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119 Commits

Author SHA1 Message Date
53bcba3368 Atlas: Updated wxJS to latest SVN version. Made the JS runtime have a greater lifetime than all the wx windows, to avoid garbage collection problems.
IGUIObject: Cache the JSObject*, to prevent some frequent allocation
while running GUI scripts.
JSInterface_IGUIObject: Fixed garbage collection issues.
JSInterface_IGUIObject, ScriptGlue: Changed to the JS_THREADSAFE form of
JS_GetClass.
Util: Avoid startup warnings on Linux caused by using unimplemented
cpu_* functions that aren't needed for anything important yet.
sysdep/unix: Changed to native line endings.

This was SVN commit r5154.
2007-06-08 22:56:01 +00:00
92578ae553 # Some initial work on networking, fixing session setup, game startup, and command queueing.
- Fixed outdated / buggy networking code in the GUI scripts.
- Finished the API to CNetClient so that it's possible to start a CGame
from it.
- Some enhancements for debugging networking: Enabled updates while the
game is minimized/out-of-focus if it's in a network session. Also
reduced the turn length to something slightly more manageable but still
unplayable (1 sec versus 3 sec).
- Fixed a bug where IssueCommand used to access the order it creates
after queueing it, which is bad if the order gets deleted while being
queued (e.g. in CNetClient).

This was SVN commit r5139.
2007-06-04 07:41:05 +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
5a427440d0 #SwEng
fpclassify fix
EntityManager: rename getExtant -> GetExtantAsHandles, fix its
implementation+call site to avoid dynamic alloc/auto ptr, rename extant
-> IsExtant
vsnprintf2 -> sys_vsnprintf. remove printf.h (function is declared in
sysdep header)
use SUS/posix-ish strcasecmp instead of defining that to the
windows-only stricmp
add cppdoc for ia32/cpu

This was SVN commit r5011.
2007-04-30 19:58:04 +00:00
pyrolink
684dbbe9ba #Preliminary end game conditions; cinematic and trigger fixes
Cinematic editor is less clumsy.  Forward and backward buttons now move
the camera to the next and previous nodes.

This was SVN commit r5000.
2007-04-27 03:05:26 +00:00
bdbb2bcb16 # Updated unit animation code.
Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
2007-02-10 03:09:52 +00:00
1e195ac519 Changed task unit triggers to use unit ID's properly.
This was SVN commit r4823.
2007-01-30 03:50:28 +00:00
c065b6fc2a Fix VC2003 compilation (hopefully).
This was SVN commit r4780.
2007-01-17 03:41:23 +00:00
6cfb96855a # Added initial play-testing support in the scenario editor.
Atlas: Added simulation play/pause/reset controls; automatically plays
while recording cinematics.
FFmpeg: Fixed broken output files.
MapReader: Fixed entity loading.
ObjectHandlers: Made unit preview more robust when the preview unit gets
destroyed.
Various: Replaced manual matrix construction with SetYRotation call.
Turned some more CStr8 back into CStr.
h_mgr: Optimisation - don't calculate slow debug-output strings if
they're never going to be seen (since it takes a few hundred
milliseconds).
TerrainRenderer: Made more tolerant of accidental negative times.
Entity: Fixed m_refd being out of date when deleteAll is called. Fixed
problems when doing an initializeAll...deleteAll...initializeAll
sequence.
SCN: Removed non-useful AoE3Ed code that never did anything.
SVNLog: Made output more valid and made titles more descriptive, so it
works properly in FF's live bookmarks.

This was SVN commit r4779.
2007-01-17 03:25:20 +00:00
pyrolink
31d1e14912 #Cinematic improvements; trigger features
-Cinematic rotation shouldn't suck anymore
-Triggers still suck

This was SVN commit r4777.
2007-01-16 23:22:25 +00:00
e3e0d513b5 # minor fixes exposed by ICC 9.0 warnings
This was SVN commit r4701.
2006-12-17 00:49:09 +00:00
13f2e3ca0c Tried compiling with ICC9 on Linux, which raised various issues:
* Fixed some bugs with incorrect macro usage (SDL_BYTE_ORDER vs
SDL_BYTEORDER, {MSC,GCC}_VER vs {MSC,GCC}_VERSION, OS_WIN/OS_UNIX in
projects where they're not defined).
 * Removed some redundant declarations of g_Console.
 * Removed some unnecessary semicolons.
 * Removed some unused variables.
 * Added throw specification to operator new.

