/* * mape - C4 Landscape.txt editor * * Copyright (c) 2005-2009 Armin Burgmeier * * Portions might be copyrighted by other authors who have contributed * to OpenClonk. * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * See isc_license.txt for full license and disclaimer. * * "Clonk" is a registered trademark of Matthes Bender. * See clonk_trademark_license.txt for full license. */ #include "C4Include.h" #include "C4Aul.h" #include "C4AulDebug.h" #include "C4GameControl.h" #include "C4Def.h" #include "C4DefList.h" #include "C4Facet.h" #include "C4GameObjects.h" #include "C4GameParameters.h" #include "C4GraphicsResource.h" #include "C4Landscape.h" #include "C4PXS.h" #include "C4RoundResults.h" #include "CSurface8.h" /* This file implements stubs for the parts of the engine that are not used * by mape. It also instantiates global variables required by mape that are * not instantiated elsewhere. In particular, we avoid C4Globals.cpp. */ /* These are actually used by mape: */ #ifdef _DEBUG C4Set C4PropList::PropLists; #endif C4Set C4PropListNumbered::PropLists; int32_t C4PropListNumbered::EnumerationIndex = 0; C4StringTable Strings; C4AulScriptEngine ScriptEngine; /* These are just stubs used by dead code: */ C4Landscape Landscape; C4PXSSystem PXS; C4Config Config; C4GameObjects Objects; C4Reloc Reloc; class C4Draw *pDraw = NULL; bool EraseItemSafe(const char *szFilename) {return false;} void Smoke(int, int, int, unsigned int) {} class C4SoundInstance *StartSoundEffectAt(const char *, int32_t, int32_t, bool, int32_t) { return NULL; } C4Config::C4Config() {} C4Config::~C4Config() {} const char* C4Config::AtTempPath(const char *) { return NULL; } const char* C4Config::AtRelativePath(char const* s) {return s;} bool C4Reloc::Open(C4Group&, char const*) const {return false;} bool C4Draw::TextOut(const char *, CStdFont &, float, C4Surface *, float, float, DWORD, BYTE, bool) { return false; } CSurface8::CSurface8(int, int) {} C4Facet::C4Facet() {} void C4Facet::Set(C4Surface*, float, float, float, float) {} int32_t C4Facet::GetSectionCount() { return 0; } C4Facet C4Facet::TruncateSection(int32_t) { return *this; } C4Surface::C4Surface() {} C4Surface::~C4Surface() {} bool C4Surface::Read(CStdStream &, const char *) { return false; } bool C4Surface::Lock() { return false; } bool C4Surface::Unlock() { return false; } DWORD C4Surface::GetPixDw(int iX, int iY, bool fApplyModulation) { return 0; } C4Pattern::C4Pattern() {} void C4Pattern::Clear() {} bool C4Pattern::Set(C4Surface *, int) { return false; } DWORD C4Pattern::PatternClr(unsigned int, unsigned int) const { return 0; } C4Pattern& C4Pattern::operator=(C4Pattern const&) { return *this; } C4IDList::C4IDList() {} C4IDList::~C4IDList() {} void C4IDList::Default() {} void C4IDList::Clear() {} C4IDList& C4IDList::operator=(C4IDList const&) { return *this; } bool C4IDList::operator==(const C4IDList&) const { return false; } int32_t C4IDList::GetIDCount(C4ID, int32_t) const { return 0; } bool C4IDList::SetIDCount(C4ID, int32_t, bool) { return false; } void C4IDList::CompileFunc(StdCompiler *, bool) {} C4IDListChunk::C4IDListChunk() {} C4IDListChunk::~C4IDListChunk() {} void C4Def::IncludeDefinition(C4Def*) {} C4Def* C4DefList::ID2Def(C4ID) {return NULL;} void C4DefList::Draw(C4ID, C4Facet &, bool, int32_t) {} C4Def * C4DefList::GetDef(int) {return 0;} int C4DefList::GetDefCount() {return 0;} void C4DefList::CallEveryDefinition() {} void C4DefList::ResetIncludeDependencies() {} C4Landscape::C4Landscape() {} C4Landscape::~C4Landscape() {} bool