* nebula-fade-poofs
* Move this up because order of operations is important.
* Add some documentation
* Respect time compression
* Fix sexp description
* Make sure faded poofs do not flicker
* optimize
Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
The ai-fly-to-ship goal was added early in FSO's development but never worked right. Until recently it could crash; and even aside from the crash the AI would try to reach the target's exact position, causing repeated collisions. This folds ai-fly-to-ship into ai-stay-near-ship, since the behaviors are conceptually the same except for fly-to being satisfied as soon as the target is in range.
This also adds a new "escort" mode usable by both behaviors. The default Volition behavior is to swoop toward the target in a long, graceful arc; the new mode generates a goal point and flies directly to that point. These can be toggled via an optional sexp parameter.
There is also some minor cleanup and a new vec3d operator for convenience.
Needed for Scroll; depends on #5667.
The Star Fox barrel roll effect is achieved using a script which spawns a new ship. The script sets no-collide on this spawned ship, but it also tries to set the ship flag for all future ships -- and future ships require a parse object, which doesn't exist for a created ship. This patches the FALLTHROUGH in the sexp code to account for that possibility.
Separately, there are other ways a parse object pointer could become null through unusual code states, so this adds an INVALID status and several additional checks to defend against this crash in other circumstances.
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit. I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.
This fixes access to exploding ships that was broken when the ship registry framework was introduced. In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
The `collides` and `no_collide` flags are equivalent, but opposite. So when sexps or scripts get or set those flags, allow each to be used as an anti-synonym (not exactly an antonym) for the other.
As reported by Colt, there was a crash in the in-mission jump sequence in Shepherds where the mission previously worked. The proximate cause was a handwritten SEXP called via script that omitted whitespace before an opening parenthesis. This was incorrectly recognized by the upgraded SEXP parser as an invalid SEXP. Unfortunately, a separate bug in `get_line_num()` caused a crash when the parser tried to display a warning, because the function tried to calculate the line number of a SEXP that did not come from a parsed file.
This commit fixes the parser to recognize opening parentheses even when no whitespace precedes them, moves the output to the 'unexpected end of sexp' warnings will they will now be seen, and fixes `get_line_num()` to work when there is no parsed text.
Follow-up to #5520.
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
Supercaps use a physics flag on warpin that makes them slow down faster than they would under the normal physics code. This adds that flag as an option for custom warp parameters.
Since flags are not yet parsed when warp parameters are parsed, the code needs to skip ahead and peek at the flags in the same way as the weapon override.
Three fixes:
1. In commit fa0878b6b3 for PR #5338, the optional distance parameter was inadvertently changed to a bool. This fixes the parameter.
2. The distance parameter was previously parsed using `atoi` which works for number literals, so change to `eval_num` to allow sexp return values.
3. Make `eval_num` consistent with `eval_sexp` in the sense that evaluating an empty list is valid and returns false or 0.
Also takes advantage of the fact that `is_sexp_true` works for empty lists to streamline optional arguments in `ai_add_goal_sub_sexp`.
The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution. This adds a similar scaling mechanism as is used for show-subtitle.
Fixes#5525.
* fast version of setting position and orientation
* preliminary stale collide time
* add global collision cache stale flag instead
* clean up
* more clean up
* no periods >.>
* bring back single object version
* rename and bring back stale object list
* use a set
In at least two instances, `split_str_once()` can be called with width values derived from mod-supplied values that can be 0 or less (specifically, two hud gauges: if `+Messages:` has a `Max Width:` that's too small, or `+Directives:` has a `Max Line Width:` of 0 or less). Since user-supplied code shouldn't be tripping assertions, I looked into adding security around the calling sites when I realized that the assertion wasn't actually protecting against anything; the function would run just fine with a negative pixel width, it would just break with every whitespace. Since both calling sites that could trip the assertion already treat getting `src` back as output as an "I can't split this" error condition, it's perfectly fine (and skips iterating through the string) to just `return src` if the maximum pixel width is 0 or less, so let's just do that instead. Technically this is a behavior change in Release code, but the result of the old code would've been to spam the message log with every individual word in every message (if `Max Width:` was too small), and for directives to seemingly-randomly split only after the first word (if `Max Line Width:` was 0 or less). Not splitting at all is at least as correct, saves some pointless processing, and *should* still be obviously wrong if there was supposed to be a reasonable width value.
1. Deprecate the old set-jumpnode-name sexp now that there is a set-jumpnode-display-name
2. Make the display name design consistent with ships and weapons; in particular add a `HasDisplayName()` function and automatically generate the display name for hash-truncated names
3. Keep the display name in sync when the name is changed in the FRED dialog
4. Fix the overriding of hash-truncated names with display names on the HUD
5. Fix the incorrect setting of the alphacolor flag when using FRED
6. Fix array out-of-bounds access when no object is selected
Follow-up to #5401.
1. Add a function to retime *only* the collision pairs involving a specific object. This is useful when only one object has moved, since only collisions involving that object are affected.
2. Use this function when objects are moved for autopilot, via sexp, and via script.
Previously collision pairs were not retimed when objects were moved via script, leading to bugs. This fixes that.