOD4Ge06+wJ3rcBagBGclwYQ=
folder: www/datacorder.porphyrion.feralhosting.com/public_html/builds/test/$(VersionName)
on:
TestBuild: true # deploy on test build push only
+164
View File
@@ -0,0 +1,164 @@
class BuildConfig {
[string]$Generator
[string]$PackageType
[string]$Toolset
[string]$SimdType
[string]$QtDir
[Bool]$SourcePackage
}
$NightlyConfigurations = @(
# [BuildConfig]@{
# Generator="Visual Studio 14 2015 Win64";
# PackageType="Win64";
# Toolset="v140";
# SimdType="SSE2";
# QtDir="C:\Qt\5.9\msvc2015_64";
# SourcePackage=$false;
# },
# [BuildConfig]@{
# Generator="Visual Studio 14 2015";
# PackageType="Win32";
# Toolset="v140";
# SimdType="SSE2";
# QtDir="C:\Qt\5.9\msvc2015";
# SourcePackage=$false;
# }
)
$ReleaseConfigurations = @(
# [BuildConfig]@{
# Generator="Visual Studio 14 2015";
# PackageType="Win32";
# Toolset="v140";
# SimdType="SSE2";
# QtDir="C:\Qt\5.9\msvc2015";
# SourcePackage=$true;
# }
# [BuildConfig]@{
# Generator="Visual Studio 14 2015";
# PackageType="Win32-AVX";
# Toolset="v140";
# SimdType="AVX";
# QtDir="C:\Qt\5.9\msvc2015";
# SourcePackage=$false;
# }
# [BuildConfig]@{
# Generator="Visual Studio 14 2015 Win64";
# PackageType="Win64";
# Toolset="v140";
# SimdType="SSE2";
# QtDir="C:\Qt\5.9\msvc2015_64";
# SourcePackage=$false;
# }
# [BuildConfig]@{
# Generator="Visual Studio 14 2015 Win64";
# PackageType="Win64-AVX";
# Toolset="v140";
# SimdType="AVX";
# QtDir="C:\Qt\5.9\msvc2015_64";
# SourcePackage=$false;
# }
)
$BuildConfigurations = $null
# Default values
$ReleaseBuild = $false
$NightlyBuild = $false
$TestBuild = $false
# Set to true to test either the release or the nightly part of this script
$ReleaseTest = $false
$NightlyTest = $false
$TestBuildTest = $false
if ($ReleaseTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^release_(.*)"))) {
# Tag matches
$ReleaseBuild = $true
$PackageName = "fs2_open_$($matches[1])"
$BuildConfigurations = $ReleaseConfigurations
}
if ($NightlyTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^nightly_(.*)"))) {
# Tag matches
$NightlyBuild = $true
$PackageName = "nightly_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
$BuildConfigurations = $NightlyConfigurations
}
if ($TestBuildTest -Or ([System.Convert]::ToInt32($env:APPVEYOR_PULL_REQUEST_NUMBER) -le 0 -And ("$env:APPVEYOR_REPO_BRANCH" -match "^test\/(.*)"))) {
# Tag matches
$TestBuild = $true
$PackageName = "test_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
$BuildConfigurations = $NightlyConfigurations
# Override the revision string so that the builds are named correctly
[System.IO.File]::WriteAllLines("$env:APPVEYOR_BUILD_FOLDER/version_override.cmake", "set(FSO_VERSION_REVISION_STR $env:VersionName)")
}
# Multiply by 2 so that we can add 0 or 1 for debug or release Configs
$buildID = [convert]::ToInt32($env:BuildID) * 2
if ($Env:Configuration -eq "Release") {
$buildID = $buildID + 1
}
$DeployBuild = $false
if ($ReleaseBuild -Or $NightlyBuild -Or $TestBuild) {
$DeployBuild = $true
}
Set-AppveyorBuildVariable 'ReleaseBuild' "$ReleaseBuild"
Set-AppveyorBuildVariable 'NightlyBuild' "$NightlyBuild"
Set-AppveyorBuildVariable 'TestBuild' "$TestBuild"
New-Item build -type directory
Set-Location -Path build
if ($DeployBuild) {
# Release build
if ($buildID -ge $BuildConfigurations.Length) {
# Not needed
exit 0
}
$buildConfig = $BuildConfigurations[$buildID]
if ($buildConfig.SourcePackage -eq $True) {
7z a -xr'!.git' "$($PackageName)-source-Win.zip" "$env:APPVEYOR_BUILD_FOLDER"
Push-AppveyorArtifact "$($PackageName)-source-Win.zip"
}
cmake -DCMAKE_INSTALL_PREFIX="$env:APPVEYOR_BUILD_FOLDER/../install" -DFSO_USE_SPEECH="ON" `
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$($buildConfig.SimdType)" `
-DQT5_INSTALL_ROOT="$($buildConfig.QtDir)" -DFSO_BUILD_QTFRED=OFF `
-DFSO_INSTALL_DEBUG_FILES="ON" `
-G "$($buildConfig.Generator)" -T "$($buildConfig.Toolset)" ..
$Configs = @("Release", "FastDebug")
foreach ($config in $Configs) {
cmake --build . --config "$config" --target INSTALL -- /verbosity:minimal
if (! ($?)) {
Add-AppveyorMessage "A release build failed!"
exit 1
}
}
7z a -xr'!*.pdb' "$($PackageName)-builds-$($buildConfig.PackageType).zip" "$env:APPVEYOR_BUILD_FOLDER/../install/*"
Push-AppveyorArtifact "$($PackageName)-builds-$($buildConfig.PackageType).zip"
7z a "$($PackageName)-debug-$($buildConfig.PackageType).7z" "$env:APPVEYOR_BUILD_FOLDER/../install/*.pdb"
Push-AppveyorArtifact "$($PackageName)-debug-$($buildConfig.PackageType).7z"
} else {
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="ON" -DFSO_BUILD_TESTS="ON" -DMSVC_SIMD_INSTRUCTIONS=SSE2 `
-DFSO_BUILD_QTFRED=OFF -DQT5_INSTALL_ROOT="$env:QT_DIR" -DFSO_BUILD_FRED2="ON" `
-G "$Env:CMAKE_GENERATOR" -T "$Env:PlatformToolset" ..
cmake --build . --config "$Env:CONFIGURATION" -- /verbosity:minimal
if (! ($?)) {
exit 1
}
}
+13
View File
@@ -0,0 +1,13 @@
if ([System.Convert]::ToBoolean($env:ReleaseBuild) -Or [System.Convert]::ToBoolean($env:NightlyBuild) -Or [System.Convert]::ToBoolean($env:TestBuild)) {
# Skip tests for deployment
exit 0
} else {
write "Running unit tests..."
# Run unit tests
&"$pwd\bin\$Env:CONFIGURATION\unittests.exe" --gtest_shuffle 2>&1
if (! ($?)) {
exit 1
}
}
+2 -5
View File
@@ -18,11 +18,10 @@ LD_LIBRARY_PATH=$Qt5_DIR/lib:$LD_LIBRARY_PATH
if [ "$RUNNER_OS" = "macOS" ]; then
CXXFLAGS="-mtune=generic -pipe -Wno-unknown-pragmas"
CFLAGS="-mtune=generic -pipe -Wno-unknown-pragmas"
# TODO: Vulkan support is disabled on MacOS due to issues with the test suite not linking correctly
PLATFORM_CMAKE_OPTIONS="-DFSO_BUILD_WITH_VULKAN=OFF"
PLATFORM_CMAKE_OPTIONS=""
export CMAKE_OSX_ARCHITECTURES="$ARCHITECTURE"
else
CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas -static-libstdc++"
CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
CFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
PLATFORM_CMAKE_OPTIONS="-DFSO_BUILD_APPIMAGE=ON"
fi
@@ -30,8 +29,6 @@ fi
CMAKE_OPTIONS="$JOB_CMAKE_OPTIONS"
if [[ "$COMPILER" =~ ^clang.*$ ]]; then
CMAKE_OPTIONS="$CMAKE_OPTIONS -DCLANG_USE_LIBCXX=ON"
# force clang to silently allow -static-libstdc++ flag
CXXFLAGS="$CXXFLAGS -Qunused-arguments"
fi
mkdir build
+13 -13
View File
@@ -10,27 +10,27 @@ source $HERE/dist_functions.sh
if [ "$OS" = "Linux" ]; then
tar -cvzf "$(get_package_name)-builds-Linux.tar.gz" *
echo "package_path=$(pwd)/$(get_package_name)-builds-Linux.tar.gz" >> $GITHUB_OUTPUT
echo "package_name=$(get_package_name)-builds-Linux.tar.gz" >> $GITHUB_OUTPUT
echo "package_mime=$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-Linux.tar.gz")" >> $GITHUB_OUTPUT
echo "::set-output name=package_path::$(pwd)/$(get_package_name)-builds-Linux.tar.gz"
echo "::set-output name=package_name::$(get_package_name)-builds-Linux.tar.gz"
echo "::set-output name=package_mime::$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-Linux.tar.gz")"
elif [ "$OS" = "Windows" ]; then
7z a -xr'!*.pdb' "$(get_package_name)-builds-$ARCH-$SIMD.zip" "*"
echo "package_path=$(pwd)/$(get_package_name)-builds-$ARCH-$SIMD.zip" >> $GITHUB_OUTPUT
echo "package_name=$(get_package_name)-builds-$ARCH-$SIMD.zip" >> $GITHUB_OUTPUT
echo "package_mime=$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-$ARCH-$SIMD.zip")" >> $GITHUB_OUTPUT
echo "::set-output name=package_path::$(pwd)/$(get_package_name)-builds-$ARCH-$SIMD.zip"
echo "::set-output name=package_name::$(get_package_name)-builds-$ARCH-$SIMD.zip"
echo "::set-output name=package_mime::$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-$ARCH-$SIMD.zip")"
7z a "$(get_package_name)-debug-$ARCH-$SIMD.7z" "*.pdb"
echo "debug_path=$(pwd)/$(get_package_name)-debug-$ARCH-$SIMD.7z" >> $GITHUB_OUTPUT
echo "debug_name=$(get_package_name)-debug-$ARCH-$SIMD.7z" >> $GITHUB_OUTPUT
echo "debug_mime=$(file -b --mime-type "$(pwd)/$(get_package_name)-debug-$ARCH-$SIMD.7z")" >> $GITHUB_OUTPUT
echo "::set-output name=debug_path::$(pwd)/$(get_package_name)-debug-$ARCH-$SIMD.7z"
echo "::set-output name=debug_name::$(get_package_name)-debug-$ARCH-$SIMD.7z"
echo "::set-output name=debug_mime::$(file -b --mime-type "$(pwd)/$(get_package_name)-debug-$ARCH-$SIMD.7z")"
elif [ "$OS" = "Mac" ]; then
tar -cvzf "$(get_package_name)-builds-Mac.tar.gz" *.app
tar -cvzf "$(get_package_name)-builds-Mac.tar.gz" *
echo "package_path=$(pwd)/$(get_package_name)-builds-Mac.tar.gz" >> $GITHUB_OUTPUT
echo "package_name=$(get_package_name)-builds-Mac.tar.gz" >> $GITHUB_OUTPUT
echo "package_mime=$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-Mac.tar.gz")" >> $GITHUB_OUTPUT
echo "::set-output name=package_path::$(pwd)/$(get_package_name)-builds-Mac.tar.gz"
echo "::set-output name=package_name::$(get_package_name)-builds-Mac.tar.gz"
echo "::set-output name=package_mime::$(file -b --mime-type "$(pwd)/$(get_package_name)-builds-Mac.tar.gz")"
else
echo "Invalid OS: $OS"
fi
+3 -13
View File
@@ -10,21 +10,11 @@ HERE=$(dirname "$SCRIPT")
source $HERE/dist_functions.sh
if [ "$UPLOAD_TYPE" = "nightly" ]; then
any_success=false
if SSHPASS=$INDIEGAMES_SSHPASS upload_files_to_sftp "$INDIEGAMES_USER@scp.indiegames.us" "public_html/builds/nightly"; then
any_success=true
fi
SSHPASS=$INDIEGAMES_SSHPASS upload_files_to_sftp "$INDIEGAMES_USER@scp.indiegames.us" "public_html/builds/nightly"
if SSHPASS=$DATACORDER_SSHPASS upload_files_to_sftp "$DATACORDER_USER@perses.feralhosting.com" "www/datacorder.perses.feralhosting.com/public_html/builds/nightly"; then
any_success=true
fi
if [ "$any_success" = "false" ]; then
echo "All uploads failed"
exit 1
fi
SSHPASS=$DATACORDER_SSHPASS upload_files_to_sftp "$DATACORDER_USER@porphyrion.feralhosting.com" "www/datacorder.porphyrion.feralhosting.com/public_html/builds/nightly"
elif [ "$UPLOAD_TYPE" = "test" ]; then
SSHPASS=$DATACORDER_SSHPASS upload_files_to_sftp "$DATACORDER_USER@perses.feralhosting.com" "www/datacorder.perses.feralhosting.com/public_html/builds/test"
SSHPASS=$DATACORDER_SSHPASS upload_files_to_sftp "$DATACORDER_USER@porphyrion.feralhosting.com" "www/datacorder.porphyrion.feralhosting.com/public_html/builds/test"
else
echo "Unknown upload type $UPLOAD_TYPE"
exit 1
+3 -7
View File
@@ -19,7 +19,7 @@
# HLP_API:
# HLP_KEY:
# LINUX_RESULT: bool, if the linux builds were successfully uploaded
# LINUX_RESULT: bool, if the linux builds were sucessfully uploaded
# WINDOWS_RESULT: bool, if the windows builds were successfully uploaded
import sys
@@ -137,8 +137,8 @@ def main():
"pass": os.environ["INDIEGAMES_SSHPASS"],
"path": "public_html/builds/{type}/{version}/",
"mirrors": (
"https://perses.feralhosting.com/datacorder/builds/{type}/{version}/{file}",
"https://scp.indiegames.us/builds/{type}/{version}/{file}",
"https://porphyrion.feralhosting.com/datacorder/builds/{type}/{version}/{file}",
"http://scp.indiegames.us/builds/{type}/{version}/{file}",
),
},
"nebula": {
@@ -260,10 +260,6 @@ def main():
if "Linux" not in groups.keys():
print("ERROR: No Linux builds were detected!")
sys.exit(1)
if "Mac" not in groups.keys():
print("ERROR: No Mac builds were detected!")
sys.exit(1)
# z64: What dose this do???
# print(installer.render_installer_config(version, groups, config))
+7 -14
View File
@@ -9,7 +9,7 @@ PLACEHOLDER
Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods we have the mod table feature "[tt]$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=98682.0]23.0.0 Release Thread[/url][/size]
[size=5pt]Previous [url=https://www.hard-light.net/forums/index.php?topic=98360.0]22.2.0 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.
@@ -18,11 +18,11 @@ Launchers, if you don't have one already:
Cross-platform: [url=https://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/builds/Launcher55g.zip]Launcher 5.5g[/url] ([url=https://scp.indiegames.us/builds/Launcher55g.zip]Mirror[/url]) ([url=https://www.mediafire.com/?wdvzn7hhhzh418m]Mirror[/url]) Not compatible with Windows 8+, use wxLauncher above
Windows: [url=http://scp.fsmods.net/builds/Launcher55g.zip]Launcher 5.5g[/url] ([url=http://scp.indiegames.us/builds/Launcher55g.zip]Mirror[/url]) ([url=https://www.mediafire.com/?wdvzn7hhhzh418m]Mirror[/url]) Not compatible with Windows 8+, use wxLauncher above
OS X: Soulstorm's [url=https://www.hard-light.net/forums/index.php/topic,51391.0.html]OS X Launcher 3.0[/url]
Linux: [url=https://www.hard-light.net/forums/index.php/topic,53206.0.html]YAL[/url] or [url=https://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings]by hand[/url] or whatever you can figure out.[/hidden]
[img]https://scp.indiegames.us/img/windows-icon.png[/img] [color=green][size=12pt]Windows (32/64-bit)[/size][/color]
[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)}
@@ -44,7 +44,7 @@ Linux: [url=https://www.hard-light.net/forums/index.php/topic,53206.0.html]YAL[
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]https://scp.indiegames.us/img/linux-icon.png[/img] [color=green][size=12pt]Linux 64-bit[/size][/color]
[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)}
@@ -52,21 +52,14 @@ These builds use a mechanism called [url=https://appimage.org/]AppImage[/url] wh
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]https://scp.indiegames.us/img/mac-icon.png[/img] [color=green][size=12pt]macOS[/size][/color]
[size=8pt]macOS 10.9+, 64-bit (Intel)[/size]
${build(groups["Mac"].mainFile)}
These builds are not signed and so by default will fail to launch. To run them simply right-click on the app, click open, then click open again on the security confirmation dialog. You should only have to do this once for each app.
If running the game through Knossos or Knossos.NET this step should not be necessary.
[size=8pt][color=red][b]NOTE:[/b][/color] macOS builds currently have limited support and may exhibit issues not present on other platforms.[/size]
[img]http://scp.indiegames.us/img/mac-icon.png[/img] [color=green][size=12pt]OS X[/size][/color]
[b][color=red]Not available[/color][/b] We recently lost access to our Mac CI environment which we usually used for compiling these builds so for the time being, there will be no builds for this OS.
[hidden=TrackIR Users]
[size=12pt]Important!![/size]
An external DLL is required for FSO to use TrackIR functions. The following DLL is simply unpacked in to your main FreeSpace2 root dir.
TrackIR is only supported on Windows.
[url=https://www.mediafire.com/download.php?4zw024zrh44etse]TrackIR SCP DLL[/url] ([url=http://scp.fsmods.net/builds/scptrackir.zip]Mirror[/url]) ([url=https://scp.indiegames.us/builds/scptrackir.zip]Mirror[/url])[/hidden]
[url=https://www.mediafire.com/download.php?4zw024zrh44etse]TrackIR SCP DLL[/url] ([url=http://scp.fsmods.net/builds/scptrackir.zip]Mirror[/url]) ([url=http://scp.indiegames.us/builds/scptrackir.zip]Mirror[/url])[/hidden]
Known issues:
[list]
+1 -1
View File
@@ -1,3 +1,3 @@
Mako==1.2.2
requests==2.31.0
requests==2.26.0
semantic-version==2.8.5
+8
View File
@@ -0,0 +1,8 @@
#!/usr/bin/env sh
set -ex
if [ "$NIGHTLY_BUILD" = true ]; then
echo "Generating bintray config..."
sed -e "s/\$VERSION_NAME/$VERSION_NAME/" ci/bintray.template.json > ci/bintray.json
fi
+20
View File
@@ -0,0 +1,20 @@
#!/usr/bin/env sh
set -ex
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
export DEBIAN_FRONTEND=noninteractive
sudo add-apt-repository -y "ppa:msulikowski/valgrind" # For fixing a bug with valgrind 3.11 which does not recognize the rdrand instruction
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key|sudo apt-key add -
sudo add-apt-repository -y 'deb http://apt.llvm.org/xenial/ llvm-toolchain-xenial-9 main'
sudo apt-get -yq update
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
# Nothing to do here
:
elif [ "$TRAVIS_OS_NAME" = "windows" ]; then
# Nothing to do here
:
fi
+50
View File
@@ -0,0 +1,50 @@
#!/usr/bin/env bash
set -ex
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
mkdir -p /tmp/builds
if [ "$RELEASE_BUILD" = true ]; then
# Package the source code in release builds
PARENT_DIR="$(basename "$PWD")"
(cd .. && tar -czvf /tmp/builds/$PACKAGE_NAME-source-Unix.tar.gz --exclude-vcs "$PARENT_DIR")
fi
fi
mkdir -p build
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
CFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
export CXXFLAGS
export CFLAGS
CMAKE="cmake -G Ninja -DFSO_FATAL_WARNINGS=ON $CMAKE_OPTIONS"
if [ "$BUILD_DEPLOYMENT" = true ]; then
for config in $BUILD_CONFIGS
do
mkdir -p $config
cd $config
eval $CMAKE -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_BUILD_TYPE=$config -DCMAKE_INSTALL_PREFIX="/tmp/release/$config" \
-DFSO_BUILD_APPIMAGE=ON -DFSO_BUILD_INCLUDED_LIBS=ON -DFFMPEG_USE_PRECOMPILED=ON -DFSO_BUILD_QTFRED=OFF ../..
cd ..
done
else
eval $CMAKE -DCMAKE_BUILD_TYPE=$CONFIGURATION -DFSO_BUILD_TESTS=ON -DFSO_BUILD_INCLUDED_LIBS=ON -DFSO_BUILD_QTFRED=OFF ..
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
if [ "$BUILD_DEPLOYMENT" = true ]; then
cmake -G "Xcode" -DFSO_FATAL_WARNINGS=ON -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_INSTALL_PREFIX="/tmp/release" ..
else
cmake -G "Xcode" $CMAKE_OPTIONS ..
fi
elif [ "$TRAVIS_OS_NAME" = "windows" ]; then
if [ "$CMAKE_GENERATOR" = "Ninja" ]; then
cmake -DFSO_USE_SPEECH="OFF" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DFSO_BUILD_FRED2="OFF" -G "$CMAKE_GENERATOR" ..
else
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="OFF" -DFSO_BUILD_TESTS="ON" \
-DMSVC_SIMD_INSTRUCTIONS=SSE2 -DFSO_BUILD_FRED2="ON" -G "$CMAKE_GENERATOR" -T "$CMAKE_TOOLSET" ..
fi
fi
+74
View File
@@ -0,0 +1,74 @@
#!/usr/bin/env sh
RELEASE_BUILD=false
NIGHTLY_BUILD=false
TEST_BUILD=false
BUILD_DEPLOYMENT=false
BUILD_CONFIGS="Release FastDebug"
VERSION_NAME=""
PACKAGE_NAME=""
RELEASE_PATTERN="^release_(.*)$"
NIGHTLY_PATTERN="^nightly_(.*)$"
TEST_BUILD_PATTERN="^test\/(.*)$"
# These are for testing
NIGHTLY_TEST=false
RELEASE_TEST=false
TEST_BUILD_TEST=false
if [ "$RELEASE_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $RELEASE_PATTERN ]]; then
echo "This is a release tag!";
RELEASE_BUILD=true;
PACKAGE_NAME="fs2_open_${BASH_REMATCH[1]}";
fi
if [ "$NIGHTLY_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $NIGHTLY_PATTERN ]]; then
echo "This is a nightly tag!";
NIGHTLY_BUILD=true;
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="nightly_${BASH_REMATCH[1]}";
fi
if [ "$TEST_BUILD_TEST" = true ] || [[ "$TRAVIS_PULL_REQUEST" == "false" && "$TRAVIS_BRANCH" =~ $TEST_BUILD_PATTERN ]]; then
echo "This is a test build branch!";
TEST_BUILD=true;
if [ "$TEST_BUILD_TEST" = true ]; then
VERSION_NAME="test";
PACKAGE_NAME="test_test";
else
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="test_${BASH_REMATCH[1]}";
fi
# Override the revision string so that the builds are named correctly
echo "set(FSO_VERSION_REVISION_STR $VERSION_NAME)" > "$TRAVIS_BUILD_DIR/version_override.cmake"
fi
if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ] || [ "$TEST_BUILD" = true ]); then
BUILD_DEPLOYMENT=true;
fi
if [ "$BUILD_DEPLOYMENT" = true ]; then
if ([ "$TRAVIS_OS_NAME" = "linux" ] && (! [[ "$CC" =~ ^gcc-5.*$ ]])); then
echo "Skipping non-release compiler";
exit 0;
fi
if ([[ "$CONFIGURATION" == "Debug" ]]); then
echo "Skipping non-release configuration";
exit 0;
fi
if [ "$TRAVIS_OS_NAME" = "windows" ]; then
echo "Skipping non-release platform"
exit 0
fi
fi
export RELEASE_BUILD
export NIGHTLY_BUILD
export TEST_BUILD
export BUILD_DEPLOYMENT
export BUILD_CONFIGS
export VERSION_NAME
export PACKAGE_NAME
+89
View File
@@ -0,0 +1,89 @@
#!/usr/bin/env bash
set -e
set -u
if [[ ! "$(curl -V)" == *"sftp"* ]]; then
# Before
echo "Before:"
curl -V
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
if [ -f ~/curl_cache/curl*.deb ]; then
cd ~/curl_cache
sudo dpkg -i libcurl3*.deb
sudo dpkg -i curl*.deb
else
# Since the Travis CI people are not capable of enabling SSH/SCP support for their libcurl we need to build that manually...
# These commands are based on the tutorial from here: http://zeroset.mnim.org/2013/03/14/sftp-support-for-curl-in-ubuntu-12-10-quantal-quetzal-and-later/
mkdir /tmp/curl
cd /tmp/curl
sudo apt-get update
sudo apt-get install build-essential debhelper libssh2-1-dev libgnutls-dev libidn11-dev libkrb5-dev libldap2-dev libnss3-dev librtmp-dev libtool openssh-server quilt
apt-get source curl
sudo apt-get build-dep curl
cd curl-*
export DEB_BUILD_OPTIONS="nocheck"
sudo dpkg-buildpackage -uc -us -j"$(grep -c ^processor /proc/cpuinfo)"
cd ..
dpkg -l | grep curl
ls -al
if [ ! -d ~/curl_cache ]; then
mkdir ~/curl_cache
fi
cp libcurl3*.deb curl*.deb ~/curl_cache
sudo dpkg -i libcurl3*.deb
sudo dpkg -i curl*.deb
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
brew install libssh2
if [ -d ~/curl_cache/curl ]; then
cd ~/curl_cache/curl
sudo make install
else
mkdir /tmp/curl
cd /tmp/curl
curl -LO "https://curl.haxx.se/download/curl-7.64.0.tar.bz2"
tar -xjf curl-7.64.0.tar.bz2
cd curl-7.64.0
./configure --disable-debug --disable-dependency-tracking --disable-silent-rules --with-libssh2 --with-darwinssl --without-ca-bundle --without-ca-path
make -j"$(sysctl hw.logicalcpu | cut -d " " -f 2)"
if [ ! -d ~/curl_cache ]; then
mkdir ~/curl_cache
fi
cp -a . ~/curl_cache/curl
sudo make install
fi
export PATH=/usr/local/bin:$PATH
fi
# After
echo "After:"
curl -V
fi
cd /tmp/builds
for file in *; do
if [ "$TEST_BUILD" = true ]; then
# Upload to datacorder
curl -k "sftp://porphyrion.feralhosting.com/www/datacorder.porphyrion.feralhosting.com/public_html/builds/test/$VERSION_NAME/" --user "$DATACORDER_USER:$DATACORDER_PASSWORD" -T "$file" --ftp-create-dirs
else
# Upload to indiegames
curl -k "sftp://scp.indiegames.us/~/public_html/builds/nightly/$VERSION_NAME/" --user "$INDIEGAMES_USER:$INDIEGAMES_PASSWORD" -T "$file" --ftp-create-dirs
# Upload to datacorder
curl -k "sftp://porphyrion.feralhosting.com/~/www/datacorder.porphyrion.feralhosting.com/public_html/builds/nightly/$VERSION_NAME/" --user "$DATACORDER_USER:$DATACORDER_PASSWORD" -T "$file" --ftp-create-dirs
fi
done
+47
View File
@@ -0,0 +1,47 @@
#!/usr/bin/env bash
set -ex
FILENAME=
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
export DEBIAN_FRONTEND=noninteractive
if [ ! -d "$HOME/cmake-3.8/bin" ]; then
# If the cache does not currently contain CMake then download and install it
mkdir -p $HOME/cmake-3.8/
wget -O /tmp/cmake.tar.gz --no-check-certificate https://cmake.org/files/v3.8/cmake-3.8.2-Linux-x86_64.tar.gz
tar -xzf /tmp/cmake.tar.gz -C $HOME/cmake-3.8/ --strip-components=1
fi
export PATH=$HOME/cmake-3.8/bin:$PATH
cd $HOME
if [ "${BUILD_DEPLOYMENT}" = true ]; then
wget -O appimagetool -c "https://github.com/AppImage/AppImageKit/releases/download/continuous/appimagetool-x86_64.AppImage" # (64-bit)
chmod a+x ./appimagetool
wget -O linuxdeployqt -c "https://github.com/probonopd/linuxdeployqt/releases/download/continuous/linuxdeployqt-continuous-x86_64.AppImage" # (64-bit)
chmod a+x ./linuxdeployqt
fi
sudo apt-get -yq install valgrind
if [[ "$CC" = "clang-9" ]]; then
sudo apt-get -yq install clang-9 clang-tidy-9
fi
if [[ "$CC" = "clang-4.0" ]]; then
# Fix a header bug present in ubuntu...
sudo ln -s /usr/include/libcxxabi/__cxxabi_config.h /usr/include/c++/v1/__cxxabi_config.h
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
gem install xcpretty
brew update
brew outdated cmake || brew upgrade cmake
elif [ "$TRAVIS_OS_NAME" = "windows" ]; then
choco install mingw ninja
fi
cmake --version
+68
View File
@@ -0,0 +1,68 @@
#!/usr/bin/env sh
set -ex
mkdir -p /tmp/builds
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
cd build
for config in $BUILD_CONFIGS
do
cd "$config"
# Compile all targets
ninja all
# Install Freespace2 targets
cmake -DCMAKE_INSTALL_PREFIX=/tmp/release/$config/fso -DCOMPONENT=Unspecified -P cmake_install.cmake
cmake -DCMAKE_INSTALL_PREFIX=/tmp/release/$config/fso -DCOMPONENT=Freespace2 -P cmake_install.cmake
# We need to be a bit creative for determining the AppImage name since we don't want to hard-code the name
FILENAME="$(find /tmp/release/$config/fso/bin -name 'fs2_open_*' -type f -printf "%f\n").AppImage"
$HOME/appimagetool -n /tmp/release/$config/fso "/tmp/release/$config/fso/$FILENAME"
: <<'END'
# Install qtFRED targets
cmake -DCMAKE_INSTALL_PREFIX=/tmp/release/$config/qtfred/usr -DCOMPONENT=Unspecified -P cmake_install.cmake
cmake -DCMAKE_INSTALL_PREFIX=/tmp/release/$config/qtfred/usr -DCOMPONENT=qtFRED -P cmake_install.cmake
PREV="$(pwd)"
cd /tmp/release/$config/qtfred
unset QTDIR; unset QT_PLUGIN_PATH; unset LD_LIBRARY_PATH
$HOME/linuxdeployqt usr/qtfred.desktop -bundle-non-qt-libs
# Move our AppRun script to the right location
mv usr/AppRun AppRun
echo "Embed newer libstdc++ for distros that don't come with it (ubuntu 14.04)";
mkdir -p usr/optional/; mkdir -p usr/optional/libstdc++/;
cp /usr/lib/x86_64-linux-gnu/libstdc++.so.6 ./usr/optional/libstdc++/;
$HOME/appimagetool -n . "$(find /tmp/release/$config/qtfred/usr/bin -name 'qtfred_*' -type f -printf "%f\n").AppImage"
cd "$PREV"
END
cd ..
done
cp `find /tmp/release -name '*.AppImage' -print` /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-Linux.tar.gz *.AppImage)
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cd build
for config in $BUILD_CONFIGS
do
cmake --build . --config "$config" --target install | tee build.log \
| xcpretty
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
tar -cvzf build.log.tar.gz build.log
curl --upload-file build.log.tar.gz "https://transfer.sh/build.log.tar.gz"
exit $XCODE_RET
fi
done
ls -al /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-MacOSX.tar.gz *)
fi
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env sh
set -e
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
ninja -k 20 all
if [ "$CONFIGURATION" = "Debug" ]; then
valgrind --leak-check=full --error-exitcode=1 --gen-suppressions=all \
--suppressions="$TRAVIS_BUILD_DIR/ci/travis/valgrind.supp" ./bin/unittests --gtest_shuffle
else
./bin/unittests --gtest_shuffle
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cmake --build . --config "$CONFIGURATION" | tee build.log | xcpretty
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
tar -cvzf build.log.tar.gz build.log
curl --upload-file build.log.tar.gz "https://keep.sh"
exit $XCODE_RET
fi
elif [ "$TRAVIS_OS_NAME" = "windows" ]; then
if [ "$CMAKE_GENERATOR" = "Ninja" ]; then
cmake --build . --config "$CONFIGURATION"
else
cmake --build . --config "$CONFIGURATION" -- /verbosity:minimal
fi
fi
+3 -3
View File
@@ -4,7 +4,7 @@ MESSAGE(STATUS "Doing configuration specific to Apple Clang...")
# TODO: Actually add Mac specific flags here...
# Suppress specific warning
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -fsigned-char -Wno-unknown-pragmas")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "conversion from string literal to 'char *' is deprecated" warnings.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
@@ -13,6 +13,6 @@ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics")
set(CMAKE_CXX_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-parameter")
set(CMAKE_CXX_FLAGS_RELEASE "-Wno-unused-variable")
set(CMAKE_CXX_FLAGS_DEBUG "-Og -g -Wshadow")
set(CMAKE_CXX_FLAGS_DEBUG "-Wextra -Wshadow -Wno-unused-parameter")
+3 -3
View File
@@ -33,7 +33,7 @@ set(COMPILER_FLAGS "")
_enable_extra_compiler_warnings_flags()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${_flags}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -fsigned-char -Wno-unknown-pragmas")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "argument unused during compilation" when clang is used with ccache.
if(${CMAKE_CXX_COMPILER} MATCHES "ccache")
@@ -85,7 +85,7 @@ endif()
set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-parameter")
set(COMPILER_FLAGS_DEBUG "-Og -g -Wshadow")
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
# Always use the base flags and add our compiler flags at the bacl
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
@@ -120,7 +120,7 @@ if (FSO_FATAL_WARNINGS)
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed-width format macros are available
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS)
if(CMAKE_SYSTEM_NAME STREQUAL "Linux" OR MINGW)
+3 -3
View File
@@ -45,7 +45,7 @@ endif()
_enable_extra_compiler_warnings_flags()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${_flags}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -fsigned-char -Wno-unknown-pragmas")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
if (NOT GCC_INCREMENTAL_LINKING)
# Place each function and data in its own section so the linker can
@@ -115,7 +115,7 @@ endif()
set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-but-set-variable -Wno-array-bounds -Wno-empty-body -Wno-clobbered -Wno-unused-parameter")
set(COMPILER_FLAGS_DEBUG "-Og -g -Wshadow")
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
# Always use the base flags and add our compiler flags at the back
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
@@ -165,7 +165,7 @@ if (FSO_FATAL_WARNINGS)
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed-width format macros are available
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS=1)
if(CMAKE_SYSTEM_NAME STREQUAL "Linux" OR MINGW)
+17 -30
View File
@@ -67,43 +67,30 @@ ENDIF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
ENDFUNCTION(EP_CHECK_FILE_EXISTS)
MACRO(COPY_FILE_TO_TARGET _target _file)
if (IS_DIRECTORY "${_file}")
get_filename_component(_dirName "${_file}" NAME)
if (PLATFORM_MAC AND ("${_file}" MATCHES ".framework$"))
# This is stupid, but it preserves symlinks, unlike copy_directory_if_different.
# Otherwise we end up creating duplicate files in the copied framework.
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND rsync -rlq "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}"
COMMENT "copying '${_file}'..."
VERBATIM
)
else()
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory_if_different "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/${_dirName}"
COMMENT "copying '${_file}'..."
VERBATIM
)
endif()
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND cp -a "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
else()
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
VERBATIM
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
endif()
endmacro(COPY_FILE_TO_TARGET)
MACRO(COPY_FILES_TO_TARGET _target)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "Creating '$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/'..."
VERBATIM
)
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND mkdir -p "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "Creating '$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/'..."
)
endif()
FOREACH(file IN LISTS TARGET_COPY_FILES)
COPY_FILE_TO_TARGET("${_target}" "${file}")
ENDFOREACH(file)
+1 -1
View File
@@ -6,7 +6,7 @@ if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
include("${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 23)
set_if_not_defined(FSO_VERSION_MAJOR 22)
set_if_not_defined(FSO_VERSION_MINOR 3)
set_if_not_defined(FSO_VERSION_BUILD 0)
+5 -17
View File
@@ -20,9 +20,6 @@ TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR}/code)
if (FSO_BUILD_WITH_OPENGL)
target_link_libraries(code PUBLIC OpenGL)
if(FSO_BUILD_WITH_OPENGL_DEBUG)
add_definitions(-DFS_OPENGL_DEBUG)
endif()
endif()
TARGET_LINK_LIBRARIES(code PUBLIC openal)
@@ -50,6 +47,10 @@ target_link_libraries(code PUBLIC libRocket)
target_link_libraries(code PUBLIC pcp)
if (FSO_BUILD_WITH_VULKAN)
target_link_libraries(code PUBLIC vulkan-hpp)
endif()
target_link_libraries(code PUBLIC parsers)
target_link_libraries(code PUBLIC mdns)
@@ -69,10 +70,6 @@ target_link_libraries(code PUBLIC any)
target_link_libraries(code PUBLIC optional)
target_link_libraries(code PUBLIC anl)
target_link_libraries(code PUBLIC hidapi::hidapi)
target_link_libraries(code PUBLIC imgui)
# Headers for standalone "gui" on UNIX
@@ -97,16 +94,7 @@ if (FSO_BUILD_WITH_OPENGL)
target_compile_definitions(code PUBLIC WITH_OPENGL)
endif()
if (FSO_BUILD_WITH_VULKAN)
find_package(Vulkan REQUIRED)
if (Vulkan_FOUND)
target_compile_definitions(code PUBLIC WITH_VULKAN)
target_link_libraries(code PRIVATE Vulkan::Vulkan)
target_compile_definitions(code PUBLIC WITH_VULKAN VULKAN_HPP_DISPATCH_LOADER_DYNAMIC=1 VK_NO_PROTOTYPES)
else()
message(WARNING "FSO_BUILD_WITH_VULKAN was set, but the package was unable to be found. Forcing OFF.")
set(FSO_BUILD_WITH_VULKAN OFF CACHE BOOL "Enable compilation of the Vulkan renderer" FORCE)
endif()
target_compile_definitions(code PUBLIC WITH_VULKAN)
endif()
include(shaders.cmake)
+18 -17
View File
@@ -34,13 +34,7 @@ typedef struct ai_flag_name {
char flag_name[TOKEN_LENGTH];
} ai_flag_name;
typedef struct ai_flag_description {
AI::AI_Flags flag;
SCP_string flag_desc;
} ai_flag_description;
extern ai_flag_name Ai_flag_names[];
extern ai_flag_description Ai_flag_descriptions[];
extern const int Num_ai_flag_names;
// dock_orient_and_approach() modes.
@@ -56,6 +50,12 @@ extern const int Num_ai_flag_names;
#define AIDO_DOCK_NOW 2 // Immediately move into dock position. For ships that start mission docked.
#define AIDO_UNDOCK 3 // Set goal of undocking with object.
// Submodes for seeking safety.
#define AISS_1 41 // Pick a spot to fly to.
#define AISS_2 42 // Flying to spot.
#define AISS_3 43 // Gotten near spot, fly about there.
#define AISS_1a 44 // Pick a new nearby spot because we are endangered, then go to AISS_2
// Flags to ai_turn_towards_vector().
#define AITTV_FAST (1<<0) // Turn fast, not slowed down based on skill level.
#define AITTV_VIA_SEXP (1<<1) // Goober5000 - via sexp
@@ -87,7 +87,7 @@ extern const int Num_ai_flag_names;
#define AIM_BAY_DEPART 18 // Departing to a fighter bay, following path to do so
#define AIM_SENTRYGUN 19 // AI mode for sentry guns only (floating turrets)
#define AIM_WARP_OUT 20 // Commence warp out sequence. Point in legal direction. Then call John's code.
#define AIM_FLY_TO_SHIP 21 // Rendezvous with a ship. Like stay-near, but non-perpetual.
#define AIM_FLY_TO_SHIP 21 // [Kazan] Fly to a ship, doesn't matter if it's hostile or friendly -- for Autopilot usage
#define AIM_LUA 22 // Generic Lua-based AI mode
#define MAX_AI_BEHAVIORS 23 // Number of AIM_xxxx types
@@ -180,12 +180,6 @@ typedef struct ai_class {
#define AIS_UNDOCK_3 33
#define AIS_UNDOCK_4 34
// Submodes for seeking safety.
#define AISS_1 41 // Pick a spot to fly to.
#define AISS_2 42 // Flying to spot.
#define AISS_3 43 // Gotten near spot, fly about there.
#define AISS_1a 44 // Pick a new nearby spot because we are endangered, then go to AISS_2. (Not implemented.)
// Submodes for Guard behavior
#define AIS_GUARD_PATROL 101
#define AIS_GUARD_ATTACK 102
@@ -240,6 +234,7 @@ typedef struct ai_info {
flagset<AI::AI_Flags> ai_flags; // Special flags for AI behavior.
int shipnum; // Ship using this slot, -1 means none.
int behavior; // AI behavior; vestigial field from early development of FS1
int mode;
int previous_mode;
int mode_time; // timestamp at which current mode elapses.
