Coding style:
* Fix indentation * Don't repeat function prototypes in their pre-leading comments * "Upgrade" some function comments to Doxygen comments * Remove whitespace from the end of lines * Reintroduce empty lines removed in r5733 git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5769 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
d54e360aa7
commit
83159f335d
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@ -66,6 +66,7 @@
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#define WZCOL_MENU_SHADOW psPalette[41]
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#define WZCOL_DBLUE psPalette[42]
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#define WZCOL_LBLUE psPalette[43]
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#define WZCOL_MAX 44
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//*************************************************************************
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@ -95,8 +95,8 @@ void pal_Init(void)
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WZCOL_MAP_PREVIEW_AIPLAYER = pal_Colour(0, 0x7f, 0);
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WZCOL_GREY = pal_Colour(0x55, 0x55, 0x55);
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WZCOL_MENU_SHADOW = WZCOL_BLACK;
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WZCOL_DBLUE =pal_Colour(0x0f,0x08,0x56);
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WZCOL_LBLUE =pal_Colour(0x1c,0x9f,0xfb);
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WZCOL_DBLUE = pal_Colour(0x0f,0x08,0x56);
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WZCOL_LBLUE = pal_Colour(0x1c,0x9f,0xfb);
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}
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void pal_ShutDown(void)
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@ -61,7 +61,7 @@ static GLuint backDropTexture = ~0;
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GLuint fbo; // Our handle to the FBO
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GLuint FBOtexture; // The texture we are going to use
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GLuint FBOdepthbuffer; // Our handle to the depth render buffer
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static BOOL FBOinit = false;
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static BOOL FBOinit = false;
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/* Initialise the double buffered display */
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BOOL screenInitialise(
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@ -390,26 +390,24 @@ void screenDumpToDisk(const char* path) {
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if (screendump_num != 0)
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screendump_required = true;
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}
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// checkGLErrors( char *label)
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//
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// if a openGL error has occured, we query the error code, and see what it was.
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/**
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* Checks if an OpenGL error has occurred.
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* \param label Label to print when an OpenGL occurred.
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*/
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void checkGLErrors(const char *label)
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{
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GLenum errCode;
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const GLubyte *errStr;
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const GLenum errCode = glGetError();
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if ((errCode = glGetError()) != GL_NO_ERROR)
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{
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errStr = gluErrorString(errCode);
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debug(LOG_ERROR,"OpenGL ERROR in %s: ",label);
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debug(LOG_ERROR,"%s, %d(0x%0x)",(char*)errStr,errCode,errCode);
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}
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if (errCode == GL_NO_ERROR)
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return;
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debug(LOG_ERROR, "OpenGL ERROR in %s: %s, (0x%0x)", label, gluErrorString(errCode), errCode);
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}
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// Init_FBO( int width, int height )
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// FBO create routine
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BOOL Init_FBO( int width, int height )
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{
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GLenum status;
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GLenum status;
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// check to make sure user has FBO available, and we didn't create a FBO before.
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if(GLEE_EXT_framebuffer_object && !FBOinit)
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{
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@ -433,7 +431,7 @@ GLenum status;
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// attach that texture to the color
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glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, FBOtexture, 0);
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GL_TEXTURE_2D, FBOtexture, 0);
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); // unbind FBO
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// make sure everything went OK
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@ -488,7 +486,7 @@ GLenum status;
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return true;
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}
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// Delete_FBO()
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void Delete_FBO(void)
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{
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if(FBOinit)
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@ -59,6 +59,7 @@ extern void screenToggleMode(void);
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extern int wz_texture_compression;
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extern void screenDoDumpToDiskIfRequired(void);
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extern BOOL Init_FBO( int width, int height );
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extern void Delete_FBO(void);
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extern void checkGLErrors(const char *label); // reports what the openGL error was
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38
src/game.c
38
src/game.c
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@ -11816,20 +11816,17 @@ static BOOL getNameFromComp(UDWORD compType, char *pDest, UDWORD compIndex)
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}
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// -----------------------------------------------------------------------------------------
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// END
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//======================================================
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//BOOL plotStructurePreview16(
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// char *backDropSprite, // the premade map texture
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// UBYTE scale, // scale of the map texture
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// UDWORD offX, // X offset for map
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// UDWORD offY, // Y offset for map
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// Vector2i playeridpos[]) // holds the position on map that player's HQ is located
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//
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// adds clancolors for the map preview texture.
