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fs2open.github.com/code/lab/manager/lab_manager.cpp
T
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* 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]>
2026-07-09 11:20:25 +09:00

886 lines
26 KiB
C++

#include "lab/labv2_internal.h"
#include "lab/manager/lab_manager.h"
#include "lab/renderer/lab_renderer.h"
#include "io/key.h"
#include "math/staticrand.h"
#include "missionui/missionscreencommon.h"
#include "model/modelrender.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "debris/debris.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "particle/particle.h"
#include "prop/prop.h"
#include "weapon/muzzleflash.h"
#include "weapon/beam.h"
#include "ai/aigoals.h"
#include "freespace.h"
#include "extensions/ImGuizmo.h"
#include "io/mouse.h"
//Turret firing forward declarations
void ai_turret_execute_behavior(const ship* shipp, ship_subsys* ss);
extern void beam_delete(beam* b);
void lab_exit() {
getLabManager()->notify_close();
}
namespace ltp = lighting_profiles;
LabManager::LabManager() {
The_mission.Reset();
if (The_mission.ai_profile == nullptr)
The_mission.ai_profile = &Ai_profiles[Default_ai_profile];
Renderer.reset(new LabRenderer());
labUi = LabUi();
obj_init();
fireball_init();
debris_init();
extern void debris_page_in();
debris_page_in();
props_level_init();
asteroid_level_init();
shockwave_level_init();
ship_level_init();
shipfx_flash_init();
weapon_level_init();
beam_level_init();
particle::init();
init_ai_system();
ai_paused = 1;
// No collisions because the Lab is a lie and collisions will be bad
Saved_cmdline_collisions_value = Cmdline_dis_collisions;
Cmdline_dis_collisions = 1;
// do some other setup
// External weapon displays require a call to weapons_page_in, which in turn requires team data to be set
Num_teams = 1;
team_data* teamp = &Team_data[0];
// In the lab, all ships are valid
for (size_t i = 0; i < Ship_info.size(); ++i) {
teamp->ship_list[i] = static_cast<int>(i);
strcpy_s(teamp->ship_list_variables[i], "");
teamp->ship_count[i] = 1;
teamp->loadout_total += 1;
strcpy_s(teamp->ship_count_variables[i], "");
}
teamp->default_ship = 0;
teamp->num_ship_choices = static_cast<int>(Ship_info.size());
// you want guns? you get guns.
for (size_t i = 0; i < Weapon_info.size(); ++i) {
teamp->weaponry_pool[i] = static_cast<int>(i);
teamp->weaponry_count[i] = 640; // should be enough for everyone
strcpy_s(teamp->weaponry_amount_variable[i], "");
strcpy_s(teamp->weaponry_pool_variable[i], "");
}
teamp->num_weapon_choices = static_cast<int>(Weapon_info.size());
Game_mode |= GM_LAB;
using namespace ltp;
graphicsSettings = gfx_options();
graphicsSettings.ppcv = ltp::lab_get_ppc();
graphicsSettings.ambient_factor = ltp::lab_get_ambient();
graphicsSettings.light_factor = ltp::lab_get_light();
graphicsSettings.emissive_factor = ltp::lab_get_emissive();
graphicsSettings.exposure_level = ltp::current_exposure();
graphicsSettings.tonemapper = ltp::current_tonemapper();
graphicsSettings.bloom_level = gr_bloom_intensity();
graphicsSettings.aa_mode = Gr_aa_mode;
}
LabManager::~LabManager()
{
obj_delete_all();
}
void LabManager::resetGraphicsSettings() {
Renderer->resetGraphicsSettings(graphicsSettings);
}
void LabManager::onFrame(float frametime) {
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(gr_screen.max_w, gr_screen.max_h);
ImGui::NewFrame();
Renderer->onFrame(frametime);
labUi.create_ui();
int key = game_check_key();
int dx, dy, dz;
mouse_get_delta(&dx, &dy);
mouse_get_wheel_delta(nullptr, &dz);
int mouse_x = 0;
int mouse_y = 0;
mouse_get_pos(&mouse_x, &mouse_y);