@@ -307,7 +302,6 @@ typedef struct ai_info {
fix submode_start_time; // time at which we entered the current submode
int submode_parm0; // parameter specific to current submode
int submode_parm1; // SUSHI: Another optional parameter
float submode_float0; // Goober5000: a float parameter
fix next_predict_pos_time; // Next time to predict position.
int next_dynamic_path_check_time; //ETP: Time of next path check in ai_new_maybe_reposition_attack_subsys
@@ -373,6 +367,11 @@ typedef struct ai_info {
float ai_turret_max_aim_update_delay;
flagset<AI::Profile_Flags> ai_profile_flags; //Holds AI_Profiles flags (possibly overriden by AI class) that actually apply to AI
union {
float stay_near_distance; // Distance to stay within for AIM_STAY_NEAR mode.
};
ship_subsys* targeted_subsys; // Targeted subobject on current target. NULL if none;
ship_subsys* last_subsys_target; // last known subsystem target
int targeted_subsys_parent; // Parent objnum of subobject, not necessarily targeted
@@ -560,7 +559,7 @@ extern void ai_attack_wing(object *attacker, int wingnum);
extern void ai_deathroll_start(object *ship_obj);
extern int set_target_objnum(ai_info *aip, int objnum);
extern void ai_form_on_wing(object *objp, object *goal_objp);
extern void ai_do_stay_near(object *objp, object *other_obj, float dist, int additional_data);
extern void ai_do_stay_near(object *objp, object *other_obj, float dist);
extern ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum);
extern void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index );
extern void ai_add_rearm_goal( object *requester_objp, object *support_objp );
@@ -589,8 +588,6 @@ extern int ai_fire_primary_weapon(object *objp); //changed to return weather it
extern int ai_fire_secondary_weapon(object *objp);
extern float ai_get_weapon_dist(ship_weapon *swp);
extern void turn_towards_point(object *objp, vec3d *point, vec3d *slide_vec, float bank_override, matrix* target_orient = nullptr, int flags = 0);
extern bool ai_willing_to_afterburn_hard(ai_info* aip);
extern void ai_afterburn_hard(object* objp, ai_info* aip);
extern int ai_maybe_fire_afterburner(object *objp, ai_info *aip);
extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, ai_info *aip);
@@ -620,6 +617,10 @@ int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float ra
// moved to header file by Goober5000
void ai_announce_ship_dying(object *dying_objp);
// added by kazan
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);
+4 -11
View File
@@ -45,8 +45,7 @@ namespace AI {
Purge, // purge this goal next time we process
Goals_purged, // this goal has already caused other goals to get purged
Depart_sound_played,// Goober5000 - replacement for AL's hack ;)
Target_own_team, // this attack goal is allowed to target friendlies
Afterburn_hard, // afterburn as hard as possible to the goal
Target_own_team,
NUM_VALUES
};
@@ -122,7 +121,7 @@ namespace AI {
Smart_shield_management,
Smart_subsystem_targeting_for_turrets,
Strict_turret_tagged_only_targeting,
Support_dont_add_primaries, //Prevents support ship from equipping new primary as requested in https://scp.indiegames.us/mantis/view.php?id=3198
Support_dont_add_primaries, //Prevents support ship from equipping new primary as requested in http://scp.indiegames.us/mantis/view.php?id=3198
Turrets_ignore_target_radius,
Use_actual_primary_range,
Use_subsystem_path_point_radii,
@@ -131,9 +130,8 @@ namespace AI {
Use_only_single_fov_for_turrets,
No_turning_directional_bias,
Use_axial_turnrate_differences,
All_nonshielded_ships_can_manage_ets,
Fightercraft_nonshielded_ships_can_manage_ets,
Ships_playing_dead_dont_manage_ets,
all_nonshielded_ships_can_manage_ets,
fightercraft_nonshielded_ships_can_manage_ets,
Better_collision_avoidance,
Require_exact_los,
Improved_missile_avoidance,
@@ -152,11 +150,6 @@ namespace AI {
Fixed_removing_play_dead_order,
Disable_bay_emerge_timeout,
Adjusted_AI_class_autoscale,
Carry_shield_difficulty_scaling_bug,
Whackable_debris,
Whackable_asteroids,
Dynamic_goals_afterburn_hard,
Hudsquadmsg_tactical_disarm_disable,
NUM_VALUES
};
+7 -43
View File
@@ -223,9 +223,6 @@ void parse_ai_profiles_tbl(const char *filename)
if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Damage Inflicted Factor:"))
parse_float_list(profile->player_damage_inflicted_scale, NUM_SKILL_LEVELS);
// represented in fractions of F1_0
if (optional_string("$Predict Position Delay:"))
{
@@ -549,20 +546,16 @@ void parse_ai_profiles_tbl(const char *filename)
mprintf(("Warning: \"$ships with no shields can manage ETS\" flag is deprecated in favor of \"$any ship with no shields can manage ETS\"\n"));
bool temp;
stuff_boolean(&temp);
profile->flags.set(AI::Profile_Flags::All_nonshielded_ships_can_manage_ets, temp);
profile->flags.set(AI::Profile_Flags::all_nonshielded_ships_can_manage_ets, temp);
}
// ----------
set_flag(profile, "$no directional bias for missile and ship turning:", AI::Profile_Flags::No_turning_directional_bias);
set_flag(profile, "$no directional bias for missile and ship turning:", AI::Profile_Flags::No_turning_directional_bias);
set_flag(profile, "$respect ship axial turnrate differences:", AI::Profile_Flags::Use_axial_turnrate_differences);
set_flag(profile, "$any ship with no shields can manage ETS:", AI::Profile_Flags::All_nonshielded_ships_can_manage_ets);
set_flag(profile, "$any ship with no shields can manage ETS:", AI::Profile_Flags::all_nonshielded_ships_can_manage_ets);
set_flag(profile, "$fighters/bombers with no shields can manage ETS:", AI::Profile_Flags::Fightercraft_nonshielded_ships_can_manage_ets);
set_flag(profile, "$ships playing dead don't manage ETS:", AI::Profile_Flags::Ships_playing_dead_dont_manage_ets);
set_flag(profile, "$fighters/bombers with no shields can manage ETS:", AI::Profile_Flags::fightercraft_nonshielded_ships_can_manage_ets);
set_flag(profile, "$better combat collision avoidance for fightercraft:", AI::Profile_Flags::Better_collision_avoidance);
@@ -617,15 +610,6 @@ void parse_ai_profiles_tbl(const char *filename)
set_flag(profile, "$use adjusted AI class autoscale:", AI::Profile_Flags::Adjusted_AI_class_autoscale);
set_flag(profile, "$carry shield difficulty scaling bug:", AI::Profile_Flags::Carry_shield_difficulty_scaling_bug);
set_flag(profile, "$debris affected by physics whacks:", AI::Profile_Flags::Whackable_debris);
set_flag(profile, "$asteroids affected by physics whacks:", AI::Profile_Flags::Whackable_asteroids);
set_flag(profile, "$dynamic goals afterburn hard:", AI::Profile_Flags::Dynamic_goals_afterburn_hard);
set_flag(profile, "$hud squad messages use tactical disarm/disable:", AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable);
// if we've been through once already and are at the same place, force a move
if (saved_Mp && (saved_Mp == Mp))
@@ -668,21 +652,12 @@ void ai_profiles_init()
// init retail entry first
parse_ai_profiles_tbl(NULL);
// Allow mission_profiles.tbl to be a alias of ai_profiles.tbl, but only load one or the other.
// mission_profiles.tbl would be newer so assume intended, but print to the log to be sure - Mjn
char filename[MAX_FILENAME_LEN] = "ai_profiles.tbl";
if (cf_exists_full("mission_profiles.tbl", CF_TYPE_TABLES)) {
mprintf(("mission_profiles.tbl was found! Using that instead of ai_profiles.tbl...\n"));
strcpy_s(filename, "mission_profiles.tbl");
}
// now parse the supplied table (if any)
if (cf_exists_full(filename, CF_TYPE_TABLES))
parse_ai_profiles_tbl(filename);
if (cf_exists_full("ai_profiles.tbl", CF_TYPE_TABLES))
parse_ai_profiles_tbl("ai_profiles.tbl");
// parse any modular tables
parse_modular_table("*-aip.tbm", parse_ai_profiles_tbl);
parse_modular_table("*-msp.tbm", parse_ai_profiles_tbl);
// set default if specified
temp = ai_profile_lookup(Default_profile_name);
@@ -736,7 +711,6 @@ void ai_profile_t::reset()
shield_energy_scale[i] = 0;
afterburner_recharge_scale[i] = 0;
player_damage_scale[i] = 0;
player_damage_inflicted_scale[i] = 0;
subsys_damage_scale[i] = 0;
beam_friendly_damage_cap[i] = 0;
@@ -786,7 +760,7 @@ void ai_profile_t::reset()
flags.set(AI::Profile_Flags::Fix_ai_path_order_bug);
flags.set(AI::Profile_Flags::Aspect_invulnerability_fix);
flags.set(AI::Profile_Flags::Use_actual_primary_range);
flags.set(AI::Profile_Flags::Fightercraft_nonshielded_ships_can_manage_ets);
flags.set(AI::Profile_Flags::fightercraft_nonshielded_ships_can_manage_ets);
}
// this flag has been enabled ever since 3.7.2
if (mod_supports_version(3, 7, 2)) {
@@ -796,10 +770,6 @@ void ai_profile_t::reset()
if (mod_supports_version(3, 6, 10)) {
flags.set(AI::Profile_Flags::Reset_last_hit_target_time_for_player_hits);
}
// backwards compatible flag for a bug accidentally introduced during this time
if (mod_supports_version(3, 6, 14) && !mod_supports_version(23, 1, 0)) {
flags.set(AI::Profile_Flags::Carry_shield_difficulty_scaling_bug);
}
if (mod_supports_version(21, 4, 0)) {
flags.set(AI::Profile_Flags::Fixed_ship_weapon_collision);
}
@@ -813,10 +783,4 @@ void ai_profile_t::reset()
flags.set(AI::Profile_Flags::No_continuous_turn_on_attack);
flags.set(AI::Profile_Flags::Fixed_removing_play_dead_order);
}
if (mod_supports_version(23, 2, 0)) {
flags.set(AI::Profile_Flags::Ships_playing_dead_dont_manage_ets);
}
if (mod_supports_version(23, 4, 0)) {
flags.set(AI::Profile_Flags::Hudsquadmsg_tactical_disarm_disable);
}
}
-1
View File
@@ -53,7 +53,6 @@ public:
float shield_energy_scale[NUM_SKILL_LEVELS]; // shield energy available
float afterburner_recharge_scale[NUM_SKILL_LEVELS]; // speed of afterburner recharge
float player_damage_scale[NUM_SKILL_LEVELS]; // damage applied to the player
float player_damage_inflicted_scale[NUM_SKILL_LEVELS]; // damage applied by the player
float subsys_damage_scale[NUM_SKILL_LEVELS]; // damage applied to a player subsystem
float beam_friendly_damage_cap[NUM_SKILL_LEVELS]; // damage cap values for friendly beam fire
+60 -51
View File
@@ -67,6 +67,7 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check=1);
void ai_big_strafe_position();
static int ai_big_strafe_maybe_retreat(const vec3d *target_pos);
extern int model_which_octant_distant_many( vec3d *pnt, int model_num,matrix *model_orient, vec3d * model_pos, polymodel **pm, int *octs);
extern void compute_desired_rvec(vec3d *rvec, vec3d *goal_pos, vec3d *cur_pos);
extern void big_ship_collide_recover_start(object *objp, object *big_objp, vec3d *collision_normal);
@@ -82,9 +83,10 @@ void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec,
vec3d result_point, best_point;
vec3d rel_point;
int num_tries;
int i;
model_octant *octp;
polymodel *pm;
int i, q, octs[4];
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
polymodel* pm = model_get(sip->model_num);
model_subsystem *tp = NULL;
if (ss != NULL)
tp = ss->system_info;
@@ -92,53 +94,63 @@ void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec,
best_point = objp->pos;
nearest_dist = weapon_travel_dist;
// attempt anywhere from 16 to 4 times, more if we're closer
model_which_octant_distant_many(attacker_objp_pos, sip->model_num, &objp->orient, &objp->pos, &pm, octs);
num_tries = (int) (vm_vec_dist(&objp->pos, attacker_objp_pos)/objp->radius);
if (num_tries >= 4)
num_tries = 1;
else
num_tries = (4 - num_tries) * 4;
num_tries = 4 - num_tries;
vm_vec_zero(local_attack_point);
// Index #0 is best one.
if ( pm->octants[octs[0]].verts ) {
*local_attack_point = *pm->octants[octs[0]].verts[0]; // Set just in case it doesn't get set below.
} else {
vm_vec_zero(local_attack_point);
}
auto collision_tree = model_get_bsp_collision_tree(pm->submodel[pm->detail[0]].collision_tree_index);
for (q=0; q<4; q++) {
octp = &pm->octants[octs[q]];
if (octp->nverts > 0) {
if (!collision_tree->poly_centers.empty()) {
int num_polies = (int)collision_tree->poly_centers.size();
if (num_tries > octp->nverts)
num_tries = octp->nverts;
if (num_tries > num_polies)
num_tries = num_polies;
if (num_tries > octp->nverts)
num_tries = octp->nverts;
for (i=0; i<num_tries; i++) {
int index;
float dist, dot;
vec3d v2p;
for (i=0; i<num_tries; i++) {
int index;
float dist, dot;
vec3d v2p;
index = (int) (frand() * num_polies);
index = (int) (frand() * (octp->nverts));
rel_point = collision_tree->poly_centers[index];
vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
vm_vec_add2(&result_point, &objp->pos);
rel_point = *octp->verts[index];
vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
vm_vec_add2(&result_point, &objp->pos);
dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
bool in_fov = false;
dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
bool in_fov = false;
dot = vm_vec_dot(&v2p, attacker_objp_fvec);
if (tp == NULL) {
if (dot > fov)
in_fov = true;
} else {
in_fov = turret_fov_test(ss, attacker_objp_fvec, &v2p);
}
dot = vm_vec_dot(&v2p, attacker_objp_fvec);
if (tp == NULL) {
if (dot > fov)
in_fov = true;
} else {
in_fov = turret_fov_test(ss, attacker_objp_fvec, &v2p);
}
if (in_fov) {
if (dist < nearest_dist) {
nearest_dist = dist;
best_point = result_point;
*local_attack_point = rel_point;
Assert( !vm_is_vec_nan(local_attack_point) );
if (dot > (1.0f + fov)/2.0f) // If this point is quite good, quit searching for a better one.
goto done_1;
if (in_fov) {
if (dist < nearest_dist) {
nearest_dist = dist;
best_point = result_point;
*local_attack_point = rel_point;
Assert( !vm_is_vec_nan(local_attack_point) );
if (dot > (1.0f + fov)/2.0f) // If this point is quite good, quit searching for a better one.
goto done_1;
}
}
}
}
@@ -162,6 +174,8 @@ done_1:
}
mc_info mc;
mc_info_init(&mc);
mc.model_instance_num = Ships[objp->instance].model_instance_num;
mc.model_num = sip->model_num;
mc.orient = &objp->orient;
@@ -535,11 +549,11 @@ 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, 0, &Pl_objp->orient, &Pl_objp->pos);
model_local_to_global_point(&geye, &ep->pnt, pm->id, 0, &Pl_objp->orient, &Pl_objp->pos);
// get world pos of subsystem
polymodel* tgt_pm = model_get(Ship_info[Ships[target_objp->instance].ship_info_index].model_num);
model_local_to_global_point(&gsubpos, &vmd_zero_vector, tgt_pm, aip->targeted_subsys->system_info->subobj_num, &En_objp->orient, &En_objp->pos);
vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
vm_vec_add2(&gsubpos, &En_objp->pos);
// you're in sight! shoot it!
if (ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 0))
@@ -604,7 +618,6 @@ bool ai_new_maybe_reposition_attack_subsys() {
else
good_pos = &world_goal_pos;
aip->next_dynamic_path_check_time = timestamp( AI_DYNAMIC_PATH_RECHECK_DELAY );
aip->last_dynamic_path_goal = *good_pos;
}
else{ //Not enough time has passed till recheck.
@@ -618,17 +631,15 @@ bool ai_new_maybe_reposition_attack_subsys() {
accelerate_ship(aip, subsys_distance > 200.0f ? 1.0f : subsys_distance / 200.0f);
if (!(Ships[Pl_objp->instance].flags[Ship::Ship_Flags::Afterburner_locked])) {
if (ai_willing_to_afterburn_hard(aip) && subsys_distance > 1000.0f)
ai_afterburn_hard(Pl_objp, aip);
else if (subsys_distance > 300.0f) {
if (subsys_distance > 300.0f) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 2 * F1_0;
}
}
} else
afterburners_stop(Pl_objp);
else
afterburners_stop(Pl_objp);
}
return true;
}
@@ -748,7 +759,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
if (ai_new_maybe_reposition_attack_subsys())
return;
} else if ( ai_big_maybe_follow_subsys_path() ) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze]) && !ai_willing_to_afterburn_hard(aip)) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
return;
@@ -840,9 +851,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
} else {
accelerate_ship(aip, accel);
if (ai_willing_to_afterburn_hard(aip) && accel > 0.99f && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked])) {
ai_afterburn_hard(Pl_objp, aip);
} else 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 ((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);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
@@ -914,13 +923,13 @@ static void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy)
}
if (tswp->num_secondary_banks > 0) {
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISABLE_SHIP_TACTICAL | AI_GOAL_DISARM_SHIP | AI_GOAL_DISARM_SHIP_TACTICAL))) {
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP))) {
bool valid_secondary = ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
int current_bank = tswp->current_secondary_bank;
if (current_bank > -1 && valid_secondary) {
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
if(!(En_objp->flags[Object::Object_Flags::Protected]) || ((aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISABLE_SHIP_TACTICAL | AI_GOAL_DISARM_SHIP | AI_GOAL_DISARM_SHIP_TACTICAL)) && swip->wi_flags[Weapon::Info_Flags::Puncture] )) { //override lockdown on protected ships when using anti subsystem weapons - Valathil
if(!(En_objp->flags[Object::Object_Flags::Protected]) || ((aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)) && swip->wi_flags[Weapon::Info_Flags::Puncture] )) { //override lockdown on protected ships when using anti subsystem weapons - Valathil
// If ship is protected and very low on hits, don't fire missiles.
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (En_objp->hull_strength > 10*swip->damage)) {
if (aip->ai_flags[AI::AI_Flags::Unload_secondaries]) {
+258 -348
View File
File diff suppressed because it is too large. Load diff
+147 -208
View File
@@ -13,7 +13,6 @@
#include "ai/aigoals.h"
#include "ai/ailua.h"
#include "globalincs/linklist.h"
#include "globalincs/utility.h"
#include "mission/missionlog.h"
#include "mission/missionparse.h"
#include "network/multi.h"
@@ -51,8 +50,6 @@ struct ship_registry_entry;
// Goober5000 - okay, this seems really stupid. If any ship in the mission is assigned a goal
// in PURGE_GOALS_ALL_SHIPS, *every* other ship will have certain goals purged. So I added
// PURGE_GOALS_ONE_SHIP for goals which should only purge other goals in the one ship.
// Goober5000 - note that the new disable and disarm goals (AI_GOAL_DISABLE_SHIP_TACTICAL and
// AI_GOAL_DISARM_SHIP_TACTICAL) do not purge ANY goals, not even the ones in the one ship
#define PURGE_GOALS_ALL_SHIPS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
#define PURGE_GOALS_ONE_SHIP (AI_GOAL_IGNORE_NEW)
@@ -77,9 +74,7 @@ ai_goal_list Ai_goal_names[] =
{ "Attack wing", AI_GOAL_CHASE_WING, 0 },
{ "Guard ship", AI_GOAL_GUARD, 0 },
{ "Disable ship", AI_GOAL_DISABLE_SHIP, 0 },
{ "Disable ship (tactical)",AI_GOAL_DISABLE_SHIP_TACTICAL, 0 },
{ "Disarm ship", AI_GOAL_DISARM_SHIP, 0 },
{ "Disarm ship (tactical)", AI_GOAL_DISARM_SHIP_TACTICAL, 0 },
{ "Attack any", AI_GOAL_CHASE_ANY, 0 },
{ "Ignore ship", AI_GOAL_IGNORE, 0 },
{ "Ignore ship (new)", AI_GOAL_IGNORE_NEW, 0 },
@@ -124,10 +119,8 @@ const char *Ai_goal_text(int goal, int submode)
case AI_GOAL_GUARD_WING:
return XSTR( "guard ", 480);
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
return XSTR( "disable ", 481);
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
return XSTR( "disarm ", 482);
case AI_GOAL_EVADE_SHIP:
return XSTR( "evade ", 483);
@@ -534,12 +527,11 @@ void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list, ai_info *ai
// ignore goals should get rid of any kind of attack goal
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISABLE_SHIP_TACTICAL | AI_GOAL_DISARM_SHIP | AI_GOAL_DISARM_SHIP_TACTICAL | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_CHASE_SHIP_CLASS | AI_GOAL_DESTROY_SUBSYSTEM) )
if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_CHASE_SHIP_CLASS | AI_GOAL_DESTROY_SUBSYSTEM) )
purge_goal->flags.set(AI::Goal_Flags::Purge);
break;
// disarm/disable goals should remove attacks from certain ships types
// (but not tactical disarm/disable)
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISABLE_SHIP:
if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_CHASE_SHIP_CLASS) ) {
@@ -556,17 +548,12 @@ void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list, ai_info *ai
}
// grab the ship type of the ship that is being disarmed/disabled
int crippled_ship_type = Ship_info[Ships[ship_index].ship_info_index].class_type;
ship_type_info *crippled_ships_type = &Ship_types[Ship_info[Ships[ship_index].ship_info_index].class_type];
if (ai_ship_type < 0 || crippled_ship_type < 0)
break;
ship_type_info *crippled_ship_type_info = &Ship_types[crippled_ship_type];
// work through all the ship types to see if the class matching our ai ship must ignore the ship
// work through all the ship types which to see if the class matching our ai ship must ignore the ship
// being disarmed/disabled
for ( j=0 ; j < (int)crippled_ship_type_info->ai_cripple_ignores.size(); j++) {
if (crippled_ship_type_info->ai_cripple_ignores[j] == ai_ship_type) {
for ( j=0 ; j < (int)crippled_ships_type->ai_cripple_ignores.size(); j++) {
if (crippled_ships_type->ai_cripple_ignores[j] == ai_ship_type) {
purge_goal->flags.set(AI::Goal_Flags::Purge);
}
}
@@ -917,7 +904,7 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
int ref_type;
ref_type = Sexp_nodes[CDR(node)].subtype;
if (ref_type == SEXP_ATOM_STRING || ref_type == SEXP_ATOM_CONTAINER_DATA) { // referenced by name
if (ref_type == SEXP_ATOM_STRING) { // referenced by name
// save the waypoint path name -- the list will get resolved when the goal is checked
// for achievability.
aigp->target_name = ai_get_goal_target_name(CTEXT(CDR(node)), &aigp->target_name_index); // waypoint path name;
@@ -943,16 +930,14 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
break;
case OP_AI_DISABLE_SHIP:
case OP_AI_DISABLE_SHIP_TACTICAL:
aigp->ai_mode = (op == OP_AI_DISABLE_SHIP) ? AI_GOAL_DISABLE_SHIP : AI_GOAL_DISABLE_SHIP_TACTICAL;
aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->ai_submode = -SUBSYSTEM_ENGINE;
aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
break;
case OP_AI_DISARM_SHIP:
case OP_AI_DISARM_SHIP_TACTICAL:
aigp->ai_mode = (op == OP_AI_DISARM_SHIP) ? AI_GOAL_DISARM_SHIP : AI_GOAL_DISARM_SHIP_TACTICAL;
aigp->ai_mode = AI_GOAL_DISARM_SHIP;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->ai_submode = -SUBSYSTEM_TURRET;
aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
@@ -990,7 +975,7 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
// this goal needs some extra setup
// if this doesn't work, the goal will be immediately removed
auto ship_entry = ship_registry_get(aigp->target_name);
if (ship_entry && ship_entry->shipp)
if (ship_entry->status == ShipStatus::PRESENT)
{
auto target_aip = &Ai_info[ship_entry->shipp->ai_index];
target_aip->ai_flags.set(AI::AI_Flags::Awaiting_repair);
@@ -1036,32 +1021,15 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
break;
case OP_AI_FLY_TO_SHIP:
case OP_AI_STAY_NEAR_SHIP:
{
bool is_nan, is_nan_forever;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->priority = atoi( CTEXT(CDDR(node)) );
// distance from ship
if ( CDDDR(node) < 0 )
aigp->float_data = 300.0f;
else
aigp->float_data = i2fl(eval_num(CDDDR(node), is_nan, is_nan_forever));
// (the CDDDDR argument is whether to afterburn, and is handled at the end of the function, so don't handle it here)
// whether to "escort" the ship
if ( CDDDDDR(node) >= 0 )
aigp->int_data = is_sexp_true(CDDDDDR(node)) ? 1 : 0;
if (op == OP_AI_FLY_TO_SHIP)
aigp->ai_mode = AI_GOAL_FLY_TO_SHIP;
else
aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
aigp->float_data = i2fl(atoi( CTEXT(CDDDR(node)) ));
aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
break;
}
case OP_AI_FORM_ON_WING:
aigp->priority = 99;
@@ -1077,6 +1045,7 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
case OP_AI_EVADE_SHIP:
case OP_AI_IGNORE:
case OP_AI_IGNORE_NEW:
case OP_AI_FLY_TO_SHIP:
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
@@ -1103,10 +1072,14 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
aigp->ai_mode = AI_GOAL_CHASE_WING;
} else if (op == OP_AI_CHASE_SHIP_CLASS) {
aigp->ai_mode = AI_GOAL_CHASE_SHIP_CLASS;
} else if ( op == OP_AI_STAY_NEAR_SHIP ) {
aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
} else if ( op == OP_AI_IGNORE ) {
aigp->ai_mode = AI_GOAL_IGNORE;
} else if ( op == OP_AI_IGNORE_NEW ) {
aigp->ai_mode = AI_GOAL_IGNORE_NEW;
} else if ( op == OP_AI_FLY_TO_SHIP ) {
aigp->ai_mode = AI_GOAL_FLY_TO_SHIP;
} else
UNREACHABLE("Coding error: unhandled AI goal in ai_add_goal_sub_sexp!");
@@ -1143,45 +1116,15 @@ void ai_add_goal_sub_sexp( int sexp, int type, ai_info *aip, ai_goal *aigp, char
}
// Goober5000 - we now have an extra optional chase argument to allow chasing our own team
if ( op == OP_AI_CHASE || op == OP_AI_CHASE_WING || op == OP_AI_CHASE_SHIP_CLASS
|| op == OP_AI_DISABLE_SHIP || op == OP_AI_DISABLE_SHIP_TACTICAL || op == OP_AI_DISARM_SHIP || op == OP_AI_DISARM_SHIP_TACTICAL ) {
if (is_sexp_true(CDDDR(node)))
if ( op == OP_AI_CHASE || op == OP_AI_CHASE_WING || op == OP_AI_CHASE_SHIP_CLASS || op == OP_AI_DISABLE_SHIP || op == OP_AI_DISARM_SHIP ) {
if ((CDDDR(node) != -1) && is_sexp_true(CDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Target_own_team);
}
if ( op == OP_AI_DESTROY_SUBSYS ) {
if (is_sexp_true(CDDDDR(node)))
if ((CDDDDR(node) != -1) && is_sexp_true(CDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Target_own_team);
}
// maybe get the afterburn hard flag
if (op == OP_AI_CHASE_ANY) {
if (is_sexp_true(CDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_GUARD ||
op == OP_AI_GUARD_WING ||
op == OP_AI_WAYPOINTS ||
op == OP_AI_WAYPOINTS_ONCE) {
if (is_sexp_true(CDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_CHASE ||
op == OP_AI_CHASE_WING ||
op == OP_AI_CHASE_SHIP_CLASS ||
op == OP_AI_DISABLE_SHIP ||
op == OP_AI_DISABLE_SHIP_TACTICAL ||
op == OP_AI_DISARM_SHIP ||
op == OP_AI_DISARM_SHIP_TACTICAL ||
op == OP_AI_STAY_NEAR_SHIP ||
op == OP_AI_FLY_TO_SHIP) {
if (is_sexp_true(CDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_DESTROY_SUBSYS || op == OP_AI_DOCK) {
if (is_sexp_true(CDDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
// Goober5000 - since none of the goals act on the actor,
// don't assign the goal if the actor's goal target is itself
if (aigp->target_name != NULL && !strcmp(aigp->target_name, actor_name))
@@ -1248,13 +1191,11 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp )
priority = ( CDR( CDR( CDR(node) ) ) >= 0 ) ? atoi( CTEXT( CDR( CDR( CDR( node ) ) ) ) ) : -1;
break;
case OP_AI_DISABLE_SHIP:
case OP_AI_DISABLE_SHIP_TACTICAL:
goalmode = (op == OP_AI_DISABLE_SHIP) ? AI_GOAL_DISABLE_SHIP : AI_GOAL_DISABLE_SHIP_TACTICAL;
goalmode = AI_GOAL_DISABLE_SHIP;
priority = ( CDR( CDR(node) ) >= 0 ) ? atoi( CTEXT( CDR( CDR( node ) ) ) ) : -1;
break;
case OP_AI_DISARM_SHIP:
case OP_AI_DISARM_SHIP_TACTICAL:
goalmode = (op == OP_AI_DISARM_SHIP) ? AI_GOAL_DISARM_SHIP : AI_GOAL_DISARM_SHIP_TACTICAL;
goalmode = AI_GOAL_DISABLE_SHIP;
priority = ( CDR( CDR(node) ) >= 0 ) ? atoi( CTEXT( CDR( CDR( node ) ) ) ) : -1;
break;
case OP_AI_WARP_OUT:
@@ -1284,8 +1225,11 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp )
priority = ( CDR(node) >= 0 ) ? atoi( CTEXT( CDR( node ) ) ) : -1;
break;
case OP_AI_PLAY_DEAD:
goalmode = AI_GOAL_PLAY_DEAD;
priority = ( CDR(node) >= 0 ) ? atoi( CTEXT( CDR( node ) ) ) : -1;
break;
case OP_AI_PLAY_DEAD_PERSISTENT:
goalmode = (op == OP_AI_PLAY_DEAD) ? AI_GOAL_PLAY_DEAD : AI_GOAL_PLAY_DEAD_PERSISTENT;
goalmode = AI_GOAL_PLAY_DEAD_PERSISTENT;
priority = ( CDR(node) >= 0 ) ? atoi( CTEXT( CDR( node ) ) ) : -1;
break;
case OP_AI_KEEP_SAFE_DISTANCE:
@@ -1327,9 +1271,12 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp )
goalmode = AI_GOAL_STAY_NEAR_SHIP;
break;
case OP_AI_IGNORE:
priority = ( CDR( CDR(node) ) >= 0 ) ? atoi( CTEXT( CDR( CDR( node ) ) ) ) : -1;
goalmode = AI_GOAL_IGNORE;
break;
case OP_AI_IGNORE_NEW:
priority = ( CDR( CDR(node) ) >= 0 ) ? atoi( CTEXT( CDR( CDR( node ) ) ) ) : -1;
goalmode = (op == OP_AI_IGNORE) ? AI_GOAL_IGNORE : AI_GOAL_IGNORE_NEW;
goalmode = AI_GOAL_IGNORE_NEW;
break;
case OP_AI_FORM_ON_WING:
priority = 99;
@@ -1551,11 +1498,13 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
{
int status;
ai_achievability return_val;
ai_info *aip;
int index = -1, sindex = -1;
int modelnum = -1;
auto objp = &Objects[objnum];
Assert( objp->instance != -1 );
auto shipp = &Ships[objp->instance];
auto aip = &Ai_info[shipp->ai_index];
aip = &Ai_info[Ships[objp->instance].ai_index];
// these orders are always achievable.
if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE)
@@ -1566,11 +1515,11 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
if (aigp->ai_mode == AI_GOAL_LUA)
return ai_lua_is_achievable(aigp, objnum);
auto target_ship_entry = aigp->target_name == nullptr ? nullptr : ship_registry_get(aigp->target_name);
// warp (depart) only achievable if there's somewhere to depart to
if (aigp->ai_mode == AI_GOAL_WARP)
{
ship *shipp = &Ships[objp->instance];
// always valid if has working subspace drive, not disabled, and not limited by subsystem strength
if ( ship_can_warp_full_check(shipp) )
return ai_achievability::ACHIEVABLE;
@@ -1589,7 +1538,9 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// if the wing target is valid then be sure to set the override bit so that it always
// gets executed next
if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
if (!target_ship_entry || !target_ship_entry->shipp)
sindex = ship_name_lookup( aigp->target_name );
if (sindex < 0)
return ai_achievability::NOT_ACHIEVABLE;
aigp->flags.set(AI::Goal_Flags::Goal_override);
@@ -1646,10 +1597,11 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
sindex = ship_name_lookup( aigp->target_name );
// can't determine the status of this goal if ship not valid
// or we haven't found a valid subsystem index yet
if ( !target_ship_entry || !target_ship_entry->shipp || (aigp->flags[AI::Goal_Flags::Subsys_needs_fixup]) ) {
if ( (sindex == -1) || (aigp->flags[AI::Goal_Flags::Subsys_needs_fixup]) ) {
status = 0;
break;
}
@@ -1658,46 +1610,46 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
// for this goal to be valid).
Assert ( aigp->ai_submode >= 0 );
ssp = ship_get_indexed_subsys( target_ship_entry->shipp, aigp->ai_submode );
ssp = ship_get_indexed_subsys( &Ships[sindex], aigp->ai_submode );
if (ssp != NULL) {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (ssp->current_hits <= 0.0f) ? 1 : 0;
} else {
// not supposed to ever happen, but could if there is a mismatch between the table and model subsystems
nprintf(("AI", "Couldn't find subsystem %d for ship %s\n", aigp->ai_submode, target_ship_entry->shipp->ship_name));
nprintf(("AI", "Couldn't find subsystem %d for ship %s\n", aigp->ai_submode, Ships[sindex].ship_name));
status = 0;
}
break;
}
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
{
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
sindex = ship_name_lookup(aigp->target_name);
// can't determine the status of this goal if ship not valid
if (!target_ship_entry || !target_ship_entry->shipp) {
if (sindex < 0) {
status = 0;
} else {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (target_ship_entry->shipp->subsys_info[SUBSYSTEM_ENGINE].aggregate_current_hits <= 0.0f) ? 1 : 0;
status = (Ships[sindex].subsys_info[SUBSYSTEM_ENGINE].aggregate_current_hits <= 0.0f) ? 1 : 0;
}
break;
}
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
{
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
sindex = ship_name_lookup(aigp->target_name);
// can't determine the status of this goal if ship not valid
if (!target_ship_entry || !target_ship_entry->shipp) {
if (sindex < 0) {
status = 0;
} else {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (target_ship_entry->shipp->subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f) ? 1 : 0;
status = (Ships[sindex].subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f) ? 1 : 0;
}
break;
}
@@ -1716,23 +1668,22 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// MWA -- 4/22/98. Check for the ship actually being in the mission before
// checking departure and destroyed. In multiplayer, since ships can respawn,
// they get log entries for being destroyed even though they have respawned.
// Goober5000 - update this to use ship registry status with similar logic
if (target_ship_entry && target_ship_entry->status == ShipStatus::EXITED) {
status = 1;
return_val = ai_achievability::NOT_ACHIEVABLE;
sindex = ship_name_lookup( aigp->target_name );
if ( sindex < 0 ) {
status = mission_log_get_time( LOG_SHIP_DEPARTED, aigp->target_name, NULL, NULL);
if ( !status ) {
status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->target_name, NULL, NULL);
if ( !status ) {
status = mission_log_get_time( LOG_SELF_DESTRUCTED, aigp->target_name, NULL, NULL);
}
}
if ( status )
return_val = ai_achievability::NOT_ACHIEVABLE;
} else {
status = 0;
}
// fly-to-ship can potentially be determined
if (aigp->ai_mode == AI_GOAL_FLY_TO_SHIP && target_ship_entry && target_ship_entry->objp) {
auto dist = vm_vec_dist(&target_ship_entry->objp->pos, &objp->pos);
if (dist < aigp->float_data) {
return_val = ai_achievability::SATISFIED;
status = 1;
}
}
break;
}
@@ -1770,7 +1721,7 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
}
default:
UNREACHABLE("Unhandled AI goal %d", aigp->ai_mode);
Int3();
status = 0;
break;
}
@@ -1785,12 +1736,12 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// the if statement.
if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) )
{
int wingnum = wing_name_lookup( aigp->target_name );
sindex = wing_name_lookup( aigp->target_name );
if (wingnum < 0)
if (sindex < 0)
return ai_achievability::NOT_KNOWN;
wing *wingp = &Wings[wingnum];
wing *wingp = &Wings[sindex];
if ( wingp->flags[Ship::Wing_Flags::Gone] )
return ai_achievability::NOT_ACHIEVABLE;
@@ -1807,22 +1758,24 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
}
else
{
if (!target_ship_entry)
auto ship_entry = ship_registry_get(aigp->target_name);
if (!ship_entry)
{
status = SHIP_STATUS_UNKNOWN;
}
// goal ship is currently in mission
else if (target_ship_entry->status == ShipStatus::PRESENT || target_ship_entry->status == ShipStatus::DEATH_ROLL)
else if (ship_entry->status == ShipStatus::PRESENT)
{
status = SHIP_STATUS_ARRIVED;
}
// goal ship is still on the arrival list
else if (target_ship_entry->status == ShipStatus::NOT_YET_PRESENT)
else if (ship_entry->status == ShipStatus::NOT_YET_PRESENT)
{
status = SHIP_STATUS_NOT_ARRIVED;
}
// goal ship has left the area
else if (target_ship_entry->status == ShipStatus::EXITED)
else if (ship_entry->status == ShipStatus::EXITED)
{
status = SHIP_STATUS_GONE;
}
@@ -1833,21 +1786,16 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
if (status == SHIP_STATUS_UNKNOWN)
{
mprintf(("Potentially incorrect behaviour in AI goal for ship %s: Ship %s could not be found among currently active, departed, or yet-to-arrive ships.\nPlease check the mission file.\n", shipp->ship_name, aigp->target_name));
mprintf(("Potentially incorrect behaviour in AI goal for ship %s: Ship %s could not be found among currently active, departed, or yet-to-arrive ships.\nPlease check the mission file.\n", Ships[objp->instance].ship_name, aigp->target_name));
}
}
// Goober5000 - before doing anything else, check if this is a disarm goal for an arrived ship...
if ((status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode == AI_GOAL_DISARM_SHIP || aigp->ai_mode == AI_GOAL_DISARM_SHIP_TACTICAL))
if ((status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode == AI_GOAL_DISARM_SHIP))
{
if (target_ship_entry && target_ship_entry->shipp) {
// if the ship has no turrets, we can't disarm it!
if (target_ship_entry->shipp->subsys_info[SUBSYSTEM_TURRET].type_count == 0)
return ai_achievability::NOT_ACHIEVABLE;
} else {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
// if the ship has no turrets, we can't disarm it!
if (Ships[ship_name_lookup(aigp->target_name)].subsys_info[SUBSYSTEM_TURRET].type_count == 0)
return ai_achievability::NOT_ACHIEVABLE;
}
// if the goal is an ignore/disable/disarm goal, then
@@ -1869,36 +1817,37 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// this goal will get removed.
if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
if (!(aigp->flags[AI::Goal_Flags::Docker_index_valid])) {
int modelnum = Ship_info[shipp->ship_info_index].model_num;
modelnum = Ship_info[Ships[objp->instance].ship_info_index].model_num;
Assert( modelnum >= 0 );
aigp->docker.index = model_find_dock_name_index(modelnum, aigp->docker.name);
index = model_find_dock_name_index(modelnum, aigp->docker.name);
aigp->docker.index = index;
aigp->flags.set(AI::Goal_Flags::Docker_index_valid);
}
if (!(aigp->flags[AI::Goal_Flags::Dockee_index_valid])) {
if (target_ship_entry && target_ship_entry->shipp) {
int modelnum = Ship_info[target_ship_entry->shipp->ship_info_index].model_num;
aigp->dockee.index = model_find_dock_name_index(modelnum, aigp->dockee.name);
sindex = ship_name_lookup(aigp->target_name);
if ( sindex != -1 ) {
modelnum = Ship_info[Ships[sindex].ship_info_index].model_num;
index = model_find_dock_name_index(modelnum, aigp->dockee.name);
aigp->dockee.index = index;
aigp->flags.set(AI::Goal_Flags::Dockee_index_valid);
} else
aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
}
if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
Warning(LOCATION, "Cannot determine docking information for %s!", shipp->ship_name); // for now, allender wants to know about these things!!!!
