The previous version used the wrong function for the map and so values
added later were not written to the map and so not available to Lua.
This fixes that by using the simple array operator.
Collision groups as previously coded were unusable due to Lua 5.1's lack of support for bitwise operators. This fixes that deficiency in two ways:
1) Objects now have the functions `addToCollisionGroup` and `removeFromCollisionGroup`
2) An `evaluateNumericSEXP` function has been added for returning SEXP results as numbers (so that the bitwise SEXP operators can be used)
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
This allows the coder to test for the existence of a hook variable by comparing it to `nil`. The engine will currently error out and crash if you try to access a nonexistent table field, which is useful for catching typos, but has the disadvantage of disallowing a perfectly reasonable Lua coding practice. So this change checks whether the missing field is part of `HookVariables`, and if so, rather than throwing an error, it just prints a message to the log.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This fixes three issues where the Lua stack was not cleaned up properly:
- On hook execution, the return value was left on the stack
- For ADE initialization, the global tables were left on the stack
- In libRocket, a metatable was left on the stack
This allows a script to create its own execution context so that it can
control when a coroutine is valid to play based on custom data.
Also adds a function which causes a coroutine to end in an error.
These variables can be used for changing the behavior of the ade_ API
functions. However, they apply to all the ade_get calls so if there is a
call to ade_get_args from an ade_get_args call then it will reuse the
previously set values and produce incorrect results.
This captures those variables as soon as possible and then resets them
so that subsequent calls start with the default values for those
variables.
The previous API only allowed very limited access to the audio stream
system. These changes add full support for playing all types of audio
streams via a dedicated API.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
Previously a ship's shields and weapon regeneration per second rates were only stored in the ship_info strut, thus they should not be changed during a mission or via scripting (see #2236 and and #2239). There are many precedents for taking a ship_info value ans copying it to a ship_object value so the value can be changed on a per ship basis in mission (auto aim FOV is one of many examples). This PR thus copies the shield and weapon recharge values to the ship_object and exposes those new values to scripting.