The Secondary_dual_fire flag is per-ship, but not every secondary bank
can dual fire. Previously the HUD drew the dual fire link icon even
when the armed bank had only one firepoint, and firing such a bank
cleared the flag entirely, silently discarding the player's dual fire
preference for the other banks.
Extend the ignored-rather-than-cleared approach already established
for no-doublefire weapons to the single-firepoint case:
- add ship_secondary_bank_can_dual_fire() as the single source of truth
for bank validity, No_doublefire, ai_profiles restrictions, and
firepoint count
- ship_fire_secondary() now fires single and leaves the flag alone when
the bank cannot dual fire, instead of removing the flag
- the weapons gauges and the hardpoints gauge consult the helper, so the
link icon and second-firepoint highlight are no longer drawn for
incapable banks
- the dual fire toggle on a single-firepoint bank now explains why it
cannot dual fire and leaves the preference untouched
- restoring the saved dual fire preference no longer depends on bank 0's
firepoint count, since incapable banks now simply ignore the flag
- key control and force feedback also consult the helper
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
Ship's implicit move operations compiled but were semantically broken in
two ways: moving copied the subsys_list sentinel's links verbatim,
leaving the bookend nodes of the intrusive subsystem list pointing at
the old sentinel address; and the raw owning warpin_effect /
warpout_effect pointers were copied without nulling the source, so a
vacated Ships[] slot aliased live WarpEffects that ship::clear() (on
slot reuse) or ship_close() (which walks every slot) would delete out
from under the destination ship.
Fix both at the member level so the compiler-generated moves are
correct by composition:
- Add ship_subsys_sentinel, derived from ship_subsys, whose move
operations re-link the bookend nodes (handling the null-linked,
self-referential-empty, and populated source states) and leave the
moved-from sentinel as an initialized empty list. Copying is
deleted. Public inheritance keeps &ship::subsys_list convertible to
ship_subsys*, so list_init, GET_FIRST, and every other call site is
unchanged.
- Convert warpin_effect and warpout_effect to std::unique_ptr. The
delete-and-null blocks in ship::clear(), ship_close(), and
ship_set_warp_effects() collapse into reset(); call sites that borrow
the pointer into a raw local now use get().
With the members handling themselves, declare ship's special member
functions: defaulted default constructor and moves, deleted copies
(previously implicit via the unique_ptr members, now stated intent).
The moves are deliberately not declared noexcept because members like
SCP_map and std::deque do not have standard-guaranteed nothrow moves;
the computed exception specification is used instead.
Co-Authored-By: Claude Fable 5 <[email protected]>
glowpoint_bank_override_map stored raw pointers into the growable global glowpoint_bank_overrides vector. Store indices instead, which survive vector reallocation. The readers also lose a redundant second map lookup (they previously called find() and then operator[] on the same key), and prop_info's parallel map gets the same conversion.
Co-Authored-By: Claude Fable 5 <[email protected]>
The hand-written ~350-line memberwise move existed only to manage the
one raw owning pointer, and silently left any member it didn't mention
uninitialized in the destination. With subsystems as a unique_ptr, the
defaulted moves and destructor are correct by composition. Copies
become explicitly deleted (use clone()). n_subsystems stays a plain
int because it is passed to varargs functions. The moves are not
declared noexcept because libstdc++ computes a potentially-throwing
implicit specification; NOLINT suppresses clang-tidy accordingly.
Co-Authored-By: Claude Fable 5 <[email protected]>
ship_render_weapon_models(), HudGaugeHardpoints::render(), and
ship_stop_fire_primary_bank() indexed Weapon_info[] with the bank's
weapon index without checking for an empty bank (-1). Banks within
num_*_banks are normally populated, but other code that iterates banks
treats them as possibly empty and guards accordingly (e.g.
ship_do_cargo_hidden, ship_page_in), so these paths now do too. In
the hardpoints gauge an empty primary bank still draws its firing
point circles.
Co-Authored-By: Claude Fable 5 <[email protected]>
The draw-distance cull for attached external weapon models checked
MR_ATTACHED_MODEL, but nothing has set that flag since commit
1ef7688fa1, so $Weapon Model Draw Distance: has been dead for years.
The check also needed the ship resolved from the render params' object
number, which is deliberately not set while weapon models render
(setting it would make model_render_queue clobber the explicitly
passed gatling model instance), and it compared against a depth
computed as if the weapon model's ship-local position were in world
space.