Int3(); // for now, allender wants to know about these things!!!!
return ai_achievability::NOT_ACHIEVABLE;
}
// if ship is disabled, don't know if it can dock or not
if ( shipp->flags[Ship::Ship_Flags::Disabled] )
if ( Ships[objp->instance].flags[Ship::Ship_Flags::Disabled] )
return ai_achievability::NOT_KNOWN;
// we must also determine if we're prevented from docking for any reason
if (!target_ship_entry || !target_ship_entry->shipp) {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
auto goal_objp = target_ship_entry->objp;
sindex = ship_name_lookup(aigp->target_name);
Assert( sindex >= 0 );
object *goal_objp = &Objects[Ships[sindex].objnum];
// if the ship that I am supposed to dock with is docked with something else, then I need to put my goal on hold
// [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
@@ -1947,14 +1896,9 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// might happen too, so err on the safe side. (Yay for emergent paragraph justification!)
if ((aip->mode == AIM_DOCK) && (aip->submode >= AIS_UNDOCK_0))
{
if ( target_ship_entry && target_ship_entry->shipp ) {
// only put it on hold if it's someone other than the guy we're undocking from right now!!
if (aip->goal_objnum != target_ship_entry->shipp->objnum)
return ai_achievability::NOT_KNOWN;
} else {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
// only put it on hold if it's someone other than the guy we're undocking from right now!!
if (aip->goal_objnum != Ships[ship_name_lookup(aigp->target_name)].objnum)
return ai_achievability::NOT_KNOWN;
}
} else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
@@ -1962,21 +1906,23 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// have fixed up the subsystem name (of the subsystem to destroy) into an index into
// the ship's subsystem list
if ( aigp->flags[AI::Goal_Flags::Subsys_needs_fixup] ) {
if ( target_ship_entry && target_ship_entry->shipp ) {
aigp->ai_submode = ship_find_subsys( target_ship_entry->shipp, aigp->docker.name );
sindex = ship_name_lookup( aigp->target_name );
if ( sindex != -1 ) {
aigp->ai_submode = ship_find_subsys( &Ships[sindex], aigp->docker.name );
aigp->flags.remove(AI::Goal_Flags::Subsys_needs_fixup);
} else {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
Int3();
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
}
} else if ( ((aigp->ai_mode == AI_GOAL_IGNORE) || (aigp->ai_mode == AI_GOAL_IGNORE_NEW)) && (status == SHIP_STATUS_ARRIVED) ) {
object *ignored;
// for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
if (!target_ship_entry || !target_ship_entry->shipp) {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
auto ignored = target_ship_entry->objp;
sindex = ship_name_lookup( aigp->target_name );
Assert( sindex != -1 ); // should be true because of above status
ignored = &Objects[Ships[sindex].objnum];
ai_ignore_object(objp, ignored, (aigp->ai_mode == AI_GOAL_IGNORE_NEW));
@@ -1992,9 +1938,7 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
case AI_GOAL_GUARD:
case AI_GOAL_GUARD_WING:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
@@ -2011,7 +1955,7 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
else if ( status == SHIP_STATUS_UNKNOWN )
return ai_achievability::NOT_KNOWN;
UNREACHABLE("Invalid status variable %d for ship %s; get Allender or a SCP member", status, shipp->ship_name); // get allender -- bad logic
Int3(); // get allender -- bad logic
break;
}
@@ -2023,29 +1967,31 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
// we mark the goal as not achievable.
if ( status == SHIP_STATUS_NOT_ARRIVED ) {
UNREACHABLE("Ship %s cannot rearm a target %s that hasn't arrived; get Allender or a SCP member", shipp->ship_name, aigp->target_name); // get Allender. this shouldn't happen!!!
Int3(); // get Allender. this shouldn't happen!!!
return ai_achievability::NOT_ACHIEVABLE;
}
if ( status == SHIP_STATUS_GONE )
return ai_achievability::NOT_ACHIEVABLE;
if ( !target_ship_entry || !target_ship_entry->shipp ) {
UNREACHABLE("Target name %s is not an arrived ship!", aigp->target_name);
sindex = ship_name_lookup( aigp->target_name );
if ( sindex < 0 ) {
Int3();
return ai_achievability::NOT_ACHIEVABLE;
}
// if destination currently being repaired, then goal is still active
if ( Ai_info[target_ship_entry->shipp->ai_index].ai_flags[AI::AI_Flags::Being_repaired] )
// if desitnation currently being repaired, then goal is stil active
if ( Ai_info[Ships[sindex].ai_index].ai_flags[AI::AI_Flags::Being_repaired] )
return ai_achievability::ACHIEVABLE;
// if the destination ship is dying or departing (but not completed yet), the mark goal as
// not achievable.
if ( target_ship_entry->shipp->is_dying_or_departing())
if ( Ships[sindex].is_dying_or_departing())
return ai_achievability::NOT_ACHIEVABLE;
// if the destination object is no longer awaiting repair, then remove the item
if ( !(Ai_info[target_ship_entry->shipp->ai_index].ai_flags[AI::AI_Flags::Awaiting_repair]) )
if ( !(Ai_info[Ships[sindex].ai_index].ai_flags[AI::AI_Flags::Awaiting_repair]) )
return ai_achievability::NOT_ACHIEVABLE;
// not repairing anything means that he can do this goal!!!
@@ -2060,14 +2006,14 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// if he is repairing something, he can satisfy his repair goal (his goal_objnum)
// return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
// satisfied.
if ( aip->goal_objnum != target_ship_entry->shipp->objnum )
if ( aip->goal_objnum != Ships[sindex].objnum )
return ai_achievability::NOT_KNOWN;
return ai_achievability::ACHIEVABLE;
}
default:
UNREACHABLE("Unhandled AI goal %d", aigp->ai_mode); // invalid case in switch:
Int3(); // invalid case in switch:
}
return ai_achievability::NOT_KNOWN;
@@ -2178,11 +2124,11 @@ void validate_mission_goals(int objnum, ai_info *aip)
if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags[AI::Goal_Flags::Goal_on_hold]) )
aip->mode = AIM_NONE;
// if the active goal is a rearm/repair or undock goal,
// then put all other valid goals (which are not rearm/repair or undock goals) on hold
if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR || aip->goals[0].ai_mode == AI_GOAL_UNDOCK) && object_is_docked(&Objects[objnum]) ) {
// if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
// on hold
if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && object_is_docked(&Objects[objnum]) ) {
for ( i = 1; i < MAX_AI_GOALS; i++ ) {
if ( aip->goals[i].ai_mode == AI_GOAL_NONE || aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR || aip->goals[i].ai_mode == AI_GOAL_UNDOCK )
if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
continue;
aip->goals[i].flags.set(AI::Goal_Flags::Goal_on_hold);
}
@@ -2341,6 +2287,12 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
break;
}
case AI_GOAL_FLY_TO_SHIP:
shipnum = ship_name_lookup( current_goal->target_name );
Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
ai_start_fly_to_ship(objp, shipnum);
break;
case AI_GOAL_DOCK: {
shipnum = ship_name_lookup( current_goal->target_name );
Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
@@ -2415,27 +2367,22 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
break;
// when destroying a subsystem, we can destroy a specific instance of a subsystem
// or all instances of a type of subsystem (i.e. a specific engine or all engines).
// the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
// instances of a specific type
// when destroying a subsystem, we can destroy a specific instance of a subsystem
// or all instances of a type of subsystem (i.e. a specific engine or all engines).
// the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
// instances of a specific type
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL: {
case AI_GOAL_DISARM_SHIP: {
shipnum = ship_name_lookup( current_goal->target_name );
Assert( shipnum >= 0 );
other_obj = &Objects[Ships[shipnum].objnum];
ai_attack_object( objp, other_obj);
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
// don't protect-ship for tactical goals
if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM && current_goal->ai_mode != AI_GOAL_DISABLE_SHIP_TACTICAL && current_goal->ai_mode != AI_GOAL_DISARM_SHIP_TACTICAL) {
if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
if (aip->target_objnum != -1) {
int class_type = Ship_info[Ships[shipnum].ship_info_index].class_type;
// Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
if (class_type >= 0 && Ship_types[class_type].flags[Ship::Type_Info_Flags::AI_protected_on_cripple])
if (Ship_types[Ship_info[Ships[shipnum].ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_protected_on_cripple])
Objects[aip->target_objnum].flags.set(Object::Object_Flags::Protected);
}
} else // Just in case this ship had been protected, unprotect it.
@@ -2513,17 +2460,14 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
// labels for support ship commands
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_FLY_TO_SHIP:
{
case AI_GOAL_STAY_NEAR_SHIP: {
shipnum = ship_name_lookup( current_goal->target_name );
Assert( shipnum >= 0 );
other_obj = &Objects[Ships[shipnum].objnum];
float dist = current_goal->float_data; // How far away to stay from ship. Should be set in SEXP?
int additional_data = current_goal->int_data; // Whether to target a particular point as if escorting
ai_do_stay_near(objp, other_obj, dist, additional_data);
ai_do_stay_near(objp, other_obj, dist);
break;
}
}
case AI_GOAL_KEEP_SAFE_DISTANCE:
// todo MK: hook to keep support ship at a safe distance
@@ -2552,7 +2496,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
ai_formation_object_recalculate_slotnums(old_form_objnum);
}
void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *old_name, const char *new_name)
void ai_update_goal_references(ai_goal *goals, int type, const char *old_name, const char *new_name)
{
int i, mode, flag, dummy;
@@ -2562,8 +2506,8 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
flag = 0;
switch (type)
{
case sexp_ref_type::SHIP:
case sexp_ref_type::PLAYER:
case REF_TYPE_SHIP:
case REF_TYPE_PLAYER:
switch (mode)
{
case AI_GOAL_CHASE:
@@ -2571,9 +2515,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
@@ -2582,7 +2524,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
}
break;
case sexp_ref_type::WING:
case REF_TYPE_WING:
switch (mode)
{
case AI_GOAL_CHASE_WING:
@@ -2591,7 +2533,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
}
break;
case sexp_ref_type::WAYPOINT:
case REF_TYPE_WAYPOINT:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
@@ -2600,7 +2542,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
}
break;
case sexp_ref_type::WAYPOINT_PATH:
case REF_TYPE_PATH:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
@@ -2611,7 +2553,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
break;
default:
Warning(LOCATION, "unhandled FRED reference type %d in ai_update_goal_references", static_cast<int>(type));
Warning(LOCATION, "unhandled FRED reference type %d in ai_update_goal_references", type);
break;
}
@@ -2628,7 +2570,7 @@ void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *o
}
}
bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char *name)
int query_referenced_in_ai_goals(ai_goal *goals, int type, const char *name)
{
int i, mode, flag;
@@ -2638,8 +2580,7 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
flag = 0;
switch (type)
{
case sexp_ref_type::SHIP:
case sexp_ref_type::PLAYER:
case REF_TYPE_SHIP:
switch (mode)
{
case AI_GOAL_CHASE:
@@ -2647,9 +2588,7 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
@@ -2658,7 +2597,7 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
}
break;
case sexp_ref_type::WING:
case REF_TYPE_WING:
switch (mode)
{
case AI_GOAL_CHASE_WING:
@@ -2667,7 +2606,7 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
}
break;
case sexp_ref_type::WAYPOINT:
case REF_TYPE_WAYPOINT:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
@@ -2676,7 +2615,7 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
}
break;
case sexp_ref_type::WAYPOINT_PATH:
case REF_TYPE_PATH:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
@@ -2689,11 +2628,11 @@ bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char
if (flag) // is this a valid goal to parse for this conversion?
{
if (!stricmp(goals[i].target_name, name))
return true;
return 1;
}
}
return false;
return 0;
}
char *ai_add_dock_name(const char *str)
+5 -7
View File
@@ -73,17 +73,15 @@ struct ai_info;
#define AI_GOAL_FLY_TO_SHIP (1<<23) // 0x00800000
#define AI_GOAL_IGNORE_NEW (1<<24) // 0x01000000
#define AI_GOAL_CHASE_SHIP_CLASS (1<<25) // 0x02000000
#define AI_GOAL_PLAY_DEAD_PERSISTENT (1<<26) // 0x04000000
#define AI_GOAL_LUA (1<<27) // 0x08000000
#define AI_GOAL_DISARM_SHIP_TACTICAL (1<<28) // 0x10000000
#define AI_GOAL_DISABLE_SHIP_TACTICAL (1<<29) // 0x20000000
#define AI_GOAL_PLAY_DEAD_PERSISTENT (1<<26) // 0x03000000
#define AI_GOAL_LUA (1<<27) // 0x04000000
// now the masks for ship types
// Goober5000: added AI_GOAL_STAY_NEAR_SHIP and AI_GOAL_KEEP_SAFE_DISTANCE as valid for fighters
//WMC - Don't need these anymore. Whee!
/*
#define AI_GOAL_ACCEPT_FIGHTER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_CHASE | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_WARP | AI_GOAL_DESTROY_SUBSYSTEM | AI_GOAL_CHASE_WING | AI_GOAL_GUARD | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISABLE_SHIP_TACTICAL | AI_GOAL_DISARM_SHIP | AI_GOAL_DISARM_SHIP_TACTICAL | AI_GOAL_CHASE_ANY | AI_GOAL_IGNORE | AI_GOAL_IGNORE_NEW | AI_GOAL_GUARD_WING | AI_GOAL_EVADE_SHIP | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD | AI_GOAL_PLAY_DEAD_PERSISTENT | AI_GOAL_STAY_NEAR_SHIP | AI_GOAL_KEEP_SAFE_DISTANCE )
#define AI_GOAL_ACCEPT_FIGHTER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_CHASE | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_WARP | AI_GOAL_DESTROY_SUBSYSTEM | AI_GOAL_CHASE_WING | AI_GOAL_GUARD | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE_ANY | AI_GOAL_IGNORE | AI_GOAL_IGNORE_NEW | AI_GOAL_GUARD_WING | AI_GOAL_EVADE_SHIP | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD | AI_GOAL_PLAY_DEAD_PERSISTENT | AI_GOAL_STAY_NEAR_SHIP | AI_GOAL_KEEP_SAFE_DISTANCE )
#define AI_GOAL_ACCEPT_BOMBER ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_FIGHTER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_STEALTH ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_ACCEPT_FIGHTER | AI_GOAL_STAY_NEAR_SHIP )
#define AI_GOAL_ACCEPT_TRANSPORT ( AI_GOAL_FLY_TO_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DOCK | AI_GOAL_WAYPOINTS | AI_GOAL_WAYPOINTS_ONCE | AI_GOAL_WARP | AI_GOAL_UNDOCK | AI_GOAL_STAY_STILL | AI_GOAL_PLAY_DEAD | AI_GOAL_PLAY_DEAD_PERSISTENT | AI_GOAL_STAY_NEAR_SHIP )
@@ -189,8 +187,8 @@ extern void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip );
extern void ai_mission_goal_complete( ai_info *aip );
extern void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp );
extern void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *old_name, const char *new_name);
extern bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char *name);
extern void ai_update_goal_references(ai_goal *goals, int type, const char *old_name, const char *new_name);
extern int query_referenced_in_ai_goals(ai_goal *goals, int type, const char *name);
extern char *ai_add_dock_name(const char *str);
extern int ai_query_goal_valid( int ship, int ai_goal_type );
+5 -180
View File
@@ -18,9 +18,9 @@ void ai_lua_add_mode(int sexp_op, const ai_mode_lua& mode) {
}
bool ai_lua_add_order(int sexp_op, player_order_lua order) {
Player_orders.emplace_back(order.parseText, order.displayText, -1, sexp_op);
Player_orders.emplace_back(vm_strdup(order.parseText.c_str()), vm_strdup(order.displayText.c_str()), -1, sexp_op);
Player_orders.back().localize();
Lua_player_orders.emplace(sexp_op, std::move(order));
return true;
@@ -48,134 +48,6 @@ const player_order_lua* ai_lua_find_player_order(int sexp_op) {
return &aiLuaOrder->second;
}
int ai_lua_get_num_general_orders() {
int count = 0;
for (const auto& order : Lua_player_orders) {
if (order.second.generalOrder) {
count++;
}
}
return count;
}
SCP_vector<SCP_string> ai_lua_get_general_order_categories(bool enabled_only)
{
SCP_vector<SCP_string> list;
for (const auto& order : Lua_player_orders) {
const SCP_string &cat = order.second.category;
// If it's not a general order then move on
if (!order.second.generalOrder) {
continue;
}
// If the order is not enabled then move on
if (enabled_only && !order.second.cur_enabled) {
continue;
}
Assertion((cat.length() > 0), "Lua general orders category name must be longer than 0 characters!");
for (size_t i = 0; i <= list.size(); i++) {
// reached the end of the list, so add it
if (i == list.size()) {
list.push_back(cat);
break;
}
// if it's already in the list then don't add it
if (cat == list[i]) {
break;
}
}
}
return list;
}
SCP_vector<SCP_string> ai_lua_get_general_orders(bool onlyEnabled, bool onlyValid, const SCP_string& category)
{
SCP_vector<SCP_string> list;
for (auto order : Lua_player_orders) {
if (order.second.generalOrder) {
bool add = false;
// Only enabled orders
if (onlyEnabled && order.second.cur_enabled) {
add = true;
// Only valid orders
} else if (onlyValid && order.second.cur_valid) {
add = true;
// Only orders that match the category requested
} else if ((!category.empty()) && (order.second.category == category)) {
add = true;
// All general orders
} else {
add = true;
}
if (add) {
list.push_back(order.second.parseText);
}
}
}
return list;
}
int ai_lua_find_general_order_id(const SCP_string& name) {
for (const auto& order : Lua_player_orders) {
if (order.second.parseText == name) {
return order.first;
}
}
return -1;
}
void ai_lua_enable_general_order(int sexp_op, bool enable) {
auto aiLuaOrder = Lua_player_orders.find(sexp_op);
if (aiLuaOrder == Lua_player_orders.end())
return;
else
aiLuaOrder->second.cur_enabled = enable;
}
void ai_lua_validate_general_order(int sexp_op, bool validity)
{
auto aiLuaOrder = Lua_player_orders.find(sexp_op);
if (aiLuaOrder == Lua_player_orders.end())
return;
else
aiLuaOrder->second.cur_valid = validity;
}
void ai_lua_reset_general_orders() {
for (auto order : Lua_player_orders) {
ai_lua_enable_general_order(order.first, false);
ai_lua_validate_general_order(order.first, false);
}
}
bool ai_lua_is_general_order(int sexp_op) {
auto aiLuaOrder = Lua_player_orders.find(sexp_op);
if (aiLuaOrder == Lua_player_orders.end())
return false;
return aiLuaOrder->second.generalOrder;
}
void run_ai_lua_action(const luacpp::LuaFunction& action, const ai_mode_lua& lua_ai, ai_info* aip) {
if (!action.isValid()) {
Error(LOCATION,
@@ -184,11 +56,7 @@ void run_ai_lua_action(const luacpp::LuaFunction& action, const ai_mode_lua& lua
}
luacpp::LuaValueList luaParameters;
if (aip->shipnum >= 0){
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_AI_Helper.Set(object_h(&Objects[Ships[aip->shipnum].objnum]))));
} else {
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_AI_Helper.Set(object_h())));
}
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_AI_Helper.Set(object_h(&Objects[Ships[aip->shipnum].objnum]))));
if (lua_ai.needsTarget) {
luaParameters.push_back(luacpp::LuaValue::createValue(action.getLuaState(), scripting::api::l_OSWPT.Set(aip->lua_ai_target.target)));
}
@@ -199,13 +67,8 @@ void run_ai_lua_action(const luacpp::LuaFunction& action, const ai_mode_lua& lua
auto retVals = action.call(Script_system.GetLuaSession(), luaParameters);
if (!retVals.empty() && retVals[0].getValueType() == luacpp::ValueType::BOOLEAN) {
if (retVals[0].getValue<bool>()) {
// If we don't have a ship then it's a general order and we have nothing else to do
if (aip->shipnum >= 0) {
ai_mission_goal_complete(aip);
}
}
if (retVals[0].getValue<bool>())
ai_mission_goal_complete(aip);
}
}
@@ -240,26 +103,6 @@ void ai_lua_start(ai_goal* aigp, object* objp){
run_ai_lua_action(action, lua_ai, aip);
}
// For sending general orders that don't run on a ship.
// Essentially just runs arbitrary lua script when the command is called
void ai_lua_start_general(int lua_sexp_id, int target_objnum)
{
//Create a dummy aip to pass the target data
ai_info aip;
aip.shipnum = -1;
if (target_objnum >= 0) {
aip.lua_ai_target = {object_ship_wing_point_team(&Ships[Objects[target_objnum].instance]), {}};
}
const auto& lua_ai = ai_lua_find_mode(lua_sexp_id);
const auto& lua_ai_sexp = lua_ai->sexp;
const auto& action = lua_ai_sexp.getActionEnter();
run_ai_lua_action(action, *lua_ai, &aip);
}
bool ai_lua_is_valid_target_intrinsic(int sexp_op, int target_objnum, ship* self) {
ship* target = &Ships[Objects[target_objnum].instance];
@@ -343,24 +186,6 @@ bool ai_lua_is_valid_target(int sexp_op, int target_objnum, ship* self, size_t o
return ai_lua_is_valid_target_lua(mode, target_objnum, self);
}
bool ai_lua_is_valid_ship(int sexp_op, bool isWing, ship* self)
{
const player_order_lua& order = *ai_lua_find_player_order(sexp_op);
switch (order.shipRestrictions) {
case player_order_lua::ship_restrictions::ANY:
return true;
case player_order_lua::ship_restrictions::WING:
return isWing;
case player_order_lua::ship_restrictions::IN_PLAYER_WING:
return self->wingnum != -1 && Ships[Player_obj->instance].wingnum == self->wingnum;
case player_order_lua::ship_restrictions::PLAYER_WING:
return isWing && self->wingnum != -1 && Ships[Player_obj->instance].wingnum == self->wingnum;
}
return false;
}
ai_achievability ai_lua_is_achievable(const ai_goal* aigp, int objnum){
const auto& lua_ai = Lua_ai_modes.at(aigp->ai_submode);
-15
View File
@@ -19,12 +19,7 @@ struct player_order_lua {
int ai_message = MESSAGE_YESSIR;
SCP_string parseText = "";
SCP_string displayText = "";
bool generalOrder = false;
SCP_string category = "";
bool cur_enabled = false;
bool cur_valid = false;
enum class target_restrictions : int { TARGET_ALLIES, TARGET_ALL, TARGET_OWN, TARGET_ENEMIES, TARGET_SAME_WING, TARGET_PLAYER_WING, TARGET_ALL_CAPS, TARGET_ALLIED_CAPS, TARGET_ENEMY_CAPS, TARGET_NOT_SELF } targetRestrictions = target_restrictions::TARGET_ALL;
enum class ship_restrictions : int { ANY, WING, IN_PLAYER_WING, PLAYER_WING } shipRestrictions = ship_restrictions::ANY;
};
@@ -33,17 +28,7 @@ bool ai_lua_add_order(int sexp_op, player_order_lua order);
bool ai_lua_has_mode(int sexp_op);
const ai_mode_lua* ai_lua_find_mode(int sexp_op);
const player_order_lua* ai_lua_find_player_order(int sexp_op);
SCP_vector<SCP_string> ai_lua_get_general_order_categories(bool enabled_only = true);
int ai_lua_get_num_general_orders();
SCP_vector<SCP_string> ai_lua_get_general_orders(bool onlyEnabled = false, bool onlyValid = false, const SCP_string& category = "");
int ai_lua_find_general_order_id(const SCP_string& name);
void ai_lua_enable_general_order(int sexp_op, bool enable);
void ai_lua_validate_general_order(int sexp_op, bool validity);
void ai_lua_reset_general_orders();
bool ai_lua_is_general_order(int sexp_op);
void ai_lua(ai_info* aip);
void ai_lua_start(ai_goal* aigp, object* objp);
void ai_lua_start_general(int lua_sexp_id, int target_objnum);
bool ai_lua_is_valid_target(int sexp_op, int target_objnum, ship* self, size_t order);
bool ai_lua_is_valid_ship(int sexp_op, bool isWing, ship* self);
ai_achievability ai_lua_is_achievable(const ai_goal* aigp, int objnum);
+6 -25
View File
@@ -58,19 +58,11 @@ const char *Turret_target_order_names[NUM_TURRET_ORDER_TYPES] = {
#define EEOF_BIG_ONLY (1<<0) // turret fires only at big and huge ships
#define EEOF_SMALL_ONLY (1<<1) // turret fires only at small ships
#define EEOF_TAGGED_ONLY (1<<2) // turret fires only at tagged ships
#define EEOF_BEAM (1<<3) // turret is a beam
#define EEOF_FLAK (1<<4) // turret is flak
#define EEOF_LASER (1<<5) // turret is a laser
#define EEOF_MISSILE (1<<6) // turret is a missile
const char* Turret_valid_types[NUM_TURRET_TYPES] = {
"Beam",
"Flak",
"Laser",
"Missile",
};
typedef struct eval_enemy_obj_struct {
int turret_parent_objnum; // parent of turret
float weapon_travel_dist; // max targeting range of turret weapon
@@ -1104,7 +1096,7 @@ int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d
ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
if ((sip->class_type >= 0) && (Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::Turret_tgt_ship_tgt]) && (aip->target_objnum != -1)) {
if ((Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::Turret_tgt_ship_tgt]) && (aip->target_objnum != -1)) {
int target_objnum = aip->target_objnum;
if (Objects[target_objnum].signature == aip->target_signature) {
@@ -1771,7 +1763,7 @@ void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
/**
* Fire a weapon from a turret
*/
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *firing_vec, vec3d *predicted_pos = nullptr, float flak_range_override = 100.0f, bool play_sound = true)
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *firing_vec, vec3d *predicted_pos = nullptr, float flak_range_override = 100.0f)
{
matrix turret_orient;
int weapon_objnum;
@@ -1895,7 +1887,6 @@ 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;
turret->turret_last_fired = _timestamp();
if (scripting::hooks::OnTurretFired->isActive()) {
scripting::hooks::OnTurretFired->run(scripting::hooks::WeaponUsedConditions{ parent_ship , turret_enemy_objp, SCP_vector<int>{ turret_weapon_class }, true },
@@ -2038,7 +2029,6 @@ 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 = wp->weapon_info_index;
turret->turret_last_fired = _timestamp();
wp->target_num = turret->turret_enemy_objnum;
// AL 1-6-97: Store pointer to turret subsystem
@@ -2088,7 +2078,7 @@ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum,
}
}
if ( play_sound && wip->launch_snd.isValid() ) {
if ( wip->launch_snd.isValid() ) {
// Don't play turret firing sound if turret sits on player ship... it gets annoying.
if ( parent_objnum != OBJ_INDEX(Player_obj) || (turret->flags[Ship::Subsystem_Flags::Play_sound_for_player]) ) {
snd_play_3d( gamesnd_get_game_sound(wip->launch_snd), turret_pos, &View_position );
@@ -2165,7 +2155,6 @@ 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;
tsi->turret->turret_last_fired = _timestamp();
if (scripting::hooks::OnTurretFired->isActive()) {
scripting::hooks::OnTurretFired->run(scripting::hooks::WeaponUsedConditions{
@@ -2628,8 +2617,6 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
number_of_firings = num_valid;
}
auto sound_played = gamesnd_id();
for (int i = 0; i < number_of_firings; ++i)
{
int valid_index;
@@ -2639,13 +2626,6 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
valid_index = i;
auto wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[valid_index]);
bool play_sound = false;
if (sound_played != wip->launch_snd) {
sound_played = wip->launch_snd;
play_sound = true;
}
// Forces the firing turret to retain the firingpoints of their weapons:
// if the turret has multiple banks, the first bank will only fire from the first firepoint,
// the second bank only from the second firepoint, and so on.
@@ -2748,6 +2728,7 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
vm_vec_scale_add(&end, &gpos, &gvec, model_get_radius(model_num));
mc_info hull_check;
mc_info_init(&hull_check);
hull_check.model_instance_num = shipp->model_instance_num;
hull_check.model_num = model_num;
hull_check.orient = &objp->orient;
@@ -2800,7 +2781,7 @@ void ai_turret_execute_behavior(ship *shipp, ship_subsys *ss)
flak_jitter_aim(&shoot_vector, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS), wip);
}
turret_fire_weapon(valid_weapons[valid_index], ss, parent_objnum, &gpos, &shoot_vector, &predicted_enemy_pos, 100.0f, play_sound);
turret_fire_weapon(valid_weapons[valid_index], ss, parent_objnum, &gpos, &shoot_vector, &predicted_enemy_pos);
}
else
{
@@ -2908,7 +2889,7 @@ 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->turret_base_fov > -1.0f)
if (ss->system_info->flags[Model::Subsystem_Flags::Turret_base_restricted_fov])
in_fov = turret_adv_fov_test(ss, gvec, v2e, size_mod);
else
in_fov = turret_std_fov_test(ss, gvec, v2e, size_mod);
+1 -1
View File
@@ -670,7 +670,7 @@ void anim_read_header(anim *ptr, CFILE *fp)
* @param file_mapped Whether to use memory-mapped file or not.
*
* @details Memory-mapped files will page in the animation from disk as it is needed, but performance is not as good.
* @return Pointer to anim that is loaded if success, NULL if failure.
* @return Pointer to anim that is loaded if sucess, NULL if failure.
*/
anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
{
+94 -166
View File
@@ -265,7 +265,7 @@ static void inner_bound_pos_fixup(asteroid_field *asfieldp, vec3d *pos)
/**
* Create a single asteroid
*/
object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroid_subtype, bool check_visibility)
object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroid_subtype)
{
int n, objnum;
matrix orient;
@@ -356,13 +356,6 @@ object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroi
angs.h = static_randf( rand_base++ ) * PI2;
}
// If the generated asteroid position is within the player view then abort
// I'm unsure how Eyepoint is handled for multiplayer, so this may need to move up into the SP
// only section - Mjn
if (check_visibility && asteroid_is_within_view(&pos, -1.0f, true)) {
return nullptr;
}
vm_angles_2_matrix(&orient, &angs);
flagset<Object::Object_Flags> asteroid_default_flagset;
asteroid_default_flagset += Object::Object_Flags::Renders;
@@ -444,12 +437,6 @@ object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroi
// ensure vel is valid
Assert( !vm_is_vec_nan(&objp->phys_info.vel) );
if (scripting::hooks::OnAsteroidCreated->isActive()) {
scripting::hooks::OnAsteroidCreated->run(
scripting::hook_param_list(
scripting::hook_param("Asteroid", 'o', objp)));
}
return objp;
}
@@ -704,29 +691,11 @@ void asteroid_create_asteroid_field(int num_asteroids, int field_type, int aster
Asteroid_field.num_initial_asteroids = num_asteroids;
switch (field_type) {
case 0:
Asteroid_field.field_type = FT_PASSIVE;
Asteroid_field.enhanced_visibility_checks = false;
break;
case 1:
Asteroid_field.field_type = FT_ACTIVE;
Asteroid_field.enhanced_visibility_checks = false;
break;
case 2:
Asteroid_field.field_type = FT_PASSIVE;
Asteroid_field.enhanced_visibility_checks = true;
break;
case 3:
Asteroid_field.field_type = FT_ACTIVE;
Asteroid_field.enhanced_visibility_checks = true;
break;
default: //Any other number will just give default behavior
Asteroid_field.field_type = FT_PASSIVE;
Asteroid_field.enhanced_visibility_checks = false;
break;
if (field_type == 0) {
Asteroid_field.field_type = FT_PASSIVE;
} else {
Asteroid_field.field_type = FT_ACTIVE;
}
vm_vec_rand_vec_quick(&Asteroid_field.vel);
vm_vec_scale(&Asteroid_field.vel, (float)asteroid_speed);
Asteroid_field.speed = (float)asteroid_speed;
@@ -777,7 +746,7 @@ void asteroid_create_asteroid_field(int num_asteroids, int field_type, int aster
}
// will replace any existing asteroid or debris field with a debris field
void asteroid_create_debris_field(int num_asteroids, int asteroid_speed, int debris1, int debris2, int debris3, vec3d o_min, vec3d o_max, bool enhanced)
void asteroid_create_debris_field(int num_asteroids, int asteroid_speed, int debris1, int debris2, int debris3, vec3d o_min, vec3d o_max)
{
remove_all_asteroids();
@@ -785,8 +754,6 @@ void asteroid_create_debris_field(int num_asteroids, int asteroid_speed, int deb
Asteroid_field.field_type = FT_PASSIVE;
Asteroid_field.enhanced_visibility_checks = enhanced;
vm_vec_rand_vec_quick(&Asteroid_field.vel);
vm_vec_scale(&Asteroid_field.vel, (float)asteroid_speed);
Asteroid_field.speed = (float)asteroid_speed;
@@ -916,37 +883,37 @@ static int asteroid_should_wrap(object *objp, asteroid_field *asfieldp)
}
/**
* Generates a potential new position for an asteroid that might wrap
* from one end of the asteroid field to the other
* Wrap an asteroid from one end of the asteroid field to the other
*/
static void asteroid_wrap_pos(vec3d *pos, asteroid_field *asfieldp)
static void asteroid_wrap_pos(object *objp, asteroid_field *asfieldp)
{
if (pos->xyz.x < asfieldp->min_bound.xyz.x) {
pos->xyz.x = asfieldp->max_bound.xyz.x + (pos->xyz.x - asfieldp->min_bound.xyz.x);
if (objp->pos.xyz.x < asfieldp->min_bound.xyz.x) {
objp->pos.xyz.x = asfieldp->max_bound.xyz.x + (objp->pos.xyz.x - asfieldp->min_bound.xyz.x);
}
if (pos->xyz.y < asfieldp->min_bound.xyz.y) {
pos->xyz.y = asfieldp->max_bound.xyz.y + (pos->xyz.y - asfieldp->min_bound.xyz.y);
if (objp->pos.xyz.y < asfieldp->min_bound.xyz.y) {
objp->pos.xyz.y = asfieldp->max_bound.xyz.y + (objp->pos.xyz.y - asfieldp->min_bound.xyz.y);
}
if (objp->pos.xyz.z < asfieldp->min_bound.xyz.z) {
objp->pos.xyz.z = asfieldp->max_bound.xyz.z + (objp->pos.xyz.z - asfieldp->min_bound.xyz.z);
}
if (pos->xyz.z < asfieldp->min_bound.xyz.z) {
pos->xyz.z = asfieldp->max_bound.xyz.z + (pos->xyz.z - asfieldp->min_bound.xyz.z);
if (objp->pos.xyz.x > asfieldp->max_bound.xyz.x) {
objp->pos.xyz.x = asfieldp->min_bound.xyz.x + (objp->pos.xyz.x - asfieldp->max_bound.xyz.x);
}
if (pos->xyz.x > asfieldp->max_bound.xyz.x) {
pos->xyz.x = asfieldp->min_bound.xyz.x + (pos->xyz.x - asfieldp->max_bound.xyz.x);
if (objp->pos.xyz.y > asfieldp->max_bound.xyz.y) {
objp->pos.xyz.y = asfieldp->min_bound.xyz.y + (objp->pos.xyz.y - asfieldp->max_bound.xyz.y);
}
if (pos->xyz.y > asfieldp->max_bound.xyz.y) {
pos->xyz.y = asfieldp->min_bound.xyz.y + (pos->xyz.y - asfieldp->max_bound.xyz.y);
}
if (pos->xyz.z > asfieldp->max_bound.xyz.z) {
pos->xyz.z = asfieldp->min_bound.xyz.z + (pos->xyz.z - asfieldp->max_bound.xyz.z);
if (objp->pos.xyz.z > asfieldp->max_bound.xyz.z) {
objp->pos.xyz.z = asfieldp->min_bound.xyz.z + (objp->pos.xyz.z - asfieldp->max_bound.xyz.z);
}
// wrap on inner bound, check all 3 axes as needed, use of rand ok for multiplayer with send_asteroid_throw()
inner_bound_pos_fixup(asfieldp, pos);
inner_bound_pos_fixup(asfieldp, &objp->pos);
}
@@ -993,8 +960,7 @@ static void asteroid_aim_at_target(object *objp, object *asteroid_objp, float de
vm_vec_add2(&rand_vec, &objp->orient.vec.rvec);
vm_vec_normalize(&rand_vec);
auto asp = &Asteroids[asteroid_objp->instance];
speed = Asteroid_info[asp->asteroid_type].max_speed * (frand()/2.0f + 0.5f);
speed = Asteroid_info[0].max_speed * (frand()/2.0f + 0.5f);
vm_vec_copy_scale(&asteroid_objp->phys_info.vel, &rand_vec, -speed);
asteroid_objp->phys_info.desired_vel = asteroid_objp->phys_info.vel;
@@ -1017,32 +983,6 @@ static void sanitize_asteroid_targets_list() {
}
}
/**
* Checks if an asteroid will be within the player's view
*
**/
bool asteroid_is_within_view(vec3d *pos, float range, bool range_override)
{
vec3d vec_to_asteroid;
// Distance and view cone for the position in relation to the player
float dist = vm_vec_normalized_dir(&vec_to_asteroid, pos, &Eye_position);
float dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
// if asteroid is within view or far enough away then wrap
if (dot > cos(g3_get_hfov(Proj_fov))) {
if (range_override) {
return true;
} else {
if (dist < range) {
return true;
}
}
}
return false;
}
/**
* Call once per frame to maybe throw some asteroids at one or more ships.
*
@@ -1083,7 +1023,7 @@ static void maybe_throw_asteroid()
if (subtype < 0)
return;
object *objp = asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype, Asteroid_field.enhanced_visibility_checks);
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);
@@ -1134,7 +1074,7 @@ void asteroid_delete( object * obj )
}
/**
* See if we should reposition the asteroid.
* See if we should reposition the asteroid.
* Only reposition if oustide the bounding volume and the player isn't looking towards the asteroid.
*/
static void asteroid_maybe_reposition(object *objp, asteroid_field *asfieldp)
@@ -1144,74 +1084,61 @@ static void asteroid_maybe_reposition(object *objp, asteroid_field *asfieldp)
return;
}
if (asteroid_should_wrap(objp, asfieldp)) {
if ( asteroid_should_wrap(objp, asfieldp) ) {
vec3d vec_to_asteroid, old_asteroid_pos, old_vel;
float dot, dist;
// Generate a possible new position if we do end up wrapping, but don't move the asteroid yet
vec3d new_pos = objp->pos;
asteroid_wrap_pos(&new_pos, asfieldp);
old_asteroid_pos = objp->pos;
old_vel = objp->phys_info.vel;
bool wrap = false;
bool reverse = false;
// don't wrap asteroid if it is a target of some ship
if ( !asteroid_is_targeted(objp) ) {
// If asteroid is targeted then we cannot wrap because they player would see it and say "SHENANIGANS!"
