Merge branch 'qt' into qtscript

master
Per Inge Mathisen 2011-02-06 18:06:12 +01:00
commit 78e0153e1f
47 changed files with 415 additions and 1679 deletions

View File

@ -121,6 +121,7 @@ static LONG WINAPI windowsExceptionHandler(PEXCEPTION_POINTERS pExceptionInfo)
# include <sys/types.h>
# include <sys/stat.h>
# include <sys/wait.h>
# include <sys/ucontext.h>
# include <sys/utsname.h>
#ifdef WZ_OS_LINUX
# include <sys/prctl.h>
@ -465,7 +466,7 @@ static pid_t execGdb(int const dumpFile, int* gdbWritePipe)
strlen("execcv(\"gdb\") failed\n"));
// Terminate the child, indicating failure
exit(1);
_exit(1);
}
/**
@ -476,8 +477,43 @@ static pid_t execGdb(int const dumpFile, int* gdbWritePipe)
* @return false if any failure occurred, preventing a full "extended"
* backtrace.
*/
#ifdef SA_SIGINFO
static bool gdbExtendedBacktrace(int const dumpFile, const ucontext_t* sigcontext)
#else
static bool gdbExtendedBacktrace(int const dumpFile)
#endif
{
/*
* Pointer to the stackframe of the function containing faulting
* instruction (assuming
* -fomit-frame-pointer has *not* been used).
*
* The frame pointer register (x86: %ebp, x64: %rbp) point's to the
* local variables of the current function (which are preceded by the
* previous frame pointer and the return address). Hence the
* additions to the frame-pointer register's content.
*/
void const * const frame =
#if defined(SA_SIGINFO) && __WORDSIZE == 64
sigcontext ? (void*)(sigcontext->uc_mcontext.gregs[REG_RBP] + sizeof(greg_t) + sizeof(void (*)(void))) : NULL;
#elif defined(SA_SIGINFO) && __WORDSIZE == 32
sigcontext ? (void*)(sigcontext->uc_mcontext.gregs[REG_EBP] + sizeof(greg_t) + sizeof(void (*)(void))) : NULL;
#else
NULL;
#endif
/*
* Faulting instruction.
*/
void (*instruction)(void) =
#if defined(SA_SIGINFO) && __WORDSIZE == 64
sigcontext ? (void (*)(void))sigcontext->uc_mcontext.gregs[REG_RIP] : NULL;
#elif defined(SA_SIGINFO) && __WORDSIZE == 32
sigcontext ? (void (*)(void))sigcontext->uc_mcontext.gregs[REG_EIP] : NULL;
#else
NULL;
#endif
// Spawn a GDB instance and retrieve a pipe to its stdin
int gdbPipe;
int status;
@ -489,7 +525,7 @@ static bool gdbExtendedBacktrace(int const dumpFile)
"frame 4\n"
// Show the assembly code associated with that stack frame
"disassemble\n"
"disassemble /m\n"
// Show the content of all registers
"info registers\n"
@ -500,7 +536,20 @@ static bool gdbExtendedBacktrace(int const dumpFile)
return false;
}
write(gdbPipe, gdbCommands, sizeof(gdbCommands));
// Disassemble the faulting instruction (if we know it)
if (instruction)
{
dprintf(gdbPipe, "x/i %p\n", (void*)instruction);
}
// We have an intelligent guess for the *correct* frame, disassemble *that* one.
if (frame)
{
dprintf(gdbPipe, "frame %p\n"
"disassemble /m\n", frame);
}
write(gdbPipe, gdbCommands, strlen(gdbCommands));
/* Flush our end of the pipe to make sure that GDB has all commands
* directly available to it.
@ -558,7 +607,7 @@ static bool gdbExtendedBacktrace(int const dumpFile)
* \param sigcontext Signal context
*/
#ifdef SA_SIGINFO
static void posixExceptionHandler(int signum, siginfo_t * siginfo, WZ_DECL_UNUSED void * sigcontext)
static void posixExceptionHandler(int signum, siginfo_t * siginfo, void * sigcontext)
#else
static void posixExceptionHandler(int signum)
#endif
@ -616,7 +665,11 @@ static void posixExceptionHandler(int signum)
fsync(dumpFile);
// Use 'gdb' to provide an "extended" backtrace
#ifdef SA_SIGINFO
gdbExtendedBacktrace(dumpFile, (ucontext_t*)sigcontext);
#else
gdbExtendedBacktrace(dumpFile);
#endif
printf("Saved dump file to '%s'\n"
"If you create a bugreport regarding this crash, please include this file.\n", dumpFilename);

View File

@ -80,7 +80,7 @@ extern void res_set_debug(int bdebug);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option prefix="res_"
%x COMMENT

View File

@ -84,7 +84,7 @@ extern void strres_set_debug(int bdebug);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option prefix="strres_"
%x COMMENT

169
lib/framework/wz2100icon.h Normal file
View File

@ -0,0 +1,169 @@
/* GIMP RGBA C-Source image dump (wz2100icon.c) */
static const struct {
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 3:RGB, 4:RGBA */
unsigned char pixel_data[32 * 32 * 4 + 1];
} wz2100icon = {
32, 32, 4,
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"\377p}\210\377{\211\223\377ix\207\377q\200\215\377q\177\214\377jv\203\377"
"n{\207\377o}\210\377ds\202\377^n|\377n\203\224\377\265\317\317\377BQ\\\265"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0CNW\240\246\272\277\377\232"
"\257\274\377\227\254\271\377\226\252\271\377\225\251\267\377\222\247\267"
"\377\222\250\267\377\223\250\270\377\220\247\267\377\217\246\267\377\213"
"\244\266\377\210\242\265\377\213\244\266\377\220\251\273\377dx\207\361\0"
"\0\0\15\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\14\16\17""8CGE\230"
"9?D\2258?C\2247?C\2248>C\2249?C\2248?C\2247?C\2243=B\2244=C\2243<C\2242;"
"B\2242;A\224:CG\230\37$(}\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0",
};