const bool lmb_down = mouse_down(MOUSE_LEFT_BUTTON) != 0;
bool lmb_pressed = lmb_down && !LastLmbDown;
LastLmbDown = lmb_down;
if (lmb_pressed && ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) {
lmb_pressed = false;
}
if (dz != 0 && ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) {
dz = 0;
}
auto& current_camera = Renderer->getCurrentCamera();
current_camera->handleInput(
dx, dy, dz, lmb_down, lmb_pressed, mouse_down(MOUSE_RIGHT_BUTTON) != 0, key_get_shift_status(), mouse_x, mouse_y);
if (!current_camera->handlesObjectPlacement()) {
const bool over_camera_overlay = Renderer->getShowOrientationWidget() && current_camera->isOverlayHit(mouse_x, mouse_y);
if (lmb_down && !over_camera_overlay) {
angles rot_angle;
vm_extract_angles_matrix_alternate(&rot_angle, &CurrentOrientation);
if (RotationMode == LabRotationMode::Yaw) {
rot_angle.h += dx / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Pitch) {
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Both) {
rot_angle.h += dx / RotationSpeedDivisor;
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Roll) {
rot_angle.b += dx / RotationSpeedDivisor;
}
if (rot_angle.h < -PI)
rot_angle.h = PI - 0.001f;
if (rot_angle.h > PI)
rot_angle.h = -PI + 0.001f;
CLAMP(rot_angle.p, -PI_2, PI_2);
if (rot_angle.b < -PI)
rot_angle.b = PI - 0.001f;
if (rot_angle.b > PI)
rot_angle.b = -PI + 0.001f;
vm_angles_2_matrix(&CurrentOrientation, &rot_angle);
}
}
if (CurrentMode == LabMode::Ship) {
Lab_thrust_afterburn = check_control(AFTERBURNER) != 0;
} else {
Lab_thrust_afterburn = false;
}
if (key != 0) {
// handle any key presses
switch (key) {
// Adjust AA presets
case KEY_T:
Renderer->useNextTeamColorPreset();
break;
case KEY_Y:
Renderer->usePreviousTeamColorPreset();
break;
case KEY_V:
Renderer->resetView();
break;
case KEY_UP:
break;
case KEY_DOWN:
break;
case KEY_R:
switch (RotationMode) {
case LabRotationMode::Both:
RotationMode = LabRotationMode::Yaw;
break;
case LabRotationMode::Yaw:
RotationMode = LabRotationMode::Pitch;
break;
case LabRotationMode::Pitch:
RotationMode = LabRotationMode::Roll;
break;
case LabRotationMode::Roll:
RotationMode = LabRotationMode::Both;
break;
}
break;
case KEY_S:
RotationSpeedDivisor *= 10.f;
if (RotationSpeedDivisor > 10000.f)
RotationSpeedDivisor = 100.f;
break;
case KEY_M:
gr_dump_envmap(Renderer->currentMissionBackground.c_str());
break;
case KEY_ESC:
notify_close();
break;
default:
// check for game-specific controls
if (CurrentMode == LabMode::Ship) {
// These don't work because the lab is a lie and ships don't actually move
// Also the ships are AI and don't really respond to player input anyway so
// getting these working will be tricky
/*if (check_control(PLUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len += 0.05f;
else if (check_control(MINUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len -= 0.05f;
CLAMP(Lab_thrust_len, 0.0f, 1.0f);*/
}
break;
}
}
float rev_rate;
ship_info* sip = nullptr;
// First delete any dead objects so we don't end up processing them
obj_delete_all_that_should_be_dead();
if (CurrentObject != -1 && (Objects[CurrentObject].type == OBJ_SHIP)) {
sip = &Ship_info[Ships[Objects[CurrentObject].instance].ship_info_index];
auto obj = &Objects[CurrentObject];
bool weapons_firing = false;
for (auto i = 0; i < Ships[obj->instance].weapons.num_primary_banks; ++i) {
if (FirePrimaries[i]) {
weapons_firing = true;
Ships[obj->instance].weapons.current_primary_bank = i;
ship_fire_primary(obj);
Ships[obj->instance].weapon_energy = sip->max_weapon_reserve;
}
}
Ships[obj->instance].flags.set(Ship::Ship_Flags::Trigger_down, weapons_firing);
