forked from Mirrors/openclonk
merge main branch into PlrCtrl branch (currently crashing)
parent
81e9b612b1
commit
63311823c6
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@ -119,6 +119,7 @@ add_executable(clonk WIN32 MACOSX_BUNDLE
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engine/src/C4Particles.cpp
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engine/src/C4PathFinder.cpp
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engine/src/C4Player.cpp
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engine/src/C4PlayerControl.cpp
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engine/src/C4PlayerInfo.cpp
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engine/src/C4PlayerInfoConflicts.cpp
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engine/src/C4PlayerInfoListBox.cpp
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@ -9760,67 +9760,6 @@
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/>
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</FileConfiguration>
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</File>
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<File
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RelativePath="src\C4Wrappers.cpp"
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>
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<FileConfiguration
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Name="Engine Debug|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="0"
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""
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BasicRuntimeChecks="3"
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BrowseInformation="1"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Engine Release|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="3"
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""
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BrowseInformation="1"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Engine Release (Debug)|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="3"
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""
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BrowseInformation="1"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Engine Release Console|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="3"
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""
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BrowseInformation="1"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Engine Debug Console|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="0"
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AdditionalIncludeDirectories=""
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PreprocessorDefinitions=""
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BasicRuntimeChecks="3"
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BrowseInformation="1"
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/>
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</FileConfiguration>
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</File>
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</Filter>
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<Filter
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Name="Header Files"
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@ -287,7 +287,7 @@ class C4Object: public C4PropList
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BOOL Contact(int32_t cnat);
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void TargetBounds(int32_t &ctco, int32_t limit_low, int32_t limit_hi, int32_t cnat_low, int32_t cnat_hi);
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enum { SAC_StartCall = 1, SAC_EndCall = 2, SAC_AbortCall = 4, };
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BOOL SetAction(C4PropList * Act, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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bool SetAction(C4PropList * Act, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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bool SetActionByName(C4String * ActName, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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bool SetActionByName(const char * szActName, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iCalls = SAC_StartCall | SAC_AbortCall, bool fForce = false);
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void SetDir(int32_t tdir);
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@ -174,7 +174,7 @@ class C4PlayerControlAssignment
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const char *GetControlName() const { return sControlName.getData(); }
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int32_t GetControl() const { return iControl; }
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bool IsRefsResolved() const { return fRefsResolved; }
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bool IsAlwaysUnhandled() const { return iTriggerMode & CTM_AlwaysUnhandled; }
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bool IsAlwaysUnhandled() const { return !!(iTriggerMode & CTM_AlwaysUnhandled); }
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int32_t GetTriggerMode() const { return iTriggerMode; }
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const C4KeyCodeEx &GetTriggerKey() const { return TriggerKey; }
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bool HasCombo() const { return KeyCombo.size()>1; }
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@ -561,7 +561,7 @@ C4ApplicationGameTimer::C4ApplicationGameTimer()
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void C4ApplicationGameTimer::SetGameTickDelay(uint32_t iDelay)
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{
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// Smaller than minimum refresh delay?
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if (iDelay < Config.Graphics.MaxRefreshDelay)
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if (iDelay < uint32_t(Config.Graphics.MaxRefreshDelay))
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{
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// Set critical timer
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SetDelay(iDelay);
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@ -584,7 +584,7 @@ bool C4ApplicationGameTimer::Execute(int iTimeout, pollfd *)
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{
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// Check timer and reset
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if (!CheckAndReset()) return true;
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int Now = timeGetTime();
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unsigned int Now = timeGetTime();
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// Execute
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if(Now >= iLastGameTick + iGameTickDelay || Game.GameGo)
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{
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@ -384,7 +384,7 @@ void C4ControlPlayerControl::Execute() const
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else
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{
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// player-based control: Execute on control owned by player
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C4Player *pPlr=Game.Players.Get(iPlr);
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C4Player *pPlr=::Players.Get(iPlr);
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if (pPlr)
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{
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pTargetCtrl = &(pPlr->Control);
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@ -766,7 +766,7 @@ C4GameControlPacket *C4GameControlNetwork::PackCompleteCtrl(int32_t iTick)
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{
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// async mode: wait n extra frames for slow clients
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const int iMaxWait = (Config.Network.AsyncMaxWait * 1000) / iTargetFPS;
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if(eMode != CNM_Async || iWaitStart == -1 || timeGetTime() <= iWaitStart + iMaxWait)
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if(eMode != CNM_Async || iWaitStart == -1 || timeGetTime() <= uint32_t(iWaitStart + iMaxWait))
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return false;
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}