Carry the distance in model_render_params instead
(set_attached_model_draw_distance, negative = not an attached model),
set by ship_render_weapon_models from the ship's tabled value. When
set, model_render_queue measures depth from the eye position expressed
in the parent's frame (model_draw_list::get_view_position), which is
correct under the pushed parent transform, culls against the tabled
distance, and uses that same corrected depth for detail level
selection -- previously attached weapon models picked their LOD from a
garbage depth (roughly the eye's distance from the world origin).
MR_ATTACHED_MODEL is removed; nothing else referenced it. The unused
flags are also removed and the remaining flags are consolidated.
Co-Authored-By: Claude Fable 5 <[email protected]>
The model instance used to spin Gun_rotation submodels (gatling
barrels) was created lazily on first render, guarded by a
once-per-bank bool that nothing ever reset. If a primary bank's
weapon changed mid-mission (set-primary-weapon SEXP, scripting, rearm
precedence swap, multiplayer sync), the old weapon's instance leaked
until the ship was deleted and was silently discarded at render time
by the model/instance mismatch guard, while the new weapon never got
an instance, so its barrels never spun.
Replace the bool with a record of which weapon the instance was
created for, and move the logic into
ship_get_external_weapon_model_instance(), which recreates the
instance whenever the bank's weapon differs. This self-heals after
every swap path without needing hooks in each of them. The HUD
hardpoints gauge now goes through the same function instead of reading
the possibly-stale instance array directly.
Co-Authored-By: Claude Fable 5 <[email protected]>
The per-slot placement math for rendered external weapon models (the
angle-offset yaw plus the reload slide-back for missiles) was
duplicated four times across ship_render_weapon_models() and
HudGaugeHardpoints::render(). Extract it into
ship_get_weapon_model_slot_transform() so that future changes (such as
submodel-attached weapon banks) only need to touch one place.
This fixes a bug in the hardpoints gauge: the launcher-style secondary
branch computed the view-rotated world position but then rendered the
model at the untransformed local point, misplacing launcher models in
the rotated top/front views.
Also: hoist per-bank invariants out of the slot loops, drop the
redundant render_flags parameter of ship_render_weapon_models() (it
always equaled the flags already set on the render params), remove
long-dead commented-out code, and read the reload percentage once per
slot.
Co-Authored-By: Claude Fable 5 <[email protected]>
The logic for offsetting a shot by the external weapon model's firing
points was duplicated in ship_fire_primary(), ship_fire_secondary(),
and the AI's line-of-sight check. Extract it into
ship_get_external_model_fp_offset().
This fixes two bugs that were present in all three copies:
1. The chain counter for "chain external model fps" weapons was reset
when it reached weapon_model->n_guns (the number of gun banks)
rather than the number of firing points in the bank being indexed.
For the typical model with one gun bank the counter reset after
every shot, so chaining never advanced past the first firing point;
for a model with several gun banks the counter could index past the
end of the first bank's point array.
2. The AI line-of-sight check advanced the chain counter even though it
is only a query, desyncing the counter from the shots actually
fired. It now reads the current firing point without advancing.
Co-Authored-By: Claude Fable 5 <[email protected]>
* 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.
---------
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
Create a `ship_level_close()` function and call it from `game_level_close()`. Among other tasks, this clears out any PRESENT or DEATH_ROLL statuses to prevent SEXPs or scripts from obtaining references to ships that have been deleted.
Follow-up to #7522.
* Extract shadows into own shader and render pass
# Conflicts:
# code/def_files/data/effects/main-g.sdr
* Consolidate render queue code
* More cleanup
* Fix missing clear of shadow buffer inter frame
* Request capability for viewport layer rendering
* instanced shadows
* Fix issues
* Switch to PCF+PCSS and proper textures for it
* Smooth PCSS toggle
* Fix for windows
* Fix OGL error
* Cleanup of old flag
* Expose shadow smoothness
* Fix missing uniform
* Make number of shadow cascades dynamic
* Progress on cockpit shadow integration
* Wrangle Cockpit and show-ship shadows into correct behaviour
* Cleanup
* make player ship shadow table options more intuitive
* Cleanup
* Only read from correct set of shadow maps, also stretch first main-scene map to 0
* Remove now non-necessary validation
* Make shadow cascade buffer more typesafe and less wasteful
* Don't allocate cockpit cascades if not used
* Cleanup
* Final fixes
* Fix Warnings
* clang tidy
* Fix missing fallback for shader precaching
* That weird FOV multiplier that always ruins your day
* Avoid shadow geometry artifacts by using hardware depth clamping
* Correctly handle shadow cascade overrides with hardcoded length
* GCC9 and its sad state of C++17 support.
