* take a model reference when a ship changes class
ship_model_change() only loaded the model when the class had none, so a ship
switched to a class whose model had been loaded only by a select-screen
preview adopted that preview's single reference. Closing the screen then
freed the model from under the ship, and the first simulation frame asserted
in model_get(). This is what happened on a replayed mission with a restored
loadout: ship select was skipped, the weapon-select overhead loaded the new
class once, the commit switched the player to it, and the screen close
released it.
Load unconditionally, as ship_create() already does, so the ship holds its own
reference.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* reject stale model ids in model_unload and release select-screen handles at level close
model_unload only used the slot part of the id it was given, so a handle kept
across missions would free whatever model had since been loaded into that slot.
Validate the id against the slot's occupant and warn instead.
Two holders could present such handles: the weapon-select icon models under a
scripted UI that overrides the state hooks (the native close never runs), and
the ship-select 3D model global, which was never reset between missions.
Release the select-screen handles from game_level_close, and unload the
ship-select model on screen close and on every selection change.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* consolidate the select-screen resource release
The weapon side released its icons, anims, and ship class data from two
functions keyed on whether the screen was open, and the level-close path added
a third copy. Give the weapon side the same shape as the ship side: one
unconditional weapon_select_common_close(), with weapon_select_close() left as
pure UI teardown. common_select_level_close() now just calls the two common
closes, and common_select_close() calls it in turn. The ship-select 3D model
is released from ship_select_common_close() so both paths cover it.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
---------
Co-authored-by: Claude Fable 5.1 <[email protected]>
During phase 1 of the FS2 ship/weapon select animation, the wireframe
is supposed to be revealed as the scanline moves down. That relied on
the clip plane set up for the grid carrying over to the wireframe
render. 90a2676f1 replaced the grid's clip plane with line trimming,
which left the phase 1 wireframe unclipped, so it popped in all at once.
Clip the wireframe in both phase 1 and phase 2.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
light_apply_rgb works in the model's local frame, but nothing rotated the
lights into that frame before insignias were drawn: light_rotate_all() was
only called for the briefing and tech room lights, and even then it skipped
Static_light, the separate copies of the sun lights that light_apply_rgb
reads. So the sun term used a stale, never-set direction and the point
lights were treated as if they sat at the model's origin.
Rotate the lights, including the sun copies, once the insignia's instance
is set up, and light each vertex at its actual position, which includes
the insignia's offset.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Convert the mission ship/weapon select screens' per-class UI state from dense MAX_SHIP_CLASSES / MAX_WEAPON_TYPES arrays to sparse containers keyed by loadout-pool membership, matching the Ss_pool / Wl_pool maps they shadow:
ss_icon_info Ss_icons_teams[][MAX_SHIP_CLASSES] -> SCP_map<int, ss_icon_info>[]
wl_icon_info Wl_icons_teams[][MAX_WEAPON_TYPES] -> SCP_map<int, wl_icon_info>[]
wl_ship_class_info Wl_ships[MAX_SHIP_CLASSES] -> SCP_map<int, wl_ship_class_info>
int Plist[] / Slist[] + manual size counters -> SCP_vector<int>
The ship-select active list is replaced outright by a vector of ship classes rebuilt on each interface sync, plus the existing scroll offset. active_list_remove() was dead code and is deleted.
Behavior fixes required by the conversion:
* wl_set_disabled_weapons now computes usability flags for the pool
weapons plus every weapon currently in a slot's banks, instead of all
weapon classes. (Bank weapons are not guaranteed pool members.)
* The two mouse-region handlers that read Plist[Plist_start+index] for
raw indices 0..3 now bounds-check against the list size (as does
ss_get_ship_class_from_list).
* wl_unload_icons and the ss unloaders early-return on a null team
pointer instead of asserting and dereferencing.
The ship side loads icons for every pool class including exhausted 0-count entries while the weapon side loads only positive counts, preserving the existing asymmetry.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
Convert ship/weapon loadout pools from naive per-class arrays to ordered maps that list loadout entries. Each entry represents a ship/weapon class and its count. An absent entry means the class is not in this mission's loadout. Since these are ordered maps, iteration of the map keys occurs in the same sequence as iteration of `Ship_info` or `Weapon_info`.
