368 Commits
Author SHA1 Message Date
dustinspace217andDustinspace217 12bddb8366 P3: Add weapon_info::clone (#7847)
* Add weapon_info::clone

Copies every member of a weapon class, following ship_info::clone, so a
weapon can be created from another as ship templates do. The
CLONE_UNIQUE_PTR macro moves from ship.cpp to utils/string_utils.h so
both clone functions share it.

* Group weapon_info::clone fields as the struct declares them

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 01:16:41 -05:00
Goober5000andClaude Fable 5.1 04e698c29b fix weapon substitution bank attribution and turret ammo accounting
Follow-up to #7635.

Pass the firing bank explicitly through weapon_create() and beam_fire()
instead of searching the ship's banks by weapon class, which could
attribute substitution patterns to the wrong bank.  Factor the
substitution logic into get_weapon_substitution_tuple() and only apply
linked/dual-fire pairing to ship-level fire, not turret fire.  Skip
substitution on multiplayer clients, since the server already resolved it.

Derive turret bank indices from the weapon slot being fired rather than
the turret's bank cursor, so ammo and substitution state are tracked on
the bank that actually fired.  Previously a single-selection turret could
consume ammo from a bank it never fired, and non-ammo turrets (whose
cursors stay at -1) would have skipped substitution entirely.

Use the Player_ship object flag rather than Player_obj in
ship_secondary_bank_can_dual_fire() so the server and clients agree on
dual fire for remote players, and guard ship_secondary_has_ammo() against
a negative bank index.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-05 19:22:45 -04:00
Goober5000andClaude Fable 5 d413e52b33 External weapon model refactor: consolidate per-bank state, fix design issues (#7634)
* consolidate per-bank external weapon model state into one struct

The state for a bank's external weapon model was scattered across two
structs and three naming schemes: the model instance and its weapon in
ship_weapon, the firing-point chain counter in a combined array indexed
with the bank + MAX_SHIP_PRIMARY_BANKS packing convention, and the
gatling spin rate/angle on ship itself.

Gather them into external_weapon_state, with one array for primary
banks and one for secondary banks in ship_weapon.  This removes the
index-packing convention (ship_get_external_model_fp_offset now takes
the bank's state directly), and ship_delete now also frees secondary
instances should a future weapon ever create one.

No behavior change.

Co-Authored-By: Claude Fable 5 <[email protected]>

* update external weapon model spin in per-frame processing

The gatling spin state was integrated inside ship_fire_primary (spin-up)
and ship_stop_fire_primary_bank (spin-down), which entangled a per-frame
visual/state update with the firing event paths and had two quirks:

- Spin-down only ran when something called the stop-fire path, so a bank
  could freeze mid-spin (e.g. AI ships that stop calling
  ship_fire_primary without going through ship_stop_fire_primary).
- The spin angle only advanced when the ship class set
  $Show Primary Models:, so identical weapon state evolved differently
  per ship class even though the rate (which gates firing) always ran.

Banks that try to fire now just request spin-up, and
update_external_weapon_spin() -- called from ship_process_post next to
update_reload_percent(), which was moved out of the physics code for
the same reason -- integrates the rate and angle every frame.  The
firing gate (no shots until the barrels reach full speed) is unchanged.

Co-Authored-By: Claude Fable 5 <[email protected]>

* make external_model_num mean what it says; gate firing offsets on drawn models

Since the original 2005 implementation, external_model_num was bashed
to model_num at parse time when no $External Model File: was given, so
every POF-rendered weapon appeared to have an external model.  All the
checks downstream therefore tested 'has any model' while reading as
'has an external model', and two paths leaked the fallback into
gameplay:

- ship_fire_secondary applied the external-model firing point offset
  without checking $Show Secondary Models: (unlike the primary path),
  so any missile whose own in-flight POF contained gun points would
  have its launch position offset on every ship in the game.
- The AI line-of-sight check, copied from ship_fire_secondary,
  applied the offset with no draw check for either bank type, so for
  primaries it could disagree with the actual firing path.

external_model_num now stays -1 unless $External Model File: was
given.  Rendering code (ship_render_weapon_models, the HUD hardpoints
gauge, and the gatling instance helper) falls back to the weapon's own
model at the point of use, preserving the existing display of missiles
on hardpoints.  Firing point offsets now require a dedicated external
model *and* the bank's models to actually be drawn, in all three
paths.  In practice this does not change firing behavior, because GPNT
chunks are never added to weapon models except when explicitly built
as external models.