// So we bail
if (asteroid_is_targeted(objp)) {
return;
}
// only wrap if player won't see asteroid disappear/reverse direction
dist = vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
if ( (dot < 0.7f) || (dist > asfieldp->bound_rad) ) {
if (Num_asteroids > MAX_ASTEROIDS-10) {
objp->flags.set(Object::Object_Flags::Should_be_dead);
} else {
// check to ensure player won't see asteroid appear either
asteroid_wrap_pos(objp, asfieldp);
asteroid* astp = &Asteroids[objp->instance];
// if asteroid is not within view...
if (!asteroid_is_within_view(&objp->pos, asfieldp->bound_rad, asfieldp->enhanced_visibility_checks)) {
if (asfieldp->field_type == FT_ACTIVE) {
// this doesnt count as a thrown asteroid anymore
for (asteroid_target& target : Asteroid_targets)
if (target.objnum == astp->target_objnum)
target.incoming_asteroids--;
// if asteroid new position is within view then reverse velocity, otherwise wrap
if (asteroid_is_within_view(&new_pos, (asfieldp->bound_rad * 1.3f), asfieldp->enhanced_visibility_checks)) {
astp->target_objnum = -1;
}
// if the mission has gravity, then we can't reverse. So make sure gravity is null
if (IS_VEC_NULL(&The_mission.gravity)) {
reverse = true;
dist = vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
//probably don't reverse direction if there's gravity involved
if (IS_VEC_NULL(&The_mission.gravity)) {
if ((dot > 0.7f) && (dist < (asfieldp->bound_rad * 1.3f))) {
// player would see asteroid pop out other side, so reverse velocity instead of wrapping
objp->pos = old_asteroid_pos;
vm_vec_copy_scale(&objp->phys_info.vel, &old_vel, -1.0f);
objp->phys_info.desired_vel = objp->phys_info.vel;
Asteroids[objp->instance].target_objnum = -1;
}
}
// update last pos (after vel is known)
vm_vec_scale_add(&objp->last_pos, &objp->pos, &objp->phys_info.vel, -flFrametime);
asteroid_update_collide(objp);
if (asfieldp->field_type == FT_ACTIVE) {
if (MULTIPLAYER_MASTER)
send_asteroid_throw(objp);
}
}
} else {
wrap = true;
}
}
// we can wrap, but we have too many asteroids, so destroy this one instead
if (wrap && (Num_asteroids > MAX_ASTEROIDS - 10)) {
objp->flags.set(Object::Object_Flags::Should_be_dead);
return;
}
// Reverse instead of wrap!
if (reverse) {
vm_vec_copy_scale(&objp->phys_info.vel, &objp->phys_info.vel, -1.0f);
objp->phys_info.desired_vel = objp->phys_info.vel;
Asteroids[objp->instance].target_objnum = -1;
return;
}
// We can wrap, so wrap!
if (wrap) {
objp->pos = new_pos;
asteroid *astp = &Asteroids[objp->instance];
if (asfieldp->field_type == FT_ACTIVE) {
// 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;
}
// update last pos (after vel is known)
vm_vec_scale_add(&objp->last_pos, &objp->pos, &objp->phys_info.vel, -flFrametime);
asteroid_update_collide(objp);
if (asfieldp->field_type == FT_ACTIVE) {
if (MULTIPLAYER_MASTER)
send_asteroid_throw(objp);
}
}
}
@@ -1239,6 +1166,7 @@ int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos
}
mc_info mc;
mc_info_init(&mc);
int num, asteroid_subtype;
Assert( pasteroid->type == OBJ_ASTEROID );
@@ -1673,7 +1601,7 @@ static void asteroid_do_area_effect(object *asteroid_objp)
continue;
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage, asip->damage_type_idx);
weapon_area_apply_blast(nullptr, ship_objp, &asteroid_objp->pos, blast, false);
weapon_area_apply_blast(NULL, ship_objp, &asteroid_objp->pos, blast, 0);
} // end for
}
@@ -1685,7 +1613,7 @@ static void asteroid_do_area_effect(object *asteroid_objp)
* @param hitpos world position asteroid was hit, can be NULL if hit by area effect
* @param damage amount of damage to apply to asteroid
*/
void asteroid_hit( object * pasteroid_obj, object * other_obj, vec3d * hitpos, float damage, vec3d* force )
void asteroid_hit( object * pasteroid_obj, object * other_obj, vec3d * hitpos, float damage )
{
float explosion_life;
asteroid *asp;
@@ -1697,13 +1625,7 @@ void asteroid_hit( object * pasteroid_obj, object * other_obj, vec3d * hitpos, f
}
if ( MULTIPLAYER_MASTER ){
send_asteroid_hit( pasteroid_obj, other_obj, hitpos, damage, force );
}
if (hitpos && force && The_mission.ai_profile->flags[AI::Profile_Flags::Whackable_asteroids]) {
vec3d rel_hit_pos = *hitpos - pasteroid_obj->pos;
physics_calculate_and_apply_whack(force, &rel_hit_pos, &pasteroid_obj->phys_info, &pasteroid_obj->orient, &pasteroid_obj->phys_info.I_body_inv);
pasteroid_obj->phys_info.desired_vel = pasteroid_obj->phys_info.vel;
send_asteroid_hit( pasteroid_obj, other_obj, hitpos, damage );
}
pasteroid_obj->hull_strength -= damage;
@@ -1963,6 +1885,7 @@ static void asteroid_test_collide(object *pasteroid_obj, object *pship_obj, mc_i
static int asteroid_will_collide(object *pasteroid_obj, object *escort_objp)
{
mc_info mc;
mc_info_init(&mc);
asteroid_test_collide(pasteroid_obj, escort_objp, &mc);
@@ -2092,6 +2015,7 @@ float asteroid_time_to_impact(object *asteroid_objp)
float time=-1.0f, total_dist, speed;
asteroid *asp;
mc_info mc;
mc_info_init(&mc);
asp = &Asteroids[asteroid_objp->instance];
@@ -2113,6 +2037,17 @@ float asteroid_time_to_impact(object *asteroid_objp)
return time;
}
int get_asteroid_position(const char* name)
{
for (int i = 0; i < (int)Asteroid_info.size(); i++) {
if (!stricmp(name, Asteroid_info[i].name)) {
return i;
}
}
return -1;
}
static SCP_string setup_display_name(SCP_string name)
{
@@ -2183,7 +2118,7 @@ static void asteroid_parse_section()
asteroid_t.name);
}
} else {
// Don't create asteroid if it has +nocreate and is in a modular table.
// Don't create poof if it has +nocreate and is in a modular table.
if (!create_if_not_found && Parsing_modular_table) {
if (!skip_to_start_of_string_either("$Name:", "#end")) {
error_display(1, "Missing [#end] or [$Name] after asteroid %s", asteroid_t.name);
@@ -2414,7 +2349,7 @@ static void asteroid_parse_tbl(const char* filename)
}
// Gets the index of an asteroid by name from Asteroid_info
int get_asteroid_index(const char* asteroid_name)
static int get_asteroid_index(const char* asteroid_name)
{
for (int i = 0; i < (int)Asteroid_info.size(); i++) {
if (!stricmp(asteroid_name, Asteroid_info[i].name)) {
@@ -2526,10 +2461,6 @@ void asteroid_init()
// parse any modular tables
parse_modular_table("*-ast.tbm", asteroid_parse_tbl);
//No asteroids defined. Bail!
if (asteroid_list.empty())
return;
// now verify the asteroids were found and put them in the correct order
verify_asteroid_list();
@@ -2685,9 +2616,6 @@ void asteroid_target_closest_danger()
void asteroid_page_in()
{
if (Asteroid_info.empty())
return;
if (Asteroid_field.num_initial_asteroids > 0 ) {
int i, j, k;
+3 -8
View File
@@ -143,7 +143,6 @@ typedef struct asteroid_field {
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
bool enhanced_visibility_checks; // if true then range checks are overridden for spawning and wrapping asteroids in the field
SCP_vector<SCP_string> target_names; // default retail behavior is to just throw at the first big ship in the field
} asteroid_field;
@@ -159,28 +158,24 @@ extern vec3d Asteroid_icon_closeup_position; // closeup position for asteroid f
extern float Asteroid_icon_closeup_zoom; // zoom position for asteroid field briefing icon rendering
void asteroid_init();
bool asteroid_is_within_view(vec3d *pos, float range, bool range_override = false);
void asteroid_level_init();
void asteroid_level_close();
void asteroid_create_all();
void asteroid_create_asteroid_field(int num_asteroids, int field_type, int asteroid_speed, bool brown, bool blue, bool orange, vec3d o_min, vec3d o_max, bool inner_box, vec3d i_min, vec3d i_max, SCP_vector<SCP_string> targets);
void asteroid_create_debris_field(int num_asteroids, int asteroid_speed, int debris1, int debris2, int debris3, vec3d o_min, vec3d o_max, bool enhanced);
void asteroid_create_debris_field(int num_asteroids, int asteroid_speed, int debris1, int debris2, int debris3, vec3d o_min, vec3d o_max);
void asteroid_render(object* obj, model_draw_list* scene);
void asteroid_delete( object *asteroid_objp );
void asteroid_process_pre( object *asteroid_objp );
void asteroid_process_post( object *asteroid_objp);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL, vec3d* hitnormal=NULL );
void asteroid_hit( object *pasteroid_objp, object *other_objp, vec3d *hitpos, float damage, vec3d* force );
void asteroid_hit( object *pasteroid_objp, object *other_objp, vec3d *hitpos, float damage );
int asteroid_count();
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);
int get_asteroid_index(const char* asteroid_name);
// need to extern for keycontrol debug commands
object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroid_subtype, bool check_visibility = false);
int get_asteroid_position(const char* name);
// need to extern for multiplayer
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec);
+24 -38
View File
@@ -1011,7 +1011,7 @@ void nav_warp(bool prewarp=false)
vm_vec_scale(&velocity, (float)Ai_info[Ships[Autopilot_flight_leader->instance].ai_index].waypoint_speed_cap);
// Find all ships that are supposed to autopilot with the player and move them
// to the cinematic location or the final destination
// to the cinimatic location or the final destination
for (int i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1
@@ -1020,12 +1020,11 @@ void nav_warp(bool prewarp=false)
{
vm_vec_add(&Objects[Ships[i].objnum].pos, &Objects[Ships[i].objnum].pos, &targetPos);
Objects[Ships[i].objnum].phys_info.vel = velocity;
// retime collision pairs
if (Objects[Ships[i].objnum].flags[Object::Object_Flags::Collides])
obj_collide_obj_cache_stale(&Objects[Ships[i].objnum]);
}
}
// retime all collision pairs
obj_collide_retime_cached_pairs();
}
// ********************************************************************************************
@@ -1184,10 +1183,6 @@ void send_autopilot_msgID(int msgid)
if (msgid < 0 || msgid >= NP_NUM_MESSAGES)
return;
// bail out if message is not set
if (NavMsgs[msgid].message[0] == '\0')
return;
send_autopilot_msg(NavMsgs[msgid].message, NavMsgs[msgid].filename);
}
// ********************************************************************************************
@@ -1227,15 +1222,6 @@ void NavSystem_Init()
for (int i = 0; i < MAX_NAVPOINTS; i++)
Navs[i].clear();
//Initialize all these as empty strings so we can detect and bail out later -Mjn
for (int i = 0; i < NP_NUM_MESSAGES; i++)
NavMsgs[i].message[0] = '\0';
//Set defaults here before parsing
NavLinkDistance = 1000;
AutopilotMinEnemyDistance = 5000;
AutopilotMinAsteroidDistance = 1000;
LockWeaponsDuringAutopilot = false;
AutoPilotEngaged = false;
CurrentNav = -1;
audio_handle = -1;
@@ -1243,9 +1229,10 @@ void NavSystem_Init()
UseCutsceneBars = true;
// defaults... can be tabled or bound to mission later
parse_autopilot_table("autopilot.tbl");
parse_modular_table("*-aplt.tbm", parse_autopilot_table);
if (cf_exists_full("autopilot.tbl", CF_TYPE_TABLES))
parse_autopilot_table("autopilot.tbl");
else
parse_autopilot_table(NULL);
}
// ********************************************************************************************
@@ -1256,16 +1243,10 @@ void parse_autopilot_table(const char *filename)
try
{
if (!Parsing_modular_table) {
// if table doesn't exist, use the default table
if (cf_exists_full(filename, CF_TYPE_TABLES))
read_file_text(filename, CF_TYPE_TABLES);
else
read_file_text_from_default(defaults_get_file("autopilot.tbl"));
} else {
if (filename == NULL)
read_file_text_from_default(defaults_get_file("autopilot.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
}
reset_parse();
@@ -1273,17 +1254,23 @@ void parse_autopilot_table(const char *filename)
required_string("#Autopilot");
// autopilot link distance
if (optional_string("$Link Distance:"))
stuff_int(&NavLinkDistance);
required_string("$Link Distance:");
stuff_int(&NavLinkDistance);
if (optional_string("$Interrupt autopilot if enemy within distance:"))
stuff_int(&AutopilotMinEnemyDistance);
else
AutopilotMinEnemyDistance = 5000;
if (optional_string("$Interrupt autopilot if asteroid within distance:"))
stuff_int(&AutopilotMinAsteroidDistance);
else
AutopilotMinAsteroidDistance = 1000;
if (optional_string("$Lock Weapons During Autopilot:"))
stuff_boolean(&LockWeaponsDuringAutopilot);
else
LockWeaponsDuringAutopilot = false;
// optional no cutscene bars
if (optional_string("+No_Cutscene_Bars"))
@@ -1298,14 +1285,13 @@ void parse_autopilot_table(const char *filename)
"$Support Present:", "$Support Working:" };
for (int i = 0; i < NP_NUM_MESSAGES; i++)
{
if (optional_string(msg_tags[i])) {
required_string(msg_tags[i]);
required_string("+Msg:");
stuff_string(NavMsgs[i].message, F_MESSAGE, 256);
required_string("+Msg:");
stuff_string(NavMsgs[i].message, F_MESSAGE, 256);
required_string("+Snd File:");
stuff_string(NavMsgs[i].filename, F_NAME, 256);
}
required_string("+Snd File:");
stuff_string(NavMsgs[i].filename, F_NAME, 256);
}
+1 -1
View File
@@ -100,7 +100,7 @@ void bm_lock_apng( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort fla
void bm_lock_jpg( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags );
void bm_lock_pcx( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags );
void bm_lock_tga( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags );
void bm_lock_user( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags, bool convert = true );
void bm_lock_user( int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags );
const size_t BM_BLOCK_SIZE = 4096;
+10 -100
View File
@@ -585,59 +585,6 @@ int bm_create(int bpp, int w, int h, void *data, int flags) {
return n;
}
int bm_create_3d(int bpp, int w, int h, int d, void* data) {
Assert((bpp == 16) || (bpp == 24) || (bpp == 32));
Assertion(bm_inited, "bmpman must be initialized before this function can be called!");
int n = find_block_of(1);
// Out of bitmap slots
if (n == -1)
return -1;
// make sure that we have valid data
if (data == nullptr) {
UNREACHABLE("No valid data received for 3D Bitmap creation!");
return -1;
}
auto entry = bm_get_entry(n);
memset(entry, 0, sizeof(bitmap_entry));
sprintf_safe(entry->filename, "TMP%dx%dx%d+%d", w, h, d, bpp);
entry->type = BM_TYPE_3D;
entry->comp_type = BM_TYPE_NONE;
entry->bm.w = (short)w;
entry->bm.h = (short)h;
entry->bm.d = (short)d;
entry->bm.rowsize = (short)w;
entry->bm.bpp = (ubyte)bpp;
entry->bm.true_bpp = (ubyte)bpp;
entry->bm.flags = (ubyte)BMP_TEX_XPARENT;
entry->bm.data = 0;
entry->bm.palette = nullptr;
entry->info.user.bpp = (ubyte)bpp;
entry->info.user.data = data;
entry->info.user.flags = (ubyte)BMP_TEX_XPARENT;
entry->signature = Bm_next_signature++;
entry->handle = n;
entry->mem_taken = (w * h * d * (bpp >> 3));
entry->load_count++;
bm_update_memory_used(n, (int)entry->mem_taken);
gr_bm_create(bm_get_slot(n));
return n;
}
void bm_convert_format(bitmap *bmp, ushort flags) {
int idx;
@@ -681,7 +628,7 @@ void bm_free_data(bitmap_slot* bs, bool release)
// Don't free up memory for user defined bitmaps, since
// BmpMan isn't the one in charge of allocating/deallocing them.
if (be->type == BM_TYPE_USER || be->type == BM_TYPE_3D) {
if (be->type==BM_TYPE_USER) {
#ifdef BMPMAN_NDEBUG
if ( be->data_size != 0 )
bm_texture_ram -= be->data_size;
@@ -737,7 +684,7 @@ void bm_free_data_fast(int handle)
// Don't free up memory for user defined bitmaps, since
// BmpMan isn't the one in charge of allocating/deallocing them.
if (be->type == BM_TYPE_USER || be->type == BM_TYPE_3D) {
if (be->type == BM_TYPE_USER) {
#ifdef BMPMAN_NDEBUG
if ( be->data_size != 0 )
bm_texture_ram -= be->data_size;
@@ -945,27 +892,6 @@ int bm_get_info(int handle, int *w, int * h, ushort* flags, int *nframes, int *f
}
}
int bm_get_depth(int handle, int* depth) {
bitmap* bmp;
if (!bm_inited) return -1;
auto entry = bm_get_entry(handle);
Assertion(entry->handle == handle, "Invalid bitmap handle %d passed to bm_get_info().\nThis might be due to an invalid animation somewhere else.\n", handle); // INVALID BITMAP HANDLE!
if (entry->type != BM_TYPE_3D) {
*depth = 0;
return -1;
}
bmp = &(entry->bm);
*depth = bmp->d;
return handle;
}
int bm_get_num_mipmaps(int num) {
auto entry = bm_get_entry(num);
@@ -1481,10 +1407,6 @@ static int bm_load_image_data(int handle, int bpp, ushort flags, bool nodebug)
bm_lock_user(handle, bs, bmp, true_bpp, flags);
break;
case BM_TYPE_3D:
bm_lock_user(handle, bs, bmp, true_bpp, flags, false);
break;
default:
Warning(LOCATION, "Unsupported type in bm_lock -- %d\n", c_type);
return -1;
@@ -1595,13 +1517,10 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
// MAX_FILENAME_LEN-10 == 5 character frame designator plus '.' plus 3 letter ext plus NULL terminator
// we only check for -5 here since the filename should already have the extension on it, and it must have passed the previous check
if (strlen(filename) > MAX_FILENAME_LEN - 5) {
// Don't check PNGs yet, because a PNG could be a regular non-animated image
if (type != BM_TYPE_PNG) {
Warning(LOCATION, "Passed filename, '%s', is too long to support an extension and frames!!\n\nMaximum length for an ANI/EFF/APNG, minus the extension, is %i characters.\n", filename, MAX_FILENAME_LEN - 10);
if (img_cfp != nullptr)
cfclose(img_cfp);
return -1;
}
Warning(LOCATION, "Passed filename, '%s', is too long to support an extension and frames!!\n\nMaximum length for an ANI/EFF/APNG, minus the extension, is %i characters.\n", filename, MAX_FILENAME_LEN - 10);
if (img_cfp != nullptr)
cfclose(img_cfp);
return -1;
}
// it's an effect file, any readable image type with eff being txt
@@ -1685,14 +1604,6 @@ int bm_load_animation(const char *real_filename, int *nframes, int *fps, int *ke
return -1;
}
}
// Now do the same filename length check that was deferred for PNGs above
if (strlen(filename) > MAX_FILENAME_LEN - 5) {
Warning(LOCATION, "Passed filename, '%s', is too long to support an extension and frames!!\n\nMaximum length for an ANI/EFF/APNG, minus the extension, is %i characters.\n", filename, MAX_FILENAME_LEN - 10);
if (img_cfp != nullptr)
cfclose(img_cfp);
return -1;
}
}
else {
Warning(LOCATION, "Unsupported image type: %i", type);
@@ -2477,7 +2388,7 @@ void bm_lock_tga(int handle, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags
bm_convert_format(bmp, flags);
}
void bm_lock_user(int /*handle*/, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags, bool convert) {
void bm_lock_user(int /*handle*/, bitmap_slot *bs, bitmap *bmp, int bpp, ushort flags) {
auto be = &bs->entry;
// Unload any existing data
@@ -2517,8 +2428,7 @@ void bm_lock_user(int /*handle*/, bitmap_slot *bs, bitmap *bmp, int bpp, ushort
break;
}
if (convert)
bm_convert_format(bmp, flags);
bm_convert_format(bmp, flags);
}
int bm_make_render_target(int width, int height, int flags) {
@@ -2602,7 +2512,7 @@ void *bm_malloc(int n, size_t size) {
void bm_page_in_aabitmap(int handle, int nframes) {
int i;
if (handle < 0)
if (handle == -1)
return;
Assert(bm_get_entry(handle)->handle == handle);
@@ -3221,7 +3131,7 @@ int bm_unload_fast(int handle, int clear_render_targets) {
return -1; // Already been released
}
if (be->type == BM_TYPE_USER || be->type == BM_TYPE_3D) {
if (be->type == BM_TYPE_USER) {
return -1;
}
+1 -27
View File
@@ -79,9 +79,7 @@ enum BM_TYPE
BM_TYPE_CUBEMAP_DDS, //!< generic DDS cubemap (uncompressed cubemap surface)
BM_TYPE_CUBEMAP_DXT1, //!< 24-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT3, //!< 32-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT5, //!< 32-bit cubemap (compressed cubemap surface)
BM_TYPE_3D //!< 3D in-memory
BM_TYPE_CUBEMAP_DXT5 //!< 32-bit cubemap (compressed cubemap surface)
};
/**
@@ -92,7 +90,6 @@ struct bitmap
{
short w; //!< Width, in number of pixels
short h; //!< Height, in number of pixels
short d; //!< Depth, in number of pixels
short rowsize; //!< What you need to add to go to next row
int bpp; //!< Requested bitdepth of each pixel. ( 7, 8, 15, 16, 24, 32)
int true_bpp; //!< The image's actual bitdepth
@@ -220,19 +217,6 @@ int bm_load_duplicate(const char *filename);
*/
int bm_create(int bpp, int w, int h, void *data = NULL, int flags = 0);
/**
* Loads a 3D bitmap which exists somewhere in the RAM.
*
* @param bpp The bitdepth of the bitmap
* @param w The width of the bitmap
* @param h The height of the bitmap
* @param d The depth of the bitmap
* @param[in] data The bitmap's data glob
*
* @note The used RAM cannot be freed until bm_release is called on the created bitmap
*/
int bm_create_3d(int bpp, int w, int h, int d, void* data = nullptr);
/**
* @brief Unloads a bitmap's data, but not the bitmap info
*
@@ -389,16 +373,6 @@ int bm_is_valid(int handle);
*/
int bm_get_info(int handle, int *w = nullptr, int * h = nullptr, ushort* flags = nullptr, int *nframes = nullptr, int *fps = nullptr);
/**
* @brief Gets 3D info on the bitmap indexed by handle.
*
* @param[out] depth If non-null, gets the depth
*
* @returns The handle on success
* @returns -1 on failure
*/
int bm_get_depth(int handle, int* depth);
/**
* @brief Gets the filename of the bitmap indexed by handle
*
+21 -53
View File
@@ -14,8 +14,8 @@
#include "ship/ship.h" //compute_slew_matrix
//*************************IMPORTANT GLOBALS*************************
fov_t VIEWER_ZOOM_DEFAULT = 0.75f; // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
fov_t COCKPIT_ZOOM_DEFAULT = 0.75f;
float VIEWER_ZOOM_DEFAULT = 0.75f; // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
float COCKPIT_ZOOM_DEFAULT = 0.75f;
float Sexp_fov = 0.0f;
warp_camera Warp_camera;
@@ -27,33 +27,6 @@ SCP_vector<camera*> Cameras;
camid Current_camera;
camid Main_camera;
asymmetric_fov operator* (const asymmetric_fov& left, const float& right) {
return asymmetric_fov{ left.left * right, left.right * right, left.up * right, left.down * right };
}
asymmetric_fov operator+ (const asymmetric_fov& left, const float& right) {
float ar = (left.up - left.down) / (left.right - left.left);
return asymmetric_fov{ left.left - right * 0.5f, left.right + right * 0.5f, left.up + right * 0.5f * ar, left.down - right * 0.5f * ar };
}
asymmetric_fov operator- (const asymmetric_fov& left, const float& right) {
float ar = (left.up - left.down) / (left.right - left.left);
return asymmetric_fov{ left.left + right * 0.5f, left.right - right * 0.5f, left.up - right * 0.5f * ar, left.down + right * 0.5f * ar };
}
#define APPLY_TO_FOV_T(op, name) \
struct apply_##name##_to_fov { \
float r; \
template<typename T> \
fov_t operator()(const T& l) { \
return fov_t(l op r); \
} \
}; \
fov_t operator op (const fov_t& zoom, const float& scale) { \
return mpark::visit(apply_##name##_to_fov{scale}, zoom); \
}
APPLY_TO_FOV_T(*, mul)
APPLY_TO_FOV_T(+, add)
APPLY_TO_FOV_T(-, sub)
static SCP_string fov_display(float val)
{
auto degrees = fl_degrees(val);
@@ -61,20 +34,15 @@ static SCP_string fov_display(float val)
sprintf(out, u8"%.1f\u00B0", degrees);
return out;
}
auto FovOption = options::OptionBuilder<float>("Graphics.FOV",
std::pair<const char*, int>{"Field Of View", 1703},
std::pair<const char*, int>{"The vertical field of view", 1704})
.category("Graphics")
.range(0.436332f, 1.5708f)
.change_listener([](const float& val, bool) {
VIEWER_ZOOM_DEFAULT = val;
return true;
})
.display(fov_display)
.default_val(0.75f)
.level(options::ExpertLevel::Advanced)
.importance(60)
.finish();
auto FovOption = options::OptionBuilder<float>("Graphics.FOV", "Field Of View", "The vertical field of view.")
.category("Graphics")
.range(0.436332f, 1.5708f)
.bind_to(&VIEWER_ZOOM_DEFAULT)
.display(fov_display)
.default_val(0.75f)
.level(options::ExpertLevel::Advanced)
.importance(60)
.finish();
//*************************CLASS: camera*************************
//This is where the camera class begins! :D
@@ -117,7 +85,7 @@ void camera::reset()
func_custom_orientation = NULL;
fov.clear();
fov.set(g3_get_hfov(VIEWER_ZOOM_DEFAULT));
fov.set(VIEWER_ZOOM_DEFAULT);
pos_x.clear();
pos_y.clear();
@@ -136,7 +104,7 @@ void camera::set_name(const char *in_name)
strncpy(name, in_name, NAME_LENGTH-1);
}
void camera::set_fov(fov_t in_fov, float in_fov_time, float in_fov_acceleration_time, float in_fov_deceleration_time)
void camera::set_fov(float in_fov, float in_fov_time, float in_fov_acceleration_time, float in_fov_deceleration_time)
{
if(in_fov_time == 0.0f && in_fov_acceleration_time == 0.0f && in_fov_deceleration_time == 0.0f)
{
@@ -146,23 +114,26 @@ void camera::set_fov(fov_t in_fov, float in_fov_time, float in_fov_acceleration_
}
flags &= ~CAM_STATIONARY_FOV;
if(g3_get_hfov(in_fov) <= 0.0f)
if(in_fov <= 0.0f)
{
fov.setVD(in_fov_time, in_fov_acceleration_time, 0.0f);
}
fov.setAVD(g3_get_hfov(in_fov), in_fov_time, in_fov_acceleration_time, in_fov_deceleration_time, 0.0f);
fov.setAVD(in_fov, in_fov_time, in_fov_acceleration_time, in_fov_deceleration_time, 0.0f);
}
void camera::set_object_host(object *objp, int n_object_host_submodel)
{
if(objp == NULL)
object_host = object_h();
object_host = object_h(objp);
object_host_submodel = n_object_host_submodel;
set_custom_position_function(NULL);
set_custom_orientation_function(NULL);
if(n_object_host_submodel > 0)
{
if(objp != nullptr && objp->type == OBJ_SHIP)
if(objp->type == OBJ_SHIP)
{
ship_subsys* ssp = GET_FIRST(&Ships[objp->instance].subsys_list);
while ( ssp != END_OF_LIST( &Ships[objp->instance].subsys_list ) )
@@ -348,14 +319,11 @@ int camera::get_object_target_submodel()
return object_target_submodel;
}
fov_t camera::get_fov()
float camera::get_fov()
{
if(!(flags & CAM_STATIONARY_FOV))
{
float fov_now;
fov.get(&fov_now, nullptr);
return fov_now;
//TODO enable moving asymmetric fov
fov.get(&c_fov, NULL);
}
return c_fov;
+5 -18
View File
@@ -10,8 +10,6 @@
#include <string>
#include <mpark/variant.hpp>
#define CAM_STATIONARY_FOV (1<<0)
#define CAM_STATIONARY_ORI (1<<1)
#define CAM_STATIONARY_POS (1<<2)
@@ -20,17 +18,6 @@
#define EXTERN_CAM_BBOX_CONSTANT_PADDING 5.0f
#define EXTERN_CAM_BBOX_MULTIPLIER_PADDING 1.5f
struct asymmetric_fov {
float left, right, up, down;
friend asymmetric_fov operator* (const asymmetric_fov&, const float&);
friend asymmetric_fov operator+ (const asymmetric_fov&, const float&);
friend asymmetric_fov operator- (const asymmetric_fov&, const float&);
};
using fov_t = mpark::variant<float, asymmetric_fov>;
fov_t operator* (const fov_t&, const float&);
fov_t operator+ (const fov_t&, const float&);
fov_t operator- (const fov_t&, const float&);
class camera
{
protected:
@@ -54,7 +41,7 @@ protected:
avd_movement ori[9];
//Cache stuff
fov_t c_fov;
float c_fov;
vec3d c_pos;
matrix c_ori;
public:
@@ -72,7 +59,7 @@ public:
void set_custom_position_function(void (*n_func_custom_position)(camera *cam, vec3d *pos));
void set_custom_orientation_function(void (*n_func_custom_orientation)(camera *cam, matrix *ori));
void set_fov(fov_t in_fov, float in_fov_time = 0.0f, float in_fov_acceleration_time = 0.0f, float in_deceleration_time = 0.0f);
void set_fov(float in_fov, float in_fov_time = 0.0f, float in_fov_acceleration_time = 0.0f, float in_deceleration_time = 0.0f);
void set_position(vec3d *in_position = NULL, float in_translation_time = 0.0f, float in_translation_acceleration_time = 0.0f, float in_translation_deceleration_time = 0.0f, float in_end_velocity = 0.0f);
@@ -87,7 +74,7 @@ public:
int get_object_host_submodel();
object *get_object_target();
int get_object_target_submodel();
fov_t get_fov();
float get_fov();
void get_info(vec3d *position, matrix *orientation, bool apply_camera_orientation = true);
//Is
@@ -168,8 +155,8 @@ public:
//Some global stuff
extern SCP_vector<subtitle> Subtitles;
extern fov_t VIEWER_ZOOM_DEFAULT;
extern fov_t COCKPIT_ZOOM_DEFAULT;
extern float VIEWER_ZOOM_DEFAULT;
extern float COCKPIT_ZOOM_DEFAULT;
extern float Sexp_fov;
//Helpful functions
+1 -1
View File
@@ -438,7 +438,7 @@ int cfile_flush_dir(int dir_type)
// filename = name of filename or filepath to process
// ext = extension to add. Must start with the period
// Returns: new filename or filepath with extension.
const char *cf_add_ext(const char *filename, const char *ext)
char *cf_add_ext(const char *filename, const char *ext)
{
static char path[MAX_PATH_LEN];
+1 -1
View File
@@ -171,7 +171,7 @@ int cfile_init(const char *exe_dir, const char *cdrom_dir=NULL);
void cfile_close();
// add an extension to a filename if it doesn't already have it
const char *cf_add_ext(const char *filename, const char *ext);
char *cf_add_ext(const char *filename, const char *ext);
// return filename of a CFILE you called cfopen() successfully on.
const char *cf_get_filename(const CFILE *cfile);
+8 -43
View File
@@ -775,10 +775,9 @@ int is_ext_in_list( const char *ext_list, const char *ext )
// Run a basic test for indexed files that may be shadowed
#ifndef NDEBUG
#define ENABLE_SHADOW_CHECK 1
SCP_vector<SCP_string> critical_shadowed;
#endif
static void check_file_shadows(const int root_index __UNUSED, const int pathtype __UNUSED, const SCP_string &name __UNUSED, const SCP_string &sub_path __UNUSED, const char *real_name = nullptr)
static void check_file_shadows(const int root_index __UNUSED, const int pathtype __UNUSED, const SCP_string &name __UNUSED, const SCP_string sub_path __UNUSED)
{
#if ENABLE_SHADOW_CHECK
if ( !cf_should_scan_subdirs(pathtype) ) {
@@ -787,12 +786,11 @@ static void check_file_shadows(const int root_index __UNUSED, const int pathtype
SCP_string curfile, newfile;
const bool critical = ((pathtype == CF_TYPE_TABLES) || (pathtype == CF_TYPE_MISSIONS));
const auto root = cf_get_root(root_index);
newfile = root->path + ((root->roottype == CF_ROOTTYPE_PACK) ? "::" : "");
newfile += cf_get_root_pathtype(root, pathtype) + DIR_SEPARATOR_CHAR;
newfile += sub_path + (real_name ? real_name : name);
newfile += sub_path + name;
for (uint i = 0; i < Num_files; ++i) {
const auto f = cf_get_file(i);
@@ -817,23 +815,14 @@ static void check_file_shadows(const int root_index __UNUSED, const int pathtype
continue;
}
if (r->roottype == CF_ROOTTYPE_PATH) {
curfile = f->real_name;
} else {
curfile = r->path + ((r->roottype == CF_ROOTTYPE_PACK) ? "::" : "");
curfile += cf_get_root_pathtype(r, pathtype) + DIR_SEPARATOR_CHAR;
curfile += f->sub_path + f->name_ext;
}
curfile = r->path + ((r->roottype == CF_ROOTTYPE_PACK) ? "::" : "");
curfile += cf_get_root_pathtype(r, pathtype) + DIR_SEPARATOR_CHAR;
curfile += f->sub_path + f->name_ext;
// this log message occurs in the middle of an existing line, hence the extra new lines
mprintf(("\nWARNING! A %sfile being indexed may be shadowed by an existing file!\n New:\n %s\n Existing:\n %s\n",
critical ? "critical " : "",
mprintf(("\nWARNING! A file being indexed may be shadowed by an existing file!\n New:\n %s\n Existing:\n %s\n",
newfile.c_str(), curfile.c_str()));
if (critical) {
critical_shadowed.push_back(name);
}
break;
}
#endif
@@ -897,18 +886,12 @@ void cf_search_root_path(int root_index)
for (auto &file : files) {
auto ext_idx = file.name.rfind('.');
auto orig_name = file.name;
if ( ext_idx != SCP_string::npos && SCP_string_lcase_equal_to()(file.name.substr(ext_idx), SCP_string(".lz41")) ) {
file.name = file.name.erase(ext_idx, file.name.length());
ext_idx = file.name.rfind('.');
}
if ( ext_idx == SCP_string::npos || !is_ext_in_list(Pathtypes[i].extensions, file.name.substr(ext_idx+1).c_str()) ) {
continue;
}
check_file_shadows(root_index, i, file.name, file.sub_path, orig_name.c_str());
check_file_shadows(root_index, i, file.name, file.sub_path);
cf_file *cfile = cf_create_file();
@@ -918,7 +901,7 @@ void cf_search_root_path(int root_index)
cfile->write_time = file.m_time;
cfile->size = static_cast<int>(file.size);
cfile->pack_offset = 0;
cfile->real_name = search_path + DIR_SEPARATOR_STR + file.sub_path + orig_name;
cfile->real_name = search_path + DIR_SEPARATOR_STR + file.sub_path + file.name;
cfile->sub_path = file.sub_path;
++num_files;
@@ -1160,24 +1143,6 @@ void cf_build_file_list()
}
}
#ifndef NDEBUG
// if some special/critical files might be shadowed then make sure the user knows about it
if ( !critical_shadowed.empty() && !running_unittests ) {
SCP_string shadowed;
const auto count = critical_shadowed.size();
// only report a few of the files so that the warning dialog doesn't get freakishly large
for (size_t j = 0; (j < 5) && (j < count); ++j) {
shadowed += critical_shadowed[j] + '\n';
}
Warning(LOCATION, "Some critical files might be shadowed! Please check the debug log for details.\n\n"
"%lu file(s) detected, including:\n%s", count, shadowed.c_str());
}
critical_shadowed.clear();
critical_shadowed.shrink_to_fit();
#endif
}
+3 -8
View File
@@ -16,11 +16,7 @@ bool CustomCheat::canUseCheat() {
void CustomCheat::runCheat() {
if (!canUseCheat()) return;
//Only try to send the message if we actually have one to send and are in a mission
if (!cheatMsg.empty() && (Game_mode & GM_IN_MISSION))
HUD_printf("%s", cheatMsg.c_str());
HUD_printf("%s", cheatMsg.c_str());
scripting::hooks::OnCheat->run(scripting::hook_param_list(scripting::hook_param("Cheat", 's', cheatCode)));
CheatUsed = cheatCode;
}
@@ -112,9 +108,8 @@ void parse_cheat_table(const char* filename) {
code = code.substr(0, CHEAT_BUFFER_LEN);
}
if (optional_string("+Message:")) {
stuff_string(msg, F_MESSAGE);
}
required_string("+Message:");
stuff_string(msg, F_MESSAGE);
if (optional_string("+RequireCheats:")) {
stuff_boolean(&requireCheats);
+8 -47
View File
@@ -188,7 +188,6 @@ Flag exe_params[] =
//flag launcher text FSO on_flags off_flags category reference URL
{ "-window", "Run in window", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-window", },
{ "-fullscreen_window", "Run in fullscreen window", false, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-fullscreen_window", },
{ "-capture_mouse", "Capture the mouse within the window", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-capture_mouse", },
{ "-stretch_menu", "Stretch interface to fill screen", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-stretch_menu", },
{ "-noscalevid", "Disable scale-to-window for movies", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noscalevid", },
{ "-nomotiondebris", "Disable motion debris", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nomotiondebris",},
@@ -236,7 +235,6 @@ Flag exe_params[] =
{ "-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", },
{ "-log_multi_packet", "Log multi packet types ", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-log_multi_packet",},
{ "-no_bsp_align", "Disable pof BSP data alignment", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_bsp_align", },
#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
@@ -275,7 +273,6 @@ Flag exe_params[] =
{ "-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", },
{ "-imgui_debug", "Show imgui debug/demo window in the lab", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-imgui_debug", },
{ "-luadev", "Make lua errors non-fatal", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-luadev", },
{"-vulkan", "Use vulkan render backend", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-vulkan", },
};
// clang-format on
@@ -332,6 +329,7 @@ int Cmdline_use_last_pilot = 0;
// Graphics related
cmdline_parm fov_arg("-fov", "Vertical field-of-view factor", AT_FLOAT); // Cmdline_fov -- comand line FOV -Bobboau
cmdline_parm fov_cockpit_arg("-fov_cockpit", "Vertical field-of-view factor for Cockpits", AT_FLOAT);
cmdline_parm clip_dist_arg("-clipdist", "Changes the distance from the viewpoint for the near-clipping plane", AT_FLOAT); // Cmdline_clip_dist
cmdline_parm ambient_power_arg("-ambient", "Multiplies the brightness of all ambient light", AT_FLOAT);
cmdline_parm light_power_arg("-light", "Multiplies the brightness of all light", AT_FLOAT);
cmdline_parm emissive_power_arg("-emissive", "Multiplies the brightness of all ambient light", AT_FLOAT);
@@ -353,7 +351,6 @@ cmdline_parm deprecated_fxaa_arg("-fxaa", nullptr, AT_NONE);
cmdline_parm deprecated_fxaa_preset_arg("-fxaa_preset", "FXAA quality (0-2), requires post-processing and -fxaa", AT_INT);
cmdline_parm deprecated_smaa_arg("-smaa", nullptr, AT_NONE);
cmdline_parm deprecated_smaa_preset_arg("-smaa_preset", "SMAA quality (0-3), requires post-processing and -smaa", AT_INT);
cmdline_parm msaa_enabled_arg("-msaa", nullptr, AT_INT);
cmdline_parm fb_explosions_arg("-fb_explosions", NULL, AT_NONE);
cmdline_parm fb_thrusters_arg("-fb_thrusters", NULL, AT_NONE);
cmdline_parm flightshaftsoff_arg("-nolightshafts", NULL, AT_NONE);
@@ -363,6 +360,7 @@ cmdline_parm no_deferred_lighting_arg("-no_deferred", NULL, AT_NONE); // Cmdline
cmdline_parm deferred_lighting_cockpit_arg("-deferred_cockpit", nullptr, AT_NONE);
cmdline_parm anisotropy_level_arg("-anisotropic_filter", NULL, AT_INT);
float Cmdline_clip_dist = Default_min_draw_distance;
float Cmdline_ambient_power = 1.0f;
float Cmdline_emissive_power = 0.0f;
float Cmdline_light_power = 1.0f;
@@ -381,7 +379,6 @@ bool Cmdline_force_lightshaft_off = false;
int Cmdline_no_deferred_lighting = 0;
bool Cmdline_deferred_lighting_cockpit = false;
int Cmdline_aniso_level = 0;
int Cmdline_msaa_enabled = 0;
// Game Speed related
cmdline_parm no_fpscap("-no_fps_capping", "Don't limit frames-per-second", AT_NONE); // Cmdline_NoFPSCap
@@ -407,7 +404,6 @@ cmdline_parm use_3dwarp("-3dwarp", nullptr, AT_NONE); // Is now Fireball_use_3
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 capture_mouse("-capture_mouse", nullptr, AT_NONE); // Cmdline_capture_mouse
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
@@ -416,7 +412,6 @@ int Cmdline_ship_choice_3d = 0;
int Cmdline_weapon_choice_3d = 0;
int Cmdline_autopilot_interruptable = 1;
int Cmdline_stretch_menu = 0;
bool Cmdline_capture_mouse = false;
int Cmdline_no_screenshake = 0;
int Cmdline_deadzone = -1;
@@ -447,10 +442,8 @@ char *Cmdline_gateway_ip = nullptr;
// Launcher related options
cmdline_parm portable_mode("-portable_mode", NULL, AT_NONE);
cmdline_parm joy_info("-joy_info", "Outputs SDL joystick info", AT_NONE);
cmdline_parm lang_arg("-language", "Language name as defined in strings.tbl", AT_STRING);
bool Cmdline_portable_mode = false;
SCP_string Cmdline_lang;
// Troubleshooting
cmdline_parm loadallweapons_arg("-loadallweps", NULL, AT_NONE); // Cmdline_load_all_weapons
@@ -471,7 +464,6 @@ 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);
cmdline_parm log_multi_packet_arg("-log_multi_packet", nullptr, AT_NONE);
cmdline_parm no_bsp_align_arg("-no_bsp_align", nullptr, AT_NONE);
#ifdef WIN32
cmdline_parm fix_registry("-fix_registry", NULL, AT_NONE);
#endif
@@ -493,7 +485,6 @@ bool Cmdline_noshadercache = false;
bool Cmdline_prefer_ipv4 = false;
bool Cmdline_prefer_ipv6 = false;
bool Cmdline_dump_packet_type = false;
bool Cmdline_no_bsp_align = false;
#ifdef WIN32
bool Cmdline_alternate_registry_path = false;
#endif
@@ -534,7 +525,6 @@ cmdline_parm fixed_seed_rand("-seed", nullptr, AT_INT); // Cmdline_rng_seed,Cmdl
cmdline_parm luadev_arg("-luadev", "Make lua errors non-fatal", AT_NONE); // Cmdline_lua_devmode
cmdline_parm override_arg("-override_data", "Enable override directory", AT_NONE); // Cmdline_override_data
cmdline_parm imgui_debug_arg("-imgui_debug", nullptr, AT_NONE);
cmdline_parm vulkan("-vulkan", nullptr, AT_NONE);
char *Cmdline_start_mission = NULL;
int Cmdline_dis_collisions = 0;
@@ -570,7 +560,6 @@ bool Cmdline_slow_frames_ok = false;
bool Cmdline_lua_devmode = false;
bool Cmdline_override_data = false;
bool Cmdline_show_imgui_debug = false;
bool Cmdline_vulkan = false;
// Other
cmdline_parm get_flags_arg(GET_FLAGS_STRING, "Output the launcher flags file", AT_STRING);
@@ -838,7 +827,7 @@ void os_validate_parms(int argc, char *argv[])
// if we got a -help, --help, -h, or -? then show the help text, otherwise show unknown option
if (!stricmp(token, "-help") || !stricmp(token, "--help") || !stricmp(token, "-h") || !stricmp(token, "-?")) {
printf("FreeSpace 2 Open, version %s\n", FS_VERSION_FULL);
printf("Website: https://scp.indiegames.us\n");
printf("Website: http://scp.indiegames.us\n");
printf("Github (bug reporting): https://github.com/scp-fs2open/fs2open.github.com/issues\n\n");
printf("Usage: fs2_open [options]\n");
@@ -1649,7 +1638,7 @@ bool SetCmdlineParams()
// 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 characters and will be trimmed to fit!", MAX_PASSWD_LEN-1);
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';
}
}
@@ -1846,6 +1835,10 @@ bool SetCmdlineParams()
}
}
if( clip_dist_arg.found() ) {
Min_draw_distance = Cmdline_clip_dist = clip_dist_arg.get_float();
}
if (orb_radar.found())
{
Cmdline_orb_radar = 1;
@@ -1874,10 +1867,6 @@ bool SetCmdlineParams()
if ( stretch_menu.found() ) {
Cmdline_stretch_menu = 1;
}
if ( capture_mouse.found() ) {
Cmdline_capture_mouse = true;
}
// new lighting lines
if ( ambient_power_arg.found() )
Cmdline_ambient_power = ambient_power_arg.get_float();
@@ -1944,21 +1933,6 @@ bool SetCmdlineParams()
}
}
if (msaa_enabled_arg.found()) {
Cmdline_msaa_enabled = msaa_enabled_arg.get_int();
switch (Cmdline_msaa_enabled) {
case 0:
case 4:
case 8:
case 16:
break;
default:
Warning(LOCATION, "Requested illegal MSAA sample count %d. Allowed are: 0, 4, 8, 16. Setting to 0.", Cmdline_msaa_enabled);
Cmdline_msaa_enabled = 0;
break;
}
}
if ( glow_arg.found() )
Cmdline_glow = 0;
@@ -2026,15 +2000,6 @@ bool SetCmdlineParams()
{
Cmdline_portable_mode = true;
}
if (lang_arg.found())
{
Cmdline_lang = lang_arg.str();
}
if (no_bsp_align_arg.found()) {
Cmdline_no_bsp_align = true;
}
#ifdef WIN32
if (fix_registry.found()) {
@@ -2235,10 +2200,6 @@ bool SetCmdlineParams()
Cmdline_show_video_info = true;
}
if (vulkan.found()) {
Cmdline_vulkan = true;
}
//Deprecated flags - CommanderDJ
if (deprecated_no_emissive_arg.found()) {
Cmdline_emissive = 0;
+1 -4
View File
@@ -52,6 +52,7 @@ extern char *Cmdline_center_res;
// FSO OPTIONS -------------------------------------------------
// Graphics related
extern float Cmdline_clip_dist;
extern float Cmdline_ambient_power;
extern float Cmdline_emissive_power;
extern float Cmdline_light_power;
@@ -69,7 +70,6 @@ extern int Cmdline_no_deferred_lighting;
extern bool Cmdline_deferred_lighting_cockpit;
extern int Cmdline_emissive;
extern int Cmdline_aniso_level;
extern int Cmdline_msaa_enabled;
// Game Speed related
extern int Cmdline_NoFPSCap;
@@ -86,7 +86,6 @@ extern int Cmdline_ship_choice_3d;
extern int Cmdline_weapon_choice_3d;
extern int Cmdline_autopilot_interruptable;
extern int Cmdline_stretch_menu;
extern bool Cmdline_capture_mouse;
extern int Cmdline_no_screenshake;
extern int Cmdline_deadzone;
@@ -105,7 +104,6 @@ extern char *Cmdline_gateway_ip;
// Launcher related options
extern bool Cmdline_portable_mode;
extern SCP_string Cmdline_lang;
// Troubleshooting
extern int Cmdline_load_all_weapons;
@@ -158,7 +156,6 @@ extern bool Cmdline_slow_frames_ok;
extern bool Cmdline_lua_devmode;
extern bool Cmdline_override_data;
extern bool Cmdline_show_imgui_debug;
extern bool Cmdline_vulkan;
enum class WeaponSpewType { NONE = 0, STANDARD, ALL };
extern WeaponSpewType Cmdline_spew_weapon_stats;
-8
View File
@@ -51,14 +51,6 @@ void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand)
objp->phys_info.max_vel.xyz.z = -25.0f;
vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z );
// if this cmeasure has a single segment trail, let the trail know since we just changed the velocity
// yeah this is hacky but that's what this function gets for CHANGING the velocity on objects with a ""CONSTANT VELOCITY""
weapon* wp = &Weapons[objp->instance];
if (wp->trail_ptr && wp->trail_ptr->single_segment) {
wp->trail_ptr->vel[0] = objp->phys_info.vel;
wp->trail_ptr->vel[1] = objp->phys_info.vel;
}
}
/**
File diff suppressed because it is too large. Load diff
+3 -120
View File
@@ -433,26 +433,6 @@ private:
short btn = -1; //!< The button, key combo, or axis that's bound.
