Commit Graph
461 Commits
Author SHA1 Message Date
asarium bf521f1c6b Make the campaign room API available to scripting
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.
2020-06-03 17:49:15 +02:00
asarium 74cc1d4c92 Fix out of range memory access in main hall
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!
2020-05-28 18:03:01 +02:00
Goober5000 98d7a9f6f6 tweak some untranslated internal XSTR strings
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.
2020-05-21 19:09:03 -04:00
Goober5000 aef4c1ba3c address feedback 2020-05-05 14:38:50 -04:00
Goober5000 5ab611a8b1 this reason is only applicable in debug builds 2020-05-05 12:08:22 -04:00
Goober5000 d6c1a3dec4 implement XSTR check as described in Mantis 2942
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.
2020-04-27 22:42:13 -04:00
Goober5000 b8c135d162 improve detection of vasudan main hall for cheats 2020-03-25 14:24:37 -04:00
Goober5000 20835adef6 convert Weapon_info to a SCP_vector 2020-03-05 19:12:43 -05:00
asarium a13b503b83 Add more features for the new Options UI
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).
2020-02-08 13:28:53 +01:00
Taylor Richards c286c4c2ce add support for automatic port forwarding 2019-12-12 08:06:59 -05:00
Taylor Richards 7ede543ca7 properly save single/multi mode setting 2019-12-11 17:48:48 -05:00
Goober5000 bd5fef4861 actually, there is one case where we still need to reset the tech db 2019-11-28 14:40:37 -05:00
Goober5000 1b533d5c7e don't restart if we are switching to a previously finished campaign
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`.
2019-11-28 14:03:29 -05:00
Taylor Richards bd9880bc9b replace FS2NetD with PXO 2019-11-08 02:07:14 -05:00
FSCyborg 4eac2e0cbc Fix-2120
Move the bottom text reset to inside the if so that it isn't kept empty by accident.

Let me know if I should move the comment around at all.
2019-10-23 23:26:15 -04:00
Goober5000 15346dad16 reactivate old code to pause and unpause audio, but this time add the proper check 2019-10-08 22:44:56 -04:00
Goober5000 3ca4ba16fe Merge pull request #1892 from asarium/feature/optionsUI
Add new options system
2019-04-29 17:16:21 -04:00
Jenna Trassa fd0b612c64 New translateable strings for the strings.tbl
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.
2019-03-22 22:44:35 +01:00
asarium ad1ede7b74 Add new options system
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.
2019-03-02 14:02:21 +01:00
Artyrm 686bc35cff Moved variables, gave mean. names and descr. 2018-10-14 16:07:59 +03:00
Artyrm ffe9a085b6 Improved readability. 2018-10-14 15:39:48 +03:00
Artyrm 98f1d690f6 Fix Clang warnings. 2018-10-12 19:18:24 +03:00
Artyrm df8e85f22e String width adapts, orig. behaviour is intact. 2018-10-12 17:57:44 +03:00
Artyrm 889474688c Barracks stats adaptation for longer Unicode strings. 2018-10-10 18:01:06 +03:00
asarium a815c0247c Add scripting features for barracks libRocket UI
This mostly adds the scripting features required for accessing the
various internal variables required for the barracks screen.
2018-09-27 11:45:09 +02:00
asarium 8dba6770ae Convert ade argument setting to variadic templates
Same as with argument getting, this preserves the type information and
makes the system generally much safer.
2018-09-26 19:15:42 +02:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
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.
2018-09-26 19:15:42 +02:00
asarium 4eef54c10b Add JSON reading implementation
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.
2018-09-17 19:22:43 +02:00
Goober5000 8fe7dc4a1b Merge pull request #1860 from Goober5000/friendlier_warning
rewrite the mod warning dialog a bit
2018-09-16 19:33:58 -04:00
Goober5000 f5bbb21199 rewrite the mod warning dialog a bit 2018-09-16 14:16:57 -04:00
asarium 7173299ca7 Add new libRocket UI system
This new system allows to create a user interface that goes beyond the
existing UI system.
2018-09-16 13:55:29 +02:00
Goober5000 e6f1332980 add game_settings feature to ignore single missions 2018-08-17 18:32:58 -04:00
Fabian Woltermann 7cd17205b5 Merge pull request #1785 from asarium/feature/soundHandleIds
Use strongly typed handles for sound handles
2018-07-27 15:04:02 +02:00
asarium 20925f23cc Use new cfile location feature for pilot files
This was previously hard-coded but it is now possible to solve this
using the new location API.
2018-07-17 17:20:55 +02:00
asarium 2ded9aa35d Format changes with clang-format 2018-07-16 10:21:52 +02:00
asarium ad54f588bb Use strongly typed handles for sound handles
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.
2018-07-16 10:21:52 +02:00
Jenna Trassa 9de8d45f19 Review changes for barracks.cpp 2018-07-15 09:25:17 +02:00
Jenna Trassa cea27244dc strings.tbl translation adjustments
A duplicate string that had an unique ID even there was an ID for this string. This one uses the initial ID for this string.
2018-07-14 14:36:03 +02:00
Jenna Trassa 69cb4f0136 strings.tbl translation adjustments
The string is getting an ID from the strings.tbl that is translateable.
2018-07-14 14:27:56 +02:00
asarium 9dfb8faea3 Use strongly-typed handles for sound entries
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.
2018-07-03 10:43:10 +02:00
asarium 1dc2e848cd Add option for disabling built-in translations 2018-06-04 11:56:45 +02:00
asarium ae149b6061 Add convencience function for retrieving weapon alt name
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.
2018-06-04 11:56:44 +02:00
asarium bd3632d1bf Enable remaining misc- checks and fix detected issues 2018-04-25 11:57:55 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium e28ebc2a6c Enable and fix misc-suspicious-string-compare check 2018-04-25 11:13:19 +02:00
asarium dcac9e7223 Enable more misc- checks 2018-04-25 11:12:41 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
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.
2018-04-22 16:22:45 +02:00
Fabian Woltermann 91c4884fd3 Use the correct index in the popup 2018-03-10 08:15:59 +01:00
Fabian Woltermann eaad5a01a2 Create a popup to notify people that shaders are being recompiled 2018-03-10 08:15:59 +01:00