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.
* fix some usages of std::transform
* change parse_string_flag_list to use a reference
* add a variant of parse_string_flag_list that can use a SCP_set, and make a templated version of flag_def_list
Many SEXP operators that work on subsystems use very similar code. This new function allows the operator implementations to be streamlined and makes future modifications easier. For example, the `change-ai-class` operator now works with names such as `<all turrets>` as well as specific subsystems.
Many beams are lumped into the #Primary Weapons section of weapons.tbl, which will mark them as WP_LASER. Fix the few instances of code that are intended for beams that may have omitted most beams by mistake.
Randomization of weapon impact particle radius is also affected, but since this affects existing visual effects, it was not changed.
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.
1. Don't set the `can_use_for_bank` flag to FALSE if the bank is primary but the weapon is secondary, or vice versa
2. Make sure to only restrict the weapons by bank if the ship has per-bank restrictions
In support of this, add `is_primary()` and `is_secondary()` helper functions to `weapon_info` and use them in logical places.
Follow-up to #6434. Fixes a few subtle bugs from that PR.
A few addenda to PR #6364:
1. Use `std::swap` in the move constructor, since the fields are specifically being moved, not assigned
2. Fix off-by-one error when parsing firing patterns, and make the pattern count non-fatal
3. Standardize the setting of fire points since it's done in three different places, and in the case of `ship_set_default_weapons()`, `primary_firepoint_next_to_fire_index` was not reset to 0. It might be useful to refactor this code into its own function.
4. Make the setting of `primary_firepoint_next_to_fire_index` consistent between forward and reverse cycling
5. Remove a couple redundant `.clear()` calls and fix a typo
The recent cycle expansion PR (#6364) causes a CTD when change-ship-type is used. This PR fixes that crash by using `pm->n_guns` instead of 'MAX_SHIP_PRIMARY_BANKS' and clarifies the definition comment for the `pm->n_guns` to help avoid this kind of quandary in the furture.
Tested and works as expected.
* Adds different firing patterns for weapons.
* cleanup
* further cleanup
* appeasement
* appeasement^3
* Requested changes.
* Deals with targeting flag issue.
* Resolves merge conflicts.
* blood for the blood god, tidy for the tidy throne
* Increments XSTR again.
This fixes the fighter/bomber type which had been broken ever since the objecttypes.tbl upgrade in 246cfcfa65: the fighter/bomber type is again treated as a union of fighters and bombers, not a unique type of its own. This requires special handling for the `OPF_SHIP_TYPE` SEXP argument type, and all four SEXPs that use `OPF_SHIP_TYPE` have been modified to check for the special case. The explicit fighter/bomber type has again been removed from the built-in objecttypes.tbl.
The requirements for "fighter/bomber" to be valid are 1) there is no explicit "fighter/bomber" type in the mod; 2) a "fighter" type exists; 3) a "bomber" type exists. If any of these conditions is not met, the special case behavior is not enabled.
Follow-up to #6390. Properly fixes#6388.
This adds several missing initializations of cargo titles for both ships and subsystems. Note that `Subsys_status` initialization needs to happen in `allocate_subsys_status()`, because subsystems can be allocated in red-alert or in the `ship-copy-damage` SEXP, not just parsing.
Follow-up to #6000. Fixes a rather insidious ERANGE error in Inferno.
The "stealth" and "fighter/bomber" ship class flags are not actual ship types, so they should never have been added to objecttypes.tbl. Remove them from the built-in table.
Additionally, if a mod *does* use "stealth" in its own objecttypes.tbl, remove it. This prevents the invalid "stealth" type from overriding a valid existing type, which fixes#6366.
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame. Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.
Fixes#6353.
Per the comment earlier in this function, both -1 and -2 are expected values for sound indexes. Update the sound validity check accordingly. Fixes an assertion in `obj_snd_delete()` encountered by FotG when a sound index was -2.
* keep from crashing
* Also, bash the number of waves if necessary
* Add Debug warning to modders
* address feedback
* formatting
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Co-authored-by: Goober5000 <[email protected]>
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control. Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.
In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated. The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset). The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.
(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)
Implements #4294.
* Adds particle effect offset.
* bugfixing
* Switches to a cleaner approach.
* Futureproofing for particle parenting.
* actually let's just bundle parenting into this one
* working on turrets
* grinding toward turret correctness
* still grinding toward correctness
* Gets turrets working correctly.
* Fixes merge artifact
* appeases clang-tidy
* Updates some comments.
* Updates some comments.
* Tiny bit of cleanup.
* Deduplicates comments.
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
#6187 fixed transparency for cockpits, but the positioning for deferred lighting alas fell through the cracks. This PR fixes that and allows deferred lighting in cockpits to once again work as intended.
Tested and fix works as expected.
* Remove old interpolate angles quick
* Remove old interpolate functions
These are no longer used.
* Add linear interpolate vm function
More clearing functions
* Add physics snapshot struct to silo interpolation
Two of these two functions require an object pointer, so they cannot be in physics_state.cpp
With doxygen documentation
* Try to placate Linux
* Address Feedback
* And update declaration, of course
* Attempt to appease linter