View File

@ -21,6 +21,7 @@
#define WZAPP_H
#include <QtGui/QApplication>
#include <QtGui/QImageReader>
#include <QtCore/QTimer>
#include <QtOpenGL/QGLWidget>
#include <QtCore/QBuffer>

View File

@ -587,10 +587,6 @@
#define PATH_MAX 4096
#endif
// Tell Flex not to include unistd when it is not present.
#if !defined(HAVE_UNISTD_H) && !defined(YY_NO_UNISTD_H)
# define YY_NO_UNISTD_H
#endif
#if !defined(WZ_C99) && !defined(va_copy)
/**

View File

@ -84,7 +84,7 @@ extern void audp_set_extra(YY_EXTRA_TYPE user_defined);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option prefix="audp_"
%x COMMENT

View File

@ -80,7 +80,6 @@ static SDWORD playerIndex;
%option prefix="chat_"
%option nounput
%option case-insensitive
%option never-interactive
%%

View File

@ -458,7 +458,6 @@ static void pushInclude(const char *pIncludePath)
%option prefix="scr_"
%option nounput
%option yylineno
%option never-interactive
%x COMMENT
%x SLCOMMENT

View File

@ -843,10 +843,15 @@ void actionUpdateDroid(DROID *psDroid)
psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
ASSERT_OR_RETURN(, psPropStats != NULL, "Invalid propulsion stats pointer");
// Don't waste ammo unless given a direct attack order.
bool avoidOverkill = psDroid->order != DORDER_ATTACK && psDroid->order != DORDER_ATTACK &&
(psDroid->action == DACTION_ATTACK || psDroid->action == DACTION_MOVEFIRE || psDroid->action == DACTION_MOVETOATTACK ||
psDroid->action == DACTION_ROTATETOATTACK || psDroid->action == DACTION_VTOLATTACK);
// clear the target if it has died
for (i = 0; i < DROID_MAXWEAPS; i++)
{
if (psDroid->psActionTarget[i] && psDroid->psActionTarget[i]->died)
if (psDroid->psActionTarget[i] && (avoidOverkill? aiObjectIsProbablyDoomed(psDroid->psActionTarget[i]) : psDroid->psActionTarget[i]->died))
{
setDroidActionTarget(psDroid, NULL, i);
if (i == 0)
@ -859,7 +864,7 @@ void actionUpdateDroid(DROID *psDroid)
// if VTOL - return to rearm pad if not patrolling
if (isVtolDroid(psDroid))
{
if (psDroid->order == DORDER_PATROL)
if ((psDroid->order == DORDER_PATROL || psDroid->order == DORDER_CIRCLE) && !vtolEmpty(psDroid))
{
// Back to the patrol.
actionDroid(psDroid, DACTION_MOVE, psDroid->orderX,psDroid->orderY);
@ -925,7 +930,7 @@ void actionUpdateDroid(DROID *psDroid)
WEAPON_STATS* const psWeapStats = &asWeaponStats[psDroid->asWeaps[i].nStat];
if (psDroid->asWeaps[i].nStat > 0
&& psWeapStats->rotate
&& aiBestNearestTarget(psDroid, &psTemp, i, NULL) >= 0)
&& aiBestNearestTarget(psDroid, &psTemp, i) >= 0)
{
if (secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ALWAYS)
{
@ -1025,7 +1030,7 @@ void actionUpdateDroid(DROID *psDroid)
&& psDroid->asWeaps[i].nStat > 0
&& psWeapStats->rotate
&& psWeapStats->fireOnMove != FOM_NO
&& aiBestNearestTarget(psDroid, &psTemp, i, NULL) >= 0)
&& aiBestNearestTarget(psDroid, &psTemp, i) >= 0)
{
if (secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ALWAYS)
{
@ -1089,7 +1094,7 @@ void actionUpdateDroid(DROID *psDroid)
{
// Can we find a good target for the weapon?
BASE_OBJECT *psTemp;
if (aiBestNearestTarget(psDroid, &psTemp, i, NULL) >= 0) // assuming aiBestNearestTarget checks for electronic warfare
if (aiBestNearestTarget(psDroid, &psTemp, i) >= 0) // assuming aiBestNearestTarget checks for electronic warfare
{
bHasTarget = true;
setDroidActionTarget(psDroid, psTemp, i); // this updates psDroid->psActionTarget[i] to != NULL
@ -1145,8 +1150,19 @@ void actionUpdateDroid(DROID *psDroid)
}
break;
case DACTION_ATTACK:
case DACTION_ROTATETOATTACK:
ASSERT_OR_RETURN( , psDroid->psActionTarget[0] != NULL, "target is NULL while attacking");
if (psDroid->action == DACTION_ROTATETOATTACK)
{
if (psDroid->sMove.Status == MOVETURNTOTARGET)
{
moveTurnDroid(psDroid, psDroid->psActionTarget[0]->pos.x, psDroid->psActionTarget[0]->pos.y);
break; // Still turning.
}
psDroid->action = DACTION_ATTACK;
}
//check the target hasn't become one the same player ID - Electronic Warfare
if ((electronicDroid(psDroid) && (psDroid->player == psDroid->psActionTarget[0]->player)))
{
@ -1195,10 +1211,7 @@ void actionUpdateDroid(DROID *psDroid)
if (nonNullWeapon[i]
&& actionVisibleTarget(psDroid, psActionTarget, i)
&& actionInRange(psDroid, psActionTarget, i)
&& (psDroid->order == DORDER_ATTACK
|| psDroid->order == DORDER_ATTACKTARGET
|| !aiObjectIsProbablyDoomed(psActionTarget)))
&& actionInRange(psDroid, psActionTarget, i))
{
WEAPON_STATS* const psWeapStats = &asWeaponStats[psDroid->asWeaps[i].nStat];
bHasTarget = true;
@ -1522,13 +1535,6 @@ void actionUpdateDroid(DROID *psDroid)
}
break;
case DACTION_ROTATETOATTACK:
// if (DROID_STOPPED(psDroid))
if (psDroid->sMove.Status != MOVETURNTOTARGET)
{
psDroid->action = DACTION_ATTACK;
}
break;
case DACTION_MOVETOBUILD:
if (!psDroid->psTarStats)
{
@ -2138,7 +2144,7 @@ void actionUpdateDroid(DROID *psDroid)
WEAPON_STATS* const psWeapStats = &asWeaponStats[psDroid->asWeaps[i].nStat];
if (psDroid->asWeaps[i].nStat > 0 && psWeapStats->rotate
&& secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ALWAYS
&& aiBestNearestTarget(psDroid, &psTemp, i, NULL) >= 0 && psTemp)
&& aiBestNearestTarget(psDroid, &psTemp, i) >= 0 && psTemp)
{
psDroid->action = DACTION_ATTACK;
setDroidActionTarget(psDroid, psTemp, 0);

