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mirror of https://github.com/rwengine/openrw.git synced 2024-11-07 03:12:36 +01:00

Merge pull request #191 from JayFoxRox/cleanup

Cleanup and tiny features
This commit is contained in:
Daniel Evans 2016-08-12 02:01:52 +01:00 committed by GitHub
commit f0ce45a75a
41 changed files with 230 additions and 245 deletions

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@ -41,8 +41,6 @@ elseif(CMAKE_SYSTEM_NAME STREQUAL "OpenBSD")
set(OPENRW_PLATFORM_LIBS iconv)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Windows")
add_definitions(-DRW_WINDOWS)
set(BULLET_ROOT "$ENV{BULLET_ROOT}")
include_directories("$ENV{BULLET_ROOT}/src")
else ()
message(FATAL_ERROR "Unknown platform \"${CMAKE_SYSTEM_NAME}\". please update CMakeLists.txt.")
endif ()
@ -99,6 +97,7 @@ include_directories(
${SDL2_INCLUDE_DIR}
${GLM_INCLUDE_DIRS}
${OPENGL_INCLUDE_DIR}
${BULLET_INCLUDE_DIRS}
)
# External-internal dependencies

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@ -1,4 +1,4 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
@ -6,13 +6,13 @@
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
@ -37,7 +37,7 @@
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
@ -48,183 +48,149 @@
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License").
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2016 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# ------------------------------------------------------------------------------
#
# The above copyright and license notice applies to distributions of
# CMake in source and binary form. Some source files contain additional
# notices of original copyright by their contributors; see each source
# for details. Third-party software packages supplied with CMake under
# compatible licenses provide their own copyright notices documented in
# corresponding subdirectories.
#
# ------------------------------------------------------------------------------
#
# CMake was initially developed by Kitware with the following sponsorship:
#
# * National Library of Medicine at the National Institutes of Health
# as part of the Insight Segmentation and Registration Toolkit (ITK).
#
# * US National Labs (Los Alamos, Livermore, Sandia) ASC Parallel
# Visualization Initiative.
#
# * National Alliance for Medical Image Computing (NAMIC) is funded by the
# National Institutes of Health through the NIH Roadmap for Medical Research,
# Grant U54 EB005149.
#
# * Kitware, Inc.
#
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
message("<FindSDL2.cmake>")
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
FIND_LIBRARY(SDL2_LIBRARY_PATH
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()
set(SDL2_LIBRARY_ONLY ${SDL2_LIBRARY_PATH} CACHE STRING "The SDL2 library, with no other libraries.")
set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_PATH})
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib ${VC_LIB_PATH_SUFFIX}
PATHS ${SDL2_SEARCH_PATHS}
)
#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
IF(SDL2_LIBRARY_TEMP)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
IF(WIN32)
SET(SDL2_LIBRARY_TEMP winmm imm32 version msimg32 ${SDL2_LIBRARY_TEMP})
ENDIF(WIN32)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Unset the temp variable to INTERNAL so it is not seen in the CMake GUI
UNSET(SDL2_LIBRARY_TEMP)
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
message("</FindSDL2.cmake>")
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
IF(SDL2_STATIC)
if (UNIX AND NOT APPLE)
EXECUTE_PROCESS(COMMAND sdl2-config --static-libs OUTPUT_VARIABLE SDL2_LINK_FLAGS)
STRING(REGEX REPLACE "(\r?\n)+$" "" SDL2_LINK_FLAGS "${SDL2_LINK_FLAGS}")
SET(SDL2_LIBRARY ${SDL2_LINK_FLAGS})
ENDIF()
ENDIF(SDL2_STATIC)

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@ -25,7 +25,6 @@ set(RWENGINE_SOURCES
src/audio/SoundManager.hpp
src/audio/alCheck.cpp
src/audio/alCheck.hpp
src/core/FileArchive.hpp
src/core/Logger.cpp
src/core/Logger.hpp
src/core/Profiler.cpp

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@ -1,7 +1,7 @@
#include <ai/CharacterController.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include <BulletDynamics/btBulletDynamicsCommon.h>
#include <btBulletDynamicsCommon.h>
#include <data/Model.hpp>
#include <engine/Animator.hpp>

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@ -2,7 +2,7 @@
#ifndef _COLLISIONINSTANCE_HPP_
#define _COLLISIONINSTANCE_HPP_
#include <bullet/btBulletDynamicsCommon.h>
#include <btBulletDynamicsCommon.h>
#include <vector>
#include <string>

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@ -1,5 +1,5 @@
#pragma once
#include <bullet/btBulletDynamicsCommon.h>
#include <btBulletDynamicsCommon.h>
/**
* Implements raycast callback that ignores a specified btCollisionObject

