Commit Graph

8816 Commits (0537df5f235cc5d8794d338d8ab1b04046624fae)
 

Author SHA1 Message Date
Maikel de Vries 879048c366 show projectile trajectory preview for the grenade launcher 2016-02-03 19:49:23 +01:00
Maikel de Vries 17fae9c77b add GetSpeed counterpart to SetSpeed 2016-02-03 14:49:05 +01:00
Sven Eberhardt 92e03d8fdd Remove unused variable in C4ControlScript::Execute() 2016-02-02 21:51:51 -05:00
Günther Brammer e5f75c5a44 Remove a bunch of dead code, mostly player control related 2016-02-03 03:17:23 +01:00
Günther Brammer 52de8900dd Script: Remove PlayerObjectCommand 2016-02-03 03:17:22 +01:00
Günther Brammer 70d25b0b91 gtk: Fold contents of C4AppGTKImpl.h into C4AppGTK.cpp
C4WindowGTK.cpp no longer needs anything from it.
2016-02-03 03:17:16 +01:00
Günther Brammer cc4da38f74 gtk: Remove unused C4X11AppImpl::gammasize 2016-02-03 03:08:53 +01:00
Günther Brammer d0fb24adda Merge epoxy preparation branch
Various changes to make the commit switching to epoxy smaller.
2016-02-02 03:35:13 +01:00
Günther Brammer fdbad8fe83 Simplify the test for loop end in parameter parsing
Instead of storing in fDone whether the token is a ')', make that the loop
condition.
2016-02-02 02:57:50 +01:00
Günther Brammer f1b99aa355 Avoid pushing and popping an unused parameter with ... 2016-02-02 02:57:49 +01:00
Günther Brammer 6a6c0d8b0b Optionally warn about too many parameters in -> calls, too
While at it, only consult the right function for direct calls, not any
other function with the same name.
2016-02-02 02:57:49 +01:00
Günther Brammer b2c263bd0e Don't mark the condition of do-while as a jump target without a continue
In contrast to the other loops, where the condition is always jumped to.
2016-02-02 02:57:49 +01:00
Günther Brammer 00f013d59e Optimize accessing the same variable as was just now set 2016-02-02 02:57:49 +01:00
Günther Brammer b7eff7f55f Set jump target flag for bytecode added after MakeSetter removed one
Also avoid removing the original bytecode if it is DUP, LOCALN or GLOBALN.
This way, setting the jump target flag can be avoided in some cases.
2016-02-02 02:57:49 +01:00
Günther Brammer 532b47ed27 Optimize do; while(!...) from two bytecodes to one
This revealed that the code for setting Par.i was wrong before, but didn't
matter because the jump target for all CONDN was set afterwards. But the
jumptarget for COND was set directly, and must be adjusted to account for
the bytecode that gets optimized away.
2016-02-02 02:57:49 +01:00
Günther Brammer 168ac8bb40 Remove pointer to start of variables from function context
It pointed always to Pars + Func->GetParCount(). The only users were
VARN_CONTEXT, which can be replaced with PARN_CONTEXT that way, and
FOREACH_NEXT, where the parser can do the math and simply give a number
relative to the current stack position, like regular variable usages do.
2016-02-02 02:57:48 +01:00
Günther Brammer 45003d55fb Guard against script stack overflow on the first script call, too
This can happen when an engine function is made to call a script function
when the stack is almost exhausted. Since there was nothing catching that
exception, it'd mean a program abort. Move the bulk of the exception
handler to the outer Exec function, and only keep the saving of the exact
code position in the inner one.

