* 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
1. Add an explicit `mn.createWaypointList` function
2. Allow `mn.createWaypoint` to be used with an empty waypoint list
3. Update documentation of `mn.createWaypoint` to clarify optional arguments
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
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.
1. Use `const char *flag_desc` because constructing a SCP_string for each flag description is not needed
2. Make `VALID_FNAME` check for nullptr
3. Modify the signature of `coalesce()` to allow capturing of mixed `const` and non-`const` arguments
4. Use `std::for_each` (via `SCP_tolower`) rather than `std::transform` to fix compilation warnings
As discovered by PDFCommand and tracked down by Asteroth, there was another "missed target" check in `ship_weapon_check_collision()`, in addition to the more comprehensive check in `weapon_home()`. Since the check is redundant and there is an existing `$Fixed Missile Detonation:`, skip the check if the flag is active.
* 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
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.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
* Add Mod Option to Limit 'Show Ship' when Toggling Cockpits
FotG uses cockpits and 'show ship', and also provides a way for players to toggle off cockpits. Unfortunately, if the player disables cockpits, 'show ship' still appears and looks very odd (since it appears the player is flying a ship with a hole in the center where the cockpit would be). Other mods have made entire ships with their cockpits, but FotG needs to use 'show ship' to match team colors and moving external ship animations.
This PR adds a game_settings option that allows mods to set to only use 'show ship' if cockpits are enabled.
Tested and works as expected.
* simplify logic
* fix typo
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.
* 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.
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Co-authored-by: BMagnu <[email protected]>
As described in #6445, the `warpIn()` script function did not work correctly for docked ships because the dock leader flag was not set. So, set the flag, but make sure to set it only for the first ship for which `warpIn()` is called. And make sure the flag is removed after the ship finishes arriving.
Also remove an `Int3()` in `shipfx_warpin_start()`. (This Int3() was not actually in the original Volition source code release.)
Fixes#6445.
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame. Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.
Fixes#6353.
Add options to the Edit menu to lock and unlock objects. Locked objects cannot be selected or dragged. They can still be edited in the various editors (e.g. Ships, Objects) but not in the main viewing area.
Also add the Selection Lock option to the Edit menu. It was previously available in the toolbar but this provides another way to access it.
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control. Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.
In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated. The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset). The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.
(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)
Implements #4294.
This was motivated by the recent Coverity report. Coverity noticed that a few of the copy assignments could be replaced by move assignments, but on further investigation one copy each in `ship_weapon_check_collision()` and `beam_collide_ship()` can be entirely removed, another either/or copy in each can be replaced with an either/or pointer assignment, and a few copies can be done only when needed. Another vec3d copy (`hit_dir`) can be replaced with a vec3d pointer; it is no longer modified locally, so there is no longer a need to keep a local copy.
* Remove old interpolate angles quick
* Remove old interpolate functions
These are no longer used.
* Add linear interpolate vm function
More clearing functions
* Add physics snapshot struct to silo interpolation
Two of these two functions require an object pointer, so they cannot be in physics_state.cpp
With doxygen documentation
* Try to placate Linux
* Address Feedback
* And update declaration, of course
* Attempt to appease linter
* base working version of unlimited debris types
* Proper FRED support
* make qtFRED handle asteroids properly
* fix qtFRED assertion
* further clean out MAX_RETAIL_DEBRIS_TYPES
* These should be sizes not POFs
* Move this to it's own method
* convert asteroid subtypes to a vector
* unlimit asteroid subtypes
* fix some global shadowing
* signed/unsigned mismatch
* Address feedback
This refactors the object_h struct to store objects as indexes rather than pointers. This is a prerequisite for making the collection of objects dynamic in the future. See also #6100.
Follow-up to #5800 and #5829.
* Expose Collision Rotation Factor to Players
Previously, there were hardcoded checks in place to make players have 0 rotational effects when colliding with another ship. This PR adds a new value, "+Player Multiplier for Rotation Factor:" that allows modders to have players experience rotational effects from collisions. Also performed some cleanup of the light and heavy collisional rotational calculations by removing older if-blocks following useful recommendation from Asteroth.
Tested and works as expected.
* make rot_fac_multiplier_ply_collisions into global value
* update name to better match with ships table
* restore repeated comments to help with separation
Since the On Ship Collision hook can potentially be called twice, with the ships reversed, it is necessary for both parameters to have submodels specified. Otherwise +Override would not be able to handle both cases.
Followup to #6035.
* Add the submodel that was hit to the On Ship Collision scripting hook. (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
* Expose NoCollide and NoCollideThisOnly as virtual variables for submodels
* Allow submodels to be optionally specified in object:checkRayCollision
* Be sure to calculate ship-to-ship hit position before the override collision hook is called, in case the hook needs this value. (The other collision hooks already calculate the hit position before the override hook.)