View File

@ -74,6 +74,27 @@ PlayerMask alliancebits[MAX_PLAYER_SLOTS];
/// A bitfield for the satellite uplink
PlayerMask satuplinkbits;
static int aiObjRange(DROID *psDroid, int weapon_slot)
{
int32_t longRange;
if (psDroid->droidType == DROID_SENSOR)
{
longRange = psDroid->sensorRange;
}
else if (psDroid->numWeaps == 0 || psDroid->asWeaps[0].nStat == 0)
{
// Can't attack without a weapon
return 0;
}
else
{
WEAPON_STATS *psWStats = psDroid->asWeaps[weapon_slot].nStat + asWeaponStats;
longRange = proj_GetLongRange(psWStats);
}
return longRange;
}
// see if a structure has the range to fire on a target
static bool aiStructHasRange(STRUCTURE *psStruct, BASE_OBJECT *psTarget, int weapon_slot)
{
@ -85,32 +106,15 @@ static bool aiStructHasRange(STRUCTURE *psStruct, BASE_OBJECT *psTarget, int wea
WEAPON_STATS *psWStats = psStruct->asWeaps[weapon_slot].nStat + asWeaponStats;
Vector2i diff = removeZ(psStruct->pos - psTarget->pos);
int longRange = proj_GetLongRange(psWStats);
return diff*diff < longRange*longRange && lineOfFire(psStruct, psTarget, weapon_slot, true);
return objPosDiffSq(psStruct, psTarget) < longRange*longRange && lineOfFire(psStruct, psTarget, weapon_slot, true);
}
static bool aiDroidHasRange(DROID *psDroid, BASE_OBJECT *psTarget, int weapon_slot)
{
int32_t longRange;
int32_t longRange = aiObjRange(psDroid, weapon_slot);
if (psDroid->droidType == DROID_SENSOR)
{
longRange = psDroid->sensorRange;
}
else if (psDroid->numWeaps == 0 || psDroid->asWeaps[0].nStat == 0)
{
// Can't attack without a weapon
return false;
}
else
{
WEAPON_STATS *psWStats = psDroid->asWeaps[weapon_slot].nStat + asWeaponStats;
longRange = proj_GetLongRange(psWStats);
}
Vector2i diff = removeZ(psDroid->pos - psTarget->pos);
return diff*diff < longRange*longRange;
return objPosDiffSq(psDroid, psTarget) < longRange*longRange;
}
static bool aiObjHasRange(BASE_OBJECT *psObj, BASE_OBJECT *psTarget, int weapon_slot)
@ -476,7 +480,7 @@ static SDWORD targetAttackWeight(BASE_OBJECT *psTarget, BASE_OBJECT *psAttacker,
// Find the best nearest target for a droid
// Returns integer representing target priority, -1 if failed
SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, UWORD *targetOrigin)
int aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, int extraRange)
{
SDWORD bestMod = 0,newMod, failure = -1;
BASE_OBJECT *psTarget = NULL, *friendlyObj, *bestTarget = NULL, *iter, *targetInQuestion, *tempTarget;
@ -485,12 +489,6 @@ SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot
WEAPON_EFFECT weaponEffect;
UWORD tmpOrigin = ORIGIN_UNKNOWN;
// reset origin
if (targetOrigin)
{
*targetOrigin = ORIGIN_UNKNOWN;
}
//don't bother looking if empty vtol droid
if (vtolEmpty(psDroid))
{
@ -517,7 +515,9 @@ SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot
electronic = electronicDroid(psDroid);
// Range was previously 9*TILE_UNITS. Increasing this doesn't seem to help much, though. Not sure why.
gridStartIterate(psDroid->pos.x, psDroid->pos.y, psDroid->sensorRange + 6*TILE_UNITS);
int droidRange = std::min(aiObjRange(psDroid, weapon_slot) + extraRange, psDroid->sensorRange + 6*TILE_UNITS);
gridStartIterate(psDroid->pos.x, psDroid->pos.y, droidRange);
for (iter = gridIterate(); iter != NULL; iter = gridIterate())
{
friendlyObj = NULL;
@ -568,7 +568,7 @@ SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot
&& targetInQuestion->visible[psDroid->player] == UBYTE_MAX
&& !aiCheckAlliances(targetInQuestion->player,psDroid->player)
&& validTarget(psDroid, targetInQuestion, weapon_slot)
&& aiDroidHasRange(psDroid, targetInQuestion, weapon_slot))
&& objPosDiffSq(psDroid, targetInQuestion) < droidRange*droidRange)
{
if (targetInQuestion->type == OBJ_DROID)
{
@ -654,10 +654,6 @@ SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot
}
}
if (targetOrigin)
{
*targetOrigin = tmpOrigin;
}
*ppsObj = bestTarget;
return bestMod;
}
@ -781,7 +777,7 @@ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot
BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0];
/* find a new target */
int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot, NULL);
int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot);
/* Calculate weight of the current target if updating; but take care not to target
* ourselves... */
@ -959,7 +955,7 @@ BOOL aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget)
{
BASE_OBJECT *psTarget = NULL;
if (aiBestNearestTarget((DROID *)psObj, &psTarget, 0, NULL) >= 0)
if (aiBestNearestTarget((DROID *)psObj, &psTarget, 0) >= 0)
{
/* See if in sensor range */
const int xdiff = psTarget->pos.x - psObj->pos.x;