Co-Authored-By: Claude Fable 5 <[email protected]>

* warn on external weapon model conventions that are silently ignored

Two load-bearing conventions of the external weapon model feature had
no diagnostics:

- Only the first gun bank of an external model supplies firing points;
  additional banks are silently ignored.  Warn when an external model
  has more than one gun bank.
- $Show Primary Models: / $Show Secondary Models: must list exactly
  one bool per weapon bank; missing entries silently default to not
  drawing.  Warn when the list length doesn't match the bank count.

Co-Authored-By: Claude Fable 5 <[email protected]>

* orient external weapon models along their slot's firing normal

External weapon models were always rendered pointing ship-forward, and
reloading missiles slid backward along fixed -Z, regardless of the gun
or missile point's normal -- so a bank angled 45 degrees outward fired
along its normal while its mounted model pointed dead ahead.  The
per-slot angle offset was also applied as a roll about ship-forward
rather than about the firing axis.

ship_get_weapon_model_slot_transform now builds the slot orientation
from the firing normal (identity for the usual dead-ahead normal, so
existing forward-facing mounts render exactly as before) with the
angle-offset roll applied about that axis, and slides reloading
missiles along the normal.

Correspondingly, ship_get_external_model_fp_offset now rotates the
external model's firing-point offset by the same slot transform, so
shots continue to emerge from the drawn barrels on angled mounts, and
now also respect the angle-offset roll (previously the offset was
added unrotated, mismatching rolled models).

Co-Authored-By: Claude Fable 5 <[email protected]>

* address review: same-frame spool-up gating; optional slot transform outputs

Move the update_external_weapon_spin() call from ship_process_post() to the top of ship_process_pre().  The update now happens before any firing attempt in the frame, so the spool-up firing gate sees the current frame's spin rate, as it did on master where the update happened inside the firing code.  This also makes the ordering consistent for the AI regardless of Framerate_independent_turning.

Also make both outputs of ship_get_weapon_model_slot_transform() optional.

Co-Authored-By: Claude Fable 5 <[email protected]>

---------

Co-authored-by: Claude Fable 5 <[email protected]>
2026-08-27 22:08:06 -07:00
Goober5000 ee4b554dd4 standardize and update the various _INDEX macros 2026-08-23 21:38:52 -04:00
wookieejedi 61b7c9f3f1 clang auto format typo 2026-08-04 07:56:44 -04:00
wookieejedi af7a2f37ed clang again 2026-08-04 07:36:38 -04:00
wookieejedi 208cfdfed3 clang 2026-08-03 23:18:03 -04:00
wookieejedi 9ccfe9d9e3 Add weapon launch curve input 'Target Forward Speed'
Following style of 'target radius' and other useful weapon launch curve inputs, this PR adds 'Target Forward Speed' which can be useful to use as an input and then use FoF as an output to do things like make turrets have a tougher time having dynamic FoF depending on target speed.
2026-08-03 23:03:35 -04:00
The Force da05081405 Fix C4709 Warnings In modern VS (#7576)
* Fix C4709 Warnings on latest VS

* more

* suppress false positive

* Switch to using any/none_of

* Address Feedback

* Fix Line endings?

