* fix variable replacement in briefings/debriefings
* remove unused local variables
* multi server-side cleanup
* add client-side text replacement in multi
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 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.
This happened in BtA where a script changed the font after rendering its
UI. Since the briefing code didn't account for that, the word wrapping
code used the wrong font for calculating how long a line would be which
made the display look wrong.
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.
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.
Converts Ship_info from a ship_info[] to an SCP_vector<ship_info>. ship_info now has proper constructors, assignment operators, and a destructor. Num_ship_classes removed; various references to Num_ship_classes and/or MAX_SHIP_CLASSES (which remains for various other structures which need it) changed to Ship_info.size() instead.
This doesn't make the ship class limit dynamic, but it is a preparatory step to get there.
This makes it so that getting enough kills to cross the threshold for more than one badge simultaneously grants all of them (with the debriefing showing only the last one) and backs out all of them if the scoring is backed out.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11198 387891d4-d844-0410-90c0-e4c51a9137d3
Also, explicitly set the font instead of relying on Debrief_ui_window.draw() doing it implicitly.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11172 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
Activate with either a mission flag, or the 3rd parameter to the
end-mission sexp. Covers ending via the debrief, skipped from dying
5x times or skipped training mission
Does NOT work for redalert missions or multi (yet)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10832 387891d4-d844-0410-90c0-e4c51a9137d3
Backout all_time and multi_stats from the pilotfile stats as
required
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10816 387891d4-d844-0410-90c0-e4c51a9137d3
Only store CPVs on accepting mission results
Add copy of CPVs to missioncampaign and pilot .csg so redalert missions
can rollback the CPVs if required
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10786 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