View File

@ -58,7 +58,8 @@ void aiUpdateDroid(DROID *psDroid);
// Find the nearest best target for a droid
// returns integer representing quality of choice, -1 if failed
SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, UWORD *targetOrigin);
int aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, int extraRange = 0);
int aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, void const *extraRange);
// Are there a lot of bullets heading towards the structure?
BOOL aiObjectIsProbablyDoomed(BASE_OBJECT *psObject);

View File

@ -137,11 +137,14 @@ static inline bool isDead(const BASE_OBJECT* psObj)
static inline int objPosDiffSq(Position pos1, Position pos2)
{
const int xdiff = pos1.x - pos2.x;
const int ydiff = pos1.y - pos2.y;
return (xdiff * xdiff + ydiff * ydiff);
const Vector2i diff = removeZ(pos1 - pos2);
return diff*diff;
}
static inline int objPosDiffSq(SIMPLE_OBJECT const *pos1, SIMPLE_OBJECT const *pos2)
{
return objPosDiffSq(pos1->pos, pos2->pos);
}
// True iff object is a droid, structure or feature (not a projectile). Will incorrectly return true if passed a nonsense object of type OBJ_TARGET or OBJ_NUM_TYPES.
static inline bool isBaseObject(SIMPLE_OBJECT const *psObject) { return psObject->type != OBJ_PROJECTILE; }

View File

@ -2911,7 +2911,7 @@ bool calcDroidMuzzleLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot)
* \param aName Template aName
*
*/
DROID_TEMPLATE *GetHumanDroidTemplate(char *aName)
DROID_TEMPLATE *GetHumanDroidTemplate(const char *aName)
{
DROID_TEMPLATE *templatelist, *found = NULL, *foundOtherPlayer = NULL;
int i, playerFound = 0;
@ -2959,7 +2959,7 @@ DROID_TEMPLATE *GetHumanDroidTemplate(char *aName)
* \param aName Template aName
*
*/
DROID_TEMPLATE *GetAIDroidTemplate(char *aName)
DROID_TEMPLATE *GetAIDroidTemplate(const char *aName)
{
DROID_TEMPLATE *templatelist, *found = NULL;

View File

@ -218,8 +218,8 @@ bool calcDroidMuzzleLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot);
bool calcDroidMuzzleBaseLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot);
/* gets a template from its aName (when pName is unknown) */
extern DROID_TEMPLATE *GetHumanDroidTemplate(char *aName);
extern DROID_TEMPLATE *GetAIDroidTemplate(char *aName);
extern DROID_TEMPLATE *GetHumanDroidTemplate(const char *aName);
extern DROID_TEMPLATE *GetAIDroidTemplate(const char *aName);
/* gets a template from its name - relies on the name being unique */
extern DROID_TEMPLATE * getTemplateFromUniqueName(const char *pName, unsigned int player);
/* gets a template from its name - relies on the name being unique */
@ -241,9 +241,6 @@ extern const char *droidGetName(const DROID *psDroid);
// Set a droid's name.
extern void droidSetName(DROID *psDroid, const char *pName);
// Set a templates name.
extern void templateSetName(DROID_TEMPLATE *psTemplate,char *pName);
// returns true when no droid on x,y square.
extern BOOL noDroid (UDWORD x, UDWORD y); // true if no droid at x,y
// returns an x/y coord to place a droid

View File

@ -178,6 +178,7 @@ static BOOL addSlideOptions(void)
addFESlider(INTINGAMEOP_CDVOL_S, INTINGAMEOP, INTINGAMEOP_MID, INTINGAMEOP_3_Y-5,
AUDIO_VOL_MAX, (int)(sound_GetMusicVolume() * 100));
#ifdef DEBUG
// Tactical UI: Target Origin
if(tuiTargetOrigin)
{
@ -189,6 +190,7 @@ static BOOL addSlideOptions(void)
addIGTextButton(INTINGAMEOP_TUI_TARGET_ORIGIN_SW, INTINGAMEOP_4_Y, INTINGAMEOP_SW_W,
_("Tactical UI (Target Origin Icon): Hide"), WBUT_PLAIN);
}
#endif
addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_5_Y, INTINGAMEOP_SW_W, _("Resume Game"), OPALIGN);
@ -261,10 +263,8 @@ static BOOL _intAddInGameOptions(void)
// add 'resume'
addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Resume Game"), OPALIGN);
#ifdef DEBUG
// add 'options'
addIGTextButton(INTINGAMEOP_OPTIONS, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("Audio Options"), OPALIGN);
#endif
if ((!bMultiPlayer || (NetPlay.bComms == 0)) && !bInTutorial)
{

View File

@ -87,7 +87,7 @@ extern void lev_set_extra(YY_EXTRA_TYPE user_defined);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option prefix="lev_"
%x COMMENT

View File

@ -79,7 +79,7 @@ extern void message_set_debug(int bdebug);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option prefix="message_"
%x COMMENT

View File

@ -2515,18 +2515,6 @@ void moveUpdateDroid(DROID *psDroid)
case MOVETURNTOTARGET:
moveSpeed = 0;
moveDir = iAtan2(psDroid->sMove.target - removeZ(psDroid->pos));
if (psDroid->rot.direction == moveDir)
{
if ( psPropStats->propulsionType == PROPULSION_TYPE_LIFT )
{
psDroid->sMove.Status = MOVEPOINTTOPOINT;
}
else
{
psDroid->sMove.Status = MOVEINACTIVE;
}
objTrace(psDroid->id, "MOVETURNTOTARGET complete");
}
break;
case MOVEHOVER:
moveDescending(psDroid);
@ -2599,6 +2587,19 @@ void moveUpdateDroid(DROID *psDroid)
updateDroidOrientation(psDroid);
}
if (psDroid->sMove.Status == MOVETURNTOTARGET && psDroid->rot.direction == moveDir)
{
if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT)
{
psDroid->sMove.Status = MOVEPOINTTOPOINT;
}
else
{
psDroid->sMove.Status = MOVEINACTIVE;
}
objTrace(psDroid->id, "MOVETURNTOTARGET complete");
}
if( (psDroid->inFire && psDroid->droidType != DROID_PERSON) && psDroid->visible[selectedPlayer])
{
pos.x = psDroid->pos.x + (18-rand()%36);