* Fix commits and strip out flag_combinator

* more fixes

* nolint
2026-07-26 14:33:00 +01:00
Mike Nelson f4d84ec47a Support Rearm Pool, Limits, and Other Features (#7249)
* framework for support ship rearm pool and flags

* scripting api

* FRED support

* QtFRED support

* do not save non-player-allowed weapons

* tvt and mission versioning

* fix variable name

* minor fixes and clarity

* oops

* add qtfred help docs

* fixes and cleanup

* clang and readability

* address feedback

* address feedback
2026-06-05 11:33:19 +02:00
Mike Nelson 31f77e5a32 Mines weapon type & weapon proximity triggers (#7461)
* new mine weapon type

* some fixes and cleanup

* fix some parsing issues

* make sure mines get plotted

* make mine spawned objects can get a correct target

* some cleanup and additional features

* chasing mines

* some Lua tweaks

* generalize proximity detonations

* minor tweaks

* collapse namespace

* address feedback
2026-06-05 14:06:00 +09:00
Mike Nelson 9180ff364e icon closeup zoom and pos (#7398) 2026-05-09 10:50:03 -04:00
Goober5000 50a4febe88 refactor -weapon_spew_stats
This splits out the stat calculation and MediaVP text generation into their own functions so that they can be used elsewhere.
2026-03-17 00:22:50 -04:00
Mike Nelson 8e23ce837f Add feature to customize how CMs are launched (#7224) 2026-03-05 15:15:56 -05:00
Goober5000 b4d9c3e9c4 make ship and weapon class display names SCP_string
All other display names are `SCP_string`, so make these `SCP_string` as well to be consistent and to allow arbitrary-length display names.

Also fix a few infelicities with German translation and the script API.
2026-01-05 23:13:35 -05:00
wookieejedi 6b5f9c9be7 Cleanup and fix hud_target_missile (#7051)
* Cleanup and fix `hud_target_missile`

The function `hud_target_missile` is what runs when the `Target Hostile Bomb or Bomber` control is pressed. Notably, it does not work if there is only 1 hostile bomber. The issue is that the loop within `hud_target_missile` is designed to search for the "next" target, but when there's only one valid target, the loop logic skips over it. But, `hud_target_missile` correctly will target if there is only 1 bomb though, so the fix is to just update the ship bomber logic similarly. This PR updates the logic of the bomber search so it matches the bombs search, that way the bomber search can target a bomber if there is only 1 present in the mission (just as how the existing bomb search will let you target 1 bomb if there is only 1 bomb in the mission currently).

This PR also takes the opportunity to cleanup the function with more clear variable and function naming, along with two new internal bools which will be very helpful for later planned PRs.

Fixes #7050. Tested and works as expected.

* rework hud_target_hostile_bomb_or_bomber

* appease clang

* additional cleanup and modernization

* more cleanup for select previous
2025-10-13 21:51:50 -04:00
Mike Nelson 1ffcaafc89 Allow customizing the fs2 selection effect (#6868)
* allow customizing the fs2 selection effect

* undo color color shift
2025-08-13 07:26:55 -04:00
Taylor Richards d0c5fe6bcc fix series of bugs due to improper multi targeting (#6916)
Multiple issues were discovered to be from improper targeting data in multi
tracing back to the addition of multi-lock. This was due to differences in
how targeting works in single/multi and de-sync of this info between server
and client. Collecting accurate targeting data on the server and making sure
that the client will use that data resolves the tracking and sync issues.
2025-08-11 11:06:46 -04:00
Kestrellius 6921f550c1 Enhanced functionality for conditional impacts (#6785)
* add new conditions

* don't worry about it

* implement new conditions

* bugfixing

* handle pokethrough differently

* clang for the clang god

* appeasement

* to the last i grapple with thee

* from hell's heart etc

* bugfixing

* support hits while dying

* fix shield math, cleanup

* fix memory error
2025-07-12 11:40:53 +02:00
BMagnu 82dfdbc962 Cleanup of Level 0 Particles (#6808)
* Make scripting use the full-blown particle system

* Add reverse option

* Add animation reversal as an option to modern particles

* Start implementation of beam particles

* Add multi-emission particle source API for legacy particles

* Attach beam muzzle particles to the correct host

* Reorder code in order to facilitate apparent visual size as modular curve input for particles