for (auto i = 0; i < Ships[obj->instance].weapons.num_secondary_banks; ++i) {
if (FireSecondaries[i]) {
Ships[obj->instance].weapons.current_secondary_bank = i;
ship_fire_secondary(obj);
}
}
ship_process_post(obj, frametime);
ai_process_subobjects(CurrentObject); // So that animations get reset
if (!getLabManager()->FireTurrets.empty()) {
for (auto& [subsys, mode, fire] : getLabManager()->FireTurrets) {
if (!fire || subsys == nullptr)
continue;
vec3d new_pos, new_vec;
ship_get_global_turret_info(&Objects[subsys->parent_objnum], subsys->system_info, &new_pos, &new_vec);
bool multipart = false;
// Turret is multipart
if (subsys->system_info->turret_gun_sobj >= 0 && subsys->system_info->subobj_num != subsys->system_info->turret_gun_sobj) {
multipart = true;
}
switch (mode) {
case LabTurretAimType::UVEC: {
subsys->last_aim_enemy_pos = new_pos + new_vec * 500.0f;
break;
}
case LabTurretAimType::INITIAL: {
subsys->last_aim_enemy_pos = vmd_zero_vector;
break;
}
case LabTurretAimType::RANDOM: {
bool gen_new_vec = !multipart || subsys->points_to_target <= 0.010f;
if (gen_new_vec && timestamp_elapsed(subsys->turret_next_fire_stamp)) {
vec3d rand_vec;
const int MAX_ATTEMPTS = 100;
bool valid_vec_found = false;
// You get 100 tries to find a set of random coords to fire at
for (int attempt = 0; attempt < MAX_ATTEMPTS; ++attempt) {
float full_fov_degrees = 2.0f * acosf(subsys->system_info->turret_fov) * (180.0f / PI);
vm_vec_random_cone(&rand_vec, &new_vec, full_fov_degrees);
vec3d target_point;
vm_vec_scale_add(&target_point, &new_pos, &rand_vec, 1000.0f);
// Create a vector from the turret to the random point.
vec3d turret_to_target;
vm_vec_sub(&turret_to_target, &target_point, &new_pos);
vm_vec_normalize(&turret_to_target);
// Test if the generated vector is within the FOV
if (turret_fov_test(subsys, &new_vec, &turret_to_target, 0.0f)) {
valid_vec_found = true;
rand_vec = target_point;
break;
}
}
if (valid_vec_found) {
subsys->last_aim_enemy_pos = rand_vec;
} else {
subsys->last_aim_enemy_pos = new_pos + new_vec * 500.0f;
}
}
break;
}
default:
UNREACHABLE("Invalid Lab Turret Aim Type %d!", static_cast<int>(mode));
break;
}
ai_turret_execute_behavior(&Ships[obj->instance], subsys);
}
}
// Check if we have finished an undock test. If so, delete the docker ship
if (DockerObject >= 0) {
object* docker_objp = &Objects[DockerObject];
ship* shipp = &Ships[docker_objp->instance];
ai_info* aip = &Ai_info[shipp->ai_index];
bool hasDockGoal = false;
for (const auto& goal : aip->goals) {
if (goal.ai_mode == AI_GOAL_DOCK || goal.ai_mode == AI_GOAL_UNDOCK) {
hasDockGoal = true;
break;
}
}
if (!hasDockGoal && !object_is_docked(docker_objp)) {
deleteDockerObject();
}
}
// Check if we have finished a bay test. If so, delete the bay ship
if (BayObject >= 0) {
object* bay_objp = &Objects[BayObject];
ship* shipp = &Ships[bay_objp->instance];
ai_info* aip = &Ai_info[shipp->ai_index];
bool hasBayGoal = aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART;
if (!hasBayGoal) {
deleteBayObject();
}
}
}
// get correct revolution rate
rev_rate = REVOLUTION_RATE;
if (sip != nullptr) {
if (sip->is_big_ship()) {
rev_rate *= 1.7f;
}
else if (sip->is_huge_ship()) {
rev_rate *= 3.0f;
}
}
if (Flags[ManagerFlags::ModelRotationEnabled]) {
angles rot_angles;
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
rot_angles.h = PI2 * frametime / rev_rate;
vm_rotate_matrix_by_angles(&CurrentOrientation, &rot_angles);
}
if (Cmdline_show_imgui_debug)
ImGui::ShowDemoWindow();
ImGui::Render();
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (CloseThis)
close();
gr_flip();
}
//Cleans the scene and resets object actions. Stops any firing weapons.
