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27 Commits

Author SHA1 Message Date
f432d9d18b fix dehydra warnings (some of which were dangerous pass-user-string-as-format-string vulnerabilities)
This was SVN commit r7177.
2009-11-07 09:32:19 +00:00
8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00
cd6a926c14 Fix #293 (Lots of printf format string errors), based on patch from Cygal
This was SVN commit r7113.
2009-08-14 18:42:39 +00:00
c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00
c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00
7d82d87ce8 [requires workspace rebuild due to added directory]
replace ONCE with direct calls to ScriptingInit in simulation/network
code as well.
note: GameSetup is now responsible for calling ServerSession's init
instead of Server doing it

added simulation/scripting with a module that takes care of all
scripting init (reduces CCD)

This was SVN commit r5883.
2008-04-13 14:50:11 +00:00
5529977ecd fix: CLogger's ELogMethod is now inside the class and does not use names that are vulnerable to macro destruction (fixes a conflict with Windows system header's #define ERROR)
This was SVN commit r5532.
2007-12-29 16:22:23 +00:00
fba692c8b5 # Fixed some warnings and potentially misleading code
* Removed ToJSVal<jsval> because it's treated as ToJSVal<long> and
causes minor confusion and/or compiler errors.
   Changed script interface functions to return either C++ types or a
jsval_t wrapper.
 * Replaced some C casts with static_cast to avoid significant confusion
and to cause compiler errors instead.
 * Removed some redundant argument-checking code. Simplified some
string-generating code.
 * Fixed some "dereferencing type-punned pointer will break
strict-aliasing rules" warnings (from `g++ -O3`).

This was SVN commit r5115.
2007-05-29 19:01:21 +00:00
9809d5ace4 #bugfixes
wdbg: ignore exceptions generated during normal OutputDebugString
operation. (unclear why we are now getting them all of the sudden -
shouldn't happen!)

JS: fix strings identifying JS functions (some were inadvertently
renamed according to capitalized C++ names)

GameLoop: add code to import Atlas_ReportError

Register: fix include guard name and thus unbreak Atlas

This was SVN commit r5062.
2007-05-11 13:11:25 +00:00
73683b6109 # SwEng
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
2007-05-02 12:07:08 +00:00
665030adcf Fixed some CStrW's in Technology.cpp for Linux compile.
This was SVN commit r4986.
2007-04-23 03:47:33 +00:00
1fea26a0e9 # Update to technologies.
Made CTechnology inherit from CJSComplex, so that properties such as
resources can be added dynamically instead of being hardcoded in it.

Also removed some excessive debug output from GUI.

This was SVN commit r4980.
2007-04-22 01:09:50 +00:00
8d0a7170f6 # Slightly tidied up string code.
CStr: Indented comments more consistently. Made some parameters
pass-by-reference, made some others not. Removed some useless methods -
Length (use length or empty), GetSubstring (use substr), LCase/UCase
(use LowerCase/UpperCase). Removed operator[] bounds-checking because
VS2005 does that anyway.
Maybe fixed noncopyable warnings on VS2003.

This was SVN commit r4828.
2007-02-01 14:46:14 +00:00
005cc8d355 Renamed ore to metal in C++.
This was SVN commit r4596.
2006-10-26 22:01:26 +00:00
dbe4451da2 # Housekeeping.
ScriptableComplex.inl is now only #included in CPP files that need it
(files that use functions from it directly), which is a total of 5
files, so recompiling after modifying it should be a lot faster.

This was SVN commit r4176.
2006-07-27 21:20:30 +00:00
cc22d9b73e # Housekeeping.
- Jan and I cleaned up CJSComplex and put all the function bodies and
helper classes in ScriptableComplex.inl. This also required minor
changes to other files.
- Removed a debug message from Technology.cpp.