* fix lua api

* Typo

* Fix scripting and beam muzzle particles

* Remove muzzleflash code, prepare to replace with particles

* Begin mflash effect conversion

* Pass final parameters to mflashes and fix curve

* Remove deprecated particle function

* Add debris flame particles

* remove weapon_explosion table

* Convert shield explosion particles

* Fix modular curve full inputs and convert particle curve inputs accordingly

* Allow particle volume offset and rotation with curve-based rot around fvec

* Add Ring and Point Volumes

* Convert PSPEW to new system

* Make particle curve timing aware of interp

* Update todos

* get rid of performance waste

* Add last parameter for converted pspews

* Fix pspew bugs

* Fix direction for default pspew

* Fix order for voluem rotation

* particle vel interp

* particle vel interp 2

* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt

* fix scripting particle lifetime

* Allow beam muzzle particle override

* Skip invalid pspews

* remove pspew dcf code

* Fix sparkler stretch

* Correct sparkler bia

* General sparkler weirdness

* Tune distribution of sparklers

* Convert Asteroid particles

* Fix conversion warning

* Fix conversion warning again

* Fix conversion warning again again

* Really clang?
2025-07-09 16:47:14 +09:00
BMagnu e8bb54c36d Add "Move End Position by target velocity" (#6760)
* add "Move End Position by target velocity"

* Enable the functionality for slashbeams as well
2025-06-10 03:29:36 +02:00
Kestrellius 3cf3aa9ecd Launch curves followup (#6742)
* this went very badly

* fix burst mult bug

* increment multi

* fix uninitialized variable

* fixes

* further fixes

* concision
2025-06-04 07:07:14 -04:00
Kestrellius 66d9335dab Weapon launch curves (#6732)
* it's broken and i don't like it

* it's fixed and i approve

* add multi support maybe

* appease clang

* appease clang ii: electric boogaloo

* const refs

* increment multi version
2025-05-27 00:48:40 +02:00
Kestrellius 5ca64215c6 Weapon curves followup (#6722) 2025-05-19 22:00:53 -04:00
Goober5000 343d9a36d4 std::unique_ptr refactoring
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes.  This makes the code more robust and increases memory safety.  This also allows several string variables to be consolidated in the ship class and weapon class script APIs.

Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
2025-03-04 22:52:53 -05:00
Asteroth 8c95178d19 add linked loop firing sounds 2025-02-15 22:33:20 -05:00
BMagnu 23dc22e172 Unify Particle Attachment (#6571)
* Fix incorrect ship legacy particle curve assignment

* Setup trigger radius

* Properly attach particle sources to objects and subobjects

* Add trigger velocity for weapon impacts

* Onetime particle source timing fix

* Warnings

* Allow global_to_local to work with no submodel

* Allow global_to_local to work with no submodel, again
2025-02-03 22:14:19 +01:00
Asteroth ca243a0a6a Make explicit shield hit radius for ships and weapons (#6478)
* allow shield effect radius overrides

* this should be a float

* change variable name

* skip rendering 0 radius
2025-01-02 12:56:46 +01:00
KestrelliusandBMagnu 228fd17ff1 Modular curves for weapon attributes during lifetime (#6319)
* Partially builds weapon curves.

* Further curve implementation

* Implementation of more output types.

* Cleanup

* Adjusts warning.

* Appeases clang.

* further appeasement

* Appeasement and time-traveling review changes

* change the enum branch too that'd be good

* More requested changes

* Basic abstraction for generic modular curves

* Make curve list by output statically sized

* Make instance-randomization consistent and mapless

* Add parsing

* Add derived modular curve sets

* Fix incorrect unpack

* Split modular curve set and definition, properly comment struct usage

* Split off specific type-traits into own file

* Fix modular curves for multi-derive case

* Implement some basic weapon curves, as well as the damage multiplier hit curve

* Merges in generified system built by Lafiel.

* Fills out beam curvesets.

* Renames curvesets.

* Removes launch curves for now.

* Testing, bugfixing.

* Various cleanup

* Returns extern do_subobj_hit_stuff

* Fixes compile errors

* Beam flag checking

* Rearranges beam flag checking.

---------

Co-authored-by: BMagnu <[email protected]>
2024-12-10 23:32:46 +01:00
Goober5000 854b9abc89 fix distinction between lasers and beams
Many beams are lumped into the #Primary Weapons section of weapons.tbl, which will mark them as WP_LASER.  Fix the few instances of code that are intended for beams that may have omitted most beams by mistake.

