Commit Graph
2661 Commits
Author SHA1 Message Date
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
wookieejedi 6e7128f26c Mod setting to disable shield effects (#6746)
Mods like FotG do not use the FS style shield hit effects, and simply disabling the shield rendering and checking is useful with one simple global variable.

Tested and works as expected.
2025-06-04 07:06:46 -04:00
Kestrellius 106afbe2ee scale effects for muzzle and hits (#6731)
* scale effects for muzzle and hits

* move calcs into if block

* aesthetics
2025-05-27 12:04:15 -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
Goober5000 9ea44f0479 ETS updates
Two updates to the energy transfer system.
1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems.  So, for example, a fighter's typical speed would be faster without shields than with shields.  A new AI profile flag now treats the other systems as if the energy had not been transferred.
2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS.  A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
2025-05-14 01:33:28 -04:00
Goober5000 ceee045b35 coverity: move instead of copy 2025-05-10 01:15:46 -04:00
Goober5000 56d8c48927 Merge pull request #6712 from Goober5000/a_few_fixes
A few fixes
2025-05-09 20:35:03 -04:00
Goober5000 80384e00b3 fix a copy-paste error 2025-05-08 02:36:19 -04:00
wookieejedi 2576515040 Allow Trigger Radius curve input to work with muzzle effects (#6706)
The Input of `Trigger Radius` for curves within new particle effects was never hooked up for muzzle flashes, so this PR adds in the necessary lines to get it working. This allows modders to make a muzzle effect that can scale to the weapon radius through curves, and thus modders can simply make one curve scaled muzzle flash and avoid making a many muzzle flashes for each sized weapon that uses the same base effect.

Tested and works as expected.
2025-05-04 12:36:27 -04:00
Goober5000 1f813717e6 check dockpoints when changing ship class
If a ship changes class, the dockpoints on the new model may not match the dockpoints on the old model.  This is most likely to happen when changing a docked ship in FRED to an incompatible ship class, but it can also happen when using the `change-ship-class` SEXP.  So check the dockpoints, update them if they should be updated, and undock them if they can't.
2025-05-02 16:53:45 -04:00
Mike Nelson 36d6fbe7e5 Lab firing upgrades (#6703)
* Fix some issues preventing various secondary types from firing in the lab

* Add ability to fire turrets from the lab

* const char*, mjn please

* more cleanup

* range-based for loop

* Update comment
2025-05-01 09:50:27 -04:00
Goober5000 42a973acf9 add flag to control model eyepoint normal usage
PR #6598 caused eyepoint normals to be used for viewing direction, whereas previously the host object's orientation was used for viewing direction.  Since this could cause compatibility issues, return to the previous behavior and make the new behavior depend on a flag that is set in post-25.0 builds.  (This only applies to eyepoint normals; eyepoint *positions* were respected both before and after #6598).
2025-04-19 02:01:20 -04:00
Asteroth 3b5668c4e5 Add freespace 1 style missile behavior (#6681)
* add fs1 style missile behavior

* add weapon flag, and various tweaks

* remove superfluous check
2025-04-17 21:45:45 -04:00
Goober5000 c17560a0d8 Merge pull request #6665 from Goober5000/intrinsic_no_shields_fix
refine intrinsic_no_shields behavior
2025-04-09 21:46:10 -04:00
wookieejedi a88d34151b Fix wingmen custom dot for ship changes (#6676) 2025-04-09 20:47:59 -04:00
Goober5000 ec8416c582 prevent negative array access when ship has no weapons 2025-04-09 20:40:11 -04:00
Goober5000 9cef39dab6 enhance shield checks to consider shield strength in addition to the Intrinsic_no_shields ship class flag 2025-04-09 20:40:11 -04:00
wookieejedi 310a170bca Fix/cleanup using intrinsic no shields and ship loadout switching (#6641)
* Fix/cleanup using `intrinsic no shields` and ship loadout switching

The flag `intrinsic no shields` is used to allow switching between both shielded and unshielded craft in loadout. There is one edge case that was not accounted for though, which is that if a ship has no shields, and is switched to a ship with shields, the mission will start with that ship having a current shield strength of 0 and only slow get it's shield strength up via shield recharge.

This is not expected behavior, so this PR adds the extra conditional check that if that flag is on, then treat shield percent as full instead of empty. This ensures that switching to a ship with shields in loadout will begin the mission with full shield strength (instead of 0 and waiting for a full recharge).

Tested and works as expected. If desired I can put this behind a game settings flag, but I figured this was the expected behavior (and I'm not even sure how many mods besides FotG uses `intrinsic no shields`.

