Follow-up to #7251, which added `set-guard-range`
This PR exposes that value to scripting, so scripters do not have to use the more expensive `runSEXP` to use it.
The value is initialized as -1 (`max_guard_radius = -1.0f;` line 7913 in ship.cpp), hence the default value for the script is -1.
* Tune ups for standalones
Fixes two warnings from building in standalone and also provide, also adds needed function to actually tell if game is in standalone mode.
* better fix for armor flags
Testing in FotG exposed a bug that dates back to retail. During mission parsing, arrival and departure anchors were represented by indexes into `Parse_names`. After parsing, they were converted to ship indexes -- but only in FRED. Since some functions are shared between FRED and FS2, this can produce inconsistent results, which can be hard to detect since parse indexes and ship indexes are usually the same.
This refactors arrival and departure anchors to be represented by ship registry indexes in all cases. It also adds conversion functions for the benefit of FRED and QtFRED since those dialogs were designed with ship indexes in mind.
* Back in business hopefully
* Refactor
* Resolve CI issue in aigoals.cpp
* Updating order.cpp
* Whoops
* Updated objecttypes.tbl to incorporate attack ship type
* Fix clang-tidy issue
* Forgot one other instance
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Co-authored-by: wookieejedi <[email protected]>
Add several API features to improve scripting support for subsystems.
1. A `CanonicalName` virtvar to provide a clear way to get subsystem names for indexing and referencing
2. `Submodel` and `SubmodelInstance` virtvars to get the submodel information associated with the subsystem, if it exists
3. A `getSubsystemList()` function to provide a subsystem iterator
Allow waypoint orders to target a specific waypoint and go in reverse. Add script access to waypoints and waypoint lists belonging to orders.
Fix assignment of targets and goal start times. Assign targets when they are different (and thus need to be assigned), not when they are the same.
* Fixes Debris not inheriting parent ship texture replacements
Debris chunks that use the same texture as the actual hull model are not updated when `texture-replace` methods are used. For example, a clean grey base textures that has texture replace via table or FRED is changed to red/brown. But when the ship is destroyed the debris objects are using the original lighter texture instead of the newer darker one.
#6154 provided the groundwork to fix this, but one step fell through the cracks; setting the debris hull textures to what the parent ship used.
This PR sets the debris texture replacements when debris is created to fix this (and fixes#2462).
Fix is tested and works as expected.
* cleanup setting shared
* get pmi correctly
This has been broken ever since commit 6c17ef09ab in 2005. Since `get_hull_pct()` did not return negative values, `percent_killed` was always 0. Allow negative values in this case.
As described in #6445, the `warpIn()` script function did not work correctly for docked ships because the dock leader flag was not set. So, set the flag, but make sure to set it only for the first ship for which `warpIn()` is called. And make sure the flag is removed after the ship finishes arriving.
Also remove an `Int3()` in `shipfx_warpin_start()`. (This Int3() was not actually in the original Volition source code release.)
Fixes#6445.
This refactors the object_h struct to store objects as indexes rather than pointers. This is a prerequisite for making the collection of objects dynamic in the future. See also #6100.
Follow-up to #5800 and #5829.
Inspired by #6178, this moves the existing `count_items_with_name()` functions into utility.h and adds additional functions for finding specific items with a given `.name` or, more generally, a given field. The `Damage_types` search has been converted to illustrate how these functions can be used.
* Expose Impact Damage Type to Scripting
There's already a sexp that does this, but having the script version for ships is quite useful, too. For example, scripters can set impact damage types for just the player at various difficulties.
Tested and works as expected.
* always set damage type
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
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.
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`.