Commit Graph

348 Commits

Author SHA1 Message Date
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Entity: Fixed m_refd being out of date when deleteAll is called.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
3f017c418c Removed some header files from header files.
Changed SoundGroupTable to use the right string type for the comparison.
Also changed from CStr8 to CStr because I prefer that spelling (and it's
more consistent with most other code).

This was SVN commit r4771.
2007-01-13 22:44:42 +00:00
77f9d23d0f Added m_SoundGroupTable in CEntityTemplate to allow the soundgroup file for each animation to be specified in XML.
This was SVN commit r4769.
2007-01-13 20:14:03 +00:00
ec69bccb2c # Tidied up some code.
- Made some classes not be singletons, since there's no reason why they
should be.
 - Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
 - Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
 - Changed a few pointers into references, to indicate that they're
never NULL.

This was SVN commit r4756.
2007-01-08 01:56:46 +00:00
1926317975 # Linux/ICC fixes
- added "--icc" Premake flag, to disable PCH and set different warning
flags
 - added required headers
 - changed debug_warn to not generate constant-expression-in-conditional
warnings
 - changed FAM popup-warning into a log message, so it's not so
irritating
 - Atlas: pass around wxGLCanvas instead of wxGLContext, because the
context is sometimes just NULL

This was SVN commit r4733.
2007-01-02 18:11:00 +00:00
0bb0df5b2c # new year's cleanup (reduce dependencies, clean up headers)
- remove headers always included from PCH
- nommgr.h is only included ifdef REDEFINED_NEW (allows leaving out the
mmgr stuff)
- in lib/*.cpp, moved the corresponding include file to right behind the
PCH (catches headers that aren't compilable by themselves)
- byte_order no longer depends on SDL
- add debug_level (another means of filtering debug output; needed for
thesis)
- split posix stuff up into subdirs (lib/posix and sysdep/win/wposix).
makes including only some of the modules (e.g. sockets, time) much
easier.

This was SVN commit r4728.
2007-01-01 21:25:47 +00:00
844256fa0c Fixed compilation on VS2003
This was SVN commit r4717.
2006-12-21 15:37:45 +00:00
d672674bc6 # Order system refactoring.
This was SVN commit r4716.
2006-12-21 14:57:13 +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
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
db045c330b # Made Atlas compile on linux
graphics: basic terrain passibility
atlas: lots of changes to make atlas compile under linux
unix/X: more clipboard support - copy from 0AD to other programs
unix/debug: use sys_get_executable_name instead of hard-coded paths
... and lots of other misc. changes

This was SVN commit r4640.
2006-11-12 04:02:36 +00:00
005cc8d355 Renamed ore to metal in C++.
This was SVN commit r4596.
2006-10-26 22:01:26 +00:00
1f268b17bb GCC compatibility (fixed CStr.h case, got rid of a few warnings)
This was SVN commit r4581.
2006-10-20 01:06:43 +00:00
0022eacdb8 Removed an assert that was causing lots of error messages on maps where the designer placed overlapping entities.
This was SVN commit r4572.
2006-10-17 22:34:47 +00:00
d36bc3a949 - Fixed a compile error on VS2003.
- Fixed some crashes that could occur when you end a game with units
mouseover'ed or with the building placer active (it tries to render them
after the game world is gone).

This was SVN commit r4543.
2006-10-11 13:37:13 +00:00
78382c14c9 Fixed some potential sources of errors.
This was SVN commit r4539.
2006-10-10 05:21:41 +00:00
4730ed0276 Fixed a bug that could cause corpses to "wiggle" if a unit died while moving.
This was SVN commit r4532.
2006-10-09 04:32:27 +00:00
4fb0f2ae5d Added CEventTargetExhausted, used by the unit AI for gather and build, as well as GetDistance and GetVisibleEntities JS functions in CEntity that are required by the JS code for these events.
This was SVN commit r4531.
2006-10-09 04:17:15 +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
2337cb203a # Order queueing for construction.
This was SVN commit r4497.
2006-10-06 14:21:16 +00:00
0df95f3e8f Things without a death animation will now disappear when killed.
Also removed some debug info and added some checks for passability in
pathfinding to avoid long searches when the source or destination is
impassable.

This was SVN commit r4495.
2006-10-06 05:38:57 +00:00
1036799546 # Units will now back away from enemies when below minimum range.
Also a small water specular strength tweak.

This was SVN commit r4481.
2006-10-04 04:47:58 +00:00
a2432adad3 # GCC 4.1.1 compatibility
which is just "class C { void C::f(); }" code, which other compilers
seem to have ignored.
Also removed HAVE_PCH from GCC because our build system doesn't have
PCH. Added necessary headers to make it compile again.

This was SVN commit r4437.
2006-09-30 15:46:40 +00:00
2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00
5e28c4bebf - Fixed a bug with aura rendering that was causing a crash when rendering auras that were added to a unit after its creation (initAuraData was not called on subsequent AddAura calls). This caused objects like Settlements, Mills, Farmsteads and Temples to crash when you mouseover them since they do not gain the aura until construction is complete.
- When the map contains no territories, ignore territory-related
building placement rules.

Fixes #149.

