* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
The script-eval SEXP evaluates all arguments as individual script commands, which is not ideal because most FREDders expect the arguments to be concatenated. Since the script-eval-block SEXP handles its arguments this way, it makes sense to hide the script-eval SEXP in FRED to prevent confusion.
* Validate user-provided values passed to Random::next()
* return low value on invalid range
* call LuaError() instead of Warning() in rand32() script function
If the `for-players` collection has no valid arguments, don't short-circuit, just to be on the safe side.
Don't short-circuit at all for the `for-ship-*` sexps, because ships can arrive and depart.
To be more user-friendly, and to accommodate buggy retail missions, make the one-argument version of `is-ship-visible` default to the first player in multiplayer mode.. Also, change the warning to an mprintf.
There were a few assertions in the SEXP code that would trip if an invalid variable name were specified in a SEXP, but nothing that actually stopped a Release build from performing an out-of-bounds array access if someone made a typo in notepad. Since, as far as I could tell, everything should go through `get_sexp_text_for_variable()` first, I changed its `Assert()` into an `Error()` that should hopefully ensure that we avoid ever doing anything with `Sexp_variables[-1]`.
This moves the ## to # escape sequence logic from `mission_process_alt_types` to its own function where it can be used elsewhere (such as for ship class and weapon class display names that need to do the same thing). Also, this introduces a !! escape sequence for exclamation points that is needed for exclamation points to be used in scripts, as @naomimyselfandi pointed out.
When various SEXP functions related to ammo were consolidated back in June (in commit 54409ec928), certain safety catches meant to avoid having too much ammo or the wrong ammo capacity after changing weapons were lost. This commit adds code that should be functionally equivalent.
While skimming the differencs in jg18's branch of PR #3253...
https://github.com/jg18/fs2open.github.com/tree/feature/sexp-containers-revised
...I noticed a TODO that is almost certainly a genuine bugfix. As such, it deserves its own PR. The line in question was last modified in 2012 by karajorma, and the bugfix should test for the special-arg in the entire actions tree rather than just the first action.
1) The ship-vanish SEXP (and script function) was already multiplayer-ready
2) The is-ship-visible SEXP was enhanced to add a second argument, which defaults to the player's ship in single-player mode
This is a follow-up to #2687. The final implementation of evaluateNumericSEXP different from the testing implementation in a small but crucial way that prevented it from actually working. Since it used `eval_num`, it didn't evaluate the specified SEXP node but rather the CAR (first element) of the node list. This fixes that by putting the node in a temporary SEXP list so that `eval_num` will look in the right place.
Implements send-message-chain as described in issue #3185. Also fixes the default argument for message priority, and mirrors the default argument fix to qtFRED.