Randomization of weapon impact particle radius is also affected, but since this affects existing visual effects, it was not changed.
2024-11-26 14:10:26 -05:00
Goober5000 84f1b2be9f Merge pull request #6411 from Goober5000/all_the_consts
all the consts!
2024-11-23 14:36:56 -05:00
Goober5000 f89085b5e9 improve bank-compatibility check
1. Don't set the `can_use_for_bank` flag to FALSE if the bank is primary but the weapon is secondary, or vice versa
2. Make sure to only restrict the weapons by bank if the ship has per-bank restrictions

In support of this, add `is_primary()` and `is_secondary()` helper functions to `weapon_info` and use them in logical places.

Follow-up to #6434.  Fixes a few subtle bugs from that PR.
2024-11-22 00:35:10 -05:00
Goober5000 f612677b3e Merge pull request #6378 from Goober5000/fixed_ai_avoid_weapon_shockwave
fix ai behavior when avoiding ship and weapon shockwaves
2024-11-14 19:47:20 -05:00
Goober5000 722ed575d2 only refine the expected homing pos if it really does need to be refined 2024-11-14 00:07:18 -05:00
Goober5000 5dfe398af2 add a cache for the expected homing pos 2024-11-14 00:07:06 -05:00
Kestrellius d6b444c9e6 Cycle expansion (#6364)
* Adds different firing patterns for weapons.

* cleanup

* further cleanup

* appeasement

* appeasement^3

* Requested changes.

* Deals with targeting flag issue.

* Resolves merge conflicts.

* blood for the blood god, tidy for the tidy throne

* Increments XSTR again.
2024-11-13 08:05:06 -05:00
Goober5000 524ecbe826 handle clang warnings 2024-11-07 23:33:13 -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
wookieejedi db13168729 Cleanup variable name in weapon_do_area_effect function (#6303)
* Cleanup variable name in `weapon_do_area_effect` function

Per discussion in #6302, this PR renames `other_obj` to `impacted_obj` to minimize confusion

* update other functions with impacted_obj naming

* nullptr

* appease clang's strange rules

* fighting clang continues

* use !empty check instead of > 0

* remove un-needed no lint comment
2024-08-18 20:59:18 +00:00
Kestrellius d4cd767679 Beam slash curves (#6269)
* Adds curves for slash completion and rotation.

* Finalization.

* Fixes pointer comparison.

* Updates table parameter to better match behavior.

* Makes requested changes.

* Changes rotation amount to use raw curve.

* Sets curve-1.0 to be equal to full turn rotation.
2024-08-12 19:58:37 +02:00
Tyler Blount eeba1085c9 Merge pull request #6243 from MjnMixael/per_weapon_convergence
Per weapon auto convergence
2024-07-20 11:57:55 -07:00
Asteroth b565376a02 account for original retail handling 2024-07-11 01:50:13 -04:00
mjn-mixael acccc90ded per weapon auto convergence 2024-07-08 14:06:56 -05:00
Kestrellius d14b66456f Adds conditional impact functionality. (#6218)
* Adds conditional impact functionality.

* Changes as requested.

* Second batch of changes.

* Switches out insert_or_assign so the checks pass.
2024-07-01 21:45:48 +02:00
mjn-mixael 67ebeb438e custom strings for ships and weapons 2024-06-10 09:43:20 -05:00
Kestrellius c6efd0a0a3 Makes random life factor of children configurable. (#6166)
* Makes random life factor of children configurable.

* Renames parameter and associated variables.
2024-05-26 20:42:53 +02:00
Goober5000 49777052ac Merge branch 'master' into min-pixel-per-weapon 2024-05-14 15:58:56 -04:00
Goober5000 0d1c86e0cd Merge pull request #6146 from Kestrellius/bolt-offset
Laser bolt offset
2024-05-14 15:49:52 -04:00
Kestrellius e2bf3bbd46 Adds one-dimensional bolt offset, with bugs. 2024-05-12 10:54:05 -07:00
Kestrellius b5efed380f Adds muzzle effect functionality. 2024-05-10 19:47:51 -07:00