Includes several bugfixes:
- `csg_read_loadout` now clears both pools before reading. Previously the pools were only zeroed in `mission_campaign_init`
- `restore_wss_data`: non-transmitted classes are now absent rather than memset to 0
- a copy-paste bug where the weapon pool entries were bounds-checked against MAX_SHIP_CLASSES
- `wss_maybe_restore_loadout`: the pool write-back now preserves loadout membership instead of writing a count for every class
- `ss_dump_to_list`/`ss_swap_list_slot`: returning a slot ship whose class is not in the pool now makes it available instead of silently losing it. Unreachable in retail but reachable via script
- off-by-one errors in the Lua `Ship_Pool`/`Weapon_Pool` indexers
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
* fix stale color_to_draw causing draw_model_icon crash with model_id of -1
In draw_wing_block(), color_to_draw was initialized once outside the
slot loop while bitmap_to_draw was reset every iteration. Once any
slot in the wing took the model-icon path, color_to_draw stayed
non-NULL for all remaining slots. A later slot whose icon had no
model (model_index == -1) and no bitmap frame to draw (e.g. a carried
icon that has not moved yet, or an icon ani with missing frames) then
fell into the color branch and called draw_model_icon() with a model
index of -1, crashing in model_clear_instance().
Reset color_to_draw each iteration, and give draw_model_icon() the
same model_id guard that draw_model_rotating() already has.
Co-Authored-By: Claude Fable 5 <[email protected]>
* guard against NULL color_to_draw when an icon ani is missing frames
In draw_ship_icon_with_number() and wl_render_icon(), a bitmap-based
icon takes the bitmap branch initially, so color_to_draw is never
assigned. If a hot/selected/disabled state then swaps in an icon ani
frame that does not exist (e.g. a single-frame or truncated icon ani),
the frame index is -1, the final dispatch falls into the color/model
branch, and gr_set_color_fast() dereferences a NULL color.
Fall back to the normal icon color in that case.
Co-Authored-By: Claude Fable 5 <[email protected]>
---------
Co-authored-by: Claude Fable 5 <[email protected]>
* Extract shadows into own shader and render pass
# Conflicts:
# code/def_files/data/effects/main-g.sdr
* Consolidate render queue code
* More cleanup
* Fix missing clear of shadow buffer inter frame
* Request capability for viewport layer rendering
* instanced shadows
* Fix issues
* Switch to PCF+PCSS and proper textures for it
* Smooth PCSS toggle
* Fix for windows
* Fix OGL error
* Cleanup of old flag
* Expose shadow smoothness
* Fix missing uniform
* Make number of shadow cascades dynamic
* Progress on cockpit shadow integration
* Wrangle Cockpit and show-ship shadows into correct behaviour
* Cleanup
* make player ship shadow table options more intuitive
* Cleanup
* Only read from correct set of shadow maps, also stretch first main-scene map to 0
* Remove now non-necessary validation
* Make shadow cascade buffer more typesafe and less wasteful
* Don't allocate cockpit cascades if not used
* Cleanup
* Final fixes
* Fix Warnings
* clang tidy
* Fix missing fallback for shader precaching
* That weird FOV multiplier that always ruins your day
* Avoid shadow geometry artifacts by using hardware depth clamping
* Correctly handle shadow cascade overrides with hardcoded length
* GCC9 and its sad state of C++17 support.
* Address Feedback
# Conflicts:
# code/graphics/shadows.cpp
Turrets with initial animations flip animation angles every frame in the techroom. The commit returns TriStateBool from model_get_cached_ui_render_instance specifically so callers can run setup only when a new instance is created, but only `render_tech_model` (the Lua path) actually checks it.
Since the instance is cached and persists across frames, every frame re-runs clearShipData + initial-animation start on an already-animated instance, re-applying the initial animations relative to the current (already-animated) pose. This is what seems to produces the per-frame flip/jitter.
This PR caches it to prevent this, and fixes#7526. Tests confirm it works as expected.
After a drag-drop that consumed the last unit of a roster class, the
active list could shrink while SS_active_list_start was non-zero,
making items above the stuck offset (including default ships returned
to the pool, such as Seth fighters) unreachable: the up-arrow handler
short-circuits when size <= max_show without resetting the offset.
- Clamp the preserved scroll offset in ss_synch_interface() against
SS_active_list_size - MAX_ICONS_ON_SCREEN.
- Harden common_scroll_down_pressed() to reset *start to 0 when the
whole list fits on screen.
Fixes#6240
Co-authored-by: Claude Opus 4.7 (1M context) <[email protected]>
Ship_info is already an SCP_vector but MAX_SHIP_CLASSES (500) is held in
place by fixed-size structures throughout the engine and editors. This
converts the seven file-format-adjacent arrays whose persistence touches
the .csg campaign save and .plr pilot file formats:
campaign::ships_allowed [MAX_SHIP_CLASSES] -> SCP_vector<ubyte>
campaign::weapons_allowed [MAX_WEAPON_TYPES] -> SCP_vector<ubyte>
loadout_data::ship_pool [MAX_SHIP_CLASSES] -> SCP_vector<int>
loadout_data::weapon_pool [MAX_WEAPON_TYPES] -> SCP_vector<int>
scoring_struct::kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_okKills [MAX_SHIP_CLASSES] -> SCP_vector<int>
The CSG and PLR file formats already store explicit counts and key by
ship/weapon names, so no on-disk format change is needed. Existing
read/write loops already iterated by ship_info_size() / weapon_info_size()
and just compile through against the new vector types.
