Commit Graph
237 Commits
Author SHA1 Message Date
Goober5000andClaude Fable 5.1 b37cfda56d Fix a model refcount bug on loadout change, and harden model_unload against stale handles (#7851)
* 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]>
2026-10-13 02:19:48 -04:00
Goober5000andClaude Opus 4.8 3f5cf1c87c Release all teams' select-screen icon handles
Fix bitmap and model handle leakage in the ship/weapon select screens, and make release symmetric with load:

 * Initialize each team only once in `ship_select_common_init`
 * Unload every team's map in `ss_unload_team_icons`, not just the active one.
 * Add a per-team unload helper and use it in the load-all functions

Also drop the stray per-icon Cur_Anim unload, and call `wl_free_ship_class_data` before loading in `wl_init_ship_class_data`.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-08-30 19:08:55 -04:00
Goober5000andClaude Opus 4.7 3f335b2b89 Store selection-screen UI data sparsely
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]>
2026-08-30 19:08:55 -04:00
Goober5000andClaude Opus 4.7 49a9141073 Convert team_data to sparse loadout entry vectors
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]>
2026-08-27 00:58:20 -04:00
Goober5000andClaude Opus 4.7 77186c72fc refactor loadout pools for vectorized ship and weapon classes
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]>
2026-08-03 01:28:28 -04:00
Goober5000andClaude Fable 5 3dcd8e655b two loadout fixes (#7558)
* 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]>
2026-07-07 14:46:53 +02:00
BMagnu 25eebd96de Shadow Overhaul (#7529)
* 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
2026-07-04 16:08:41 +02:00
wookieejedi 43387caf4a Fix flickering turrets in techroom (#7527)
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.
2026-06-15 07:30:07 -04:00
Mike Nelson 85f00be6f0 Optimize UI model instance (#7246)
* UI model caching feature

* do this with frames instead of timestamp
2026-05-25 01:31:21 +02:00
Mike Nelson 9180ff364e icon closeup zoom and pos (#7398) 2026-05-09 10:50:03 -04:00
Goober5000andClaude Opus 4.6 3f85d6172a use std::move() for local variables that are copied but not reused (#7308)
* use std::move() for local variables that are copied but not reused

Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files.  Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>

* clang: use std::make_shared

* clang: use std::make_unique

* address feedback

---------

Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
2026-05-07 14:40:38 +09:00
Mike Nelson e1d67cebbc Allow defining a default profile to use in non-mission rendering (#7238)
* allow defining a default profile to use in non-mission rendering

* Correct comment typo in lighting_profiles.h
2026-03-01 23:11:02 -05:00
Mike Nelson 5c2e5a261b Stop select model rendering destroyed subsystems (#7225) 2026-02-26 10:10:26 -05:00
Goober5000 5f110962e3 use pm->autocenter when drawing weapon lines (#7147)
In the weapon loadout screen, the model's visual center should be taken into account when calculating coordinates for weapon banks.  Fixes #7145.
2025-12-19 17:01:16 +09:00
Taylor Richards fc7389f95a fix various compiler warnings 2025-08-18 11:59:22 -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
Mike Nelson b9b64fe49d Show team colors with Lua rendering methods (#6802)
* get set team colors with lua's rendering methods

* fix for checks

* tweak

* add includes
2025-07-11 22:01:33 -04:00
wookieejedi 4b7817e5ab Fix highlighting color discrepancy for player ship in loadout screen (#6716)
* Few Minor Visual Indicator Enhancements to Loadout

This PR adds a few visual indicator tune-ups to the loadout screens.

1.
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.

2.
Currently there is a nice orange coloration of the player ship icon in the Ship Selection wing loadout. This immediately shows the player which ship is theirs, but this usefulness does not translate to the Weapon Loadout screen.  The player must select another ship, besides the player ship, to have the player ship show up as orange.

This PR adds a bool `always_highlight_ply` which is specifically for the weapon `draw_wing_block` function when called as as part of the weapon loadout routine.

Both PRs are tested and work as expected. I currently have these PRs on without a flag, but if folks really do not want the PRs or would prefer them to be behind a flag, then I'm happy to do that, too.