* Address Feedback
# Conflicts:
# code/graphics/shadows.cpp
Set model instances to -1 when objects are deleted, and guard against null model instances in `modelinstance_replace_active_texture`. This may fix a crash in Event Horizon.
* 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
* 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
* 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
---------
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
Fixes the long-standing intermittent bug where the GTD Orion#Repulse in
Silent Threat: Reborn's "Forced Hand" mission spawns with all subsystems
unlinked, leaving the ship untargetable and undisableable. The same root
cause has been reported since at least 2015 (HLP topic 89403) and was
provisionally closed in #3147 as fixed by #3858, but #3858 was an unrelated
parse_ship_values memory leak fix and never actually addressed this
behavior. Recently the underlying check at ship.cpp ~8043 was promoted
from Warning to Error (#5591), which is why Release players are now
hitting a hard error dialog instead of just seeing missing subsystems.
Root cause
----------
model_unload() walks Ship_info and resets si.model_num = -1 on every
ship_info that referenced the model, but does not touch
si.subsystems[k].model_num. Subsystem entries are left pointing at the
freed model id. When a subsequent mission reloads the same pof under a
new id, ship variants that share the model rely on
ship_copy_subsystem_fixup() to re-link their subsystem arrays, but the
fixup matches by name via model_copy_subsystems() and any unmatched
destination subsystem stays at -1. The mismatch case in
model_copy_subsystems() was guarded only by Int3(), which is a no-op in
Release builds, so the failure was completely silent until subsys_set()
errored out much later with no useful context.
The bug is intermittent because it depends on three independent ordering
factors: which prior mission was last played, which Orion variant that
mission used, and the iteration order of Ship_info during the next
mission's ship_page_in().
Changes
-------
* model_unload(): when clearing si.model_num for an unloaded model, also
clear every si.subsystems[k].model_num that pointed at the same id.
This is the structural fix and eliminates the entire class of stale
subsystem pointers surviving across mission boundaries.
* model_copy_subsystems(): replace the silent Int3() in the name-mismatch
branch with Error(LOCATION, ...) naming the unmatched subsystem. This
surfaces a failure mode that has been invisible in Release builds for
over a decade and gives modders an actionable diagnostic when sibling
ship classes that share a model have inconsistent subsystem names.
* ship.cpp: introduce verify_ship_subsystems_linked() helper that checks
every model_subsystem on a ship_info is linked into the same model the
ship is using, and fails with Error(LOCATION, ...) naming both
polymodels if not. This is the canonical post-condition for both
ship_copy_subsystem_fixup() and model_load() (which is supposed to
link subsystems via do_new_subsystem()).
* ship_create(): call verify_ship_subsystems_linked() after
ship_copy_subsystem_fixup() so that any failure to link a subsystem
is surfaced with full context (ship name, subsystem name, both model
filenames) instead of propagating to a generic error in subsys_set()
much later. This closes a long-standing asymmetry where ship_page_in()
had a guard (added by zookeeper in 2015) but ship_create() did not.
* ship_page_in(): three post-fixup verifications were gated by
#ifndef NDEBUG with Warning() or Assertion() calls, both of which are
no-ops in Release builds. Replace each with a verify_ship_subsystems_linked()
call so they fire in Release as well.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
Collection of fixes for multiple issues with the multi code found by Claude AI (by way of Goober5000), plus additional issues noted by myself while checking the code. These fixes are primarily focused on the interpolation code.
These changes should not be breaking and are largely exclusive to server-side handling, but still need to be tested thoroughly before being merged. Any tests must be done with at least the server (master) using the fixes.
* 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.
The existing `cannot-perform-scan` flag prevents the cargo from being shown on the HUD, but some modders would like to see the cargo while still preventing a ship from being able to perform a scan. So, this renames the existing flag to `cannot-perform-scan-hide-cargo` and adds a new `cannot-perform-scan-show-cargo` flag. Compatibility code in both mission parsing and flag evaluation ensures that missions using the old flag will still work.
Note that if both `cannot-perform-scan-hide-cargo` and `cannot-perform-scan-show-cargo` are set, the former will take precedence.
Add a useful function for getting a ship_info pointer from a ship registry entry. Also rename `ship_has_dock_bay` to `ship_has_hangar_bay` for clarity, since docking bays and docking points are not the same thing. Finally, add a `model_has_hangar_bay` function.