Vectors are sized to ship_info_size() / weapon_info_size() in
scoring_struct::init(), mission_campaign_clear(), player_loadout_init(),
and the campaign-pool reset paths in csg.cpp and multi_campaign.cpp.
All of these run after weapon_init() / ship_init(), so the sizing
invariant holds. scoring_struct globals constructed at static-init time
start with empty vectors; first index access is always post-table-parse.
Multiplayer stats sync (multimsgs.cpp) now derives offsets and counts
from the vector size; added USHRT_MAX assertions on the sender side
since the wire protocol packs offset/count as USHORT. The FSTracker
sync (multi_fstracker.cpp) clamps vmt->num_ships down to the local
mod's kills.size() before transmission and guards the receive-side
write so a tracker payload with more ship slots than this mod has won't
overrun the vector.
The MAX_SHIP_CLASSES cap itself stays in place at ship.cpp:2327; this
is one prerequisite toward lifting it. The other ~25 fixed-size
ship-class-indexed structures (team_data, Ss_pool_teams, Wl_ships,
FRED2 editor arrays, qtFRED Editor::_ship_usage, etc.) remain to be
addressed in follow-up PRs.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
* Extra Visual Indication for `Scramble` Missions
Currently, if a mission is set as scramble then there is no visual way for the player to see that the Ship Selection and Weapon Loadout screens are locked, instead the player has to click on the buttons and hear the fail sounds or assess that the hover states are not triggering. This PR adds a text line right below the words Weapons Loadout that states "Ships/Weapons Locked" (XSTR 749) if the mission is scramble thus the player can easily see this right away and not have to check the buttons on every mission.
Tested and works as expected. Happy to put behind a flag if desired.
* whitespace
* incorporate feedback
This is already done in `movie::play()` and shouldn't be done again if a script overrides the function. The extra calls were added in 251285cacc and cbccf655fa (the former copied from the latter), originally as an unsuccessful attempt to fix Mantis 61.
There was confusion in the lighting code between light indexes and sun indexes. These are usually the same, but not always. This makes several changes to fix light/sun handling.
1. Clarify the distinction between lights and suns and add a `sun_index` field
2. Add a flags field and assign the `dual_cone` boolean to it, as well as a new glare flag
3. Determine light glare by checking the light flag, not the sun (which never worked in the first place as the `stars_sun_has_glare` function checked bitmaps rather than suns)
This adds several fixes to make the event and menu music more robust:
1. The game will now run with zero soundtracks. All accesses into a potentially empty vector should now have checks.
2. Soundtracks and menu music are now checked for validity before being played (not just when importing a FSM mission).
3. The parsing validity checks and the in-game event music now check for skippable patterns using the same function.
4. Zero measures and zero samples-per-measure now cause the game to skip a pattern. Negative values now trigger a warning.
5. Omitting some or all of the `$Name:` lines for a soundtrack will not cause an assert.
Fixes#5576. Follow-up to #5572.
* Applying directional brightness profile value, disconnected spec flags and made specular light always equal to diffuse light
* Switched over to new command line arguments
* Wire lab up to new lighting controls, and provide backwards-compatible defaults for emissive.
* cleanup unused new function
* make static some functions that can be static
* revise command-line and emissive handling
* handled specular sun depreciation and general removal of specular value handling
* Removed specular light color as a separate value in the uniform buffers.
* cleanup of leftover/post-rebase specular references
* further post-rebase repair of light flags command line and leftover specular
* move techroom/selection/breifing 'room' lights to a common function and
augment lighting setup for current rendering
* fixed some mishandling of lighting modifiers.
* Addressed code clarity and comments from review
* Documentation (+6 squashed commit)
Squashed commit:
[ea8550b54] Resolve errors
[9ab0a576d] Add way to count number of elements in the arrays
[eb74146cc] Correct this boolean check
[60fbc6008] Missed one
[78e65a4b7] Avoid naming collision
[4ea5ddead] Clean unneeded log print and compare like variables
* Adding simulator room here seems like a pretty safe option
* Scpui API to access to build the tech room cutscene list and a few methods to help playing the cutscene and return to the menu accurately
* Scpui API access for credits related data
* # This is a combination of 7 commits.
Clean unneeded log print and compare like variables
Avoid naming collision
Missed one
Correct this boolean check
Add way to count number of elements in the arrays
Resolve errors
Documentation
* Address feedback
* Address feedback
* Add virtvar isCampaignMission
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
- use standard ADD/GET macros
- better detection of size issues
- support SHRT_MAX ship types
- support SHRT_MAX weapon types
- use MAX_WSS_SLOTS & MAX_SHIP_WEAPONS safely
- support sound indexes higher than 254
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.