Commit Graph
160 Commits
Author SHA1 Message Date
asarium bb0631ab6e Support vararg specifiers in Lua documentation
This was the last thing that was missing for complete support of all
function parameter declarations.

To ensure parameter lists stay valid a unit test was added that will
validate the argument lists and cause the test to fail if they cannot be
parsed.
2020-10-12 17:59:57 +02:00
Goober5000 53ad0ea163 fix CTD when running ship:kill() with no parameters 2020-10-03 00:02:46 -04:00
Goober5000 df53e49abf make the scripted turret firing code a bit more robust
The scripted code previously didn't check to see if a weapon bank was valid before firing it, which could have led to memory problems and starting March 15 would actually crash the game.  This adds a few safety checks.
2020-09-23 21:24:41 -04:00
Goober5000 8a3556b648 Merge pull request #2738 from Goober5000/file_fixes
fix getPath() and add getName()
2020-09-15 11:55:07 -04:00
Goober5000 d1af5ed467 shut up clang, this wasn't even part of the PR 2020-09-15 04:12:29 -04:00
m!m 2a90d1f823 Merge pull request #2717 from asarium/lua/serializer
Add Lua API for serializing values
2020-09-14 22:25:26 +02:00
Goober5000 12fad41962 fix getPath() and add getName()
The getPath() function would crash if the id was -1.  Also, there was no function for getting the file name.
2020-09-13 17:02:56 -04:00
Goober5000 8b3b15b4b2 add tb.ShipTypes
Add ShipTypes as a collection to complement ShipClasses.

Also check the correct init variable.
2020-09-13 00:46:28 -04:00
asarium cf4fe8accc Add Lua API for serializing values
This can be used by script code for reliably storing Lua values without
having to build a custom serialization format.

The C++ code can also be used by other code modules that want to
serialize data. The new classes simply return a byte array with an
unspecified format.