This was SVN commit r4173.
2006-07-27 02:42:35 +00:00
03349d7d0c More tech work:
- Added the ability to specify modifiers as percentages, by typing for
example "<value>10%</value>".
- Changed the way required techs work so you need any of them rather
than all (which is how Andrew originally had it, I think, except I
changed it to all because techs with 0 prereqs counted as unresearchable
and I thought there was a logic error).
- Techs will now correctly declare themselves unavailable if a pair tech
is in progress of being researched.

This was SVN commit r4162.
2006-07-21 22:57:38 +00:00
2f68e8d547 # Updates to techs.
- Added name and player JS properties for use in scripts.
- Remoed IsJSFirst since it doesn't make much sense for techs that also
apply to newly created units.

This was SVN commit r4154.
2006-07-20 22:43:06 +00:00
c817566222 # housekeeping
replaced all (*) CStr / CStrW by-value params with const reference. hoo
boy.

please always perform this optimization (actually standard idiom) when
writing the code - it takes little work, tells the next guy that the
string won't be modified, and makes a large performance difference.

(* where possible.. a few require other changes and will follow later)

This was SVN commit r4151.
2006-07-20 14:37:58 +00:00
673624d4ad Updates to techs: Added m_inProgress variable and fixed up some JS interface functions that were returning JS_TRUE/JS_FALSE rather than JSVAL_TRUE/JSVAL_FALSE.
This was SVN commit r4146.
2006-07-19 05:26:52 +00:00
8eae620b11 # More work on technologies.
Techs will now apply to units created after they are researched.

This was SVN commit r4143.
2006-07-18 23:59:48 +00:00
845b606763 # Updates to the tech system, and bug fixes.
Techs: Made a separate list of technologies for every player, rather
than array fields in CTechnology. This also involved changing the
tech-related JS functions.

Bugs:
- PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc
indicates that it's the maximum possible number of players ever, but it
used to be 6 while the game had 8 players).
- When you changed a CJSSharedProperty that was inherited, m_Inherited
was set to false, so it was no longer inherited by subsequent entities
you created. They got initialized to garbage values as a result.

This was SVN commit r4138.
2006-07-18 04:17:46 +00:00
a56ec5bdcd Some cleanup - renamed CBaseEntity to CEntityTemplate, and removed JSInterface_BaseEntity.h and JSInterface_Entity.h (which were unused).
This was SVN commit r4091.
2006-07-13 03:29:33 +00:00
c3879b182d # CSimulation cleanup and optimization.
- Modified CJSSharedProperty so it can be inherited. It now acts as our
"static property" class with a pointer-to-member field. It did much of
this before but it wasn't used much because of the way XML properties
were loaded.
- Modified CEntity and CBaseEntity so that virtually all properties are
now CJSSharedProperty's added with AddClassProperty in ScriptingInit.
- Removed m_run SEntityAction field, replacing its fields with separate
variables, so we can have proper pointer-to-members for them.
- Modified CTechnology to use CJSComplex::Get/SetProperty so that
attributes no longer need to be "registered" for use in techs.

This was SVN commit r4086.
2006-07-12 22:24:25 +00:00
980689e054 Hopefully closes #126 again
This was SVN commit r4016.
2006-06-23 01:06:21 +00:00
92b9c07f95 Restoring SVN repository:
Greek basket texture

# New Greek vases

# housekeeping
documentation fix: trailing / in directory names is mandatory

# Atlas: Sky texture selection; save with maps

Atlas code tidying: Slightly nicer syntax for defining command handlers,
and some explanation of how it works

Automated build.

This was SVN commit r4008.
2006-06-21 22:37:31 +00:00
8d06d8601b A few organization changes:
- Removed "Base" from the Technology and Formation class names (it
doesn't make sense because these don't use inheritance).
- Modified the tech methods a little so a player ID is passed to
applyEffects, not getTechnology.

Also added a game startup script which will eventually set up player
resource pools and give them their civ techs.

This was SVN commit r3996.
2006-06-09 23:07:11 +00:00