FRED2, qtFRED, and the shared mission save code each carried their own copy of the loadout usage builders. The weaponry pair already had shared versions in missioneditor/common; this converts those to the SCP_map<int,int> signature the editors now use, adds the missing ship builder alongside them, and deletes both editors' private copies.
FRED2's playerstarteditor/freddoc and qtFRED's Editor/ErrorChecker all call the shared functions now, following the update_custom_wing_indexes consolidation precedent. missionsave's used_pool becomes a map as well, which removes its MAX_WEAPON_TYPES stack array.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
team_data was the last persistence-adjacent structure sized by MAX_SHIP_CLASSES: four parallel ship arrays plus four parallel weapon arrays (one slot per mission-file loadout line, holding a class or a sexp variable name, and a count or a sexp variable name) with manual num_*_choices counters, plus a dense per-class weapon_required flag array. Convert all of it to the sparse-container family:
ship_list / ship_list_variables / ship_count / ship_count_variables
-> SCP_vector<loadout_entry> ship_choices
weaponry_pool / weaponry_count / weaponry_pool_variable /
weaponry_amount_variable
-> SCP_vector<loadout_entry> weapon_choices
bool weapon_required[MAX_WEAPON_TYPES]
-> SCP_set<int> required_weapons
where loadout_entry is {class_index, count, class_variable, count_variable}, with empty variable strings meaning the value was given literally. num_ship_choices / num_weapon_choices become .size().
Intentional behavior fixes, all previously latent memory errors or
data bugs:
* is_ship_assignable stored an alt ship CLASS in a variable used as a
loadout list INDEX when default_to_this_class was false, then
swapped to ship_list[class] - garbage for any mission where the two
domains diverge. It now swaps to the alt class itself, per the
evident intent.
* The default-ship fallback read ship_list[0] even when a team had
zero ship choices; it now leaves default_ship at -1, and
ss_fixup_team_data guards its append of the default ship accordingly.
* FRED2's dumpstats indexed Ships[] with a ship class when printing
loadout entries; it now prints the entry's class or variable name
directly.
* Team parse now clears the previous mission's entries explicitly
rather than relying on overwrite-in-place.
This clears the largest remaining cluster of MAX_SHIP_CLASSES references on the way to lifting the ship class limit.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
- A parse flag to indicate when the mission is being parsed, and a new `ship_class_index()` accessor in the ship registry, both currently unused
- Make the ship registry more robust, especially in FRED: properly update it when ships are renamed or deleted
Prevent the mission from being modified via the ship editor's window update when it is already being cleared or loaded. This mirrors existing guards in `delete_object` and `delete_ship`.
No other FRED2 dialogs are vulnerable. QtFRED uses a different ship editor mechanism which is not affected by this issue.
* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
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Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
When FRED2 saves a mission, OnSaveDocument() reloads it via
load_mission(MPF_FAST_RELOAD). That reload calls clear_mission() ->
fred_render_init() -> create_default_grid(), which rebuilds The_grid as
the default origin-centered XZ plane, discarding any adjustments made in
the Adjust Grid dialog (e.g. the X-Z Plane Y Level). The grid is editor
display state and is not stored in the mission file, so the reload had
nothing to restore it from.
The camera (view_pos/view_orient) is already preserved across this reload;
apply the same preserve-and-restore pattern to the grid by capturing its
orientation, center, dimensions, and square size before clear_mission()
and rebuilding it with create_grid() afterward.
qtfred is unaffected because its save path does not reload the mission.
Fixes#7548
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
* add wing display names
Adds display name capability for wings, matching the pattern and infrastructure of display names for ships. As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.
All the relevant display locations are handled, including the HUD, escort list, message box, and mission log. Lua API support is provided as well.
Adds full support for both FRED and QtFRED, including the always-save-display-names setting.
Addresses #7189 and the last request from #1730.
