In single-player, or while running as a server, sexp_deal_with_ship_flag() makes sure that object_flag, ship_flag, and p_object_flag aren't NUM_VALUES (i.e. not set) before trying to call flags.set() with them. However, the client code in multi_sexp_deal_with_ship_flag() had no such security checks, and as such would try to set NUM_VALUES, which is outside the range of valid flags; this led to a crash in Release builds and an Assertion otherwise.
This PR adds a sexp that returns the integer value of a ship or wing hotkey. No hotkey returns -1, F5 returns 0, F6 returns 1, ... and the sexp takes one arguemnt, the ship or wing name.
This new sexp allows a FREDer to set a hotkey for a ship or wing. The sexp takes 2 or more arguemnts, the integer of the hotkey to set (F5=0, F6=1, ... F12=7) and the names of the ship(s) and/or wing(s).
Currently is-docked always returns true if only a single argument is
supplied. This is probably as designed (except for not erroring on a
single arg) however it's quite easy to update to work for a single
argument and this case is useful for FotG, and might be useful for
others.
The core bug fixed here is #1982. After ship_create sets up the ship, parse_object_create_sub does further initialization by copying some values from the parse object. In most cases there are sensible defaults, but a few special cases require some post-processing...
- ship sounds
- the new way of initializing warp effects to allow per-ship customization
- intrinsic-no-shields
- an arrival entry in the mission log
- script hooks
I also took a further look at normal ship creation and tweaked some things...
- initialize ai mode in ai_object_init
- remove redundant assigment of ship name from parse_object_create_sub (it's also done in ship_create)
- remove redundant goal clearing from parse_object_create_sub (it's also done in ai_clear_ship_goals via ship_create)
- avoid overwriting the initial ai mode if the fix-ai-class-bug flag is set
- make the code slightly more efficient by not redundantly setting flags while searching for subsystems
This is a follow-up to commit 1614384a6a. `Error` is to be avoided if possible because almost all sexp problems are recoverable, and we don't want to bring the entire game to a halt.
Also add some more information to warnings about sexp operators on strings.
This can be used by the various subsystems for cleaning up Lua
references before the Lua state is destroyed. This avoids having
dangling references to the Lua state which would cause segfaults later
on.
The first subsystem to use this is the dynamic SEXP system which had
dangling references due to keeping Lua references to the SEXP functions.
This fixes#1954.
Bad data can cause the name search to fail, and if change-ai-class was called with an invalid AI class, it could cause later invalid array accesses (using an index of -1).
Previously, these two SEXPs could only be used in single-player; now they can be used in multiplayer. (This now allows Admiral MS's ship save/load script to work in multiplayer too.)
Inspired by Parias's patch included in the FSPort Co-Op Mod Beta (https://www.hard-light.net/forums/index.php?topic=88385.0) though with some modifications.