GCC/Linux build fixes
This was SVN commit r6107.
This commit is contained in:
parent
129f923cf5
commit
10237a66c7
@ -42,9 +42,9 @@ static float m_scaleX, m_scaleY;
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static unsigned int ScaleColor(unsigned int color, float x)
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{
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unsigned int r = unsigned int(float(color & 0xff) * x);
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unsigned int g = unsigned int(float((color>>8) & 0xff) * x);
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unsigned int b = unsigned int(float((color>>16) & 0xff) * x);
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unsigned int r = unsigned(float(color & 0xff) * x);
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unsigned int g = unsigned(float((color>>8) & 0xff) * x);
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unsigned int b = unsigned(float((color>>16) & 0xff) * x);
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return (0xff000000 | r | g<<8 | b<<16);
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}
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@ -120,7 +120,7 @@ uintptr_t os_cpu_SetThreadAffinityMask(uintptr_t processorMask)
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}
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LibError cpu_CallByEachCPU(OsCpuCallback cb, uintptr_t cbData)
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LibError os_cpu_CallByEachCPU(OsCpuCallback cb, uintptr_t cbData)
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{
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for(size_t processor = 0; processor < os_cpu_NumProcessors(); processor++)
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{
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@ -26,7 +26,7 @@ void sys_display_msgw(const wchar_t* caption, const wchar_t* msg)
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fwprintf(stderr, L"%ls: %ls\n", caption, msg);
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}
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ErrorReaction sys_display_error(const wchar_t* text, size_t flags)
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ErrorReaction sys_display_error(const wchar_t* text, int flags)
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{
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printf("%ls\n\n", text);
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@ -255,8 +255,10 @@ const u8 *_nm::Deserialize(const u8 *pos, const u8 *end) \
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#define START_NMT_CLASS(_nm, _tp) \
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START_NMT_CLASS_DERIVED(CNetMessage, _nm, _tp)
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//#define START_NMT_CLASS_DERIVED(_base, _nm, _tp) \
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// { _tp, Deserialize##_nm },
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/*
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#define START_NMT_CLASS_DERIVED(_base, _nm, _tp) \
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{ _tp, Deserialize##_nm },
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*/
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#define START_NMT_CLASS_DERIVED(_base, _nm, _tp)
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@ -10,7 +10,7 @@
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#include "precompiled.h"
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#include "NetClient.h"
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#include "NetJsEvents.h"
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#include "network.h"
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#include "Network.h"
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#include "NetServer.h"
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#include "scripting/DOMEvent.h"
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#include "scripting/JSConversions.h"
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@ -160,33 +160,33 @@ bool CNetClient::SetupSession( CNetSession* pSession )
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pContext->pSession = pSession;
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// Setup transitions for session
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pSession->AddTransition( NCS_CONNECT, ( uint )NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, &OnHandshake, pContext );
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pSession->AddTransition( NCS_CONNECT, ( uint )NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, (void*)&OnHandshake, pContext );
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pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_ERROR, NCS_CONNECT, &OnError, pContext );
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pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, &OnHandshake, pContext );
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pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
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pSession->AddTransition( NCS_HANDSHAKE, ( uint )NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, (void*)&OnHandshake, pContext );
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pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_ERROR, NCS_CONNECT, &OnError, pContext );
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pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_AUTHENTICATE_RESULT, NCS_PREGAME, &OnAuthenticate, pContext );
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pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
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pSession->AddTransition( NCS_AUTHENTICATE, ( uint )NMT_AUTHENTICATE_RESULT, NCS_PREGAME, (void*)&OnAuthenticate, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ERROR, NCS_CONNECT, &OnError, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_SETUP, NCS_PREGAME, &OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ASSIGN_PLAYER_SLOT, NCS_PREGAME, &OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_CONFIG, NCS_PREGAME, &OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_JOIN, NCS_PREGAME, &OnPlayerJoin, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_START, NCS_INGAME, &OnStartGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ERROR, NCS_CONNECT, (void*)&OnError, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ASSIGN_PLAYER_SLOT, NCS_PREGAME, (void*)&OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_CONFIG, NCS_PREGAME, (void*)&OnPreGame, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_JOIN, NCS_PREGAME, (void*)&OnPlayerJoin, pContext );
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pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_START, NCS_INGAME, (void*)&OnStartGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_CHAT, NCS_INGAME, &OnChat, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_GOTO, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PATROL, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_ADD_WAYPOINT, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_GENERIC, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PRODUCE, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PLACE_OBJECT, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_RUN, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GOTO, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GENERIC, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NCS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_CHAT, NCS_INGAME, (void*)&OnChat, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PATROL, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_ADD_WAYPOINT, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_GENERIC, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PRODUCE, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_PLACE_OBJECT, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_RUN, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GENERIC, NCS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NCS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NCS_INGAME, (void*)&OnInGame, pContext );