This was SVN commit r4698.
2006-12-16 01:01:15 +00:00
6ed4ad6519 Added a hotkey to toggle rendering of territory outlines. (Currently "T").
This was SVN commit r4675.
2006-12-05 02:08:52 +00:00
835003d525 # Fixes for GCC
Renamed 'not' to 'negated', since 'not' is special in C++. Added some
includes, etc.

This was SVN commit r4665.
2006-11-29 23:37:10 +00:00
pyrolink
0d0a767fa2 #Trigger framework, terrain flattening on building placement
This was SVN commit r4648.
2006-11-24 19:45:04 +00:00
a265a441fd # Fixed string handling for Windows/Linux compatibility.
* vsnprintf2: Made compatible between GCC and MSVC - it now always
null-terminates the buffer, and returns -1 on overflow. Fixes #158.
Added tests.
 * MeshManager: Use shared_ptr.expired() instead of checking for
bad_weak_ptr exception.
 * Xeromyces: Added tests for GetXMBPath, because it does unusual things
in sscanf which MSVC's /analyze complains about.
 * ConfigDB, ScriptGlue: Replaced some asserts with return-on-failure,
to avoid invalid array accesses when continuing after the assert (as
complained about by /analyze).
 * CStr: Removed "using namespace std". Added tests for handling of
invalid UTF-8.

This was SVN commit r4625.
2006-11-07 21:03:13 +00:00
fa229121ec Bug fixes and more game setup options.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.

This was SVN commit r4527.
2006-10-08 17:39:46 +00:00
e4bcc1c6a3 Gameplay fixes:
- Set the default rally point to be right on top of each building
(rather than (0,0)).
- issueCommand used to send 2 copies of a command, which caused for
example units to be trained in twos (it added some entities twice to
msgEntities).

This was SVN commit r4348.
2006-09-17 02:20:20 +00:00
df1a779d76 # Updates to water rendering (more effects).
This was SVN commit r4318.
2006-09-10 05:31:41 +00:00
c7870cfbb4 buildFileList -> buildDirEntList to emphasize that dirs can be returned. (pt2)
This was SVN commit r4310.
2006-09-08 18:41:30 +00:00
35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00
7d3d8fdbf3 # move ps/Network into top level project (and static lib).
This was SVN commit r4249.
2006-08-26 20:25:37 +00:00
6732af1ba9 # Updates to the order system, including shift-click queueing.
This was SVN commit r4240.
2006-08-25 04:24:06 +00:00
f007b1dc0c Added a random number generator in CSimulation and functions to access it from JavaScript, which will be useful for things like projectile inaccuracy.
This was SVN commit r4183.
2006-07-30 00:24:04 +00:00
37c87a6579 # housekeeping
add new JSUtil, automatically included via SpiderMonkey.h.
move JS_ASSERT there and rename JSU_ASSERT.
move scriptglue's REQUIRE_PARAMS there and rename to JSU_*
replace if(argc < x) bail() code with those macros.

This was SVN commit r4169.
2006-07-26 13:10:13 +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
4a259aa439 # add cppdoc, refactor EntityManager
entitymanager: remove duplication, move refcnt && !destroyed check into
helper function in preparation for caching result of that calculation
scriptglue: improved timer calibration

This was SVN commit r4113.
2006-07-14 14:00:00 +00:00
3954604890 compensation for timer overhead (measurements now more precise; timer undershoots by 0.5us per start/stop session)
This was SVN commit r4099.
2006-07-13 21:04:06 +00:00
ed7b4b5fca # simple profiler/timer for JS scripts
cheezy but low-overhead. call startXTimer(i) and stopXTimer(i), where i
can be 0..9 for now. results are displayed via debug_out at end of
program run.

This was SVN commit r4095.
2006-07-13 20:09:20 +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
ca4a4613f1 # CSimulation optimization+cleanup (2)
made many (*)of the bools in CEntity into a bitfield (flags). this saves
a lot of space inside CEntity.
* only those that are not specified in XML and/or accessed via JS

This was SVN commit r4082.
2006-07-12 16:18:31 +00:00
1034a980fe Added code for placement of socketted buildings.
This was SVN commit r4073.
2006-07-09 23:12:37 +00:00
pyrolink
a95c72d0c1 Upgraded console (text wrap, help text), cinematic stuff
This was SVN commit r4065.
2006-07-06 03:17:44 +00:00
2b0e5d0b42 # Added parameters to control water murkiness.
This was SVN commit r4013.
2006-06-22 21:11:18 +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
77c59070c1 # Various gameplay updates.
- Added per-player resource pool and modified the GUI and entity scripts
to work with it.
- Modified unit creation functions so the unit is always assigned a
player before firing its initialize event, so that this event can deduct
population, etc from the right player.
- Fixed various small bugs, like a unit not cancelling all of its queued
items when it dies, or buildings not costing anything.

