Commit Graph

64 Commits

Author SHA1 Message Date
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
c2b119e721 # Linux fixes.
Disabled CONFIG_USE_MMGR by default, since it seems unnecessary and it
makes debug builds slow (extremely slow under Valgrind) due to symbol
lookups when allocating memory.
Fixed minor warnings and errors.

This was SVN commit r4927.
2007-02-25 21:11:57 +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
465c0a037b # Fixed some trigger bugs.
- Conditions were not properly converted to JavaScript (not read from
the XML file correctly either).
- Added an OrderFromTriggers function so that triggers can give orders
which ignore fog of war.
- Fixed some spelling mistakes in TriggerSpecs.xml (parameter vs.
parameters).
- Moved trigger update to CSimulation update, which is more correct.

This was SVN commit r4821.
2007-01-29 22:21:25 +00:00
adc8c64724 # General tidying.
Encryption: Deleted, just in case anyone was ever tempted to use it.
debug_warn: Removed redundant quotes around message.
oglCheck: Added error number to displayed messages, to help when
debugging errors.
Simulation: Fixed syntax confusion.
Entity: Preserve unit ID across entity-template changes (e.g. upgrades).
Atlas: Made some floating-point code less dodgy. Support number keys to
change player while placing units.

This was SVN commit r4814.
2007-01-27 02:36:33 +00:00
ee3243ff92 # Fixes for simulation speed in scenario edtior. Various code cleanups.
Game, Simulation, etc: Separated 'update' and 'interpolate', and made
'update' return whether it's going fast enough (so callers can decide to
do more updates per render). Changed some time variables to 'double' so
they have enough precision in long games.
Atlas: Added "Fast" playback button. Made simulation sometimes go at
real-time speed, if it's just slightly too slow at rendering.
VertexBuffer: Removed some non-useful glGetError calls.
Entity: Commented out redundant Tick code. Fixed syntax error in
disabled code that confused the IDE.
Aura: Changed string code again, to simply use ASCII instead of UTF-16.
(SpiderMonkey seems to handle it just as efficiently, for small
strings.)
Misc: Some more minor header-file cleanup.
SVN log: Added feed link.

This was SVN commit r4807.
2007-01-24 20:17:28 +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
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
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
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
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
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
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
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
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
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
7926b3d93c # Some groundwork for territories.
Entities with traits.is_territory_centre == true will act as territory
centres, and territory areas are calculated and displayed on the
minimap. It remains to display these areas in the game view and to make
Civ Centres "socketable" so you can build them on Settlements to claim
them.

This was SVN commit r4070.
2006-07-08 22:40:01 +00:00
600adac871 # housekeeping and bugfix in Loader queue
remove old instrumentation, fix warnings, add measured timing results
Loader: bugfix: no more memory leak whenever callback returns a warning
code. this was a loophole in the callback return value docs.

This was SVN commit r4048.
2006-06-29 22:52:50 +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
d39a4fac21 Premake: include precompiled.h in the project; set up dependencies for Atlas projects.
# Attempted to make compilation faster
by including as little as possible in some .h files, and moving it into
.cpp.
Fixed BaseTechCollection memory leak.

This was SVN commit r3992.
2006-06-09 16:44:16 +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
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
2a2d115f4d # Updates to construction: Added a start construction net message and made the selected units start working on a newly placed building after you place it.
This was SVN commit r3845.
2006-05-04 07:40:31 +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
44901d38b9 # further documentation and improvements to lib/res/file code
FILE_CACHE_BLOCK flag used more safely (copied in afile_read)
add file_sector_size (set from sysdep code)
documented and organized FileFlags
moved publically visible file_buf* decls to file.h; add FileBufFlags
file_buf_get: moved to file_io and renamed because it is not a part of
the file_buf manager itself
FILE_BLOCK_SIZE no longer exposed to users - it's an implementation
detail. for alignment purposes, you should use file_sector_size (less
wasteful)
add page_aligned allocator (mmap)
write buffers now allocated via file_buf_alloc(FB_FROM_HEAP) (avoids
wasting cache space)
append trace runs into the trace file (-> better input data for archive
ordering)
document lib_errors.h
tex_load: add provision for file_flags, used by ogl_tex_load to prevent
caching file data

simulation, entitymanager: add perf measurements

This was SVN commit r3725.
2006-04-03 21:28:10 +00:00
d9944f9524 # remove last occurrences of old ScEd-specific code
This was SVN commit r3719.
2006-04-02 16:27:34 +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
2e0a312913 update load time estimates. CSimulation is quite high and in need of optimization!
This was SVN commit r3664.
2006-03-18 21:25:03 +00:00
7a4aeb69ed Added production queue system and associated events. It might still need some extra features but it should be functional.
This was SVN commit r3547.
2006-02-22 22:45:16 +00:00
pyrolink
10d84599e9 This was SVN commit r3507. 2006-02-13 03:32:15 +00:00
5ac92a3302 Advance water in sync with simulation and unit animations (so it stops when the game is paused).
Other miscellaneous tidyings.