View File

@ -159,7 +159,8 @@ BOOL recvDroidSecondary(NETQUEUE queue)
NETenum(&state);
// If we can not find the droid should we not ask for it?
if (!IdToDroid(droid, player, &psDroid))
psDroid = IdToDroid(droid, player);
if (!psDroid)
{
NETend();
return false;
@ -218,14 +219,16 @@ BOOL recvDroidEmbark(NETQUEUE queue)
NETuint32_t(&transporterID);
// we have to find the droid on our (local) list first.
if (!IdToDroid(droidID, player, &psDroid))
psDroid = IdToDroid(droidID, player);
if (!psDroid)
{
NETend();
// Possible it already died? (sync error?)
debug(LOG_WARNING, "player's %d droid %d wasn't found?", player,droidID);
return false;
}
if (!IdToDroid(transporterID, player, &psTransporterDroid))
psTransporterDroid = IdToDroid(transporterID, player);
if (!psTransporterDroid)
{
NETend();
// Possible it already died? (sync error?)
@ -310,7 +313,8 @@ BOOL recvDroidDisEmbark(NETQUEUE queue)
NETend();
// find the transporter first
if (!IdToDroid(transporterID, player, &psTransporterDroid))
psTransporterDroid = IdToDroid(transporterID, player);
if (!psTransporterDroid)
{
// Possible it already died? (sync error?)
debug(LOG_WARNING, "player's %d transport droid %d wasn't found?", player, transporterID);
@ -676,8 +680,8 @@ BOOL recvDroidInfo(NETQUEUE queue)
NETuint32_t(&deltaDroidId);
info.droidId += deltaDroidId;
DROID *psDroid = NULL;
if (!IdToDroid(info.droidId, ANYPLAYER, &psDroid))
DROID *psDroid = IdToDroid(info.droidId, ANYPLAYER);
if (!psDroid)
{
debug(LOG_NEVER, "Packet from %d refers to non-existent droid %u, [%s : p%d]",
queue.index, info.droidId, isHumanPlayer(info.player) ? "Human" : "AI", info.player);
@ -734,21 +738,17 @@ static BASE_OBJECT *processDroidTarget(OBJECT_TYPE desttype, uint32_t destid)
else
{
BASE_OBJECT *psObj = NULL;
DROID *pD;
switch (desttype)
{
case OBJ_DROID:
if (IdToDroid(destid, ANYPLAYER, &pD))
{
psObj = (BASE_OBJECT*)pD;
}
psObj = IdToDroid(destid, ANYPLAYER);
break;
case OBJ_STRUCTURE:
psObj = (BASE_OBJECT*)IdToStruct(destid,ANYPLAYER);
psObj = IdToStruct(destid, ANYPLAYER);
break;
case OBJ_FEATURE:
psObj = (BASE_OBJECT*)IdToFeature(destid,ANYPLAYER);
psObj = IdToFeature(destid, ANYPLAYER);
break;
// We should not get this!
@ -804,7 +804,8 @@ BOOL recvDestroyDroid(NETQUEUE queue)
// Retrieve the droid
NETuint32_t(&id);
if (!IdToDroid(id, ANYPLAYER, &psDroid))
psDroid = IdToDroid(id, ANYPLAYER);
if (!psDroid)
{
debug(LOG_DEATH, "droid %d on request from player %d can't be found? Must be dead already?",
id, queue.index );

View File

@ -182,9 +182,9 @@ void giftRadar(uint8_t from, uint8_t to, BOOL send)
// \param to :player that should be getting the droid
static void recvGiftDroids(uint8_t from, uint8_t to, uint32_t droidID)
{
DROID *psDroid;
DROID *psDroid = IdToDroid(droidID, from);
if (IdToDroid(droidID, from, &psDroid))
if (psDroid)
{
syncDebugDroid(psDroid, '<');
giftSingleDroid(psDroid, to);

View File

@ -243,7 +243,7 @@ BOOL MultiPlayerLeave(UDWORD playerIndex)
{
sendPlayerLeft(playerIndex);
}
game.skDiff[playerIndex] = DIFF_SLIDER_STOPS / 2;
game.skDiff[playerIndex] = 0;
addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);

