* Make scripting use the full-blown particle system
* Add reverse option
* Add animation reversal as an option to modern particles
* Start implementation of beam particles
* Add multi-emission particle source API for legacy particles
* Attach beam muzzle particles to the correct host
* Reorder code in order to facilitate apparent visual size as modular curve input for particles
* fix lua api
* Typo
* Fix scripting and beam muzzle particles
* Remove muzzleflash code, prepare to replace with particles
* Begin mflash effect conversion
* Pass final parameters to mflashes and fix curve
* Remove deprecated particle function
* Add debris flame particles
* remove weapon_explosion table
* Convert shield explosion particles
* Fix modular curve full inputs and convert particle curve inputs accordingly
* Allow particle volume offset and rotation with curve-based rot around fvec
* Add Ring and Point Volumes
* Convert PSPEW to new system
* Make particle curve timing aware of interp
* Update todos
* get rid of performance waste
* Add last parameter for converted pspews
* Fix pspew bugs
* Fix direction for default pspew
* Fix order for voluem rotation
* particle vel interp
* particle vel interp 2
* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt
* fix scripting particle lifetime
* Allow beam muzzle particle override
* Skip invalid pspews
* remove pspew dcf code
* Fix sparkler stretch
* Correct sparkler bia
* General sparkler weirdness
* Tune distribution of sparklers
* Convert Asteroid particles
* Fix conversion warning
* Fix conversion warning again
* Fix conversion warning again again
* Really clang?
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
* AI Cleanup and Flag Fixes
This PR does 3 things.
1) Cleanup `ship_subsystem_in_sight` so it properly returns a bool, which is the return type of the function. Also update `ai_big_maybe_follow_subsys_path` to be a bool instead of int.
2) Adds `+subsystem attack pathing extra distance:` for use within `"$improved subsystem attack pathing:"`. FotG found, especially with the new strafing values we use, could really use the ability to set at what distance `ai_new_maybe_reposition_attack_subsys()` determines if it wants to pick a new point or not. By default the value was 2000.
3) In FotG we started using the `standard_strafe` mode more now thanks to #6511, but we have now discovered some inherit issues with it, namely that it will prematurely trigger `ai_big_strafe_maybe_retreat` because the distance it uses for determining if a collision is going to occur is `dist_normal_to_target`, which commonly resulted in the AI flying to a point to start a strafe, then thinking it would collide with the target and then retreating from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. This PR adds a flag which instead uses the `distance_to_target` and a check to see if the ship is even facing the target.
Overall all are tested and work as expected. Happy to change or tune however requested, especially regarding point 3.
* clang cleanup
* cleanup copy paste name
* remove un-needed exposed float
* Two Sound Updates
On current master, destroyed engines still make noise and the `Engine Minimum Volume` is not used by big ships. This PR makes two new game settings flags which allow mods to mitigate those issues (`$Unify minimum engine sound:` and `$Disabled engines are silent:`).
Tested and works as expected.
I also added both of these to the 25.0 default, but happy to alter however.
* disabled eng snd does not need flag fix
* ensure retail large ships still sound loud
* Allow ship debris pieces hitpoints depend on radius
Currently, ship debris pieces have their hitpoints set via a Max and Min range. This constricts modders by needing all debris pieces to have somewhat the same size, otherwise the uniform random hitpoints assignment will could make small pieces much stronger than big pieces.
This PR adds a new field `+Hitpoints Radius Multiplier:` which is just a value that multiplies the debris radius, this value, and the debris hitpoints to calculate a final hitpoints value for the spawned debris piece.
This multiplier thus allows modders to have debris pieces that are very large have much strong hitpoints then debris pieces that are very small.
* incorporate feedback fix
* match other logical checks
* 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
If a ship changes class, the dockpoints on the new model may not match the dockpoints on the old model. This is most likely to happen when changing a docked ship in FRED to an incompatible ship class, but it can also happen when using the `change-ship-class` SEXP. So check the dockpoints, update them if they should be updated, and undock them if they can't.
