31 Commits
Author SHA1 Message Date
wookieejedi 26e9ecab0e Allow mods to set threshold at which shield stops taking damage (#6847)
* Allow mods to set threshold at which shield stops taking damage

FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This is rather unintuitive especially for mods, so this PR creates a game setting value that allows mods to set this value.

Also, this PR fixes a bug where the HUD shield gauge would try and incorporate this feature but did not do it correctly. Specifically, the gauge skips shield segment rendering if the raw shield strength was 0.1 not the percent. Incorrectly using the raw value results in HUD shields being rendered (albeit faintly) even if the damage was skipping the shield and directly damaging the hull. In other words, if the shield segment was 8%, the shield segment would show faintly even the shield is skipping damage.

Tested and works as expected. Also happy to discuss or answer any questions!

* update local variable name for clarity

* rename `ship_quadrant_shield_strength`

* cleanup with updated get percent function

* more cleanup

* wording and safety tuning

* use correct default number
2025-07-19 18:24:49 -04:00
wookieejedi 78d2e663d7 One fix and one enhancement to AI shield behavior (#6737)
* One fix and one enhancement to AI shield behavior

This PR adds one fix and one enhancement to AI shield behavior.

1) Fix: Testing, especially in FotG, revealed an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. This is because `quadrant` is set to -1 if a shield segment is down. This ensures that the resulting effects and damage calculations properly ignore that quadrant downstream, but it also results in `aip->last_hit_quadrant` being set to -1. This PR adds a fix to properly record which shield was actually hit, so that the AI knows to direct energy to that quadrant.

2) Enhancement: In combat situations with fire coming from many directions, it is good practice to keep shields equalized, so this PR adds a flag for the AI to always attempt to balance shields, even if it is being fired upon (instead of the current behavior to always direct energy to the hit shield quadrant).

Both flags are tested and work as expected.

* fix copy paste

* rename to avoid previous confusion

* also make as ai class flag
2025-05-30 21:24:01 -04:00
Goober5000 44cdb29135 some refinement of shield quadrants
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`.  Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength).  Finally add some C++ casts and move some checks to better places.
2025-03-08 01:10:59 -05:00
Goober5000 eeffbd692f make hitpoint sexps safer to use in debriefing
There is a rather large design flaw in FreeSpace debriefings... debriefing SEXPs can refer to in-mission ship data, while all ships (and all objects) are deleted as soon as the mission completes.  Specifically, `obj_delete()` is called which sets all objects to `OBJ_NONE` and marks them as freed, although the data still exists in the various arrays.  This is the use-after-free problem, but applied to the in-game object system, rather than memory accessed by pointers.

It's probably best to defer fixes to an as-needed basis.  As for hitpoint SEXPs, this change updates them to use the object and ship references from the ship registry, since the ship registry is not cleared by the time the debriefing is loaded.  (Using `objp->instance` and `shipp->objnum` at this point would be problematic.)  Since subsystems are also cleared at this point, this also updates the warning messages in those functions.

Fixes an Assert seen in debug mode in Inferno.
2025-01-12 16:52:16 -05:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
asarium 260f15624b Update PR build image and compilers
This advances the versions for Clang to 16 and GCC to 13 along with
fixing any warnings these new versions are detecting now.

The new image versions also include Vulkan so the additional workflow
step for installing that is not necessary anymore.
2023-11-26 12:23:57 +01:00
Asteroth d49e24fa0c Add healing weapons (#2873)
* basic proof of concept: healing weapons

* implement healing weapons

* remove unused parameter

* travis

* more travis

* endless travis

* earlier multi client return

* update find_submodel_instance_world_point

* review tweaks
2021-05-25 23:03:20 -04:00
CasparKielwein e622d81e89 remove unused functions and defines in object/code 2018-12-29 16:45:47 +01:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00
z64555 a42b27c0b8 Moves player control check for modelpoint shields into hud_augment_shield_quadrant(). AI ships can now use shield_transfer() on quadrant indices larger than 3. 2017-12-08 15:01:10 -06:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
MageKing17 c5278e2e95 Allow transferring energy from shields to work properly at full shields.
A conditional originally added to shield_add_strength() to make shields not recharge beyond the recharge limit forgot to check that the amount shields are changing by was positive (unlike a couple other conditionals added/modified around the same time), so a call to shield_add_strength() with a negative delta (e.g. when transferring energy from shields to weapons) when the current shield strength is at or above the recharge limit (i.e. full strength when a recharge limit isn't specified) would immediately return without doing anything. This would, of course, result in no change to shield strength... so if you had full shields and had drained your weapon batteries dry, you could get free energy by hitting the button to transfer energy from your shields.
2017-02-03 02:05:51 -08:00
z64555 cc774b83d4 Rename Goober's factor to shield_scale_factor and change its type to a float. 2016-11-25 16:16:24 -06:00
z64555 020c7e70fd Use correct abs function. 2016-11-25 15:12:12 -06:00
z64555 b30a801f25 (Safety) Add asserts to all functions that use an objp.
(Perf) Add early bail-outs to some functions that could be called on non-ship objects
2016-11-25 15:05:40 -06:00
z64555 6f0888e30b Combine shield transfers from AI and Players into one code path
Fixed an Assert()
2016-11-25 15:04:08 -06:00
z64555 0a81104723 AI and Player shield balancing now share same codepath. 2016-11-25 15:01:28 -06:00
z64555 4cd9c847f3 Implemented shield_balance 2016-11-25 10:42:39 -06:00
z64555 14c4e553dd Doxy and organize objectshield functions. Declared shield_balance. 2016-11-25 10:42:37 -06:00
niffiwan bf21913708 Updates to max shield recharge fix
Use a helper function in appropriate places, add comments where not
Avoid a potential div/0 & add Assertion to shield_get_max_strength
2016-10-16 16:31:11 +10:00
Fabian Woltermann 0591b7ef49 ai profile flags 2016-08-19 22:44:39 +02:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
Lari Nieminen 26e31a4cf0 Added a $Max Shield Recharge ship table entry for limiting how full the shields may recharge. 2015-06-04 15:35:41 +03:00
zookeeper 8cd19aa588 Merged model point shields from zookeeper branch.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10135 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-25 19:29:36 +10:00
Zacam 6c702a11e6 svn:eol-type set to LF. 2012-01-13 18:37:09 +00:00
Sushi e46ba43891 Fix for Mantis 2099 2010-05-12 19:40:09 +00:00
Sushi eb4b7c03e9 Major expansion of AI.tbl. AI.tbl now allows per-AI-class changes to AI settings in AI Profiles. Numerical values (such as $Glide Attack Percent or $Predict Position Delay) are handled as multipliers. YES/NO flags are overridden if set for a specific AI class. All of these multipliers and overrides are optional, and only active if explicitly specified for an AI class. 2009-08-18 04:32:40 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
taylor 0c1d218fb4 fix compiling on F9 (per the standard, limits.h isn't implicitly included) 2008-06-19 04:36:26 +00:00
WMCoolmon d760c85ae9 Initial commit of new files for main codebase. 2008-03-15 09:01:46 +00:00