The C++ standard doesn't require us to stuff multiple statements
onto the same line, so we should avoid this for readability reasons.
This is especially true if one of the statements is controlled and
others aren't.
Renamed and documented the former function SetNextMission. Added a script wrapper for the old function that issues a warning. Renaming is based on the fact that the docu speaks of scenarios, and other functions, such as GainScenarioAchievement already use this terminology
In Tower of Despair, the scenario saves per-room progress in the
player files. Players win individual rooms, but never the whole
scenario. Consequently, they currently have to give up to make sure
they don't lose their progress. This is not intuitive at all. With the
new flag enabled, players will be saved even if the scenario is aborted.
Before commit 5a652f23e ("Fix missing C4PXSSystem::Clear
implementation"), ChristmasIce would keep all snow PXS between scenario
section changes. That looked pretty neat, so I'm introducing this script
function to allow properly implementing it.
The old system allocated chunks of PXS on demand. I can't think of a
good reason to do this.
The savegame format changes slightly to not require saving full chunks,
however old savegames will still load fine (invalid PXS within chunks
are moved out during the next Execute() call).
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.
Summary of the changes:
- C++11 member initialization.
- nullptr instead of 0 for pointers.
- override for functions declared virtual in base class.
- default trivial special member functions
Consolidate the include statements scattered across the code in accordance
with the comment in C4Include.h. The advantages are listed in the same
comment.
Furthermore, it follows llvm-include-order which is the logical
extrapolation of the project's style guideline wherever possible
(C4Include.h being the most-frequent exception).
Instead of "Compiler" and "Decompiler", which make me look up what's
even going on each time I see them, use the standard terms "serializer"
and "deserializer".
After GameOver(), the global function CollectStatistics() is called
which in turn calls CollectStats() on all definitions and the Scenario.
The results are collected into a proplist and sent to the masterserver
as JSON.
The intended purpose is to collect statistics like weapon kill counts
and evaluate them across all online games to improve balancing.
This should not break anything because script players are created by scripts and one may expect sane behaviour. This is useful to block entry for normal players into a team.
Uniform variables are read from the "Uniforms" proplist set on Scenario
or on individual objects. Proplist keys are uniform names. Values can
either be an int or an array of one to four ints in C4Script. In GLSL,
the uniforms then need a matching type (int/ivec2/ivec3/ivec4). There is
no error reporting; uniforms are only set if both name and type match.
The implementation walks the "Uniforms" proplists on each Draw call. We
may need to cache the uniform maps if this turns out to be too slow.
The TightGridLayout fills spaces more aggressively. This is slower but makes for a tighter layout. Finding the best layout is NP-complete. This here is just O(N^2) or so.
It doesn't make a lot of sense to keep console pointers around while the
objects and scripts have already been deleted. Clear them earlier so we
don't have any dangling pointers.