};
/**
* @struct cc_line
* @brief Defines an interactable line to display control names and their bindings
*/
struct cc_line {
const char* label;
int cc_index; // index into Control_config of item
int y; // Y coordinate of line
int kx, kw, jx, jw; // x start and width of keyboard and joystick bound text
};
/**
* @struct conflict
* @brief Defines an conflict between bindings
*/
struct conflict {
int first = -1; // index of other control in conflict with this one
int second = -1; // index of other control in conflict with this one
};
/*!
* A pair of bindings.
* @note Please don't set the bindings directly, use ::take() instead.
@@ -661,15 +641,6 @@ private:
SCP_vector<CCI>& ControlConfig;
};
enum class selItem : int {
selItem_REND, // Must be first to allow cycling
None,
Primary,
Secondary,
selItem_END // Must be last to allow cycling
};
extern int Failed_key_index;
@@ -678,9 +649,6 @@ extern int Joy_sensitivity;
extern int Control_config_overlay_id;
extern SCP_vector<cc_line> Cc_lines; //!< Stores the keyboard details for the UI
extern SCP_vector<conflict> Conflicts; //!< Stores conflict data for the keybinds
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 **Joy_button_text; // String table of button labels. XSTR'd on init.
@@ -721,7 +689,7 @@ void control_config_common_close();
/*!
* @brief init config menu
*/
void control_config_init(bool API_Access = false);
void control_config_init();
/*!
* @brief do a frame of the config menu
@@ -731,73 +699,12 @@ void control_config_do_frame(float frametime);
/*!
* @brief close config menu
*/
void control_config_close(bool API_Access = false);
/*!
* @brief setup for binding a control
*/
void control_config_do_bind(bool API_Access = false);
/*!
* @brief setup for searching a control
*/
void control_config_do_search(bool API_Access = false);
/**
* @brief Unbinds the selected control
*/
bool control_config_remove_binding(int ctrl, selItem item, bool API_Access = false);
/**
* @brief Clears all conflicting control bindings, except the selected control
*/
bool control_config_clear_other(int ctrl, bool API_Access = false);
/**
* @brief Unbinds ALL controls
* TODO: unbind axes and reset inversion
*/
bool control_config_clear_all(bool API_Access = false);
/**
* @brief Reverts all bindings to their preset. If already default, cycle to the next presets.
*/
bool control_config_do_reset(bool cycle = true, bool API_Access = false);
/**
* @brief Toggles a modifier on or off for a control binding
*/
bool control_config_toggle_modifier(int bit, int ctrl, bool API_Access = false);
/**
* @brief Toggles inversion for the selected axis control
*/
bool control_config_toggle_invert(int ctrl, selItem item, bool API_Access = false);
/*!
* @brief Performs a single undo opration, reverting the most recent change to bindings, if any
*/
void control_config_do_undo(bool API_Access = false);
/*!
*@brief Runs every frame to check for input and binds the input if appropriate
*/
int control_config_bind_key_on_frame(int ctrl, selItem item, bool API_Access = false);
/*!
*@brief Runs every frame to check for input. Returns the index of the item the key is bound to or -1 if nothing.
*/
int control_config_search_key_on_frame(bool API_Access = false);
/*!
* Does a cursory conflict check, then accepts changes to the bindings, if any, and request the menu to close.
*/
bool control_config_accept(bool API_Access = false);
void control_config_close();
/*!
* @brief Cancel configuration of controls, revert any changes, return to previous menu/game state
*/
void control_config_cancel_exit(bool API_Access = false);
void control_config_cancel_exit();
/*!
* @brief Copies all bindings within preset into Control_config
@@ -828,30 +735,6 @@ bool control_config_use_preset_by_name(const SCP_string &name);
SCP_vector<CC_preset>::iterator control_config_get_current_preset(bool invert_agnostic = false);
/*!
* @brief Deletes the preset
*
* @returns TRUE if successful
* @returns FALSE if the preset is default or currently selected
*/
bool control_config_delete_preset(CC_preset preset);
/*!
* @brief Clones a preset
*
* @returns TRUE if successful
* @returns FALSE if the preset already exists with that name
*/
bool control_config_clone_preset(CC_preset preset, SCP_string name);
/*!
* @brief Saves a preset with the current controls
*
* @returns TRUE if successful
* @returns FALSE if the preset already exists with that name
*/
bool control_config_create_new_preset(SCP_string name);
/*!
* Returns the IoActionId (index within Control_config[]) of a control bound to the given key
*
+29 -35
View File
@@ -45,29 +45,27 @@ int Failed_key_index;
// Joystick configuration
int Joy_dead_zone_size = 10;
auto DeadZoneOption = options::OptionBuilder<int>("Input.JoystickDeadZone",
std::pair<const char*, int>{"Deadzone", 1377},
std::pair<const char*, int>{"The deadzone used for all joysticks", 1744})
.category("Input")
.range(0, 45)
.level(options::ExpertLevel::Beginner)
.default_val(10)
.bind_to(&Joy_dead_zone_size)
.importance(1)
.finish();
auto DeadZoneOption =
options::OptionBuilder<int>("Input.JoystickDeadZone", "Deadzone", "The deadzone of the selected joystick.")
.category("Input")
.range(0, 45)
.level(options::ExpertLevel::Beginner)
.default_val(10)
.bind_to(&Joy_dead_zone_size)
.importance(1)
.finish();
int Joy_sensitivity = 9;
auto SensitivityOption = options::OptionBuilder<int>("Input.JoystickSensitivity",
std::pair<const char*, int>{"Sensitivity", 1745},
std::pair<const char*, int>{"The sensitivity used for all joysticks", 1746})
.category("Input")
.range(0, 9)
.level(options::ExpertLevel::Beginner)
.default_val(9)
.bind_to(&Joy_sensitivity)
.importance(2)
.finish();
auto SensitivityOption =
options::OptionBuilder<int>("Input.JoystickSensitivity", "Sensitivity", "The sentitivity of the selected joystick.")
.category("Input")
.range(0, 9)
.level(options::ExpertLevel::Beginner)
.default_val(9)
.bind_to(&Joy_sensitivity)
.importance(2)
.finish();
//! arrays which hold the key mappings. The array index represents a key-independent action.
//! please use SPACES for aligning the fields of this array
@@ -160,8 +158,8 @@ void control_config_common_init_bindings() {
// flight controls (flight modes)
(BANK_WHEN_PRESSED, -1, -1, SHIP_TAB, 1, "Bank When Pressed", CC_TYPE_CONTINUOUS)
(AFTERBURNER, KEY_TAB, 5, SHIP_TAB, 1, "Afterburner", CC_TYPE_CONTINUOUS)
(GLIDE_WHEN_PRESSED, -1, -1, SHIP_TAB, 1774, "Glide When Pressed", CC_TYPE_CONTINUOUS)
(TOGGLE_GLIDING, KEY_ALTED | KEY_G, -1, SHIP_TAB, 1775, "Toggle Gliding", CC_TYPE_TRIGGER)
(GLIDE_WHEN_PRESSED, -1, -1, SHIP_TAB, 0, "Glide When Pressed", CC_TYPE_CONTINUOUS)
(TOGGLE_GLIDING, KEY_ALTED | KEY_G, -1, SHIP_TAB, 0, "Toggle Gliding", CC_TYPE_TRIGGER)
// flight controls (axes)
(JOY_HEADING_AXIS, JOY_X_AXIS, MOUSE_X_AXIS, SHIP_TAB, 1016, "Turn (Yaw) Axis", CC_TYPE_AXIS_REL)
@@ -175,7 +173,7 @@ void control_config_common_init_bindings() {
(FIRE_SECONDARY, KEY_SPACEBAR, 1, WEAPON_TAB, 1, "Fire Secondary Weapon", CC_TYPE_CONTINUOUS)
(CYCLE_NEXT_PRIMARY, KEY_PERIOD, -1, WEAPON_TAB, 1, "Cycle Primary Weapon Forward", CC_TYPE_TRIGGER)
(CYCLE_PREV_PRIMARY, KEY_COMMA, -1, WEAPON_TAB, 1, "Cycle Primary Weapon Backward", CC_TYPE_TRIGGER)
(CYCLE_PRIMARY_WEAPON_SEQUENCE, KEY_O, -1, WEAPON_TAB, 1776, "Cycle Primary Weapon Firing Rate", CC_TYPE_TRIGGER)
(CYCLE_PRIMARY_WEAPON_SEQUENCE, KEY_O, -1, WEAPON_TAB, 0, "Cycle Primary Weapon Firing Rate", CC_TYPE_TRIGGER)
(CYCLE_SECONDARY, KEY_DIVIDE, -1, WEAPON_TAB, 1, "Cycle Secondary Weapon Forward", CC_TYPE_TRIGGER)
(CYCLE_NUM_MISSLES, KEY_SHIFTED | KEY_DIVIDE, -1, WEAPON_TAB, 1, "Cycle Secondary Weapon Firing Rate", CC_TYPE_TRIGGER)
(LAUNCH_COUNTERMEASURE, KEY_X, 3, WEAPON_TAB, 1, "Launch Countermeasure", CC_TYPE_TRIGGER)
@@ -211,8 +209,8 @@ void control_config_common_init_bindings() {
(PADLOCK_DOWN, -1, 32, COMPUTER_TAB, 1, "View Rear", CC_TYPE_CONTINUOUS)
(PADLOCK_LEFT, -1, 34, COMPUTER_TAB, 1, "View Left", CC_TYPE_CONTINUOUS)
(PADLOCK_RIGHT, -1, 35, COMPUTER_TAB, 1, "View Right", CC_TYPE_CONTINUOUS)
(VIEW_TOPDOWN, -1, -1, COMPUTER_TAB, 1777, "Top-Down View", CC_TYPE_TRIGGER)
(VIEW_TRACK_TARGET, -1, -1, COMPUTER_TAB, 1778, "Target Padlock View", CC_TYPE_TRIGGER)
(VIEW_TOPDOWN, -1, -1, COMPUTER_TAB, 0, "Top-Down View", CC_TYPE_TRIGGER)
(VIEW_TRACK_TARGET, -1, -1, COMPUTER_TAB, 0, "Target Padlock View", CC_TYPE_TRIGGER)
(RADAR_RANGE_CYCLE, KEY_RAPOSTRO, -1, COMPUTER_TAB, 1, "Cycle Radar Range", CC_TYPE_TRIGGER)
(SQUADMSG_MENU, KEY_C, -1, COMPUTER_TAB, 1, "Communications Menu", CC_TYPE_TRIGGER)
@@ -237,8 +235,8 @@ void control_config_common_init_bindings() {
// Navigation and Autopilot
(SHOW_NAVMAP, -1, -1, NO_TAB, 1, "Show Nav Map", CC_TYPE_TRIGGER, true)
(AUTO_PILOT_TOGGLE, KEY_ALTED | KEY_A, -1, COMPUTER_TAB, 1779, "Toggle Auto Pilot", CC_TYPE_TRIGGER)
(NAV_CYCLE, KEY_ALTED | KEY_N, -1, COMPUTER_TAB, 1780, "Cycle Nav Points", CC_TYPE_TRIGGER)
(AUTO_PILOT_TOGGLE, KEY_ALTED | KEY_A, -1, COMPUTER_TAB, 0, "Toggle Auto Pilot", CC_TYPE_TRIGGER)
(NAV_CYCLE, KEY_ALTED | KEY_N, -1, COMPUTER_TAB, 0, "Cycle Nav Points", CC_TYPE_TRIGGER)
// Escort
(ADD_REMOVE_ESCORT, KEY_ALTED | KEY_E, -1, COMPUTER_TAB, 1, "Add or Remove Escort", CC_TYPE_TRIGGER)
@@ -260,7 +258,7 @@ void control_config_common_init_bindings() {
// HUD
(TOGGLE_HUD, KEY_SHIFTED | KEY_O, -1, COMPUTER_TAB, 1, "Toggle HUD", CC_TYPE_TRIGGER)
(TOGGLE_HUD_CONTRAST, KEY_L, -1, COMPUTER_TAB, 1, "Toggle High HUD Contrast", CC_TYPE_TRIGGER)
(TOGGLE_HUD_SHADOWS, KEY_ALTED | KEY_L, -1, COMPUTER_TAB, 1781, "Toggle HUD Drop Shadows", CC_TYPE_TRIGGER)
(TOGGLE_HUD_SHADOWS, KEY_ALTED | KEY_L, -1, COMPUTER_TAB, 0, "Toggle HUD Drop Shadows", CC_TYPE_TRIGGER)
(HUD_TARGETBOX_TOGGLE_WIREFRAME, KEY_ALTED | KEY_SHIFTED | KEY_Q, -1, COMPUTER_TAB, 1, "Toggle HUD Wireframe Target View", CC_TYPE_TRIGGER)
// Custom Controls
@@ -645,9 +643,7 @@ const char *translate_key(char *key)
if (!first.empty() && !second.empty()) {
strcpy_s(text, first.textify().c_str());
strcat_s(text, " ");
strcat_s(text, XSTR("or", 1672));
strcat_s(text, " ");
strcat_s(text, " or ");
strcat_s(text, second.textify().c_str());
} else if (!first.empty()) {
@@ -657,7 +653,7 @@ const char *translate_key(char *key)
strcpy_s(text, second.textify().c_str());
} else {
strcpy_s(text, XSTR("None", 1673));
strcpy_s(text, "None");
}
return text;
@@ -668,7 +664,7 @@ const char *textify_scancode(int code)
static char text[BTN_MSG_LEN];
if (code < 0)
return XSTR("None", 1673);
return "None";
int keycode = code & KEY_MASK;
@@ -801,8 +797,6 @@ void control_config_common_init()
Mouse_button_text[6] = vm_strdup(XSTR("Wheel Down", 1656));
Mouse_button_text[7] = vm_strdup(XSTR("Wheel Left", 1657));
Mouse_button_text[8] = vm_strdup(XSTR("Wheel Right", 1658));
Script_system.OnStateDestroy.add([](lua_State*) -> void { Lua_hooks.clear(); });
}
/*
+2 -28
View File
@@ -35,7 +35,7 @@ Section lookupSectionValue(const char* name) {
return Section::Invalid;
}
void load_preset_files(SCP_string clone) {
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);
@@ -128,8 +128,7 @@ void load_preset_files(SCP_string clone) {
// Done with the file
auto it = preset_find_duplicate(preset);
// If we just cloned the file, then allow the duplicate. Just this once.
if ((clone == preset.name) || (it == Control_config_presets.end())) {
if (it == Control_config_presets.end()) {
Control_config_presets.push_back(preset);
} else if ((it->name != preset.name) || (it->type != Preset_t::pst)) {
@@ -148,31 +147,6 @@ bool preset_file_exists(SCP_string name) {
return cf_exists(name.c_str(), CF_TYPE_PLAYER_BINDS) != 0;
}
bool delete_preset_file(CC_preset preset) {
// can't remove the default preset!
if (preset.name == "default") {
return false;
}
auto it = control_config_get_current_preset();
// can't remove the currently loaded preset either!
if (preset.name == it->name) {
return false;
}
SCP_string filename = preset.name + ".json";
cf_delete(filename.c_str(), CF_TYPE_PLAYER_BINDS, CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
// Reload the presets from file.
Control_config_presets.resize(1);
load_preset_files();
return true;
}
bool save_preset_file(CC_preset preset, bool overwrite) {
// Must have a name
if (preset.name.empty()) {
+1 -13
View File
@@ -209,24 +209,12 @@ private:
*/
bool save_preset_file(CC_preset preset, bool overwrite);
/**
* @brief Deletes the given preset to file.
* @param[in] preset The preset to delete
*
* @returns True if successful, or
* @returns False Preset is default, or
* @returns False Preset file is the currently selected preset
*/
bool delete_preset_file(CC_preset preset);
/**
* @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
*
* @param[in] clone Used to check if we just cloned a particular preset and allows just that clone in without warning
*/
void load_preset_files(SCP_string clone = "");
void load_preset_files();
/**
* @brief Checks if the given preset is a duplicate within Control_config_presets vector
+1 -1
View File
@@ -108,7 +108,7 @@ class Decoder {
* @note A implementation should initialize the datastructures required for decoding here.
*
* @param fileName The name of the file that should be opened
* @return @c true if the initialization was successful, @c false otherwise
* @return @c true if the initialization was successfull, @c false otherwise
*/
virtual bool initialize(const SCP_string& fileName, const PlaybackProperties& properties) = 0;
-3
View File
@@ -175,9 +175,6 @@ void parse_cutscene_table(const char* filename)
if (flag)
csnp->flags.set(Cutscene::Cutscene_Flags::Never_viewable);
}
if (optional_string("$Custom data:")) {
parse_string_map(csnp->custom_data, "$end_custom_data", "+Val:");
}
}
-1
View File
@@ -32,7 +32,6 @@ typedef struct cutscene_info
char name[NAME_LENGTH];
char* description;
flagset<Cutscene::Cutscene_Flags> flags;
SCP_map<SCP_string, SCP_string> custom_data;
} cutscene_info;
extern SCP_vector<cutscene_info> Cutscenes;
+3 -8
View File
@@ -174,15 +174,10 @@ void determine_display_positions(Player* player, PlaybackState* state) {
void initialize_player_state(Player* player, PlaybackState* state) {
determine_display_positions(player, state);
if (!Movie_subtitle_font.empty()) {
state->subtitle_font = font::FontManager::getFontIndex(Movie_subtitle_font);
state->subtitle_font = font::FontManager::getFontIndex(Movie_subtitle_font);
if (state->subtitle_font < 0) {
Warning(LOCATION, "Failed to load subtitle font '%s'! Subtitles will be disabled.", Movie_subtitle_font.c_str());
}
}
else if (font::FontManager::numberOfFonts() > 0) {
state->subtitle_font = 0; // if not explicitly specified, default to the first available font
if (state->subtitle_font < 0) {
Warning(LOCATION, "Failed to load subtitle font '%s'! Subtitles will be disabled.", Movie_subtitle_font.c_str());
}
}
+19 -21
View File
@@ -251,10 +251,10 @@ void debris_process_post(object * obj, float frame_time)
int n, n_arcs = Random::next(1, 3); // Create 1-3 sparks
vec3d v1 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v2 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v3 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v4 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v1, v2, v3, v4;
submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v1, &v2);
submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v3, &v4);
n = 0;
@@ -327,7 +327,11 @@ void debris_process_post(object * obj, float frame_time)
// Maybe move a vertex.... 20% of the time maybe?
int mr = Random::next();
if ( mr < Random::MAX_VALUE/5 ) {
db->arc_pts[i][mr % 2] = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v1, v2;
submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v1, &v2);
db->arc_pts[i][mr % 2] = v1;
}
}
}
@@ -359,7 +363,7 @@ int debris_find_oldest()
}
#define DEBRIS_ROTVEL_SCALE 5.0f
void calc_debris_physics_properties( physics_info *pi, vec3d *min, vec3d *max, float density );
void calc_debris_physics_properties( physics_info *pi, vec3d *min, vec3d *max );
MONITOR(NumSmallDebris)
MONITOR(NumHullDebris)
@@ -374,9 +378,8 @@ MONITOR(NumHullDebris)
* @param exp_center Explosion center in global coordinates
* @param hull_flag Whether this debris is a chunk of a ship's hull (as opposed to shrapnel)
* @param exp_force Explosion force, used to assign velocity to pieces. 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
* @param source_subsys The subsystem this debris came from, if any
*/
object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, bool hull_flag, float exp_force, ship_subsys* source_subsys)
object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, bool hull_flag, float exp_force)
{
int parent_objnum;
object *obj;
@@ -394,7 +397,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
obj = debris_create_only(parent_objnum, shipp->ship_info_index, shipp->alt_type_index, shipp->team, -1.0f, -1, model_num, submodel_num, pos, nullptr, hull_flag, vaporize, shipp->debris_damage_type_idx);
if (obj != nullptr)
{
debris_create_set_velocity(&Debris[obj->instance], shipp, exp_center, exp_force, source_subsys);
debris_create_set_velocity(&Debris[obj->instance], shipp, exp_center, exp_force);
debris_create_fire_hook(obj, source_obj);
}
@@ -666,7 +669,7 @@ object *debris_create_only(int parent_objnum, int parent_ship_class, int alt_typ
return obj;
}
void debris_create_set_velocity(debris *db, ship *source_shipp, vec3d *exp_center, float exp_force, ship_subsys* source_subsys)
void debris_create_set_velocity(debris *db, ship *source_shipp, vec3d *exp_center, float exp_force)
{
auto obj = &Objects[db->objnum];
auto source_obj = (source_shipp == nullptr) ? nullptr : &Objects[source_shipp->objnum];
@@ -687,8 +690,7 @@ void debris_create_set_velocity(debris *db, ship *source_shipp, vec3d *exp_cente
vec3d *min, *max;
min = &pm->submodel[db->submodel_num].min;
max = &pm->submodel[db->submodel_num].max;
float density = source_subsys != nullptr ? source_subsys->system_info->density : Ship_info[source_shipp->ship_info_index].debris_density;
calc_debris_physics_properties( &obj->phys_info, min, max, density);
calc_debris_physics_properties( &obj->phys_info, min, max );
}
else {
scale = exp_force * i2fl(Random::next(10, 29)); // for radial_vel away from blast center (non-hull)
@@ -771,7 +773,7 @@ void debris_create_fire_hook(object *obj, object *source_obj)
* Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
* can do something about it.
*/
void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float damage, vec3d* force)
void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float damage)
{
debris *debris_p = &Debris[debris_obj->instance];
@@ -811,11 +813,6 @@ void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float
damage = 0.0f;
}
if (hitpos && force && The_mission.ai_profile->flags[AI::Profile_Flags::Whackable_debris]) {
vec3d rel_hit_pos = *hitpos - debris_obj->pos;
physics_calculate_and_apply_whack(force, &rel_hit_pos, &debris_obj->phys_info, &debris_obj->orient, &debris_obj->phys_info.I_body_inv);
}
debris_obj->hull_strength -= damage;
if (debris_obj->hull_strength < 0.0f) {
@@ -836,6 +833,7 @@ void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float
int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, collision_info_struct *debris_hit_info, vec3d* hitNormal)
{
mc_info mc;
mc_info_init(&mc);
Assert( pdebris->type == OBJ_DEBRIS );
@@ -875,7 +873,7 @@ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, co
weapon *wp = &Weapons[other_obj->instance];
wp->collisionInfo = new mc_info; // The weapon will free this memory later
*wp->collisionInfo = mc;
memcpy(wp->collisionInfo, &mc, sizeof(mc_info));
return mc.num_hits;
}
@@ -1117,7 +1115,7 @@ int debris_get_team(object *objp)
/**
* Fills in debris physics properties when created, specifically mass and moment of inertia
*/
void calc_debris_physics_properties( physics_info *pi, vec3d *mins, vec3d *maxs, float density )
void calc_debris_physics_properties( physics_info *pi, vec3d *mins, vec3d *maxs )
{
float dx, dy, dz, mass;
dx = maxs->xyz.x - mins->xyz.x;
@@ -1126,7 +1124,7 @@ void calc_debris_physics_properties( physics_info *pi, vec3d *mins, vec3d *maxs,
// John, with new bspgen, just set pi->mass = mass
mass = 0.12f * dx * dy * dz;
pi->mass = (float) pow(mass, 0.6666667f) * 4.65f * density;
pi->mass = (float) pow(mass, 0.6666667f) * 4.65f;
pi->I_body_inv.vec.rvec.xyz.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
pi->I_body_inv.vec.rvec.xyz.y = 0.0f;
+3 -3
View File
@@ -71,19 +71,19 @@ void debris_delete( object * obj );
void debris_process_post( object * obj, float frame_time);
// Create debris, set velocity, and fire scripting hook
object *debris_create( object *source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, bool hull_flag, float exp_force, ship_subsys* source_subsys = nullptr );
object *debris_create( object *source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, bool hull_flag, float exp_force );
// Create debris but don't do anything else
object *debris_create_only(int parent_objnum, int parent_ship_class, int alt_type_index, int team, float hull_strength, int spark_timeout, int model_num, int submodel_num, vec3d *pos, matrix *orient, bool hull_flag, bool vaporize, int damage_type_idx);
// Set velocity after debris creation
void debris_create_set_velocity(debris *db, ship *source_shipp, vec3d *exp_center, float exp_force, ship_subsys* source_subsys = nullptr);
void debris_create_set_velocity(debris *db, ship *source_shipp, vec3d *exp_center, float exp_force);
// Fire scripting hook after debris creation
void debris_create_fire_hook(object *obj, object *source_obj);
int debris_check_collision( object * obj, object * other_obj, vec3d * hitpos, collision_info_struct *debris_hit_info=NULL, vec3d* hitnormal = NULL );
void debris_hit( object * debris_obj, object * other_obj, vec3d * hitpos, float damage, vec3d* force );
void debris_hit( object * debris_obj, object * other_obj, vec3d * hitpos, float damage );
int debris_get_team(object *objp);
void debris_add_to_hull_list(debris *db);
+1 -4
View File
@@ -72,10 +72,7 @@ $Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1
;; factor applied to subsystem damage suffered by the player
;; (in addition to Player Damage Factor)
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
;; factor applied to damage inflicted by the player
$Player Damage Inflicted Factor: 1, 1, 1, 1, 1
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
;; measure of time (in F1_0 units) after which the AI will recalculate
;; the position of its target
+1 -1
View File
@@ -119,7 +119,7 @@
* half-rate linear filtering on GCN.
*
* If SMAA is applied to 64-bit color buffers, switching to point filtering
* when accessing them will increase the performance. Search for
* when accesing them will increase the performance. Search for
* 'SMAASamplePoint' to see which textures may benefit from point
* filtering, and where (which is basically the color input in the edge
* detection and resolve passes).
+1 -2
View File
@@ -15,8 +15,7 @@ layout (std140) uniform genericData {
void main()
{
float y = fragTexCoord.y / fragTexCoord.w;
vec4 baseColor = texture(baseMap, vec3(fragTexCoord.x, y, fragTexCoord.z));
vec4 baseColor = texture(baseMap, fragTexCoord.xyz);
baseColor.rgb = srgb_to_linear(baseColor.rgb);
vec4 blendColor = vec4(srgb_to_linear(fragColor.rgb), fragColor.a);
+1 -1
View File
@@ -17,7 +17,7 @@ layout (std140) uniform genericData {
void main()
{
fragTexCoord = vec4(vertTexCoord.xyz, 0.0);
fragColor = vertColor * color;
gl_Position = projMatrix * modelViewMatrix * vertPosition;
fragTexCoord = vertTexCoord;
}
-9
View File
@@ -1,9 +0,0 @@
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
void main()
{
fragOut0 = texture(tex, fragTexCoord.xy);
}
@@ -3,7 +3,6 @@ out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
out vec4 fragOut5;
void main()
{
fragOut0 = vec4(0.0, 0.0, 0.0, 1.0); // color
@@ -11,5 +10,4 @@ void main()
fragOut2 = vec4(0.0, 0.0, 0.0, 1.0); // normal
fragOut3 = vec4(0.0, 0.0, 0.0, 0.0); // specular
fragOut4 = vec4(0.0, 0.0, 0.0, 1.0); // emissive
fragOut5 = vec4(0.0, 0.0, 0.0, 1.0); // composite
}
+21 -27
View File
@@ -3,6 +3,8 @@
#include "shadows.sdr" //! #include "shadows.sdr"
in vec3 beamVec;
in vec3 lightPosition;
out vec4 fragOut0;
uniform sampler2D ColorBuffer;
@@ -24,13 +26,6 @@ layout (std140) uniform globalDeferredData {
float invScreenWidth;
float invScreenHeight;
float nearPlane;
};
layout (std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
layout (std140) uniform lightData {
@@ -68,24 +63,23 @@ vec3 ExpandLightSize(in vec3 lightDir, in vec3 reflectDir) {
vec3 centerToRay = max(dot(lightDir, reflectDir),sourceRadius) * reflectDir - lightDir;
return lightDir + centerToRay * clamp(sourceRadius/length(centerToRay), 0.0, 1.0);
}
void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 lightDirOut, out float attenuation, out float area_normalisation)
void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 lightDir, out float attenuation, out float area_normalisation)
{
if (lightType == LT_DIRECTIONAL) {
lightDirOut = normalize(lightDir);
lightDir = normalize(lightPosition);
attenuation = 1.0;
area_normalisation = 1.0;
} else {
vec3 lightPosition = modelViewMatrix[3].xyz;
// Positional light source
if (lightType == LT_POINT) {
lightDirOut = lightPosition - position.xyz;
float dist = length(lightDirOut);
lightDir = lightPosition - position.xyz;
float dist = length(lightDir);
// this chunk is unnecessary if sourceRadius= 0.0, but let's avoid a branch.
// given a sphere of radius sourceRadius centered at lightDirOut,
// move lightDirOut towards the ray defined by reflectDir
lightDirOut = ExpandLightSize(lightDirOut, reflectDir);
dist = length(lightDirOut);
// this chunk is unneccessary if sourceRadius= 0.0, but let's avoid a branch.
// given a sphere of radius sourceRadius centered at lightDir,
// move lightDir towards the ray defined by reflectDir
lightDir = ExpandLightSize(lightDir, reflectDir);
dist = length(lightDir);
// Energy conservation term
float alpha_adjust = clamp(alpha + (sourceRadius/(2*dist)), 0.0, 1.0);
area_normalisation = alpha/alpha_adjust;
@@ -99,7 +93,7 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
attenuation = 1.0 - clamp(sqrt(dist / lightRadius), 0.0, 1.0);
}
else if (lightType == LT_TUBE) { // Tube light
vec3 beamVec = vec3(modelViewMatrix * vec4(0.0, 0.0, -scale.z, 0.0));
vec3 beamDir = normalize(beamVec);
//The actual 'lighting element' is shorter than the light volume cylinder
//To compensate the light is moved forward along the beam one radius and the length shortened
@@ -119,15 +113,15 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
vec3 r = d - a_t * dot(d, a_t) - c * dot(d,c);
float neardist = dot(r, r)/dot(b_t, r);
// Move along the beam by the distance we calculated
lightDirOut = sourceDir - beamDir * clamp(neardist, 0.0, beamLength);
lightDir = sourceDir - beamDir * clamp(neardist, 0.0, beamLength);
// Somebody with a symbolic expression simplifier or a wrinklier brain than me
// should figure out how to optimise these calcs - qaz
// this chunk is unnecessary if sourceRadius = 0.0, but let's avoid a branch.
// this chunk is unneccessary if sourceRadius = 0.0, but let's avoid a branch.
// Same principle as in LT_POINT, treat chosen location as a spherelight.
lightDirOut = ExpandLightSize(lightDirOut, reflectDir);
float dist = length(lightDirOut);
lightDir = ExpandLightSize(lightDir, reflectDir);
float dist = length(lightDir);
// Energy conservation term
float alpha_adjust = min(alpha + (sourceRadius/(2*dist)), 1.0);
area_normalisation = alpha/alpha_adjust;
@@ -140,9 +134,9 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
attenuation = 1.0 - clamp(sqrt(dist / lightRadius), 0.0, 1.0);
}
else if (lightType == LT_CONE) {
lightDirOut = lightPosition - position.xyz;
float coneDot = dot(normalize(-lightDirOut), coneDir);
float dist = length(lightDirOut);
lightDir = lightPosition - position.xyz;
float coneDot = dot(normalize(-lightDir), coneDir);
float dist = length(lightDir);
attenuation = 1.0 - clamp(sqrt(dist / lightRadius), 0.0, 1.0);
area_normalisation = 1.0;
@@ -161,7 +155,7 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
}
}
attenuation *= attenuation;
lightDirOut = normalize(lightDirOut);
lightDir = normalize(lightDir);
}
}
@@ -170,7 +164,7 @@ void main()
vec2 screenPos = gl_FragCoord.xy * vec2(invScreenWidth, invScreenHeight);
vec3 position = texture(PositionBuffer, screenPos).xyz;
if(abs(dot(position, position)) < nearPlane * nearPlane)
if(abs(dot(position, position)) < 0.1)
discard;
vec3 diffColor = texture(ColorBuffer, screenPos).rgb;
@@ -27,11 +27,17 @@ layout (std140) uniform lightData {
float sourceRadius;
};
out vec3 lightPosition;
out vec3 beamVec;
void main()
{
if (lightType == LT_DIRECTIONAL) {
gl_Position = vec4(vertPosition.xyz, 1.0);
lightPosition = lightDir;
} else {
gl_Position = projMatrix * modelViewMatrix * vec4(vertPosition.xyz * scale, 1.0);
lightPosition = modelViewMatrix[3].xyz;
if(lightType == LT_TUBE)
beamVec = vec3(modelViewMatrix * vec4(0.0, 0.0, -scale.z, 0.0));
}
}
+1 -1
View File
@@ -11,7 +11,7 @@ in vec4 fragTexCoord;
out vec4 fragOut0;
// Iteratively optimised points to give low discrepancy distribution on arbitrary hemisphere.
// Iteratively optimised points to give low discrepancy distribution on arbritrary hemisphere.
const vec3 points[128] = vec3[128](
vec3(-0.2268, 0.6185, 0.7523),
vec3( 0.9958, -0.0871, -0.0277),
+2 -2
View File
@@ -33,7 +33,7 @@ vec3 ComputeGGX(vec3 specColor, vec3 diffColor, vec3 light, vec3 normal, vec3 ha
// NOTE - we're intentionally using UE4's reflectance model as modellers are using tools designed for common engines.
// Cook-Torrance BRDF Model (Specular Reflection) = Distribution * Fresnel * Geometry / (4*dotNV*dotNL)
// Cook-Torrance BRDF Model (Specular Reflection) = Distibution * Fresnel * Geometry / (4*dotNV*dotNL)
// Distribution Term - Trowbridge-Reitz GGX
@@ -49,7 +49,7 @@ vec3 ComputeGGX(vec3 specColor, vec3 diffColor, vec3 light, vec3 normal, vec3 ha
// Smith's method:
// Microsurfaces block light rays coming in from the light
// AND block light rays reflecting to the camera.