This was SVN commit r4349.
2006-09-17 02:49:29 +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
6b73ba0296 - Terrain conformance should now work in Atlas as well.
- Renamed Passive stance to Hold (which is what it's called in the
design doc and GUI).

This was SVN commit r4345.
2006-09-16 21:30:23 +00:00
0baca62d61 # Fixes to terrain conformance and movement speed bonus.
- Simplified CTerrain::getSlopeAngleFace and made it work correctly in
all cases (before, it sometimes returned NAN and used an overly
complicated method based on 8 angle sectors instead of a "continuous"
method).
- Removed the EntityMovement event - instead, movement speed modifier is
calculated in C++ for performance.

This was SVN commit r4339.
2006-09-16 20:13:40 +00:00
aa6ca7d1e8 Modified world intersection so that you can also intersect with the water plane, which is useful for making ships move around as expected when you rightclick a spot on the water.
This was SVN commit r4319.
2006-09-10 20:38:39 +00:00
aa50820d9a #Unit AI: Aggressive, defensive and stand ground stances.
Also split Entity.cpp further, moving the rendering code to
EntityRendering.cpp and the JS interface code to
EntityScriptInterface.cpp. This makes each individual file smaller
(about 1000 lines still!) and lets them be compiled independently.

This was SVN commit r4314.
2006-09-09 00:00:23 +00:00
f8bff91a38 Sped up territory border rendering by caching each edge segment's terrain-conformed coordinates so they don't have to be recalculated each frame.
This was SVN commit r4308.
2006-09-08 16:03:18 +00:00
c183bcde1f Territory boundaries are now rendered before transparent objects, so these can properly cover them.
This was SVN commit r4306.
2006-09-06 22:26:27 +00:00
8e02ec84f9 Updated OpenAL to 1.1 (which no longer includes ALUT).
Changed player-id code a bit so the entity and actor and unit should
stay in sync more often. (The entity/actor/unit mixing still looks a bit
dodgy and unreliable, though.)
Simplified console help code.
Allowed init/shutdown to be done with the simulation/world/etc parts
disabled (so the actor viewer can load faster).

This was SVN commit r4289.
2006-09-02 21:20:25 +00:00
f79af31e42 Units can no longer "track" enemies that are out of the player's LOS when performing a contact action (attack, gather, etc).
This was SVN commit r4272.
2006-09-01 00:24:26 +00:00
789c850049 # Updates to fog of war rendering.
This was SVN commit r4270.
2006-08-31 23:56:12 +00:00
c4d478a690 Fixed a crash in renderTerritories when there were no Settlements.
This was SVN commit r4267.
2006-08-29 03:46:14 +00:00
973161ed1b Territory manager now ignores territory centres that have ENTF_DESTROYED, so it will work when you delete objects in Atlas.
This was SVN commit r4265.
2006-08-28 23:05:15 +00:00
a55697e2e5 # Improved territory rendering.
- Territory boundaries are now offset slightly and drawn in player
colour, so you can see whose territory you're on the border of.
- Removed some duplication in the code by modifying a loop slightly.

This was SVN commit r4264.
2006-08-28 23:01:16 +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
855e9bce02 # macosx compat
.. by removing support for WAV. see rationale in source; in short, we
don't need it and it's not worth the minimal trouble of adding freealut
dependency.

entityhandles: remove old comment

This was SVN commit r4247.
2006-08-26 13:40:18 +00:00
9fc485c9a6 # Fixes to the line segment frustum test.
This was SVN commit r4245.
2006-08-25 19:31:01 +00:00
pyrolink
50e5e9acd9 # Aura and territory rendering
-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a.  No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.

This was SVN commit r4242.
2006-08-25 06:04:33 +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
e2add58410 # Improved pathfinder precision.
Added code to requestLowLevelPath that modifies the final waypoint to
use exactly the coordinates where the player clicked, instead of the
rounded-to-nearest-tile coordinates from the A* pathfinder. A more
complete fix required eventually might be to make the A* engine itself
aware of fractional locations within a tile but for now this seemed like
a simple thing to do.

Also fixed a bug that was causing the final step of the path not to be
added: the code was adding an ORDER_PATH_END_MARKER but no
ORDER_GOTO_NOPATHING for the final point. The ORDER_PATH_END_MARKER
doesn't seem to do anything useful here so the unit never went that last
step.

Also fixed a bug with "pass-through-allies" that was causing units to
avoid allies anyway: although the pathfinder assumed you could pass
through allies, when you actually bumped into one while executing a goto
instruction, the collision test used did not check for
pass-through-allies so you ended up avoiding allies anyway. This might
not be too horrible if it works in practice (since the avoidance was
done using simple local work, not a full repath) but I've removed it for
now since it might cause problems with formations, when avoidance will
not be trivial.

This was SVN commit r4226.
2006-08-17 21:09:46 +00:00
fce69aaa7f # - Housekeeping
# - Territory restriction rules for buildings.

This was SVN commit r4206.
2006-08-08 03:45:13 +00:00
d789c92bd0 Modified CSimulation's random number generator to use the Boost small_int and uniform_01 distributions for better portability.
This was SVN commit r4203.
2006-08-07 20:38:23 +00:00