Commit Graph
299 Commits
Author SHA1 Message Date
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 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 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
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
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
Asteroth c28842739e Allow beams to do energy leeching (#6377)
* allow beams to do esuck

* dont forget to use mult

* consistent comments
2024-11-26 19:13:54 +01:00
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
Goober5000 168d3c9ddf add "override submodel impact" subsystem flag
With the `$Damage Impacted Subsystem First:` game_settings flag, weapons will damage submodels over subsystems, even if the subsystem is closer.  Yet occasionally this is not the correct behavior (e.g. for the Rahu's engines).  The new subsystem flag allows this behavior to be selectively overridden.
2024-03-25 15:49:52 -04:00
JohnAFernandez 6f263365af Merge pull request #5761 from JohnAFernandez/Coverity-COPY_INSTEAD_OF_MOVE-ISSUES
These std moves were suggested by Coverity as optimizations
2023-11-19 23:11:26 -05:00
Goober5000 3af831e0b7 rename Vaporize Percent Chance
This option was misleadingly named when originally introduced, so give it a more sensible name.  The old name is still accepted for backwards compatibility.
2023-11-16 15:57:53 -05:00
John Fernandez 0a5cf6ad9d Try the std moves suggested by Coverity
For many coverity issues
2023-11-03 14:40:04 -04:00
John Fernandez 40c8cbbb25 Add check for negative index
For coverity 1523515
2023-10-30 10:56:45 -04:00
Goober5000 4fbe3b7131 make sure class_type exists when used
A mission in Mantle caused an invalid vector access when checking whether to vaporize a ship whose ship type was -1.  Turns out having "no type" is actually allowed, so I audited all `class_type` accesses throughout the code for potential -1 accesses.  Most were properly checked but a few were not.  A few others needed to be tweaked.

(I suspect this is something that would be on the Coverity list if it isn't already.)
2023-10-29 15:17:22 -04:00
Goober5000 4f6d9c36a8 don't kill/self-destruct ship if it's already dying
If a ship is in the process of dying, it shouldn't be killed or self-destructed again.  This fixes a bug noticed by RedMageJoe during the Derelict playthrough.

(This situation is distinct from a ship being hit while in the middle of its death roll.  That shortens the death roll but does not try to kill the ship again.)
2023-10-16 00:36:10 -04:00
Tyler Blount 10f484a504 Merge pull request #5649 from Goober5000/fix_ship_status
fix ShipStatus states to correctly account for exploding ships
2023-10-03 18:11:25 -07:00
Birk Magnussen c2e01864d5 Incorporate feedback 2023-10-02 17:48:03 +02:00
Goober5000 b6c0e8b562 fix ShipStatus states to correctly account for exploding ships
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit.  I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.

This fixes access to exploding ships that was broken when the ship registry framework was introduced.  In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
2023-10-01 18:10:55 -04:00
Birk Magnussen 348fb5ffb4 Change to variables 2023-10-01 01:25:38 +02:00
Birk Magnussen 30da49be81 Fix null dereference when hit for damage by a null object 2023-09-30 09:55:47 +02:00
Goober5000 c84cb7ab64 supply parameter for is_beam in all armor checks
For certain calculations involving armor, the `GetDamage` function needs to know if the damage is being applied by a beam so it can apply the calculations with the proper frametime.  The parameter was not provided in all cases, so this fixes that.

Follow-up to #1609.
2023-09-06 18:17:37 -04:00
Goober5000 d3b1ad4328 remove vestigial debug variables 2023-08-07 16:59:02 -04:00
Goober5000 5f8234d1cd fix some bugs revealed by ships with long display names
Several related fixes:
1. Copy the actual ship name, not the display name, to `killer_parent_name` for two reasons:
  1a. Since `killer_parent_name` is used to look up the ship, it must be the actual ship name, not the display name.
  1b. Copying the display name can cause a buffer overflow because display names can be longer than 31 characters.
2. The display name functionality is moved to the more appropriate location in `player_generate_death_message()`.
3. Remove `player_get_killer_weapon_name()` which only served as a proxy check for whether the weapon index was used or not.
4. Use `ship_registry_get()` rather than `ship_name_lookup()`.
5. Add comments to clarify the use of `killer_parent_name`.
2023-07-03 20:08:26 -04:00
Asteroth d4beb69328 Add player damage inflicted factor (#5406)
* add player damage inflicted factor

* update default file
2023-05-21 08:17:31 -04:00
wookieejedi f2987aa749 Fix max Z speed when using ETS and engine damage tracking (#5368)
* Fix max Z speed when using ETS and engine damage tracking

Follow up for #5137 and #5292. This engine strength check thus needs to be added to all instances where `max_vel.xyz.z` is updated, so a function was created and added in respective locations. Fixes #5367.

