Fix a regression from #7393: `last_targeted_subobject` must be updated when the player's target and target subsystem are changed, or the subsystem will be retargeted due to `hud_target_change_check`.
Also fix related issues:
- the `ship.Target` and `ship.TargetSubsystem` scripting setters now use the standard `set_target_objnum` function and also correctly handle the new target subsystem
- fix an indexing error in `order.TargetSubsystem`
Co-Authored-By: Claude Fable 5 <[email protected]>
* Fix C4709 Warnings on latest VS
* more
* suppress false positive
* Switch to using any/none_of
* Address Feedback
* Fix Line endings?
* Fix commits and strip out flag_combinator
* more fixes
* nolint
* Adapt particle at runtime
* Refactor EffectHosts
* fix issues
* cleanup
* Remove live transitive particles
* paticle hosts now do local correctly
* Fix effecthostparticle local mode
* again
* Set particle host orientation
* I don't like mixed local and global vectors
* agaiiin
* Fix validity check
* parent foo
* Fix bugs, hopefully finally
* refactor
* Flip new table option for intuitiveness
* Fix support for GCC9 due to issues with LWG3052
* Address feedback
* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
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Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
The SWH_SECONDARY case of the ship_bank setter was copy-pasted from the
primary case and still assigned primary_bank_* fields; it now assigns
the secondary_bank_* fields.
Co-Authored-By: Claude Fable 5 <[email protected]>
Replaces the copy-then-reset idiom with std::exchange in five
steal-and-reset move constructors and assignment operators.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* framework for support ship rearm pool and flags
* scripting api
* FRED support
* QtFRED support
* do not save non-player-allowed weapons
* tvt and mission versioning
* fix variable name
* minor fixes and clarity
* oops
* add qtfred help docs
* fixes and cleanup
* clang and readability
* address feedback
* address feedback
* new mine weapon type
* some fixes and cleanup
* fix some parsing issues
* make sure mines get plotted
* make mine spawned objects can get a correct target
* some cleanup and additional features
* chasing mines
* some Lua tweaks
* generalize proximity detonations
* minor tweaks
* collapse namespace
* address feedback
Two related fixes flagged by an audit of vm_vector_2_matrix_norm callers:
ParticleEffectAction: locals.direction defaulted to vmd_zero_vector,
which would trip vm_vector_2_matrix_norm's unit-length assertion (and
divide by zero in release) when an action program emitted a particle
effect without first running a Set Direction action. Default to
vmd_z_vector so the unset-direction path always feeds a unit vector.
matrix_h / Lua orientation type: the element indexer (m[1..9] = x)
wrote arbitrary floats straight into mtx.a1d[idx] and the resulting
non-orthonormal matrix could flow into obj->orient via the Orientation
virt-vars on object/modelinstance/subsystem, breaking downstream engine
code that assumes the basis vectors are unit length. getInterpolated
had the same problem by design (pure linear interp, no normalization).
Adds a fourth MatrixState, NeedsOrthonormalize, which the indexer
setter and getInterpolated use to flag their output. ValidateMatrix
and ValidateAngles now call vm_orthogonalize_matrix when they observe
that state, so any consumer that reads through GetMatrix/GetAngles
gets a valid orientation without each call site needing its own guard.
getInterpolated is also marked ADE_FUNC_DEPRECATED at FSO 26.0 in
favor of rotationalInterpolate; mods targeting older versions keep
the legacy linear blend (now safely orthonormalized on use).
* add wing display names
Adds display name capability for wings, matching the pattern and infrastructure of display names for ships. As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.
All the relevant display locations are handled, including the HUD, escort list, message box, and mission log. Lua API support is provided as well.
Adds full support for both FRED and QtFRED, including the always-save-display-names setting.
Addresses #7189 and the last request from #1730.
* add help text from #7234
Follow-up to #7251, which added `set-guard-range`
This PR exposes that value to scripting, so scripters do not have to use the more expensive `runSEXP` to use it.
The value is initialized as -1 (`max_guard_radius = -1.0f;` line 7913 in ship.cpp), hence the default value for the script is -1.
* 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
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Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
The waypoint class stored its position in m_position separately from the game object's pos field, requiring callers to manually keep both in sync. Now get_pos() and set_pos() delegate to the object position when the game object exists, falling back to the parsed position only if the object does not exist.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* Tune ups for standalones
Fixes two warnings from building in standalone and also provide, also adds needed function to actually tell if game is in standalone mode.
* better fix for armor flags
1. Modify `ship_get_subsys_for_submodel` to use the subsystem indexer. This changes the operation from O(n) to O(1) and also allows the function to work with turret gun barrels.
2. Add an `isValid` check to `ParticleSource::finishCreation` to prevent unknown state from being accessed if the source is not valid.
3. Tweak `EffectHostTurret` and make sure it works for fighter beams.
4. Prevent `createOnTurret` from running on submodels that are not turrets.
Testing in FotG exposed a bug that dates back to retail. During mission parsing, arrival and departure anchors were represented by indexes into `Parse_names`. After parsing, they were converted to ship indexes -- but only in FRED. Since some functions are shared between FRED and FS2, this can produce inconsistent results, which can be hard to detect since parse indexes and ship indexes are usually the same.
This refactors arrival and departure anchors to be represented by ship registry indexes in all cases. It also adds conversion functions for the benefit of FRED and QtFRED since those dialogs were designed with ship indexes in mind.
* First draft of prop object type
* Add prop editor dialog in FRED
* prop sexps
* lua table prop support
* lab support
* lua mission access to props
* prop collision support
* use std::optional so the object->instance id is always valid
* allow props to block suns
* minor cleanup and remove arbitrary limit. Still limited to 500 objects.
* Sort props by category
* cleanup
* implement collision hooks
* parse prop flags and further ensure props are inited and closed correctly
* Add Cyborg's multi suggestions
* fix missing header
* add props to empty slots if available
* add multi signature
* fix rebase issues and match collisions to the new multithread style
* appease Clang the Conquerer
* save/parse mission prop classes by name
* Clean up comments and finish TODOs
* fix string errors
* clang wants this to be static now
* address feedback
* address feedback
* Use model num from prop info instead
* merge prop and ship collision group sexps together
* fix rebase bug
* address feedback
* fix name shadowing
* ship heavy submodel
* clang
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Co-authored-by: Asteroth <[email protected]>
Just as special tokens are replaced in debriefings, replace them in command briefings and briefings as well.
Change `string_replace_tokens_with_keys` to `message_translate_tokens` (since it's the same thing) and add a `replaceContainers` script API function to complement `replaceVariables` and `replaceTokens`.
Also replace every category of token in `sexp_modify_variable` and add comments to places where token replacement might be expected but happens elsewhere.
All other display names are `SCP_string`, so make these `SCP_string` as well to be consistent and to allow arbitrary-length display names.
Also fix a few infelicities with German translation and the script API.
* Back in business hopefully
* Refactor
* Resolve CI issue in aigoals.cpp
* Updating order.cpp
* Whoops
* Updated objecttypes.tbl to incorporate attack ship type
* Fix clang-tidy issue
* Forgot one other instance
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Co-authored-by: wookieejedi <[email protected]>