// Hence, model both separately and multiply.
// Hence, model both seperately and multiply.
float g1vNL = GeometrySchlickGGX(dotNL, k);
float g1vNV = GeometrySchlickGGX(dotNV, k);
float geometry = g1vNL * g1vNV;
+254 -235
View File
@@ -2,14 +2,12 @@
#include "shadows.sdr" //! #include "shadows.sdr"
#include "lighting.sdr" //! #include "lighting.sdr"
#include "gamma.sdr" //! #include "gamma.sdr"
#include "model_shader_flags.h"
#define MAX_LIGHTS 8
#define LT_DIRECTIONAL 0
#define LT_POINT 1
#define LT_TUBE 2
#define LT_TUBE 2
struct model_light {
vec4 position;
@@ -56,14 +54,21 @@ layout (std140) uniform modelData {
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse_;
vec3 diffuseClr_;
bool overrideGlow_;
vec3 glowClr_;
bool overrideSpec_;
vec3 specClr_;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec_;
int effect_num;
int sBasemapIndex;
vec4 fogColor;
@@ -83,6 +88,8 @@ layout (std140) uniform modelData {
float middist;
float fardist;
vec2 normalAlphaMinMax_;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
@@ -91,31 +98,58 @@ layout (std140) uniform modelData {
int sMiscmapIndex;
float alphaMult;
int flags;
};
in VertexOutput {
#ifdef FLAG_ENV_MAP
vec3 envReflect;
mat3 tangentMatrix;
#endif
mat3 tangentMatrix;
#ifdef FLAG_FOG
float fogDist;
#endif
vec4 position;
vec3 normal;
vec4 texCoord;
#ifdef FLAG_SHADOWS
vec4 shadowUV[4];
vec4 shadowPos;
#endif
} vertIn;
#ifdef FLAG_DIFFUSE_MAP
uniform sampler2DArray sBasemap;
#endif
#ifdef FLAG_GLOW_MAP
uniform sampler2DArray sGlowmap;
#endif
#ifdef FLAG_SPEC_MAP
uniform sampler2DArray sSpecmap;
#endif
#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform samplerCube sIrrmap;
#endif
#ifdef FLAG_NORMAL_MAP
uniform sampler2DArray sNormalmap;
#endif
#ifdef FLAG_AMBIENT_MAP
uniform sampler2DArray sAmbientmap;
#endif
#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
#endif
#ifdef FLAG_TEAMCOLOR
vec4 teamMask;
#endif
#ifdef FLAG_MISC_MAP
uniform sampler2DArray sMiscmap;
#endif
#ifdef FLAG_SHADOWS
uniform sampler2DArray shadow_map;
#endif
out vec4 fragOut0;
out vec4 fragOut1;
@@ -182,73 +216,81 @@ vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial,
void main()
{
#ifdef FLAG_SHADOW_MAP
// need depth and depth squared for variance shadow maps
fragOut0 = vec4(vertIn.position.z, vertIn.position.z * vertIn.position.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
if (true) {
return;
}
#endif
#ifdef FLAG_SHADOW_MAP
// need depth and depth squared for variance shadow maps
fragOut0 = vec4(vertIn.position.z, vertIn.position.z * vertIn.position.z * VARIANCE_SHADOW_SCALE_INV, 0.0, 1.0);
if (true) {
return;
}
#endif
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
vec2 texCoord = vertIn.texCoord.xy;
// setup our baseline values for base, emissive, fresnel, gloss, AO and normal
// default specular value is set below, as it depends on the diffuse color
vec4 baseColor = color;
vec4 specColor = vec4(0.0, 0.0, 0.0, 1.0);
vec4 emissiveColor = vec4(0.0, 0.0, 0.0, 1.0);
float fresnelFactor = 0.0;
float glossData = defaultGloss;
vec2 aoFactors = vec2(1.0, 1.0);
#ifdef FLAG_AMBIENT_MAP
// red channel is ambient occlusion factor which only affects ambient lighting.
// green is cavity occlusion factor which only affects diffuse and specular lighting.
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
#endif
vec3 unitNormal = normalize(vertIn.normal);
vec3 normal = unitNormal;
#ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec2 normalSample;
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
normal = vertIn.tangentMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (norm > 0.0)
normal /= norm;
else
normal = unitNormal;
#endif
if (FLAG_ACTIVE(MODEL_SDR_FLAG_AMBIENT)) {
// red channel is ambient occlusion factor which only affects ambient lighting.
// green is cavity occlusion factor which only affects diffuse and specular lighting.
aoFactors = texture(sAmbientmap, vec3(texCoord, float(sAmbientmapIndex))).xy;
}
#ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005),sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*cos(vertIn.position.y*vertIn.position.w*0.005))*0.03;
#endif
if (FLAG_ACTIVE(MODEL_SDR_FLAG_NORMAL)) {
// Normal map - convert from DXT5nm
vec2 normalSample;
normal.rg = normalSample = (texture(sNormalmap, vec3(texCoord, float(sNormalmapIndex))).ag * 2.0) - 1.0;
normal.b = clamp(sqrt(1.0 - dot(normal.rg, normal.rg)), 0.0001, 1.0);
normal = vertIn.tangentMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (norm > 0.0)
normal /= norm;
else
normal = unitNormal;
}
#ifdef FLAG_DIFFUSE_MAP
vec2 diffuseTexCoord = texCoord;
#ifdef FLAG_ANIMATED
if (effect_num == 2) {
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
}
#endif
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
vec2 distort = vec2(0.0, 0.0);
#ifdef FLAG_ALPHA_MULT
baseColor.a *= alphaMult;
#endif
if (effect_num >= 0) {
distort = vec2(cos(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005),sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*cos(vertIn.position.y*vertIn.position.w*0.005))*0.03;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_DIFFUSE)) {
vec2 diffuseTexCoord = texCoord;
if (effect_num == 2) {
diffuseTexCoord = texCoord + distort*(1.0-anim_timer);
}
baseColor = texture(sBasemap, vec3(diffuseTexCoord, float(sBasemapIndex)));
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
baseColor.rgb = srgb_to_linear(baseColor.rgb);
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_ALPHA_MULT)) {
baseColor.a *= alphaMult;
}
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
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
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
if(blend_alpha == 1) baseColor.rgb = baseColor.rgb * baseColor.a;
#endif
specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
#ifdef FLAG_HDR
baseColor.rgb = srgb_to_linear(baseColor.rgb);
#endif
#ifdef FLAG_SPEC_MAP
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
if(alphaGloss) glossData = specColor.a;
if(gammaSpec) {
specColor.rgb = max(specColor.rgb, vec3(0.03f)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
fresnelFactor = 1.0;
}
#ifdef FLAG_HDR
specColor.rgb = srgb_to_linear(specColor.rgb);
#endif
#endif
baseColor.rgb *= aoFactors.y;
specColor.rgb *= aoFactors.y;
// 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
@@ -258,199 +300,176 @@ void main()
float glossGeo = 1.0f - pow(clamp(max(dot(normDx,normDx), dot(normDy,normDy)),0.0,1.0),0.33);
glossData = min(glossData, glossGeo);
// Now that we have a base color and min gloss value, compute the spec color
vec4 specColor = vec4(baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP, glossData);
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SPEC)) {
specColor = texture(sSpecmap, vec3(texCoord, float(sSpecmapIndex)));
if(alphaGloss) glossData = specColor.a;
if(gammaSpec) {
specColor.rgb = max(specColor.rgb, vec3(0.03f)); // hardcoded minimum specular value. read John Hable's blog post titled 'Everything Is Shiny'.
fresnelFactor = 1.0;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
specColor.rgb = srgb_to_linear(specColor.rgb);
}
}
#ifdef FLAG_MISC_MAP
#ifdef FLAG_TEAMCOLOR
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
baseColor.rgb *= aoFactors.y;
specColor.rgb *= aoFactors.y;
//For team colors applied to a diffuse or spec map, we assume that the base color of the diffuse
//at this point is vec3(0.5). To get accurate results, we subtract 0.5 from the team colors
vec3 color_offset = vec3(-0.5) * (teamMask.x + teamMask.y);
vec4 teamMask = vec4(0.0);
vec3 team_color_glow = vec3(0.0);
vec3 team_color = base_color * teamMask.x + stripe_color * teamMask.y + color_offset;
vec3 team_color_glow = (base_color * teamMask.b) + (stripe_color * teamMask.a);
if (FLAG_ACTIVE(MODEL_SDR_FLAG_MISC)) {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_TEAMCOLOR)) {
teamMask = texture(sMiscmap, vec3(texCoord, float(sMiscmapIndex)));
#ifdef FLAG_HDR
baseColor.rgb = linear_to_srgb(baseColor.rgb);
specColor.rgb = linear_to_srgb(specColor.rgb);
#endif
//For team colors applied to a diffuse or spec map, we assume that the base color of the diffuse
//at this point is vec3(0.5). To get accurate results, we subtract 0.5 from the team colors
vec3 color_offset = vec3(-0.5) * (teamMask.x + teamMask.y);
baseColor.rgb += team_color;
baseColor.rgb = max(baseColor.rgb, vec3(0.0)); // We need to make sure that nothing here ever goes negative
specColor.rgb += team_color;
specColor.rgb = max(specColor.rgb, vec3(0.03));
vec3 team_color = base_color * teamMask.x + stripe_color * teamMask.y + color_offset;
team_color_glow = (base_color * teamMask.b) + (stripe_color * teamMask.a);
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
baseColor.rgb = linear_to_srgb(baseColor.rgb);
specColor.rgb = linear_to_srgb(specColor.rgb);
}
baseColor.rgb += team_color;
baseColor.rgb = max(baseColor.rgb, vec3(0.0)); // We need to make sure that nothing here ever goes negative
specColor.rgb += team_color;
specColor.rgb = max(specColor.rgb, vec3(0.03));
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
baseColor.rgb = srgb_to_linear(baseColor.rgb);
specColor.rgb = srgb_to_linear(specColor.rgb);
}
}
}
#ifdef FLAG_HDR
baseColor.rgb = srgb_to_linear(baseColor.rgb);
specColor.rgb = srgb_to_linear(specColor.rgb);
#endif
#endif
#endif
// Lights aren't applied when we are rendering to the G-buffers since that gets handled later
if (FLAG_ACTIVE(MODEL_SDR_FLAG_DEFERRED)) {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_LIGHT)) {
// Ambient lighting still needs to be done since that counts as an "emissive" color
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactors.x; // ambientFactor^2 due to legacy OpenGL compatibility behavior
emissiveColor.rgb += baseColor.rgb * lightAmbient;
} else {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SPEC)) {
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
}
// If there is no lighting then we copy the color data so far into the
emissiveColor.rgb += baseColor.rgb;
}
} else {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_LIGHT)) {
float shadow = 1.0;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SHADOWS)) {
shadow = getShadowValue(shadow_map, -vertIn.position.z, vertIn.shadowPos.z, vertIn.shadowUV, fardist, middist, neardist, veryneardist);
}
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
} else {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SPEC)) {
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
}
}
}
#ifdef FLAG_DEFERRED
#ifdef FLAG_LIGHT
// Ambient lighting still needs to be done since that counts as an "emissive" color
vec3 lightAmbient = (emissionFactor + ambientFactor * ambientFactor) * aoFactors.x; // ambientFactor^2 due to legacy OpenGL compatibility behavior
emissiveColor.rgb += baseColor.rgb * lightAmbient;
#else
#ifdef FLAG_SPEC_MAP
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
#endif
// If there is no lighting then we copy the color data so far into the
emissiveColor.rgb += baseColor.rgb;
#endif
#else
#ifdef FLAG_LIGHT
float shadow = 1.0;
#ifdef FLAG_SHADOWS
shadow = getShadowValue(shadow_map, -vertIn.position.z, vertIn.shadowPos.z, vertIn.shadowUV, fardist, middist, neardist, veryneardist);
#endif
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
#else
#ifdef FLAG_SPEC_MAP
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
#endif
#endif
#endif
#ifdef FLAG_ENV_MAP
#ifdef FLAG_LIGHT
// Bit of a hack here, pretend we're doing blinn-phong shading and use a (modified version of) the derivation from
// Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps - McGuire et al.
// to determine the mip bias.
// We use the specular term listed at http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// 1/(pi*alpha^2) * NdotM^((2/alpha^2)-2)
// so let s = (2/alpha^2 - 2)
// 1/2 log(s + 1) = 1/2 log(2/alpha^2 -1)
if (FLAG_ACTIVE(MODEL_SDR_FLAG_ENV)) {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_LIGHT)) {
// Bit of a hack here, pretend we're doing blinn-phong shading and use a (modified version of) the derivation from
// Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps - McGuire et al.
// to determine the mip bias.
// We use the specular term listed at http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// 1/(pi*alpha^2) * NdotM^((2/alpha^2)-2)
// so let s = (2/alpha^2 - 2)
// 1/2 log(s + 1) = 1/2 log(2/alpha^2 -1)
const float ENV_REZ = 512; // Ideally this would be #define'd and shader recompiled with envmap rez changes
const float REZ_BIAS = log2(ENV_REZ * sqrt(3));
const float ENV_REZ = 512; // Ideally this would be #define'd and shader recompiled with envmap rez changes
const float REZ_BIAS = log2(ENV_REZ * sqrt(3));
float roughness = clamp(1.0f - glossData, 0.0f, 1.0f);
float alpha = roughness * roughness;
float alphaSqr = alpha * alpha;
float rough_bias = 0.5 * log2(2/alphaSqr - 1);
float mip_bias = REZ_BIAS - rough_bias;
float roughness = clamp(1.0f - glossData, 0.0f, 1.0f);
float alpha = roughness * roughness;
float alphaSqr = alpha * alpha;
float rough_bias = 0.5 * log2(2/alphaSqr - 1);
float mip_bias = REZ_BIAS - rough_bias;
// Sample light, using mip bias to blur it.
vec3 light_dir = reflect(-eyeDir, normal);
vec3 env_light_dir = vec3(envMatrix * vec4(light_dir, 0.0));
vec4 specEnvColour = srgb_to_linear(textureLod(sEnvmap, env_light_dir, mip_bias));
// Sample light, using mip bias to blur it.
vec3 light_dir = reflect(-eyeDir, normal);
vec3 env_light_dir = vec3(envMatrix * vec4(light_dir, 0.0));
vec4 specEnvColour = srgb_to_linear(textureLod(sEnvmap, env_light_dir, mip_bias));
vec3 halfVec = normal;
vec3 halfVec = normal;
// Lots of hacks here to get things to look right. We aren't loading a BRDF split-sum integral texture
// or properly calculating IBL levels.
// Fresnel calculation as with standard lights.
// Lots of hacks here to get things to look right. We aren't loading a BRDF split-sum integral texture
// or properly calculating IBL levels.
// Fresnel calculation as with standard lights.
vec3 fresnel = mix(specColor.rgb, FresnelSchlick(halfVec, eyeDir, specColor.rgb), specColor.a);
vec3 fresnel = mix(specColor.rgb, FresnelSchlick(halfVec, eyeDir, specColor.rgb), specColor.a);
// Pseudo-IBL, so use k_IBL
float k = alpha * alpha/ 2.0f;
// Pseudo-IBL, so use k_IBL
float k = alpha * alpha/ 2.0f;
float NdotL = max(dot(light_dir, normal),0);
float NdotL = max(dot(light_dir, normal),0);
float g1vNL = GeometrySchlickGGX(NdotL, k);
vec3 specEnvLighting = specEnvColour.rgb * fresnel * g1vNL;
float g1vNL = GeometrySchlickGGX(NdotL, k);
vec3 specEnvLighting = specEnvColour.rgb * fresnel * g1vNL;
vec3 kD = vec3(1.0)-fresnel;
kD *= (vec3(1.0) - specColor.rgb);
vec3 diffEnvColor = srgb_to_linear(texture(sIrrmap, vec3(envMatrix * vec4(normal, 0.0))).rgb);
vec3 diffEnvLighting = kD * baseColor.rgb * diffEnvColor * aoFactors.x;
emissiveColor.rgb += (specEnvLighting + diffEnvLighting) * baseColor.a;
#endif
#endif
#ifdef FLAG_GLOW_MAP
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
#ifdef FLAG_MISC_MAP
#ifdef FLAG_TEAMCOLOR
float glowColorLuminance = dot(glowColor, vec3(0.299, 0.587, 0.114));
glowColor = team_glow_enabled ? mix(max(team_color_glow, vec3(0.0)), glowColor, clamp(glowColorLuminance - teamMask.b - teamMask.a, 0.0, 1.0)) : glowColor;
#endif
#endif
#ifdef FLAG_HDR
glowColor = srgb_to_linear(glowColor) * GLOW_MAP_SRGB_MULTIPLIER;
#endif
emissiveColor.rgb += glowColor * GLOW_MAP_INTENSITY;
#endif
vec3 kD = vec3(1.0)-fresnel;
kD *= (vec3(1.0) - specColor.rgb);
vec3 diffEnvColor = srgb_to_linear(texture(sIrrmap, vec3(envMatrix * vec4(normal, 0.0))).rgb);
vec3 diffEnvLighting = kD * baseColor.rgb * diffEnvColor * aoFactors.x;
emissiveColor.rgb += (specEnvLighting + diffEnvLighting) * baseColor.a;
}
}
#ifdef FLAG_FOG
vec3 finalFogColor = fogColor.rgb;
#ifdef FLAG_HDR
finalFogColor = srgb_to_linear(finalFogColor);
#endif
#ifdef FLAG_DIFFUSE_MAP
if(blend_alpha == 1) finalFogColor *= baseColor.a;
#endif
// This code will only be used by the forward renderer so we apply the fog effect to both the emissive and the base
// color.
baseColor.rgb = mix(emissiveColor.rgb + baseColor.rgb, finalFogColor, vertIn.fogDist);
emissiveColor.rgb = vec3(0.0); // Zero the emissive color since it has already been added by the previous line
specColor.rgb *= vertIn.fogDist;
#endif
if (FLAG_ACTIVE(MODEL_SDR_FLAG_GLOW)) {
vec3 glowColor = texture(sGlowmap, vec3(texCoord, float(sGlowmapIndex))).rgb;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_MISC)) {
if (FLAG_ACTIVE(MODEL_SDR_FLAG_TEAMCOLOR)) {
float glowColorLuminance = dot(glowColor, vec3(0.299, 0.587, 0.114));
glowColor = team_glow_enabled ? mix(max(team_color_glow, vec3(0.0)), glowColor, clamp(glowColorLuminance - teamMask.b - teamMask.a, 0.0, 1.0)) : glowColor;
}
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
glowColor = srgb_to_linear(glowColor) * GLOW_MAP_SRGB_MULTIPLIER;
}
emissiveColor.rgb += glowColor * GLOW_MAP_INTENSITY;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_FOG)) {
vec3 finalFogColor = fogColor.rgb;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_HDR)) {
finalFogColor = srgb_to_linear(finalFogColor);
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_DIFFUSE)) {
if(blend_alpha == 1) finalFogColor *= baseColor.a;
}
// This code will only be used by the forward renderer so we apply the fog effect to both the emissive and the base
// color.
baseColor.rgb = mix(emissiveColor.rgb + baseColor.rgb, finalFogColor, vertIn.fogDist);
emissiveColor.rgb = vec3(0.0); // Zero the emissive color since it has already been added by the previous line
specColor.rgb *= vertIn.fogDist;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_DIFFUSE)) {
if(desaturate == 1) {
baseColor.rgb = color.rgb * dot(vec3(1.0), baseColor.rgb) * 0.3333333;
}
}
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow(abs((fract(abs(texCoord.x))-anim_timer) * 1000.0), 2.0)) * 1000.0;
emissiveColor.rgb += vec3(shinefactor);
baseColor.a = baseColor.a * clamp(shinefactor * (fract(abs(texCoord.x))-anim_timer) * -10000.0,0.0,1.0);
} else if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow(abs(vertIn.position.y-anim_timer), 2.0));
emissiveColor.rgb += vec3(shinefactor);
if (!(FLAG_ACTIVE(MODEL_SDR_FLAG_LIGHT))) {
// ATI Wireframe fix *grumble*
baseColor.a = clamp((vertIn.position.y-anim_timer) * 10000.0,0.0,1.0);
}
} else if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
baseColor.a = baseColor.a;
float cloak_interp = (sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005)*0.5)-0.5;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_LIGHT)) {
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
} else {
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*vertIn.normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
}
}
if (!(FLAG_ACTIVE(MODEL_SDR_FLAG_DEFERRED))) {
// emissive colors won't be added later when we are using forward rendering so we need to do that here
baseColor.rgb += emissiveColor.rgb;
#ifdef FLAG_DIFFUSE_MAP
if(desaturate == 1) {
baseColor.rgb = color.rgb * dot(vec3(1.0), baseColor.rgb) * 0.3333333;
}
#endif
#ifdef FLAG_ANIMATED
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow(abs((fract(abs(texCoord.x))-anim_timer) * 1000.0), 2.0)) * 1000.0;
emissiveColor.rgb += vec3(shinefactor);
baseColor.a = baseColor.a * clamp(shinefactor * (fract(abs(texCoord.x))-anim_timer) * -10000.0,0.0,1.0);
}
if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow(abs(vertIn.position.y-anim_timer), 2.0));
emissiveColor.rgb += vec3(shinefactor);
#ifndef FLAG_LIGHT
// ATI Wireframe fix *grumble*
baseColor.a = clamp((vertIn.position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
baseColor.a = baseColor.a;
float cloak_interp = (sin(vertIn.position.x*vertIn.position.w*0.005+anim_timer*20.0)*sin(vertIn.position.y*vertIn.position.w*0.005)*0.5)-0.5;
#ifdef FLAG_LIGHT
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#else
baseColor.rgb = mix(texture(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*vertIn.normal.xy).rgb,baseColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#endif
}
#endif
#ifndef FLAG_DEFERRED
// emissive colors won't be added later when we are using forward rendering so we need to do that here
baseColor.rgb += emissiveColor.rgb;
#endif
fragOut0 = baseColor;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_DEFERRED)) {
fragOut1 = vec4(vertIn.position.xyz, 1.0);
fragOut2 = vec4(normal, glossData);
fragOut3 = vec4(specColor.rgb, fresnelFactor);
fragOut4 = emissiveColor;
}
}
#ifdef FLAG_DEFERRED
fragOut1 = vec4(vertIn.position.xyz, 1.0);
fragOut2 = vec4(normal, glossData);
fragOut3 = vec4(specColor.rgb, fresnelFactor);
fragOut4 = emissiveColor;
#endif
}
+128 -106
View File
@@ -1,12 +1,10 @@
#extension GL_ARB_gpu_shader5: enable
#include "model_shader_flags.h"
#ifdef FLAG_THICK_OUTLINE
layout (triangles) in;
// For every triangle line we generate 2 triangles which can be done with 4 vertices so in total we will need 12 vertices
layout (triangle_strip, max_vertices = 12) out;
#elif defined(FLAG_SHADOW_MAP)
#else
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
#endif
@@ -63,13 +61,21 @@ layout (std140) uniform modelData {
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse_;
vec3 diffuseClr_;
bool overrideGlow_;
vec3 glowClr_;
bool overrideSpec_;
vec3 specClr_;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec_;
int effect_num;
int sBasemapIndex;
vec4 fogColor;
@@ -89,6 +95,8 @@ layout (std140) uniform modelData {
float middist;
float fardist;
vec2 normalAlphaMinMax_;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
@@ -97,146 +105,160 @@ layout (std140) uniform modelData {
int sMiscmapIndex;
float alphaMult;
int flags;
};
in VertexOutput {
#ifdef FLAG_ENV_MAP
vec3 envReflect;
mat3 tangentMatrix;
float fogDist;
#endif
mat3 tangentMatrix;
#ifdef FLAG_FOG
float fogDist;
#endif
#ifdef FLAG_SHADOW_MAP
#if !defined(GL_ARB_gpu_shader5)
float instance;
#endif
#ifdef FLAG_TRANSFORM
float clipModel;
#endif
#else
vec4 position;
#endif
vec3 normal;
vec4 texCoord;
#ifdef FLAG_SHADOWS
vec4 shadowUV[4];
vec4 shadowPos;
#endif
} vertIn[];
out VertexOutput {
#ifdef FLAG_ENV_MAP
vec3 envReflect;
mat3 tangentMatrix;
#endif
mat3 tangentMatrix;
#ifdef FLAG_FOG
float fogDist;
#endif
vec4 position;
vec3 normal;
vec4 texCoord;
#ifdef FLAG_SHADOWS
vec4 shadowUV[4];
vec4 shadowPos;
#endif
} vertOut;
#ifdef FLAG_SHADOW_MAP
void main(void)
void main(void)
{
#ifdef GL_ARB_gpu_shader5
int instanceID = gl_InvocationID;
#else
int instanceID = int(vertIn[0].instance);
#endif
for(int vert = 0; vert < gl_in.length(); vert++)
{
#ifdef GL_ARB_gpu_shader5
int instanceID = gl_InvocationID;
#else
int instanceID = int(vertIn[0].instance);
#endif
for(int vert = 0; vert < gl_in.length(); vert++)
{
if (FLAG_ACTIVE(MODEL_SDR_FLAG_TRANSFORM)) {
if (vertIn[vert].clipModel > 0.9) {
// If the model was clipped in the vertex shader then we do not apply the shadow projection matrix here
gl_Position = gl_in[vert].gl_Position;
} else {
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
}
} else {
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
}
if(gl_Position.z < -1.0)
#ifdef FLAG_TRANSFORM
if (vertIn[vert].clipModel > 0.9) {
// If the model was clipped in the vertex shader then we do not apply the shadow projection matrix here
gl_Position = gl_in[vert].gl_Position;
} else {
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
}
#else
gl_Position = shadow_proj_matrix[instanceID] * gl_in[vert].gl_Position;
#endif
if(gl_Position.z < -1.0)
gl_Position.z = -1.0;
vertOut.position = gl_in[vert].gl_Position;
vertOut.position = gl_in[vert].gl_Position;
vertOut.normal = vertIn[vert].normal;
vertOut.texCoord = vertIn[vert].texCoord;
gl_Layer = instanceID;
#ifdef FLAG_ENV_MAP
vertOut.envReflect = vertIn[vert].envReflect;
#endif
#ifdef FLAG_NORMAL_MAP
vertOut.tangentMatrix = vertIn[vert].tangentMatrix;
#endif
#ifdef FLAG_FOG
vertOut.fogDist = vertIn[vert].fogDist;
#endif
#ifdef FLAG_SHADOWS
vertOut.shadowUV[0] = vertIn[vert].shadowUV[0];
vertOut.shadowUV[1] = vertIn[vert].shadowUV[1];
vertOut.shadowUV[2] = vertIn[vert].shadowUV[2];
vertOut.shadowUV[3] = vertIn[vert].shadowUV[3];
vertOut.shadowPos = vertIn[vert].shadowPos;
#endif
#if defined(FLAG_CLIP)
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#endif
EmitVertex();
}
EndPrimitive();
}
#elif defined(FLAG_THICK_OUTLINE)
const vec2 pixelOffsetDir[4] = vec2[](
vec2(0.0, 1.0),
vec2(1.0, 1.0),
vec2(1.0, -1.0),
vec2(0.0, -1.0)
);
void main(void)
{
for(int vert = 0; vert < gl_in.length(); vert++)
{
int nextVert = (vert + 1) % gl_in.length();
vec4 clip = gl_in[vert].gl_Position;
vec4 diff = gl_in[nextVert].gl_Position - clip; // vector from vert to the next vertex in the list
vec2 normal = normalize(vec2(diff.y, -diff.x)); // Computing the normal of a 2D vector is actually rather simple...
for (int lineVert = 0; lineVert < 4; ++lineVert)
{
// This is the pixel offset along the normal axis
vec2 yOffPixel = pixelOffsetDir[lineVert].y * normal * (outlineWidth / 2.0);
// This is the offset of the vertex along the vector between this vertex and the next one in the triangle
vec2 xOff = pixelOffsetDir[lineVert].x * diff.xy;
// This is the final offset in clip space
vec2 finalOffset = xOff + yOffPixel * vec2(vpwidth, vpheight) * clip.w;
gl_Position = vec4(clip.xyz + vec3(finalOffset, 0.0), clip.w);
vertOut.position = vertIn[vert].position;
vertOut.normal = vertIn[vert].normal;
vertOut.texCoord = vertIn[vert].texCoord;
gl_Layer = instanceID;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_ENV)) {
vertOut.envReflect = vertIn[vert].envReflect;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_NORMAL)) {
vertOut.tangentMatrix = vertIn[vert].tangentMatrix;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_FOG)) {
vertOut.fogDist = vertIn[vert].fogDist;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SHADOWS)) {
vertOut.shadowUV[0] = vertIn[vert].shadowUV[0];
vertOut.shadowUV[1] = vertIn[vert].shadowUV[1];
vertOut.shadowUV[2] = vertIn[vert].shadowUV[2];
vertOut.shadowUV[3] = vertIn[vert].shadowUV[3];
vertOut.shadowPos = vertIn[vert].shadowPos;
}
if (use_clip_plane) {
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
}
#ifdef FLAG_ENV_MAP
vertOut.envReflect = vertIn[vert].envReflect;
#endif
#ifdef FLAG_NORMAL_MAP
vertOut.tangentMatrix = vertIn[vert].tangentMatrix;
#endif
#ifdef FLAG_FOG
vertOut.fogDist = vertIn[vert].fogDist;
#endif
#ifdef FLAG_SHADOWS
vertOut.shadowUV[0] = vertIn[vert].shadowUV[0];
vertOut.shadowUV[1] = vertIn[vert].shadowUV[1];
vertOut.shadowUV[2] = vertIn[vert].shadowUV[2];
vertOut.shadowUV[3] = vertIn[vert].shadowUV[3];
vertOut.shadowPos = vertIn[vert].shadowPos;
#endif
#if defined(FLAG_CLIP)
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#endif
EmitVertex();
}
EndPrimitive();
}
#elif defined(FLAG_THICK_OUTLINE)
const vec2 pixelOffsetDir[4] = vec2[](
vec2(0.0, 1.0),
vec2(1.0, 1.0),
vec2(1.0, -1.0),
vec2(0.0, -1.0)
);
void main(void)
{
for(int vert = 0; vert < gl_in.length(); vert++)
{
int nextVert = (vert + 1) % gl_in.length();
vec4 clip = gl_in[vert].gl_Position;
vec4 diff = gl_in[nextVert].gl_Position - clip; // vector from vert to the next vertex in the list
vec2 normal = normalize(vec2(diff.y, -diff.x)); // Computing the normal of a 2D vector is actually rather simple...
for (int lineVert = 0; lineVert < 4; ++lineVert)
{
// This is the pixel offset along the normal axis
vec2 yOffPixel = pixelOffsetDir[lineVert].y * normal * (outlineWidth / 2.0);
// This is the offset of the vertex along the vector between this vertex and the next one in the triangle
vec2 xOff = pixelOffsetDir[lineVert].x * diff.xy;
// This is the final offset in clip space
vec2 finalOffset = xOff + yOffPixel * vec2(vpwidth, vpheight) * clip.w;
gl_Position = vec4(clip.xyz + vec3(finalOffset, 0.0), clip.w);
vertOut.position = vertIn[vert].position;
vertOut.normal = vertIn[vert].normal;
vertOut.texCoord = vertIn[vert].texCoord;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_ENV)) {
vertOut.envReflect = vertIn[vert].envReflect;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_NORMAL)) {
vertOut.tangentMatrix = vertIn[vert].tangentMatrix;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_FOG)) {
vertOut.fogDist = vertIn[vert].fogDist;
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SHADOWS)) {
vertOut.shadowUV[0] = vertIn[vert].shadowUV[0];
vertOut.shadowUV[1] = vertIn[vert].shadowUV[1];
vertOut.shadowUV[2] = vertIn[vert].shadowUV[2];
vertOut.shadowUV[3] = vertIn[vert].shadowUV[3];
vertOut.shadowPos = vertIn[vert].shadowPos;
}
if (use_clip_plane) {
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
}
EmitVertex();
}
EndPrimitive();
}
}
}
#endif
+83 -66
View File
@@ -2,7 +2,6 @@
#extension GL_ARB_gpu_shader5: enable
#include "shadows.sdr"
#include "model_shader_flags.h"
in vec4 vertPosition;
in vec4 vertTexCoord;
@@ -57,13 +56,21 @@ layout (std140) uniform modelData {
int blend_alpha;
vec3 emissionFactor;
bool overrideDiffuse_;
vec3 diffuseClr_;
bool overrideGlow_;
vec3 glowClr_;
bool overrideSpec_;
vec3 specClr_;
bool alphaGloss;
bool gammaSpec;
bool envGloss;
bool alpha_spec_;
int effect_num;
int sBasemapIndex;
vec4 fogColor;
@@ -83,6 +90,8 @@ layout (std140) uniform modelData {
float middist;
float fardist;
vec2 normalAlphaMinMax_;
int sBasemapIndex;
int sGlowmapIndex;
int sSpecmapIndex;
@@ -91,32 +100,41 @@ layout (std140) uniform modelData {
int sMiscmapIndex;
float alphaMult;
int flags;
};
#ifdef FLAG_TRANSFORM
uniform samplerBuffer transform_tex;
#endif
out VertexOutput {
#ifdef FLAG_ENV_MAP
vec3 envReflect;
mat3 tangentMatrix;
#endif
mat3 tangentMatrix;
#ifdef FLAG_FOG
float fogDist;
#endif
#ifdef FLAG_SHADOW_MAP
#if !defined(GL_ARB_gpu_shader5)
float instance;
#endif
#ifdef FLAG_TRANSFORM
// This flag is needed to let the geometry shader know that it doesn't need to apply the
// shadow projection to gl_Position
float clipModel;
#endif
#else
vec4 position;
#endif
vec3 normal;
vec4 texCoord;
#ifdef FLAG_SHADOWS
vec4 shadowUV[4];
vec4 shadowPos;
#endif
} vertOut;
#ifdef FLAG_TRANSFORM
#define TEXELS_PER_MATRIX 4
void getModelTransform(inout mat4 transform, out bool invisible, int id, int matrix_offset)
{
@@ -127,7 +145,7 @@ void getModelTransform(inout mat4 transform, out bool invisible, int id, int mat
invisible = transform[3].w >= 0.9;
transform[3].w = 1.0;
}
#endif
void main()
{
vec4 position;
@@ -135,77 +153,76 @@ void main()
vec4 texCoord;
mat4 orient = mat4(1.0);
mat4 scale = mat4(1.0);
bool clipModel = false;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_TRANSFORM)) {
getModelTransform(orient, clipModel, int(vertModelID), buffer_matrix_offset);
}
#ifdef FLAG_TRANSFORM
bool clipModel;
getModelTransform(orient, clipModel, int(vertModelID), buffer_matrix_offset);
#endif
texCoord = textureMatrix * vertTexCoord;
vec4 vertex = vertPosition;
if (FLAG_ACTIVE(MODEL_SDR_FLAG_THRUSTER)) {
if(vertex.z < -1.5) {
vertex.z *= thruster_scale;
}
#ifdef FLAG_THRUSTER
if(vertex.z < -1.5) {
vertex.z *= thruster_scale;
}
// Transform the normal into eye space and normalize the result.