At the moment this uses a plain JSON encoding but could be extended in
the future to include either compression or BSON encoding if necessary.
The format is future compatible by using a simple header to identify
different kinds of formats.
2020-09-12 14:28:16 +02:00
Goober5000 f6ca9cddfa support zero-length display names
Previously the code assumed that an empty display name was the same as no display name.  This adds a flag so that empty names are allowed.
2020-09-07 14:38:16 -04:00
Goober5000 67ea05fefd add some vector scripting functions
createRandomVector
perturb (for vectors)
perturb (for matrixes)
randomInCircle
randomInSphere
2020-08-30 09:36:24 -04:00
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 3d734948da Merge branch 'master' into display_name 2020-08-29 13:47:21 -04:00
Goober5000andm!m 05044290df Update code/scripting/api/objs/ship.cpp
Co-authored-by: m!m <[email protected]>
2020-08-29 13:45:30 -04:00
Goober5000 d8012d4ff0 miscellaneous scripting and ship-destruction enhancements 2020-08-23 20:44:25 -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
Goober5000 b6998a3e21 make Intel stuff dynamic
1) Make Intel_info a vector instead of a fixed-size array
2) Make intel descriptions SCP_string so they can be any length
2020-08-18 14:53:01 -04:00
Goober5000 e01c799cc1 Merge pull request #2649 from Goober5000/debris_enhancements
Debris enhancements
2020-08-13 14:21:16 -04:00
Goober5000 2dec0af410 add code to tell if debris is one of those tiny models
make Debris dynamic, and use a soft limit at 64 pieces (the old MAX)
add per-class specification of death roll sounds
2020-08-12 23:51:39 -04:00
asarium 8d8f304514 Add more scripting APIs for the command briefing
This covers the various APIs needed for getting the last parts of the
new command briefing UI to work.
2020-08-12 09:43:09 +02:00
asarium 8fcb05bfd0 Add scripting API for custom execution context
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.
2020-08-11 09:38:39 +02:00
Goober5000 83d9d352ff Merge pull request #2604 from Baezon/consistent-apply-whack-args
Supply world coordinates in whack function calls
2020-08-09 15:32:41 -04:00
asarium 1001bfb760 Add generic audio stream API
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.
2020-08-08 19:36:39 +02:00
Goober5000 d841d2a91b Merge pull request #2603 from Goober5000/on_debris_created
more complete scripting support for debris
2020-07-30 21:42:05 -04:00
Baezon 20acea31f2 review changes 2020-07-30 15:06:36 -04:00
Goober5000 2dddbaa6ae add some more useful functions 2020-07-29 21:26:16 -04:00
Goober5000 9b7549213d might as well add these too 2020-07-27 13:38:44 -04:00
Baezon f95f48448e world coords for all whacks 2020-07-27 01:11:00 -04:00
Goober5000 83d2ac8818 more complete scripting support for debris
Adds a hook for debris creation, and adds DoNotExpire and LifeLeft virtual variables for controlling debris removal.
2020-07-26 22:02:51 -04:00
Goober5000 8bc57c3cd2 add several more scripting functions
Add ba.rand32() and ba.rand32f(), and gr.clear(); enhance streaminganim:process(); fix streaminganim:timeLeft().
2020-07-25 23:21:40 -04:00
Goober5000 6e40248490 add vector interpolation, sexp variable name, and joystick axis inversion
add several more vecmat functions to scripting
2020-07-23 14:43:02 -04:00
Goober5000 cd2a0437e0 Merge pull request #2573 from Goober5000/tech_db_scripting_vars
cleanup of tech room, and scripting stuff
2020-07-21 22:38:58 -04:00
Goober5000 31fa2ac444 cleanup of tech room, and scripting stuff
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
2020-07-15 13:27:27 -04:00
Baezon 9b33685598 Fix physics whack for docked ships
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.
2020-07-11 00:04:48 -04:00
niffiwan 647081a547 Merge pull request #2492 from asarium/feature/scriptingTypesValidation
Validate scripting documentation type names
2020-06-25 17:05:38 +10:00
asarium 0d7ade0ca8 Validate scripting documentation type names
This will check if the type names specified in the argument lists of
scripting functions actually refer to valid type scripting names.
2020-06-24 17:52:33 +02:00
wookieejedi 050e9ad67a Merge pull request #2503 from wookieejedi/add-shield-weapon-recharge-to-ship-object
Add Shield and Weapon Regen Rates to Ship Object and Expose to Scripting
2020-06-23 22:17:22 -04:00
Fabian Woltermann c2b7374dc3 Merge pull request #2493 from The-E/feature/more_lab_things
Animations in the lab and code cleanup
2020-06-23 22:44:45 +02:00
wookieejedi 52030b1cc6 Add Shield and Weapon Regen Rates to Ship Object and Expose to Scripting
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.
2020-06-23 10:45:45 -04:00
wookieejedi dd31579397 Update info 2020-06-21 15:25:36 -04:00
wookieejedi 21342f83c4 Expose 'Damp' to Scripting
Many physics values are exposed to scripting, including rotational damp. This PR exposes the linear damp to scripting. Note that in the code the linear damp is called `side_slip_time_const`.
2020-06-21 14:23:37 -04:00
Fabian Woltermann ec494f0229 Change the model anim type enums to a enum class 2020-06-21 14:51:43 +02:00
asarium ef395640d3 Add support for libRocket command briefing
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.

Also switches the animation support to using the generic anim to use
streaming to improve performance.
2020-06-20 18:17:01 +02:00
asarium 15db77d7fe Add capability to have comments in scripting args
Putting something between /* and */ behind a parameter will make that
appear in the HTML and JSON output now.
2020-06-13 21:03:22 +02:00
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
m!m 25d16c3102 Merge pull request #2446 from asarium/feature/scriptingArgParsing
Add parser for scripting argument documentation
2020-06-07 12:06:28 +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 614a636ed5 Fix clang-tidy issues
Not sure why travis saw these since I didn't change anything there but
fixing these is also good.
2020-06-06 23:24:08 +02:00
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00