While at it, simplify the pushing of the parameters to simply push the
right amount of parameters instead of pushing ten and then popping the
excess. Also move the creation of dummy parameters for DirectExec into
DirectExec().
2016-02-02 02:57:48 +01:00
Günther Brammer 5bb3d7cb77 Use a null C4ScriptHost to parse DirectExec code
This mostly makes Parse_Expression use the case for functions in proplists
instead of the other for local variable lookup.
2016-02-02 02:57:48 +01:00
Günther Brammer ac9106d197 Remove some unused and unsound C4Value operators 2016-02-02 02:57:48 +01:00
Günther Brammer 39d04360c4 Add some const (C4StringTable::FindString) 2016-02-02 02:57:48 +01:00
Günther Brammer 87689d9f49 Move the global proplist from a member of ScriptEngine to an ancestor
While at it, denumerate the global proplist. Not that it contains anything
to denumerate, but someday it might?
2016-02-02 02:57:48 +01:00
Günther Brammer 6f98fb2e66 Remove C4AulScript class
It isn't needed to hold engine functions anymore, because those are just
put into C4PropLists.
2016-02-02 02:57:47 +01:00
Günther Brammer 9dafc6424b Make the ScriptEngine not a C4AulScript
Every script has its own C4ScriptHost, the ScriptEngine doesn't use
anything from C4AulScript.
2016-02-02 02:57:47 +01:00
Günther Brammer 473415bafa Stop using virtual functions to distinguish profiling all or some functions 2016-02-02 02:57:47 +01:00
Günther Brammer 9742a404ff Move Script Parser warning function to C4ScriptHost 2016-02-02 02:57:47 +01:00
Günther Brammer a6020197d7 Move script string table to C4ScriptHost
The string table in C4AulScriptEngine was never loaded.
2016-02-02 02:57:47 +01:00
Günther Brammer d3890f8c99 Remove empty C4AulScript::Clear()
The virtual call was only made from ~C4AulScript, and the deriving classes
already called their own Clear() from their own destructors.
2016-02-02 02:57:47 +01:00
Günther Brammer b21acff0c7 Move Scriptparser State into C4ScriptHost 2016-02-02 02:57:46 +01:00
Günther Brammer 2fe0beebdb Move contents of src/gamescript into other directories
C4Effect will get moved into the ScriptEngine, and just three source files
is a bit too little for one directory.
2016-02-02 02:57:46 +01:00
Günther Brammer 593e0319fd Show script stacktraces when GameCallEx causes a script error 2016-02-02 02:57:46 +01:00
Günther Brammer 2ebd1a98ad Script: Functions in constant proplists can access their properties 2016-02-02 02:57:46 +01:00
Günther Brammer f757706e68 Make the C4Script tokenizer context-independant 2016-02-02 02:57:46 +01:00
Günther Brammer 9193c8938b Retire the split between Parse_Expression and Parse_Expression2
In earlier C4Script versions, there were multiple variants of expressions,
all followed by the same operator options, but nowadays everything is more
uniform.
2016-02-02 02:57:46 +01:00
Günther Brammer c444f85bae Add more C4Script tests
This time exercising some code I managed to break by adding more
optimizations.
2016-02-02 02:57:45 +01:00
Günther Brammer 1e8dafd75d Fix Translate AulTest when compiling without string deduplication 2016-02-02 02:57:45 +01:00
Nicolas Hake cd01561d65 Remove Config.Graphics.RenderInactiveEM 2016-02-02 00:25:57 +01:00
Nicolas Hake 301a088ebc StdColors: Remove several orphaned functions 2016-02-02 00:00:26 +01:00
Nicolas Hake e9cf0f6fdc Stop pretending we support 16 bit color
The GTK and OS X platforms already ignored the requested bit depth and
always used 32 bit. Windows and SDL would set a 16 bit color depth for
the screen, but still did all of the rendering short of the final
present in 32 bit.
2016-02-02 00:00:23 +01:00
Maikel de Vries 2000f741c3 kill tracing: fix relaunching tests 2016-02-01 22:02:09 +01:00
Maikel de Vries c2131ee122 kill tracing: reduce code duplication in tests 2016-02-01 21:21:30 +01:00
Maikel de Vries 00b43d3d60 kill tracing: add test for blasting free objects 2016-02-01 21:21:30 +01:00
Nicolas Hake 0c3811fe66 Keep rendering while unfocused (#1638)
In windowed mode, we shouldn't stop rendering just because we have lost
focus. However, we don't need to render at full framerate; throttling to
5 fps should be sufficient. Note though that we still have to calculate
game ticks at full speed so network games don't slow down when a player
tabs out of the game.
2016-02-01 20:48:17 +01:00
Nicolas Hake 98c966c7d1 Win32: Don't take/restore copies of all textures on app (de)activation
Even though we (might) change the resolution, that doesn't result in
loss of textures because we don't recreate the OpenGL context. Therefore
we also don't have to restore their data. I believe this code is a relic
from the DirectX renderer, which would lose textures when switching away
from a fullscreen window.
2016-02-01 20:48:17 +01:00
Maikel de Vries e7c296104f set controller of dig2material objects when the digger exists
This ensures correct kill tracing for example a piece of coal falling on an enemy after being dug out.
2016-02-01 20:20:26 +01:00
David Dormagen 76ac759533 shovel: fix the Destruction functionality
Previously, it was checked incorrectly whether the action was "Dig". Then the check was thrown out completely in https://git.openclonk.org/openclonk.git/commit/39e86474fccbd54eb357175d2b8fbec5c60639ab - which did remove the warning but not solve the defect.
This should be a proper fix. The shovel only does stuff when the user is digging AND actually using this very shovel for it.
2016-02-01 20:15:01 +01:00
Maikel de Vries a390f8f248 fuse and activate iron bomb on cannon shot, fuse dynamite as well 2016-02-01 00:10:23 +01:00
David Dormagen 6c5294a05f fixed invisible UI elements accepting player input
When an UI element was only visible to a player (via the Player property), it still allowed ALL players to click on buttons.
I am wondering why noone else noticed that bug before. It's possible that it didn't show when the visibility was set via the menu's Target (instead of the Player property).

Maybe this was the cause of the "clicks sometimes do nothing" bug?
2016-01-31 23:36:06 +01:00
David Dormagen 99d57c83fa fixed Height of Icon_Cancel 2016-01-31 23:36:05 +01:00
Sven Eberhardt beaf214a8f Hot Ice: Add grenade launcher mode 2016-01-31 16:52:01 -05:00
Maikel de Vries 39e86474fc fix wrong use of GetAction in shovel 2016-01-31 22:40:40 +01:00