As requested by Event Horizon, this removes the limit on fireball types. The fixed array has been replaced with a vector and the relevant code updated accordingly. There is also a new version of `stuff_int_list()` to parse ints into a vector.
This also adds bounds checking for explosion animations that are parsed for ship classes, ship types, and asteroids, since previously there was no guarantee that the indexes would be in range.
To enforce type safety for arrival and departure locations, this converts them to enum classes. Various casts are added when appropriate to convert between the indexed and enum values.
Follow-up to #6034. This slightly changes the function signature of `AddElectricArc` but it should be fine since it hasn't appeared in a stable release yet.
* multi host settings ui initial setup
(cherry picked from commit bcb31c327653329e62e4430815fe1e981751f9dc)
* Finish the rest of the API
* include enums
* set these
* Close game needed
* Handle accepting the host setup
* Don't need to be master to set these and add ways to check master and self
* add client ui to this PR because
* Allow getting the player state string
* Multi sync api methods
* unused variables
* Fix state checking
(cherry picked from commit fcde973cdf)
* typo
* address feedback
(cherry picked from commit ecb33e7cc6)
This adds the special SEXP return values (SEXP_KNOWN_TRUE, SEXP_NAN, and so forth) as enums, and adds code to intercept these enums if they are returned where the code would normally expect a boolean or number. If an enum is found, it is converted to its special return value equivalent.
With this change, a script can end a function with `return SEXP_KNOWN_TRUE` or similar. No other API changes are needed; in particular, no special `$Return Type:`s are needed.
Implements #5959.
* multi pxo api
(cherry picked from commit 9af26da728a19b9d6c890968a314e8e56ecc1ddf)
* multi pxo help api
(cherry picked from commit f4df704576ddb648e9c486907b07ae172c859feb)
* minor fixes
* not extern
* break out chat message data into a table
* address some feedback
* return empty strings if not in multi
* use GetChannelByUser() instead
* once more with feeling
* correct documentation
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions. Refactor calling code to use registry as appropriate. Remove an unused overload of `mission_parse_get_parse_object`.
* Add the submodel that was hit to the On Ship Collision scripting hook. (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
* Expose NoCollide and NoCollideThisOnly as virtual variables for submodels
* Allow submodels to be optionally specified in object:checkRayCollision
* Be sure to calculate ship-to-ship hit position before the override collision hook is called, in case the hook needs this value. (The other collision hooks already calculate the hit position before the override hook.)
* add extra ways to modify background elements in missions
This adds Lua API methods for getting suns and bitaps by index, as well as modifying their scale and position. This removes the need to completely add and remove a background element that only needs to be modified.
* big pruning of (int) casts
Several handle types in the scripting API used inheritance where composition would be more appropriate. This refactors those types, as well as removing the various handle types that were just aliases for `model_h`. These are just the C++-side types; all the Lua types remain as-is.
This also refactors `sound_h` to move the previous `isSoundValid` to `isValid` so that `ade_set_args` will work properly for sounds with the `Lua_API_returns_nil_instead_of_invalid_object` flag. The subclassing from `sound_entry_h` was removed and the "full validity check" was moved to `isValidWithEntry`. The Lua side remains unaffected, but additional documentation was added to clarify the usage.
Follow-up to #6009 and prerequisite to #6006 due to the `isValid` refactor for `sound_h`.
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
This improves the ability of Lua to check for ship arrival status:
1. Deprecates the `isWarpingIn` function, which can be misleading, and replaces it with the equivalent `isWarpingStage1`
2. Adds an `isWarpingStage2` function to fill a gap in functionality
3. Adds an `isArrivingWarp` function (complementing the existing `isDepartingWarp` function) to cover both stage 1 and stage 2