* Fix some issues preventing various secondary types from firing in the lab
* Add ability to fire turrets from the lab
* const char*, mjn please
* more cleanup
* range-based for loop
* Update comment
PR #6598 caused eyepoint normals to be used for viewing direction, whereas previously the host object's orientation was used for viewing direction. Since this could cause compatibility issues, return to the previous behavior and make the new behavior depend on a flag that is set in post-25.0 builds. (This only applies to eyepoint normals; eyepoint *positions* were respected both before and after #6598).
* Fix/cleanup using `intrinsic no shields` and ship loadout switching
The flag `intrinsic no shields` is used to allow switching between both shielded and unshielded craft in loadout. There is one edge case that was not accounted for though, which is that if a ship has no shields, and is switched to a ship with shields, the mission will start with that ship having a current shield strength of 0 and only slow get it's shield strength up via shield recharge.
This is not expected behavior, so this PR adds the extra conditional check that if that flag is on, then treat shield percent as full instead of empty. This ensures that switching to a ship with shields in loadout will begin the mission with full shield strength (instead of 0 and waiting for a full recharge).
Tested and works as expected. If desired I can put this behind a game settings flag, but I figured this was the expected behavior (and I'm not even sure how many mods besides FotG uses `intrinsic no shields`.
* also fix initial ets setting with intrinsic no shields
* format consistency
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.
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes. This makes the code more robust and increases memory safety. This also allows several string variables to be consolidated in the ship class and weapon class script APIs.
Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
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.
1. Allow `ship_get_eye` to be used for any objects, not just ships
2. Remove the unused `from_origin` parameter and add `local_pos` and `local_orient` instead
3. Simplify the implementation and take advantage of upgrades to `model_instance_local_to_global_*` functions
4. Consolidate `ship_get_eye_local` into `ship_get_eye`
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.
* Make Cockpit Deferred an In-game Option
After testing and consideration, this PR adds the Cockpit Deferred setting to the in-game options. Also adds a parser to the new default_settings.tbl.
* cleanup comments
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
Make `SCP_vector`, `SCP_list`, `SCP_set`, and `SCP_multiset` subclasses of their STL counterparts. This allows helper functions to be added to each, including the `contains()` function which is not available until C++20. (This has minor effects on other parts of the codebase that treated `SCP_` and `std::` as synonyms.) Since there is now a nontrivial amount of code that needs to be in a .cpp file, create vmallocator.cpp.
Note that `SCP_string` truncation has been refactored to use length rather than C-string size to be consistent with other `std::basic_string` functions.
Also, remove some enum class hashing code which is no longer necessary now that the codebase is at C++17.
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.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
* Add Mod Option to Limit 'Show Ship' when Toggling Cockpits
FotG uses cockpits and 'show ship', and also provides a way for players to toggle off cockpits. Unfortunately, if the player disables cockpits, 'show ship' still appears and looks very odd (since it appears the player is flying a ship with a hole in the center where the cockpit would be). Other mods have made entire ships with their cockpits, but FotG needs to use 'show ship' to match team colors and moving external ship animations.
This PR adds a game_settings option that allows mods to set to only use 'show ship' if cockpits are enabled.
Tested and works as expected.
* simplify logic
* fix typo
There is a rather large design flaw in FreeSpace debriefings... debriefing SEXPs can refer to in-mission ship data, while all ships (and all objects) are deleted as soon as the mission completes. Specifically, `obj_delete()` is called which sets all objects to `OBJ_NONE` and marks them as freed, although the data still exists in the various arrays. This is the use-after-free problem, but applied to the in-game object system, rather than memory accessed by pointers.
It's probably best to defer fixes to an as-needed basis. As for hitpoint SEXPs, this change updates them to use the object and ship references from the ship registry, since the ship registry is not cleared by the time the debriefing is loaded. (Using `objp->instance` and `shipp->objnum` at this point would be problematic.) Since subsystems are also cleared at this point, this also updates the warning messages in those functions.
Fixes an Assert seen in debug mode in Inferno.