* separate PRs
2025-05-15 07:42:34 -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
Goober5000 8dc2d49e6a reduce magic numbers in missionweaponchoice
Use the existing definitions to improve code readability.
2025-02-01 23:04:20 -05:00
Goober5000 95a6438a77 change _SETTINGS to _LAYOUTS as it's more descriptive 2025-02-01 23:04:20 -05:00
Goober5000 ca624f86e2 a few pstypes changes and refinements
Several changes related to the volumetrics model fix:
1. Update the `model_load()` prototype with better parameter names, including a new `ErrorType` enum defined in pstypes.h
2. Update the `MIN`, `MAX`, and `CLAMP` macros, all of which were susceptible to performance issues because they duplicated their tokens.  This could cause functions or calculations to be re-run unnecessarily.  Since the codebase is now on C++17, `std::clamp()` can be used.
3. Update the rest of the codebase to fix any associated issues.
2025-01-30 21:35:03 -05:00
BMagnu 5ce7881a27 Merge branch 'master' into particle_cleanup 2025-01-19 19:56:18 +09:00
Goober5000 a4d9b23802 Merge pull request #6523 from Goober5000/fix_precedence_per_bank
fix player weapon precedence to include per-bank restriction
2025-01-15 15:02:25 -05:00
Mike Nelson d27f735588 Add scaling for vfnts and scale multipler to gr_string() (#6481)
* Add scaling for vfnts and scale multipler to gr_string

* nullptr

* Add scaling to a couple other string operations

* Don't scale fonts in FRED
2025-01-14 15:05:06 -05:00
Goober5000 60ed388826 give loop counter variable a better name 2025-01-13 22:35:55 -05:00
Goober5000 f9aa53c569 fix player weapon precedence to include per-bank restriction
Inferno reported a bug where the unavailability of weapon A could result in weapon B being assigned to a particular weapon bank, even if weapon B was disallowed for that bank.  Add a per-bank restriction check to fix this.
2025-01-13 22:26:31 -05:00
Birk Magnussen e955a7f1be Merge branch 'master' into particle_cleanup 2024-12-10 23:41:07 +01:00
Mike Nelson 0a312263cb Allow defining custom overhead line colors (#6341)
* Allow defining custom overhead line colors

* Update asserts
2024-11-27 18:50:47 +09:00
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 1ac580b9d3 enable or disable weapon icons according to bank compatibility
When clicking on a weapon bank, mark the weapons as enabled or disabled according to their compatibility for that bank.  Do not actually prevent the weapons from being selected and dragged, as they may be dropped on a bank that isn't selected.

Also add a new `TriStateBool` for situations where the value is true, false, or unknown.

Fixes #6398.
2024-11-21 00:33:47 -05:00
BMagnu 97dbd2fa83 Removal of effects, pt. 2 2024-09-24 17:23:00 +02:00
Goober5000 687694c732 Merge pull request #5884 from Goober5000/str_wrap_followup
str_wrap_to_width followup
2024-02-26 12:19:45 -05:00
Goober5000 4bf806c485 make model file checks consistent
The general expectation is that model filenames can be specified as 'none' or '<none>' for no model, but as discovered by no tea, this was not consistent across the code base.  For example, `$Model File: none` was handled as expected but `$External Model File: none` was not.  This PR makes the handling consistent for all ship, weapon, and shockwave POF files, and also adds some extra checks when models are loaded.
2024-02-09 17:00:45 -05:00
Goober5000 a73df5bcb4 int to size_t 2024-01-29 22:07:37 -05:00
mjn-mixael 691bbca2b2 remove renderOverheadModel's reliance on wss_slots 2023-12-11 09:36:49 -06:00
wookieejedi 5d447951b4 Add Game Option to refresh selected weapon in loadout (#5713)
* Add Game Option to refresh selected weapon in loadout

This PR adds an option to always ensure the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout.

If you go to the loadout in the briefing and view the weapons on your ship, then go and change your ship class and go back to the weapon loadout screen, you will see that the weapon shown in the window on the right side is from your very first viewing before you changed your ship class. Displaying a weapon not allowed on a ship by default can be confusing to players, especially on mods like FotG where most ships have unique weapons.

The player can still of course click on a non-allowed weapon to view it, but with this PR the player will be initially shown a selected weapon that is allowed on the ship when opening the loadout editor.

Tested and works as expected.

