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.
If you press a key such as Ctrl the code gets a bitfield with a high bit
set so when the key code is used as an index it produces an out of range
error.
Thank you AddressSanitizer!
This is a minor follow-up to PR #2390. There are a few minor differences between untranslated strings and the internal strings in strings.tbl; this PR fixes them.
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.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
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 commit adds new id for existing strings, so that they are translateable through the strings.tbl.
The following is translateable now:
- The 'or' seperator in the Keypress Directive gauge, if one function is bound to two keys.
- The Supernova warning.
- The error message that is displayed prior the pilot selection screen, if something is wrong with the loaded modification.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
This changes the pilot reading code to always use JSON files for storing
the pilot data. Old pilots are converted to the new format when FSO
starts and after that point only JSON pilots will be used.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
This converts the previous int handles to a strongly-typed wrapper
handle which will make the API more self-documenting and will ensure
that wrongly used handles are detected at compile time.
I already found a few mistakes with these changes which I also fixed
here.
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.
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.