String processing enhancement prerequisites for the upcoming `split_str_once` PR.
1. Add overloads of some string processing functions with a length parameter, to allow processing of substrings of C-strings
2. Add overloads of gr_printf that work with string lengths
3. Add constructors to `HUD_message_data` and `line_node`
4. Rename "size" to "len" in `vm_strndup` for clarity
5. Fill in some string attribute annotations
6. Make the rest of the HUD render functions `const`
7. Removed unneeded circular #includes in code/globalincs/memory/
These were coded for the `split_str` refactor, but are generally useful elsewhere as well.
1. Use SCP_string in some utility functions where appropriate
2. Avoid copying C-strings in some utility functions where it isn't necessary
3. Add concat functions to `SCP_vector`
4. Change return type `int` to `bool` on some common parselo functions
5. Add `find_white_space` and `find_gray_space` parselo functions
* Add scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
* Allow mods to change Emp flash color, intensity, and string
EMP is the only text warning that does not use an entry in the strings table (and thus it's the only text warning gauge that mods cannot change and/or translate). This PR adds a string entry for it to allow mods to translate and change the string like all other HUD gauge text warnings.
Also, EMP flash has a hard coded color and strength factor for the flash, whereas generic pain and shield pain have a configurable flash strength factor (shield pain flash is based on shield color, while generic pain is based on damage dealt). This PR also allows modders to change the strength intensity and color following previously established methods.
This PR also fixes a case of "Launch" that fell through the cracks. The function is supplied the translated string, but within the function it does not check for the translation.
Everything is tested and works as expected.
* incorporate feedback
* convert to float during parse
* incorporate more feedback
* improve safety checks
* Clean Up ai_attack_object()
There was an unused parameter, and no one has added subsystem targeting (at least to this function) in the past 20 years, so it's time to remove it and make it more readable. Probably better to adjust that behavior somewhere else anyway.
Also changes an Int3() into
* More Int3 cleaning
Refactor a few Int3()'s in the AI code
* Feedback on is_ignore_object_sub
* Feedback, remove duplicate check, add documentation to preserve why it was there
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.
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).
This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
Back when I added the "same emp time for capships" flag in SVN r9540, I neglected to multiply the EMP time by 1000, as the EMP disruption time for fighters is specified in seconds but the time for capships is specified in milliseconds. So, using this flag would cause capships to suffer EMP disruption for almost no time at all.
This PR fixes that, and also extends the explosion-effect sexp to specify this parameter. And I also cleaned up the fireball section by calling eval_num(n) just once instead of several times.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.