* cleanup and adding validity assertations

* cleanup outdated comments

* might as well make the cleanup look nice

* update to account for more edge cases

* cleanup
2023-04-23 22:01:05 -04:00
Goober5000 ede86efa99 move self-destruct mission logging to ship_hit_kill
This moves `LOG_SELF_DESTRUCTED` to the same place that `LOG_SHIP_DESTROYED` is recorded.  This allows self-destruction to be correctly recorded when a ship is self-destructed via script, as well as when it is auto-repaired with a negative hull multiplier, or when ships are killed off in in-game joining.
2023-03-09 23:47:19 -05:00
Asteroth 02805be745 fix damage scaling oversight 2023-03-03 21:32:07 -05:00
Asteroth 18b48214a2 Fix some issues with damage application (#5084)
* fix some issues with damage application

* typo

* turn off flag for new versions

* update versions to apply to post 23.0 nightlies
2023-02-21 18:10:44 +09:00
Goober5000 6de5c96127 add should-be-dead checks for object iterations (#5050)
Follow-up to #5040.  This extends the checks to most iterations over `obj_used_list` in FSO.  There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others.  And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
2022-12-31 23:23:39 -05:00
BMagnu af1f0eaeca Rework Script Conditions (#4960)
* add skeleton for hook condition API

* Begin Scripting Hook refactor

* Program Hook Conditions for current new-style hooks

* Replace more hooks

* Fully transition global hooks

* Convert legacy hooks pt. 1

* Convert legacy hooks pt. 2

* Convert legacy hooks pt. 3

* Post-conversion cleanup

* restore parsing

* Add Documentation and fix parsing

* Fixup engine ingame hook adding

* Fixup engine ingame hook adding again

* Fix warnings

* Fix GCC unqualified template base lookup

* unqualified lookup v2

* Virtual Destrcutors

* Fix Clang

* Fix ship objp hook condition shadow

* Remove global hook include in ship.h

* Incorporate Feedback

* Incorporate Feedback 2

* Add revision to inline version specififer
2022-12-14 03:51:27 +09:00
Asteroth 219bcca23a Implement gravity (#4803)
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
2022-11-21 20:13:35 -05:00
Strygon 91eb48c5b8 Setting up Vampirism again... again (#4911)
* Setting up Vampirism again
2022-11-20 17:07:27 -05:00
Goober5000 2b582676a6 make OnShipDeath overridable, per request 2022-08-21 20:53:04 -04:00
Goober5000 ba36ad69f5 add new hooks for each object type
Splits the existing On Death hook into independent hooks for each relevant type.  Adds On Ship Death, On Missile Death, etc.  Also adds On Missile Death Started to complement On Ship Death Started.
2022-08-21 20:53:04 -04:00
Goober5000 7013981de5 add isActive checks for new-style script hooks
What it says on the tin.  Follow-up to #3538.  Fixes #4398.
2022-06-13 02:13:14 -04:00
Goober5000 3a4794305f Convert some Lua hooks to the new style to add documentation
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.

This is an updated version of #3151 to work with the latest codebase.

NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
2022-06-05 16:38:03 -04:00
Goober5000 e3ad6664e0 Cached subsystem indexing (#4316)
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent

* also add reverse lookup from subsys to index

* update indexer to accommodate subsystem pointers being changed

* use clearer function names, and fix the type of subsys_list_indexer

* add assertions

* address latest feedbcak
2022-06-05 08:44:54 -05:00
Goober5000 63445dec5a remove Object.parent_type
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.
2022-03-27 12:38:48 -04:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Goober5000 f0371cdb0c clean up model point/dir/normal/orient functions
Consolidated these functions and replaced the `find_submodel_point_*` functions with their closest `world_find_` counterparts.  (One of those functions may not have actually worked correctly.)  Also use the correct coordinate logic when returning normals from collision info in scripting.

Related to #3985 although not yet a fix for it.
2022-02-14 23:46:43 -05:00
Goober5000 0c6169d384 remove old comment using private API 2022-01-02 01:03:52 -05:00
Goober5000 ebcd4135a7 additional fixes, including a bugfix for #3679 2021-10-01 11:46:48 -04:00
Goober5000 6575cf6887 add OnShipDeathStarted scripting hook
This occurs at the beginning of the ship death routine, similarly to OnDepartureStarted occurring at the beginning of the ship departure routine.
2021-09-30 22:42:15 -04:00
Goober5000 30d4455417 patch up scripted kills
When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used.  Also, the script should work with either the ship or its weapon passed as the killer parameter.
2021-09-29 01:41:36 -04:00
PhantomHoover 84b25b52d7 Be smarter about when we try to run scripting hooks: don't even bother trying if no scripts are even registered to run on them. (#3538) 2021-07-02 22:50:53 -04:00
Baezon 4457471ec5 Merge remote-tracking branch 'upstream/master' into better-damage-type-handling 2021-06-09 17:24:11 -04:00
Baezon 37c5041c03 improve damage type handling when dealing damage 2021-06-09 03:30:52 -04:00
Goober5000 3c553665aa remove the 'main' argument from obj_snd_assign 2021-06-05 17:40:58 -04:00
Asteroth d49e24fa0c Add healing weapons (#2873)
* basic proof of concept: healing weapons

* implement healing weapons

* remove unused parameter

* travis

* more travis

* endless travis

* earlier multi client return

* update find_submodel_instance_world_point

* review tweaks
2021-05-25 23:03:20 -04:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00