void LabManager::cleanup() {
if (CurrentObject != -1) {
// Stop any firing weapons
FireTurrets.clear();
FirePrimaries.fill(false);
FireSecondaries.fill(false);
// Remove all beams
beam_delete_all();
// Properly clean up the test objects
deleteTestObjects();
// Remove all objects
obj_delete_all();
// Reset large-ship split explosion state. In the lab we can delete exploding ships while
// cycling classes, so clear any lingering Split_ships entries tied to the previous view.
shipfx_large_blowup_level_init();
// Clean up the particles
particle::kill_all();
// Clean up our path mess
reset_ai_path_points();
// Reset lab variables
CurrentMode = LabMode::None;
CurrentObject = -1;
CurrentSubtype = -1;
CurrentClass = -1;
DockerDockPoint.clear();
DockeeDockPoint.clear();
BayPathMask = 0;
CurrentPosition = vmd_zero_vector;
CurrentOrientation = vmd_identity_matrix;
ModelFilename = "";
Player_ship = nullptr;
Lab_object_detail_level = -1;
}
}
void LabManager::deleteTestObjects() {
deleteDockerObject();
deleteBayObject();
}
void LabManager::deleteDockerObject() {
if (DockerObject >= 0) {
object* obj = &Objects[CurrentObject];
while (object_is_docked(obj)) {
object_jettison_cargo(obj, dock_get_first_docked_object(obj), 50, true);
}
obj_delete(DockerObject);
DockerObject = -1;
reset_ai_path_points();
}
}
void LabManager::deleteBayObject()
{
if (BayObject >= 0) {
object* bay_objp = &Objects[BayObject];
ai_info* aip = &Ai_info[Ships[bay_objp->instance].ai_index];
// This is kind of a hack but it gets the job done
// Since we're deleting the bay object we can flag bay doors to close
Ships[Objects[CurrentObject].instance].bay_doors_wanting_open = 0;
extern void ai_manage_bay_doors(object * pl_objp, ai_info * aip, bool done);
ai_manage_bay_doors(bay_objp, aip, true);
obj_delete(BayObject);
BayObject = -1;
reset_ai_path_points();
}
}
void LabManager::spawnDockerObject() {
deleteTestObjects();
if (DockerDockPoint.empty() || DockeeDockPoint.empty()) {
return;
}
// Check ship class index
if (DockerClass < 0 || DockerClass >= static_cast<int>(Ship_info.size())) {
mprintf(("Invalid ship class index %d\n", DockerClass));
return;
}
object* obj = &Objects[CurrentObject];
// Spawn near the target
vec3d spawn_pos = obj->pos;
vec3d offset = {{{0.0f, -50000.0f, -50000.0f}}}; // Spawn it far away then we can move it based on its radius
vec3d final_pos;
vm_vec_add(&final_pos, &spawn_pos, &offset);
matrix spawn_orient = vmd_identity_matrix;
DockerObject = ship_create(&spawn_orient, &final_pos, DockerClass, nullptr, true);
if (DockerObject < 0) {
mprintf(("Failed to create docker object with ship class index %d!\n", DockerClass));
return;
}
object* new_objp = &Objects[DockerObject];
// Set a more reasonable starting position
float offset_radius = obj->radius + new_objp->radius;
offset = {{{0.0f, obj->pos.xyz.y + offset_radius, obj->pos.xyz.z - offset_radius}}}; // Make this selectable or random?