C4Landscape::FindMatSlide(int&, int&, int, int, int) { return false; } int32_t C4Landscape::ExtractMaterial(int32_t, int32_t) { return 0; } bool C4Landscape::InsertMaterial(int32_t, int32_t, int32_t, int32_t, int32_t) { return false; } bool C4Landscape::Incinerate(int32_t, int32_t) { return false; } bool C4Landscape::ClearPix(int32_t, int32_t) { return false; } void C4Landscape::CheckInstabilityRange(int32_t, int32_t) {} void C4Landscape::HandleTexMapUpdate() {} void C4Sky::Default() {} C4Sky::~C4Sky() {} void C4LSector::Clear() {} C4ObjectList::C4ObjectList() {} C4ObjectList::~C4ObjectList() {} void C4ObjectList::Default() {} void C4ObjectList::Clear() {} void C4ObjectList::InsertLinkBefore(C4ObjectLink*, C4ObjectLink*) {} void C4ObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {} void C4ObjectList::RemoveLink(C4ObjectLink*) {} bool C4ObjectList::Add(C4Object*, C4ObjectList::SortType, C4ObjectList*) {return 0;} bool C4ObjectList::Remove(C4Object*) {return 0;} bool C4ObjectList::AssignInfo() {return 0;} bool C4ObjectList::ValidateOwners() {return 0;} void C4NotifyingObjectList::InsertLinkBefore(C4ObjectLink *pLink, C4ObjectLink *pBefore) {} void C4NotifyingObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {} void C4NotifyingObjectList::RemoveLink(C4ObjectLink*) {} C4GameObjects::C4GameObjects() {} C4GameObjects::~C4GameObjects() {} void C4GameObjects::Clear(bool) {} void C4GameObjects::Default() {} bool C4GameObjects::Remove(C4Object*) {return 0;} bool C4GameObjects::AssignInfo() {return 0;} bool C4GameObjects::ValidateOwners() {return 0;} C4Object * C4GameObjects::ObjectPointer(int) {return 0;} void C4GameObjects::UpdateScriptPointers() {} C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();} C4PXSSystem::C4PXSSystem() {} C4PXSSystem::~C4PXSSystem() {} bool C4PXSSystem::Create(int, C4Real, C4Real, C4Real, C4Real) { return false; } #if 0 /* Pulled in by C4Game... */ CStdFont::CStdFont() {} C4PathFinder::C4PathFinder() {} C4PathFinder::~C4PathFinder() {} C4TransferZones::C4TransferZones() {} C4TransferZones::~C4TransferZones() {} C4PacketBase::C4PacketBase() {} C4PacketList::C4PacketList() {} C4PacketBase::~C4PacketBase() {} C4PacketList::~C4PacketList() {} C4Control::C4Control() {} C4Control::~C4Control() {} C4GameControl::C4GameControl(): Network(this) {} C4GameControl::~C4GameControl() {} C4GameControlNetwork::C4GameControlNetwork(C4GameControl*): pParent(NULL) {} C4GameControlNetwork::~C4GameControlNetwork() {} C4GraphicsResource::C4GraphicsResource(): CaptionFont(FontCaption), TitleFont(FontTitle), TextFont(FontRegular), MiniFont(FontTiny), TooltipFont(FontTooltip) {} C4GraphicsResource::~C4GraphicsResource() {} C4GameParameters::C4GameParameters() {} C4GameParameters::~C4GameParameters() {} //C4Extra::C4Extra() {} //C4Extra::~C4Extra() {} void C4Extra::Clear() {} static C4KeyboardInput KeyboardInput; void C4KeyboardInput::Clear() {} bool C4KeyboardInput::IsValid = false; C4KeyboardInput &C4KeyboardInput_Init() { return KeyboardInput; } static C4GameParameters GameParameters; static C4RoundResults GameRoundResults; C4Game::C4Game(): Parameters(GameParameters), Clients(Parameters.Clients), Teams(Parameters.Teams), PlayerInfos(Parameters.PlayerInfos), RestorePlayerInfos(Parameters.RestorePlayerInfos), RoundResults(GameRoundResults), Input(Control.Input), KeyboardInput(C4KeyboardInput_Init()) {} C4Game::~C4Game() {} #endif C4AulDebug *C4AulDebug::pDebug; void C4AulDebug::DebugStepIn(C4AulBCC*) {} void C4AulDebug::DebugStepOut(C4AulBCC*, C4AulScriptContext*, C4Value*) {} void C4AulDebug::DebugStep(C4AulBCC*) {}