Added option to show summoned monster (Golem) party portrait
Fixed crash when loading .trn files for monsters with missing animations
(Golem is missing standing animation)
- `fmt::format` with literal format strings -> `std::format`.
- `fmt::format(fmt::runtime(...))` -> `FormatRuntime` in the new
`utils/format.hpp`, a std::vformat wrapper that is also safe under the
P2905 lvalue requirement of `std::make_format_args`.
- `fmt::dynamic_format_arg_store` (Lua logging) -> a small hand-rolled
per-field formatter over `std::variant`, returning `std::expected`.
- `fmt::format_int` -> `std::to_chars`.
- `fmt::join` -> manual joins at the two call sites.
- SDL_audiolib: new patch that rewrites aulib_log.h to use std::format
and drops the fmt dependency from its CMakeLists.
- The `-static-libstdc++` guard now keys off
`DEVILUTIONX_STATIC_SDL_AUDIOLIB` instead of `DEVILUTIONX_STATIC_LIBFMT`.
- libfmt removed from CMake, vcpkg, Brewfile, CI workflows,
Dockerfiles, packaging scripts, UWP project, and docs.
- macOS bumped to 13.3+, iOS to 16.3+ (required for `<format>`)
- Amiga m68k: provide `__cmpdf2`, which is missing from the hard-float
libgcc multilib but referenced via libstdc++'s long double paths.
Co-Authored-By: Claude Fable 5 <[email protected]>
Now that the project targets C++23, use the standard library's
std::expected instead of the vendored tl::expected polyfill:
- tl::expected -> std::expected, tl::unexpected/tl::make_unexpected -> std::unexpected
- .map()/.map_error() -> .transform()/.transform_error()
- #include <expected.hpp> -> #include <expected>, grouped with std headers
- Remove 3rdParty/tl/expected.hpp (the tl target remains for function_ref.hpp)
Co-Authored-By: Claude Fable 5 <[email protected]>
Unifies "Show Item Graphics" and "Visual Store" boolean options
into a single enum.
Also moves floating info box option next to the store UI option
as they are somewhat related.
Our CMake assumed that `ANDROID` meant we're compiling for Android from
a non-Android machine.
However, these days it's entirely possible to use an Android device as a
Linux machine (e.g. via Termux).
This doesn't implement full sound support but stubs out most of the
sound code under SDL3, so that we can implement it piecemeal.
Implemented here:
1. Sound device initialization.
2. SVid sound playback.
Does not add a dependency on `SDL_mixer`: SDL3 built-ins
are enough to play SVid audio.
1. The char pointer returned by SDL is only valid temporarily,
keeping it around is not allowed so we copy the string.
2. Moves the trimming to DiabloUI. It now happens every frame
but that's OK here (not performance-sensitive and there is
little else happening on that screen).
In C++, globals initialization order accross translation units is not
defined. Accessing a global via a function ensures that it is initialized.
This will be needed for #7638, which will statically initialize change
handlers after the Options object has been initialized.
This mod renders a clock in the top-right corner
and is always available (disabled by default).
It is useful to have a mod available by default
as we work on mod support.
1. Moves more assets-related stuff from `init` to `engine/assets`.
2. Removes `SDL_audiolib` dependency from `soundsample.h`.
3. Cleans up some unused/missing includes.