View File

@ -290,110 +290,82 @@ BOOL multiPlayerLoop(void)
// quikie functions.
// to get droids ...
BOOL IdToDroid(UDWORD id, UDWORD player, DROID **psDroid)
DROID *IdToDroid(UDWORD id, UDWORD player)
{
UDWORD i;
DROID *d;
if(player == ANYPLAYER)
if (player == ANYPLAYER)
{
for(i=0;i<MAX_PLAYERS;i++) // find the droid to order form them all
for (int i = 0; i < MAX_PLAYERS; i++)
{
d = apsDroidLists[i];
while((d != NULL )&&(d->id !=id) )d=d->psNext;
if(d)
for (DROID *d = apsDroidLists[i]; d; d = d->psNext)
{
*psDroid = d;
return true;
if (d->id == id)
{
return d;
}
}
}
return false;
}
else // find the droid, given player
else if (player < MAX_PLAYERS)
{
if (player >= MAX_PLAYERS)
for (DROID *d = apsDroidLists[player]; d; d = d->psNext)
{
debug(LOG_FEATURE, "Feature detected");
// feature hack, player = PLAYER_FEATURE are features
return false;
if (d->id == id)
{
return d;
}
}
d = apsDroidLists[player];
while( (d != NULL ) && (d->id !=id))d=d->psNext;
if(d)
{
*psDroid = d;
return true;
}
return false;
}
return NULL;
}
// ////////////////////////////////////////////////////////////////////////////
// find a structure
STRUCTURE *IdToStruct(UDWORD id,UDWORD player)
STRUCTURE *IdToStruct(UDWORD id, UDWORD player)
{
STRUCTURE *psStr = NULL;
UDWORD i;
if(player == ANYPLAYER)
if (player == ANYPLAYER)
{
for(i=0;i<MAX_PLAYERS;i++)
for (int i = 0; i < MAX_PLAYERS; i++)
{
for (psStr=apsStructLists[i];( (psStr != NULL) && (psStr->id != id)); psStr=psStr->psNext) {}
if(psStr)
for (STRUCTURE *d = apsStructLists[i]; d; d = d->psNext)
{
return psStr;
if (d->id == id)
{
return d;
}
}
}
}
else
else if (player < MAX_PLAYERS)
{
if (player >= MAX_PLAYERS)
for (STRUCTURE *d = apsStructLists[player]; d; d = d->psNext)
{
debug(LOG_FEATURE, "Feature detected");
// feature hack, player = PLAYER_FEATURE are features
return NULL;
if (d->id == id)
{
return d;
}
}
for (psStr=apsStructLists[player];((psStr != NULL )&&(psStr->id != id) );psStr=psStr->psNext) {}
}
return psStr;
return NULL;
}
// ////////////////////////////////////////////////////////////////////////////
// find a feature
FEATURE *IdToFeature(UDWORD id,UDWORD player)
FEATURE *IdToFeature(UDWORD id, UDWORD player)
{
FEATURE *psF =NULL;
UDWORD i;
STATIC_ASSERT(MAX_PLAYERS + 2 < ANYPLAYER);
if(player == ANYPLAYER)
(void)player; // unused, all features go into player 0
for (FEATURE *d = apsFeatureLists[0]; d; d = d->psNext)
{
for(i=0;i<MAX_PLAYERS;i++)
if (d->id == id)
{
for(psF=apsFeatureLists[i];( (psF != NULL) && (psF->id != id)); psF=psF->psNext) {}
if(psF)
{
return psF;
}
return d;
}
}
else
{
if (player >= MAX_PLAYERS)
{
debug(LOG_FEATURE, "Feature detected");
// feature hack, player = PLAYER_FEATURE are features - but we're in a function called IdTo **Feature**...
return NULL;
}
for(psF=apsFeatureLists[player];((psF != NULL )&&(psF->id != id) );psF=psF->psNext) {}
}
return psF;
return NULL;
}
// ////////////////////////////////////////////////////////////////////////////
DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player)
DROID_TEMPLATE *IdToTemplate(UDWORD tempId, UDWORD player)
{
DROID_TEMPLATE *psTempl = NULL;
UDWORD i;
@ -428,7 +400,9 @@ BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player)
STRUCTURE *pS;
FEATURE *pF;
// droids.
if (IdToDroid(id,player,&pD))
pD = IdToDroid(id, player);
if (pD)
{
return (BASE_OBJECT*)pD;
}

View File

@ -149,7 +149,7 @@ extern UBYTE bDisplayMultiJoiningStatus; // draw load progress?
extern WZ_DECL_WARN_UNUSED_RESULT BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player);
extern WZ_DECL_WARN_UNUSED_RESULT STRUCTURE *IdToStruct(UDWORD id,UDWORD player);
extern WZ_DECL_WARN_UNUSED_RESULT BOOL IdToDroid(UDWORD id, UDWORD player, DROID **psDroid);
extern WZ_DECL_WARN_UNUSED_RESULT DROID *IdToDroid(UDWORD id, UDWORD player);
extern WZ_DECL_WARN_UNUSED_RESULT FEATURE *IdToFeature(UDWORD id,UDWORD player);
extern WZ_DECL_WARN_UNUSED_RESULT DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player);

View File

@ -173,12 +173,12 @@ BOOL recvDemolishFinished(NETQUEUE queue)
NETend();
psStruct = IdToStruct(structID, ANYPLAYER);
if (!IdToDroid(droidID, ANYPLAYER, &psDroid))
psDroid = IdToDroid(droidID, ANYPLAYER);
if (!psDroid)
{
debug(LOG_ERROR, "recvDemolishFinished: Packet with bad droid ID received. Discarding!");
return false;
}
if (psStruct)
{
// Demolish it

View File

@ -347,7 +347,8 @@ BOOL recvDroidCheck(NETQUEUE queue)
NETauto(&pc);
// Find the droid in question
if (!IdToDroid(pc.droidID, pc.player, &pD))
pD = IdToDroid(pc.droidID, pc.player);
if (!pD)
{
NETlogEntry("Recvd Unknown droid info. val=player", SYNC_FLAG, pc.player);
debug(LOG_SYNC, "Received checking info for an unknown (as yet) droid. player:%d ref:%d", pc.player, pc.droidID);