This was SVN commit r3998.
2006-06-10 03:05:16 +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
40f29a8345 Some fixes for techs.
This was SVN commit r3954.
2006-06-07 01:04:41 +00:00
pyrolink
e4c40841b2 #Configurable game speed, techs, elevation attack bonus
-techs are not operational yet
-set the game speed with setSimRate() in the console or in the config
file under hotkey.speed.increase or hotkey.speed.decrease
-made a few other small fixes

This was SVN commit r3950.
2006-06-06 06:31:17 +00:00
4da75f049d Added resetGUI() JS function, to quickly reload the entire GUI (probably not very reliably)
This was SVN commit r3941.
2006-06-03 23:02:37 +00:00
5f7855f7f0 Simplification of #Include paths: relative names are used only for included files in the same directory as the including file; everything else uses the full path relative to source/.
This was SVN commit r3930.
2006-06-02 02:10:27 +00:00
275a73851c # Added sky box as well as repair, heal and trample actions.
Closes #31, #32, #37. Refs  #46.

This was SVN commit r3865.
2006-05-16 04:41:37 +00:00
1e3f5f5d3e # Added some groundwork for technologies and fixed some small bugs.
- Entity templates are now per-player, along with an unowned
"unmodified" version of each template that should be used to find the
original values of the stats. This can be accessed in the scripts as
<template>.unmodified.

- Fixed a pathfinder crash when the last path from the engine had 0
elements (just ignoring this for now).

- Units should no longer become purple when they upgrade in rank.

Refs #3.

This was SVN commit r3863.
2006-05-13 22:11:46 +00:00
3d26549032 Fixed file properties - removed svn:executable and svn:keywords (left over from CVS conversion?) from all files; set svn:eol-style=native for *.cpp, *.h (and fixed files with inconsistent line endings)
This was SVN commit r3802.
2006-04-23 23:14:18 +00:00
pyrolink
f2e867e239 #Bar borders and angle penalty
-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
2006-04-08 22:34:54 +00:00
pyrolink
3408b078b7 #Unit formations and rank textures
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original).  Also, base switching is
untested so no garuntees for next and prior formation things.

This was SVN commit r3710.
2006-03-31 03:30:34 +00:00
f45c44ca09 Rotated various things (terrain texture UVs, default light and camera angles) by 45 degrees.
Map XML: Store camera position. Stopped using DTDs (because they make it
too hard to change the XML structure without breaking all the old XML
files).
Game.h: Include fewer files, to make compilation sometimes faster.
World: Changed some things to not be singletons, since they were
(ab)used as CWorld members.

This was SVN commit r3670.
2006-03-21 20:55:45 +00:00
0fd85b76db automatic archive builder now functional and enabled.
- allocators.cpp: fix: make sure all pool fields are reset in
pool_free_all; correct matrix self-test
- lib: fix self-test
- lib_error: give "informational" return codes values > 100 (allows
multiplexing with percent indicator)
- archive: add clarification to afile_enum; use vfs_load when building
archive (fixes caching problem); add support for progressive archive
creation
- file: allow pp_set_dir's path to end in slash (simplifies other code);
add file_exists
- file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr
find(); add ExactBufOracle to translate padded address returned by Cache
to what was actually allocated; relax infinite-loop check; fix
file_cache_reset
- file_io: refactor callback logic so it can be used by vfs (needed for
vfs_load)
- vfs: vfs_load now supports calling back (required for archive builder)
- vfs_mount: optimize path caching in afile_cb: due to atom_fn system,
string compare can be done via pointer compare
- vfs_optimizer: support auto-build of archive (progressive); improve
should-build-archive check (WIP)
- vfs_path: add util functions (also used in screenshot code)
- vfs_tree: simplify pathname storage
- wposix: mmap bugfix
- main: call progressive archive builder; skip reload when doing so
(documented)
- JSInterface_VFS+scriptglue: add archiveBuilderCancel
- ps/Util: use new vfs_path helper function for cleverer screenshot
naming (correctly handles some being deleted)

This was SVN commit r3578.
2006-03-01 22:31:11 +00:00
36fa5ec2bf * clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency
* shadows will let a fraction of diffuse light through
* added JS LightEnv objects, so the lighting environment can be changed
  from the console
* new element TerrainShadowTransparency supported in the scenario .xml
format,
  changed cantabrian_generated with an example

This was SVN commit r3513.
2006-02-15 00:45:16 +00:00
pyrolink
b3a5c6f8af This was SVN commit r3506. 2006-02-13 03:31:45 +00:00