#endif
// Transform the normal into eye space and normalize the result.
normal = normalize(mat3(modelViewMatrix) * mat3(orient) * vertNormal);
position = modelViewMatrix * orient * vertex;
#ifdef FLAG_SHADOW_MAP
gl_Position = position;
#if !defined(GL_ARB_gpu_shader5)
#ifdef APPLE
vertOut.instance = float(gl_InstanceIDARB);
#else
vertOut.instance = float(gl_InstanceID);
#endif
#endif
#else
gl_Position = projMatrix * position;
#endif
if (FLAG_ACTIVE(MODEL_SDR_FLAG_SHADOWS)) {
vec4 shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowUV[0] = transformToShadowMap(shadow_proj_matrix[0], 0, shadowPos);
vertOut.shadowUV[1] = transformToShadowMap(shadow_proj_matrix[1], 1, shadowPos);
vertOut.shadowUV[2] = transformToShadowMap(shadow_proj_matrix[2], 2, shadowPos);
vertOut.shadowUV[3] = transformToShadowMap(shadow_proj_matrix[3], 3, shadowPos);
}
#ifdef FLAG_SHADOW_MAP
gl_Position = position;
#if !defined(GL_ARB_gpu_shader5)
#ifdef APPLE
vertOut.instance = float(gl_InstanceIDARB);
#else
vertOut.instance = float(gl_InstanceID);
#endif
#endif
#else
gl_Position = projMatrix * position;
#endif
#ifdef FLAG_SHADOWS
vec4 shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowUV[0] = transformToShadowMap(shadow_proj_matrix[0], 0, shadowPos);
vertOut.shadowUV[1] = transformToShadowMap(shadow_proj_matrix[1], 1, shadowPos);
vertOut.shadowUV[2] = transformToShadowMap(shadow_proj_matrix[2], 2, shadowPos);
vertOut.shadowUV[3] = transformToShadowMap(shadow_proj_matrix[3], 3, shadowPos);
#endif
// Setup stuff for normal maps and envmaps
vec3 t = normalize(mat3(modelViewMatrix) * mat3(orient) * vertTangent.xyz);
vec3 b = cross(normal, t) * vertTangent.w;
vertOut.tangentMatrix = mat3(t, b, normal);
// Setup stuff for normal maps and envmaps
vec3 t = normalize(mat3(modelViewMatrix) * mat3(orient) * vertTangent.xyz);
vec3 b = cross(normal, t) * vertTangent.w;
vertOut.tangentMatrix = mat3(t, b, normal);
if (FLAG_ACTIVE(MODEL_SDR_FLAG_ENV)) {
// Environment mapping reflection vector.
vec3 envReflect = reflect(normalize(position.xyz), normal);
vertOut.envReflect = vec3(envMatrix * vec4(envReflect, 0.0));
#ifdef FLAG_ENV_MAP
// Environment mapping reflection vector.
vec3 envReflect = reflect(normalize(position.xyz), normal);
vertOut.envReflect = vec3(envMatrix * vec4(envReflect, 0.0));
#endif
#ifdef FLAG_FOG
vertOut.fogDist = clamp((gl_Position.z - fogStart) * 0.75 * fogScale, 0.0, 1.0);
#endif
#ifdef FLAG_TRANSFORM
if (clipModel) {
// Clip this model by moving all vertices outside the clip volume
gl_Position = vec4(vec3(-2.0), 1.0);
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_FOG)) {
vertOut.fogDist = clamp((gl_Position.z - fogStart) * 0.75 * fogScale, 0.0, 1.0);
}
if (FLAG_ACTIVE(MODEL_SDR_FLAG_TRANSFORM)) {
if (clipModel) {
// Clip this model by moving all vertices outside the clip volume
gl_Position = vec4(vec3(-2.0), 1.0);
}
#ifdef FLAG_SHADOW_MAP
vertOut.clipModel = clipModel ? 1.0 : 0.0;
#endif
}
#ifdef FLAG_SHADOW_MAP
vertOut.clipModel = clipModel ? 1.0 : 0.0;
#endif
#endif
#ifdef FLAG_CLIP
if(use_clip_plane) {
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
} else {
gl_ClipDistance[0] = 1.0;
}
#ifndef FLAG_SHADOW_MAP
vertOut.position = position;
vertOut.normal = normal;
vertOut.texCoord = texCoord;
#else
vertOut.normal = normal;
vertOut.texCoord = texCoord;
#endif
#endif
#ifndef FLAG_SHADOW_MAP
vertOut.position = position;
vertOut.normal = normal;
vertOut.texCoord = texCoord;
#else
vertOut.normal = normal;
vertOut.texCoord = texCoord;
#endif
}
@@ -1,19 +0,0 @@
#define MODEL_SDR_FLAG_LIGHT (1 << 0)
#define MODEL_SDR_FLAG_DEFERRED (1 << 1)
#define MODEL_SDR_FLAG_HDR (1 << 2)
#define MODEL_SDR_FLAG_DIFFUSE (1 << 3)
#define MODEL_SDR_FLAG_GLOW (1 << 4)
#define MODEL_SDR_FLAG_SPEC (1 << 5)
#define MODEL_SDR_FLAG_ENV (1 << 6)
#define MODEL_SDR_FLAG_NORMAL (1 << 7)
#define MODEL_SDR_FLAG_AMBIENT (1 << 8)
#define MODEL_SDR_FLAG_MISC (1 << 9)
#define MODEL_SDR_FLAG_TEAMCOLOR (1 << 10)
#define MODEL_SDR_FLAG_FOG (1 << 11)
#define MODEL_SDR_FLAG_TRANSFORM (1 << 12)
#define MODEL_SDR_FLAG_SHADOWS (1 << 13)
#define MODEL_SDR_FLAG_THRUSTER (1 << 14)
#define MODEL_SDR_FLAG_ALPHA_MULT (1 << 15)
#define FLAG_ACTIVE(flag) (flags & flag) != 0
-198
View File
@@ -1,198 +0,0 @@
in vec4 fragTexCoord;
out vec4 fragOut0;
out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
out vec4 fragOut5;
out float gl_FragDepth;
uniform sampler2DMS texColor;
uniform sampler2DMS texPos;
uniform sampler2DMS texNormal;
uniform sampler2DMS texSpecular;
uniform sampler2DMS texEmissive;
uniform sampler2DMS texDepth;
layout (std140) uniform genericData {
int samples;
float fov;
};
const float voxelDepth = 2.5f;
const float voxelDepthFalloff = 2.5f;
#define SORT(a, b) if (a > b) { float t = dists[a]; dists[a] = dists[b]; dists[b] = t; }
//The following sorting networks for median calculation are NOT complete. Calculations that don't affect the
//median entry are removed, and thus, while the median element is correct, the rest of the array is NOT fully sorted
#ifdef SAMPLES_4
float getMedianDist(ivec2 texel) {
float dists[4];
for(int i = 0; i < 4; i++) {
dists[i] = texelFetch(texPos, texel, i).z;
}
SORT(0, 2)
SORT(1, 3)
SORT(0, 1)
SORT(2, 3)
SORT(1, 2)
return dists[1];
}
#else
#ifdef SAMPLES_8
float getMedianDist(ivec2 texel) {
float dists[8];
for(int i = 0; i < 8; i++) {
dists[i] = texelFetch(texPos, texel, i).z;
}
SORT(0, 4)
SORT(1, 5)
SORT(2, 6)
SORT(3, 7)
SORT(0, 2)
SORT(1, 3)
SORT(4, 6)
SORT(5, 7)
SORT(2, 4)
SORT(3, 5)
SORT(0, 1)
SORT(2, 3)
SORT(4, 5)
SORT(6, 7)
SORT(1, 4)
SORT(3, 6)
SORT(3, 4)
return dists[3];
}
#else
#ifdef SAMPLES_16
float getMedianDist(ivec2 texel) {
float dists[16];
for(int i = 0; i < 16; i++) {
dists[i] = texelFetch(texPos, texel, i).z;
}
SORT(0, 1)
SORT(2, 3)
SORT(4, 5)
SORT(6, 7)
SORT(8, 9)
SORT(10, 11)
SORT(12, 13)
SORT(14, 15)
SORT(0, 2)
SORT(4, 6)
SORT(8, 10)
SORT(12, 14)
SORT(1, 3)
SORT(5, 7)
SORT(9, 11)
SORT(13, 15)
SORT(0, 4)
SORT(1, 5)
SORT(2, 6)
SORT(3, 7)
SORT(8, 12)
SORT(9, 13)
SORT(10, 14)
SORT(11, 15)
SORT(0, 8)
SORT(1, 9)
SORT(2, 10)
SORT(3, 11)
SORT(4, 12)
SORT(5, 13)
SORT(6, 14)
SORT(7, 15)
SORT(5, 10)
SORT(6, 9)
SORT(3, 12)
SORT(13, 14)
SORT(7, 11)
SORT(1, 2)
SORT(4, 8)
SORT(7, 13)
SORT(2, 8)
SORT(5, 6)
SORT(9, 10)
SORT(3, 8)
SORT(6, 8)
SORT(3, 5)
SORT(7, 9)
SORT(5, 6)
SORT(7, 8)
SORT(6, 7)
return dists[7];
}
#else
//Fallback, do front first
float getMedianDist(ivec2 texel) {
float minDist = -1000000;
for(int i = 0; i < samples; i++) {
minDist = max(minDist, texelFetch(texPos, texel, i).z);
}
return minDist;
}
#endif //SAMPLES_16
#endif //SAMPLES_8
#endif //SAMPLES_4
void main()
{
vec2 texSize = textureSize(texColor);
ivec2 texel = ivec2(texSize * fragTexCoord.xy);
float texelWidthFactor = tan(fov / texSize.y);
float dist = getMedianDist(texel);
float weight = 0.0f;
vec4 color = vec4(0);
vec4 pos = vec4(0);
vec4 normal = vec4(0);
vec4 specular = vec4(0);
vec4 emissive = vec4(0);
float depth = 0;
for(int i = 0; i < samples; i++) {
vec4 localPos = texelFetch(texPos, texel, i);
//Calculate local weight from distance Voxel, but if the distance is 0 (i.e. no model at all), set weight to 1 to allow stuff like background emissive
float localWeight = max(step(-0.001, dist),
smoothstep(dist + dist * texelWidthFactor * (voxelDepth + voxelDepthFalloff), dist + dist * texelWidthFactor * voxelDepth, localPos.z) *
smoothstep(dist - dist * texelWidthFactor * voxelDepth, dist + dist * texelWidthFactor * (voxelDepth + voxelDepthFalloff), localPos.z)
);
pos += localPos * localWeight;
color += texelFetch(texColor, texel, i) * localWeight;
normal += texelFetch(texNormal, texel, i) * localWeight;
specular += texelFetch(texSpecular, texel, i) * localWeight;
emissive += texelFetch(texEmissive, texel, i) * localWeight;
depth += texelFetch(texDepth, texel, i).x * localWeight;
weight += localWeight;
}
fragOut0 = color / weight;
fragOut1 = pos / weight;
fragOut2 = normalize(normal);
fragOut3 = specular / weight;
fragOut4 = emissive / weight;
gl_FragDepth = depth / weight;
}
@@ -1,167 +0,0 @@
in vec4 fragTexCoord;
out vec4 fragOut0;
layout (binding = 0) uniform sampler2D composite;
layout (binding = 1) uniform sampler2D emissive;
layout (binding = 2) uniform sampler2D depth;
layout (binding = 3) uniform sampler3D volume_tex;
#ifdef NOISE
layout (binding = 4) uniform sampler3D noise_volume_tex;
#endif
layout (std140) uniform genericData {
mat4 p_inv;
mat4 v_inv;
vec3 camera;
float zNear;
vec3 globalLightDirection;
float zFar;
vec3 globalLightDiffuse;
float stepsize;
vec3 nebPos;
float globalstepalpha;
vec3 nebSize;
float alphalim;
float emissiveSpreadFactor;
float emissiveIntensity;
float emissiveFalloff;
float henyeyGreensteinCoeff;
vec3 noiseColor;
int directionalLightSampleSteps;
float directionalLightStepSize;
float noiseColorScale1;
float noiseColorScale2;
float noiseIntensity;
float aspect;
float fov;
};
const float sqrt4pi_inv = inversesqrt(4.0 * 3.14159);
const float beer_powder_norm = 3.0/2.0 * sqrt(3.0);
//This HG implementation assumes that the scatter vectors between which is theta both point away from the point of scatter
float henyey_greenstein(float cosTheta) {
float radicant = 1.0 + henyeyGreensteinCoeff * henyeyGreensteinCoeff + 2.0 * henyeyGreensteinCoeff * cosTheta;
return sqrt4pi_inv * (1.0 - henyeyGreensteinCoeff * henyeyGreensteinCoeff) / pow(radicant, 3.0 / 2.0);
}
/*
Base idea of sampling volumetrics from multiple LOD 3D-Textures with cloud models / noise as well as the shading for the diffuse
part of the volumetrics is adapted from Andrew Schneider's 2015 SIGGRAPH talk "The real-time volumetric cloudscapes of Horizon: Zero Dawn".
*/
void main()
{
vec4 eyeDirection = p_inv * vec4(fragTexCoord.xy * 2.0 - 1.0, -1, 1);
eyeDirection.w = 0;
vec3 rayDirection = normalize((v_inv * eyeDirection).xyz);
vec4 color_in = texture(composite, fragTexCoord.xy);
vec3 lCorner = nebPos - nebSize * 0.5;
vec3 rCorner = nebPos + nebSize * 0.5;
vec3 t1 = (lCorner - camera) / rayDirection;
vec3 t2 = (rCorner - camera) / rayDirection;
vec3 tMin = min(t1, t2);
vec3 tMax = max(t1, t2);
vec2 fragcoordAngle = (fragTexCoord.xy - 0.5) * fov;
fragcoordAngle.x *= aspect;
float depth = (2.0 * zNear * zFar / (zFar + zNear - (2 * texture(depth, fragTexCoord.xy).x - 1) * (zFar - zNear))) * sqrt(1.0 + tan(fragcoordAngle.x) * tan(fragcoordAngle.x) + tan(fragcoordAngle.y) * tan(fragcoordAngle.y));
//The t at which the ray enters the nebula cube
float maxtMin = max(0,max(tMin.x, max(tMin.y, tMin.z)));
//The t at which the ray leaves the nebula cube
float mintMax = min(depth, min(tMax.x, min(tMax.y, tMax.z)));
//The cumulative one minus alpha value of the nebula. Corresponds to the multiplier of the current step when additively drawing to a fragment for which the steps closer to the camera are already drawn.
float cumOMAlpha = 1;
//The cumulative distance already travelled through the nebula.
float cumnebdist = 0;
//The color of the current fragment
vec3 cumcolor = vec3(0, 0, 0);
//While not perfectly accurate, it's sufficient to assume all gradients for the 3d texture lookups are identical
vec3 initialPos = (camera + rayDirection * maxtMin) / nebSize + 0.5;
vec3 gradX = dFdx(initialPos);
vec3 gradY = dFdy(initialPos);
vec3 sidestep = 1.0 / vec3(textureSize(volume_tex, 0));
for(float stept = maxtMin; stept < mintMax; stept += stepsize) {
//Step setup
vec3 position = camera + rayDirection * stept - nebPos;
vec3 sampleposition = position / nebSize + 0.5;
vec4 volume_sample = textureGrad(volume_tex, sampleposition, gradX, gradY);
#ifdef DO_EDGE_SMOOTHING
//Average 3D texel with texels on corner, in an attempt to reduce jagged edges.
float stepcolor_alpha = volume_sample.a;
if(cumOMAlpha > 0.8) {
//Draw additional samples only if we currently encounter an edge
stepcolor_alpha = stepcolor_alpha / 2.0 + (
textureGrad(volume_tex, sampleposition + vec3(sidestep.x, sidestep.y, sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(sidestep.x, sidestep.y, -sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(sidestep.x, -sidestep.y, sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(sidestep.x, -sidestep.y, -sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(-sidestep.x, sidestep.y, sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(-sidestep.x, sidestep.y, -sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(-sidestep.x, -sidestep.y, sidestep.z), gradX, gradY).a +
textureGrad(volume_tex, sampleposition + vec3(-sidestep.x, -sidestep.y, -sidestep.z), gradX, gradY).a) / 16.0;
}
#else
float stepcolor_alpha = volume_sample.a;
#endif
float stepalpha = globalstepalpha * stepcolor_alpha;
//All the following computations are just required if we have a stepcoloralpha that is non-zero.
if(stepcolor_alpha > 0.01)
{
//Noise - Technically, we need to do edge noise here but I'm not very happy with how it turned out. The cloud needs to be "eroded" by the noise as per the SIGGRAPH talk, but it's unclear as to how that can be achieved.
//So for now, don't do edge noise. noise_volume_tex.ba are still reserved for noise data for edge erosion.
//Diffuse
#ifdef NOISE
//Mix the actual nebula color with the noise color depending on the product of the noise channels multiplied with intensity, smooth-clamped from 0 to 1
vec3 stepcolor_neb = mix(volume_sample.rgb, noiseColor,
smoothstep(0, 1, (textureGrad(noise_volume_tex, position / noiseColorScale1, gradX, gradY).r + textureGrad(noise_volume_tex, position / noiseColorScale2, gradX, gradY).g) / 2.0 * noiseIntensity));
#else
vec3 stepcolor_neb = volume_sample.rgb;
#endif
vec3 stepcolor_diffuse = stepcolor_neb * henyey_greenstein(dot(rayDirection, globalLightDirection));
float directionalLightStep = 4.0 / float(directionalLightSampleSteps);
float directionalLightDepth = 0.1;
//From the current position in the volumetric cloud, sample towards the sun to test whether or not the current part of the nebula is bright or not
for(int dlstep = 1; dlstep <= directionalLightSampleSteps; dlstep++){
//TODO Sample these in a cone towards the sun, not just a line. Also add the high-distance sample for concave nebulae
vec3 dlsteppos = (position - globalLightDirection * (dlstep * directionalLightStepSize)) / nebSize + 0.5;
float dlstepalpha = textureGrad(volume_tex, dlsteppos, gradX, gradY).a * step(0, dlsteppos.x) * step(dlsteppos.x, 1) * step(0, dlsteppos.y) * step(dlsteppos.y, 1) * step(0, dlsteppos.z) * step(dlsteppos.z, 1);
directionalLightDepth += dlstepalpha * directionalLightStep;
}
stepcolor_diffuse *= beer_powder_norm * (1 - exp(-directionalLightDepth * 2.0)) * exp(-directionalLightDepth);
//Emissive
cumnebdist += stepcolor_alpha * stepsize;
vec3 emissive_lod = textureLod(emissive, fragTexCoord.xy, clamp(cumnebdist * emissiveSpreadFactor, 0, float(textureQueryLevels(emissive) - 1))).rgb;
vec3 stepcolor_emissive = emissive_lod.rgb * pow(1 - globalstepalpha, (depth - stept) * emissiveFalloff) * emissiveIntensity;
//Step finish
vec3 stepcolor = clamp(stepcolor_diffuse + stepcolor_emissive, 0, 1);
float stepalpha = globalstepalpha * stepcolor_alpha;
cumcolor += stepalpha * cumOMAlpha * stepcolor;
}
cumOMAlpha *= 1.0 - stepalpha;
if(cumOMAlpha < alphalim)
break;
}
cumcolor += cumOMAlpha * color_in.rgb;
fragOut0 = vec4(cumcolor, 1);
}
-714
View File
@@ -1,714 +0,0 @@
-- Module options:
local always_try_using_lpeg = true
local register_global_module_table = false
local global_module_name = 'json'
--[==[
David Kolf's JSON module for Lua 5.1/5.2
Version 2.5
For the documentation see the corresponding readme.txt or visit
<http://dkolf.de/src/dkjson-lua.fsl/>.
You can contact the author by sending an e-mail to 'david' at the
domain 'dkolf.de'.
Copyright (C) 2010-2014 David Heiko Kolf
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]==]
-- global dependencies:
local pairs, type, tostring, tonumber, getmetatable, setmetatable, rawset =
pairs, type, tostring, tonumber, getmetatable, setmetatable, rawset
local error, require, pcall, select = error, require, pcall, select
local floor, huge = math.floor, math.huge
local strrep, gsub, strsub, strbyte, strchar, strfind, strlen, strformat =
string.rep, string.gsub, string.sub, string.byte, string.char,
string.find, string.len, string.format
local strmatch = string.match
local concat = table.concat
local json = { version = "dkjson 2.5" }
if register_global_module_table then
_G[global_module_name] = json
end
local _ENV = nil -- blocking globals in Lua 5.2
pcall (function()
-- Enable access to blocked metatables.
-- Don't worry, this module doesn't change anything in them.
local debmeta = require "debug".getmetatable
if debmeta then getmetatable = debmeta end
end)
json.null = setmetatable ({}, {
__tojson = function () return "null" end
})
local function isarray (tbl)
local max, n, arraylen = 0, 0, 0
for k,v in pairs (tbl) do
if k == 'n' and type(v) == 'number' then
arraylen = v
if v > max then
max = v
end
else
if type(k) ~= 'number' or k < 1 or floor(k) ~= k then
return false
end
if k > max then
max = k
end
n = n + 1
end
end
if max > 10 and max > arraylen and max > n * 2 then
return false -- don't create an array with too many holes
end
return true, max
end
local escapecodes = {
["\""] = "\\\"", ["\\"] = "\\\\", ["\b"] = "\\b", ["\f"] = "\\f",
["\n"] = "\\n", ["\r"] = "\\r", ["\t"] = "\\t"
}
local function escapeutf8 (uchar)
local value = escapecodes[uchar]
if value then
return value
end
local a, b, c, d = strbyte (uchar, 1, 4)
a, b, c, d = a or 0, b or 0, c or 0, d or 0
if a <= 0x7f then
value = a
elseif 0xc0 <= a and a <= 0xdf and b >= 0x80 then
value = (a - 0xc0) * 0x40 + b - 0x80
elseif 0xe0 <= a and a <= 0xef and b >= 0x80 and c >= 0x80 then
value = ((a - 0xe0) * 0x40 + b - 0x80) * 0x40 + c - 0x80
elseif 0xf0 <= a and a <= 0xf7 and b >= 0x80 and c >= 0x80 and d >= 0x80 then
value = (((a - 0xf0) * 0x40 + b - 0x80) * 0x40 + c - 0x80) * 0x40 + d - 0x80
else
return ""
end
if value <= 0xffff then
return strformat ("\\u%.4x", value)
elseif value <= 0x10ffff then
-- encode as UTF-16 surrogate pair
value = value - 0x10000
local highsur, lowsur = 0xD800 + floor (value/0x400), 0xDC00 + (value % 0x400)
return strformat ("\\u%.4x\\u%.4x", highsur, lowsur)
else
return ""
end
end
local function fsub (str, pattern, repl)
-- gsub always builds a new string in a buffer, even when no match
-- exists. First using find should be more efficient when most strings
-- don't contain the pattern.
if strfind (str, pattern) then
return gsub (str, pattern, repl)
else
return str
end
end
local function quotestring (value)
-- based on the regexp "escapable" in https://github.com/douglascrockford/JSON-js
value = fsub (value, "[%z\1-\31\"\\\127]", escapeutf8)
if strfind (value, "[\194\216\220\225\226\239]") then
value = fsub (value, "\194[\128-\159\173]", escapeutf8)
value = fsub (value, "\216[\128-\132]", escapeutf8)
value = fsub (value, "\220\143", escapeutf8)
value = fsub (value, "\225\158[\180\181]", escapeutf8)
value = fsub (value, "\226\128[\140-\143\168-\175]", escapeutf8)
value = fsub (value, "\226\129[\160-\175]", escapeutf8)
value = fsub (value, "\239\187\191", escapeutf8)
value = fsub (value, "\239\191[\176-\191]", escapeutf8)
end
return "\"" .. value .. "\""
end
json.quotestring = quotestring
local function replace(str, o, n)
local i, j = strfind (str, o, 1, true)
if i then
return strsub(str, 1, i-1) .. n .. strsub(str, j+1, -1)
else
return str
end
end
-- locale independent num2str and str2num functions
local decpoint, numfilter
local function updatedecpoint ()
decpoint = strmatch(tostring(0.5), "([^05+])")
-- build a filter that can be used to remove group separators
numfilter = "[^0-9%-%+eE" .. gsub(decpoint, "[%^%$%(%)%%%.%[%]%*%+%-%?]", "%%%0") .. "]+"
end
updatedecpoint()
local function num2str (num)
return replace(fsub(tostring(num), numfilter, ""), decpoint, ".")
end
local function str2num (str)
local num = tonumber(replace(str, ".", decpoint))
if not num then
updatedecpoint()
num = tonumber(replace(str, ".", decpoint))
end
return num
end
local function addnewline2 (level, buffer, buflen)
buffer[buflen+1] = "\n"
buffer[buflen+2] = strrep (" ", level)
buflen = buflen + 2
return buflen
end
function json.addnewline (state)
if state.indent then
state.bufferlen = addnewline2 (state.level or 0,
state.buffer, state.bufferlen or #(state.buffer))
end
end
local encode2 -- forward declaration
local function addpair (key, value, prev, indent, level, buffer, buflen, tables, globalorder, state)
local kt = type (key)
if kt ~= 'string' and kt ~= 'number' then
return nil, "type '" .. kt .. "' is not supported as a key by JSON."
end
if prev then
buflen = buflen + 1
buffer[buflen] = ","
end
if indent then
buflen = addnewline2 (level, buffer, buflen)
end
buffer[buflen+1] = quotestring (key)
buffer[buflen+2] = ":"
return encode2 (value, indent, level, buffer, buflen + 2, tables, globalorder, state)
end
local function appendcustom(res, buffer, state)
local buflen = state.bufferlen
if type (res) == 'string' then
buflen = buflen + 1
buffer[buflen] = res
end
return buflen
end
local function exception(reason, value, state, buffer, buflen, defaultmessage)
defaultmessage = defaultmessage or reason
local handler = state.exception
if not handler then
return nil, defaultmessage
else
state.bufferlen = buflen
local ret, msg = handler (reason, value, state, defaultmessage)
if not ret then return nil, msg or defaultmessage end
return appendcustom(ret, buffer, state)
end
end
function json.encodeexception(reason, value, state, defaultmessage)
return quotestring("<" .. defaultmessage .. ">")
end
encode2 = function (value, indent, level, buffer, buflen, tables, globalorder, state)
local valtype = type (value)
local valmeta = getmetatable (value)
valmeta = type (valmeta) == 'table' and valmeta -- only tables
local valtojson = valmeta and valmeta.__tojson
if valtojson then
if tables[value] then
return exception('reference cycle', value, state, buffer, buflen)
end
tables[value] = true
state.bufferlen = buflen
local ret, msg = valtojson (value, state)
if not ret then return exception('custom encoder failed', value, state, buffer, buflen, msg) end
tables[value] = nil
buflen = appendcustom(ret, buffer, state)
elseif value == nil then
buflen = buflen + 1
buffer[buflen] = "null"
elseif valtype == 'number' then
local s
if value ~= value or value >= huge or -value >= huge then
-- This is the behaviour of the original JSON implementation.
s = "null"
else
s = num2str (value)
end
buflen = buflen + 1
buffer[buflen] = s
elseif valtype == 'boolean' then
buflen = buflen + 1
buffer[buflen] = value and "true" or "false"
elseif valtype == 'string' then
buflen = buflen + 1
buffer[buflen] = quotestring (value)
elseif valtype == 'table' then
if tables[value] then
return exception('reference cycle', value, state, buffer, buflen)
end
tables[value] = true
level = level + 1
local isa, n = isarray (value)
if n == 0 and valmeta and valmeta.__jsontype == 'object' then
isa = false
end
local msg
if isa then -- JSON array
buflen = buflen + 1
buffer[buflen] = "["
for i = 1, n do
buflen, msg = encode2 (value[i], indent, level, buffer, buflen, tables, globalorder, state)
if not buflen then return nil, msg end
if i < n then
buflen = buflen + 1
buffer[buflen] = ","
end
end
buflen = buflen + 1
buffer[buflen] = "]"
else -- JSON object
local prev = false
buflen = buflen + 1
buffer[buflen] = "{"
local order = valmeta and valmeta.__jsonorder or globalorder
if order then
local used = {}
n = #order
for i = 1, n do
local k = order[i]
local v = value[k]
if v then
used[k] = true
buflen, msg = addpair (k, v, prev, indent, level, buffer, buflen, tables, globalorder, state)
prev = true -- add a seperator before the next element
end
end
for k,v in pairs (value) do
if not used[k] then
buflen, msg = addpair (k, v, prev, indent, level, buffer, buflen, tables, globalorder, state)
if not buflen then return nil, msg end
prev = true -- add a seperator before the next element
end
end
else -- unordered
for k,v in pairs (value) do
buflen, msg = addpair (k, v, prev, indent, level, buffer, buflen, tables, globalorder, state)
if not buflen then return nil, msg end
prev = true -- add a seperator before the next element
end
end
if indent then
buflen = addnewline2 (level - 1, buffer, buflen)
end
buflen = buflen + 1
buffer[buflen] = "}"
end
tables[value] = nil
else
return exception ('unsupported type', value, state, buffer, buflen,
"type '" .. valtype .. "' is not supported by JSON.")
end
return buflen
end
function json.encode (value, state)
state = state or {}
local oldbuffer = state.buffer
local buffer = oldbuffer or {}
state.buffer = buffer
updatedecpoint()
local ret, msg = encode2 (value, state.indent, state.level or 0,
buffer, state.bufferlen or 0, state.tables or {}, state.keyorder, state)
if not ret then
error (msg, 2)
elseif oldbuffer == buffer then
state.bufferlen = ret
return true
else
state.bufferlen = nil
state.buffer = nil
return concat (buffer)
end
end
local function loc (str, where)
local line, pos, linepos = 1, 1, 0
while true do
pos = strfind (str, "\n", pos, true)
if pos and pos < where then
line = line + 1
linepos = pos
pos = pos + 1
else
break
end
end
return "line " .. line .. ", column " .. (where - linepos)
end
local function unterminated (str, what, where)
return nil, strlen (str) + 1, "unterminated " .. what .. " at " .. loc (str, where)
end
local function scanwhite (str, pos)
while true do
pos = strfind (str, "%S", pos)
if not pos then return nil end
local sub2 = strsub (str, pos, pos + 1)
if sub2 == "\239\187" and strsub (str, pos + 2, pos + 2) == "\191" then
-- UTF-8 Byte Order Mark
pos = pos + 3
elseif sub2 == "//" then
pos = strfind (str, "[\n\r]", pos + 2)
if not pos then return nil end
elseif sub2 == "/*" then
pos = strfind (str, "*/", pos + 2)
if not pos then return nil end
pos = pos + 2
else
return pos
end
end
end
local escapechars = {
["\""] = "\"", ["\\"] = "\\", ["/"] = "/", ["b"] = "\b", ["f"] = "\f",
["n"] = "\n", ["r"] = "\r", ["t"] = "\t"
}
local function unichar (value)
if value < 0 then
return nil
elseif value <= 0x007f then
return strchar (value)
elseif value <= 0x07ff then
return strchar (0xc0 + floor(value/0x40),
0x80 + (floor(value) % 0x40))
elseif value <= 0xffff then
return strchar (0xe0 + floor(value/0x1000),
0x80 + (floor(value/0x40) % 0x40),
0x80 + (floor(value) % 0x40))
elseif value <= 0x10ffff then
return strchar (0xf0 + floor(value/0x40000),
0x80 + (floor(value/0x1000) % 0x40),
0x80 + (floor(value/0x40) % 0x40),
0x80 + (floor(value) % 0x40))
else
return nil
end
end
local function scanstring (str, pos)
local lastpos = pos + 1
local buffer, n = {}, 0
while true do
local nextpos = strfind (str, "[\"\\]", lastpos)
if not nextpos then
return unterminated (str, "string", pos)
end
if nextpos > lastpos then
n = n + 1
buffer[n] = strsub (str, lastpos, nextpos - 1)
end
if strsub (str, nextpos, nextpos) == "\"" then
lastpos = nextpos + 1
break
else
local escchar = strsub (str, nextpos + 1, nextpos + 1)
local value
if escchar == "u" then
value = tonumber (strsub (str, nextpos + 2, nextpos + 5), 16)
if value then
local value2
if 0xD800 <= value and value <= 0xDBff then
-- we have the high surrogate of UTF-16. Check if there is a
-- low surrogate escaped nearby to combine them.
if strsub (str, nextpos + 6, nextpos + 7) == "\\u" then
value2 = tonumber (strsub (str, nextpos + 8, nextpos + 11), 16)
if value2 and 0xDC00 <= value2 and value2 <= 0xDFFF then
value = (value - 0xD800) * 0x400 + (value2 - 0xDC00) + 0x10000
else
value2 = nil -- in case it was out of range for a low surrogate
end
end
end
value = value and unichar (value)
if value then
if value2 then
lastpos = nextpos + 12
else
lastpos = nextpos + 6
end
end
end
end
if not value then
value = escapechars[escchar] or escchar
lastpos = nextpos + 2
end
n = n + 1
buffer[n] = value
end
end
if n == 1 then
return buffer[1], lastpos
elseif n > 1 then
return concat (buffer), lastpos
else
return "", lastpos
end
end
local scanvalue -- forward declaration
local function scantable (what, closechar, str, startpos, nullval, objectmeta, arraymeta)
local len = strlen (str)
local tbl, n = {}, 0
local pos = startpos + 1
if what == 'object' then
setmetatable (tbl, objectmeta)
else
setmetatable (tbl, arraymeta)
end
while true do
pos = scanwhite (str, pos)
if not pos then return unterminated (str, what, startpos) end
local char = strsub (str, pos, pos)
if char == closechar then
return tbl, pos + 1
end
local val1, err
val1, pos, err = scanvalue (str, pos, nullval, objectmeta, arraymeta)
if err then return nil, pos, err end
pos = scanwhite (str, pos)
if not pos then return unterminated (str, what, startpos) end
char = strsub (str, pos, pos)
if char == ":" then
if val1 == nil then
return nil, pos, "cannot use nil as table index (at " .. loc (str, pos) .. ")"
end
pos = scanwhite (str, pos + 1)
if not pos then return unterminated (str, what, startpos) end
local val2
val2, pos, err = scanvalue (str, pos, nullval, objectmeta, arraymeta)
if err then return nil, pos, err end
tbl[val1] = val2
pos = scanwhite (str, pos)
if not pos then return unterminated (str, what, startpos) end
char = strsub (str, pos, pos)
else
n = n + 1
tbl[n] = val1
end
if char == "," then
pos = pos + 1
end
end
end
scanvalue = function (str, pos, nullval, objectmeta, arraymeta)
pos = pos or 1
pos = scanwhite (str, pos)
if not pos then
return nil, strlen (str) + 1, "no valid JSON value (reached the end)"
end
local char = strsub (str, pos, pos)
if char == "{" then
return scantable ('object', "}", str, pos, nullval, objectmeta, arraymeta)
elseif char == "[" then
return scantable ('array', "]", str, pos, nullval, objectmeta, arraymeta)
elseif char == "\"" then
return scanstring (str, pos)
else
local pstart, pend = strfind (str, "^%-?[%d%.]+[eE]?[%+%-]?%d*", pos)
if pstart then
local number = str2num (strsub (str, pstart, pend))
if number then
return number, pend + 1
end
end
pstart, pend = strfind (str, "^%a%w*", pos)
if pstart then
local name = strsub (str, pstart, pend)
if name == "true" then
return true, pend + 1
elseif name == "false" then
return false, pend + 1
elseif name == "null" then
return nullval, pend + 1
end
end
return nil, pos, "no valid JSON value at " .. loc (str, pos)
end
end
local function optionalmetatables(...)
if select("#", ...) > 0 then
return ...
else
return {__jsontype = 'object'}, {__jsontype = 'array'}
end
end
function json.decode (str, pos, nullval, ...)
local objectmeta, arraymeta = optionalmetatables(...)
return scanvalue (str, pos, nullval, objectmeta, arraymeta)
end
function json.use_lpeg ()
local g = require ("lpeg")
if g.version() == "0.11" then
error "due to a bug in LPeg 0.11, it cannot be used for JSON matching"
end
local pegmatch = g.match
local P, S, R = g.P, g.S, g.R
local function ErrorCall (str, pos, msg, state)
if not state.msg then
state.msg = msg .. " at " .. loc (str, pos)
state.pos = pos
end
return false
end
local function Err (msg)
return g.Cmt (g.Cc (msg) * g.Carg (2), ErrorCall)
end
local SingleLineComment = P"//" * (1 - S"\n\r")^0
local MultiLineComment = P"/*" * (1 - P"*/")^0 * P"*/"
local Space = (S" \n\r\t" + P"\239\187\191" + SingleLineComment + MultiLineComment)^0
local PlainChar = 1 - S"\"\\\n\r"
local EscapeSequence = (P"\\" * g.C (S"\"\\/bfnrt" + Err "unsupported escape sequence")) / escapechars
local HexDigit = R("09", "af", "AF")
local function UTF16Surrogate (match, pos, high, low)
high, low = tonumber (high, 16), tonumber (low, 16)
if 0xD800 <= high and high <= 0xDBff and 0xDC00 <= low and low <= 0xDFFF then
return true, unichar ((high - 0xD800) * 0x400 + (low - 0xDC00) + 0x10000)
else
return false
end
end
local function UTF16BMP (hex)
return unichar (tonumber (hex, 16))
end
local U16Sequence = (P"\\u" * g.C (HexDigit * HexDigit * HexDigit * HexDigit))
local UnicodeEscape = g.Cmt (U16Sequence * U16Sequence, UTF16Surrogate) + U16Sequence/UTF16BMP
local Char = UnicodeEscape + EscapeSequence + PlainChar
local String = P"\"" * g.Cs (Char ^ 0) * (P"\"" + Err "unterminated string")
local Integer = P"-"^(-1) * (P"0" + (R"19" * R"09"^0))
local Fractal = P"." * R"09"^0
local Exponent = (S"eE") * (S"+-")^(-1) * R"09"^1
local Number = (Integer * Fractal^(-1) * Exponent^(-1))/str2num
local Constant = P"true" * g.Cc (true) + P"false" * g.Cc (false) + P"null" * g.Carg (1)
local SimpleValue = Number + String + Constant
local ArrayContent, ObjectContent
-- The functions parsearray and parseobject parse only a single value/pair
-- at a time and store them directly to avoid hitting the LPeg limits.
local function parsearray (str, pos, nullval, state)
local obj, cont
local npos
local t, nt = {}, 0
repeat
obj, cont, npos = pegmatch (ArrayContent, str, pos, nullval, state)
if not npos then break end
pos = npos
nt = nt + 1
t[nt] = obj
until cont == 'last'
return pos, setmetatable (t, state.arraymeta)
end
local function parseobject (str, pos, nullval, state)
local obj, key, cont
local npos
local t = {}
repeat
key, obj, cont, npos = pegmatch (ObjectContent, str, pos, nullval, state)
if not npos then break end
pos = npos
t[key] = obj
until cont == 'last'
return pos, setmetatable (t, state.objectmeta)
end
local Array = P"[" * g.Cmt (g.Carg(1) * g.Carg(2), parsearray) * Space * (P"]" + Err "']' expected")
local Object = P"{" * g.Cmt (g.Carg(1) * g.Carg(2), parseobject) * Space * (P"}" + Err "'}' expected")
local Value = Space * (Array + Object + SimpleValue)
local ExpectedValue = Value + Space * Err "value expected"
ArrayContent = Value * Space * (P"," * g.Cc'cont' + g.Cc'last') * g.Cp()
local Pair = g.Cg (Space * String * Space * (P":" + Err "colon expected") * ExpectedValue)
ObjectContent = Pair * Space * (P"," * g.Cc'cont' + g.Cc'last') * g.Cp()
local DecodeValue = ExpectedValue * g.Cp ()
function json.decode (str, pos, nullval, ...)
local state = {}
state.objectmeta, state.arraymeta = optionalmetatables(...)
local obj, retpos = pegmatch (DecodeValue, str, pos, nullval, state)
if state.msg then
return nil, state.pos, state.msg
else
return obj, retpos
end
end
-- use this function only once:
json.use_lpeg = function () return json end
json.using_lpeg = true
return json -- so you can get the module using json = require "dkjson".use_lpeg()
end
if always_try_using_lpeg then
pcall (json.use_lpeg)
end
return json
+4 -29
View File
@@ -1,5 +1,5 @@
#Ship types
#Ship types
$Name: Navbuoy
$Max Debris Speed: 200
$FF Multiplier: 1.0
@@ -12,7 +12,6 @@ $AI:
+Turrets attack this: YES
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Sentry Gun
$Counts for Alone: YES
$On Hotkey List: YES
@@ -33,7 +32,6 @@ $AI:
+Turrets attack this: YES
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Escape Pod
$Praise Destruction: YES
$On Hotkey List: YES
@@ -52,7 +50,6 @@ $AI:
+Turrets attack this: YES
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Cargo
$Scannable: YES
$Max Debris Speed: 200
@@ -66,7 +63,6 @@ $Fog:
$AI:
+Passive docks: ( "cargo" )
$Vaporize Percent Chance: 0.0
$Name: Support
$Counts for Alone: YES
$Praise Destruction: YES
@@ -93,7 +89,6 @@ $AI:
+Active docks: ( "support" )
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
;;WMC - Stealth ships always have another type, so this isn't used
$Name: Stealth
$Counts for Alone: YES
@@ -119,7 +114,6 @@ $AI:
+Passive docks: ( "support" )
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Fighter
$Counts for Alone: YES
$Praise Destruction: YES
@@ -147,7 +141,6 @@ $AI:
+Passive docks: ( "support" )
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Bomber
$Counts for Alone: YES
$Praise Destruction: YES
@@ -175,8 +168,7 @@ $AI:
+Passive docks: ( "support" )
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
;;WMC - This fighter/bomber type doesn't seem to be used anywhere, because no ship is set as both fighter and bomber
;;WMC - This fighter/bomber type doesn't seem to be used anywhere, because no ship is set as both fighter and bomber
$Name: Fighter/bomber
$Counts for Alone: YES
$Praise Destruction: YES
@@ -203,7 +195,6 @@ $AI:
+Passive docks: ( "support" )
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
$Vaporize Percent Chance: 0.0
$Name: Transport
$Counts for Alone: YES
$Praise Destruction: YES
@@ -213,7 +204,6 @@ $Show Attack Direction: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 2.0
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -233,7 +223,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Freighter
$Counts for Alone: YES
$Praise Destruction: YES
@@ -244,7 +233,6 @@ $Scannable: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 1.75
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -265,7 +253,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: AWACS
$Counts for Alone: YES
$Praise Destruction: YES
@@ -275,7 +262,6 @@ $Show Attack Direction: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 0.8
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -295,7 +281,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Gas Miner
$Counts for Alone: YES
$Praise Destruction: YES
@@ -305,7 +290,6 @@ $Show Attack Direction: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 1.0
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -325,7 +309,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Cruiser
$Counts for Alone: YES
$Praise Destruction: YES
@@ -335,7 +318,6 @@ $Show Attack Direction: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 0.9
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -355,7 +337,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Corvette
$Counts for Alone: YES
$Praise Destruction: YES
@@ -365,7 +346,6 @@ $Show Attack Direction: YES
$Max Debris Speed: 150
$FF Multiplier: 1.0
$EMP Multiplier: 0.3333
$Warp Sound Range Multiplier: 6.0
$Beams Easily Hit: YES
$Protected on cripple: YES
$Fog:
@@ -385,7 +365,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Capital
$Counts for Alone: YES
$Praise Destruction: YES
@@ -415,7 +394,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Super Cap
$Counts for Alone: YES
$Praise Destruction: YES
@@ -443,7 +421,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Drydock
$Counts for Alone: YES
$Praise Destruction: YES
@@ -469,7 +446,6 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
$Name: Knossos Device
$Counts for Alone: YES
$Praise Destruction: YES
@@ -493,5 +469,4 @@ $AI:
+Ignored on cripple by: ( "navbuoy" "sentry gun" "escape pod" "cargo" "support" "stealth" "fighter" "bomber" "fighter/bomber" "transport" "freighter" "awacs" "gas miner" "cruiser" "corvette" "capital" "super cap" "drydock" "knossos device" )
+Targeted by 'Huge' weapons and Ignored by 'small only' weapons: YES
$Vaporize Percent Chance: 0.0
#End
#End
+1 -1
View File
@@ -311,7 +311,7 @@ static char* GetFilePart(char *source)
SCP_string safe_string;
// Entry point into the main exception handling routine. This routine is put into an except()
// statement at the beginning of a thread and is called anytime that there is a program exception
// statment at the beginning of a thread and is called anytime that there is a program exception
// The data is stored in a file called ErrorLog.txt in the data directory.
