Add coverity[GLOBAL_INIT_ORDER] annotations to ~50 global variables
across 27 files. These were all analyzed and confirmed safe:
- ~48 OptionBuilder::finish() globals use a Meyers singleton
(OptionsManager::instance()), which guarantees safe init order.
Destruction is also safe due to shared_ptr ref-counting.
- 6 default-constructed container globals (vectors, maps) have no
cross-TU dependencies at construction or destruction time.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
Addresses a behavior idiosyncrasy encountered by Solaris. If this flag is enabled, explosions with a visual radius of 0 do not have fireballs created, and do not have the fireball lifetime added to the explosion lifetime.
* Allow mods to easily tune 'Target Hostile Bomb or Bomber' control
The `Target Hostile Bomb or Bomber` control targets bombs or bombers, though in mods may want a way to easily set exactly what this control does while still leveraging the utility of the 'bomb' flag for weapons and/or 'bomber' flag for ships (both of which affect AI behavior in various ways).
For example, in Solaris, Darius wants a way a way to allow players to only target bombs, while still allowing ships to be classified as as 'bomber'. In this case, the 'only bombs' option can be used. This PR adds a `$Behavior for pressing 'Target Hostile Bomb or Bomber' control:` to allow mods to set the behavior to `default` `only bombs` or `only bombers`.
For example, in FotG we want to allow players to target just bombers, as bombs themselves are hard to shoot down (critically though we still want the player to be able to manually target a bomb via 'target object in reticle'. This allows players to prioritize and easily target bombers while allowing skilled pilots to retain the option of manually shooting down bombs if they want an extra challenge. In this case the 'only bomber' option can be used.
Tested and works as expected in all cases.
* update using cleaned up function
* extra alt option for default case
* warning cleanup
* update default message
* whitespace clang
* appease clang with brackets
* Allow 'No Impact Debris' to also apply to explosions
The ship/subsystem flag `no impact debris` prevents the default debris shards from spawning, which is very valuable especially now that impact effects can be completely customized via the -particles table. Now that particle effects are also an option for ship and subsystems explosions, it is also invaluable to have the ability to turn off the spawning of shards when either of those explosions happen.
This PR uses the same flag of `no impact debris` and simply does not spawn the default shards for ship explosions or subsystem explosions of that flag is enabled. I thought about adding two new flags, but that would add to the flag clutter, and most folks who use these flags to turn off impacts I would estimate also want them off for actual explosions. Also, a new flag called `no explosion debris` would likely be confusing, so if a new flag were to be added it should be called something like `no default explosion debris shards` or something. Overall I've opted with the simpler and cleaner solution to just have it all under the impact flags. If two new flags are desired though I can easily add them.
Tested and works as expected.
* throw clang a bone
* use two different flags
* update flag name
* typo and logic fix
* allow custom generic debris to always work
* update to better methods
* cleanup logic
* clang
For type safety, use enum class rather than int.
Also make a few miscellaneous tweaks such as adding a new casting macro and making detail level settings a bit cleaner.
Background:
Currently, skybox models can be set in FRED to have `No Z-Buffer` on or off. It is off by default, which is good because it ensures ships and other game objects cannot be rendered behind a skybox. Critically though, skybox models may have sub-models, especially now that animated sub-models are a feature (thanks to BMagnu!). If a skybox is using sub-models and `No Z-Buffer` is turned off, then there will be no proper model occlusion for the skybox and there will be ugly z fighting. Overall, BMangu stated "we could clear the depth buffer after the skybox with another flag".
Update
This PR fixes that issue by adding a new FRED game settings flag, `$Skybox internal depth consistency:` which when set to yes properly ensures there is internally consistency z-sorting with the skybox and any submodels it may have while at the same time ensuring that if `No Z-Buffer` is set in FRED that the skybox still correctly is always drawn behind mission objects like ships/debris.
Many thanks to @Bmagnu for the discussion and help in identifying and creating a proper fix for this issue that is clean, surgical, and supports all existing uses of `No Z-Buffer`.
Tested and works as expected. Fixes#6913.
In current master the debris creation logic was really showing some rust, which resulted in inconsistent behavior when using `Lifetime Min` and `Lifetime Max` for debris in the `ships.tbl`. Specifically, by default debris can randomly be set as `DoNotExpire` if the check `(Random::next() < (Random::MAX_VALUE / 6))` is false. This was set *before* the code that set the lifetimes from `Min` and `Max` from the table though, which could randomly result in debris with infinite lifetimes even if a min and max were specified (and the ship was small, since large ships trigger infinite debris by default always).
Also, by default, ships with a radius larger than 50 meters always had infinite debris lifetimes because of `MIN_RADIUS_FOR_PERSISTENT_DEBRIS`. Thus, this PR also allows modders to set that value in the game settings table.
Tested and works as expected.
* Allow mods to set threshold at which shield stops taking damage
FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This is rather unintuitive especially for mods, so this PR creates a game setting value that allows mods to set this value.
Also, this PR fixes a bug where the HUD shield gauge would try and incorporate this feature but did not do it correctly. Specifically, the gauge skips shield segment rendering if the raw shield strength was 0.1 not the percent. Incorrectly using the raw value results in HUD shields being rendered (albeit faintly) even if the damage was skipping the shield and directly damaging the hull. In other words, if the shield segment was 8%, the shield segment would show faintly even the shield is skipping damage.
Tested and works as expected. Also happy to discuss or answer any questions!
* update local variable name for clarity
* rename `ship_quadrant_shield_strength`
* cleanup with updated get percent function
* more cleanup
* wording and safety tuning
* use correct default number
* Per Request add flag for `$Disabled engines are silent:`
Follow-up to #6781 as there are modders who use engine sound as ambient sound. Also cleans up the sound engine disabled logic.