* update order to be near weapon bools
2023-10-25 07:31:23 -04:00
Goober5000 b546d897ae fix a crash in the apply-loadout-to-wing routine
If a wing has fewer than four ships, clicking the apply-to-all button will cause a vector subscript out of range error.  This fixes it.
2023-10-23 00:44:33 -04:00
Goober5000 b2f5ea9065 Merge pull request #4764 from MjnMixael/3d_select_settings
3d select settings
2022-11-13 16:13:17 -05:00
mjn-mixael 3e87c3f54e not needed 2022-11-09 10:12:31 -06:00
mjn-mixael 35e6bc9df0 setup overhead style as a type enum 2022-11-09 09:16:57 -06:00
MjnMixael 346817f3d0 Further limit what built-in UI elements can be setup when using SCPUI (#4824)
* Further limit what built-in UI elements can be setup when using SCPUI

* remove superfluous declaration
2022-11-01 21:43:14 +09:00
mjn-mixael 6464900fa1 Fully deprecate -ship_choice_3d and -weapon_choice_3d 2022-10-17 09:58:48 -05:00
mjn-mixael 2d4d886a6a Add Game Settings options for 3d ship and weapon select 2022-10-17 09:58:15 -05:00
wookieejedi 5d60e56614 Update $POF file Techroom: Usage (#4785)
* Update `$POF file Techroom:` Usage

Currently `$POF file Techroom:` is only used in the weapons loadout screen (despite having techroom in the name). This PR expands the use of the `$POF file Techroom:` to shiploadout select and the actual techroom.

If it is desired I can put it behind a game settings flag, but IMO it would make the most sense for modders to have this just work as the actual name implies.

* clean up code with feedback

* typo fix in comment
2022-10-15 21:12:19 -04:00
MjnMixael 36b0fa046b Move rendering of the 3d overhead to it's own method and create an api (#4749)
* Move rendering of the overhead model to it's own method and create an API to call it.

* fix typos
2022-10-05 02:52:38 +09:00
EatThePath 452f554193 Crossing the specular rubicon (#4302)
* 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
2022-09-15 05:47:58 +09:00
BMagnu 967619ab09 Add options to selectively disable shadows (#4536)
* Add options to selectively disable shadows

* Encapsulate logic

* Add comment for new functions
2022-08-18 05:42:43 +09:00
MageKing17 65d4423b41 Make the "$Player Weapon Precedence:" list actually give precedence. (#4225)
Theoretically, the list actually had precedence when a table entry had fewer banks than the model, which would fill the extra banks with the first applicable weapon in the precedence list... except the engine `Error`s before that can happen, so it didn't actually do that. When a mission's loadout doesn't include one or more of the weapons the ship thinks it should have (i.e. it's left to its default loadout and one or more of those are missing), the missing weapons are replaced from the `Player_weapon_precedence` list. However, it didn't actually check precedence: it just went through every weapon type in order, and picked the first applicable one that also happened to be on the `Player_weapon_precedence` list.

This commit makes it so that instead of iterating through every weapon ID, we just iterate through the ones in the `Player_weapon_precedence` list (which is now a vector, thanks to #4201). Not only does this mean that higher entries in the list will be chosen first (meaning actual precedence), but since the vector will often be much shorter than `Weapon_info`, it should also take fewer iterations to find a valid weapon (or decide none of them are valid). This is technically a backwards-incompatible change, but since it only affects missions where a ship on the loadout screen lacks a weapon in its assigned loadout, it should be a relatively minor break.
2022-05-01 20:10:12 -07:00
MageKing17 7184fbe781 Delay processing "$Player Weapon Precedence:" until after parsing. (#4201)
The `stuff_int_list()` call converts the weapon names into the appropriate index into the `Weapon_info` array; however, in `weapon_do_post_parse()`, we call `weapon_sort_by_type()`, which reorders the array; this makes these indices potentially point to the wrong weapon. Additionally, there's no protection against someone `+remove`ing one of the weapons in the list in a later TBM.

This commit makes it so we instead store the names into a vector of strings, then convert them into indices after `weapon_sort_by_type()` has already been called. Additionally, `Player_weapon_precedence` is changed from a fixed-size array to a vector, since it's usually not as long as `MAX_WEAPON_TYPES`.

Fixes #4199.
2022-04-23 14:55:36 -07:00