* also fix initial ets setting with intrinsic no shields

* format consistency
2025-03-24 08:20:08 -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 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 f4099f5000 a few cleanup and efficiency tweaks
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
2025-03-04 22:48:20 -05:00
Goober5000 4797ce55a2 use vm_vector_2_matrix_norm on normalized vectors
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors.  Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
2025-03-02 23:07:09 -05:00
Goober5000 4337ec822f Merge pull request #6598 from Goober5000/ship_get_eye
refactor ship_get_eye
2025-02-22 22:35:37 -05:00
Goober5000 b1e69023ef rename ship_get_eye to object_get_eye and consolidate object/ship cases where appropriate 2025-02-22 19:29:11 -05:00
Goober5000 29804918dd refactor ship_get_eye
1. Allow `ship_get_eye` to be used for any objects, not just ships
2. Remove the unused `from_origin` parameter and add `local_pos` and `local_orient` instead
3. Simplify the implementation and take advantage of upgrades to `model_instance_local_to_global_*` functions
4. Consolidate `ship_get_eye_local` into `ship_get_eye`
2025-02-22 19:29:11 -05:00
Goober5000 d31f0a1b79 several fixes to ship sparks
1. Refactor `num_hits` to `num_sparks` and `MAX_SHIP_HITS` to `MAX_SHIP_SPARKS` to be consistent with their current (since FS1 pre-release) usage.
2. Remove the unused `HP_SCALE`.
3. Always initialize at least one spark pair.  If `choose_next_spark()` was entered when `num_sparks` was 1, `num_spark_pairs` would be 0 and none of the spark pairs would be initialized.  Consequently, accessing the pair at index 0 would return garbage data.
4. Iterate through `num_spark_pairs` when counting the indexes, rather than the hardcoded (and incorrect) magic number 6.

Fixes a crash discovered by Dawnesya that can only occur when a ship has both the "fighter" and "cruiser" flags.  Normally, fighters never enter the `choose_next_spark()` function and 'big' ships always have at least 3 sparks.
2025-02-22 01:59:07 -05:00
Goober5000 facaae79a7 Merge pull request #6593 from Baezon/linked-loop-firing-snd
add linked loop firing sounds
2025-02-19 20:44:15 -05:00
wookieejedi bfd8463f30 Make Cockpit Deferred an In-game Option (#6594)
* Make Cockpit Deferred an In-game Option

After testing and consideration, this PR adds the Cockpit Deferred setting to the in-game options. Also adds a parser to the new default_settings.tbl.

* cleanup comments
2025-02-19 07:51:57 -05:00
Asteroth 8c95178d19 add linked loop firing sounds 2025-02-15 22:33:20 -05:00
Goober5000 1492e9c785 smol cleanup 2025-02-04 00:34:37 -05:00
Goober5000 e7029c2ddb Merge pull request #6469 from Goober5000/vmallocator_update
some upgrades to vmallocator.h
2025-02-03 21:35:37 -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
Goober5000 133b033ea0 some upgrades to vmallocator.h
Make `SCP_vector`, `SCP_list`, `SCP_set`, and `SCP_multiset` subclasses of their STL counterparts.  This allows helper functions to be added to each, including the `contains()` function which is not available until C++20.  (This has minor effects on other parts of the codebase that treated `SCP_` and `std::` as synonyms.)  Since there is now a nontrivial amount of code that needs to be in a .cpp file, create vmallocator.cpp.

Note that `SCP_string` truncation has been refactored to use length rather than C-string size to be consistent with other `std::basic_string` functions.

Also, remove some enum class hashing code which is no longer necessary now that the codebase is at C++17.
2025-02-02 14:54:26 -05:00
BMagnu 7c37e9932d Merge pull request #6564 from BMagnu/cpp_17_cleanup
C++17 cleanup followup
2025-02-02 18:31:14 +09:00
Birk Magnussen d9b9863e2a Clang Tidy 2025-02-01 22:26:11 +01:00
Birk Magnussen 1f2a8dce2a remove optional 2025-02-01 13:17:26 +01:00
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 82236ccd9f Merge pull request #6465 from BMagnu/particle_cleanup
The definitive Particle Effect rework
2025-01-30 17:20:42 +09:00
Goober5000 39438e1049 Merge pull request #6514 from Goober5000/hitpoint_fixes
make hitpoint sexps safer to use in debriefing
2025-01-20 20:28:23 -05:00
BMagnu 5ce7881a27 Merge branch 'master' into particle_cleanup 2025-01-19 19:56:18 +09:00
Goober5000 fa10f8e8eb tweak object model/instance convenience functions
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.
2025-01-16 01:10:53 -05:00
wookieejedi 7a07c995ca Add Mod Option to Limit 'Show Ship' when Toggling Cockpits (#6513)
* 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
2025-01-13 19:30:30 +00:00
Goober5000 cecfd9f7ff fix calculation of percent_killed
This has been broken ever since commit 6c17ef09ab in 2005.  Since `get_hull_pct()` did not return negative values, `percent_killed` was always 0.  Allow negative values in this case.
2025-01-12 16:52:16 -05:00
Goober5000 0e98d01ce5 use the ship pointer version of shield_get_max_strength() where appropriate 2025-01-12 16:52:16 -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
Birk Magnussen 467bc32633 Merge branch 'particle_cleanup' of github:BMagnu/fs2open.github.com into particle_cleanup 2025-01-05 17:04:13 +01:00
Birk Magnussen 45c7ee1a45 Get rid of cast warnings on MSVC 2025-01-05 17:03:16 +01:00
BMagnu a0e9f0d450 Merge branch 'master' into particle_cleanup 2025-01-03 05:50:23 +09:00
Goober5000 c38882a51e refactor AI_GOAL_* #defines into enums, and remove bitwise operations on them [non-FRED] 2025-01-02 14:05:21 -05:00
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