vm_vec_add(&final_pos, &spawn_pos, &offset);
new_objp->pos = final_pos;
}
void LabManager::spawnBayObject()
{
deleteTestObjects();
// Technically this would work but that's not the intention of the test
// and suggests something went wrong
if (BayPathMask == 0) {
return;
}
// Check ship class index
if (!SCP_vector_inbounds(Ship_info, BayClass)) {
mprintf(("Invalid ship class index %d\n", BayClass));
return;
}
object* obj = &Objects[CurrentObject];
// Spawn near the target
vec3d spawn_pos = obj->pos;
vec3d offset = {{{0.0f, -50000.0f, -50000.0f}}}; // Spawn it far away then we can move it based on its radius
vec3d final_pos;
vm_vec_add(&final_pos, &spawn_pos, &offset);
matrix spawn_orient = vmd_identity_matrix;
BayObject = ship_create(&spawn_orient, &final_pos, BayClass, nullptr, true);
if (BayObject < 0) {
mprintf(("Failed to create bay test object with ship class index %d!\n", BayClass));
return;
}
object* new_objp = &Objects[BayObject];
// Set a more reasonable starting position
float offset_radius = obj->radius + new_objp->radius;
offset = {{{0.0f, obj->pos.xyz.y + offset_radius, obj->pos.xyz.z - offset_radius}}}; // Make this selectable or random?
vm_vec_add(&final_pos, &spawn_pos, &offset);
new_objp->pos = final_pos;
}
void LabManager::beginDockingTest() {
// Spawn a docker object
spawnDockerObject();
if (DockerObject >= 0) {
object* new_objp = &Objects[DockerObject];
ship* new_shipp = &Ships[new_objp->instance];
ai_info* aip = &Ai_info[new_shipp->ai_index];
// TODO: Get the pos of the first dock path point and set the ship's position to that
// Ensure AI is ready
ai_clear_ship_goals(aip);
// Create the dock order
ai_goal_type type = ai_goal_type::EVENT_SHIP;
ai_goal* aigp = &aip->goals[0];
ai_goal_reset(aigp, true);
aigp->type = type;
aigp->target_name = ai_get_goal_target_name(Ships[Objects[CurrentObject].instance].ship_name, &aigp->target_name_index);
aigp->docker.name = ai_add_dock_name(DockerDockPoint.c_str());
aigp->dockee.name = ai_add_dock_name(DockeeDockPoint.c_str());
aigp->priority = 200;
aigp->ai_mode = AI_GOAL_DOCK;
aigp->ai_submode = AIS_DOCK_0;
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
}
void LabManager::beginUndockingTest() {
// Spawn a docker object if necessary
if (DockerObject < 0 || !object_is_docked(&Objects[DockerObject])) {
spawnDockerObject();
// Once spawned we need to instantly set it to docked
if (DockerObject >= 0) {
object* dockee_objp = &Objects[CurrentObject];
object* docker_objp = &Objects[DockerObject];
int docker_point_index = model_find_dock_name_index(Ship_info[Ships[docker_objp->instance].ship_info_index].model_num, DockerDockPoint.c_str());
int dockee_point_index = model_find_dock_name_index(Ship_info[Ships[dockee_objp->instance].ship_info_index].model_num, DockeeDockPoint.c_str());
// set model animations correctly
// (fortunately, this function is called AFTER model_anim_set_initial_states in the sea of ship creation
// functions, which is necessary for model animations to start from t=0 at the correct positions)
ship *shipp = &Ships[docker_objp->instance];
ship *goal_shipp = &Ships[dockee_objp->instance];
ship_info* sip = &Ship_info[shipp->ship_info_index];
ship_info* goal_sip = &Ship_info[goal_shipp->ship_info_index];
polymodel_instance* shipp_pmi = model_get_instance(shipp->model_instance_num);
polymodel_instance* goal_shipp_pmi = model_get_instance(goal_shipp->model_instance_num);
(sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docked, docker_point_index)).start(animation::ModelAnimationDirection::FWD, true, true);
(goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docked, dockee_point_index)).start(animation::ModelAnimationDirection::FWD, true, true);
// Set docker as instantly docked
dock_orient_and_approach(docker_objp, docker_point_index, dockee_objp, dockee_point_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff(docker_objp, docker_point_index, dockee_objp, dockee_point_index, true);
}
}
if (DockerObject >= 0) {
ai_info* aip = &Ai_info[Ships[Objects[DockerObject].instance].ai_index];