This was SVN commit r3386.
2006-01-21 23:27:42 +00:00
c2c5e87c61 Removed references to the old attack, gather, heal and damage events (that were no longer used).
This was SVN commit r3375.
2006-01-20 21:38:58 +00:00
pyrolink
1175b5cdba Stamina bars, run order
This was SVN commit r3364.
2006-01-16 10:56:47 +00:00
4a40baef33 Generic orders source commit. Also includes a fix to the animation bug where one frame of "idle" is played at the end of each cycle, and an enhancement to the entity script loading code to only load each script file once, which should save loading time and also allow script files to behave in a more logical way (e.g. no redeclaration errors when you have a constant).
This was SVN commit r3309.
2005-12-29 08:42:44 +00:00
pyrolink
4f6dafd82a Added heal
This was SVN commit r3221.
2005-12-10 19:39:17 +00:00
547293ee49 Atlas: Vaguely usable object placement code. Bug fixes.
This was SVN commit r3186.
2005-12-02 21:08:10 +00:00
b417951ef8 (Oops, committed inconsistent code)
This was SVN commit r3164.
2005-11-20 00:52:41 +00:00
41ae0f9a44 Various hacks to make ScEd work. Should be removed once ScEd is no longer needed.
This was SVN commit r3162.
2005-11-20 00:41:45 +00:00
1b59f4c56e Keep renderer in sync with simulation when running too slowly for the sim to keep up
This was SVN commit r2895.
2005-10-10 19:49:02 +00:00
faa6a78304 Added LOS setting to GameAttributes. Also fixed a small bug with LOS rendering (the patch's render data wasn't updated for LOS until the second frame after it became visible, displaying it in black for 1 frame).
This was SVN commit r2887.
2005-10-10 03:35:32 +00:00
0ed2815c8b Added initial version of LOS, and updated minimap to show both LOS and water.
LOS issues still outstanding:
- LOS looks ugly because of quad tesselation into 2 triangles
- Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on
LOS quads seemed to give different tesselations than it did for the
underlying terrain quads, but terrain rendering also used GL_QUADS).
This should be fixed once we decide on the quad tesselation issue.
- Units with traits.vision.permanent set are visible through FOW even if
you havent seen them before; this should only be true when you have seen
them before. But it gets even more complicated - if a permanent unit
seen through FOW dies or gets upgraded or something, perhaps you should
remember the old version. I'm not completely sure how to do this
(probably involves cloning its actor somehow).

This was SVN commit r2876.
2005-10-09 03:43:03 +00:00
37e9fc0388 - update load times
- config: add proper HAVE_ macro for string_s functions rather than
checking MSC ver directly
- string_s: disable parts of the self-test that trigger errors if not
using the string_s.cpp implementation

This was SVN commit r2760.
2005-09-21 16:42:56 +00:00
a69ac0dee9 - fix w4 warnings
- add convenience macros for config_db(CFG_GET_SYS_VAL)
- VFSUtil::EnumDirEnts now uses flags instead of bool recursive
- UNUSED() for params, UNUSED2 (<- need better name) for variables
- config.h defines must be tested with #if (always defined) -> allows
detecting misspellings thanks to compiler warnings
- replace debug_assert(0) with debug_warn (its sole purpose)
- replace ScriptingHost::ValueToInt et al with ToPrimitive
- use nommgr.h to disable both mmgr and VC debug heap

This was SVN commit r2585.
2005-08-09 15:55:44 +00:00
ec6b78b252 rename assert2 debug_assert; use instead of all plain assert(), since there are no longer any issues (e.g. can't use while handling an exception)
This was SVN commit r2447.
2005-06-28 04:06:25 +00:00
d0f7cb015c - Linux/GCC (as usual :P)
- Ported lockless code to gcc inline assembly
- A few new net messages (gather, attack, add waypoint)
- Support for new messages in network->entity order converter
- Implemented rudimentary JS interface for Interaction
- issueCommand JS API, connected to the network
- Removed Interaction stuff now replaced by JS
- And something in there should probably break VS builds :P

This was SVN commit r2316.
2005-05-18 05:32:09 +00:00
MarkT
86dc351205 Projectile code and updates to some actors that can use it (celt_ijv and hele_iar)
This was SVN commit r2266.
2005-05-10 07:13:25 +00:00