Commit Graph
20 Commits
Author SHA1 Message Date
Goober5000 cc2d06d37c correctly handle non-looping sounds when they have finished playing 2021-06-22 01:24:39 -04:00
Goober5000 70546b68a5 add bitwise operations with enums
This adds `EnumAND` and `EnumOR` which will return new enums based on the specified operations.  These are handy for enums that correspond to bit fields, such as those used for object persistent sounds.
2021-06-17 14:17:16 -04:00
Goober5000 131fadfab3 fix to #3476
The default sound position should be the zero-vector, not nullptr.  Also, this adds a bit of extra type safety.
2021-06-13 15:35:44 -04:00
Goober5000 990b5a3908 small followup fix for #3476
Missed changing the argument type when I changed from int to enum.
2021-06-10 16:38:41 -04:00
Goober5000 d217873281 update flags with enums 2021-06-09 10:44:40 -04:00
Goober5000 373a8b940a add scripting functions to assign and remove sounds on objects 2021-06-05 20:03:35 -04:00
asarium 0fb712ed39 Add full type coverage for return types and variables
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
2021-02-26 22:37:37 +01:00
Goober5000 69c1398368 add SimHitpointsLeft 2021-02-20 16:13:14 -05:00
Goober5000 2fee91cd4c Merge pull request #2674 from Goober5000/display_name
refactor display_name for ships, ship classes, and weapon classes
2020-08-30 09:21:32 -04:00
Goober5000 6f774ccab1 various collision group fixes
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)
2020-08-29 13:49:36 -04:00
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
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.
2020-08-21 00:15:38 -04:00
asarium ca27ae16f2 Use Antlr for generating argument list parser
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.

This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.

The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
2020-06-11 21:57:52 +02:00
asarium d54d7d41e6 Output parameter information to JSON
Also fixes the parameter strings which currently could not be parsed by
the argument parser.
2020-06-06 23:45:36 +02:00
asarium b825f57bf4 Add scripting API support for model paths
This adds a scripting API for querying the paths of a model.
2019-12-14 09:15:44 +01:00
asarium 4ca589a61c Make Lua documentation generation more generic
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
2019-12-01 12:53:51 +01:00
asarium 00b0a80ad9 Call scripting handle destructor when Lua collects garbage
This will automatically call the destructor of a type of Lua calls the
garbage collector for an object of that type. This is the last step
towards fully supporting non-trivial objects in the Lua API and all
previous workarounds have been removed.
2018-11-18 12:43:39 +01:00
asarium 9651e7dca6 Add more generic scripting callback system
The current scripting hook is pretty simple and straight forward but it
makes a couple of scripting applications harder to implement than
needed.

For example, a lot of scripts need to do some work every frame
for all or some objects. The script needs to manage an internal list of
all the objects that are affected by that list which includes removing
invalid objects to conserve resources. This effectively mirrors what the
engine already does and adds unnecessary overhead.

In these changes I added a generic event system which can be used by any
part of the code for providing callbacks when a specific event occurs.
As an example, I added hooks for the pre- and post-move events to the
object class which are called before and after physics are applied to an
object.

I integrated that feature into the scripting system so now a script can
simply register a function as a callback which will be called whenever
the target event is executed.
2018-07-02 22:56:45 +02:00
asarium ae149b6061 Add convencience function for retrieving weapon alt name
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).

This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
2018-06-04 11:56:44 +02:00
asarium 842858f9b8 Adjust object_h validity check to avoid assertion failure
I found this issue while debugging the JAD gauntlet where a script calls
getSignature() on an invalid object. However, object_h does not see the
object as invalid even though its signature is 0 which is defined to be
an invalid sigature. This should fix that by making sure that
object_h::isValid returns false if the saved signature is not valid.
2017-03-03 17:46:00 +01:00
asarium c17dcb1835 Move source files into category directories 2016-12-30 19:13:39 +01:00