View File

@ -97,9 +97,6 @@ static void orderCheckList(DROID *psDroid);
// Clear all the orders from the list, up to listSize (without clearing pending (not yet synchronised) orders, that is).
static void orderClearDroidList(DROID *psDroid);
//Watermelon:add a timestamp to order circle
static UDWORD orderStarted;
// whether an order effect has been displayed
static BOOL bOrderEffectDisplayed = false;
// what the droid's action / order is currently
@ -509,7 +506,7 @@ void orderUpdateDroid(DROID *psDroid)
{
// true if in condition to set actionDroid to attack/observe
bool attack = secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ALWAYS &&
aiBestNearestTarget(psDroid, &psObj, 0, NULL) >= 0;
aiBestNearestTarget(psDroid, &psObj, 0, SCOUT_ATTACK_DIST) >= 0;
switch (psDroid->droidType)
{
case DROID_CONSTRUCT:
@ -558,7 +555,6 @@ void orderUpdateDroid(DROID *psDroid)
{
if (psDroid->order == DORDER_PATROL)
{
UDWORD tempCoord;
// see if we have anything queued up
if (orderDroidList(psDroid))
{
@ -571,12 +567,8 @@ void orderUpdateDroid(DROID *psDroid)
break;
}
// head back to the other point
tempCoord = psDroid->orderX;
psDroid->orderX = psDroid->orderX2;
psDroid->orderX2 = tempCoord;
tempCoord = psDroid->orderY;
psDroid->orderY = psDroid->orderY2;
psDroid->orderY2 = tempCoord;
std::swap(psDroid->orderX, psDroid->orderX2);
std::swap(psDroid->orderY, psDroid->orderY2);
actionDroid(psDroid, DACTION_MOVE, psDroid->orderX,psDroid->orderY);
}
else
@ -595,10 +587,8 @@ void orderUpdateDroid(DROID *psDroid)
(psDroid->action == DACTION_OBSERVE) ||
(psDroid->action == DACTION_MOVETOOBSERVE))
{
// attacking something - see if the droid has gone too far
xdiff = (SDWORD)psDroid->pos.x - (SDWORD)psDroid->actionX;
ydiff = (SDWORD)psDroid->pos.y - (SDWORD)psDroid->actionY;
if (xdiff*xdiff + ydiff*ydiff > SCOUT_ATTACK_DIST*SCOUT_ATTACK_DIST)
// attacking something - see if the droid has gone too far, go up to twice the distance we want to go, so that we don't repeatedly turn back when the target is almost in range.
if (objPosDiffSq(psDroid->pos, Vector3i(psDroid->actionX, psDroid->actionY, 0)) > (SCOUT_ATTACK_DIST*2 * SCOUT_ATTACK_DIST*2))
{
actionDroid(psDroid, DACTION_RETURNTOPOS, psDroid->actionX,psDroid->actionY);
}
@ -608,7 +598,7 @@ void orderUpdateDroid(DROID *psDroid)
// if there is an enemy around, attack it
if (psDroid->action == DACTION_MOVE &&
secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ALWAYS &&
aiBestNearestTarget(psDroid, &psObj, 0, NULL) >= 0)
aiBestNearestTarget(psDroid, &psObj, 0, SCOUT_ATTACK_DIST) >= 0)
{
switch (psDroid->droidType)
{
@ -631,45 +621,27 @@ void orderUpdateDroid(DROID *psDroid)
{
if (psDroid->action == DACTION_MOVE)
{
if ( orderStarted && ((orderStarted + 500) > gameTime) )
{
break;
}
// see if we have anything queued up
if (orderDroidList(psDroid))
{
// started a new order, quit
break;
}
orderStarted = gameTime;
}
psDroid->action = DACTION_NONE;
xdiff = (SDWORD)psDroid->pos.x - (SDWORD)psDroid->orderX;
ydiff = (SDWORD)psDroid->pos.y - (SDWORD)psDroid->orderY;
if (xdiff*xdiff + ydiff*ydiff <= 2000 * 2000)
Vector2i edgeDiff = removeZ(psDroid->pos) - Vector2i(psDroid->actionX, psDroid->actionY);
if (psDroid->action != DACTION_MOVE || edgeDiff*edgeDiff <= TILE_UNITS*4 * TILE_UNITS*4)
{
if (psDroid->order == DORDER_CIRCLE)
//Watermelon:use orderX,orderY as local space origin and calculate droid direction in local space
Vector2i diff = removeZ(psDroid->pos) - Vector2i(psDroid->orderX, psDroid->orderY);
uint16_t angle = iAtan2(diff) - DEG(30);
do
{
//Watermelon:use orderX,orderY as local space origin and calculate droid direction in local space
uint16_t angle = iAtan2(xdiff, ydiff);
xoffset = iSinR(angle, 1500);
yoffset = iCosR(angle, 1500);
xdiff = psDroid->pos.x - (psDroid->orderX + xoffset);
ydiff = psDroid->pos.y - (psDroid->orderY + yoffset);
if (xdiff*xdiff + ydiff*ydiff < TILE_UNITS * TILE_UNITS)
{
//Watermelon:conter-clockwise 30 degree's per action
angle -= DEG(30);
xoffset = iSinR(angle, 1500);
yoffset = iCosR(angle, 1500);
}
actionDroid(psDroid, DACTION_MOVE, psDroid->orderX + xoffset, psDroid->orderY + yoffset);
}
else
{
psDroid->order = DORDER_NONE;
}
angle -= DEG(10);
} while (!worldOnMap(psDroid->orderX + xoffset, psDroid->orderY + yoffset)); // Don't try to fly off map.
actionDroid(psDroid, DACTION_MOVE, psDroid->orderX + xoffset, psDroid->orderY + yoffset);
}
}
else if ((psDroid->action == DACTION_ATTACK) ||

View File

@ -92,7 +92,7 @@ extern void scrv_set_extra(YY_EXTRA_TYPE user_defined);
%}
%option yylineno noyywrap nounput never-interactive
%option yylineno noyywrap nounput
%option warn nodefault
%option prefix="scrv_"

View File

@ -759,11 +759,12 @@ bool lineOfFire(const SIMPLE_OBJECT* psViewer, const BASE_OBJECT* psTarget, int
{
psStats = asWeaponStats + ((STRUCTURE*)psViewer)->asWeaps[weapon_slot].nStat;
}
// 2d distance
int distance = iHypot(removeZ(psTarget->pos - psViewer->pos));
int range = proj_GetLongRange(psStats);
if (proj_Direct(psStats))
{
/** direct shots could collide with ground **/
int distance = iHypot(psTarget->pos - psViewer->pos);
int range = proj_GetLongRange(psStats);
return range >= distance && LINE_OF_FIRE_MINIMUM <= checkFireLine(psViewer, psTarget, weapon_slot, wallsBlock, true);
}
else
@ -773,10 +774,6 @@ bool lineOfFire(const SIMPLE_OBJECT* psViewer, const BASE_OBJECT* psTarget, int
* minimum angle doesn't move it out of range
**/
int min_angle = checkFireLine(psViewer, psTarget, weapon_slot, wallsBlock, false);
/** 2d distance **/
Vector3i diff = psTarget->pos - psViewer->pos;
int distance = iHypot3(diff.x, diff.y, std::max(diff.z, 0));
int range = proj_GetLongRange(psStats);
// NOTE This code seems similar to the code in combFire in combat.cpp.
if (min_angle > DEG(PROJ_MAX_PITCH))
{

