Add some extra logic implied by the `Begun_detonation` flag. Missiles that are homing can have their targets, headings, speeds, and lifetimes changed for various reasons. If a missile has begun detonation, particularly if it is in "detonation limbo" because it is flying across a bowl-shaped turret, we don't want to change any of that. The "detonation limbo" weapon lifetime is only accurate if all of those values remain constant.
Follow up to #4006.
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.
When weapon flags are parsed in a modular table and override the previous set of flags, certain flags must be kept to preserve the behavior of the weapon. The previous `preset_wi_flags` technique only worked if all such flags (homing, has-display-name, even whether the weapon turns) were set in the same modular table. If a modular table overrode the flags but didn't specify those lines over again, mysterious and subtle bugs would occur.
This modifies the flag parsing to explicitly preserve all appropriate flags from the existing weapon entry, which fixes the bug. It also allows all of the flags to be specified in one place, rather than scattering `preset_wi_flags` assignments throughout `parse_weapon`. And this also adds quite a few flags to the flag list that were not handled at all under the previous design.
Finally this fixes a few incorrect assignments of default values to fields that should only happen the first time a weapon entry is parsed.
For mods which want primary weapons to 'detonate', setting the detonation range is not reliable because, due to rounding imprecision, either the range (which detonates) or the lifetime (which does not) may happen first. So this adds a flag to always detonate a weapon when its lifetime expires. Secondary weapons have this flag by default, but primary weapons can add this flag in the $Flags list. Additionally, if the detonation range and the predicted range due to lifetime are equal, the flag is added automatically.
Resolves#5521.
#5328 added a very useful culling for particles created by specific particle effects (ie weapons, now beams), though in an effort to simplify the culling process, that PR removed the necessary culling of default smoke on ships. This PR restores the culling of default smoke while also keeping the new culling of particle specific effects. Tested and works as expected, including fixing the slowdowns caused by the aforementioned removal of smoke effect culls.
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.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
* Add Option to allow weapons that hit player to place per-weapon sound
Weapons that lasers or missiles that hit the player also play a hard coded sound, which is not ideal when trying to give valuable audio feedback to player.
This PR allows modders to stop the behavior and have the weapon class impact sound specified in the weapons table play instead of the hard coded sounds.
Tested and works as expected.
* add per class shockwave and weapon sounds
* naming update
The new `no_fred` flag prevents weapons from being listed in the dropdown lists in the weapon dialog. Also this fixes `no_fred` ships to not appear either: previously they were hidden in the main window dropdown but still appeared in the ship editor.
In order to vastly simplify the dropdown list code, the weapon dialog was refactored to use arrays of variables rather than one hardcoded variable per bank.
Implements #3643.
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.
Courtesy of Lafiel, this code fixes special flags such as those related to `spawn`. (Bug arose in #4620).
Tested and fixes the problem and works as expected.
* Adds Lead Indicator Behavior option to game_settings.tbl
* Adds dont merge lead indicators flag to weapons, allowing homing secondaries to have their own lead indicators no matter what.
* Removed unused variable that was added just for testing
* add explicit int to float conversion to appease build checks
* Move some things around to avoid potentially undefined values
* Clean-up + address feedback
* Remove redundancy
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.
* Add Animation Instance Flags
* Add SEXP barebones
* Unify and simplify animation parsing
* Clean up animation calling and use new animationlist api
* Add missing break
This allows you to automatically append, for example, "-shock" to the damage type to make the shockwave damage type, so a weapon with "Heavy" damage type would automatically have its shockwave assigned the damage type "Heavy-shock".