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@ -2772,7 +2772,7 @@ bool C4Landscape::Mat2Pal()
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for (rgb=0; rgb<3; rgb++)
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Surface8->pPal->Colors[MatTex2PixCol(tex)*3+rgb]
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= Surface8->pPal->Colors[(MatTex2PixCol(tex)+IFT)*3+rgb]
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= dwPix >> ((2-rgb) * 8);
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= uint8_t(dwPix >> ((2-rgb) * 8));
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// alpha
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Surface8->pPal->Alpha[MatTex2PixCol(tex)] = 0;
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Surface8->pPal->Alpha[MatTex2PixCol(tex)+IFT] = 0;
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@ -3526,7 +3526,7 @@ void C4Object::Resort()
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// Must not immediately resort - link change/removal would crash Game::ExecObjects
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}
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BOOL C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2, int32_t iCalls, bool fForce)
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bool C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2, int32_t iCalls, bool fForce)
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{
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C4PropList * LastAction = Action.pActionDef;
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int32_t iLastPhase=Action.Phase;
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@ -3534,7 +3534,7 @@ BOOL C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2
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if (LastAction)
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if (LastAction->GetPropertyInt(P_NoOtherAction) && !fForce)
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if (Act != LastAction)
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return FALSE;
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return false;
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// Stop previous act sound
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if (LastAction)
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if (Act != LastAction)
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@ -3581,7 +3581,7 @@ BOOL C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2
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C4Def *pOldDef = Def;
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Call(Action.pActionDef->GetPropertyStr(P_StartCall)->GetCStr());
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// abort exeution if def changed
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if (Def != pOldDef || !Status) return TRUE;
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if (Def != pOldDef || !Status) return true;
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}
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}
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// Execute EndCall
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@ -3593,7 +3593,7 @@ BOOL C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2
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C4Def *pOldDef = Def;
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Call(LastAction->GetPropertyStr(P_EndCall)->GetCStr());
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// abort exeution if def changed
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if (Def != pOldDef || !Status) return TRUE;
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if (Def != pOldDef || !Status) return true;
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}
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}
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// Execute AbortCall
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@ -3605,10 +3605,10 @@ BOOL C4Object::SetAction(C4PropList * Act, C4Object *pTarget, C4Object *pTarget2
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C4Def *pOldDef = Def;
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Call(LastAction->GetPropertyStr(P_AbortCall)->GetCStr(), &C4AulParSet(C4VInt(iLastPhase)));
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// abort exeution if def changed
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if (Def != pOldDef || !Status) return TRUE;
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if (Def != pOldDef || !Status) return true;
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}
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}
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return TRUE;
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return true;
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}
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void C4Object::UpdateActionFace()
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@ -453,7 +453,7 @@ void C4ObjectMenu::OnUserEnter(int32_t Player, int32_t iIndex, bool fRight)
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void C4ObjectMenu::OnUserClose()
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{
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// Queue 2do
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Game.Input.Add(CID_PlrControl, new C4ControlPlayerControl(Game.MouseControl.GetPlayer(),Game.PlayerControlDefs.InternalCons.CON_MenuClose,0));
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Game.Input.Add(CID_PlrControl, new C4ControlPlayerControl(::MouseControl.GetPlayer(),Game.PlayerControlDefs.InternalCons.CON_MenuClose,0));
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}
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bool C4ObjectMenu::IsReadOnly()
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@ -22,9 +22,10 @@
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#ifndef BIG_C4INCLUDE
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#include <C4LangStringTable.h>
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#include <C4Player.h>
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#include <C4PlayerList.h>
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#include <C4Control.h>
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#include <C4Game.h>
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#include <C4Wrappers.h>
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#include <C4Log.h>
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#endif
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/* C4PlayerControlDef */
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@ -117,7 +118,7 @@ void C4PlayerControlDefs::MergeFrom(const C4PlayerControlDefs &Src)
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const C4PlayerControlDef *C4PlayerControlDefs::GetControlByIndex(int32_t idx) const
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{
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// safe index
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if (idx<0 || idx>=Defs.size()) return NULL;
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if (idx<0 || idx>=int32_t(Defs.size())) return NULL;
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return &(Defs[idx]);
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}
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@ -138,7 +139,7 @@ void C4PlayerControlDefs::FinalInit()
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const char *szIdtf = (*i).GetIdentifier();
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if (szIdtf && *szIdtf && !SEqual(szIdtf, "None"))
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{
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Game.ScriptEngine.RegisterGlobalConstant(FormatString("CON_%s", szIdtf).getData(), C4VInt(i-Defs.begin()));
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::ScriptEngine.RegisterGlobalConstant(FormatString("CON_%s", szIdtf).getData(), C4VInt(i-Defs.begin()));
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}
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}
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}
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@ -528,14 +529,14 @@ bool C4PlayerControl::CSync::ControlDownState::operator ==(const ControlDownStat
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const C4PlayerControl::CSync::ControlDownState *C4PlayerControl::CSync::GetControlDownState(int32_t iControl) const
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{
