This probably enlarges the maximum landscape height for borderbound objects.
The "infinity" constant +1000000 is larger than the biggest C4Fixed, so
would have been truncated to 16960.
The DynamiteBox sets the PictureTransformation to a degenerate matrix, to
prevent it from being rendered. Exit early in this case, since we are not
going to render anything anyway, and avoid the assertion when inverting the
matrix.
I think C4Game::InitKeyboard relies on the callback targets outliving the
keybindings and every other class is prepared to be deleted before
C4KeyboardInput::Clear(), so needs to hold a ref to the keybinding to
delete that in its destructor.
C4KeyBinding is the class that is used for that, and it sets the reference
count to 1 in the constructor, to represent the reference held in the
owning class.
On the other hand, C4CustomKey gets immediately forgotten by C4Game and the
only reference is held in the keymap.
To prevent this from happening again, make the C4CustomKey constructors
protected and C4Game a friend of the class.
Also remove an unused C4CustomKey constructor.
Replace the hardcoded VAI_ constants with that. The VAI constants are now
moved to C4DrawGL as C4SSA_ constants, similar to the C4SSU ones. This allows
to introduce other attributes to replace vertex positions, normals, colors
and texture coordinates with attributes in later commits. This, in turn, is
needed because the built-in attributes are no longer available in the OpenGL
core profile.
Also, while at it, cleanup C4Shader a bit. Use std::vector<> instead of
maintaining an own array of uniform names. Delete the vertex and fragment
objects after the full shader program has been linked. Make sure that
C4Shader::Init keeps the old program in place if the new one cannot be
compiled or linked.
Surfaces are initially created in locked state, and only when unlocked the
memory buffer with the surface data is uploaded to the GPU. The FoW code
however never unlocks the surface but instead operates on the OpenGL texture
directly. To fix this, introduce a new flag for C4Surface to create it in an
unlocked state.
This is not a memory leak in the traditional sense as a pointer to the buffer
is still available and is being freed when the surface is being destructed
at the end of the game. However, during the game there might be several
megabytes allocated that are never used.
I'm not really sold by this Lock/Unlock mechanism. Instead, there should
simply be a function to obtain the current texture data, and a function to
upload new texture data. That's for another time though...
For some reason, the C4TexRef constructor first uploaded a set of nulled
texture data, just to be replaced by the actual image data when Unlock()
is called. Skip the unnecessary step and instead just reserve the video
memory in the constructor.
Removed the windbag from the chest (might also remove it from the buy menu).
The chest below the base will now sometimes contain a gold bar, giving extra money to the player picking it up.
Made sure that no airship remains after fade out.
This also fixes objects which previously jumped out of the water continuously, by adding an extra check to also capture faster moving objects. It could be made speed dependent, but that seems to be overkill for the situation.
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
Instead of conditionally adding src/C4Include.cpp, simply add it always. It
doesn't do anything with other compilers, but the tiny speedup from not
compiling it isn't worth the additional complexity.
This was used to name snapshot releases of the Network2 branch, and has
seen almost no use since.
C4ENGINEINFO(LONG) was a duplicate of C4ENGINENAME and C4ENGINECAPTION.
This employs a rather ugly hack to make CMake do what we want. CMake
doesn't allow us to add items directly to the solution (as opposed to
one of the projects inside it), and thus requires us to abuse its lack
of parameter validation to manually add the file.
This only didn't break earlier because this code was located before
find_package(GLEW). The add_definitions(${GLEW_DEFINITIONS}) call that
actually adds the macro is a bit broad, but the macro doesn't harm the
targets that do not use GLEW.
Code outside of C4FoWRegion should not care about the internals of the
class. Therefore, we remove direct access to the backing surface (and
secondary buffer surface) and replace it instead with accessors that
return those few values that are required by outside code.