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@ -20,6 +20,7 @@
#include <fstream>
#include <sstream>
#include <algorithm>
#include <boost/algorithm/string/predicate.hpp>
// Yet another hack function to fix these paths
std::string fixPath(std::string path) {
@ -159,17 +160,15 @@ bool GameData::loadObjects(const std::string& name)
return false;
}
#include <strings.h>
uint16_t GameData::findModelObject(const std::string model)
{
// Dear C++ Why do I have to resort to strcasecmp this isn't C.
auto defit = std::find_if(objectTypes.begin(), objectTypes.end(),
[&](const decltype(objectTypes)::value_type& d)
{
if(d.second->class_type == ObjectInformation::_class("OBJS"))
{
auto dat = static_cast<ObjectData*>(d.second.get());
return strcasecmp(dat->modelName.c_str(), model.c_str()) == 0;
return boost::iequals(dat->modelName, model);
}
return false;
});

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@ -147,7 +147,7 @@ bool GameWorld::placeItems(const std::string& name)
for(auto& p: instancePool.objects) {
auto object = p.second;
InstanceObject* instance = static_cast<InstanceObject*>(object);
if( !instance->object->LOD ) {
if( !instance->object->LOD && instance->object->modelName.length() > 3) {
auto lodInstit = modelInstances.find("LOD" + instance->object->modelName.substr(3));
if( lodInstit != modelInstances.end() ) {
instance->LODinstance = lodInstit->second;

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@ -1,4 +1,5 @@
#include "loaders/LoaderCOL.hpp"
#include <algorithm>
#include <string>
#include <fstream>

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@ -1,5 +1,6 @@
#include <loaders/LoaderCutsceneDAT.hpp>
#include <sstream>
#include <algorithm>
void LoaderCutsceneDAT::load(CutsceneTracks &tracks, FileHandle file)
{

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@ -1,10 +1,12 @@
#include <loaders/LoaderIDE.hpp>
#include <algorithm>
#include <cctype>
#include <fstream>
#include <string>
#include <functional>
#include <map>
#include <sstream>
#include <algorithm>
#include <string>
bool LoaderIDE::load(const std::string &filename)
{

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@ -1,9 +1,11 @@
#include <loaders/LoaderIPL.hpp>
#include <fstream>
#include <string>
#include <sstream>
#include <algorithm>
#include <cctype>
#include <fstream>
#include <functional>
#include <sstream>
#include <string>
enum SectionTypes
{

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@ -1,5 +1,6 @@
#include <loaders/WeatherLoader.hpp>
#include <cctype>
#include <iostream>
#include <sstream>
#include <fstream>

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@ -2,8 +2,8 @@
#ifndef _CHARACTEROBJECT_HPP_
#define _CHARACTEROBJECT_HPP_
#include <objects/GameObject.hpp>
#include <bullet/BulletDynamics/Character/btKinematicCharacterController.h>
#include <bullet/btBulletCollisionCommon.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <btBulletCollisionCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <glm/glm.hpp>
#include <array>

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@ -2,7 +2,7 @@
#ifndef _PICKUPOBJECT_HPP_
#define _PICKUPOBJECT_HPP_
#include <objects/GameObject.hpp>
#include <bullet/btBulletCollisionCommon.h>
#include <btBulletCollisionCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <glm/glm.hpp>

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@ -3,7 +3,7 @@
#define _PROJECTILEOBJECT_HPP_
#include <objects/GameObject.hpp>
#include <data/WeaponData.hpp>
#include <bullet/btBulletDynamicsCommon.h>
#include <btBulletDynamicsCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
/**

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@ -1,3 +1,6 @@
#define _USE_MATH_DEFINES
#include <cmath>
#include <render/GameRenderer.hpp>
#include <engine/GameWorld.hpp>
#include <engine/Animator.hpp>

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@ -3,6 +3,7 @@
#include <engine/GameWorld.hpp>
#include <algorithm>
#include <cctype>
/// @todo This is very rough
int charToIndex(char g)
@ -112,7 +113,7 @@ TextRenderer::TextInfo::TextInfo()
}
TextRenderer::TextRenderer(GameRenderer* renderer)
: fonts({}), renderer(renderer)
: renderer(renderer)
{
textShader = renderer->getRenderer()->createShader(
TextVertexShader, TextFragmentShader );

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@ -207,12 +207,12 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
ScriptMachine::ScriptMachine(GameState* _state, SCMFile *file, SCMOpcodes *ops)
: _file(file), _ops(ops), state(_state), interupt(false)
{
auto globals = _file->getGlobalsSize();
globalData.resize(globals);
for(size_t i = 0; i < globals; ++i)
{
globalData[i] = 0;
}
// Copy globals
auto size = _file->getGlobalsSize();
globalData.resize(size);
auto offset = _file->getGlobalSection();
std::copy(_file->data()+offset, _file->data()+offset+size,
globalData.begin());
}
ScriptMachine::~ScriptMachine()

