When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used. Also, the script should work with either the ship or its weapon passed as the killer parameter.
While there's code to avoid accessing the parent object of a parentless beam, there's no equivalent code to avoid accessing the parent object of a parentless weapon. This fixes this inconsistency.
Previously `no impact debris` flag was only an option for use on subsystems. This PR adds that flag for the entire ship. It also turns off the impact spew of debris for all subsystems if enabled on the ship.
There were null checks for `Player_obj`, but whoever added the `No_pain_flash` flag bypassed them by dereferencing `Player_obj` in the top-level if() block. This caused a crash when self-destructing ships in the F3 lab.
This PR moves the `Player_obj` check to the top-level block (which is also an implicit null check because `ship_objp` is not null by this point) which fixes the crash and also is more efficient.
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.
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.
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.
There is a slight discontinuity where ships that are destroyed have their mission log entries added a bit before `ship_cleanup` is called. This addresses that.
This PR adds a scripting hook which triggers when the pain flash is shown. It has one variable that lists what type of flash was shown, shield with `Pain_Type == 0` and hull with `Pain_Type == 1` . I have tested and it works as expected.