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// What basically happens in this routine is we read the map, and then for
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// every structure on said map, we either color it via clan colors (which
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// are the same as the radar colors), and it plots its pixel on the bitmap.
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// Also added position number of starting location (which is determined by
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// the map maker(!)) This info is needed so we can blit players location.
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/**
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* \param[out] backDropSprite The premade map texture.
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* \param scale Scale of the map texture.
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* \param offX,offY X and Y offset for map
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* \param[out] playeridpos Will contain the position on the map where the player's HQ are located.
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*
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* Reads the current map and colours the map preview for any structures
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* present. Additionally we load the player's HQ location into playeridpos so
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* we know the player's starting location.
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*/
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BOOL plotStructurePreview16(char *backDropSprite, UBYTE scale, UDWORD offX, UDWORD offY,Vector2i playeridpos[])
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{
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SAVE_STRUCTURE sSave; // close eyes now.
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@ -11937,6 +11934,7 @@ BOOL plotStructurePreview16(char *backDropSprite, UBYTE scale, UDWORD offX, UDWO
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endian_udword(&psSaveStructure2->player);
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endian_udword(&psSaveStructure2->burnStart);
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endian_udword(&psSaveStructure2->burnDamage);
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// we are specifically looking for the HQ, and it seems this is the only way to
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// find it via parsing map.
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// We store the coordinates of the structure, into a array for as many players as are on the map.
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@ -12244,7 +12242,7 @@ BOOL plotStructurePreview16(char *backDropSprite, UBYTE scale, UDWORD offX, UDWO
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color.rgba = clanColours[playerid].rgba;
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// kludge to fix black, so you can see it on some maps.
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if ( playerid == 3 ) // in this case 3 = pallete entry for black.
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{
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{
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color = WZCOL_GREY;
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}
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}
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@ -12252,9 +12250,10 @@ BOOL plotStructurePreview16(char *backDropSprite, UBYTE scale, UDWORD offX, UDWO
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{ // Use a dark green color for the AI
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color = WZCOL_MAP_PREVIEW_AIPLAYER ;
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}
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if(HQ)
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{ // This shows where the HQ is on the map in a special color.
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// We could do the same for anything else (oil/whatever) also.
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// We could do the same for anything else (oil/whatever) also.
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// Possible future enhancement?
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color.byte.b=0xff;
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color.byte.g=0;
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@ -12266,14 +12265,13 @@ BOOL plotStructurePreview16(char *backDropSprite, UBYTE scale, UDWORD offX, UDWO
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{
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for(y = (yy*scale);y< (yy*scale)+scale ;y++)
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{
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backDropSprite[3 * (((offY + y) * BACKDROP_HACK_WIDTH) + x + offX)] = color.byte.r;
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backDropSprite[3 * (((offY + y) * BACKDROP_HACK_WIDTH) + x + offX)] = color.byte.r;
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backDropSprite[3 * (((offY + y) * BACKDROP_HACK_WIDTH) + x + offX) + 1] = color.byte.g;
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backDropSprite[3 * (((offY + y) * BACKDROP_HACK_WIDTH) + x + offX) + 2] = color.byte.b;
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}
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}
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}
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// NOTE: would do fallback if FBO is not available here.
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return true;
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return true;
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}
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@ -187,13 +187,13 @@ void loadMapPreview(void)
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UDWORD fileSize;
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char *pFileData = NULL;
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LEVEL_DATASET *psLevel = NULL;
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UDWORD i, j, x, y, height, offX2, offY2;
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UBYTE scale,col;
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MAPTILE *psTile,*WTile;
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UDWORD oursize;
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Vector2i playerpos[MAX_PLAYERS]; // Will hold player positions
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char *ptr = NULL, *imageData = NULL, *fboData = NULL;
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//=============================
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if(psMapTiles)
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{
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@ -386,6 +386,7 @@ void loadMapPreview(void)
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free(fboData);
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free(imageData);
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hideTime = gameTime;
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mapShutdown();
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Delete_FBO();
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