These functions have not been called from what I can tell since the source code was released. But they did happen to trigger a clang warning, so it's time to get rid of them.
If the "Campaign Room only available in full version" popup is shown, it tries to reset `Active_campaign_index`, except that if a pilot is loaded with a missing campaign file, `Active_campaign_index` is -1. This causes an out-of-bounds array access, so let's present an alternate popup in this case (either one to select whatever the first campaign file found is, or the generic `popup_game_feature_not_in_demo()` if no campaign files are found).
Load campaigns using the full path provided by the user, not just from the configured mod paths.
Also tweaks initialization based on the campaign having already been cleared in `mission_campaign_clear()`.
* Documentation (+6 squashed commit)
Squashed commit:
[ea8550b54] Resolve errors
[9ab0a576d] Add way to count number of elements in the arrays
[eb74146cc] Correct this boolean check
[60fbc6008] Missed one
[78e65a4b7] Avoid naming collision
[4ea5ddead] Clean unneeded log print and compare like variables
* Adding simulator room here seems like a pretty safe option
* Scpui API to access to build the tech room cutscene list and a few methods to help playing the cutscene and return to the menu accurately
* Scpui API access for credits related data
* # This is a combination of 7 commits.
Clean unneeded log print and compare like variables
Avoid naming collision
Missed one
Correct this boolean check
Add way to count number of elements in the arrays
Resolve errors
Documentation
* Address feedback
* Address feedback
* Add virtvar isCampaignMission
1) In commit 770fce8de5, a flag was incorrectly ported from a bit to a flagset, which caused ships not in the tech db to not be removed.
2) Perhaps due to the pilot file upgrade, campaigns which had their tech databases reset would immediately load stale techroom data from the savefile. This change writes the savefile after the reset so that subsequent reloads will load the correct data.
* Added a byte limit for line length in split function
* Fix call error
* Ádd missing limits import
* Change hardcoded values into defines
* Cleanup default argument
This refactors the tolower/toupper code to use standards-conformant logic, and also adds some helpful utility functions. Regular tolower/toupper must be supplied a value that can be represented as `unsigned char`, but the std:: functions are a bit more robust.
This makes the necessary campaign room API available to the scripting
API so that it can be implemented using libRocket. Also adds an
engine.sleep function which I needed for making my Lua debugger work
reliably.
Certain mods provide their own tstrings.tbl, but this runs into trouble when you localize data meant for one mod using a tstrings.tbl meant for another mod. See the Mantis ticket:
http://scp.indiegames.us/mantis/view.php?id=2942
and also the HLP post:
http://www.hard-light.net/forums/index.php?topic=85041.msg1716600#msg1716600
This PR adds an optional flag that will check the untranslated string against the "default language" translated string. The two strings should be identical. If they aren't, the code assumes there is a tstrings.tbl mismatch.
I modified the mission listing code to enable this check when localizing mission info (titles and descriptions), and to avoid adding the mission to the list if there is a mismatch. Fortunately, I think mission listing is the only place where this bug is likely to happen.
This is a follow-up to #1450, based on feedback and preference. Instead of always resetting campaign progress, just switch to the campaign. The player can then explore the tech room database or the finished missions if he chooses.
This also fixes a few bugs:
1) Ever since the tech-database-reset feature was introduced in 2003 or so, the game incorrectly checked the campaign being unselected, not the campaign being selected. This is now obsolete since neither the tech database nor the campaign progress are reset.
2) Not all campaign loading failure types were recorded in `mission_load_campaign`.
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
Previously the campaign room caused a heap-use-after-free error
(detected by AddressSanitizer) when loading the campaign failed two
times. This fixes the error by resetting the text pointers to their
default values when freeing the campaign list data.
Changes a few windows (tech room, campaign room, medal case, and HUD config menu) to issue Warnings instead of Errors if certain pieces of interface art are missing. If their mask bitmap is missing, they automatically close themselves and display the old "Sorry, this feature is available only in the retail version" popup from the demo, allowing FSO to run the demo data without crashing when you click on the wrong button.
It also restores the special demo popup for the campaign room, which allows you to at least restart the demo campaign without deleting and recreating your pilot.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
Reset pilot stats when we're creating a new CSG file. Otherwise stats
from the current pilot or campaign will be inherited by the new pilot /
campaign
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11011 387891d4-d844-0410-90c0-e4c51a9137d3
Also includes support for more than two mainhall resolutions, zooming
so one mainhall can adapt to multiple resolutions, setting new mainhall
fonts, help overlays for all resolutions and adjustable tooltip padding.
Also allows preload screens to be any resolution & aspect ratio.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10844 387891d4-d844-0410-90c0-e4c51a9137d3
Add modular help tables and allow more than 2 help overlays
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10739 387891d4-d844-0410-90c0-e4c51a9137d3