Merge pull request #44 from DanielGibson/misc-impr

Fix tons of compiler warnings
This commit is contained in:
Ryan C. Gordon 2016-05-24 00:54:46 -04:00
commit be4c22f7e2
117 changed files with 583 additions and 467 deletions

10
.gitignore vendored
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@ -33,6 +33,10 @@
Build/
Debug/
# custom user build dirs
/*build*
/Sources/*build*
# Visual Studio
*.vs
*.opendb
@ -70,20 +74,22 @@ Sources/Entities/*.cpp
# Other generated files:
Sources/Engine/Ska/smcScan.cpp
Sources/Engine/Ska/smcPars.h
Sources/Engine/Ska/smcPars.hpp
Sources/Engine/Ska/smcPars.cpp
Sources/Engine/Base/Parser.cpp
Sources/Engine/Base/Parser.h
Sources/Engine/Base/Parser.hpp
Sources/Engine/Base/Scanner.cpp
Sources/Ecc/Parser.cpp
Sources/Ecc/Parser.h
Sources/Ecc/Parser.hpp
Sources/Ecc/Scanner.cpp
Sources/SeriousSkaStudio/Parser.cpp
Sources/SeriousSkaStudio/Parser.h
Sources/SeriousSkaStudio/Parser.hpp
Sources/SeriousSkaStudio/Scanner.cpp
# vim swap files
*.swp
*.swo

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@ -110,21 +110,21 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -Os -fno-unsafe-math-optimizations")
# TODO fix these warnings
# !!! FIXME: turn a bunch of these off, this is just for now. I hope. --ryan.
add_compile_options(-Wno-sign-compare)
add_compile_options(-Wno-switch)
add_compile_options(-Wno-char-subscripts)
add_compile_options(-Wno-unknown-pragmas)
add_compile_options(-Wno-unused-variable)
add_compile_options(-Wno-unused-value)
add_compile_options(-Wno-reorder)
add_compile_options(-Wno-unused-but-set-variable)
add_compile_options(-Wno-parentheses)
add_compile_options(-Wno-unused-variable) # TODO: maybe only enable this for Entities
add_compile_options(-Wno-unused-value) # same here (the Scripts generate tons of unused variables and values)
add_compile_options(-Wno-missing-braces)
add_compile_options(-Wno-overloaded-virtual)
add_compile_options(-Wno-invalid-offsetof)
MESSAGE(WARNING, "re-enable some of the warnings some day!")
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" OR CMAKE_CXX_COMPILER_ID MATCHES "AppleClang")
# !!! FIXME: turn a bunch of these off, this is just for now. I hope. --ryan.
add_compile_options(-Wno-tautological-undefined-compare)
add_compile_options(-Wno-tautological-undefined-compare) # don't complain about if(this!=NULL)
add_compile_options(-Wno-c++11-compat-deprecated-writable-strings)
add_compile_options(-Wno-logical-op-parentheses) # FIXME: this too should be re-enabled
endif()
if(MACOSX)

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@ -296,13 +296,13 @@ void CAnimData::LoadFromScript_t( CTStream *File, CListHead *pFrameFileList) //
char ld_line[ 128];
CTmpListHead TempAnimationList;
SLONG lc;
BOOL ret_val;
//BOOL ret_val;
//ASSERT( ad_Anims == NULL);
// clears possible animations
CAnimData::Clear();
ret_val = TRUE;
//ret_val = TRUE;
FOREVER
{
// Repeat reading of one line of script file until it is not empty or comment
@ -904,14 +904,14 @@ void CAnimObject::PlayAnim(INDEX iNew, ULONG ulFlags)
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
TIME tmNow = _pTimer->CurrentTick();
TIME tmLength = GetCurrentAnimLength();
FLOAT fFrame = ((_pTimer->CurrentTick() - ao_tmAnimStart)/pCOA->oa_SecsPerFrame);
FLOAT fFrame = ((tmNow - ao_tmAnimStart)/pCOA->oa_SecsPerFrame);
INDEX iFrame = INDEX(fFrame);
FLOAT fFract = fFrame-iFrame;
iFrame = ClipFrame(iFrame);
TIME tmPassed = (iFrame+fFract)*pCOA->oa_SecsPerFrame;
TIME tmLeft = tmLength-tmPassed;
// set time ahead to end of the current animation
ao_tmAnimStart = _pTimer->CurrentTick()+tmLeft;
ao_tmAnimStart = tmNow+tmLeft;
// remember last animation
ao_iLastAnim = ao_iCurrentAnim;
// set new animation number

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@ -40,8 +40,8 @@ BOOL CListHead::IsValid(void) const
{
ASSERT(this!=NULL);
ASSERT(lh_NULL == NULL);
ASSERT((lh_Head == (CListNode *) &lh_NULL) && (lh_Tail == (CListNode *) &lh_Head)
|| lh_Tail->IsValid() && lh_Head->IsValid() );
ASSERT(((lh_Head == (CListNode *) &lh_NULL) && (lh_Tail == (CListNode *) &lh_Head))
|| (lh_Tail->IsValid() && lh_Head->IsValid()) );
return TRUE;
}
@ -211,7 +211,7 @@ BOOL CListNode::IsValid(void) const
ASSERT((ln_Pred==NULL && ln_Succ==NULL) || (ln_Pred!=NULL && ln_Succ!=NULL));
// it is valid if it is cleared or if it is linked
return (ln_Pred==NULL && ln_Succ==NULL)
|| (ln_Pred->ln_Succ == this) && (ln_Succ->ln_Pred == this);
|| ((ln_Pred->ln_Succ == this) && (ln_Succ->ln_Pred == this));
}
/*

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@ -110,7 +110,7 @@ CDynamicStackArray<CTString> _shell_astrTempStrings;
CDynamicStackArray<CTString> _shell_astrExtStrings;
CDynamicStackArray<FLOAT> _shell_afExtFloats;
static const char *strCommandLine = "";
//static const char *strCommandLine = "";
FLOAT tmp_af[10] = { 0 };
INDEX tmp_ai[10] = { 0 };

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@ -934,7 +934,7 @@ void CTFileStream::Create_t(const CTFileName &fnFileName,
}
CTFileName fnmFullFileName;
INDEX iFile = ExpandFilePath(EFP_WRITE, fnFileNameAbsolute, fnmFullFileName);
/* INDEX iFile = */ ExpandFilePath(EFP_WRITE, fnFileNameAbsolute, fnmFullFileName);
// check parameters
ASSERT(strlen(fnFileNameAbsolute)>0);
@ -1317,7 +1317,7 @@ BOOL FileExistsForWriting(const CTFileName &fnmFile)
}
// expand the filename to full path for writing
CTFileName fnmFullFileName;
INDEX iFile = ExpandFilePath(EFP_WRITE, fnmFile, fnmFullFileName);
/* INDEX iFile = */ ExpandFilePath(EFP_WRITE, fnmFile, fnmFullFileName);
// check if it exists
FILE *f = fopen(fnmFullFileName, "rb");
@ -1433,7 +1433,7 @@ static INDEX ExpandFilePath_read(ULONG ulType, const CTFileName &fnmFile, CTFile
{
// search for the file in zips
INDEX iFileInZip = UNZIPGetFileIndex(fnmFile);
const BOOL userdir_not_basedir = (_fnmUserDir != _fnmApplicationPath);
//const BOOL userdir_not_basedir = (_fnmUserDir != _fnmApplicationPath);
// if a mod is active
if (_fnmMod!="") {

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@ -161,8 +161,8 @@ void CTimer_TimerFunc_internal(void)
CTimerValue tvTimeNow = _pTimer->GetHighPrecisionTimer();
TIME tmTickNow = _pTimer->tm_RealTimeTimer;
// calculate how long has passed since we have last been on time
TIME tmTimeDelay = (TIME)(tvTimeNow - _pTimer->tm_tvLastTimeOnTime).GetSeconds();
TIME tmTickDelay = (tmTickNow - _pTimer->tm_tmLastTickOnTime);
//TIME tmTimeDelay = (TIME)(tvTimeNow - _pTimer->tm_tvLastTimeOnTime).GetSeconds();
//TIME tmTickDelay = (tmTickNow - _pTimer->tm_tmLastTickOnTime);
_sfStats.StartTimer(CStatForm::STI_TIMER);
// if we are keeping up to time (more or less)
@ -209,13 +209,14 @@ Uint32 CTimer_TimerFunc_SDL(Uint32 interval, void* param)
#pragma inline_depth()
#ifdef PLATFORM_WIN32 // DG: not used on other platforms
#define MAX_MEASURE_TRIES 5
static INDEX _aiTries[MAX_MEASURE_TRIES];
// Get processor speed in Hertz
static __int64 GetCPUSpeedHz(void)
{
#ifdef PLATFORM_WIN32
// get the frequency of the 'high' precision timer
__int64 llTimerFrequency;
BOOL bPerformanceCounterPresent = QueryPerformanceFrequency((LARGE_INTEGER*)&llTimerFrequency);
@ -296,14 +297,8 @@ static __int64 GetCPUSpeedHz(void)
// use measured value
return (__int64)slSpeedRead*1000000;
}
#else
STUBBED("I hope this isn't critical...");
return(1);
#endif
}
#endif // PLATFORM_WIN32
#if PLATFORM_MACOSX

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@ -679,15 +679,45 @@ inline void Clear(float i) {};
inline void Clear(double i) {};
inline void Clear(void *pv) {};
// These macros are not safe to use unless data is UNSIGNED!
#define BYTESWAP16_unsigned(x) ((((x)>>8)&0xff)+ (((x)<<8)&0xff00))
#define BYTESWAP32_unsigned(x) (((x)>>24) + (((x)>>8)&0xff00) + (((x)<<8)&0xff0000) + ((x)<<24))
// DG: screw macros, use inline functions instead - they're even safe for signed values
inline UWORD BYTESWAP16_unsigned(UWORD x)
{
#ifdef __GNUC__ // GCC and clang have a builtin that hopefully does the most efficient thing
return __builtin_bswap16(x);
#else
return (((x)>>8)&0xff)+ (((x)<<8)&0xff00);
#endif
}
inline ULONG BYTESWAP32_unsigned(ULONG x)
{
#ifdef __GNUC__ // GCC and clang have a builtin that hopefully does the most efficient thing
return __builtin_bswap32(x);
#else
return ((x)>>24) + (((x)>>8)&0xff00) + (((x)<<8)&0xff0000) + ((x)<<24);
#endif
}
inline __uint64 BYTESWAP64_unsigned(__uint64 x)
{
#ifdef __GNUC__ // GCC and clang have a builtin that hopefully does the most efficient thing
return __builtin_bswap64(x);
#else
ULONG l = BYTESWAP32_unsigned((ULONG)(val & 0xFFFFFFFF));
ULONG h = BYTESWAP32_unsigned((ULONG)((val >> 32) & 0xFFFFFFFF));
return (((__uint64)l) << 32) | ((__uint64)h);
#endif
}
// rcg03242004
#if PLATFORM_LITTLEENDIAN
#define BYTESWAP(x)
#else
// TODO: DG: the following stuff could probably be updated to use the functions above properly,
// which should make lots of cases easier. As I don't have a big endian machine I can't test,
// so I won't touch this for now.
static inline void BYTESWAP(UWORD &val)
{
#if __POWERPC__

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@ -509,7 +509,7 @@ CBrushPolygon &CBrushPolygon::CopyPolygon(CBrushPolygon &bp)
bpo_boxBoundingBox=bp.bpo_boxBoundingBox;
bpo_pbscSector=bp.bpo_pbscSector;
bpo_rsOtherSideSectors.Clear();
bpo_lhShadingInfos;
//bpo_lhShadingInfos; // don't copy or anything, it's a CListHead which must not be copied
bpo_iInWorld=bp.bpo_iInWorld;
return *this;
}

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@ -53,8 +53,8 @@ CBrushSector::CBrushSector(void)
, bsc_ulFlags2(0)
, bsc_ulTempFlags(0)
, bsc_ulVisFlags(0)
, bsc_strName("")
, bsc_bspBSPTree(*new DOUBLEbsptree3D)
, bsc_strName("")
{
};
@ -622,9 +622,9 @@ void CBrushSector::TriangularizeMarkedPolygons( void)
bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge+2];
bpoNew.bpo_abpePolygonEdges[2].bpe_bReverse = FALSE;
CBrushEdge &edg0 = *bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge;
CBrushEdge &edg1 = *bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge;
CBrushEdge &edg2 = *bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge;
//CBrushEdge &edg0 = *bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge;
//CBrushEdge &edg1 = *bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge;
//CBrushEdge &edg2 = *bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge;
// set brush vertex ptrs
bpoNew.bpo_apbvxTriangleVertices.New(3);

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@ -605,7 +605,7 @@ BOOL CBrushShadowMap::IsShadowFlat( COLOR &colFlat)
COLOR col;
UBYTE ubR,ubG,ubB, ubR1,ubG1,ubB1;
SLONG slR=0,slG=0,slB=0;
INDEX ctPointLights=0;
//INDEX ctPointLights=0;
CBrushPolygon *pbpo = GetBrushPolygon();
// if the shadowmap is not using the shading mode

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@ -337,7 +337,7 @@ void CTriangularizer::MakeEdgesForTriangularization(void)
// get number of edges in polygon
INDEX ctEdges = tr_abpeOriginalEdges.Count();
// create that much edges in the array
CBrushEdge *pbedEdges = tr_abedEdges.New(ctEdges);
/* CBrushEdge *pbedEdges = */ tr_abedEdges.New(ctEdges);
tr_abedEdges.Lock();
@ -480,7 +480,7 @@ void CTriangularizer::FindExistingTriangleEdges(void)
// for each edge
FOREACHINDYNAMICARRAY(tr_abedEdges, CBrushEdge, itbed) {
CBrushEdge *pbed = itbed;
//CBrushEdge *pbed = itbed;
// if it is the bottom edge of the triangle
if (tr_pbedBottom == itbed) {
@ -517,7 +517,7 @@ BOOL CTriangularizer::CheckTriangleAgainstEdges(void)
{
// for each edge
FOREACHINDYNAMICARRAY(tr_abedEdges, CBrushEdge, itbed) {
CBrushEdge *pbed = itbed;
//CBrushEdge *pbed = itbed;
// if it is the bottom edge of the triangle
if (tr_pbedBottom == itbed) {

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@ -1009,8 +1009,8 @@ functions:
}
// find current breathing parameters
BOOL bCanBreathe =
(ctUp.ct_ulFlags&CTF_BREATHABLE_LUNGS) && (en_ulPhysicsFlags&EPF_HASLUNGS) ||
(ctUp.ct_ulFlags&CTF_BREATHABLE_GILLS) && (en_ulPhysicsFlags&EPF_HASGILLS);
((ctUp.ct_ulFlags&CTF_BREATHABLE_LUNGS) && (en_ulPhysicsFlags&EPF_HASLUNGS)) ||
((ctUp.ct_ulFlags&CTF_BREATHABLE_GILLS) && (en_ulPhysicsFlags&EPF_HASGILLS));
TIME tmNow = _pTimer->CurrentTick();
TIME tmBreathDelay = tmNow-en_tmLastBreathed;
// if entity can breathe now
@ -1207,8 +1207,8 @@ functions:
// if polygon's steepness is too high
CSurfaceType &stReference = en_pwoWorld->wo_astSurfaceTypes[pbpo->bpo_bppProperties.bpp_ubSurfaceType];
if (fCos>=-stReference.st_fClimbSlopeCos&&fCos<0
||stReference.st_ulFlags&STF_SLIDEDOWNSLOPE) {
if ((fCos >= -stReference.st_fClimbSlopeCos && fCos<0)
|| stReference.st_ulFlags&STF_SLIDEDOWNSLOPE) {
// it cannot be below
_pfPhysicsProfile.StopTimer((INDEX) CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
return FALSE;
@ -1529,11 +1529,11 @@ out:;
// going up or
iStep==0 ||
// going forward and hit stairs or
iStep==1 && bHitStairsNow ||
(iStep==1 && bHitStairsNow) ||
// going down and ends on something that is not high slope
iStep==2 &&
(iStep==2 &&
(vHitPlane%en_vGravityDir<-stHit.st_fClimbSlopeCos ||
bHitStairsNow);
bHitStairsNow));
// if early clip is allowed
if (bEarlyClipAllowed || bSlidingAllowed) {
@ -2322,8 +2322,8 @@ out:;
FLOAT fPlaneYAbs = Abs(fPlaneY);
FLOAT fFriction = stReference.st_fFriction;
// if on a steep slope
if (fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0
||(stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f) {
if ((fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0)
||((stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f)) {
en_ulPhysicsFlags|=EPF_ONSTEEPSLOPE;
// accellerate horizontaly towards desired absolute translation
AddAccelerationOnPlane2(
@ -2737,8 +2737,8 @@ out:;
/* old */ FLOAT fPlaneYAbs = Abs(fPlaneY);
/* old */ FLOAT fFriction = stReference.st_fFriction;
/* old */ // if on a steep slope
/* old */ if (fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0
/* old */ ||(stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f) {
/* old */ if ((fPlaneY>=-stReference.st_fClimbSlopeCos&&fPlaneY<0)
/* old */ ||((stReference.st_ulFlags&STF_SLIDEDOWNSLOPE)&&fPlaneY>-0.99f)) {
/* old */ en_ulPhysicsFlags|=EPF_ONSTEEPSLOPE;
/* old */ // accellerate horizontaly towards desired absolute translation
/* old */ AddAccelerationOnPlane2(
@ -2863,7 +2863,7 @@ out:;
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING);
FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
//FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
// if rotation and translation are synchronized
if (en_ulPhysicsFlags&EPF_RT_SYNCHRONIZED) {
@ -2878,7 +2878,7 @@ out:;
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
penPusher = this;
}
BOOL bMoveSuccessfull = TryToMove(penPusher, TRUE, TRUE);
/* BOOL bMoveSuccessfull = */ TryToMove(penPusher, TRUE, TRUE);
// if rotation and translation are asynchronious
} else {

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@ -67,7 +67,9 @@ CTCriticalSection zip_csLock; // critical section for access to zlib functions
// to keep system gamma table
#ifdef PLATFORM_WIN32 // DG: other platforms don't (currently?) use this
static UWORD auwSystemGamma[256*3];
#endif
// OS info
@ -818,7 +820,7 @@ ENGINE_API void SE_UpdateWindowHandle( HWND hwndMain)
_bFullScreen = _pGfx!=NULL && (_pGfx->gl_ulFlags&GLF_FULLSCREEN);
}
#ifdef PLATFORM_WIN32
static BOOL TouchBlock(UBYTE *pubMemoryBlock, INDEX ctBlockSize)
{
#if (defined __MSC_VER)
@ -856,12 +858,13 @@ touchLoop:
// !!! More importantly, will this help if the system is paging to disk
// !!! like mad anyhow? Leaving this as a no-op for most systems seems safe
// !!! to me. --ryan.
// DG: put this into #ifdef PLATFORM_WIN32 because otherwise the function is not called anyway
#endif
return TRUE;
}
#endif // PLATFORM_WIN32
// pretouch all memory commited by process
BOOL _bNeedPretouch = FALSE;

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@ -481,7 +481,7 @@ void CEntity::GetCollisionBoxParameters(INDEX iBox, FLOATaabbox3D &box, INDEX &i
if(en_RenderType==RT_SKAMODEL || en_RenderType==RT_SKAEDITORMODEL) {
box.minvect = GetModelInstance()->GetCollisionBoxMin(iBox);
box.maxvect = GetModelInstance()->GetCollisionBoxMax(iBox);
FLOATaabbox3D boxNS = box;
//FLOATaabbox3D boxNS = box;
box.StretchByVector(GetModelInstance()->mi_vStretch);
iEquality = GetModelInstance()->GetCollisionBoxDimensionEquality(iBox);
} else {
@ -1833,7 +1833,7 @@ void CEntity::FindSectorsAroundEntity(void)
// for each brush in the world
FOREACHINDYNAMICARRAY(en_pwoWorld->wo_baBrushes.ba_abrBrushes, CBrush3D, itbr) {
CBrush3D &br=*itbr;
//CBrush3D &br=*itbr;
// if the brush entity is not zoning
if (itbr->br_penEntity==NULL || !(itbr->br_penEntity->en_ulFlags&ENF_ZONING)) {
// skip it
@ -1925,9 +1925,9 @@ void CEntity::FindSectorsAroundEntityNear(void)
// (use more detailed testing for moving brushes)
(en_RenderType!=RT_BRUSH||
// oriented box touches box of sector
(oboxEntity.HasContactWith(FLOATobbox3D(pbsc->bsc_boxBoundingBox)))&&
((oboxEntity.HasContactWith(FLOATobbox3D(pbsc->bsc_boxBoundingBox)))&&
// oriented box is in bsp
(pbsc->bsc_bspBSPTree.TestBox(oboxdEntity)>=0));
(pbsc->bsc_bspBSPTree.TestBox(oboxdEntity)>=0)));
// if it is not
if (!bIn) {
// if it has link
@ -3104,11 +3104,11 @@ void CEntity::InflictRangeDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT3D vHitPos;
FLOAT fMinD;
if (
(en.en_RenderType==RT_MODEL || en.en_RenderType==RT_EDITORMODEL ||
((en.en_RenderType==RT_MODEL || en.en_RenderType==RT_EDITORMODEL ||
en.en_RenderType==RT_SKAMODEL || en.en_RenderType==RT_SKAEDITORMODEL )&&
CheckModelRangeDamage(en, vCenter, fMinD, vHitPos) ||
(en.en_RenderType==RT_BRUSH)&&
CheckBrushRangeDamage(en, vCenter, fMinD, vHitPos)) {
CheckModelRangeDamage(en, vCenter, fMinD, vHitPos)) ||
((en.en_RenderType==RT_BRUSH)&&
CheckBrushRangeDamage(en, vCenter, fMinD, vHitPos))) {
// find damage ammount
FLOAT fAmmount = IntensityAtDistance(fDamageAmmount, fHotSpotRange, fFallOffRange, fMinD);
@ -3146,7 +3146,7 @@ void CEntity::InflictBoxDamage(CEntity *penInflictor, enum DamageType dmtType,
if (en.en_pciCollisionInfo==NULL) {
continue;
}
CCollisionInfo *pci = en.en_pciCollisionInfo;
//CCollisionInfo *pci = en.en_pciCollisionInfo;
// if entity is not allowed to execute now
if (!en.IsAllowedForPrediction()) {
// do nothing

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@ -452,7 +452,7 @@ void CWorld::CopyEntities(CWorld &woOther, CDynamicContainer<CEntity> &cenToCopy
// for each of the created entities
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
CEntity *penOriginal = itpr->pr_penOriginal;
//CEntity *penOriginal = itpr->pr_penOriginal;
CEntity *penCopy = itpr->pr_penCopy;
if (_bReinitEntitiesWhileCopying) {
// init the new copy
@ -469,7 +469,7 @@ void CWorld::CopyEntities(CWorld &woOther, CDynamicContainer<CEntity> &cenToCopy
// for each of the created entities
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
CEntity *penOriginal = itpr->pr_penOriginal;
//CEntity *penOriginal = itpr->pr_penOriginal;
CEntity *penCopy = itpr->pr_penCopy;
// if this is a brush
@ -718,7 +718,7 @@ void CWorld::CopyEntitiesToPredictors(CDynamicContainer<CEntity> &cenToCopy)
// for each of the created entities
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
CEntity *penOriginal = itpr->pr_penOriginal;
//CEntity *penOriginal = itpr->pr_penOriginal;
CEntity *penCopy = itpr->pr_penCopy;
// if this is a brush

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@ -96,7 +96,7 @@ void CEntity::WriteEntityPointer_t(CTStream *ostrm, CEntityPointer pen)
void CEntity::ReadProperties_t(CTStream &istrm) // throw char *
{
istrm.ExpectID_t("PRPS"); // 'properties'
CDLLEntityClass *pdecDLLClass = en_pecClass->ec_pdecDLLClass;
//CDLLEntityClass *pdecDLLClass = en_pecClass->ec_pdecDLLClass;
INDEX ctProperties;
// read number of properties (note that this doesn't have to be same as number
// of properties in the class (class might have changed))
@ -104,7 +104,7 @@ void CEntity::ReadProperties_t(CTStream &istrm) // throw char *
// for all saved properties
for(INDEX iProperty=0; iProperty<ctProperties; iProperty++) {
pdecDLLClass->dec_ctProperties;
//pdecDLLClass->dec_ctProperties;
// read packed identifier
ULONG ulIDAndType;
istrm>>ulIDAndType;

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@ -34,6 +34,7 @@ extern const D3DDEVTYPE d3dDevType;
// list of all modes avaliable through CDS
static CListHead _lhCDSModes;
#ifdef PLATFORM_WIN32 // DG: all this code is (currently?) only used for windows.
class CResolution {
public:
PIX re_pixSizeI;
@ -74,8 +75,6 @@ static CResolution _areResolutions[] =
static const INDEX MAX_RESOLUTIONS = sizeof(_areResolutions)/sizeof(_areResolutions[0]);
#ifdef PLATFORM_WIN32
// initialize CDS support (enumerate modes at startup)
void CGfxLibrary::InitAPIs(void)
{
@ -240,7 +239,7 @@ void CGfxLibrary::InitAPIs(void)
// fill OpenGL adapter info
CDisplayAdapter *pda;
INDEX iResolution;
//INDEX iResolution;
gl_gaAPI[GAT_OGL].ga_ctAdapters = 1;
gl_gaAPI[GAT_OGL].ga_iCurrentAdapter = 0;

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@ -33,7 +33,7 @@ static PIX _pixSizeI;
static PIX _pixSizeJ;
static CTimerValue _tv;
static BOOL _bBlend = FALSE;
static BOOL _bVisible = FALSE;
//static BOOL _bVisible = FALSE;
static BOOL _bTexture = FALSE;
static BOOL _bDepth = FALSE;
static BOOL _bMultiTexture = FALSE;

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@ -799,7 +799,7 @@ void CDrawPort::Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight,
// thru OpenGL
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
const GFXColor glcolUL(colUL); const GFXColor glcolUR(colUR);
const GFXColor glcolDL(colDL); const GFXColor glcolDR(colDR);
@ -1617,7 +1617,7 @@ void CDrawPort::AddTriangle( const FLOAT fI0, const FLOAT fJ0,
const GFXColor glCol( AdjustColor( col, _slTexHueShift, _slTexSaturation));
const INDEX iStart = _avtxCommon.Count();
GFXVertex *pvtx = _avtxCommon.Push(3);
GFXTexCoord *ptex = _atexCommon.Push(3);
/* GFXTexCoord *ptex = */ _atexCommon.Push(3);
GFXColor *pcol = _acolCommon.Push(3);
INDEX *pelm = _aiCommonElements.Push(3);
pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0;
@ -1699,7 +1699,7 @@ void CDrawPort::BlendScreen(void)
// set arrays
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
const INDEX iW = dp_Width;
const INDEX iH = dp_Height;

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@ -499,7 +499,15 @@ static void RSBinToGroups( ScenePolygon *pspoFirst)
);
#else
// emulate x86's bsr opcode...not fast. :/
// emulate x86's bsr opcode...
// GCC and clang have an architecture-independent intrinsic for this
// (it counts leading zeros starting at MSB and is undefined for 0)
#ifdef __GNUC__
INDEX bsr = 31;
if(_ctGroupsCount != 0) bsr -= __builtin_clz(_ctGroupsCount);
else bsr = 0;
#else // another compiler - doing it manually.. not fast. :/
register DWORD val = _ctGroupsCount;
register INDEX bsr = 31;
if (val != 0)
@ -511,6 +519,7 @@ static void RSBinToGroups( ScenePolygon *pspoFirst)
bsr--;
}
}
#endif
_ctGroupsCount = 2 << bsr;
#endif
@ -807,6 +816,7 @@ static void RSSetTextureCoords( ScenePolygon *pspoGroup, INDEX iLayer, INDEX iUn
// generate tex coord for all scene polygons in list
const FLOATmatrix3D &mViewer = _ppr->pr_ViewerRotationMatrix;
const INDEX iMappingOffset = iLayer * sizeof(CMappingVectors);
(void)iMappingOffset; // shut up compiler, this is used if inline ASM is used
for( ScenePolygon *pspo=pspoGroup; pspo!=NULL; pspo=pspo->spo_pspoSucc)
{
@ -1970,7 +1980,7 @@ void RenderSceneBackground(CDrawPort *pDP, COLOR col)
// set arrays
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
pvtx[0].x = 0; pvtx[0].y = 0; pvtx[0].z = 1;
pvtx[1].x = 0; pvtx[1].y = iH; pvtx[1].z = 1;

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@ -109,8 +109,7 @@ pixLoop:
DWORD* dst = (DWORD*)(pubTexture+pixTextureSize);
for (int i=0; i<pixTextureSize; i++) {
const DWORD tmp = ((DWORD)*src) | 0xFFFFFF00;
*dst = ((tmp << 24) & 0xff000000 ) | ((tmp << 8) & 0x00ff0000 ) |
((tmp >> 8) & 0x0000ff00 ) | ((tmp >> 24) & 0x000000ff );
*dst = BYTESWAP32_unsigned((ULONG)tmp);
src++;
dst++;
}
@ -275,7 +274,7 @@ void StartFog( CFogParameters &fp, const FLOAT3D &vViewPosAbs, const FLOATmatrix
// exp fog
case AT_EXP: {
// calculate linear step for the fog parameter
FLOAT fT = 0.0f;
//FLOAT fT = 0.0f;
FLOAT fTStep = 1.0f/pixSizeL*fFar*fDensity*fA;
// fog is exp(-t) function of fog parameter, now calculate
// step (actually multiplication) for the fog
@ -288,7 +287,7 @@ void StartFog( CFogParameters &fp, const FLOAT3D &vViewPosAbs, const FLOATmatrix
} break;
case AT_EXP2: {
// calculate linear step for the fog parameter
FLOAT fT = 0.0f;
//FLOAT fT = 0.0f;
FLOAT fTStep = 1.0f/pixSizeL*fFar*fDensity*fA;
// fog is exp(-t^2) function of fog parameter, now calculate
// first and second order step (actually multiplication) for the fog

View File

@ -91,7 +91,9 @@ extern BOOL CVA_bModels;
static FLOAT _fLastBrightness, _fLastContrast, _fLastGamma;
static FLOAT _fLastBiasR, _fLastBiasG, _fLastBiasB;
static INDEX _iLastLevels;
#ifdef PLATFORM_WIN32 // DG: not used on other platforms
static UWORD _auwGammaTable[256*3];
#endif
// table for clipping [-512..+1024] to [0..255]
static UBYTE aubClipByte[256*2+ 256 +256*3];
@ -1213,6 +1215,7 @@ void CGfxLibrary::Init(void)
// !!! FIXME : rcg11232001 Scripts/CustomOptions/GFX-AdvancedRendering.cfg
// !!! FIXME : rcg11232001 references non-existing cvars, so I'm adding
// !!! FIXME : rcg11232001 them here for now.
// FXME: DG: so why are they commented out?
// _pShell->DeclareSymbol("persistent user INDEX mdl_bRenderBump;", (void *) &mdl_bRenderBump);
// _pShell->DeclareSymbol("persistent user FLOAT ogl_fTextureAnisotropy;", (void *) &ogl_fTextureAnisotropy);
_pShell->DeclareSymbol("persistent user FLOAT tex_fNormalSize;", (void *) &tex_fNormalSize);
@ -1609,11 +1612,10 @@ void CGfxLibrary::UnlockDrawPort( CDrawPort *pdpToUnlock)
/* Create a new window canvas. */
void CGfxLibrary::CreateWindowCanvas(void *hWnd, CViewPort **ppvpNew, CDrawPort **ppdpNew)
{
RECT rectWindow; // rectangle for the client area of the window
// get the dimensions from the window
// !!! FIXME : rcg11052001 Abstract this.
#ifdef PLATFORM_WIN32
RECT rectWindow; // rectangle for the client area of the window
GetClientRect( (HWND)hWnd, &rectWindow);
const PIX pixWidth = rectWindow.right - rectWindow.left;
const PIX pixHeight = rectWindow.bottom - rectWindow.top;
@ -1627,7 +1629,7 @@ void CGfxLibrary::CreateWindowCanvas(void *hWnd, CViewPort **ppvpNew, CDrawPort
*ppvpNew = NULL;
*ppdpNew = NULL;
// create a new viewport
if (*ppvpNew = new CViewPort( pixWidth, pixHeight, (HWND)hWnd)) {
if((*ppvpNew = new CViewPort( pixWidth, pixHeight, (HWND)hWnd))) {
// and it's drawport
*ppdpNew = &(*ppvpNew)->vp_Raster.ra_MainDrawPort;
} else {
@ -1802,7 +1804,9 @@ INDEX _ctProbeShdU = 0;
INDEX _ctProbeShdB = 0;
INDEX _ctFullShdU = 0;
SLONG _slFullShdUBytes = 0;
#ifdef PLATFORM_WIN32 // only used there
static BOOL GenerateGammaTable(void);
#endif
@ -2064,7 +2068,7 @@ void CGfxLibrary::UnlockRaster( CRaster *praToUnlock)
}
#ifdef PLATFORM_WIN32 // DG: only used on windows
// generates gamma table and returns true if gamma table has been changed
static BOOL GenerateGammaTable(void)
{
@ -2140,7 +2144,7 @@ static BOOL GenerateGammaTable(void)
// done
return TRUE;
}
#endif // PLATFORM_WIN32
#if 0

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@ -505,9 +505,9 @@ extern void SetTBufferEffect( BOOL bEnable)
if( ogl_iTBufferEffect==0 || _pGfx->go_ctSampleBuffers<2 || !bEnable) pglDisable( GL_MULTISAMPLE_3DFX);
else {
pglEnable( GL_MULTISAMPLE_3DFX);
UINT uiMask = 0xFFFFFFFF;
//UINT uiMask = 0xFFFFFFFF;
// set one buffer in case of motion-blur
if( ogl_iTBufferEffect==2) uiMask = (1UL) << _pGfx->go_iCurrentWriteBuffer;
//if( ogl_iTBufferEffect==2) uiMask = (1UL) << _pGfx->go_iCurrentWriteBuffer;
//pglTBufferMask3DFX(uiMask);
}
}

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@ -220,7 +220,7 @@ void UploadTexture_OGL( ULONG *pulTexture, PIX pixSizeU, PIX pixSizeV,
#else
// Basically average every other pixel...
UWORD w = 0;
//UWORD w = 0;
UBYTE *dptr = (UBYTE *) pulDst;
UBYTE *sptr = (UBYTE *) pulSrc;
#if 0

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@ -72,7 +72,7 @@ FLOAT GFX_fLastF = 0;
INDEX GFX_ctVertices = 0;
// for D3D: mark need for clipping (when wants to be disable but cannot be because of user clip plane)
static BOOL _bWantsClipping = TRUE;
//static BOOL _bWantsClipping = TRUE;
// current color mask (for Get... function)
static ULONG _ulCurrentColorMask = (CT_RMASK|CT_GMASK|CT_BMASK|CT_AMASK);
// locking state for OGL
@ -81,7 +81,7 @@ static BOOL _bCVAReallyLocked = FALSE;
// clip plane and last view matrix for D3D
FLOAT D3D_afClipPlane[4] = {0,0,0,0};
FLOAT D3D_afViewMatrix[16] = {0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
static FLOAT _afActiveClipPlane[4] = {0,0,0,0};
//static FLOAT _afActiveClipPlane[4] = {0,0,0,0};
// Truform/N-Patches
INDEX truform_iLevel = -1;

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@ -548,7 +548,7 @@ void ColorizeMipmaps( INDEX i1stMipmapToColorize, ULONG *pulMipmaps, PIX pixWidt
{
// prepare ...
ULONG *pulSrcMipmap = pulMipmaps + GetMipmapOffset( i1stMipmapToColorize, pixWidth, pixHeight);
ULONG *pulDstMipmap;
//ULONG *pulDstMipmap;
PIX pixCurrWidth = pixWidth >>i1stMipmapToColorize;
PIX pixCurrHeight = pixHeight>>i1stMipmapToColorize;
PIX pixMipSize;
@ -561,7 +561,7 @@ void ColorizeMipmaps( INDEX i1stMipmapToColorize, ULONG *pulMipmaps, PIX pixWidt
while( pixCurrWidth>1 && pixCurrHeight>1)
{ // prepare current mip-level
pixMipSize = pixCurrWidth*pixCurrHeight;
pulDstMipmap = pulSrcMipmap + pixMipSize;
//pulDstMipmap = pulSrcMipmap + pixMipSize;
// mask mipmap
const ULONG ulColorMask = ByteSwap( _acolMips[iTableOfs] | 0x3F3F3FFF);
for( INDEX iPix=0; iPix<pixMipSize; iPix++) pulSrcMipmap[iPix] &= ulColorMask;
@ -665,6 +665,7 @@ void DitherBitmap( INDEX iDitherType, ULONG *pulSrc, ULONG *pulDst, PIX pixWidth
ASSERT( pixCanvasWidth>=pixWidth && pixCanvasHeight>=pixHeight);
SLONG slModulo = (pixCanvasWidth-pixWidth) *BYTES_PER_TEXEL;
SLONG slWidthModulo = pixWidth*BYTES_PER_TEXEL +slModulo;
(void)slWidthModulo; // shut up compiler, this is used if inline ASM is used
// if bitmap is smaller than 4x2 pixels
if( pixWidth<4 || pixHeight<2)
@ -2673,7 +2674,7 @@ void DrawTriangle_Mask( UBYTE *pubMaskPlane, SLONG slMaskWidth, SLONG slMaskHeig
// find row counter and max delta J
SLONG ctJShort1 = pixMdJ - pixUpJ;
SLONG ctJShort2 = pixDnJ - pixMdJ;
SLONG ctJLong = pixDnJ - pixUpJ;
//SLONG ctJLong = pixDnJ - pixUpJ;
FLOAT currK, curr1oK, currUoK, currVoK;
PIX pixJ = pixUpJ;

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@ -78,6 +78,7 @@ static __forceinline CTStream &operator>>(CTStream &strm, PCXHeader &t) {
return strm;
}
#if 0 // DG: unused.
static __forceinline CTStream &operator<<(CTStream &strm, const PCXHeader &t) {
strm<<t.MagicID;
strm<<t.Version;
@ -99,6 +100,7 @@ static __forceinline CTStream &operator<<(CTStream &strm, const PCXHeader &t) {
strm.Write_t(t.Filler, sizeof (t.Filler));
return strm;
}
#endif // 0
// TARGA header structure
struct TGAHeader
@ -129,6 +131,7 @@ static __forceinline CTStream &operator>>(CTStream &strm, TGAHeader &t) {
return(strm);
}
#if 0 // DG: unused.
static __forceinline CTStream &operator<<(CTStream &strm, const TGAHeader &t) {
strm<<t.IdLength;
strm<<t.ColorMapType;
@ -142,6 +145,7 @@ static __forceinline CTStream &operator<<(CTStream &strm, const TGAHeader &t) {
strm<<t.Descriptor;
return(strm);
}
#endif // 0 (unused)
/******************************************************

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@ -89,14 +89,13 @@ void *CGfxLibrary::OGL_GetProcAddress(const char *procname)
// prepares pixel format for OpenGL context
BOOL CGfxLibrary::SetupPixelFormat_OGL( HDC hdc, BOOL bReport/*=FALSE*/)
{
SDL_Window *window = (SDL_Window *) hdc;
//SDL_Window *window = (SDL_Window *) hdc;
const DisplayDepth dd = gl_dmCurrentDisplayMode.dm_ddDepth;
// clamp depth/stencil values
extern INDEX gap_iDepthBits;
extern INDEX gap_iStencilBits;
if( gap_iDepthBits <12) gap_iDepthBits = 0;
else if( gap_iDepthBits <22) gap_iDepthBits = 16;
if( gap_iDepthBits <22) gap_iDepthBits = 16; // this includes 0; 16 is a safe default
else if( gap_iDepthBits <28) gap_iDepthBits = 24;
else gap_iDepthBits = 32;
if( gap_iStencilBits<3) gap_iStencilBits = 0;

View File

@ -843,6 +843,7 @@ void CTextureData::Read_t( CTStream *inFile)
*inFile >> ctEffectSources;
// add requested number of members to effect source array
CTextureEffectSource *pEffectSources = td_ptegEffect->teg_atesEffectSources.New( ctEffectSources);
(void)pEffectSources;
// read whole dynamic array of effect sources
FOREACHINDYNAMICARRAY( td_ptegEffect->teg_atesEffectSources, CTextureEffectSource, itEffectSource)

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@ -2915,9 +2915,9 @@ static void AnimateFire( SLONG slDensity)
// use only one buffer (otherwise it's not working)
UBYTE *pubNew = (UBYTE*)_ptdEffect->td_pubBuffer2;
SLONG slBufferMask = _pixBufferWidth*_pixBufferHeight -1;
SLONG slColumnModulo = _pixBufferWidth*(_pixBufferHeight-2) -1;
#if ASMOPT == 1
SLONG slColumnModulo = _pixBufferWidth*(_pixBufferHeight-2) -1;
#if (defined __MSVC_INLINE__)
__asm {

View File

@ -329,8 +329,8 @@ void CLayerMaker::SpreadShadowMaskOutwards(void)
PIX pixLayerMinV = lm_pixLayerMinV>>iMipmap;
PIX pixLayerSizeU = lm_pixLayerSizeU>>iMipmap;
PIX pixLayerSizeV = lm_pixLayerSizeV>>iMipmap;
PIX pixSizeU = lm_pixSizeU>>iMipmap;
PIX pixSizeV = lm_pixSizeV>>iMipmap;
//PIX pixSizeU = lm_pixSizeU>>iMipmap;
//PIX pixSizeV = lm_pixSizeV>>iMipmap;
PIX pixSizeULog2 = FastLog2(lm_pixSizeU)-iMipmap;
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMipmap];
UBYTE *pubPolygonMask = lm_pubPolygonMask+lm_mmtPolygonMask.mmt_aslOffsets[iMipmap];
@ -419,8 +419,8 @@ void CLayerMaker::SpreadShadowMaskInwards(void)
PIX pixLayerMinV = lm_pixLayerMinV>>iMipmap;
PIX pixLayerSizeU = lm_pixLayerSizeU>>iMipmap;
PIX pixLayerSizeV = lm_pixLayerSizeV>>iMipmap;
PIX pixSizeU = lm_pixSizeU>>iMipmap;
PIX pixSizeV = lm_pixSizeV>>iMipmap;
//PIX pixSizeU = lm_pixSizeU>>iMipmap;
//PIX pixSizeV = lm_pixSizeV>>iMipmap;
PIX pixSizeULog2 = FastLog2(lm_pixSizeU)-iMipmap;
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMipmap];
UBYTE *pubPolygonMask = lm_pubPolygonMask+lm_mmtPolygonMask.mmt_aslOffsets[iMipmap];
@ -526,7 +526,7 @@ void CLayerMaker::MakePolygonMask(void)
UBYTE *pub = lm_pubPolygonMask;
// for each mip-map
for (INDEX iMipmap=0; iMipmap<lm_mmtPolygonMask.mmt_ctMipmaps; iMipmap++) {
UBYTE *pubForSaving = pub;
//UBYTE *pubForSaving = pub;
// start at the first pixel
FLOAT3D vRow = lm_vO+(lm_vStepU+lm_vStepV)*(FLOAT(1<<iMipmap)/2.0f);
// for each pixel in the shadow map
@ -565,8 +565,8 @@ void CLayerMaker::MakePolygonMask(void)
// flip shadow mask around V axis (for parallel lights)
void CLayerMaker::FlipShadowMask(INDEX iMip)
{
PIX pixLayerMinU = lm_pixLayerMinU>>iMip;
PIX pixLayerMinV = lm_pixLayerMinV>>iMip;
//PIX pixLayerMinU = lm_pixLayerMinU>>iMip;
//PIX pixLayerMinV = lm_pixLayerMinV>>iMip;
PIX pixLayerSizeU = lm_pixLayerSizeU>>iMip;
PIX pixLayerSizeV = lm_pixLayerSizeV>>iMip;
UBYTE *pubLayer = lm_pubLayer+lm_mmtLayer.mmt_aslOffsets[iMip];
@ -632,7 +632,7 @@ ULONG CLayerMaker::MakeShadowMask(CBrushShadowLayer *pbsl)
// allocate shadow mask for the light (+8 is safety wall for fast conversions)
lm_pubLayer = (UBYTE *)AllocMemory(lm_mmtLayer.mmt_slTotalSize+8);
const FLOAT fEpsilon = (1<<lm_iMipLevel)/1024.0f;
//const FLOAT fEpsilon = (1<<lm_iMipLevel)/1024.0f;
ULONG ulLighted=BSLF_ALLLIGHT|BSLF_ALLDARK;
// if this polygon requires exact shadows

View File

@ -128,6 +128,7 @@ static inline void IncrementByteWithClip( UBYTE &ub, SLONG slAdd)
ub = pubClipByte[(SLONG)ub+slAdd];
}
#if 0 // DG: unused.
// increment a color without overflowing it
static inline void IncrementColorWithClip( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB,
SLONG slR, SLONG slG, SLONG slB)
@ -136,6 +137,7 @@ static inline void IncrementColorWithClip( UBYTE &ubR, UBYTE &ubG, UBYTE &ubB,
IncrementByteWithClip( ubG, slG);
IncrementByteWithClip( ubB, slB);
}
#endif // 0 (unused)
// add the intensity to the pixel
inline void CLayerMixer::AddToCluster( UBYTE *pub)
@ -276,7 +278,7 @@ void CLayerMixer::AddAmbientPoint(void)
// prepare some local variables
mmDDL2oDU_AddAmbientPoint = _slDDL2oDU;
mmDDL2oDV_AddAmbientPoint = _slDDL2oDV;
ULONG ulLightRGB = ByteSwap(lm_colLight);
ULONG ulLightRGB = ByteSwap(lm_colLight); // FIXME: shouldn't this be used in plain C impl too?
_slLightMax<<=7;
_slLightStep>>=1;
@ -476,7 +478,7 @@ void CLayerMixer::AddAmbientMaskPoint( UBYTE *pubMask, UBYTE ubMask)
// prepare some local variables
mmDDL2oDU_addAmbientMaskPoint = _slDDL2oDU;
mmDDL2oDV_addAmbientMaskPoint = _slDDL2oDV;
ULONG ulLightRGB = ByteSwap(lm_colLight);
ULONG ulLightRGB = ByteSwap(lm_colLight); // FIXME: shouldn't this be used in plain C impl too?
_slLightMax<<=7;
_slLightStep>>=1;
@ -654,7 +656,7 @@ skipPixel:
for( PIX pixU=0; pixU<_iPixCt; pixU++)
{
// if the point is not masked
if( *pubMask & ubMask && (slL2Point<FTOX)) {
if( (*pubMask & ubMask) && (slL2Point<FTOX)) {
SLONG slL = (slL2Point>>SHIFTX)&(SQRTTABLESIZE-1); // and is just for degenerate cases
SLONG slIntensity = _slLightMax;
slL = aubSqrt[slL];
@ -699,7 +701,7 @@ void CLayerMixer::AddDiffusionPoint(void)
// prepare some local variables
mmDDL2oDU_AddDiffusionPoint = _slDDL2oDU;
mmDDL2oDV_AddDiffusionPoint = _slDDL2oDV;
ULONG ulLightRGB = ByteSwap(lm_colLight);
ULONG ulLightRGB = ByteSwap(lm_colLight); // FIXME: shouldn't this be used in plain C impl too?
_slLightMax<<=7;
_slLightStep>>=1;
@ -900,7 +902,7 @@ void CLayerMixer::AddDiffusionMaskPoint( UBYTE *pubMask, UBYTE ubMask)
// prepare some local variables
mmDDL2oDU_AddDiffusionMaskPoint = _slDDL2oDU;
mmDDL2oDV_AddDiffusionMaskPoint = _slDDL2oDV;
ULONG ulLightRGB = ByteSwap(lm_colLight);
ULONG ulLightRGB = ByteSwap(lm_colLight); // FIXME: shouldn't this be used in plain C impl too?
_slLightMax<<=7;
_slLightStep>>=1;
@ -1076,7 +1078,7 @@ skipPixel:
for( PIX pixU=0; pixU<_iPixCt; pixU++)
{
// if the point is not masked
if( *pubMask&ubMask && (slL2Point<FTOX)) {
if( (*pubMask & ubMask) && (slL2Point<FTOX)) {
SLONG sl1oL = (slL2Point>>SHIFTX)&(SQRTTABLESIZE-1); // and is just for degenerate cases
sl1oL = auw1oSqrt[sl1oL];
SLONG slIntensity = _slLightMax;
@ -1709,7 +1711,7 @@ void CLayerMixer::AddOneLayerDirectional( CBrushShadowLayer *pbsl, UBYTE *pubMas
// get the light source of the layer
lm_plsLight = pbsl->bsl_plsLightSource;
const FLOAT3D &vLight = lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
//const FLOAT3D &vLight = lm_plsLight->ls_penEntity->GetPlacement().pl_PositionVector;
AnglesToDirectionVector( lm_plsLight->ls_penEntity->GetPlacement().pl_OrientationAngle,
lm_vLightDirection);
// calculate intensity
@ -1845,7 +1847,7 @@ void CLayerMixer::MixOneMipmap(CBrushShadowMap *pbsm, INDEX iMipmap)
ASSERT( &ls!=NULL); if( &ls==NULL) continue; // safety check
// skip if should not be applied
if( (bDynamicOnly && !(ls.ls_ulFlags&LSF_NONPERSISTENT)) || ls.ls_ulFlags&LSF_DYNAMIC) continue;
if( (bDynamicOnly && !(ls.ls_ulFlags&LSF_NONPERSISTENT)) || (ls.ls_ulFlags & LSF_DYNAMIC)) continue;
// set corresponding shadowmap flag if this is an animating light
if( ls.ls_paoLightAnimation!=NULL) lm_pbsmShadowMap->sm_ulFlags |= SMF_ANIMATINGLIGHTS;
@ -1959,7 +1961,7 @@ __forceinline void CLayerMixer::FillShadowLayer( COLOR col)
#else
DWORD* dst = (DWORD*)lm_pulShadowMap;
int n = lm_pixCanvasSizeU*lm_pixCanvasSizeV;
DWORD color = __builtin_bswap32(col);
DWORD color = BYTESWAP32_unsigned(col);
while(n--) {*(dst++)=color;}
#endif
}

View File

@ -81,7 +81,7 @@ void CObject3D::Project(CSimpleProjection3D_DOUBLE &pr)
BOOL bXInverted = vObjectStretch(1)<0;
BOOL bYInverted = vObjectStretch(2)<0;
BOOL bZInverted = vObjectStretch(3)<0;
BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
BOOL bInverted = (bXInverted != bYInverted) != bZInverted;
// for all sectors
FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itsc) {

View File

@ -90,6 +90,7 @@ static int qsort_CompareVerticesAlongLine(const void *pvVertex0, const void *pvV
CObjectVertex &vx1 = **(CObjectVertex **)pvVertex1;
return CompareVerticesAlongLine(vx0, vx1);
}
#if 0 // DG: unused.
/*
* Compare two vertices along a line for quick-sort - reversely.
*/
@ -99,6 +100,7 @@ static int qsort_CompareVerticesAlongLineReversely(const void *pvVertex0, const
CObjectVertex &vx1 = **(CObjectVertex **)pvVertex1;
return -CompareVerticesAlongLine(vx0, vx1);
}
#endif // 0 (unused)
/*
@ -254,7 +256,7 @@ void CObjectPolygonEdge::GetVertices(CObjectVertex *&povxStart, CObjectVertex *&
* Default constructor.
*/
CObjectSector::CObjectSector(void) :
osc_colAmbient(0), osc_colColor(0), osc_strName("")
osc_colColor(0), osc_colAmbient(0), osc_strName("")
{
osc_ulFlags[0] = 0;
osc_ulFlags[1] = 0;
@ -548,6 +550,7 @@ CObjectPolygon *CObjectSector::CreatePolygon(INDEX ctVertices, INDEX aivVertices
void CObjectSector::CheckOptimizationAlgorithm(void)
{
// for vertices
#if 0 // DG: this doesn't really do anything?!
FOREACHINDYNAMICARRAY(osc_aovxVertices, CObjectVertex, itvx1) {
FOREACHINDYNAMICARRAY(osc_aovxVertices, CObjectVertex, itvx2) {
CObjectVertex &vx1 = itvx1.Current();
@ -555,6 +558,7 @@ void CObjectSector::CheckOptimizationAlgorithm(void)
// !!!!why this fails sometimes ?(on spheres) ASSERT( (&vx1 == &vx2) || (CompareVertices(vx1, vx2)!=0) );
}
}
#endif // 0
// for planes
FOREACHINDYNAMICARRAY(osc_aoplPlanes, CObjectPlane, itpl1) {
@ -600,7 +604,7 @@ void CObjectSector::CheckOptimizationAlgorithm(void)
{FOREACHINDYNAMICARRAY(osc_aopoPolygons, CObjectPolygon, itopo) {
// for each edge in polygon
{FOREACHINDYNAMICARRAY(itopo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
CObjectEdge &oedThis = *itope->ope_Edge;
//CObjectEdge &oedThis = *itope->ope_Edge;
CObjectVertex *povxStartThis, *povxEndThis;
// get start and end vertices
itope->GetVertices(povxStartThis, povxEndThis);
@ -629,7 +633,7 @@ BOOL CObjectSector::ArePolygonsPlanar(void)
{FOREACHINDYNAMICARRAY(osc_aopoPolygons, CObjectPolygon, itopo) {
// for each edge in polygon
{FOREACHINDYNAMICARRAY(itopo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
CObjectEdge &oedThis = *itope->ope_Edge;
//CObjectEdge &oedThis = *itope->ope_Edge;
CObjectVertex *povxStartThis, *povxEndThis;
// get start and end vertices
itope->GetVertices(povxStartThis, povxEndThis);
@ -715,7 +719,7 @@ void CObjectSector::RemapClonedPlanes(void)
/*
* Remap different vertices with same coordinates to use only one of each.
*/
static BOOL bBug=FALSE;
//static BOOL bBug=FALSE;
void CObjectSector::RemapClonedVertices(void)
{
// if there are no vertices in the sector
@ -1107,7 +1111,7 @@ void CObjectPolygon::JoinContinuingEdges(CDynamicArray<CObjectEdge> &oedEdges)
// create an empty array for newly created edges
CDynamicArray<CObjectPolygonEdge> aopeNew;
// set the counter of edges to current number of edges
INDEX ctEdges = opo_PolygonEdges.Count();
//INDEX ctEdges = opo_PolygonEdges.Count();
// for each edge
{FOREACHINDYNAMICARRAY(opo_PolygonEdges, CObjectPolygonEdge, itope) {
@ -1186,10 +1190,10 @@ void CObjectSector::SplitCollinearEdgesRun(CStaticArray<CEdgeEx *> &apedxSortedE
if (iFirstInRun>iLastInRun) {
return; // this should not happen, but anyway!
}
CEdgeEx &edxLine = *apedxSortedEdgeLines[iFirstInRun]; // representative line of the run
/* set up array of vertex pointers */
/*
CEdgeEx &edxLine = *apedxSortedEdgeLines[iFirstInRun]; // representative line of the run
// for each vertex in sector
INDEX ctVerticesOnLine=0;
{FOREACHINDYNAMICARRAY(osc_aovxVertices, CObjectVertex, itovx) {

View File

@ -43,7 +43,9 @@ void CIsometricProjection3D::Prepare(void)
BOOL bYInverted = pr_ObjectStretch(2)<0;
BOOL bZInverted = pr_ObjectStretch(3)<0;
pr_bInverted = bXInverted!=bYInverted!=bZInverted;
// DG: this is true if either one of X,Y,Z is inverted, or all three
// but not if two or none are inverted.
pr_bInverted = (bXInverted != bYInverted) != bZInverted;
// if the projection is mirrored
if (pr_bMirror) {

View File

@ -43,7 +43,7 @@ void CParallelProjection3D::Prepare(void)
BOOL bYInverted = pr_ObjectStretch(2)<0;
BOOL bZInverted = pr_ObjectStretch(3)<0;
pr_bInverted = bXInverted!=bYInverted!=bZInverted;
pr_bInverted = (bXInverted != bYInverted) != bZInverted;
// if the projection is mirrored
if (pr_bMirror) {

View File

@ -52,7 +52,7 @@ void CPerspectiveProjection3D::Prepare(void)
BOOL bYInverted = pr_ObjectStretch(2)<0;
BOOL bZInverted = pr_ObjectStretch(3)<0;
pr_bInverted = bXInverted!=bYInverted!=bZInverted;
pr_bInverted = (bXInverted != bYInverted) != bZInverted;
// if the projection is mirrored
if (pr_bMirror) {

View File

@ -138,7 +138,7 @@ void CMappingDefinition::TransformMappingVectors( const CMappingVectors &mvSrc,
FLOAT vot2 = +sou2*ood2; FLOAT vos2 = -tou2*ood2;
mvDst.mv_vO = mvSrc.mv_vO
+ mvDst.mv_vU * (md_fUOffset*uos2 + md_fVOffset*vos2)
+ mvDst.mv_vU * (md_fUOffset*uos2 + md_fVOffset*vos2) // FIXME: should vos2 have been uot2 here?
+ mvDst.mv_vV * (md_fUOffset*vos2 + md_fVOffset*vot2);
}
}
@ -263,9 +263,9 @@ void CMappingDefinition::ProjectMapping(const FLOATplane3D &plOriginal, const CM
mv.mv_vO = pl.DeprojectPoint (plOriginal, mvOriginal.mv_vO);
mv.mv_vU = pl.DeprojectDirection(plOriginal, mvOriginal.mv_vU);
mv.mv_vV = pl.DeprojectDirection(plOriginal, mvOriginal.mv_vV);
FLOAT3D vOTest = plOriginal.ProjectPoint(mv.mv_vO);
FLOAT3D vUTest = plOriginal.ProjectDirection(mv.mv_vU);
FLOAT3D vVTest = plOriginal.ProjectDirection(mv.mv_vV);
//FLOAT3D vOTest = plOriginal.ProjectPoint(mv.mv_vO);
//FLOAT3D vUTest = plOriginal.ProjectDirection(mv.mv_vU);
//FLOAT3D vVTest = plOriginal.ProjectDirection(mv.mv_vV);
// make mapping on this plane
CMappingVectors mvDefault;

View File

@ -1068,7 +1068,7 @@ void CModelData::IndicesToPtrs()
{
FOREACHINSTATICARRAY(it1.Current().mp_PolygonVertices, ModelPolygonVertex, it2)
{
struct ModelPolygonVertex * pMPV = &it2.Current();
//struct ModelPolygonVertex * pMPV = &it2.Current();
// DG: this looks like a 64-bit issue but is most probably ok, as the pointers
// should contain indices from PtrToIndices()
j = (INDEX) (size_t) it2.Current().mpv_ptvTransformedVertex;
@ -1397,9 +1397,11 @@ void CModelData::Read_t( CTStream *pFile) // throw char *
if( cidVerticesChunk == CChunkID("AV16"))
{
CChunkID cidDummy = pFile->GetID_t();
(void)cidDummy; // shut up about unused variable, compiler.
ULONG ulDummy;
// skip chunk size
*pFile >> ulDummy;
(void)ulDummy; // shut up about unused variable, compiler.
for( INDEX iVtx=0; iVtx<md_VerticesCt * md_FramesCt; iVtx++)
{
(*pFile)>>md_FrameVertices16[iVtx];
@ -2859,22 +2861,26 @@ void CModelObject::AutoSetTextures(void)
if( id == CChunkID("WTEX"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> ctDiffuseTextures;
strmIni >> fnDiffuse;
}
else if( id == CChunkID("FXTR"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnReflection;
}
else if( id == CChunkID("FXTS"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnSpecular;
}
else if( id == CChunkID("FXTB"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnBump;
}
else
@ -2914,6 +2920,7 @@ void CModelObject::AutoSetAttachments(void)
if( id == CChunkID("ATTM"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
// try to load attached models
INDEX ctAttachedModels;
strmIni >> ctAttachedModels;

View File

@ -240,7 +240,7 @@ BOOL CModelObject::CreateAttachment( CRenderModel &rmMain, CAttachmentModelObjec
_pfModelProfile.StartTimer( CModelProfile::PTI_CREATEATTACHMENT);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_CREATEATTACHMENT);
CRenderModel &rmAttached = *amo.amo_prm;
rmAttached.rm_ulFlags = rmMain.rm_ulFlags&(RMF_FOG|RMF_HAZE|RMF_WEAPON) | RMF_ATTACHMENT;
rmAttached.rm_ulFlags = (rmMain.rm_ulFlags & (RMF_FOG|RMF_HAZE|RMF_WEAPON)) | RMF_ATTACHMENT;
// get the position
rmMain.rm_pmdModelData->md_aampAttachedPosition.Lock();
@ -493,7 +493,7 @@ void CModelObject::SetupModelRendering( CRenderModel &rm)
BOOL bYInverted = rm.rm_vStretch(2) < 0;
BOOL bZInverted = rm.rm_vStretch(3) < 0;
rm.rm_ulFlags &= ~RMF_INVERTED;
if( bXInverted != bYInverted != bZInverted != _aprProjection->pr_bInverted) rm.rm_ulFlags |= RMF_INVERTED;
if( ((bXInverted != bYInverted) != bZInverted) != _aprProjection->pr_bInverted) rm.rm_ulFlags |= RMF_INVERTED;
// prepare projections
_pfModelProfile.StartTimer( CModelProfile::PTI_INITPROJECTION);

View File

@ -43,7 +43,7 @@ static FLOAT fZoomI, fZoomJ;
static FLOAT fFrontClipDistance, f1oFrontClipDistance;
static FLOAT fBackClipDistance, f1oBackClipDistance;
static FLOAT fDepthBufferFactor;
static BOOL bBackFaced, bDoubleSided;
//static BOOL bBackFaced, bDoubleSided;
static BOOL bPerspective;
static BOOL b16BitCompression;
static ULONG ulColorMask;

View File

@ -475,7 +475,7 @@ static void PrepareModelMipForRendering( CModelData &md, INDEX iMip)
// for each surface
INDEX iSrfVx = 0;
INDEX iSrfEl = 0;
//INDEX iSrfEl = 0;
{FOREACHINSTATICARRAY( mmi.mmpi_MappingSurfaces, MappingSurface, itms)
{
MappingSurface &ms = *itms;
@ -1953,7 +1953,7 @@ void CModelObject::RenderModel_View( CRenderModel &rm)
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_VIEW_INIT_VERTICES, _ctAllSrfVx);
// for each surface in current mip model
BOOL bEmpty = TRUE;
//BOOL bEmpty = TRUE;
{FOREACHINSTATICARRAY( mmi.mmpi_MappingSurfaces, MappingSurface, itms)
{
const MappingSurface &ms = *itms;
@ -1961,7 +1961,7 @@ void CModelObject::RenderModel_View( CRenderModel &rm)
ctSrfVx = ms.ms_ctSrfVx;
// skip to next in case of invisible or empty surface
if( (ms.ms_ulRenderingFlags&SRF_INVISIBLE) || ctSrfVx==0) break;
bEmpty = FALSE;
//bEmpty = FALSE;
puwSrfToMip = &mmi.mmpi_auwSrfToMip[iSrfVx0];
pvtxSrfBase = &_avtxSrfBase[iSrfVx0];
INDEX iSrfVx;
@ -2286,7 +2286,7 @@ diffColLoop:
// for each vertex in the surface
for( INDEX iSrfVx=0; iSrfVx<ctSrfVx; iSrfVx++) {
// set detail texcoord and color
INDEX iMipVx = mmi.mmpi_auwSrfToMip[iSrfVx];
//INDEX iMipVx = mmi.mmpi_auwSrfToMip[iSrfVx];
ptexSrfBase[iSrfVx].st.s = pvTexCoord[iSrfVx](1) * fTexCorrU;
ptexSrfBase[iSrfVx].st.t = pvTexCoord[iSrfVx](2) * fTexCorrV;
pcolSrfBase[iSrfVx] = colSrfBump;

View File

@ -98,10 +98,10 @@ void CModelObject::GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLO
_vOffset = vOffset = pmd->md_vCompressedCenter;
// check if object is inverted (in mirror)
BOOL bXInverted = vStretch(1)<0;
BOOL bYInverted = vStretch(2)<0;
BOOL bZInverted = vStretch(3)<0;
BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
//BOOL bXInverted = vStretch(1)<0;
//BOOL bYInverted = vStretch(2)<0;
//BOOL bZInverted = vStretch(3)<0;
//BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
// if dynamic stretch factor should be applied
if( mo_Stretch != FLOAT3D( 1.0f, 1.0f, 1.0f)) {
@ -113,7 +113,7 @@ void CModelObject::GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLO
// get current mip model using mip factor
INDEX iMipLevel = GetMipModel( fMipFactor);
// get current vertices mask
ULONG ulVtxMask = (1L) << iMipLevel;
//ULONG ulVtxMask = (1L) << iMipLevel;
struct ModelMipInfo *pmmiMip = &pmd->md_MipInfos[iMipLevel];
// allocate space for vertices
@ -188,7 +188,7 @@ void CModelObject::GetModelVertices( CStaticStackArray<FLOAT3D> &avVertices, FLO
CAttachmentModelObject *pamo = itamo;
CModelData *pmd=pamo->amo_moModelObject.GetData();
ASSERT(pmd!=NULL);
if(pmd==NULL || pmd->md_Flags&(MF_FACE_FORWARD|MF_HALF_FACE_FORWARD)) continue;
if(pmd==NULL || (pmd->md_Flags & (MF_FACE_FORWARD|MF_HALF_FACE_FORWARD))) continue;
FLOATmatrix3D mNew = mRotation;
FLOAT3D vNew = vPosition;
// get new rotation and position matrices

View File

@ -92,7 +92,7 @@ void CActionBuffer::RemoveOldest(void)
{
// for each buffered action
FORDELETELIST(CActionEntry, ae_ln, ab_lhActions, itae) {
CActionEntry &ae = *itae;
//CActionEntry &ae = *itae;
// delete only first one
delete &*itae;
break;

View File

@ -395,14 +395,14 @@ void CClientInterface::ExchangeBuffers(void)
// and generate acknowledge messages for incoming reliable packets
BOOL CClientInterface::UpdateInputBuffers(void)
{
BOOL bSomethingDone;
//BOOL bSomethingDone;
ULONG pulGenAck[MAX_ACKS_PER_PACKET];
ULONG ulAckCount=0;
CTimerValue tvNow;
// if there are packets in the input buffer, process them
FORDELETELIST(CPacket,pa_lnListNode,ci_pbInputBuffer.pb_lhPacketStorage,ppaPacket) {
CPacket &paPacket = *ppaPacket;
//CPacket &paPacket = *ppaPacket;
// if it's an acknowledge packet, remove the acknowledged packets from the wait acknowledge buffer
if (ppaPacket->pa_ubReliable & UDP_PACKET_ACKNOWLEDGE) {
@ -438,7 +438,7 @@ BOOL CClientInterface::UpdateInputBuffers(void)
ci_pbInputBuffer.RemovePacket(ppaPacket->pa_ulSequence,FALSE);
delete ppaPacket;
bSomethingDone = TRUE;
//bSomethingDone = TRUE;
// if the packet is reliable
} else if (ppaPacket->pa_ubReliable & UDP_PACKET_RELIABLE) {
@ -547,12 +547,12 @@ BOOL CClientInterface::UpdateInputBuffers(void)
// packet separately, instead of grouping them together
BOOL CClientInterface::UpdateInputBuffersBroadcast(void)
{
BOOL bSomethingDone;
//BOOL bSomethingDone;
CTimerValue tvNow;
// if there are packets in the input buffer, process them
FORDELETELIST(CPacket,pa_lnListNode,ci_pbInputBuffer.pb_lhPacketStorage,ppaPacket) {
CPacket &paPacket = *ppaPacket;
//CPacket &paPacket = *ppaPacket;
// if it's an acknowledge packet, remove the acknowledged packets from the wait acknowledge buffer
if (ppaPacket->pa_ubReliable & UDP_PACKET_ACKNOWLEDGE) {
@ -585,7 +585,7 @@ BOOL CClientInterface::UpdateInputBuffersBroadcast(void)
}
ci_pbInputBuffer.RemovePacket(ppaPacket->pa_ulSequence,FALSE);
bSomethingDone = TRUE;
//bSomethingDone = TRUE;
delete ppaPacket;
// if the packet is reliable
} else if (ppaPacket->pa_ubReliable & UDP_PACKET_RELIABLE) {

View File

@ -629,7 +629,7 @@ void CCommunicationInterface::Broadcast_Update_t() {
BOOL bIsAlready;
BOOL bFoundEmpty;
ULONG iClient;
UBYTE ubDummy=65;
//UBYTE ubDummy=65;
// while there is a connection request packet in the input buffer
@ -1080,7 +1080,8 @@ void CCommunicationInterface::Client_OpenNet_t(ULONG ulServerAddress)
if (cm_ciLocalClient.ci_pbReliableInputBuffer.pb_ulNumOfPackets > 0) {
ppaReadPacket = cm_ciLocalClient.ci_pbReliableInputBuffer.GetFirstPacket();
// and it is a connection confirmation
if (ppaReadPacket->pa_ubReliable && UDP_PACKET_CONNECT_RESPONSE) {
// DG: replaced && with & as done everywhere else, hope this doesn't rely on being buggy.
if (ppaReadPacket->pa_ubReliable & UDP_PACKET_CONNECT_RESPONSE) {
// the client has succedeed to connect, so read the uwID from the packet
cm_ciLocalClient.ci_adrAddress.adr_ulAddress = ulServerAddress;
cm_ciLocalClient.ci_adrAddress.adr_uwPort = net_iPort;

View File

@ -124,7 +124,7 @@ UBYTE *FindFirstEntity(UBYTE *pubBlock, SLONG slSize)
if (*(ULONG*)pub == ENT4) {
UBYTE *pubTmp = pub;
pubTmp+=sizeof(ULONG);
ULONG ulID = *(ULONG*)pubTmp;
//ULONG ulID = *(ULONG*)pubTmp;
pubTmp+=sizeof(ULONG);
SLONG slSizeChunk = *(SLONG*)pubTmp;
pubTmp+=sizeof(ULONG);
@ -221,17 +221,17 @@ void MakeDiff_t(void)
void UnDiff_t(void)
{
// start at beginning
UBYTE *pubOld = _pubOld;
//UBYTE *pubOld = _pubOld;
UBYTE *pubNew = _pubNew;
SLONG slSizeOldStream = 0;
SLONG slSizeOutStream = 0;
//SLONG slSizeOutStream = 0;
// get header with size of files
if (*(SLONG*)pubNew!=DIFF) {
ThrowF_t(TRANS("Not a DIFF stream!"));
}
pubNew+=sizeof(SLONG);
slSizeOldStream = *(SLONG*)pubNew; pubNew+=sizeof(SLONG);
slSizeOutStream = *(SLONG*)pubNew; pubNew+=sizeof(SLONG);
/* slSizeOutStream = *(SLONG*)pubNew; */ pubNew+=sizeof(SLONG);
ULONG ulCRC = *(ULONG*)pubNew; pubNew+=sizeof(ULONG);
CRC_Start(_ulCRC);
@ -314,7 +314,7 @@ void Cleanup(void)
void DIFF_Diff_t(CTStream *pstrmOld, CTStream *pstrmNew, CTStream *pstrmDiff)
{
try {
CTimerValue tv0 = _pTimer->GetHighPrecisionTimer();
//CTimerValue tv0 = _pTimer->GetHighPrecisionTimer();
_slSizeOld = pstrmOld->GetStreamSize()-pstrmOld->GetPos_t();
_pubOld = (UBYTE*)AllocMemory(_slSizeOld);
@ -332,7 +332,7 @@ void DIFF_Diff_t(CTStream *pstrmOld, CTStream *pstrmNew, CTStream *pstrmDiff)
MakeDiff_t();
CTimerValue tv1 = _pTimer->GetHighPrecisionTimer();
//CTimerValue tv1 = _pTimer->GetHighPrecisionTimer();
//CPrintF("diff encoded in %.2gs\n", (tv1-tv0).GetSeconds());
Cleanup();
@ -347,7 +347,7 @@ void DIFF_Diff_t(CTStream *pstrmOld, CTStream *pstrmNew, CTStream *pstrmDiff)
void DIFF_Undiff_t(CTStream *pstrmOld, CTStream *pstrmDiff, CTStream *pstrmNew)
{
try {
CTimerValue tv0 = _pTimer->GetHighPrecisionTimer();
//CTimerValue tv0 = _pTimer->GetHighPrecisionTimer();
_slSizeOld = pstrmOld->GetStreamSize()-pstrmOld->GetPos_t();
_pubOld = (UBYTE*)AllocMemory(_slSizeOld);
@ -361,7 +361,7 @@ void DIFF_Undiff_t(CTStream *pstrmOld, CTStream *pstrmDiff, CTStream *pstrmNew)
UnDiff_t();
CTimerValue tv1 = _pTimer->GetHighPrecisionTimer();
//CTimerValue tv1 = _pTimer->GetHighPrecisionTimer();
//CPrintF("diff decoded in %.2gs\n", (tv1-tv0).GetSeconds());
Cleanup();

View File

@ -676,11 +676,11 @@ void CNetworkTimerHandler::HandleTimer(void)
*/
CNetworkLibrary::CNetworkLibrary(void) :
ga_IsServer(FALSE), // is not server
ga_srvServer(*new CServer),
ga_sesSessionState(*new CSessionState),
ga_bDemoRec(FALSE), // not recording demo
ga_bDemoPlay(FALSE), // not playing demo
ga_bDemoPlayFinished(FALSE), // demo not finished
ga_srvServer(*new CServer),
ga_sesSessionState(*new CSessionState)
ga_bDemoPlayFinished(FALSE) // demo not finished
{
ga_aplsPlayers.New(NET_MAXLOCALPLAYERS);

View File

@ -459,8 +459,8 @@ void CServer::SendGameStreamBlocks(INDEX iClient)
nmGameStreamBlocks.PackDefault(nmPackedBlocksNew);
// if some blocks written already and the batch is too large
if (iBlocksOk>0) {
if (iStep>0 && nmPackedBlocksNew.nm_slSize>=ctMaxBytes ||
iStep<0 && nmPackedBlocksNew.nm_slSize>=ctMinBytes ) {
if ((iStep>0 && nmPackedBlocksNew.nm_slSize>=ctMaxBytes) ||
(iStep<0 && nmPackedBlocksNew.nm_slSize>=ctMinBytes) ) {
// stop
// CPrintF("toomuch ");
break;
@ -728,7 +728,7 @@ void CServer::ServerLoop(void)
// handle all incoming messages
HandleAll();
INDEX iSpeed = 1;
//INDEX iSpeed = 1;
extern INDEX ser_bWaitFirstPlayer;
// if the local session is keeping up with time and not paused
BOOL bPaused = srv_bPause || _pNetwork->ga_bLocalPause || _pNetwork->IsWaitingForPlayers() ||
@ -1094,8 +1094,8 @@ void CServer::SendSessionStateData(INDEX iClient)
void CServer::HandleAll()
{
// clear last accepted client info
INDEX iClient = -1;
/* if (_cmiComm.GetLastAccepted(iClient)) {
/* INDEX iClient = -1;
if (_cmiComm.GetLastAccepted(iClient)) {
CPrintF(TRANSV("Server: Accepted session connection by '%s'\n"),
(const char *) _cmiComm.Server_GetClientName(iClient));
}

View File

@ -695,7 +695,7 @@ void CSessionState::HandleMovers(void)
void CSessionState::HandleTimers(TIME tmCurrentTick)
{
#define TIME_EPSILON 0.0001f
IFDEBUG(TIME tmLast = 0.0f);
//IFDEBUG(TIME tmLast = 0.0f);
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_HANDLETIMERS);
// repeat
@ -729,7 +729,7 @@ void CSessionState::HandleTimers(TIME tmCurrentTick)
// check that timers are propertly handled
ASSERT(penTimer->en_timeTimer>tmCurrentTick-_pTimer->TickQuantum-TIME_EPSILON);
//ASSERT(penTimer->en_timeTimer>=tmLast);
IFDEBUG(tmLast=penTimer->en_timeTimer);
//IFDEBUG(tmLast=penTimer->en_timeTimer);
// remove the timer from the list
penTimer->en_timeTimer = THINKTIME_NEVER;

View File

@ -118,7 +118,7 @@ void CRenderer::PreClipPlanes(void)
const FLOAT fx = wpl.wpl_plRelative(1);
const FLOAT fy = wpl.wpl_plRelative(2);
const FLOAT fz = wpl.wpl_plRelative(3);
const FLOAT fd = wpl.wpl_plRelative.Distance();
//const FLOAT fd = wpl.wpl_plRelative.Distance();
wpl.wpl_plView(1) = fx*m(1, 1)+fy*m(1, 2)+fz*m(1, 3);
wpl.wpl_plView(2) = fx*m(2, 1)+fy*m(2, 2)+fz*m(2, 3);
wpl.wpl_plView(3) = fx*m(3, 1)+fy*m(3, 2)+fz*m(3, 3);
@ -179,8 +179,8 @@ void CRenderer::PreClipPlanes(void)
void CRenderer::PostClipVertices(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_PROJECTVERTICES);
const FLOATmatrix3D &m = re_pbrCurrent->br_prProjection->pr_RotationMatrix;
const FLOAT3D &v = re_pbrCurrent->br_prProjection->pr_TranslationVector;
//const FLOATmatrix3D &m = re_pbrCurrent->br_prProjection->pr_RotationMatrix;
//const FLOAT3D &v = re_pbrCurrent->br_prProjection->pr_TranslationVector;
// if the projection is perspective
if (re_pbrCurrent->br_prProjection.IsPerspective()) {
@ -449,8 +449,8 @@ inline void CRenderer::MakeScreenEdge(
sed.sed_xI = (FIX16_16) (fI0 + ((FLOAT)sed.sed_pixTopJ-fJ0) * fDIoDJ );
}
ASSERT( sed.sed_xI > FIX16_16(-1.0f)
&& sed.sed_xI < FIX16_16(re_fbbClipBox.Max()(1) + SENTINELEDGE_EPSILON)
ASSERT( (sed.sed_xI > FIX16_16(-1.0f)
&& sed.sed_xI < FIX16_16(re_fbbClipBox.Max()(1) + SENTINELEDGE_EPSILON))
|| (sed.sed_pixTopJ >= sed.sed_pixBottomJ));
// return the screen edge
@ -749,7 +749,7 @@ CScreenPolygon *CRenderer::MakeScreenPolygon(CBrushPolygon &bpo)
sppo.spo_aubTextureFlags[0] = STXF_BLEND_ALPHA;
}
// get its mapping gradients from shadowmap and stretch
CWorkingPlane &wpl = *bpo.bpo_pbplPlane->bpl_pwplWorking;
//CWorkingPlane &wpl = *bpo.bpo_pbplPlane->bpl_pwplWorking;
sppo.spo_amvMapping[0] = sppo.spo_amvMapping[3];
FLOAT fStretch = bpo.bpo_boxBoundingBox.Size().Length()/1000;
sppo.spo_amvMapping[0].mv_vU *= fStretch;
@ -870,7 +870,7 @@ void CRenderer::AddSpansToScene(void)
return;
}
FLOAT fpixLastScanJOffseted = re_pixCurrentScanJ-1 +OFFSET_DN;
//FLOAT fpixLastScanJOffseted = re_pixCurrentScanJ-1 +OFFSET_DN;
// first, little safety check - quit if zero spans in line!
INDEX ctSpans = re_aspSpans.Count();
if( ctSpans==0) {

View File

@ -763,7 +763,7 @@ CScreenPolygon *CRenderer::ScanOneLine(void)
}
// remove all left-over polygons from stack
do {
BOOL bWasTop = RemPolygonFromSurfaceStack(*pspoTop);
/* BOOL bWasTop = */ RemPolygonFromSurfaceStack(*pspoTop);
pspoTop = LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack);
} while (&re_spoFarSentinel != pspoTop);
// mark start of background span at right border
@ -810,7 +810,7 @@ void CRenderer::ScanEdges(void)
CopyActiveCoordinates();
// if scan-line is not coherent with the last one
} else/**/ {
} else*/ {
// scan list of active edges into spans
pspoPortal = ScanOneLine();

View File

@ -512,20 +512,20 @@ void CRenderer::RenderWireFrameTerrains(void)
papr = &re_prProjection;
BOOL bShowEdges = _wrpWorldRenderPrefs.wrp_ftEdges != CWorldRenderPrefs::FT_NONE;
BOOL bShowVertices = _wrpWorldRenderPrefs.wrp_ftVertices != CWorldRenderPrefs::FT_NONE;
//BOOL bShowVertices = _wrpWorldRenderPrefs.wrp_ftVertices != CWorldRenderPrefs::FT_NONE;
// BOOL bForceRegenerate = _wrpWorldRenderPrefs.wrp_ftPolygons
COLOR colEdges = _wrpWorldRenderPrefs.wrp_colEdges;
COLOR colVertices = 0xFF0000FF;
//COLOR colVertices = 0xFF0000FF;
// for all active terrains
{FORDELETELIST(CTerrain, tr_lnInActiveTerrains, re_lhActiveTerrains, ittr) {
// render terrain
if(bShowEdges) {
ittr->RenderWireFrame(*papr, re_pdpDrawPort,colEdges);
}
if(bShowVertices) {
/*if(bShowVertices) {
//ittr->RenderVertices(*papr, re_pdpDrawPort,colVertices);
}
}*/
}}
}
// draw the prepared things to screen
@ -564,7 +564,7 @@ void CRenderer::DrawToScreen(void)
&&_wrpWorldRenderPrefs.wrp_ftPolygons != CWorldRenderPrefs::FT_NONE) {
// render translucent portals
_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERSCENE);
CPerspectiveProjection3D *pprPerspective = (CPerspectiveProjection3D*)(CProjection3D*)(re_prBackgroundProjection);
//CPerspectiveProjection3D *pprPerspective = (CPerspectiveProjection3D*)(CProjection3D*)(re_prBackgroundProjection);
RenderScene( re_pdpDrawPort, SortTranslucentPolygons(re_pspoFirstBackgroundTranslucent),
re_prBackgroundProjection, re_colSelection, TRUE);
_pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERSCENE);
@ -583,7 +583,7 @@ void CRenderer::DrawToScreen(void)
// render the spans to screen
re_prProjection->Prepare();
_pfRenderProfile.StartTimer(CRenderProfile::PTI_RENDERSCENE);
CPerspectiveProjection3D *pprPerspective = (CPerspectiveProjection3D*)(CProjection3D*)re_prProjection;
//CPerspectiveProjection3D *pprPerspective = (CPerspectiveProjection3D*)(CProjection3D*)re_prProjection;
RenderScene( re_pdpDrawPort, re_pspoFirst, re_prProjection, re_colSelection, FALSE);
_pfRenderProfile.StopTimer(CRenderProfile::PTI_RENDERSCENE);
}
@ -659,7 +659,7 @@ void CRenderer::FillMirrorDepth(CMirror &mi)
// for each polygon
FOREACHINDYNAMICCONTAINER(mi.mi_cspoPolygons, CScreenPolygon, itspo) {
CScreenPolygon &spo = *itspo;
CBrushPolygon &bpo = *spo.spo_pbpoBrushPolygon;
//CBrushPolygon &bpo = *spo.spo_pbpoBrushPolygon;
// create a new screen polygon
CScreenPolygon &spoNew = re_aspoScreenPolygons.Push();
ScenePolygon &sppoNew = spoNew.spo_spoScenePolygon;
@ -870,9 +870,9 @@ void CRenderer::Render(void)
// or not rendering second layer in world editor
// and not in wireframe mode
if( re_iIndex>0
|| !re_bRenderingShadows
|| (!re_bRenderingShadows
&& !re_pdpDrawPort->IsOverlappedRendering()
&& _wrpWorldRenderPrefs.wrp_ftPolygons != CWorldRenderPrefs::FT_NONE) {
&& _wrpWorldRenderPrefs.wrp_ftPolygons != CWorldRenderPrefs::FT_NONE)) {
re_pdpDrawPort->FillZBuffer(ZBUF_BACK);
}
// draw the prepared things to screen and finish

View File

@ -762,7 +762,7 @@ void CRenderer::AddZoningSectorsAroundBox(const FLOATaabbox3D &boxNear)
continue;
}
// if it is not zoning brush
if (iten->en_RenderType!=CEntity::RT_BRUSH && iten->en_RenderType!=CEntity::RT_FIELDBRUSH
if ((iten->en_RenderType!=CEntity::RT_BRUSH && iten->en_RenderType!=CEntity::RT_FIELDBRUSH)
||!(iten->en_ulFlags&ENF_ZONING)) {
// skip it
continue;

View File

@ -20,8 +20,8 @@ void CRenderer::DrawBrushPolygonVerticesAndEdges(CBrushPolygon &bpo)
CBrushSector &bsc = *bpo.bpo_pbscSector;
CBrushMip *pbm = bsc.bsc_pbmBrushMip;
CBrush3D &br = *pbm->bm_pbrBrush;
INDEX iMinVx = bsc.bsc_ivvx0;
INDEX iMaxVx = bsc.bsc_ivvx0+bsc.bsc_awvxVertices.Count();
//INDEX iMinVx = bsc.bsc_ivvx0;
//INDEX iMaxVx = bsc.bsc_ivvx0+bsc.bsc_awvxVertices.Count();
// set line type and color for edges and vertices
ULONG ulEdgesLineType = EdgeLineType(wplPolygonPlane.wpl_bVisible);
@ -154,8 +154,8 @@ void CRenderer::DrawBrushPolygonVerticesAndEdges(CBrushPolygon &bpo)
*/
void CRenderer::DrawBrushSectorVerticesAndEdges(CBrushSector &bscSector)
{
CBrushMip *pbm = bscSector.bsc_pbmBrushMip;
CBrush3D &br = *pbm->bm_pbrBrush;
//CBrushMip *pbm = bscSector.bsc_pbmBrushMip;
//CBrush3D &br = *pbm->bm_pbrBrush;
// clear all vertex drawn flags
FOREACHINSTATICARRAY(bscSector.bsc_abvxVertices, CBrushVertex, itbvx) {
@ -275,7 +275,7 @@ void CRenderer::PrepareBrush(CEntity *penBrush)
// for static brushes
CProjection3D &pr = *brBrush.br_prProjection;
const FLOATmatrix3D &mRot = penBrush->en_mRotation;
const FLOAT3D &vRot = penBrush->en_plPlacement.pl_PositionVector;
//const FLOAT3D &vRot = penBrush->en_plPlacement.pl_PositionVector;
// fixup projection to use placement of this brush
pr.pr_mDirectionRotation = pr.pr_ViewerRotationMatrix*mRot;
pr.pr_RotationMatrix = pr.pr_mDirectionRotation;

View File

@ -789,7 +789,7 @@ void CMesh::Read_t(CTStream *istrFile)
// read float count
(*istrFile)>>ctfl;
CShader *pshMeshShader = NULL;
//CShader *pshMeshShader = NULL;
ShaderParams *pshpShaderParams = NULL;
CShader shDummyShader; // dummy shader if shader is not found
ShaderParams shpDummyShaderParams;// dummy shader params if shader is not found
@ -799,12 +799,12 @@ void CMesh::Read_t(CTStream *istrFile)
// try to load shader
try{
msrf.msrf_pShader = _pShaderStock->Obtain_t(strShaderName);
pshMeshShader = msrf.msrf_pShader;
//pshMeshShader = msrf.msrf_pShader;
pshpShaderParams = &msrf.msrf_ShadingParams;
} catch(char *strErr) {
CPrintF("%s\n",strErr);
msrf.msrf_pShader = NULL;
pshMeshShader = &shDummyShader;
//pshMeshShader = &shDummyShader;
pshpShaderParams = &shpDummyShaderParams;
}

View File

@ -263,6 +263,7 @@ static void GetHazeMapInVertex( GFXVertex4 &vtx, FLOAT &tx1)
tx1 = (fD+_fHazeAdd) * _haze_fMul;
}
#if 0 // DG: unused
// check model's bounding box against fog
static BOOL IsModelInFog( FLOAT3D &vMin, FLOAT3D &vMax)
{
@ -294,6 +295,7 @@ static BOOL IsModelInHaze( FLOAT3D &vMin, FLOAT3D &vMax)
vtx.x=vMax(1); vtx.y=vMax(2); vtx.z=vMax(3); GetHazeMapInVertex(vtx,fS); if(InHaze(fS)) return TRUE;
return FALSE;
}
#endif // 0 (unused)
BOOL PrepareHaze(void)
{
@ -312,7 +314,7 @@ BOOL PrepareHaze(void)
// _fFogAddZ = _vViewer % (rm.rm_vObjectPosition - _aprProjection->pr_vViewerPosition); // BUG in compiler !!!!
_fFogAddZ = -_mObjToView[11];
// get fog offset
_fFogAddH = _fog_fAddH;/*(
_fFogAddH = _fog_fAddH; // (
_vHDirView(1)*_mObjToView[3] +
_vHDirView(2)*_mObjToView[7] +
_vHDirView(3)*_mObjToView[11]) + _fog_fp.fp_fH3;
@ -2087,7 +2089,7 @@ static void RenderMesh(RenMesh &rmsh,RenModel &rm)
// clamp surface texture count to max number of textrues in mesh
INDEX cttx = pShaderParams->sp_aiTextureIDs.Count();
INDEX cttxMax = rmsh.rmsh_pMeshInst->mi_tiTextures.Count();
//INDEX cttxMax = rmsh.rmsh_pMeshInst->mi_tiTextures.Count();
// cttx = ClampUp(cttx,cttxMax);
_patoTextures.PopAll();
@ -2250,7 +2252,7 @@ static void PrepareMeshForRendering(RenMesh &rmsh, INDEX iSkeletonlod)
} else {
// blend absolute (1-f)*cur + f*dst
INDEX vtx = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx].mwm_iVxIndex;
MeshVertex &mvSrc = mlod.mlod_aVertices[vtx];
//MeshVertex &mvSrc = mlod.mlod_aVertices[vtx];
MeshVertexMorph &mvmDst = rm.rmp_pmmmMorphMap->mmp_aMorphMap[ivx];
// blend vertices
_aMorphedVtxs[vtx].x = (1.0f-rm.rmp_fFactor) * _aMorphedVtxs[vtx].x + rm.rmp_fFactor*mvmDst.mwm_x;

View File

@ -103,18 +103,19 @@ static HINSTANCE _hInstDS = NULL;
static CTString snd_strDeviceName;
#endif
static INDEX _iWriteOffset = 0;
static INDEX _iWriteOffset2 = 0;
static BOOL _bMuted = FALSE;
static INDEX _iLastEnvType = 1234;
static FLOAT _fLastEnvSize = 1234;
static FLOAT _fLastPanning = 1234;
#ifdef PLATFORM_WIN32
static FLOAT _fLastPanning = 1234;
static INDEX _iWriteOffset = 0;
static INDEX _iWriteOffset2 = 0;
// TEMP! - for writing mixer buffer to file
static FILE *_filMixerBuffer;
static BOOL _bOpened = FALSE;
#endif
#define WAVEOUTBLOCKSIZE 1024
#define MINPAN (1.0f)
@ -1467,10 +1468,10 @@ void CSoundTimerHandler::HandleTimer(void)
// copying of mixer buffer to sound buffer(s)
#ifdef PLATFORM_WIN32
static LPVOID _lpData, _lpData2;
static DWORD _dwSize, _dwSize2;
#ifdef PLATFORM_WIN32
static void CopyMixerBuffer_dsound( CSoundLibrary &sl, SLONG slMixedSize)
{
LPVOID lpData;
@ -1660,7 +1661,7 @@ void CSoundLibrary::MixSounds(void)
_pfSoundProfile.IncrementCounter(CSoundProfile::PCI_MIXINGS, 1);
ResetMixer( sl_pslMixerBuffer, slDataToMix);
BOOL bGamePaused = _pNetwork->IsPaused() || _pNetwork->IsServer() && _pNetwork->GetLocalPause();
BOOL bGamePaused = _pNetwork->IsPaused() || (_pNetwork->IsServer() && _pNetwork->GetLocalPause());
// for each sound
FOREACHINLIST( CSoundData, sd_Node, sl_ClhAwareList, itCsdSoundData) {

View File

@ -51,6 +51,7 @@ extern BOOL _bPredictionActive;
extern FLOAT snd_fSoundVolume;
extern FLOAT snd_fMusicVolume;
#if 0 // DG: unused.
static CTString GetPred(CEntity*pen)
{
CTString str1;
@ -67,6 +68,7 @@ static CTString GetPred(CEntity*pen)
str.PrintF("%08x-%s", pen, (const char *) str1);
return str;
}
#endif // 0 (unused)
/* ====================================================
*
* Class global methods

View File

@ -186,6 +186,8 @@ void BSPVertexContainer<Type, iDimensions>::Sort(void)
template<class Type, int iDimensions>
void BSPVertexContainer<Type, iDimensions>::ElliminatePairedVertices(void)
{
// FIXME: DG: am I missing something or is this function not actually changing anything?
// if there are no vertices, or the container is not line
if (bvc_aVertices.Count()==0 || IsPlannar()) {
// do not attempt to sort
@ -416,9 +418,9 @@ template<class Type, int iDimensions>
BSPNode<Type, iDimensions>::BSPNode(const Plane<Type, iDimensions> &plSplitPlane, size_t ulPlaneTag,
BSPNode<Type, iDimensions> &bnFront, BSPNode<Type, iDimensions> &bnBack)
: Plane<Type, iDimensions>(plSplitPlane)
, bn_bnlLocation(BNL_BRANCH)
, bn_pbnFront(&bnFront)
, bn_pbnBack(&bnBack)
, bn_bnlLocation(BNL_BRANCH)
, bn_ulPlaneTag(ulPlaneTag)
{
}
@ -956,7 +958,6 @@ template<class Type, int iDimensions>
BSPNode<Type, iDimensions> *BSPTree<Type, iDimensions>::CreateSubTree(CDynamicArray<BSPPolygon<Type, iDimensions> > &abpoPolygons)
{
// local declarations, to fix macro expansion in FOREACHINDYNAMICARRAY
typedef BSPEdge<Type, iDimensions> edge_t;
typedef BSPPolygon<Type, iDimensions> polygon_t;
ASSERT(abpoPolygons.Count()>=1);
@ -1042,8 +1043,6 @@ BSPNode<Type, iDimensions> *BSPTree<Type, iDimensions>::CreateSubTree(CDynamicAr
template<class Type, int iDimensions>
void BSPTree<Type, iDimensions>::Create(CDynamicArray<BSPPolygon<Type, iDimensions> > &abpoPolygons)
{
typedef BSPPolygon<Type, iDimensions> polygon_t; // local declaration, to fix macro expansion in FOREACHINDYNAMICARRAY
// free eventual existing tree
Destroy();

View File

@ -142,7 +142,7 @@ SLONG CStock_TYPE::CalculateUsedMemory(void)
void CStock_TYPE::DumpMemoryUsage_t(CTStream &strm) // throw char *
{
CTString strLine;
SLONG slUsedTotal = 0;
//SLONG slUsedTotal = 0;
{FOREACHINDYNAMICCONTAINER(st_ctObjects, TYPE, itt) {
SLONG slUsedByObject = itt->GetUsedMemory();
if (slUsedByObject<0) {

View File

@ -202,13 +202,14 @@ void CTerrain::CreateEmptyTerrain_t(PIX pixWidth,PIX pixHeight)
void CTerrain::ImportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b/*=TRUE*/)
{
_ptrTerrain = this;
BOOL bResizeTerrain = FALSE;
//BOOL bResizeTerrain = FALSE;
// Load targa file
CImageInfo iiHeightMap;
iiHeightMap.LoadAnyGfxFormat_t(fnHeightMap);
// if new width and height are same
/* unused
if(tr_pixHeightMapWidth==iiHeightMap.ii_Width && tr_pixHeightMapHeight==iiHeightMap.ii_Height) {
// Clear terrain data without removing layers
bResizeTerrain = FALSE;
@ -217,6 +218,7 @@ void CTerrain::ImportHeightMap_t(CTFileName fnHeightMap, BOOL bUse16b/*=TRUE*/)
bResizeTerrain = TRUE;
}
bResizeTerrain = TRUE;
*/
FLOAT fLogWidht = Log2(iiHeightMap.ii_Width-1);
FLOAT fLogHeight = Log2(iiHeightMap.ii_Height-1);
@ -359,15 +361,15 @@ static void CropMap(INDEX iNewWidth, INDEX iNewHeight, INDEX iOldWidth, INDEX iO
template <class Type>
static void StretchMap(INDEX iNewWidth, INDEX iNewHeight, INDEX iOldWidth, INDEX iOldHeight, Type *pNewData, Type *pOldData)
{
int a=0;
//int a=0;
CropMap(iNewWidth,iNewHeight,iOldWidth,iOldHeight,pNewData,pOldData);
}
template <class Type>
static void ShrinkMap(INDEX iNewWidth, INDEX iNewHeight, INDEX iOldWidth, INDEX iOldHeight, Type *pNewData, Type *pOldData)
{
FLOAT fWidth = iNewWidth;
FLOAT fHeight = iNewHeight;
//FLOAT fWidth = iNewWidth;
//FLOAT fHeight = iNewHeight;
FLOAT fDiffX = (FLOAT)iNewWidth / iOldWidth;
FLOAT fDiffY = (FLOAT)iNewHeight / iOldHeight;
@ -800,7 +802,7 @@ void CTerrain::AddAllTilesToRegenQueue()
// for each terrain tile
for(INDEX itt=0;itt<tr_ctTiles;itt++) {
// Add tile to reqen queue
CTerrainTile &tt = tr_attTiles[itt];
//CTerrainTile &tt = tr_attTiles[itt];
AddTileToRegenQueue(itt);
}
}
@ -842,6 +844,7 @@ __forceinline void CopyPixel(COLOR *pubSrc,COLOR *pubDst,FLOAT fMaskStrength)
pcolSrc->ub.a = 255;
}
#if 0 // DG: unused.
static INDEX _ctSavedTopMaps=0;
static void SaveAsTga(CTextureData *ptdTex)
{
@ -879,6 +882,7 @@ static void SaveAsTga(CTextureData *ptdTex)
*/
}
#endif // 0
static void AddTileLayerToTopMap(CTerrain *ptrTerrain, INDEX iTileIndex, INDEX iLayer)
{
@ -1004,7 +1008,7 @@ void CTerrain::UpdateTopMap(INDEX iTileIndex, Rect *prcDest/*=NULL*/)
INDEX iFirstInMask = 0;
INDEX iMaskWidth = tr_pixHeightMapWidth;
INDEX iTiling = 1;
INDEX iSrcMipWidth = 1;
//INDEX iSrcMipWidth = 1;
// destionation texture (must have set allocated memory)
@ -1587,7 +1591,7 @@ void CTerrain::BuildQuadTree(void)
INDEX ctQuadLevels = tr_aqtlQuadTreeLevels.Count();
// for each quadtree level after first
for(INDEX iql=1;iql<ctQuadLevels;iql++) {
QuadTreeLevel &qtl = tr_aqtlQuadTreeLevels[iql];
//QuadTreeLevel &qtl = tr_aqtlQuadTreeLevels[iql];
QuadTreeLevel &qtlPrev = tr_aqtlQuadTreeLevels[iql-1];
// for each quadtree node row
for(INDEX ir=0;ir<qtlPrev.qtl_ctNodesRow;ir+=2) {
@ -1737,7 +1741,7 @@ static void ShowTerrainInfo(CAnyProjection3D &apr, CDrawPort *pdp, CTerrain *ptr
strInfo +=strTemp;
// Show memory usage
SLONG slUsedMemory=0;
//SLONG slUsedMemory=0;
// Height map usage
SLONG slHeightMap = ptrTerrain->tr_pixHeightMapWidth*ptrTerrain->tr_pixHeightMapHeight*sizeof(UWORD);
// Edge map usage

View File

@ -44,7 +44,7 @@ void CTerrainArchive::Read_t( CTStream *istrFile) // throw char *
// if there are some terrains
if (ctTerrains!=0) {
// create that much terrains
CTerrain *atrBrushes = ta_atrTerrains.New(ctTerrains);
/* CTerrain *atrBrushes = */ ta_atrTerrains.New(ctTerrains);
// for each of the new terrains
for (INDEX iTerrain=0; iTerrain<ctTerrains; iTerrain++) {
// read it from stream

View File

@ -39,7 +39,7 @@ static FLOATaabbox3D CalculateAABBoxFromRect(CTerrain *ptrTerrain, Rect rcExtrac
ASSERT(ptrTerrain->tr_penEntity!=NULL);
// Get entity that holds this terrain
CEntity *penEntity = ptrTerrain->tr_penEntity;
//CEntity *penEntity = ptrTerrain->tr_penEntity;
FLOATaabbox3D bboxExtract;
FLOATaabbox3D bboxAllTerrain;
@ -60,7 +60,7 @@ static INDEX GetFirstTileInMidLod(CTerrain *ptrTerrain, Rect &rcExtract)
// for each terrain tile
for(INDEX itt=0;itt<ptrTerrain->tr_ctTiles;itt++) {
QuadTreeNode &qtn = ptrTerrain->tr_aqtnQuadTreeNodes[itt];
CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
//CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
// if it is coliding with given box
if(qtn.qtn_aabbox.HasContactWith(bboxExtract)) {
// calculate its real distance factor
@ -367,8 +367,8 @@ void SetBufferForEditing(CTerrain *ptrTerrain, UWORD *puwEditedBuffer, Rect &rcE
PIX pixTop = rcExtract.rc_iTop;
PIX pixBottom = rcExtract.rc_iBottom;
PIX pixWidht = pixRight-pixLeft;
PIX pixHeight = pixBottom-pixTop;
//PIX pixWidht = pixRight-pixLeft;
//PIX pixHeight = pixBottom-pixTop;
PIX pixMaxWidth = ptrTerrain->tr_pixHeightMapWidth;
PIX pixMaxHeight = ptrTerrain->tr_pixHeightMapHeight;

View File

@ -53,6 +53,7 @@ FLOATaabbox3D _bboxDrawTwo;
#define LEFT 1
#define MIDDLE 2
#if 0 // DG: unused.
// Test AABBox agains ray
static BOOL HitBoundingBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOATaabbox3D &bbox)
{
@ -123,7 +124,6 @@ static BOOL HitBoundingBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOAT
return (TRUE); /* ray hits box */
}
// Test AABBox agains ray
static BOOL RayHitsAABBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOATaabbox3D &bbox)
{
@ -201,11 +201,12 @@ static BOOL RayHitsAABBox(FLOAT3D &vOrigin, FLOAT3D &vDir, FLOAT3D &vHit, FLOATa
vHit = FLOAT3D(coord[0],coord[1],coord[2]);
return TRUE;
}
#endif // 0 (unused)
// Get exact hit location in tile
FLOAT GetExactHitLocation(INDEX iTileIndex, FLOAT3D &vOrigin, FLOAT3D &vTarget, FLOAT3D &vHitLocation)
{
CTerrainTile &tt = _ptrTerrain->tr_attTiles[iTileIndex];
//CTerrainTile &tt = _ptrTerrain->tr_attTiles[iTileIndex];
QuadTreeNode &qtn = _ptrTerrain->tr_aqtnQuadTreeNodes[iTileIndex];
GFXVertex *pavVertices;
@ -341,7 +342,7 @@ Rect ExtractPolygonsInBox(CTerrain *ptrTerrain, const FLOATaabbox3D &bboxExtract
INDEX iFirst = iStartX + iStartY * ptrTerrain->tr_pixHeightMapWidth;
INDEX iPitchX = ptrTerrain->tr_pixHeightMapWidth - iWidth;
INDEX iPitchY = ptrTerrain->tr_pixHeightMapHeight - iHeight;
//INDEX iPitchY = ptrTerrain->tr_pixHeightMapHeight - iHeight;
// get first pixel in height map
UWORD *puwHeight = &ptrTerrain->tr_auwHeightMap[iFirst];
@ -385,7 +386,7 @@ Rect ExtractPolygonsInBox(CTerrain *ptrTerrain, const FLOATaabbox3D &bboxExtract
}
INDEX ivx=0;
INDEX ind=0;
//INDEX ind=0;
INDEX iFacing=iFirst;
GFXVertex *pavExtVtx = &_avExtVertices[0];
@ -493,7 +494,7 @@ void ExtractVerticesInRect(CTerrain *ptrTerrain, Rect &rc, GFXVertex4 **pavVtx,
INDEX *pauiIndices = &_aiExtIndices[0];
INDEX ivx=0;
INDEX ind=0;
//INDEX ind=0;
INDEX iFacing=iFirstHeight;
// for each row
for(iy=0;iy<iHeight-1;iy++) {
@ -903,7 +904,7 @@ static FLOATaabbox3D AbsoluteToRelative(const CTerrain *ptrTerrain, const FLOATa
return bboxRelative;
}
static ULONG ulTemp = 0xFFFFFFFF;
//static ULONG ulTemp = 0xFFFFFFFF;
void UpdateTerrainShadowMap(CTerrain *ptrTerrain, FLOATaabbox3D *pboxUpdate/*=NULL*/, BOOL bAbsoluteSpace/*=FALSE*/)
{
@ -952,8 +953,8 @@ void UpdateTerrainShadowMap(CTerrain *ptrTerrain, FLOATaabbox3D *pboxUpdate/*=NU
// Get pointer to world that holds this terrain
CWorld *pwldWorld = penEntity->en_pwoWorld;
PIX pixWidth = ptrTerrain->GetShadowMapWidth();
PIX pixHeight = ptrTerrain->GetShadowMapHeight();
//PIX pixWidth = ptrTerrain->GetShadowMapWidth();
//PIX pixHeight = ptrTerrain->GetShadowMapHeight();
CTextureData &tdShadowMap = ptrTerrain->tr_tdShadowMap;
ASSERT(tdShadowMap.td_pulFrames!=NULL);

View File

@ -269,7 +269,7 @@ void PrepareSmothVertices(INDEX itt)
GFXVertex *pvBorderSrc = pavSrc;
for(INDEX ivx=tt.tt_ctNonBorderVertices;ivx<ctVertices;ivx++) {
//*pavDst++ = *pavSrc++;
// *pavDst++ = *pavSrc++;
pvBorderDst[0] = pvBorderSrc[0];
pvBorderDst++;
pvBorderSrc++;
@ -601,7 +601,7 @@ void PrepareSmothVertices(INDEX itt)
void PrepareSmothVerticesOnTileLayer(INDEX iTerrainTile, INDEX iTileLayer)
{
CTerrainTile &tt = _ptrTerrain->tr_attTiles[iTerrainTile];
CTerrainLayer &tl = _ptrTerrain->tr_atlLayers[iTileLayer];
//CTerrainLayer &tl = _ptrTerrain->tr_atlLayers[iTileLayer];
TileLayer &ttl = tt.GetTileLayers()[iTileLayer];
ASSERT(tt.tt_iLod==0);
@ -1231,7 +1231,7 @@ void RenderTerrain(void)
RenderBatchedTiles();
}
CEntity *pen = _ptrTerrain->tr_penEntity;
//CEntity *pen = _ptrTerrain->tr_penEntity;
extern void ShowRayPath(CDrawPort *pdp);
ShowRayPath(_pdp);

View File

@ -441,8 +441,8 @@ void CTerrainTile::ReGenerate()
}
}
INDEX ctVtxBefore = GetVertices().Count();
INDEX ctTrisBefore = GetIndices().Count()/3;
//INDEX ctVtxBefore = GetVertices().Count();
//INDEX ctTrisBefore = GetIndices().Count()/3;
// tt_ctNormalVertices = GetVertexCount();
// Generate borders for tile
@ -535,7 +535,7 @@ INDEX CTerrainTile::CalculateLOD(void)
INDEX ini = tt_aiNeighbours[in];
// if neighbour is valid
if(ini>=0) {
CTerrainTile &ttNeigbour = _ptrTerrain->tr_attTiles[ini];
//CTerrainTile &ttNeigbour = _ptrTerrain->tr_attTiles[ini];
// if neighbour is in higher lod
if(TRUE) { /*ttNeigbour.tt_iLod > tt.tt_iNewLod*/
// add neighbour to regen queue

View File

@ -51,6 +51,7 @@ extern BOOL _bPortalSectorLinksPreLoaded;
extern BOOL _bEntitySectorLinksPreLoaded;
extern INDEX _ctPredictorEntities;
#if 0 // DG: unused.
// calculate ray placement from origin and target positions (obsolete?)
static inline CPlacement3D CalculateRayPlacement(
const FLOAT3D &vOrigin, const FLOAT3D &vTarget)
@ -65,6 +66,7 @@ static inline CPlacement3D CalculateRayPlacement(
DirectionVectorToAngles(vDirection, plRay.pl_OrientationAngle);
return plRay;
}
#endif // 0
/* Constructor. */
CTextureTransformation::CTextureTransformation(void)
@ -84,12 +86,12 @@ CTextureBlending::CTextureBlending(void)
* Constructor.
*/
CWorld::CWorld(void)
: wo_colBackground(C_lGRAY) // clear background color
, wo_pecWorldBaseClass(NULL) // worldbase class must be obtained before using the world
, wo_bPortalLinksUpToDate(FALSE) // portal-sector links must be updated
: wo_pecWorldBaseClass(NULL) // worldbase class must be obtained before using the world
, wo_baBrushes(*new CBrushArchive)
, wo_taTerrains(*new CTerrainArchive)
, wo_colBackground(C_lGRAY) // clear background color
, wo_ulSpawnFlags(0)
, wo_bPortalLinksUpToDate(FALSE) // portal-sector links must be updated
{
wo_baBrushes.ba_pwoWorld = this;
wo_taTerrains.ta_pwoWorld = this;
@ -544,7 +546,7 @@ void CWorld::FindShadowLayers(
CLightSource *pls = iten->GetLightSource();
if (pls!=NULL) {
FLOATaabbox3D boxLight(iten->en_plPlacement.pl_PositionVector, pls->ls_rFallOff);
if ( bDirectional && (pls->ls_ulFlags &LSF_DIRECTIONAL)
if ( (bDirectional && (pls->ls_ulFlags & LSF_DIRECTIONAL))
||boxLight.HasContactWith(boxNear)) {
// find layers for that light source
pls->FindShadowLayers(bSelectedOnly);
@ -968,8 +970,8 @@ void CWorld::MarkForPrediction(void)
// find whether it is local
BOOL bLocal = _pNetwork->IsPlayerLocal(pen);
// if allowed for prediction
if ( bLocal && cli_bPredictLocalPlayers
|| !bLocal && cli_bPredictRemotePlayers) {
if ( (bLocal && cli_bPredictLocalPlayers)
|| (!bLocal && cli_bPredictRemotePlayers)) {
// add it
pen->AddToPrediction();
}

View File

@ -1004,13 +1004,18 @@ void CWorld::DeleteSectors(CBrushSectorSelection &selbscSectorsToDelete, BOOL bC
void CheckOnePolygon(CBrushSector &bsc, CBrushPolygon &bpo)
{
// NOTE: This function has no side effects, but I think "Check" means
// "try to access stuff and make sure it doesn't segfault", so keep it
// like it is even if the compiler complains about unused values?
CBrushPlane *pbplPlane=bpo.bpo_pbplPlane;
(void)pbplPlane; // shut up, compiler - I know this is unused, but I think it's intended like that.
INDEX ctEdges=bpo.bpo_abpePolygonEdges.Count();
INDEX ctVertices=bpo.bpo_apbvxTriangleVertices.Count();
for(INDEX iEdge=0;iEdge<ctEdges;iEdge++)
{
CBrushPolygonEdge &edg=bpo.bpo_abpePolygonEdges[iEdge];
CBrushEdge &be=*edg.bpe_pbedEdge;
(void)be; // shut up, compiler
CBrushVertex *pbvx0, *pbvx1;
edg.GetVertices(pbvx0, pbvx1);
}
@ -1022,11 +1027,13 @@ void CheckOnePolygon(CBrushSector &bsc, CBrushPolygon &bpo)
DOUBLE3D vdRel=vtx.bvx_vdPreciseRelative;
DOUBLE3D *pvdPreciseAbsolute=vtx.bvx_pvdPreciseAbsolute;
CBrushSector &bsc=*vtx.bvx_pbscSector;
(void)vAbs; (void)vRel; (void)vdRel; (void)pvdPreciseAbsolute; (void)bsc; // shut up, compiler
}
for(INDEX ite=0;ite<bpo.bpo_aiTriangleElements.Count();ite++)
{
INDEX iTriangleVtx=bpo.bpo_aiTriangleElements[ite];
CBrushSector &bsc=*bpo.bpo_pbscSector;
(void)iTriangleVtx; (void)bsc; // ...
}
}

View File

@ -384,7 +384,7 @@ void CWorld::ReadState_veryold_t( CTStream *istr) // throw char *
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
/* CEntity *penNew = */ CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity
@ -498,7 +498,7 @@ void CWorld::ReadState_old_t( CTStream *istr) // throw char *
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
/* CEntity *penNew = */ CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity

View File

@ -234,6 +234,7 @@ static int qsort_CompareDeaths( const void *ppPEN0, const void *ppPEN1) {
else return 0;
}
#if 0 // DG: unused
static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
@ -243,6 +244,7 @@ static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
else if( sl0>sl1) return -1;
else return 0;
}
#endif // 0 (unused)
// prepare color transitions
static void PrepareColorTransitions( COLOR colFine, COLOR colHigh, COLOR colMedium, COLOR colLow,
@ -690,7 +692,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
_fCustomScaling = ClampDn( _fCustomScaling*0.8f, 0.5f);
const FLOAT fOneUnitS = fOneUnit *0.8f;
const FLOAT fAdvUnitS = fAdvUnit *0.8f;
const FLOAT fNextUnitS = fNextUnit *0.8f;
//const FLOAT fNextUnitS = fNextUnit *0.8f;
const FLOAT fHalfUnitS = fHalfUnit *0.8f;
// prepare postition and ammo quantities
@ -868,7 +870,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
if( iHealth>25) colHealth = _colHUD;
if( iArmor >25) colArmor = _colHUD;
// eventually print it out
if( hud_iShowPlayers==1 || hud_iShowPlayers==-1 && !bSinglePlay) {
if( hud_iShowPlayers==1 || (hud_iShowPlayers==-1 && !bSinglePlay)) {
// printout location and info aren't the same for deathmatch and coop play
const FLOAT fCharWidth = (PIX)((_pfdDisplayFont->GetWidth()-2) *fTextScale);
if( bCooperative) {

View File

@ -276,7 +276,7 @@ void Particles_RomboidTrail(CEntity *pen)
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
{
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS;
@ -437,7 +437,7 @@ void Particles_WhiteLineTrail(CEntity *pen)
vPos(1) += fSin*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
vPos(2) += fCos*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
//UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
FLOAT fLerpFactor = FLOAT(iPos)/WHITE_LINE_TRAIL_POSITIONS;
COLOR colColor = LerpColor( C_YELLOW, C_dRED, fLerpFactor);
Particle_RenderLine( vPos, vOldPos, 0.05f, colColor);
@ -533,7 +533,7 @@ void Particles_CannonBall_Prepare(CEntity *pen)
void Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio)
{
CLastPositions *plp = pen->GetLastPositions(CANNON_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
// FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toCannonBall, PBT_BLEND);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -718,9 +718,9 @@ void Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, I
fT *= 1/BEAST_PROJECTILE_TOTAL_TIME;
// get fraction part
fT = fT-int(fT);
FLOAT fFade;
if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
else fFade=1.0f;
//FLOAT fFade;
//if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
//else fFade=1.0f;
#define GET_POS( time) vCenter + \
vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\
@ -816,7 +816,7 @@ void Particles_RocketTrail_Prepare(CEntity *pen)
void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
{
CLastPositions *plp = pen->GetLastPositions(ROCKET_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
//FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toRocketTrail, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -835,7 +835,7 @@ void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
}
for (INDEX iInter=0; iInter<ROCKET_TRAIL_INTERPOSITIONS; iInter++)
{
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = 0.0f;
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/ROCKET_TRAIL_INTERPOSITIONS);
FLOAT fSize = iParticle*0.5f/iParticlesLiving*fStretch+0.25f;
@ -888,9 +888,9 @@ void Particles_BloodTrail(CEntity *pen)
{
Particle_SetTexturePart( 256, 256, iPos%8, 0);
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = iPos*2.0f*PI/BLOOD01_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
//FLOAT fSin = FLOAT(sin(fAngle));
FLOAT fT = iPos*_pTimer->TickQuantum;
vPos += vGDir*fGA*fT*fT/8.0f;
FLOAT fSize = 0.2f-iPos*0.15f/BLOOD01_TRAIL_POSITIONS;
@ -1709,7 +1709,7 @@ void Particles_Rain(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
pixRainMapH = ptdRainMap->GetPixHeight();
}
INDEX ctDiscarded=0;
//INDEX ctDiscarded=0;
for( INDEX iZ=0; iZ<ctGrids; iZ++)
{
INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
@ -1803,7 +1803,7 @@ void Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids)
UBYTE ubR = 128+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][2]*64;
COLOR colDrop = RGBToColor(ubR, ubR, ubR)|CT_OPAQUE;
FLOAT3D vRender = FLOAT3D( fX, fY, fZ);
FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
//FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
Particle_RenderSquare( vRender, 0.1f, 0, colDrop);
}
}
@ -2113,9 +2113,9 @@ void Particles_BulletSpray(CEntity *pen, FLOAT3D vGDir, enum EffectParticlesType
fSpeedStart = 1.75f;
fConeMultiplier = 0.125f;
FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
FLOAT fFadeLen = fLifeTotal-fFadeStart;
//FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
//FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
//FLOAT fFadeLen = fLifeTotal-fFadeStart;
break;
}
@ -2321,7 +2321,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2342,7 +2342,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2369,7 +2369,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
FLOAT3D vUp( m(1,2), m(2,2), m(3,2));
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2495,7 +2495,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
if( (fTime<APPEAR_IN_START) || (fTime>APPEAR_OUT_END)) {
return;
}
FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
//FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
@ -2505,7 +2505,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
//FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
SetupParticleTexture( PT_STAR07);
@ -2524,12 +2524,12 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
INDEX ctVtx = avVertices.Count();
FLOAT fSpeedFactor = 1.0f/ctVtx;
//FLOAT fSpeedFactor = 1.0f/ctVtx;
// get corp size
FLOATaabbox3D box;
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
FLOAT fHeightStretch = box.Size()(2);
//FLOAT fHeightStretch = box.Size()(2);
FLOAT fStep = ClampDn( fMipFactor, 1.0f);
for( FLOAT fVtx=0.0f; fVtx<ctVtx; fVtx+=fStep)
@ -2733,7 +2733,7 @@ void Particles_BloodSpray(enum SprayParticlesType sptType, CEntity *penSpray, FL
else
{
UBYTE ubRndH = UBYTE( 32+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
//UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
UBYTE ubRndV = UBYTE( 159+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*192);
col = HSVToColor(ubRndH, 0, ubRndV)|ubAlpha;
fSize/=2.0f;

View File

@ -66,7 +66,7 @@ functions:
{
// cannot be damaged immediately after spawning
if ((_pTimer->CurrentTick()-m_tmStarted<1.0f)
||(dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f)) {
||((dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f))) {
return;
}
CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);

View File

@ -444,8 +444,8 @@ procedures:
Hit(EVoid) : CEnemyBase::Hit {
// burn enemy
if (m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f ||
m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f) {
if ((m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f) ||
(m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f)) {
jump BurnEnemy();
}

View File

@ -110,7 +110,7 @@ functions:
void AdjustMipFactor(FLOAT &fMipFactor)
{
if (m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_DISAPPEAR_MODEL || (m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -131,7 +131,7 @@ functions:
COLOR col = C_WHITE|ubAlpha;
pmo->mo_colBlendColor = col;
}
if (m_eetType==ET_APPEAR_MODEL || m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_APPEAR_MODEL || (m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -434,7 +434,7 @@ procedures:
// setup light source
if (m_bLightSource) { SetupLightSource(); }
while(_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive || m_bWaitTrigger)
while((_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive) || m_bWaitTrigger)
{
wait( 0.25f)
{

View File

@ -425,6 +425,7 @@ functions:
default: iAnim = ELEMENTALLAVA_ANIM_WOUND03; break;
}
} else {
iAnim = 0; // DG: should at least have deterministic value
/* switch (IRnd()%3) {
case 0: iAnim = STONEMAN_ANIM_WOUND01; break;
case 1: iAnim = STONEMAN_ANIM_WOUND02; break;
@ -494,6 +495,7 @@ functions:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_DEATH03;
} else {
iAnim = 0; // DG: should at least have deterministic value
// iAnim = STONEMAN_ANIM_DEATH03;
}
StartModelAnim(iAnim, 0);
@ -821,20 +823,23 @@ functions:
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm()/2;
/*
INDEX iCount = 1;
switch (m_EecChar) {
case ELC_SMALL: iCount = 3; break;
case ELC_BIG: iCount = 5; break;
case ELC_LARGE: iCount = 7; break;
}
*/
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 1.75f;
/*
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
/*
switch (m_EetType) {
case ELT_ICE: {
Debris_Begin(EIBT_ICE, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
@ -1213,6 +1218,7 @@ procedures:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_MELTUP;
} else {
iAnim = 0; // DG: should at least have deterministic value
// iAnim = STONEMAN_ANIM_MORPHPLANEUP;
}
StartModelAnim(iAnim, 0);
@ -1318,7 +1324,7 @@ procedures:
autocall FallOnFloor() EReturn;
}
if (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG && m_EetType==ELT_LAVA)
if ((m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG) && m_EetType==ELT_LAVA)
{
PlaySound(m_soBackground, SOUND_LAVA_LAVABURN, SOF_3D|SOF_LOOP);
}

View File

@ -125,7 +125,7 @@ functions:
// render one lightning toward enemy
FLOAT3D vSource = GetPlacement().pl_PositionVector;
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vDirection = (vTarget-vSource).Normalize();
//FLOAT3D vDirection = (vTarget-vSource).Normalize();
Particles_Ghostbuster(vSource, vTarget, 32, 1.0f);
// random lightnings arround
@ -268,7 +268,7 @@ procedures:
// declare yourself as a model
InitAsModel();
// fish must not go upstairs, or it will get out of water
SetPhysicsFlags((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE|EPF_ONBLOCK_SLIDE);
SetPhysicsFlags(((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE)|EPF_ONBLOCK_SLIDE);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(30.0f);

View File

@ -56,7 +56,7 @@ functions:
return;
}
BOOL bFlare = TRUE;
//BOOL bFlare = TRUE;
// if current player has already picked this item
if (_ulPlayerRenderingMask&m_ulPickedMask) {
// if picked items are not rendered
@ -67,10 +67,10 @@ functions:
}
// if picked item particles are not rendered
extern INDEX plr_bRenderPickedParticles;
if (!plr_bRenderPickedParticles) {
/*if (!plr_bRenderPickedParticles) {
// kill flare
bFlare = FALSE;
}
bFlare = FALSE; // DG: bFlare is not otherwise used!
}*/
}
// implement flare on/off ?

View File

@ -173,7 +173,7 @@ functions:
} else {
vDirectionFixed = FLOAT3D(0,1,0);
}
FLOAT3D vDamageOld = m_vDamage;
//FLOAT3D vDamageOld = m_vDamage;
m_vDamage += vDirectionFixed*fKickDamage;
// NOTE: we don't receive damage here, but handle death differently

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@ -462,10 +462,10 @@ DECL_DLL void ctl_ComposeActionPacket(const CPlayerCharacter &pc, CPlayerAction
}
// add button movement/rotation/look actions to the axis actions
if(pctlCurrent.bMoveForward || pctlCurrent.bStrafeFB&&pctlCurrent.bTurnUp ) paAction.pa_vTranslation(3) -= plr_fSpeedForward;
if(pctlCurrent.bMoveBackward || pctlCurrent.bStrafeFB&&pctlCurrent.bTurnDown) paAction.pa_vTranslation(3) += plr_fSpeedBackward;
if(pctlCurrent.bMoveLeft || pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || pctlCurrent.bStrafe&&pctlCurrent.bTurnRight) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveForward || (pctlCurrent.bStrafeFB&&pctlCurrent.bTurnUp) ) paAction.pa_vTranslation(3) -= plr_fSpeedForward;
if(pctlCurrent.bMoveBackward || (pctlCurrent.bStrafeFB&&pctlCurrent.bTurnDown)) paAction.pa_vTranslation(3) += plr_fSpeedBackward;
if(pctlCurrent.bMoveLeft || (pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft) ) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || (pctlCurrent.bStrafe&&pctlCurrent.bTurnRight)) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveUp ) paAction.pa_vTranslation(2) += plr_fSpeedUp;
if(pctlCurrent.bMoveDown ) paAction.pa_vTranslation(2) -= plr_fSpeedUp;
@ -3702,7 +3702,7 @@ functions:
}
// if just started swimming
if (m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f
if ((m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f)
||_pTimer->CurrentTick()<m_tmOutOfWater+0.5f) {
// no up/down change
vTranslation(2)=0;
@ -3852,7 +3852,8 @@ functions:
void DeathActions(const CPlayerAction &paAction) {
// set heading, pitch and banking from the normal rotation into the camera view rotation
if (m_penView!=NULL) {
ASSERT(IsPredicted()&&m_penView->IsPredicted()||IsPredictor()&&m_penView->IsPredictor()||!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor());
ASSERT((IsPredicted()&&m_penView->IsPredicted()) || (IsPredictor()&&m_penView->IsPredictor())
|| (!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor()));
en_plViewpoint.pl_PositionVector = FLOAT3D(0, 1, 0);
en_plViewpoint.pl_OrientationAngle += (ANGLE3D(
(ANGLE)((FLOAT)paAction.pa_aRotation(1)*_pTimer->TickQuantum),

View File

@ -981,7 +981,7 @@ functions:
FLOAT3D vDesiredTranslation = pl.en_vDesiredTranslationRelative;
FLOAT3D vCurrentTranslation = pl.en_vCurrentTranslationAbsolute * !pl.en_mRotation;
ANGLE3D aDesiredRotation = pl.en_aDesiredRotationRelative;
ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
//ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
// if player is moving
if (vDesiredTranslation.ManhattanNorm()>0.01f

View File

@ -908,7 +908,7 @@ functions:
}
}
// apply cannon draw
else if( (m_iCurrentWeapon == WEAPON_IRONCANNON) /*||
else if( m_iCurrentWeapon == WEAPON_IRONCANNON /*||
(m_iCurrentWeapon == WEAPON_NUKECANNON) */)
{
FLOAT fLerpedMovement = Lerp(m_fWeaponDrawPowerOld, m_fWeaponDrawPower, _pTimer->GetLerpFactor());
@ -3385,7 +3385,7 @@ procedures:
GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING);
} else if (m_iCurrentWeapon==WEAPON_TOMMYGUN) {
autocall TommyGunStart() EEnd;
} else if ((m_iCurrentWeapon==WEAPON_IRONCANNON) /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
} else if (m_iCurrentWeapon==WEAPON_IRONCANNON /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
jump CannonFireStart();
}

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@ -2281,7 +2281,7 @@ procedures:
ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
// factor used to decrease speed of projectiles oriented opposite of its target
FLOAT fSpeedDecreasingFactor = ((180-abs(aWantedHeading))/180.0f);
FLOAT fSpeedDecreasingFactor = ((180-fabsf(aWantedHeading))/180.0f);
// factor used to increase speed when far away from target
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
@ -2302,7 +2302,7 @@ procedures:
FLOAT fRNDPitch = (FRnd()-0.5f)*90*fDistanceFactor;
// if we are looking near direction of target
if( abs( aWantedHeading) < 30.0f)
if( fabsf( aWantedHeading) < 30.0f)
{
// calculate pitch speed
ANGLE aWantedPitch = GetRelativePitch( vDesiredDirection);

View File

@ -461,7 +461,7 @@ functions:
void SpawnBeamMachineMainFlare(void)
{
// spawn main flare
CPlacement3D plSpaceShip = GetPlacement();
//CPlacement3D plSpaceShip = GetPlacement();
CPlacement3D plFlare = CPlacement3D( FLOAT3D(0, BM_MASTER_Y+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
plFlare.RelativeToAbsolute(GetPlacement());
CEntity *penFlare = CreateEntity( plFlare, CLASS_EFFECTOR);

View File

@ -273,7 +273,7 @@ functions:
// triggers
if (fHealth<=fOldHealth && fHealth>fNewHealth)
{
if (&*penTrigger[i]) {
if (penTrigger[i].ep_pen != NULL) {
SendToTarget(&*penTrigger[i], EET_TRIGGER, FixupCausedToPlayer(this, m_penEnemy));
}
}

View File

@ -137,7 +137,7 @@ void CEmiter::AnimateParticles(void)
ep.ep_fLastRot=ep.ep_fRot;
ep.ep_fRot+=ep.ep_fRotSpeed*_pTimer->TickQuantum;
// animate color
FLOAT fRatio=CalculateRatio(tmNow, ep.ep_tmEmitted, ep.ep_tmEmitted+ep.ep_tmLife, 1, 0);
//FLOAT fRatio=CalculateRatio(tmNow, ep.ep_tmEmitted, ep.ep_tmEmitted+ep.ep_tmLife, 1, 0);
ep.ep_colLastColor=ep.ep_colColor;
iCurrent++;
}

View File

@ -271,6 +271,7 @@ static int qsort_CompareFrags( const void *ppPEN0, const void *ppPEN1) {
else return -qsort_CompareDeaths(ppPEN0, ppPEN1);
}
#if 0 // DG: unused.
static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
@ -280,6 +281,7 @@ static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
else if( sl0>sl1) return -1;
else return 0;
}
#endif // 0 (unused)
// prepare color transitions
static void PrepareColorTransitions( COLOR colFine, COLOR colHigh, COLOR colMedium, COLOR colLow,
@ -560,7 +562,8 @@ static void DrawAspectCorrectTextureCentered( class CTextureObject *_pTO, FLOAT
CTextureData *ptd = (CTextureData*)_pTO->GetData();
FLOAT fTexSizeI = ptd->GetPixWidth();
FLOAT fTexSizeJ = ptd->GetPixHeight();
FLOAT fHeight = fWidth*fTexSizeJ/fTexSizeJ;
FLOAT fHeight = fWidth*fTexSizeJ/fTexSizeJ; // FIXME: not fTexSizeJ/fTexSizeI ??
STUBBED("fWidth*fTexSizeJ/fTexSizeJ is most likely not intended!");
_pDP->InitTexture( _pTO);
_pDP->AddTexture( fX-fWidth*0.5f, fY-fHeight*0.5f, fX+fWidth*0.5f, fY+fHeight*0.5f, 0, 0, 1, 1, col);
@ -580,8 +583,8 @@ static void HUD_DrawSniperMask( void )
COLOR colMask = C_WHITE|CT_OPAQUE;
CTextureData *ptd = (CTextureData*)_toSniperMask.GetData();
const FLOAT fTexSizeI = ptd->GetPixWidth();
const FLOAT fTexSizeJ = ptd->GetPixHeight();
//const FLOAT fTexSizeI = ptd->GetPixWidth();
//const FLOAT fTexSizeJ = ptd->GetPixHeight();
// main sniper mask
_pDP->InitTexture( &_toSniperMask);
@ -925,7 +928,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
_fCustomScaling = ClampDn( _fCustomScaling*0.8f, 0.5f);
const FLOAT fOneUnitS = fOneUnit *0.8f;
const FLOAT fAdvUnitS = fAdvUnit *0.8f;
const FLOAT fNextUnitS = fNextUnit *0.8f;
//const FLOAT fNextUnitS = fNextUnit *0.8f;
const FLOAT fHalfUnitS = fHalfUnit *0.8f;
// prepare postition and ammo quantities
@ -1178,7 +1181,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
if( iHealth>25) colHealth = _colHUD;
if( iArmor >25) colArmor = _colHUD;
// eventually print it out
if( hud_iShowPlayers==1 || hud_iShowPlayers==-1 && !bSinglePlay) {
if( hud_iShowPlayers==1 || (hud_iShowPlayers==-1 && !bSinglePlay)) {
// printout location and info aren't the same for deathmatch and coop play
const FLOAT fCharWidth = (PIX)((_pfdDisplayFont->GetWidth()-2) *fTextScale);
if( bCooperative) {

View File

@ -593,7 +593,7 @@ void Particles_RomboidTrail(CEntity *pen)
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
{
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS;
@ -754,7 +754,7 @@ void Particles_WhiteLineTrail(CEntity *pen)
vPos(1) += fSin*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
vPos(2) += fCos*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
//UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
FLOAT fLerpFactor = FLOAT(iPos)/WHITE_LINE_TRAIL_POSITIONS;
COLOR colColor = LerpColor( C_YELLOW, C_dRED, fLerpFactor);
Particle_RenderLine( vPos, vOldPos, 0.05f, colColor);
@ -850,7 +850,7 @@ void Particles_CannonBall_Prepare(CEntity *pen)
void Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio)
{
CLastPositions *plp = pen->GetLastPositions(CANNON_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
//FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toCannonBall, PBT_BLEND);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -1035,9 +1035,9 @@ void Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, I
fT *= 1/BEAST_PROJECTILE_TOTAL_TIME;
// get fraction part
fT = fT-int(fT);
FLOAT fFade;
if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
else fFade=1.0f;
//FLOAT fFade;
//if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
//else fFade=1.0f;
#define GET_POS( time) vCenter + \
vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\
@ -1133,7 +1133,7 @@ void Particles_RocketTrail_Prepare(CEntity *pen)
void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
{
CLastPositions *plp = pen->GetLastPositions(ROCKET_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
//FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toRocketTrail, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -1153,7 +1153,7 @@ void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
}
for (INDEX iInter=0; iInter<ROCKET_TRAIL_INTERPOSITIONS; iInter++)
{
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = 0.0f;
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/ROCKET_TRAIL_INTERPOSITIONS);
FLOAT fSize = iParticle*0.5f/iParticlesLiving*fStretch+0.25f;
@ -1336,7 +1336,7 @@ void Particles_ExplosionDebris3(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, C
void Particles_ExplosionSmoke(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply/*=C_WHITE|CT_OPAQUE*/)
{
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
//CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
@ -1355,7 +1355,7 @@ void Particles_ExplosionSmoke(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COL
FLOAT fTRnd=afStarsPositions[iRnd][0];
FLOAT tmBorn=tmStart+i*TM_ES_SMOKE_DELTA+(TM_ES_SMOKE_DELTA*fTRnd)/2.0f;
FLOAT fT=fNow-tmBorn;
FLOAT fRatio=Clamp(fT/TM_ES_TOTAL_LIFE, 0.0f, 1.0f);
//FLOAT fRatio=Clamp(fT/TM_ES_TOTAL_LIFE, 0.0f, 1.0f);
if( fT>0)
{
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0]*0.15f,
@ -1455,7 +1455,7 @@ void DECL_DLL Particles_Waterfall(CEntity *pen, INDEX ctCount, FLOAT fStretchAll
fT *= 1/fParam1;
// get fraction part
fT = fT-int(fT);
FLOAT fSlowFactor=1.0f-fT*0.25f;
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT3D vSpeed=
vX*(afStarsPositions[iRnd][0]*0.25f)+
vY*(afStarsPositions[iRnd][0]*0.25f)+
@ -1497,9 +1497,9 @@ void Particles_BloodTrail(CEntity *pen)
{
Particle_SetTexturePart( 256, 256, iPos%8, 0);
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = iPos*2.0f*PI/BLOOD01_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
//FLOAT fSin = FLOAT(sin(fAngle));
FLOAT fT = iPos*_pTimer->TickQuantum;
vPos += vGDir*fGA*fT*fT/8.0f;
FLOAT fSize = 0.2f-iPos*0.15f/BLOOD01_TRAIL_POSITIONS;
@ -1735,8 +1735,8 @@ void Particles_FlameThrowerStart(const CPlacement3D &plPipe, FLOAT fStartTime, F
fPowerFactor *= Clamp(1.0f+(fStopTime-fNow)/2.0f,0.0f,1.0f);
INDEX ctParticles = (INDEX) (FLOAT(CT_FTSPARKS) * fPowerFactor);
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
FLOAT fHeight = 1.0f*fPowerFactor;
INDEX iParticle=0;
//FLOAT fHeight = 1.0f*fPowerFactor;
//INDEX iParticle=0;
for( INDEX iSpark=0; iSpark<ctParticles; iSpark++)
{
for( INDEX iTrail=0; iTrail<CT_FTSPARK_TRAIL; iTrail++)
@ -2223,12 +2223,12 @@ void Particles_DustFall(CEntity *pen, FLOAT tmStarted, FLOAT3D vStretch)
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
FLOAT3D vG=-vY;
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
//FLOAT3D vG=-vY;
//FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted;
FLOAT fStretch=vStretch.Length();
INDEX ctParticles=(INDEX) (4+fSizeRatio*28);
//INDEX ctParticles=(INDEX) (4+fSizeRatio*28);
for(INDEX iDust=0; iDust<32; iDust++)
{
INDEX iRnd = (pen->en_ulID*12345+iDust)%CT_MAX_PARTICLES_TABLE;
@ -2240,9 +2240,9 @@ void Particles_DustFall(CEntity *pen, FLOAT tmStarted, FLOAT3D vStretch)
FLOAT fPower = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.4f);
FLOAT fSpeed=0.351f+0.0506f*log(fRatio+0.001f);
FLOAT fRndAppearX = afStarsPositions[iRnd][0]*vStretch(1);
FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.125f*vStretch(2);
FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*vStretch(3);
//FLOAT fRndAppearX = afStarsPositions[iRnd][0]*vStretch(1);
//FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.125f*vStretch(2);
//FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*vStretch(3);
FLOAT3D vRndDir=FLOAT3D(afStarsPositions[iRnd][0],0,afStarsPositions[iRnd][2]);
vRndDir.Normalize();
FLOAT fRiseTime=Max(fRatio-0.5f,0.0f);
@ -2590,7 +2590,7 @@ BOOL UpdateGrowthCache(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &
FLOAT fGridStep;
ULONG fXSpan;
UBYTE ubFade=0xff;
// UBYTE ubFade=0xff;
fGridStep = GROWTH_RENDERING_STEP;
fXSpan = 1234;
@ -2798,7 +2798,7 @@ void Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &b
// calculate fade value
FLOAT fFadeOutStrip = GROWTH_RENDERING_RADIUS_FADE - GROWTH_RENDERING_RADIUS_OPAQUE;
UBYTE ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle->fDistanceToViewer) / fFadeOutStrip)*255.0f);
//UBYTE ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle->fDistanceToViewer) / fFadeOutStrip)*255.0f);
if ( cgParticle->fDistanceToViewer < GROWTH_RENDERING_RADIUS_OPAQUE) {
cgParticle->ubFade = 255;
acgDraw.Push() = *cgParticle;
@ -3166,7 +3166,7 @@ void Particles_Snow(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
FLOAT fFlakeStartPos=vPos(2)-fFlakePath;
FLOAT fSnapFlakeStartPos=fFlakeStartPos;
SnapFloat(fSnapFlakeStartPos, YGRID_SIZE);
INDEX iRndFlakeStart=INDEX(fSnapFlakeStartPos)%CT_MAX_PARTICLES_TABLE;
//INDEX iRndFlakeStart=INDEX(fSnapFlakeStartPos)%CT_MAX_PARTICLES_TABLE;
FLOAT tmSnapSnowFalling = tmSnowFalling;
SnapFloat( tmSnapSnowFalling, SNOW_TILE_DROP_TIME);
FLOAT fTileRatio = (tmSnowFalling-tmSnapSnowFalling)/SNOW_TILE_DROP_TIME;
@ -3552,9 +3552,9 @@ void Particles_BulletSpray(INDEX iRndBase, FLOAT3D vSource, FLOAT3D vGDir, enum
fSpeedStart = 1.75f;
fConeMultiplier = 0.125f;
FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
FLOAT fFadeLen = fLifeTotal-fFadeStart;
//FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
//FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
//FLOAT fFadeLen = fLifeTotal-fFadeStart;
break;
}
@ -3784,7 +3784,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -3805,7 +3805,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -3832,7 +3832,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
FLOAT3D vUp( m(1,2), m(2,2), m(3,2));
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -4151,7 +4151,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
if( (fTime<APPEAR_IN_START) || (fTime>APPEAR_OUT_END)) {
return;
}
FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
//FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
@ -4161,7 +4161,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
//FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
SetupParticleTexture( PT_STAR07);
@ -4180,12 +4180,12 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
INDEX ctVtx = avVertices.Count();
FLOAT fSpeedFactor = 1.0f/ctVtx;
//FLOAT fSpeedFactor = 1.0f/ctVtx;
// get corp size
FLOATaabbox3D box;
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
FLOAT fHeightStretch = box.Size()(2);
//FLOAT fHeightStretch = box.Size()(2);
FLOAT fStep = ClampDn( fMipFactor, 1.0f);
for( FLOAT fVtx=0.0f; fVtx<ctVtx; fVtx+=fStep)
@ -4435,7 +4435,7 @@ void Particles_BloodSpray(enum SprayParticlesType sptType, FLOAT3D vSource, FLOA
else
{
UBYTE ubRndH = UBYTE( 32+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
//UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
UBYTE ubRndV = UBYTE( 159+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*192);
col = HSVToColor(ubRndH, 0, ubRndV)|ubAlpha;
fSize/=2.0f;
@ -4849,7 +4849,7 @@ void Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch,
FLOAT fMipDisappearDistance=13.0f;
FLOAT fMipFactor = Particle_GetMipFactor();
if( fMipFactor>fMipDisappearDistance) return;
FLOAT fMipBlender=CalculateRatio(fMipFactor, 0.0f, fMipDisappearDistance, 0.0f, 0.1f);
//FLOAT fMipBlender=CalculateRatio(fMipFactor, 0.0f, fMipDisappearDistance, 0.0f, 0.1f);
CPlacement3D pl = pen->GetLerpedPlacement();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
@ -4858,7 +4858,7 @@ void Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch,
CTextureData *pTD = (CTextureData *) _toAfterBurnerGradient.GetData();
ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
//ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
ULONG *pcolExp=pTD->GetRowPointer(1); // explosion color
ULONG *pcolSmoke=pTD->GetRowPointer(2); // smoke color
FLOAT aFlare_sol[256], aFlare_vol[256], aFlare_wol[256], aFlare_rol[256];
@ -5103,7 +5103,7 @@ void Particles_Twister( CEntity *pen, FLOAT fStretch, FLOAT fStartTime, FLOAT fF
// get fraction part
fT = fT-int(fT);
INDEX iPos=(INDEX) (fT*255);
FLOAT fSlowFactor=1.0f-fT*0.25f;
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT fR=arol[iPos]*8.0f;
FLOAT3D vPos=vCenter+vY*fSpeed*fT+
@ -5235,7 +5235,7 @@ void Particles_Windblast( CEntity *pen, FLOAT fStretch, FLOAT fFadeOutStartTime)
// get fraction part
fT = fT-int(fT);
INDEX iPos=(INDEX) (fT*255);
FLOAT fSlowFactor=1.0f-fT*0.25f;
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT fR=arol[iPos]*8.0f;
fR=3.0f;
@ -5332,19 +5332,19 @@ void Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop)
// calculate fraction part
FLOAT fT=fPassedTime/fStarLife;
fT=fT-INDEX(fT);
INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
//INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
FLOAT fRadius=2;
FLOAT3D vPos= vCenter+
vX*Sin(fT*360.0f)*fRadius+
vY*fT*2+
vZ*Cos(fT*360.0f)*fRadius;
UBYTE ubR = (UBYTE) (255);
UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
//UBYTE ubR = (UBYTE) (255);
//UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
//UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
UBYTE ubA = (UBYTE) (fFader*fPulser*255);
COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
//COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
FLOAT fSize = 2;
Particle_RenderSquare( vPos, fSize, 0.0f, C_ORANGE|ubA);
ctRendered++;
@ -5455,7 +5455,7 @@ void Particles_GrowingSwirl( CEntity *pen, FLOAT fStretch, FLOAT fStartTime)
INDEX ctStars=(INDEX)(TM_GROWING_SWIRL_FX_LIFE/TM_SWIRL_SPARK_LAUNCH);
for(INDEX i=0; i<ctStars; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
//INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
FLOAT fBirth = fStartTime+i*TM_SWIRL_SPARK_LAUNCH-2.0f;//+afTimeOffsets[i]*TM_SWIRL_SPARK_LAUNCH/0.25f;
FLOAT fT = tmNow-fBirth;
FLOAT fFade=CalculateRatio(fT, 0, TM_GROWING_SWIRL_TOTAL_LIFE, 0.1f, 0.2f);
@ -5622,7 +5622,7 @@ void Particles_MeteorTrail(CEntity *pen, FLOAT fStretch, FLOAT fLength, FLOAT3D
{
Particle_PrepareTexture( &_toMeteorTrail, PBT_ADD);
Particle_SetTexturePart( 1024, 2048, 0, 0);
CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
//CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
FLOAT3D vPos0 = pen->GetLerpedPlacement().pl_PositionVector+vSpeed*0.05f;
FLOAT3D vPos1 = pen->GetLerpedPlacement().pl_PositionVector+vSpeed*0.05f-vSpeed*0.125f;
Particle_RenderLine( vPos1, vPos0, 3.0f, C_WHITE|CT_OPAQUE);
@ -5749,19 +5749,19 @@ void Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset)
// calculate fraction part
FLOAT fT=fPassedTime/fStarLife;
fT=fT-INDEX(fT);
INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
//INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
FLOAT fRadius=2;
FLOAT3D vPos= vCenter+
vX*Sin(fT*360.0f)*fRadius+
vY*fT*2+
vZ*Cos(fT*360.0f)*fRadius;
UBYTE ubR = (UBYTE) (255);
UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
//UBYTE ubR = (UBYTE) (255);
//UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
// UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
UBYTE ubA = (UBYTE) (fFader*fPulser*255);
COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
//COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
FLOAT fSize = 2;
Particle_RenderSquare( vPos, fSize, 0.0f, C_ORANGE|ubA);
ctRendered++;
@ -5792,7 +5792,7 @@ void Particles_AirElemental_Comp(CModelObject *mo, FLOAT fStretch, FLOAT fFade,
FLOAT3D vG=-vY;
FLOAT fSpeed=1.0f;
FLOAT fG=50.0f;
//FLOAT fG=50.0f;
FLOAT fGValue=0.0f;
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
@ -5843,7 +5843,7 @@ void Particles_ModelGlow( CEntity *pen, FLOAT tmEnd, enum ParticleTexture ptText
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
//FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
UBYTE ubCol=255;
if((tmEnd-tmNow)<5.0f)
@ -5884,7 +5884,7 @@ void Particles_ModelGlow2( CModelObject *mo, CPlacement3D pl, FLOAT tmEnd, enum
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = plPlacement.pl_PositionVector;
//FLOAT3D vCenter = plPlacement.pl_PositionVector;
UBYTE ubCol=255;
if((tmEnd-tmNow)<5.0f)
@ -5933,7 +5933,7 @@ void Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX i
const FLOAT3D *pvPos1;
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
//ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
ULONG *pcolExp=pTD->GetRowPointer(1); // explosion color
ULONG *pcolSmoke=pTD->GetRowPointer(2); // smoke color
FLOAT aFlare_sol[256], aFlare_vol[256], aFlare_wol[256], aFlare_rol[256];

View File

@ -198,7 +198,7 @@ functions:
return 1;
}
PIX pixW = 0;
//PIX pixW = 0;
PIX pixH = 0;
//FLOAT fResolutionScaling;
CTString strEmpty;
@ -209,7 +209,7 @@ functions:
pdp->Unlock();
pdpCurr->Lock();
pixW = pdpCurr->GetWidth();
//pixW = pdpCurr->GetWidth();
pixH = pdpCurr->GetHeight();
FLOAT fResFactor = pixH/480.0f;

View File

@ -99,7 +99,7 @@ functions:
{
// cannot be damaged immediately after spawning
if ((_pTimer->CurrentTick()-m_tmStarted<1.0f)
||(dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f)) {
||((dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f))) {
return;
}
CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);

View File

@ -459,8 +459,8 @@ procedures:
Hit(EVoid) : CEnemyBase::Hit {
// burn enemy
if (m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f ||
m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f) {
if ((m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f) ||
(m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f)) {
jump BurnEnemy();
}

View File

@ -125,7 +125,7 @@ functions:
void AdjustMipFactor(FLOAT &fMipFactor)
{
if (m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_DISAPPEAR_MODEL || (m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -146,7 +146,7 @@ functions:
COLOR col = C_WHITE|ubAlpha;
pmo->mo_colBlendColor = col;
}
if (m_eetType==ET_APPEAR_MODEL || m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_APPEAR_MODEL || (m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -449,7 +449,9 @@ procedures:
// setup light source
if (m_bLightSource) { SetupLightSource(); }
while(_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive || m_bWaitTrigger)
// FIXME: DG: I'm not 100% sure about the loop-condition, I added parenthesis that
// reflect the orig behavior to shut compiler warnings up
while(((_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime) && m_bAlive) || m_bWaitTrigger)
{
wait( 0.25f)
{

View File

@ -469,6 +469,7 @@ functions:
default: iAnim = ELEMENTALLAVA_ANIM_WOUND03; break;
}
} else {
iAnim=0; // DG: not sure this makes sense, but at least it has a deterministic value
/* switch (IRnd()%3) {
case 0: iAnim = STONEMAN_ANIM_WOUND01; break;
case 1: iAnim = STONEMAN_ANIM_WOUND02; break;
@ -538,6 +539,7 @@ functions:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_DEATH03;
} else {
iAnim = 0; // DG: set to deterministic value
// iAnim = STONEMAN_ANIM_DEATH03;
}
StartModelAnim(iAnim, 0);
@ -871,20 +873,20 @@ functions:
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm()/2;
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 1.75f;
/*
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
INDEX iCount = 1;
switch (m_EecChar) {
case ELC_SMALL: iCount = 3; break;
case ELC_BIG: iCount = 5; break;
case ELC_LARGE: iCount = 7; break;
}
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 1.75f;
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
/*
switch (m_EetType) {
case ELT_ICE: {
Debris_Begin(EIBT_ICE, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
@ -1265,6 +1267,7 @@ procedures:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_MELTUP;
} else {
iAnim = 0; // DG: initialize to deterministic value
// iAnim = STONEMAN_ANIM_MORPHPLANEUP;
}
StartModelAnim(iAnim, 0);
@ -1370,7 +1373,7 @@ procedures:
autocall FallOnFloor() EReturn;
}
if (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG && m_EetType==ELT_LAVA)
if ((m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG) && m_EetType==ELT_LAVA)
{
PlaySound(m_soBackground, SOUND_LAVA_LAVABURN, SOF_3D|SOF_LOOP);
}

View File

@ -140,7 +140,7 @@ functions:
// render one lightning toward enemy
FLOAT3D vSource = GetPlacement().pl_PositionVector;
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vDirection = (vTarget-vSource).Normalize();
//FLOAT3D vDirection = (vTarget-vSource).Normalize();
Particles_Ghostbuster(vSource, vTarget, 32, 1.0f);
// random lightnings arround
@ -283,7 +283,7 @@ procedures:
// declare yourself as a model
InitAsModel();
// fish must not go upstairs, or it will get out of water
SetPhysicsFlags((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE|EPF_ONBLOCK_SLIDE);
SetPhysicsFlags(((EPF_MODEL_WALKING|EPF_HASGILLS)&~EPF_ONBLOCK_CLIMBORSLIDE)|EPF_ONBLOCK_SLIDE);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
SetHealth(30.0f);

View File

@ -73,7 +73,7 @@ functions:
return;
}
BOOL bFlare = TRUE;
//BOOL bFlare = TRUE;
// if current player has already picked this item
if (_ulPlayerRenderingMask&m_ulPickedMask) {
// if picked items are not rendered
@ -83,11 +83,11 @@ functions:
fMipFactor = UpperLimit(0.0f);
}
// if picked item particles are not rendered
extern INDEX plr_bRenderPickedParticles;
/*extern INDEX plr_bRenderPickedParticles;
if (!plr_bRenderPickedParticles) {
// kill flare
bFlare = FALSE;
}
bFlare = FALSE; // DG: bFlare is otherwise unused!
}*/
}
// implement flare on/off ?

View File

@ -217,7 +217,7 @@ functions:
} else {
vDirectionFixed = FLOAT3D(0,1,0);
}
FLOAT3D vDamageOld = m_vDamage;
//FLOAT3D vDamageOld = m_vDamage;
m_vDamage += vDirectionFixed*fKickDamage;
// NOTE: we don't receive damage here, but handle death differently

View File

@ -503,8 +503,8 @@ DECL_DLL void ctl_ComposeActionPacket(const CPlayerCharacter &pc, CPlayerAction
// add button movement/rotation/look actions to the axis actions
if(pctlCurrent.bMoveForward ) paAction.pa_vTranslation(3) -= plr_fSpeedForward;
if(pctlCurrent.bMoveBackward ) paAction.pa_vTranslation(3) += plr_fSpeedBackward;
if(pctlCurrent.bMoveLeft || pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || pctlCurrent.bStrafe&&pctlCurrent.bTurnRight) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveLeft || (pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft)) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || (pctlCurrent.bStrafe&&pctlCurrent.bTurnRight)) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveUp ) paAction.pa_vTranslation(2) += plr_fSpeedUp;
if(pctlCurrent.bMoveDown ) paAction.pa_vTranslation(2) -= plr_fSpeedUp;
@ -4264,7 +4264,7 @@ functions:
}
// if just started swimming
if (m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f
if ((m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f)
||_pTimer->CurrentTick()<m_tmOutOfWater+0.5f) {
// no up/down change
vTranslation(2)=0;
@ -4430,7 +4430,8 @@ functions:
void DeathActions(const CPlayerAction &paAction) {
// set heading, pitch and banking from the normal rotation into the camera view rotation
if (m_penView!=NULL) {
ASSERT(IsPredicted()&&m_penView->IsPredicted()||IsPredictor()&&m_penView->IsPredictor()||!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor());
ASSERT((IsPredicted()&&m_penView->IsPredicted()) || (IsPredictor()&&m_penView->IsPredictor())
|| (!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor()));
en_plViewpoint.pl_PositionVector = FLOAT3D(0, 1, 0);
en_plViewpoint.pl_OrientationAngle += (ANGLE3D(
(ANGLE)((FLOAT)paAction.pa_aRotation(1)*_pTimer->TickQuantum),

View File

@ -1054,7 +1054,7 @@ functions:
FLOAT3D vDesiredTranslation = pl.en_vDesiredTranslationRelative;
FLOAT3D vCurrentTranslation = pl.en_vCurrentTranslationAbsolute * !pl.en_mRotation;
ANGLE3D aDesiredRotation = pl.en_aDesiredRotationRelative;
ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
//ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
// if player is moving
if (vDesiredTranslation.ManhattanNorm()>0.01f

View File

@ -1101,7 +1101,7 @@ functions:
}
}
// apply cannon draw
else if( (m_iCurrentWeapon == WEAPON_IRONCANNON) /*||
else if( m_iCurrentWeapon == WEAPON_IRONCANNON /*||
(m_iCurrentWeapon == WEAPON_NUKECANNON) */)
{
FLOAT fLerpedMovement = Lerp(m_fWeaponDrawPowerOld, m_fWeaponDrawPower, _pTimer->GetLerpFactor());
@ -1988,7 +1988,7 @@ functions:
FLOATmatrix3D m;
MakeRotationMatrixFast(m, plKnife.pl_OrientationAngle);
FLOAT3D vRight = m.GetColumn(1)*fWide;
FLOAT3D vUp = m.GetColumn(2)*fWide;
//FLOAT3D vUp = m.GetColumn(2)*fWide;
FLOAT3D vFront = -m.GetColumn(3)*fRange;
FLOAT3D vDest[3];
@ -4008,7 +4008,7 @@ procedures:
GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING);
} else if (m_iCurrentWeapon==WEAPON_TOMMYGUN) {
autocall TommyGunStart() EEnd;
} else if ((m_iCurrentWeapon==WEAPON_IRONCANNON) /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
} else if (m_iCurrentWeapon==WEAPON_IRONCANNON /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
jump CannonFireStart();
}

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