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// Set first state
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pSession->SetFirstState( NCS_CONNECT );
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@ -125,26 +125,26 @@ bool CNetServer::SetupSession( CNetSession* pSession )
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pContext->pSession = pSession;
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// Setup transitions for session
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pSession->AddTransition( NSS_HANDSHAKE, ( uint )NMT_ERROR, NSS_HANDSHAKE, &OnError, pContext );
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pSession->AddTransition( NSS_HANDSHAKE, ( uint )NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, &OnHandshake, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_ERROR, NSS_AUTHENTICATE, &OnError, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_AUTHENTICATE, NSS_PREGAME, &OnAuthenticate, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_APP_PREGAME, NSS_PREGAME, &OnPreGame, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_APP_OBSERVER, NSS_INGAME, &OnChat, pContext );
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pSession->AddTransition( NSS_PREGAME, ( uint )NMT_CHAT, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_ERROR, NSS_INGAME, &OnError, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_CHAT, NSS_INGAME, &OnChat, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_GOTO, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PATROL, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_ADD_WAYPOINT, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_GENERIC, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PRODUCE, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PLACE_OBJECT, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_RUN, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_FORMATION_GOTO, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_FORMATION_GENERIC, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NSS_INGAME, &OnInGame, pContext );
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pSession->AddTransition( NSS_HANDSHAKE, ( uint )NMT_ERROR, NSS_HANDSHAKE, (void*)&OnError, pContext );
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pSession->AddTransition( NSS_HANDSHAKE, ( uint )NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, (void*)&OnHandshake, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_ERROR, NSS_AUTHENTICATE, (void*)&OnError, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_APP_PREGAME, NSS_PREGAME, (void*)&OnPreGame, pContext );
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pSession->AddTransition( NSS_AUTHENTICATE, ( uint )NMT_APP_OBSERVER, NSS_INGAME, (void*)&OnChat, pContext );
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pSession->AddTransition( NSS_PREGAME, ( uint )NMT_CHAT, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_ERROR, NSS_INGAME, (void*)&OnError, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_CHAT, NSS_INGAME, (void*)&OnChat, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_GOTO, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PATROL, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_ADD_WAYPOINT, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_GENERIC, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PRODUCE, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_PLACE_OBJECT, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_RUN, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_FORMATION_GOTO, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_FORMATION_GENERIC, NSS_INGAME, (void*)&OnInGame, pContext );
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pSession->AddTransition( NSS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NSS_INGAME, (void*)&OnInGame, pContext );
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// Set first state
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pSession->SetFirstState( NSS_HANDSHAKE );
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@ -158,7 +158,7 @@ CScriptEvent::CScriptEvent( const CStrW& Type, size_t TypeCode, bool Cancelable,
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m_Type = Type; m_TypeCode = TypeCode;
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m_Cancelable = Cancelable; m_Cancelled = false;
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m_Blockable = Blockable; m_Blocked = false;
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m_Timestamp = (long)( timer_Time() * 1000.0 );
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m_Timestamp = (size_t)( timer_Time() * 1000.0 );
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}
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void CScriptEvent::ScriptingInit()
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@ -105,7 +105,7 @@ public:
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bool m_Blockable;
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// Timestamp (milliseconds since epoch (start of game?))
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long m_Timestamp;
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size_t m_Timestamp;
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// Event type string
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CStrW m_Type;
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@ -130,8 +130,8 @@ template<> bool ToPrimitive<size_t>( JSContext* cx, jsval v, unsigned& Storage )
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return true;
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}
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/* (See comment in JSConversions.h)
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// ssize_t
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template<> jsval ToJSVal<ssize_t>( const ssize_t& Native )
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{
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return( INT_TO_JSVAL( (int)Native ) );
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@ -149,6 +149,7 @@ template<> bool ToPrimitive<ssize_t>( JSContext* cx, jsval v, ssize_t& Storage )
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Storage = (ssize_t)tmp;
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return ok == JS_TRUE;
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}
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*/
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#if ARCH_AMD64
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@ -125,9 +125,12 @@ template<> jsval ToJSVal<unsigned>( const unsigned& Native );
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template<> jsval ToJSVal<unsigned>( unsigned& Native );
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// ssize_t
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/* PT: Disabled this since it breaks the GCC build (conflicting with int) - this
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might break the build on Windows instead. TODO: find out and clean this up.
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template<> bool ToPrimitive<ssize_t>( JSContext* cx, jsval v, ssize_t& Storage );
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template<> jsval ToJSVal<ssize_t>( const ssize_t& Native );
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template<> jsval ToJSVal<ssize_t>( ssize_t& Native );
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*/
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// size_t
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template<> bool ToPrimitive<size_t>( JSContext* cx, jsval v, size_t& Storage );
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@ -6,6 +6,7 @@
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#include "Collision.h"
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#include "Entity.h"
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#include "ps/Overlay.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "graphics/TextureEntry.h"
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@ -12,6 +12,7 @@
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#include "ps/GameSetup/Config.h"
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#include "lib/ogl.h"
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