// Ensure AI is ready
ai_clear_ship_goals(aip);
// Create the undock order
int gindex = 0;
ai_goal_type type = ai_goal_type::EVENT_SHIP;
ai_goal* aigp = &aip->goals[gindex];
ai_goal_reset(aigp, true);
aigp->type = type;
aigp->target_name = ai_get_goal_target_name(Ships[Objects[CurrentObject].instance].ship_name, &aigp->target_name_index);
aigp->priority = 200;
aigp->ai_mode = AI_GOAL_UNDOCK;
aigp->ai_submode = AIS_UNDOCK_0;
}
}
void LabManager::beginBayTest()
{
// Spawn a bay object
spawnBayObject();
if (BayObject < 0)
return;
// Reset the bay status of the current ship
ship* shipp = &Ships[Objects[CurrentObject].instance];
shipp->bay_doors_wanting_open = 0;
shipp->bay_doors_status = MA_POS_NOT_SET;
if (BayTestMode == BayMode::Arrival) {
object* new_objp = &Objects[BayObject];
ship* new_shipp = &Ships[new_objp->instance];
ai_info* aip = &Ai_info[new_shipp->ai_index];
// Ensure AI is ready
ai_clear_ship_goals(aip);
if (ai_acquire_emerge_path(new_objp, CurrentObject, BayPathMask) == -1) {
mprintf(("Unable to acquire arrival path on anchor ship %s\n", Ships[Objects[CurrentObject].instance].ship_name)); // Warning instead of print?
deleteBayObject();
return;
}
}
if (BayTestMode == BayMode::Departure) {
object* new_objp = &Objects[BayObject];
ship* new_shipp = &Ships[new_objp->instance];
ai_info* aip = &Ai_info[new_shipp->ai_index];
// Ensure AI is ready
ai_clear_ship_goals(aip);
if (ai_acquire_depart_path(new_objp, CurrentObject, BayPathMask) == -1) {
mprintf(("Unable to acquire departure path on anchor ship %s\n", Ships[Objects[CurrentObject].instance].ship_name)); // Warning instead of print?
deleteBayObject();
return;
}
// Set the object's position to the start of the path
new_objp->pos = Path_points[aip->path_start].pos;
}
}
void LabManager::changeDisplayedObject(LabMode mode, int info_index, int subtype) {
// Removing this allows reseting by clicking on the object again,
// making it easier to respawn destroyed objects
// If this is re-enabled then it will need to be modified so that
// ShowingTechModel bool toggles are also accounted for
//if (mode == CurrentMode && info_index == CurrentClass)
//return;
// Toggle the show thrusters default when we change modes
if (mode != CurrentMode) {
if (mode == LabMode::Ship) {
labUi.show_thrusters = false;
}
if (mode == LabMode::Weapon) {
labUi.show_thrusters = true;
}
// Set the render flag now
Renderer->setRenderFlag(LabRenderFlag::ShowThrusters, labUi.show_thrusters);
}
cleanup();
CurrentMode = mode;
CurrentClass = info_index;
if (CurrentMode == LabMode::Asteroid)
CurrentSubtype = subtype;
ai_paused = 1;
Player_ship = nullptr;
DockeeDockPoint.clear();
DockerDockPoint.clear();
BayPathMask = 0;
switch (CurrentMode) {
case LabMode::Ship:
CurrentObject = ship_create(&CurrentOrientation, &CurrentPosition, CurrentClass);
changeShipInternal();
if (isSafeForShips()) {
Player_ship = &Ships[Objects[CurrentObject].instance];
ai_paused = 0;
// Set the ship to play dead so it doesn't move. For the lab there are two special carveouts:
// 1: Allow subsystem rotations/translations
// 2: Allow subystems to be processed
ai_add_ship_goal_scripting(AI_GOAL_PLAY_DEAD_PERSISTENT, -1, 100, nullptr, &Ai_info[Player_ship->ai_index], 0, 0);
}
break;
case LabMode::Prop:
CurrentObject = prop_create(&CurrentOrientation, &CurrentPosition, CurrentClass);
if (isSafeForProps()) {
ModelFilename = Prop_info[CurrentClass].pof_file;
}
break;
case LabMode::Weapon:
if (ShowingTechModel && VALID_FNAME(Weapon_info[CurrentClass].tech_model)) {
ModelFilename = Weapon_info[CurrentClass].tech_model;
CurrentObject = obj_raw_pof_create(ModelFilename.c_str(), &CurrentOrientation, &CurrentPosition);
}else if (Weapon_info[CurrentClass].wi_flags[Weapon::Info_Flags::Beam]) {
beam_fire_info fire_info;
memset(&fire_info, 0, sizeof(beam_fire_info));
fire_info.accuracy = 0.000001f; // this will guarantee a hit
fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
fire_info.turret = nullptr; // A free-floating beam isn't fired from a subsystem.