//
// data: pointer to the exception data
+29 -36
View File
@@ -48,51 +48,44 @@ bool fireballs_parsed = false;
bool Fireball_use_3d_warp = false;
static auto WarpOption __UNUSED = options::OptionBuilder<bool>("Graphics.3dWarp",
std::pair<const char*, int>{"3D Warp", 1770},
std::pair<const char*, int>{"Use a 3D model for warp effects", 1771})
.category("Graphics")
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to(&Fireball_use_3d_warp)
.importance(65)
.finish();
static auto WarpOption = options::OptionBuilder<bool>("Graphics.3dWarp", "3D Warp", "Use a 3D model for warp effects")
.category("Graphics")
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to(&Fireball_use_3d_warp)
.importance(65)
.finish();
/**
* Play warp in sound for warp effect
*/
void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
{
gamesnd_id sound_index;
float range_multiplier = 1.0f;
object *fireball_objp;
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
auto fireball_objp = &Objects[fb->objnum];
auto sound_index = gamesnd_id(GameSounds::WARP_IN);
fireball_objp = &Objects[fb->objnum];
if (fb->warp_open_sound_index.isValid()) {
sound_index = gamesnd_id(GameSounds::WARP_IN);
if(fb->warp_open_sound_index.isValid()) {
sound_index = fb->warp_open_sound_index;
} else if ((ship_class >= 0) && (ship_class < ship_info_size())) {
if ( Ship_info[ship_class].is_huge_ship() ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_IN);
}
}
if (ship_class >= 0 && ship_class < ship_info_size()) {
if (Ship_info[ship_class].is_huge_ship()) {
fb->flags |= FBF_WARP_CAPITAL_SIZE;
} else if (Ship_info[ship_class].is_big_ship()) {
} else if ( Ship_info[ship_class].is_big_ship() ) {
range_multiplier = 6.0f;
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
// originally 6.0 for SIF_BIG_SHIP and 1.0 for everything else
if (Ship_info[ship_class].class_type >= 0)
fb->warp_sound_range_multiplier = Ship_types[Ship_info[ship_class].class_type].warp_sound_range_multiplier;
else
fb->warp_sound_range_multiplier = 1.0f;
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, fb->warp_sound_range_multiplier); // play warp sound effect
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
}
/**
@@ -100,14 +93,15 @@ void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
*/
void fireball_play_warphole_close_sound(fireball *fb)
{
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
auto fireball_objp = &Objects[fb->objnum];
auto sound_index = gamesnd_id(GameSounds::WARP_OUT);
gamesnd_id sound_index;
if (fb->warp_close_sound_index.isValid()) {
object *fireball_objp;
fireball_objp = &Objects[fb->objnum];
sound_index = gamesnd_id(GameSounds::WARP_OUT);
if ( fb->warp_close_sound_index.isValid() ) {
sound_index = fb->warp_close_sound_index;
} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_OUT);
@@ -115,7 +109,7 @@ void fireball_play_warphole_close_sound(fireball *fb)
return;
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0F, SND_PRIORITY_SINGLE_INSTANCE, NULL, fb->warp_sound_range_multiplier); // play warp sound effect
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
}
static void fireball_generate_unique_id(char *unique_id, int buffer_len, int fireball_index)
@@ -851,7 +845,6 @@ int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_o
new_fireball->warp_close_sound_index = warp_close_sound;
new_fireball->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
new_fireball->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
new_fireball->warp_sound_range_multiplier = 1.0f;
matrix orient;
if(orient_override != NULL){
@@ -1076,8 +1069,8 @@ void fireball_render(object* obj, model_draw_list *scene)
float alpha = 1.0f;
if (Neb_affects_fireballs)
nebula_handle_alpha(alpha, &obj->pos,
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);
+2 -3
View File
@@ -40,6 +40,8 @@ class asteroid_info;
#define FIREBALL_NUM_LARGE_EXPLOSIONS 2
#define MAX_FIREBALLS 200
extern int fireball_used[MAX_FIREBALL_TYPES];
// all this moved here by Goober5000 because it makes more sense in the H file
@@ -92,9 +94,6 @@ typedef struct fireball {
gamesnd_id warp_close_sound_index;
float warp_open_duration;
float warp_close_duration;
// the sound multiplier is based on the ship class, but we lose that while the warp is closing
float warp_sound_range_multiplier;
} fireball;
// end move
+8 -11
View File
@@ -24,15 +24,13 @@
bool Fireball_warp_flash = false;
static auto WarpFlashOption __UNUSED = options::OptionBuilder<bool>("Graphics.WarpFlash",
std::pair<const char*, int>{"Warp Flash", 1768},
std::pair<const char*, int>{"Show flash upon warp open or close", 1769})
.category("Graphics")
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to_once(&Fireball_warp_flash)
.importance(65)
.finish();
static auto WarpFlashOption = options::OptionBuilder<bool>("Graphics.WarpFlash", "Warp Flash", "Show flash upon warp open or close")
.category("Graphics")
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to_once(&Fireball_warp_flash)
.importance(65)
.finish();
void warpin_batch_draw_face( int texture, vertex *v1, vertex *v2, vertex *v3 )
{
@@ -85,8 +83,7 @@ void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, ve
g3_transfer_vertex( &verts[4], &vecs[4] );
float alpha = 1.0f;
nebula_handle_alpha(alpha, &obj->pos, 1.0f);
float alpha = (The_mission.flags[Mission::Mission_Flags::Fullneb]) ? neb2_get_fog_visibility(&obj->pos, 1.0f) : 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);
+476 -347
View File
@@ -11,12 +11,10 @@
#include "controlconfig/controlsconfig.h"
#include "freespace.h"
#include "gamehelp/gameplayhelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "io/key.h"
#include "mission/missionmessage.h"
#include "missionui/missionscreencommon.h"
#include "sound/audiostr.h"
#include "ui/ui.h"
@@ -24,44 +22,33 @@
// text positioning constants
// text positioning constats
#define TITLE_Y 35
#define Y_START 70
#define X_OFFSET_1 70
// pixel offset for description of key from where key binding starts
// increased this from 193 to 250 to account for allowing multiple keys -Mjn
#define KEY_DESCRIPTION_OFFSET 250
#define KEY_DESCRIPTION_OFFSET 193
// different gameplay help pages
enum : int {
// The first 9 are the basic retail pages
GP_HELP_BASIC_KEYS,
GP_HELP_MOVEMENT_KEYS,
GP_HELP_COMMON_TARGET_KEYS,
GP_HELP_ADVANCED_TARGET_KEYS,
GP_HELP_MESSAGING,
GP_HELP_WEAPON_KEYS,
GP_HELP_THROTTLE_AND_ETS_KEYS,
GP_HELP_VIEW_KEYS,
GP_HELP_MISC_KEYS,
// Plus one for multi only
GP_HELP_MULTI_KEYS,
// Any others defined here will have unique sections within the vector
// but will need special handling to display in the retail UI
GP_HELP_FUNCTION_KEYS,
First_available_section
};
#define GP_FIRST_SCREEN 0 // keep up to date
#define GP_HELP_BASIC_KEYS 0
#define GP_HELP_MOVEMENT_KEYS 1
#define GP_HELP_COMMON_TARGET_KEYS 2
#define GP_HELP_ADVANCED_TARGET_KEYS 3
#define GP_HELP_MESSAGING 4
#define GP_HELP_WEAPON_KEYS 5
#define GP_HELP_THROTTLE_AND_ETS_KEYS 6
#define GP_HELP_VIEW_KEYS 7
#define GP_HELP_MISC_KEYS 8
#define GP_HELP_MULTI_KEYS 9
#define GP_LAST_SCREEN_SINGLE 8 // keep up to date
#define GP_LAST_SCREEN_MULTI 9 // keep up to date
// set this to GP_LAST_SCREEN_SINGLE or GP_LAST_SCREEN_MULTI based upon what game mode we're in
static int Gp_last_screen;
int Gp_last_screen;
#define NUM_BUTTONS 3
#define PREVIOUS_PAGE_BUTTON 0
@@ -122,11 +109,10 @@ static int Gameplay_help_inited = 0;
static int Current_help_page;
SCP_vector<gameplay_help_section> Help_text;
void gameplay_help_init_control_line(int id, gameplay_help_section &thisHelp)
void gameplay_help_blit_control_line(int x, int y, int id)
{
char buf[256];
char buf[256];
auto ci = &Control_config[id];
@@ -135,55 +121,38 @@ void gameplay_help_init_control_line(int id, gameplay_help_section &thisHelp)
strcpy_s(buf, ci->first.textify().c_str());
if (!ci->second.empty()) {
strcat_s(buf, XSTR(", ", 129));
strcat_s(buf, XSTR( ", ", 129));
strcat_s(buf, ci->second.textify().c_str());
}
if (ci->empty()) {
strcpy_s(buf, XSTR("no binding", 130));
strcpy_s(buf, XSTR( "no binding", 130));
}
thisHelp.key.push_back(buf);
thisHelp.text.push_back(XSTR(ci->text.c_str(), CONTROL_CONFIG_XSTR + id));
gr_string(x,y,buf,GR_RESIZE_MENU);
// gr_string(x+KEY_DESCRIPTION_OFFSET,y,ci->text,GR_RESIZE_MENU);
gr_string(x+KEY_DESCRIPTION_OFFSET, y, XSTR(ci->text.c_str(), CONTROL_CONFIG_XSTR + id), GR_RESIZE_MENU);
}
void gameplay_help_init_control_line_raw(const char* control_text, const char* control_description, gameplay_help_section &thisHelp)
void gameplay_help_blit_control_line_raw(int x, int y, const char *control_text, const char *control_description)
{
thisHelp.key.push_back(control_text);
thisHelp.text.push_back(control_description);
}
// displays the given help key and text at the specified
// x and y coordinates
void gameplay_help_blit_help_text(int x, int y, const SCP_string *control_text, const SCP_string *control_description)
{
gr_string(x, y, control_text->c_str(), GR_RESIZE_MENU);
gr_string(x + KEY_DESCRIPTION_OFFSET, y, control_description->c_str(), GR_RESIZE_MENU);
}
// displays a help section header at the specified y coordinate and an x coordinate
// calculated from the header string's length
void gameplay_help_blit_header_text(int y_offset, const SCP_string *header)
{
gr_set_color_fast(&Color_bright);
int w;
gr_get_string_size(&w, nullptr, header->c_str());
gr_printf_menu((gr_screen.clip_width - w) / 2, y_offset, "%s", header->c_str());
gr_set_color_fast(&Color_normal);
gr_string(x,y,control_text,GR_RESIZE_MENU);
gr_string(x+KEY_DESCRIPTION_OFFSET,y,control_description,GR_RESIZE_MENU);
}
// game_play_help_set_title() will display the title for the help screen and
// set the font for the rest of the screen
void gameplay_help_set_title(const SCP_string *title)
void gameplay_help_set_title(const char *title)
{
int sy=TITLE_Y;
char buf[128];
gr_set_color_fast(&Color_bright);
int w;
gr_get_string_size(&w, nullptr, title->c_str());
gr_get_string_size(&w, NULL, title);
gr_printf_menu((gr_screen.clip_width_unscaled - w) / 2,sy,"%s", title->c_str());
gr_printf_menu((gr_screen.clip_width_unscaled - w) / 2,sy,"%s", title);
sprintf(buf, XSTR("Page %d of %d", 132), Current_help_page + 1, Gp_last_screen + 1);
gr_get_string_size(&w, NULL, buf);
@@ -191,253 +160,6 @@ void gameplay_help_set_title(const SCP_string *title)
gr_set_color_fast(&Color_normal);
}
// Inits all the gameplay help text and returns it
// in a nice organized vector of help sections
SCP_vector<gameplay_help_section> gameplay_help_init_text()
{
SCP_vector<gameplay_help_section> complete_help_text;
for (int i = 0; i < First_available_section; i++) {
gameplay_help_section thisHelp;
switch (i) {
case GP_HELP_BASIC_KEYS:
thisHelp.title = XSTR("Basic Keys", 133);
thisHelp.header = "";
gameplay_help_init_control_line(END_MISSION, thisHelp);
gameplay_help_init_control_line(FIRE_PRIMARY, thisHelp);
gameplay_help_init_control_line(MAX_THROTTLE, thisHelp);
gameplay_help_init_control_line(ZERO_THROTTLE, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT, thisHelp);
gameplay_help_init_control_line(TARGET_PREV, thisHelp);
gameplay_help_init_control_line(TOGGLE_AUTO_TARGETING, thisHelp);
break;
case GP_HELP_MOVEMENT_KEYS:
thisHelp.title = XSTR("Movement Keys", 147);
thisHelp.header = "";
gameplay_help_init_control_line(FORWARD_THRUST, thisHelp);
gameplay_help_init_control_line(MAX_THROTTLE, thisHelp);
gameplay_help_init_control_line(ONE_THIRD_THROTTLE, thisHelp);
gameplay_help_init_control_line(TWO_THIRDS_THROTTLE, thisHelp);
gameplay_help_init_control_line(MINUS_5_PERCENT_THROTTLE, thisHelp);
gameplay_help_init_control_line(PLUS_5_PERCENT_THROTTLE, thisHelp);
gameplay_help_init_control_line(ZERO_THROTTLE, thisHelp);
gameplay_help_init_control_line(AFTERBURNER, thisHelp);
gameplay_help_init_control_line(REVERSE_THRUST, thisHelp);
gameplay_help_init_control_line(PITCH_FORWARD, thisHelp);
gameplay_help_init_control_line(PITCH_BACK, thisHelp);
gameplay_help_init_control_line(YAW_LEFT, thisHelp);
gameplay_help_init_control_line(YAW_RIGHT, thisHelp);
gameplay_help_init_control_line(BANK_LEFT, thisHelp);
gameplay_help_init_control_line(BANK_RIGHT, thisHelp);
gameplay_help_init_control_line(BANK_WHEN_PRESSED, thisHelp);
break;
case GP_HELP_COMMON_TARGET_KEYS:
thisHelp.title = XSTR("Basic Targeting Keys", 148);
thisHelp.header = "";
gameplay_help_init_control_line(TARGET_NEXT, thisHelp);
gameplay_help_init_control_line(TARGET_PREV, thisHelp);
gameplay_help_init_control_line(TOGGLE_AUTO_TARGETING, thisHelp);
gameplay_help_init_control_line(TARGET_SHIP_IN_RETICLE, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_CLOSEST_HOSTILE, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_CLOSEST_HOSTILE, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_CLOSEST_FRIENDLY, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_CLOSEST_FRIENDLY, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_SUBOBJECT, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_SUBOBJECT, thisHelp);
gameplay_help_init_control_line(TARGET_SUBOBJECT_IN_RETICLE, thisHelp);
gameplay_help_init_control_line(MATCH_TARGET_SPEED, thisHelp);
gameplay_help_init_control_line(TOGGLE_AUTO_MATCH_TARGET_SPEED, thisHelp);
break;
case GP_HELP_ADVANCED_TARGET_KEYS:
thisHelp.title = XSTR("Advanced Targeting Keys", 149);
thisHelp.header = "";
gameplay_help_init_control_line(TARGET_CLOSEST_SHIP_ATTACKING_SELF, thisHelp);
gameplay_help_init_control_line(TARGET_CLOSEST_SHIP_ATTACKING_TARGET, thisHelp);
gameplay_help_init_control_line(TARGET_LAST_TRANMISSION_SENDER, thisHelp);
gameplay_help_init_control_line(TARGET_TARGETS_TARGET, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_ESCORT_SHIP, thisHelp);
gameplay_help_init_control_line(TARGET_CLOSEST_REPAIR_SHIP, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_UNINSPECTED_CARGO, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_UNINSPECTED_CARGO, thisHelp);
gameplay_help_init_control_line(TARGET_NEWEST_SHIP, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_BOMB, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_BOMB, thisHelp);
gameplay_help_init_control_line(STOP_TARGETING_SHIP, thisHelp);
gameplay_help_init_control_line(TARGET_NEXT_LIVE_TURRET, thisHelp);
gameplay_help_init_control_line(TARGET_PREV_LIVE_TURRET, thisHelp);
gameplay_help_init_control_line(STOP_TARGETING_SUBSYSTEM, thisHelp);
gameplay_help_init_control_line_raw(XSTR("F5...F12", 143), XSTR("Select target assigned to that hotkey", 150), thisHelp);
gameplay_help_init_control_line_raw(XSTR("Shift-F5...F12", 151), XSTR("Add/remove target from that hotkey", 152), thisHelp);
gameplay_help_init_control_line_raw(XSTR("Alt-Shift-F5...F12", 153), XSTR("Clear that hotkey", 154), thisHelp);
break;
case GP_HELP_MESSAGING:
thisHelp.title = XSTR("Messaging Keys", 155);
thisHelp.header = "";
gameplay_help_init_control_line(SQUADMSG_MENU, thisHelp);
gameplay_help_init_control_line(REARM_MESSAGE, thisHelp);
gameplay_help_init_control_line(ATTACK_MESSAGE, thisHelp);
gameplay_help_init_control_line(DISARM_MESSAGE, thisHelp);
gameplay_help_init_control_line(DISABLE_MESSAGE, thisHelp);
gameplay_help_init_control_line(CAPTURE_MESSAGE, thisHelp);
gameplay_help_init_control_line(ENGAGE_MESSAGE, thisHelp);
gameplay_help_init_control_line(FORM_MESSAGE, thisHelp);
gameplay_help_init_control_line(IGNORE_MESSAGE, thisHelp);
gameplay_help_init_control_line(PROTECT_MESSAGE, thisHelp);
gameplay_help_init_control_line(COVER_MESSAGE, thisHelp);
gameplay_help_init_control_line(WARP_MESSAGE, thisHelp);
gameplay_help_init_control_line_raw(XSTR("F5...F12", 143),
XSTR("send specified order to these target(s)", 156),
thisHelp);
break;
case GP_HELP_WEAPON_KEYS:
thisHelp.title = XSTR("Weapon Keys", 157);
thisHelp.header = "";
gameplay_help_init_control_line(FIRE_PRIMARY, thisHelp);
gameplay_help_init_control_line(FIRE_SECONDARY, thisHelp);
gameplay_help_init_control_line(CYCLE_NEXT_PRIMARY, thisHelp);
gameplay_help_init_control_line(CYCLE_PREV_PRIMARY, thisHelp);
gameplay_help_init_control_line(CYCLE_SECONDARY, thisHelp);
gameplay_help_init_control_line(CYCLE_NUM_MISSLES, thisHelp);
gameplay_help_init_control_line(LAUNCH_COUNTERMEASURE, thisHelp);
break;
case GP_HELP_THROTTLE_AND_ETS_KEYS:
thisHelp.title = XSTR("Energy Management Keys", 158);
thisHelp.header = "";
gameplay_help_init_control_line(SHIELD_EQUALIZE, thisHelp);
gameplay_help_init_control_line(SHIELD_XFER_TOP, thisHelp);
gameplay_help_init_control_line(SHIELD_XFER_BOTTOM, thisHelp);
gameplay_help_init_control_line(SHIELD_XFER_LEFT, thisHelp);
gameplay_help_init_control_line(SHIELD_XFER_RIGHT, thisHelp);
gameplay_help_init_control_line(INCREASE_WEAPON, thisHelp);
gameplay_help_init_control_line(DECREASE_WEAPON, thisHelp);
gameplay_help_init_control_line(INCREASE_SHIELD, thisHelp);
gameplay_help_init_control_line(DECREASE_SHIELD, thisHelp);
gameplay_help_init_control_line(INCREASE_ENGINE, thisHelp);
gameplay_help_init_control_line(DECREASE_ENGINE, thisHelp);
gameplay_help_init_control_line(ETS_EQUALIZE, thisHelp);
/*
gameplay_help_init_control_line(XFER_LASER, thisHelp);
gameplay_help_init_control_line(XFER_SHIELD, thisHelp);
*/
break;
case GP_HELP_MISC_KEYS:
thisHelp.title = XSTR("Miscellaneous Keys", 159);
thisHelp.header = "";
// ending mission
gameplay_help_init_control_line(END_MISSION, thisHelp);
gameplay_help_init_control_line_raw(XSTR("ESC", 160), XSTR("invoke abort mission popup", 161), thisHelp);
// time compression
gameplay_help_init_control_line(TIME_SPEED_UP, thisHelp);
gameplay_help_init_control_line(TIME_SLOW_DOWN, thisHelp);
// radar keys
gameplay_help_init_control_line(RADAR_RANGE_CYCLE, thisHelp);
// escort view keys
gameplay_help_init_control_line(ADD_REMOVE_ESCORT, thisHelp);
gameplay_help_init_control_line(ESCORT_CLEAR, thisHelp);
// Pause, Print Screenshot
gameplay_help_init_control_line_raw(XSTR("Pause", 162), XSTR("pause game", 163), thisHelp);
gameplay_help_init_control_line_raw(XSTR("Print Scrn", 164), XSTR("take screen shot", 165), thisHelp);
break;
case GP_HELP_VIEW_KEYS:
thisHelp.title = XSTR("View Keys", 166);
thisHelp.header = "";
gameplay_help_init_control_line(PADLOCK_UP, thisHelp);
gameplay_help_init_control_line(PADLOCK_DOWN, thisHelp);
gameplay_help_init_control_line(PADLOCK_LEFT, thisHelp);
gameplay_help_init_control_line(PADLOCK_RIGHT, thisHelp);
gameplay_help_init_control_line(VIEW_CHASE, thisHelp);
gameplay_help_init_control_line(VIEW_EXTERNAL, thisHelp);
gameplay_help_init_control_line(VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK, thisHelp);
gameplay_help_init_control_line(VIEW_SLEW, thisHelp);
gameplay_help_init_control_line(VIEW_DIST_INCREASE, thisHelp);
gameplay_help_init_control_line(VIEW_DIST_DECREASE, thisHelp);
gameplay_help_init_control_line(VIEW_CENTER, thisHelp);
gameplay_help_init_control_line(VIEW_OTHER_SHIP, thisHelp);
break;
case GP_HELP_MULTI_KEYS:
thisHelp.title = XSTR("Multiplayer Keys", 167);
thisHelp.header = XSTR("Ingame messaging keys (tap for text, hold for voice)", 168);
gameplay_help_init_control_line(MULTI_MESSAGE_ALL, thisHelp);
gameplay_help_init_control_line(MULTI_MESSAGE_FRIENDLY, thisHelp);
gameplay_help_init_control_line(MULTI_MESSAGE_HOSTILE, thisHelp);
gameplay_help_init_control_line(MULTI_MESSAGE_TARGET, thisHelp);
break;
case GP_HELP_FUNCTION_KEYS:
thisHelp.title = XSTR("Function Keys", 134);
thisHelp.header = "";
gameplay_help_init_control_line_raw(XSTR("F1", 135), XSTR("context-sensitive help", 136), thisHelp);
gameplay_help_init_control_line_raw(XSTR("F2", 137),
XSTR("options screen (available anywhere in game)", 138),
thisHelp);
gameplay_help_init_control_line_raw(XSTR("F3", 139), XSTR("hotkey assignment", 140), thisHelp);
gameplay_help_init_control_line_raw(XSTR("F4", 141), XSTR("HUD message scroll-back", 142), thisHelp);
gameplay_help_init_control_line_raw(XSTR("F5...F12", 143), XSTR("hotkeys", 144), thisHelp);
gameplay_help_init_control_line_raw(XSTR("Shift-Esc", 145),
XSTR("quit FreeSpace 2 immediately", 146),
thisHelp);
break;
default:
continue;
}
complete_help_text.push_back(thisHelp);
}
return complete_help_text;
}
// called once when the gameplay help state is entered
void gameplay_help_init()
{
@@ -448,10 +170,6 @@ void gameplay_help_init()
return;
}
// init all the help text
Help_text.clear(); //Make sure the array is empty before we start.
Help_text = gameplay_help_init_text();
common_set_interface_palette("InterfacePalette"); // set the interface palette
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Ui_window.set_mask_bmap(Game_help_mask_filename[gr_screen.res]);
@@ -486,7 +204,7 @@ void gameplay_help_init()
Background_bitmap = bm_load(Game_help_filename[gr_screen.res]);
Current_help_page = GP_FIRST_SCREEN;
Current_help_page = GP_HELP_BASIC_KEYS;
Gameplay_help_inited = 1;
}
@@ -517,7 +235,6 @@ void gameplay_help_leave()
// unpause all game sounds
weapon_unpause_sounds();
audiostream_unpause_all();
message_resume_all();
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
game_flush();
@@ -580,43 +297,456 @@ void gameplay_help_draw_text()
separation = gr_get_font_height() + 3;
gameplay_help_section thisHelp = Help_text[Current_help_page];
switch ( Current_help_page ) {
gameplay_help_set_title(&thisHelp.title);
x_offset = X_OFFSET_1;
y_offset = Y_START;
case GP_HELP_BASIC_KEYS:
{
gameplay_help_set_title(XSTR("Basic Keys", 133));
x_offset = X_OFFSET_1;
y_offset = Y_START;
// if we have a header then display it
if (thisHelp.header.length() > 0) {
gameplay_help_blit_header_text(y_offset, &thisHelp.header);
y_offset += separation;
}
// blit help text for each key
for (int i = 0; i < (int)thisHelp.key.size(); i++) {
y_offset += separation;
gameplay_help_blit_help_text(x_offset, y_offset, &thisHelp.key[i], &thisHelp.text[i]);
}
// Special handling of function keys to display on the same page as the basic keys
if (Current_help_page == GP_HELP_BASIC_KEYS) {
y_offset += separation;
y_offset += separation;
thisHelp = Help_text[GP_HELP_FUNCTION_KEYS];
gameplay_help_blit_header_text(y_offset, &thisHelp.title);
y_offset += separation;
y_offset += separation;
// blit help text for each key
for (int i = 0; i < (int)thisHelp.key.size(); i++) {
y_offset += separation;
gameplay_help_blit_help_text(x_offset, y_offset, &thisHelp.key[i], &thisHelp.text[i]);
gameplay_help_blit_control_line(x_offset, y_offset, END_MISSION);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, FIRE_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, MAX_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, ZERO_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, TARGET_NEXT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, TARGET_PREV);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, TOGGLE_AUTO_TARGETING);
y_offset += separation;
y_offset += separation;
gr_set_color_fast(&Color_bright);
int w;
gr_get_string_size(&w, NULL, XSTR("Function Keys", 134));
gr_printf_menu((gr_screen.clip_width - w) / 2, y_offset, "%s", XSTR("Function Keys", 134));
gr_set_color_fast(&Color_normal);
y_offset += separation;
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("F1", 135), XSTR("context-sensitive help", 136));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("F2", 137), XSTR("options screen (available anywhere in game)", 138));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("F3", 139), XSTR("hotkey assignment", 140));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("F4", 141), XSTR("HUD message scroll-back", 142));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("F5...F12", 143), XSTR("hotkeys", 144));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR("Shift-Esc", 145), XSTR("quit FreeSpace 2 immediately", 146));
break;
}
}
case GP_HELP_MOVEMENT_KEYS:
gameplay_help_set_title(XSTR( "Movement Keys", 147));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,FORWARD_THRUST);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MAX_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ONE_THIRD_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TWO_THIRDS_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MINUS_5_PERCENT_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PLUS_5_PERCENT_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ZERO_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,AFTERBURNER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,REVERSE_THRUST);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PITCH_FORWARD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PITCH_BACK);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,YAW_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,YAW_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_WHEN_PRESSED);
break;
case GP_HELP_COMMON_TARGET_KEYS:
gameplay_help_set_title(XSTR( "Basic Targeting Keys", 148));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TOGGLE_AUTO_TARGETING);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_SHIP_IN_RETICLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_CLOSEST_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_CLOSEST_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_CLOSEST_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_CLOSEST_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_SUBOBJECT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_SUBOBJECT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_SUBOBJECT_IN_RETICLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MATCH_TARGET_SPEED);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TOGGLE_AUTO_MATCH_TARGET_SPEED);
break;
case GP_HELP_ADVANCED_TARGET_KEYS:
gameplay_help_set_title(XSTR( "Advanced Targeting Keys", 149));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_SHIP_ATTACKING_SELF);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_SHIP_ATTACKING_TARGET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_LAST_TRANMISSION_SENDER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_TARGETS_TARGET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_ESCORT_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_REPAIR_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_UNINSPECTED_CARGO);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_UNINSPECTED_CARGO);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEWEST_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_BOMB);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_BOMB);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,STOP_TARGETING_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_LIVE_TURRET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_LIVE_TURRET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,STOP_TARGETING_SUBSYSTEM);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "F5...F12", 143), XSTR( "Select target assigned to that hotkey", 150));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "Shift-F5...F12", 151), XSTR( "Add/remove target from that hotkey", 152));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "Alt-Shift-F5...F12", 153), XSTR( "Clear that hotkey", 154));
break;
case GP_HELP_MESSAGING:
gameplay_help_set_title(XSTR( "Messaging Keys", 155));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,SQUADMSG_MENU);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,REARM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ATTACK_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DISARM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DISABLE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CAPTURE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ENGAGE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,FORM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,IGNORE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PROTECT_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,COVER_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,WARP_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "F5...F12", 143), XSTR( "send specified order to these target(s)", 156));
break;
case GP_HELP_WEAPON_KEYS:
gameplay_help_set_title(XSTR( "Weapon Keys", 157));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,FIRE_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,FIRE_SECONDARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_NEXT_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_PREV_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_SECONDARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_NUM_MISSLES);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,LAUNCH_COUNTERMEASURE);
break;
case GP_HELP_THROTTLE_AND_ETS_KEYS:
gameplay_help_set_title(XSTR( "Energy Management Keys", 158));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_EQUALIZE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_TOP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_BOTTOM);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_WEAPON);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_WEAPON);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_SHIELD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_SHIELD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_ENGINE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_ENGINE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ETS_EQUALIZE);
/*
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,XFER_LASER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,XFER_SHIELD);
*/
break;
case GP_HELP_MISC_KEYS:
gameplay_help_set_title(XSTR( "Miscellaneous Keys", 159));
x_offset=X_OFFSET_1;
y_offset=Y_START;
// ending mission
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,END_MISSION);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "ESC", 160), XSTR( "invoke abort mission popup", 161));
// time compression
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TIME_SPEED_UP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TIME_SLOW_DOWN);
// radar keys
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,RADAR_RANGE_CYCLE);
// escort view keys
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ADD_REMOVE_ESCORT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ESCORT_CLEAR);
// Pause, Print Screenshot
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "Pause", 162), XSTR( "pause game", 163));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "Print Scrn", 164), XSTR( "take screen shot", 165));
break;
case GP_HELP_VIEW_KEYS:
gameplay_help_set_title(XSTR( "View Keys", 166));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_UP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_DOWN);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_CHASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_EXTERNAL);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_SLEW);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_DIST_INCREASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_DIST_DECREASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_CENTER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_OTHER_SHIP);
break;
case GP_HELP_MULTI_KEYS:
{
gameplay_help_set_title(XSTR("Multiplayer Keys", 167));
x_offset = X_OFFSET_1;
y_offset = Y_START;
// ingame messaging
gr_set_color_fast(&Color_bright);
int w;
gr_get_string_size(&w, NULL, XSTR("Ingame messaging keys (tap for text, hold for voice)", 168));
gr_printf_menu((gr_screen.clip_width - w) / 2, y_offset, "%s", XSTR("Ingame messaging keys (tap for text, hold for voice)", 168));
gr_set_color_fast(&Color_normal);
y_offset += separation;
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, MULTI_MESSAGE_ALL);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, MULTI_MESSAGE_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, MULTI_MESSAGE_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset, MULTI_MESSAGE_TARGET);
break;
}
} // end switch
}
// gameplay_help_do_frame() is the function that displays help when acutally playing the game
@@ -633,7 +763,6 @@ void gameplay_help_do_frame(float /*frametime*/)
// make sure game sounds are paused
weapon_pause_sounds();
audiostream_pause_all();
message_pause_all();
k = Ui_window.process() & ~KEY_DEBUGGED;
gameplay_help_process_key(k);
-11
View File
@@ -12,17 +12,6 @@
#ifndef __GAMEPLAY_HELP_H__
#define __GAMEPLAY_HELP_H__
struct gameplay_help_section {
SCP_string title;
SCP_string header;
SCP_vector<SCP_string> key;
SCP_vector<SCP_string> text;
};
extern SCP_vector<gameplay_help_section> Help_text;
SCP_vector<gameplay_help_section> gameplay_help_init_text();
void gameplay_help_init();
void gameplay_help_do_frame(float frametime);
+44 -94
View File
@@ -45,15 +45,13 @@ static bool music_volume_change_listener(float new_val, bool /*initial*/)
return true;
}
static auto MusicVolumeOption __UNUSED = options::OptionBuilder<float>("Audio.Music",
std::pair<const char*, int>{"Music", 1371},
std::pair<const char*, int>{"Volume used for playing music", 1760})
.category("Audio")
.default_val(Default_music_volume)
.range(0.0f, 1.0f)
.change_listener(music_volume_change_listener)
.importance(1)
.finish();
static auto MusicVolumeOption = options::OptionBuilder<float>("Audio.Music", "Music", "Volume used for playing music")
.category("Audio")
.default_val(Default_music_volume)
.range(0.0f, 1.0f)
.change_listener(music_volume_change_listener)
.importance(1)
.finish();
typedef struct tagSNDPATTERN {
int default_next_pattern; // Needed so the next_pattern member can be reset
@@ -259,19 +257,6 @@ SCP_vector<menu_music> Spooled_music;
int Mission_music[NUM_SCORES];
bool event_music_pattern_is_skippable(const SOUNDTRACK_PATTERN_INFO &pattern)
{
// check for blank or "none"
if (pattern.fname[0] == '\0' || !strnicmp(pattern.fname, NOX("none.wav"), 4))
return true;
// no content means this pattern isn't intended to play
if (pattern.num_measures == 0 || pattern.samples_per_measure == 0)
return true;
return false;
}
// -------------------------------------------------------------------------------------------------
// event_music_init()
//
@@ -304,51 +289,6 @@ void event_music_init()
// look for any modular tables
parse_modular_table(NOX("*-mus.tbm"), event_music_parse_musictbl);
// now that we've parsed everything, check the validity
for (auto &soundtrack : Soundtracks)
{
bool all_patterns_valid = true;
// Goober5000 - set the valid flag according to whether we can load all our patterns
// (since someone may be running an enhanced music.tbl without warble_fs1 installed)
for (int i = 0; i < soundtrack.num_patterns; i++)
{
auto filename = soundtrack.patterns[i].fname;
// some patterns aren't played for various legitimate reasons
if (event_music_pattern_is_skippable(soundtrack.patterns[i]))
continue;
// check for negative numbers (zero is allowed)
if (soundtrack.patterns[i].num_measures < 0 || soundtrack.patterns[i].samples_per_measure < 0)
{
Warning(LOCATION, "Soundtrack file %s has a negative 'num_measures' or 'samples_per_measure'; this is not allowed", soundtrack.patterns[i].fname);
all_patterns_valid = false;
break;
}
// check for file with exact extension
// (since event music specifies samples and measures, the audio format is important; so we don't want to assume any format will work)
if (!cf_exists_full(filename, CF_TYPE_MUSIC))
{
#ifndef NDEBUG
// see if the file exists with a different extension
auto res = cf_find_file_location_ext(filename, NUM_AUDIO_EXT, audio_ext_list, CF_TYPE_MUSIC);
if (res.found)
Warning(LOCATION, "Soundtrack file %s was not found with its specified extension, but another file %s exists in the modpack. Please update the extension and adjust audio specifications if necessary.", filename, res.name_ext.c_str());
#endif
Warning(LOCATION, "One or more files in '%s' could not be loaded. The soundtrack will not be used.", soundtrack.name);
all_patterns_valid = false;
break;
}
}
if (all_patterns_valid)
soundtrack.flags |= EMF_VALID;
}
Event_music_inited = TRUE;
Event_music_begun = FALSE;
@@ -470,7 +410,7 @@ void event_music_do_frame()
// start off the music delayed
if ( timestamp_elapsed(Pattern_timer_id) ) {
Pattern_timer_id = TIMESTAMP::never();
Pattern_timer_id = TIMESTAMP::invalid();
Event_music_begun = TRUE;
if ( Current_pattern != -1 && Patterns[Current_pattern].handle >= 0) {
//WMC - removed in favor of if
@@ -604,14 +544,14 @@ void event_music_level_start(int force_soundtrack)
if (force_soundtrack != -1)
Current_soundtrack_num = force_soundtrack;
// Check that soundtrack index is in range, except that < 0 means no soundtrack
if (Current_soundtrack_num < 0)
{
Pattern_timer_id = TIMESTAMP::never(); // update the timestamp as if a soundtrack did start
return;
}
Assert(Current_soundtrack_num < (int)Soundtracks.size());
if (Current_soundtrack_num >= (int)Soundtracks.size())
Assert(Current_soundtrack_num >= 0 && Current_soundtrack_num < (int)Soundtracks.size());
if (Current_soundtrack_num < 0 || Current_soundtrack_num > (int)Soundtracks.size())
return;
strack = &Soundtracks[Current_soundtrack_num];
@@ -624,7 +564,7 @@ void event_music_level_start(int force_soundtrack)
// tracks because their patterns weren't -1
for (i = 0; i < MAX_PATTERNS; i++)
{
if (event_music_pattern_is_skippable(strack->patterns[i]))
if (!strnicmp(strack->patterns[i].fname, NOX("none.wav"), 4))
{
Patterns[i].handle = -1;
continue;
@@ -704,9 +644,7 @@ void event_music_first_pattern()
// if we really are initializing the level
if (Missiontime == 0) {
Pattern_timer_id = TIMESTAMP::invalid(); // don't let this start quite yet; see event_music_set_start_delay()
}
// don't step on a timestamp in progress; only set it if it has elapsed at least once already
else if (Pattern_timer_id.isNever()) {
} else {
Pattern_timer_id = TIMESTAMP::immediate(); // start immediately
}
@@ -1228,6 +1166,9 @@ void parse_soundtrack()
int i, strack_idx = -1;
bool nocreate = false;
//Start parsing soundtrack
//required_string("#Soundtrack Start");
//Get the name, and do we have this track already?
required_string("$SoundTrack Name:");
stuff_string(namebuf, F_NAME, NAME_LENGTH);
@@ -1343,6 +1284,23 @@ void parse_soundtrack()
//We're done here.
required_string("#SoundTrack End");
// Goober5000 - set the valid flag according to whether we can load all our patterns
// (since someone may be running an enhanced music.tbl without warble_fs1 installed)
for (i = 0; i < Soundtracks[strack_idx].num_patterns; i++)
{
// check for "none"
if (!strlen(Soundtracks[strack_idx].patterns[i].fname) || !strnicmp(Soundtracks[strack_idx].patterns[i].fname, "none", 4))
continue;
// check for file
if (!cf_exists_full_ext(Soundtracks[strack_idx].patterns[i].fname, CF_TYPE_MUSIC, NUM_AUDIO_EXT, audio_ext_list))
return;
}
// made it here okay, so it's valid
Soundtracks[strack_idx].flags |= EMF_VALID;
}
void parse_menumusic()
@@ -1621,7 +1579,7 @@ int hostile_ships_present()
// NOTE: callers to this function are advised to allocate a 256 byte buffer
void event_music_get_info(char *outbuf)
{
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE || Current_soundtrack_num < 0 || Current_pattern < 0 ) {
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE || Current_pattern == -1 ) {
strcpy(outbuf,XSTR( "Event music is not playing", 213));
}
else {
@@ -1640,7 +1598,7 @@ int event_music_next_soundtrack(int delta)
{
int new_soundtrack;
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE || Soundtracks.empty() ) {
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE ) {
return -1;
}
@@ -1673,7 +1631,7 @@ void event_sexp_change_soundtrack(const char *name)
}
event_music_level_close();
Current_soundtrack_num = -1;
Current_soundtrack_num = -1;
event_music_level_start(new_soundtrack);
}
@@ -1684,7 +1642,7 @@ void event_sexp_change_soundtrack(const char *name)
// NOTE: callers to this function are advised to allocate a NAME_LENGTH buffer
void event_music_get_soundtrack_name(char *outbuf)
{
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE || Current_soundtrack_num < 0 ) {
if ( Event_music_enabled == FALSE || Event_music_level_inited == FALSE ) {
strcpy(outbuf, XSTR( "Event music is not playing", 213));
}
else {
@@ -1695,15 +1653,11 @@ void event_music_get_soundtrack_name(char *outbuf)
// set the current soundtrack based on name
void event_music_set_soundtrack(const char *name)
{
int index = event_music_get_soundtrack_index(name);
Current_soundtrack_num = event_music_get_soundtrack_index(name);
if (index >= 0 && Soundtracks[index].flags & EMF_VALID)
Current_soundtrack_num = index;
else
Current_soundtrack_num = -1;
if (Current_soundtrack_num == -1)
if ( Current_soundtrack_num == -1 ) {
mprintf(("Current soundtrack set to -1 in event_music_set_soundtrack\n"));
}
}
int event_music_get_soundtrack_index(const char *name)
@@ -1720,7 +1674,7 @@ int event_music_get_soundtrack_index(const char *name)
int event_music_get_spooled_music_index(const char *name)
{
// find the correct index for the spooled music
// find the correct index for the event music
for ( int i = 0; i < (int)Spooled_music.size(); i++ ) {
if ( !stricmp(name, Spooled_music[i].name) ) {
return i;
@@ -1740,12 +1694,8 @@ void event_music_set_score(int score_index, const char *name)
{
Assert(score_index < NUM_SCORES);
int index = event_music_get_spooled_music_index(name);
if (index >= 0 && Spooled_music[index].flags & SMF_VALID)
Mission_music[score_index] = index;
else
Mission_music[score_index] = -1;
// find the correct index for the event music
Mission_music[score_index] = event_music_get_spooled_music_index(name);
}
// reset what sort of music is to be used for this mission
+5 -6
View File
@@ -74,16 +74,15 @@ extern SCP_vector<menu_music> Spooled_music;
// event music soundtrack storage
typedef struct tagSOUNDTRACK_PATTERN_INFO {
char fname[MAX_FILENAME_LEN];
float num_measures;
int samples_per_measure;
} SOUNDTRACK_PATTERN_INFO;
typedef struct tagSOUNDTRACK_INFO {
int flags;
int num_patterns;
char name[NAME_LENGTH];
SOUNDTRACK_PATTERN_INFO patterns[MAX_PATTERNS];
struct {
char fname[MAX_FILENAME_LEN];
float num_measures;
int samples_per_measure;
} patterns[MAX_PATTERNS];
} SOUNDTRACK_INFO;
// Goober5000 - event music flags
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