Add several API features to improve scripting support for subsystems.
1. A `CanonicalName` virtvar to provide a clear way to get subsystem names for indexing and referencing
2. `Submodel` and `SubmodelInstance` virtvars to get the submodel information associated with the subsystem, if it exists
3. A `getSubsystemList()` function to provide a subsystem iterator
Several refinements:
1. Make the case labels consistent between the setting and getting of the virtvar, for ease of comparison and troubleshooting.
2. Consolidate CHASE_WING and GUARD_WING for setting, like they already are for getting.
3. Consolidate STAY_STILL for getting, using one simple trick.
4. Remove the KEEP_SAFE_DISTANCE goal, since it has no target. Fixes#6761
5. Fix CHASE_SHIP_CLASS which put the getting case in the setting section, and consequently did not handle setting.
* Add method to get a font's font family
* nullptr
* add more safety checks
* pass font data instead of font data members
* return an empty string instead of unknown
The new enum class collection of AI goal modes did not handle the superposition of states that could occur when multiple ships were selected in FRED. Add a special FRED-only state for this purpose.
* it's broken and i don't like it
* it's fixed and i approve
* add multi support maybe
* appease clang
* appease clang ii: electric boogaloo
* const refs
* increment multi version
Most of the functions in ship.cpp that operate on submodel animations are mirrored in animation_handle.cpp, but `setAnimationSpeed` was overlooked. Add this function so it can be called from a submodel animation handle.
* 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
* lua access to the comm board menu
* On Order Issued Lua Hook
* Some cleanup and safety checks
* Add mn.sendBuiltinMessage and perform more cleanup
* Send the correct ship to the hook for Sender
* clang cleanup
* address feedback
* fix build errors introduced from upstream
* basic hook conditions
* properly link the condition and the oswpt struct
* some requested cleanup
* allow for sending custom built-in messages
* address more feedback
* more prefix
Although normalized vectors in FSO are supposed to stay normalized, occasionally small floating point errors can pop up. In most cases these do not cause a problem, but in certain cases these errors can rapidly accumulate and corrupt an otherwise well-behaved matrix. This can most easily be seen with daisy-chained dock sequences or docked ships with angled dockpoints.
This PR audits the usage of `vm_vector_2_matrix_norm` to re-normalize vectors in cases where floating point errors could accumulate. There are also a few new Assertions for extra vigilance.
Follow-up to #6596. Fixes#6634.
* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
Currently if you try to set a subsystem's hit points via scripting it only sets the value to 0 b/c of what was likely a copy paste bug. This 1 line PR fixes that. Tested and fix works as expected.
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`. Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength). Finally add some C++ casts and move some checks to better places.
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes. This makes the code more robust and increases memory safety. This also allows several string variables to be consolidated in the ship class and weapon class script APIs.
Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.