fire_info.burst_index = 0;
fire_info.beam_info_index = CurrentClass;
fire_info.shooter = nullptr;
fire_info.team = 0;
fire_info.starting_pos = CurrentPosition;
fire_info.target = nullptr;
fire_info.target_subsys = nullptr;
fire_info.bfi_flags |= BFIF_TARGETING_COORDS;
fire_info.fire_method = BFM_SEXP_FLOATING_FIRED;
// Fire beam straight ahead from spawn origin
vec3d origin = CurrentPosition;
vec3d endpoint;
vm_vec_scale_add(&endpoint, &origin, &vmd_z_vector, 1500.0f); // Fire forward along +Z
fire_info.target_pos1 = endpoint;
fire_info.target_pos2 = endpoint;
CurrentObject = beam_fire(&fire_info);
} else {
CurrentObject = weapon_create(&CurrentPosition, &CurrentOrientation, CurrentClass, -1);
if (Weapon_info[CurrentClass].model_num != -1) {
ModelFilename = model_get(Weapon_info[CurrentClass].model_num)->filename;
}
}
break;
case LabMode::Asteroid: {
// Ensure model is loaded before creating asteroid
asteroid_load(CurrentClass, CurrentSubtype);
object* objp = asteroid_create(&Asteroid_field, CurrentClass, CurrentSubtype, false);
if (objp != nullptr) {
CurrentObject = OBJ_INDEX(objp);
// Zero out asteroid velocity
vm_vec_zero(&objp->phys_info.rotvel);
vm_vec_zero(&objp->phys_info.desired_rotvel);
objp->flags.remove(Object::Object_Flags::Physics);
} else {
CurrentObject = -1;
mprintf(("LabManager: Failed to create asteroid for index %d, subtype %d\n", CurrentClass, CurrentSubtype));
}
break;
}
default:
UNREACHABLE("Unhandled lab mode %d", static_cast<int>(mode));
ModelFilename = "";
break;
}
Assert(CurrentObject != -1);
Renderer->getCurrentCamera()->displayedObjectChanged();
}
void LabManager::changeShipInternal() {
auto ship_objp = &Ships[Objects[CurrentObject].instance];
auto ship_infop = &Ship_info[ship_objp->ship_info_index];
// This is normally set during mission parse
ship_objp->special_exp_damage = -1;
// If the ship class defines replacement textures, load them and apply them to the ship
// load the texture
auto replacements = ship_infop->replacement_textures;
for (auto& tr : replacements) {
if (!stricmp(tr.new_texture, "invisible"))
{
// invisible is a special case
tr.new_texture_id = REPLACE_WITH_INVISIBLE;
}
else
{
// try to load texture or anim as normal
tr.new_texture_id = bm_load_either(tr.new_texture);
}
}
ship_objp->apply_replacement_textures(replacements);
ship_page_in_textures(ship_objp->ship_info_index);
if (!ship_infop->default_team_name.empty())
Renderer->setTeamColor(ship_infop->default_team_name);
ModelFilename = model_get(ship_infop->model_num)->filename;
}