When a destroyed subsystem was repaired, its submodels were only restored if the repair was done through a SEXP. A subsystem repaired by a support ship, by automatic repair, by a script, or through the debug console regained its hitpoints but not its submodels, so a ship could have a working turret with no model. Any -destroyed form also remained visible.
All of these now call restore_subsystem_submodels, which brings back the subsystem's submodels and hides the -destroyed submodel linked to a special-point subsystem. The -destroyed form of an ordinary submodel is hidden when the submodels are next replicated. The SEXP code uses the same function, with no change in its behavior.
Destruction outside do_subobj_destroyed_stuff now goes through a new blow_off_subsystem_submodels function, which do_subobj_destroyed_stuff also uses. It blows off both of the subsystem's submodels and shows any linked -destroyed submodel, unless the subsystem has "no disappear". This handles the cases where a subsystem appears destroyed without going through do_subobj_destroyed_stuff:
- the subsystem is destroyed at the start of the mission
- the subsystem was destroyed in the previous mission of a red-alert sequence
- the ship changes class while the subsystem's submodels are blown off
Previously the first two blew off only the first submodel, ignored "no disappear" for it, and never showed a linked -destroyed submodel; the third did nothing. For red alert, subsystems with no hitpoints at all are not treated as destroyed. For a class change, the visible state is carried over rather than inferred from hitpoints, so a subsystem set to zero without being blown up, or repaired without its submodels, keeps its appearance.
Red alert also restores the submodels of a subsystem that the mission file starts destroyed if the previous mission's data gives it hitpoints. Ship-copy-damage now shows or hides the -destroyed submodel linked to a special-point subsystem to match the copied state.
As before, the link between special-point subsystems and -destroyed submodels requires "$Link special-point subsystems to -destroyed submodels:" in game_settings.tbl.
The multiplayer hitpoint-update path is not changed. A client receives subsystem hitpoints separately from the notification that a subsystem was destroyed, so a hitpoint update sent just before the destruction could arrive after it and wrongly restore the submodels.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* Automatically generate the isValid() Lua API function for handle types
If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically. An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own. The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* Add ADE_OBJ_VALIDATOR for index-based Lua handles
Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ. The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles. The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid(). Add a validator to HudGauge while we're at it.
Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
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Co-authored-by: Claude Fable 5.1 <[email protected]>
Add several API features to improve scripting support for subsystems.
1. A `CanonicalName` virtvar to provide a clear way to get subsystem names for indexing and referencing
2. `Submodel` and `SubmodelInstance` virtvars to get the submodel information associated with the subsystem, if it exists
3. A `getSubsystemList()` function to provide a subsystem iterator
* 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
Although normalized vectors in FSO are supposed to stay normalized, occasionally small floating point errors can pop up. In most cases these do not cause a problem, but in certain cases these errors can rapidly accumulate and corrupt an otherwise well-behaved matrix. This can most easily be seen with daisy-chained dock sequences or docked ships with angled dockpoints.
This PR audits the usage of `vm_vector_2_matrix_norm` to re-normalize vectors in cases where floating point errors could accumulate. There are also a few new Assertions for extra vigilance.
Follow-up to #6596. Fixes#6634.
Currently if you try to set a subsystem's hit points via scripting it only sets the value to 0 b/c of what was likely a copy paste bug. This 1 line PR fixes that. Tested and fix works as expected.
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.
A recent-ish FSO feature, `$Turret Name:`, allows turrets to be displayed differently on the HUD depending on the weapon they carry. It is useful for scripts to be aware of this, so this PR adds a `TurretName` virtvar for weapon classes, as well as a `NameOnHUD` virtvar for subsystems. The `NameOnHUD` virtvar shares exactly the same code as the HUD uses, so any future HUD modifications will be reflected in scripting as well. This required a small amount of refactoring: changing `get_turret_subsys_name()` to return a value rather than stuffing a string, renaming it to `ship_subsys_get_name_on_hud()`, and moving it to ship.cpp.
This refactors the object_h struct to store objects as indexes rather than pointers. This is a prerequisite for making the collection of objects dynamic in the future. See also #6100.
Follow-up to #5800 and #5829.
Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points. This further cleans up and simplifies the beam firing code and also clarifies some vector math.
1. make `check_ok_to_fire` return a boolean (like `check_los`)
2. make `check_ok_to_fire` and `check_los` both use a position argument since we don't need the whole turret
3. remove the redundant position prediction code from `ship_get_global_turret_gun_info` (since that needs to be a "pure" function) while making sure "share fire direction" still works
4. skip calculation of the vector in `ship_get_global_turret_gun_info` if we don't need it
5. move the position prediction code out of `aifft_rotate_turret` and into its own function
6. prune some gun position calculation calls since in most cases one will suffice
7. fix position "jitter" with weapon subsystem damage in missions that use gravity
8. `model_rotate_gun` now uses a nullptr position for a reset instead of an extra boolean argument
9. use a more efficient method to calculate gun barrel length
10. a couple variable name changes for clarity
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
The two `VIRTVAR`s for Orientation in subsystems and submodel instances do the same thing, but did not have the same code - in particular, the subsystem version did not update the subsystem angle and turret angle. This syncs them up.
When returning objects, be sure to use `ade_set_object_with_breed`, per the documentation on that function. This ensures that all relevant subclass information can be used.
Also fix the return value of streaminganim's isValid() function.
This correctly calculates the turret position from the center (zero position) of its submodel instead of using the offset from the main model.
This patches a few more parts of the code and also adds a missing locale argument.
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.