Previously, if a script called a function that called another scripting
hook, some hook variables might be removed. This was the case since
after executing the hook the code would remove the set hook variables
again. If these variables had the same name as previously set variables,
they would overwrite and corrupt the state the original script expected.
This was unexpected behavior for script writers so this puts values on a
stack and only adds or removes from the stack instead of overwriting
values. This should make the hook variable state consistent for scripts
even if scripting hooks are called indirectly.
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.
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.
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)
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.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
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.
These variables can be used for changing the behavior of the ade_ API
functions. However, they apply to all the ade_get calls so if there is a
call to ade_get_args from an ade_get_args call then it will reuse the
previously set values and produce incorrect results.
This captures those variables as soon as possible and then resets them
so that subsequent calls start with the default values for those
variables.
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.
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
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.