* add help text from #7234
Some code refactoring to allow mission titles to be strings of any length. Titles that are too long to actually display (based on string width) will be visibly truncated using `font::force_fit_string`, but the underlying title will not be affected. Multiplayer is still subject to the 31-character length limit, so titles sent over the network will still have characters truncated.
Also removes some redundant calls to `gr_get_string_size`, since `font::force_fit_string` returns the fitted string width.
Fix a crash caused in part by some missing UI calls in FRED2 and in part by subtle object life cycle issues. Depending on whether FRED receives the focus during mission load (which can happen if the autosave dialog appears) it could access props that were in the process of being cleaned up but were still referenced. This isn't specifically a props issue; it could happen to any FSO object stored in a SCP_vector, since the vector can be cleared.
The quick mission init is to prevent a whole bunch of unnecessary and risky processing during a transient loading state, but it has the nice side effect of making mission list loading noticeably faster.
* First draft of prop object type
* Add prop editor dialog in FRED
* prop sexps
* lua table prop support
* lab support
* lua mission access to props
* prop collision support
* use std::optional so the object->instance id is always valid
* allow props to block suns
* minor cleanup and remove arbitrary limit. Still limited to 500 objects.
* Sort props by category
* cleanup
* implement collision hooks
* parse prop flags and further ensure props are inited and closed correctly
* Add Cyborg's multi suggestions
* fix missing header
* add props to empty slots if available
* add multi signature
* fix rebase issues and match collisions to the new multithread style
* appease Clang the Conquerer
* save/parse mission prop classes by name
* Clean up comments and finish TODOs
* fix string errors
* clang wants this to be static now
* address feedback
* address feedback
* Use model num from prop info instead
* merge prop and ship collision group sexps together
* fix rebase bug
* address feedback
* fix name shadowing
* ship heavy submodel
* clang
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Co-authored-by: Asteroth <[email protected]>
* Generalize mission save from original FRED
* make qtfred use the new generalized missionsave
* split campaign save into a sister class
* allow unlimited campaign description length to be saved
* have the campaign editor pass the links to save properly
* cleanup
* future todo
* fixes
* more fixes
* cleanup vars
* clang
* add missing guardian threshold and fix var name
* more clang
* conflict resolution error
* update qtfred to use the new campaign save
When a mission is loaded in FRED the "immobile" flag is migrated to "don't-change-position" and "don't-change-orientation". So, notify the FREDder that this is happening, and add checks to the "potential issues" checker to guard against mixing the old and new flags.
Follow-up to #6304. Resolves#6489.
Thanks to @notimaginative's detective work, nearly all of the FRED stalling when saving a mission can be avoided by simply not calling `model_free_all()`. By checking a flag in `clear_mission()`, multiple situations can avoid this slowdown, including reload-after-save and import-FSM.
Some patches for mission imports:
1. Check that the path isn't empty (the user didn't select "This PC") before continuing
2. Count successful imports
3. Avoid treating an import as a newly saved single mission unless the import was successful
Since older builds of FRED parse the mission version as a float, the version can contain a maximum of one decimal point. These changes allow FRED and FSO to disregard the build number when loading, saving, or comparing versions.
There is also a small fix to qtfred's saving of the author field.
This finally enables the `$Version:` field in FreeSpace missions, which has been present ever since the beginning of FS1's development but has never been used for its intended purpose. This field now stores the version of FSO that is required to run the mission. If the version of the engine is not sufficient to run the version of the mission, then a) the mission is hidden from the mission listing, or b) a friendly notification is displayed if the mission is loaded anyway (for example, through a campaign). Furthermore, FRED will notify the user if the mission's version is migrated from any version other than the legacy 0.10.
It will be the responsibility of coders who modify the mission format to also update the `MISSION_VERSION` constant with the appropriate major/minor/build/revision of the format change.
It's theoretically possible for `parent_type` to get out of sync with the parent's type, particularly if the parent is destroyed. Since the field is almost never used, it can be removed.
Should fix#4105.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
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.