Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
1. Update soundtrack message to make it easier for modders to track down missing files
2. Update sexp help for ai-stay-near-ship to show the right argument count
In a few places where the game checks for the command sender, it should check for #Command as well, as long as the mission flag to override #Command is present.
Additionally, while the mission's command sender was originally intended to be a ship, it has been used to specify an alternative to #Command as well. But this caused problems when the "override #Command" mission flag was active, as it transformed a hashed source into a non-hashed source. So this commit adds a check to treat the source as hashed, if necessary, if a replacement has occurred.
Fixes#5749.
* Make sure we handle unknown location types
Avoids edge-case gargabe pointer 1522974
* Make sure local vectors are at least set to zero
For coverity 1522985
* Make sure from_table is initialized
When creating a replacement texture object, for coverity 1522989
* Change to Unreachable to help Linters
This was a false positive uninitialized scalar, Coverity 1523726. Hopefully, changing to UNREACHABLE() will help linters avoid this false positive in the future.
* Initialize xyw on this struct instantiation
For coverity 1523730
* Add early return for ade_set_args if error
For coverity 1523732
* nebula-fade-poofs
* Move this up because order of operations is important.
* Add some documentation
* Respect time compression
* Fix sexp description
* Make sure faded poofs do not flicker
* optimize
Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
The ai-fly-to-ship goal was added early in FSO's development but never worked right. Until recently it could crash; and even aside from the crash the AI would try to reach the target's exact position, causing repeated collisions. This folds ai-fly-to-ship into ai-stay-near-ship, since the behaviors are conceptually the same except for fly-to being satisfied as soon as the target is in range.
This also adds a new "escort" mode usable by both behaviors. The default Volition behavior is to swoop toward the target in a long, graceful arc; the new mode generates a goal point and flies directly to that point. These can be toggled via an optional sexp parameter.
There is also some minor cleanup and a new vec3d operator for convenience.
Needed for Scroll; depends on #5667.
The Star Fox barrel roll effect is achieved using a script which spawns a new ship. The script sets no-collide on this spawned ship, but it also tries to set the ship flag for all future ships -- and future ships require a parse object, which doesn't exist for a created ship. This patches the FALLTHROUGH in the sexp code to account for that possibility.
Separately, there are other ways a parse object pointer could become null through unusual code states, so this adds an INVALID status and several additional checks to defend against this crash in other circumstances.
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit. I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.
This fixes access to exploding ships that was broken when the ship registry framework was introduced. In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
The `collides` and `no_collide` flags are equivalent, but opposite. So when sexps or scripts get or set those flags, allow each to be used as an anti-synonym (not exactly an antonym) for the other.
As reported by Colt, there was a crash in the in-mission jump sequence in Shepherds where the mission previously worked. The proximate cause was a handwritten SEXP called via script that omitted whitespace before an opening parenthesis. This was incorrectly recognized by the upgraded SEXP parser as an invalid SEXP. Unfortunately, a separate bug in `get_line_num()` caused a crash when the parser tried to display a warning, because the function tried to calculate the line number of a SEXP that did not come from a parsed file.
This commit fixes the parser to recognize opening parentheses even when no whitespace precedes them, moves the output to the 'unexpected end of sexp' warnings will they will now be seen, and fixes `get_line_num()` to work when there is no parsed text.
Follow-up to #5520.
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
Supercaps use a physics flag on warpin that makes them slow down faster than they would under the normal physics code. This adds that flag as an option for custom warp parameters.
Since flags are not yet parsed when warp parameters are parsed, the code needs to skip ahead and peek at the flags in the same way as the weapon override.
Three fixes:
1. In commit fa0878b6b3 for PR #5338, the optional distance parameter was inadvertently changed to a bool. This fixes the parameter.
2. The distance parameter was previously parsed using `atoi` which works for number literals, so change to `eval_num` to allow sexp return values.
3. Make `eval_num` consistent with `eval_sexp` in the sense that evaluating an empty list is valid and returns false or 0.
Also takes advantage of the fact that `is_sexp_true` works for empty lists to streamline optional arguments in `ai_add_goal_sub_sexp`.
The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution. This adds a similar scaling mechanism as is used for show-subtitle.
Fixes#5525.