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// safe access
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if (iControl < 0 || iControl >= ControlDownStates.size()) return NULL;
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if (iControl < 0 || iControl >= int32_t(ControlDownStates.size())) return NULL;
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return &ControlDownStates[iControl];
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}
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int32_t C4PlayerControl::CSync::GetControlDisabled(int32_t iControl) const
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{
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// safe access
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if (iControl < 0 || iControl >= ControlDisableStates.size()) return 0;
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if (iControl < 0 || iControl >= int32_t(ControlDisableStates.size())) return 0;
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return ControlDisableStates[iControl];
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}
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@ -543,7 +544,7 @@ void C4PlayerControl::CSync::SetControlDownState(int32_t iControl, const C4KeyEv
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{
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// update state
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if (iControl < 0) return;
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if (iControl >= ControlDownStates.size()) ControlDownStates.resize(iControl+1);
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if (iControl >= int32_t(ControlDownStates.size())) ControlDownStates.resize(iControl+1);
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ControlDownState &rState = ControlDownStates[iControl];
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rState.DownState = rDownState;
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rState.iDownFrame = iDownFrame;
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@ -554,7 +555,7 @@ void C4PlayerControl::CSync::SetControlDisabled(int32_t iControl, int32_t iVal)
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{
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// disable control
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if (iControl < 0) return;
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if (iControl >= ControlDisableStates.size()) ControlDisableStates.resize(iControl+1);
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if (iControl >= int32_t(ControlDisableStates.size())) ControlDisableStates.resize(iControl+1);
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ControlDisableStates[iControl] = iVal;
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// if a control is disabled, its down-state is reset silently
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const ControlDownState *pDownState = GetControlDownState(iControl);
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C4Player *pPlr = NULL;
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if (iPlr > -1)
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{
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pPlr = Game.Players.Get(iPlr);
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pPlr = ::Players.Get(iPlr);
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if (!pPlr) return false;
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}
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// exec action (on player)
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@ -775,7 +776,7 @@ bool C4PlayerControl::ExecuteControlAction(int32_t iControl, C4PlayerControlDef:
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bool C4PlayerControl::ExecuteControlScript(int32_t iControl, C4ID idControlExtraData, bool fUp, const C4KeyEventData &rKeyExtraData, bool fRepeated)
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{
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C4Player *pPlr = Game.Players.Get(iPlr);
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C4Player *pPlr = ::Players.Get(iPlr);
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if (pPlr)
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{
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// Not for eliminated (checked again in DirectCom, but make sure no control is generated for eliminated players!)
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@ -789,7 +790,7 @@ bool C4PlayerControl::ExecuteControlScript(int32_t iControl, C4ID idControlExtra
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return false;
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}
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// control down
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C4AulFunc *pFunc = Game.ScriptEngine.GetFirstFunc(PSF_PlayerControl);
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C4AulFunc *pFunc = ::ScriptEngine.GetFirstFunc(PSF_PlayerControl);
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if (!pFunc) return false;
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C4AulParSet Pars(C4VInt(iPlr), C4VInt(iControl), C4VID(idControlExtraData), C4VInt(rKeyExtraData.x), C4VInt(rKeyExtraData.y), C4VInt(rKeyExtraData.iStrength), C4VBool(fRepeated), C4VBool(fUp));
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return !!pFunc->Exec(NULL, &Pars);
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@ -255,7 +255,7 @@ bool C4Record::Rec(C4PacketType eCtrlType, C4ControlPacket *pCtrl, int iFrame)
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bool C4Record::Rec(int iFrame, const StdBuf &sBuf, C4RecordChunkType eType)
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{
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// filler chunks (this should never be necessary, though)
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while(iFrame > iLastFrame + 0xff)
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while(iFrame > int(iLastFrame + 0xff))
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Rec(iLastFrame + 0xff, StdBuf(), RCT_Frame);
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// get frame difference
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uint8_t iFrameDiff = Max<uint8_t>(0, iFrame - iLastFrame);
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@ -990,7 +990,7 @@ StdStrBuf GetDbgRecPktData(C4RecordChunkType eType, const StdBuf & RawData)
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case RCT_AulFunc: r.Ref(reinterpret_cast<const char*>(RawData.getData()), RawData.getSize()-1);
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break;
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default:
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for (int i=0; i<RawData.getSize(); ++i)
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for (unsigned int i=0; i<RawData.getSize(); ++i)
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r.AppendFormat("%02x ", (uint32_t) ((uint8_t *)RawData.getData())[i]);
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break;
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}
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@ -5688,7 +5688,7 @@ static long FnGetPlayerControlState(C4AulContext *ctx, long iPlr, long iControl)
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}
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else
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{
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C4Player *pPlr = Game.Players.Get(iPlr);
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C4Player *pPlr = ::Players.Get(iPlr);
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if (pPlr)
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{
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pCheckCtrl = &(pPlr->Control);
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@ -385,7 +385,7 @@ void CStdGL::BlitLandscape(SURFACE sfcSource, float fx, float fy,
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glActiveTexture(GL_TEXTURE0);
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}
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DWORD dwModMask = 0;
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SetupTextureEnv(false, mattextures);
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SetupTextureEnv(false, !!mattextures);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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Loading…
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