* cleanup name
* update flag name
* Two Sound Updates
On current master, destroyed engines still make noise and the `Engine Minimum Volume` is not used by big ships. This PR makes two new game settings flags which allow mods to mitigate those issues (`$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
Mods like FotG do not use the FS style shield hit effects, and simply disabling the shield rendering and checking is useful with one simple global variable.
Tested and works as expected.
* Mod Specific Visual Culling Size for Lasers
Currently, lasers will not render if the length or both head and tail radii are < `0.0001`. This is very small, and in many mods the smallest visual size is `0.01`, so this PR exposes that culling size value to allow mods to optimize and tune visual culling of lasers, which can be quite useful especially in laser heavy missions.
* update names
* actually push all files
* Extra Visual Indication for `Scramble` Missions
Currently, if a mission is set as scramble then there is no visual way for the player to see that the Ship Selection and Weapon Loadout screens are locked, instead the player has to click on the buttons and hear the fail sounds or assess that the hover states are not triggering. This PR adds a text line right below the words Weapons Loadout that states "Ships/Weapons Locked" (XSTR 749) if the mission is scramble thus the player can easily see this right away and not have to check the buttons on every mission.
Tested and works as expected. Happy to put behind a flag if desired.
* whitespace
* incorporate feedback
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).
* Allow mods to hide main Rearm/Repair items in Message Gauge
Adds a game_settings option to hide/disable the Rearm/Repair commands in the Squad Message Gauge. FotG does not use repair ships, so it is somewhat confusing to players to always see the `Rearm/Repair` order options (IE 5. Rearm/Repair Subsys and 6. Abort Rearm) and never be able to use them.
I wanted to make this PR as surgical as possible, while still giving some degree of generality, thus I went with the solution to use `active` as a true integer instead of simply an old int in the bool style. Now -1 is hidden, 0 is greyed out, and 1 is bright.
Tested and works as expected.
* update comment
* update with better name
* add another clarifying comment
* Fix asteroids spawning outside active fields
Found an interesting edge case bug with active asteroid fields that has been present since retail: if a large ship is just outside an active asteroid field, that field will end up spawning asteroids outside the field bounds. This is because the game thinks that the large ship is within the asteroid field when it is actually not. Specifically, the check `asteroid_is_ship_inside_field` does not properly account for the ship the addition of the ship's diameter to the bounding box check.
This PR adds a flag to fix that bounding box check and fix the bug of spawing asteroids outside the asteroid field bounds. Note, `asteroid_is_ship_inside_field` is used twice in the code, once within `set_asteroid_throw_objnum` and once following that call within `maybe_throw_asteroid`. Also note, `asteroid_in_inner_bound` uses a delta of 0 in all cases except when being called within `asteroid_is_ship_inside_field`.
Tested and this fixes the bug while still having asteroid fields work as expected. (Also took this chance to rename a local variable for newly create asteroids to more descriptive name).
* enable by default for 25.0
Original issue post #6509. This flag controls if set-camera-host sexp uses the model's eyepoint for the camera position and orientation when no submodel is specified.
Without the flag, the camera will use the model's origin position and orientation.
* Option to unify setting options with easy flag
Most modern UIs, including KNet 1.3, have options that are always set and do not require the user to click save, or on the few cases where options will not be saved automatically, the program shows a popup telling the user the changes are not saved. In addition, the user experience of setting many options then forgetting to press save is far more common and annoying then the opposite. As a last example, even the F3 in-game options menu presents Escape as the leave and save button, not the leave and discard button.
Currently, there are two screens where FSO allows users to press escape after setting options and leave without warning. The main options screen and the HUD screen. As it turns out, half of the options in the main options screen get saved even if the player presses escape (all the detail slider options along with the joystick and mouse sensitivity and dead zone settings), so current behavior is inconsistent to users.
This PR, aimed to be strategic and efficient, creates a game settings table option that allows mods to set so that the escape key for the HUD and Options screen does the same thing as pressing Ctrl-Enter/Accept. This optional setting unifies behavior, so that setting an option sets it whenever the user leaves that screen (whether it is pressing Escape, Ctrl-Enter, or the Accept button). The other screen that involves options and an escape is the control config menu, but that already methods in place to deal with escape in a consistent way.
Tested and everything works as expected.
* fix oversight of saving when going to F3 menu
* update to enum for future additions
* cleanup with better naming
* update warning message
* one more warning cleanup
* Allow mods to Always Show Directive Value Count
Previously, directive counts were not shown if the value was <= 1.
This PR adds a flag to always show the value, and tests work as expected. It also fullfills a longstanding statement from Mage
```
given that, aside from directive-value, all the code involving Directive_count seems to be volition:-original, it really is past time for a flag skipping this > 1 check
```
* cleanup
* 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
* initial version of default_settings.tbl
* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl
* support the rest of 2d.cpp options
* Allow enforcing options to a specific value
* modernize detail defaults, levels, and values
* Fix parsing issue and remove lambda capture by reference
* fix print
* clang
* More efficient +Enforce parsing
* cleanup
* typo
* don't negate this
* error_display
* clarify language between presets, levels, and values
* add default case
* small fix
* use a map to minimize string lookups
As a follow-up to #5523, some mods use callsigns for their ships but prefer not to display the callsigns in the escort list. In lieu of a more flexible way to configure escort lists, a simple flag is sufficient to implement the desired behavior.
The ai_profiles.tbl options can already be read in any order, so it is modder-friendly to extend this capability to game_settings.tbl as well. This also updates the "unrecognized parameter" log statement to indicate the filename.
Note that this commit should be viewed while ignoring whitespace changes.
A design choice very early in FSO's scripting development established that invalid results return invalid objects. By using a game_settings.tbl flag, this allows invalid results to return nil instead.
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict