Ported 3.3.4.2 fixes to trunk
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commit
a50b89e9cc
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@ -3,8 +3,8 @@
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//
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// Copyright (C) 2001-2005 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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@ -71,6 +71,7 @@ void ScriptManager::init(World* world, GameCamera *gameCamera){
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luaScript.registerFunction(getLastDeadUnitId, "lastDeadUnit");
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luaScript.registerFunction(getUnitCount, "unitCount");
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luaScript.registerFunction(getUnitCountOfType, "unitCountOfType");
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luaScript.registerFunction(unfogMap, "unfogMap");
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//load code
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@ -396,4 +397,14 @@ int ScriptManager::getUnitCountOfType(LuaHandle* luaHandle){
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return luaArguments.getReturnCount();
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}
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void ScriptManager::unfogMap() {
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world->setFogOfWar(false);
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}
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int ScriptManager::unfogMap(LuaHandle* luaHandle){
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LuaArguments luaArguments(luaHandle);
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thisScriptManager->unfogMap();
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return luaArguments.getReturnCount();
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}
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}}//end namespace
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@ -3,8 +3,8 @@
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//
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// Copyright (C) 2001-2005 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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@ -16,7 +16,6 @@
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#include <queue>
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#include "lua_script.h"
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#include "vec.h"
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#include "components.h"
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#include "game_constants.h"
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@ -122,7 +121,6 @@ public:
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void onUnitDied(const Unit* unit);
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private:
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string wrapString(const string &str, int wrapCount);
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//wrappers, commands
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@ -138,6 +136,7 @@ private:
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void disableAi(int factionIndex);
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void setPlayerAsWinner(int factionIndex);
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void endGame();
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void unfogMap();
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//wrappers, queries
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Vec2i getStartLocation(int factionIndex);
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@ -164,6 +163,7 @@ private:
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static int disableAi(LuaHandle* luaHandle);
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static int setPlayerAsWinner(LuaHandle* luaHandle);
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static int endGame(LuaHandle* luaHandle);
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static int unfogMap(LuaHandle* luaHandle);
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//callbacks, queries
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static int getStartLocation(LuaHandle* luaHandle);
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@ -39,6 +39,8 @@ const float World::airHeight= 5.f;
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World::World(){
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Config &config= Config::getInstance();
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fogOfWarOverride = false;
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fogOfWarSmoothing= config.getBool("FogOfWarSmoothing");
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fogOfWarSmoothingFrameSkip= config.getInt("FogOfWarSmoothingFrameSkip");
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@ -57,11 +59,23 @@ void World::end(){
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for(int i= 0; i<factions.size(); ++i){
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factions[i].end();
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}
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fogOfWarOverride = false;
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//stats will be deleted by BattleEnd
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}
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// ========================== init ===============================================
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void World::setFogOfWar(bool value) {
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fogOfWar = value;
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fogOfWarOverride = true;
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if(game != NULL && game->getGameSettings() != NULL) {
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game->getGameSettings()->setFogOfWar(fogOfWar);
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initCells(fogOfWar); //must be done after knowing faction number and dimensions
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initMinimap();
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}
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}
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void World::init(Game *game, bool createUnits){
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this->game = game;
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@ -70,7 +84,9 @@ void World::init(Game *game, bool createUnits){
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unitUpdater.init(game);
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GameSettings *gs = game->getGameSettings();
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fogOfWar = gs->getFogOfWar();
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if(fogOfWarOverride == false) {
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fogOfWar = gs->getFogOfWar();
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}
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initFactionTypes(gs);
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initCells(fogOfWar); //must be done after knowing faction number and dimensions
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@ -502,9 +518,9 @@ void World::initCells(bool fogOfWar){
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i/(next2Power(map.getSurfaceW())-1.f),
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j/(next2Power(map.getSurfaceH())-1.f)));
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for (int k = 0; k < GameConstants::maxPlayers; k++) {
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sc->setExplored(k, !fogOfWar);
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sc->setVisible(k, !fogOfWar);
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for (int k = 0; k < GameConstants::maxPlayers; k++) {
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sc->setExplored(k, !fogOfWar);
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sc->setVisible(k, !fogOfWar);
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}
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}
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}
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@ -84,10 +84,11 @@ private:
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int nextUnitId;
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//config
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bool fogOfWarOverride;
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bool fogOfWar;
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int fogOfWarSmoothingFrameSkip;
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bool fogOfWarSmoothing;
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Game *game;
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bool fogOfWarSmoothing;
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Game *game;
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bool allowRotateUnits;
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public:
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@ -117,9 +118,9 @@ public:
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int getFrameCount() const {return frameCount;}
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//init & load
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void init(Game *game, bool createUnits);
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void init(Game *game, bool createUnits);
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void loadTileset(const vector<string> pathList, const string &tilesetName, Checksum* checksum);
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void loadTileset(const string &dir, Checksum* checksum);
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void loadTileset(const string &dir, Checksum* checksum);
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void loadTech(const vector<string> pathList, const string &techName, set<string> &factions, Checksum* checksum);
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void loadMap(const string &path, Checksum* checksum);
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void loadScenario(const string &path, Checksum* checksum);
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@ -145,10 +146,12 @@ public:
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Vec2i getUnitPosition(int unitId);
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int getUnitFactionIndex(int unitId);
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int getUnitCount(int factionIndex);
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int getUnitCountOfType(int factionIndex, const string &typeName);
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int getUnitCountOfType(int factionIndex, const string &typeName);
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Game * getGame() { return game; }
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void setFogOfWar(bool value);
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private:
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void initCells(bool fogOfWar);
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@ -407,6 +407,8 @@ MouseButton Window::getMouseButton(int sdlButton) {
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default:
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//throw std::runtime_error("Mouse Button > 3 not handled.");
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] Mouse Button [%d] not handled.\n",__FILE__,__FUNCTION__,__LINE__,sdlButton);
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return mbUnknown;
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}
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}
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