View File

@ -1,107 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
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ProjectSection(ProjectDependencies) = postProject
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{EFE011B6-4C0B-40AA-9F18-5AD599E70D28} = {EFE011B6-4C0B-40AA-9F18-5AD599E70D28}
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{4D637147-73F9-4A51-944B-34BF78E6C6DC} = {4D637147-73F9-4A51-944B-34BF78E6C6DC}
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ProjectSection(ProjectDependencies) = postProject
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
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{33979915-684A-4885-BFEA-2A4CCC5A5FD6}.Debug|Win32.Build.0 = Debug|Win32
{33979915-684A-4885-BFEA-2A4CCC5A5FD6}.Release|Win32.ActiveCfg = Release|Win32
{33979915-684A-4885-BFEA-2A4CCC5A5FD6}.Release|Win32.Build.0 = Release|Win32
{9DC871E4-D58D-4AF6-85A6-7DF7A39B8C18}.Debug|Win32.ActiveCfg = Debug|Win32
{9DC871E4-D58D-4AF6-85A6-7DF7A39B8C18}.Debug|Win32.Build.0 = Debug|Win32
{9DC871E4-D58D-4AF6-85A6-7DF7A39B8C18}.Release|Win32.ActiveCfg = Release|Win32
{9DC871E4-D58D-4AF6-85A6-7DF7A39B8C18}.Release|Win32.Build.0 = Release|Win32
{0A5A8B49-7072-4196-AA26-DD767760C6B5}.Debug|Win32.ActiveCfg = Debug|Win32
{0A5A8B49-7072-4196-AA26-DD767760C6B5}.Debug|Win32.Build.0 = Debug|Win32
{0A5A8B49-7072-4196-AA26-DD767760C6B5}.Release|Win32.ActiveCfg = Release|Win32
{0A5A8B49-7072-4196-AA26-DD767760C6B5}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

File diff suppressed because it is too large Load Diff

View File

@ -19,6 +19,7 @@ execute()
# Some default configuration settings
HOST_TRIPLET=i586-mingw32msvc
DOWNLOADS="$(pwd)/downloads"
INSTALLER_VERSION="2.2.0.999"
DEBUGFLAG="--disable-debug"
CC_FOR_BUILD="gcc"
@ -99,7 +100,7 @@ fi
set -x
# Make sure that the dependencies have been built
make $MAKE_FLAGS -C libs "HOST_TRIPLET=$HOST_TRIPLET"
make $MAKE_FLAGS -C libs "HOST_TRIPLET=$HOST_TRIPLET" "DOWNLOADS=$DOWNLOADS"
cd build

View File

@ -14,7 +14,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xjf $^
touch extract-stamp

View File

@ -10,7 +10,7 @@ PKG_MD5SUM:=6a3a37022ffc3c0a573ad2d6c4766b6d
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
@test -d $(TOPDIR)/build/libs || { \
echo mkdir -p $(TOPDIR)/build/libs ; \
mkdir -p $(TOPDIR)/build/libs || exit ; \

View File

@ -12,7 +12,7 @@ TARGET:=$(TOPDIR)/builds/libs/lib/libexpat.la
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -15,7 +15,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -12,7 +12,7 @@ TARGET:=$(TOPDIR)/build/libs/lib/libfreetype.la
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xjf $^
touch extract-stamp

View File

@ -13,7 +13,7 @@ SHELL:=$(shell which bash)
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -12,7 +12,7 @@ TARGET:=$(TOPDIR)/build/libs/lib/libiconv.la
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -14,7 +14,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
@echo autoconf ; \
cd $(PKG_SOURCEBASE) && autoconf || $(RM) -r $(PKG_SOURCEBASE)

View File

@ -12,7 +12,7 @@ TARGET:=$(TOPDIR)/build/libs/lib/libpng14.la
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xjf $^
touch extract-stamp

View File

@ -15,7 +15,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -14,7 +14,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xjf $^
touch extract-stamp

View File

@ -14,7 +14,7 @@ TARGETS:= \
include $(TOPDIR)/rules.mk
$(PKG_SOURCEBASE) extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
$(PKG_SOURCEBASE) extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
touch extract-stamp

View File

@ -12,7 +12,7 @@ TARGETS:=$(TOPDIR)/build/libs/lib/libz.a $(TOPDIR)/build/libs/include/zconf.h $(
include $(TOPDIR)/rules.mk
extract-stamp: $(TOPDIR)/downloads/$(PKG_SOURCE)
extract-stamp: $(DOWNLOADS)/$(PKG_SOURCE)
tar xzf $^
rm $(PKG_SOURCEBASE)/Makefile
touch extract-stamp

View File

@ -1,10 +1,10 @@
all: build
$(TOPDIR)/downloads/$(PKG_SOURCE):
@if [ ! -d "$(TOPDIR)/downloads" ] ; then \
echo mkdir -p $(TOPDIR)/downloads ; \
mkdir -p $(TOPDIR)/downloads || exit ; \
$(DOWNLOADS)/$(PKG_SOURCE):
@if [ ! -d "$(DOWNLOADS)" ] ; then \
echo mkdir -p $(DOWNLOADS) ; \
mkdir -p $(DOWNLOADS) || exit ; \
fi
$(TOPDIR)/download.pl $(TOPDIR)/downloads "$(PKG_SOURCE)" "$(PKG_MD5SUM)" $(PKG_SOURCE_URL)
$(TOPDIR)/download.pl $(DOWNLOADS) "$(PKG_SOURCE)" "$(PKG_MD5SUM)" $(PKG_SOURCE_URL)
.PHONY: all build clean

View File

@ -1,47 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
1 VERSIONINFO
FILEVERSION 9,9,9,9
PRODUCTVERSION 9,9,9,9
FILEFLAGSMASK 0x0L
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Warzone 2100 Project"
VALUE "FileDescription", "Warzone 2100"
VALUE "FileVersion", "master"
VALUE "InternalName", "Warzone 2100"
VALUE "LegalCopyright", "Copyright © 2005-2010 Warzone 2100 Project"
VALUE "OriginalFilename", "warzone2100.exe"
VALUE "ProductName", "Warzone 2100"
VALUE "ProductVersion", "master"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x0409, 0x04b0
END
END
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
2 ICON "../icons/warzone2100.ico"