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@ -116,6 +116,9 @@ bool game_is_button_pressed(const ScriptArguments& args)
void game_set_dead_or_arrested(const ScriptArguments& args)
{
if (args.getWorld()->state->scriptOnMissionFlag == nullptr) {
return;
}
*args.getWorld()->state->scriptOnMissionFlag = args[0].integer;
}

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@ -271,19 +271,16 @@ bool game_character_near_point_on_foot_3D(const ScriptArguments& args)
return false;
}
bool game_player_near_point_on_foot_3D(const ScriptArguments& args)
bool game_player_near_point_3D(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
glm::vec3 center(args[1].real, args[2].real, args[3].real);
glm::vec3 size(args[4].real, args[5].real, args[6].real);
bool drawCylinder = !!args[7].integer;
auto vehicle = character->getCurrentVehicle();
if( ! vehicle ) {
auto distance = center - character->getPosition();
distance /= size;
if( glm::length( distance ) < 1.f ) return true;
}
auto distance = center - character->getPosition();
distance /= size;
if( glm::length( distance ) < 1.f ) return true;
if( drawCylinder )
{
@ -293,46 +290,53 @@ bool game_player_near_point_on_foot_3D(const ScriptArguments& args)
return false;
}
bool game_player_near_point_on_foot_3D(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
auto vehicle = character->getCurrentVehicle();
if(vehicle) {
return false;
}
return game_player_near_point_3D(args);
}
bool game_player_near_point_in_vehicle_3D(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
glm::vec3 center(args[1].real, args[2].real, args[3].real);
glm::vec3 size(args[4].real, args[5].real, args[6].real);
bool unkown = !!args[7].integer;
RW_UNUSED(unkown);
auto vehicle = character->getCurrentVehicle();
if( vehicle ) {
auto distance = center - character->getPosition();
distance /= size;
if( glm::length( distance ) < 1.f ) return true;
if(!vehicle) {
return false;
}
return game_player_near_point_3D(args);
}
return false;
bool game_player_stopped_near_point_3d(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
if (!character->isStopped()) {
return false;
}
return game_player_near_point_3D(args);
}
bool game_player_stopped_near_point_on_foot_3d(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
glm::vec3 center(args[1].real, args[2].real, args[3].real);
glm::vec3 size(args[4].real, args[5].real, args[6].real);
bool drawCylinder = !!args[7].integer;
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
auto vehicle = character->getCurrentVehicle();
if(vehicle) {
return false;
}
return game_player_stopped_near_point_3d(args);
}
auto vehicle = character->getCurrentVehicle();
if( ! vehicle ) {
auto distance = center - character->getPosition();
distance /= size;
if( glm::length( distance ) < 1.f && character->isStopped() ) {
return true;
}
}
if( drawCylinder )
{
args.getWorld()->drawAreaIndicator(AreaIndicatorInfo::Cylinder, center, size);
}
return false;
bool game_player_stopped_near_point_in_vehicle_3d(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
auto vehicle = character->getCurrentVehicle();
if(!vehicle) {
return false;
}
return game_player_stopped_near_point_3d(args);
}
bool game_is_player_in_vehicle_near_character(const ScriptArguments& args)
@ -1397,10 +1401,12 @@ ObjectModule::ObjectModule()
bindFunction(0x00EF, game_locate_character_stopped_2d<CharacterObject>, 6, "Locate Character Stopped 2D" );
bindUnimplemented( 0x00F5, game_locate_character_in_sphere, 8, "Locate Player In Sphere" );
bindFunction(0x00F6, game_player_near_point_on_foot_3D, 8, "Is Player near point on foot" );
bindFunction(0x00F7, game_player_near_point_in_vehicle_3D, 8, "Is Player near point in car" );
bindFunction(0x00F5, game_player_near_point_3D, 8, "Locate Player In Sphere" );
bindFunction(0x00F6, game_player_near_point_on_foot_3D, 8, "Is Player near point on foot" );
bindFunction(0x00F7, game_player_near_point_in_vehicle_3D, 8, "Is Player near point in car" );
bindFunction(0x00F8, game_player_stopped_near_point_3d, 8, "Detect player stopped area 3d" );
bindFunction(0x00F9, game_player_stopped_near_point_on_foot_3d, 8, "Detect player stopped on foot area 3d" );
bindFunction(0x00FA, game_player_stopped_near_point_in_vehicle_3d, 8, "Detect player stopped in car area 3d" );
bindFunction(0x00FD, game_is_player_in_vehicle_near_character, 6, "Is Player in Vehicle Near Character");

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@ -1,3 +1,5 @@
find_package(Boost REQUIRED)
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/GitSHA1.cpp.in" "${CMAKE_CURRENT_BINARY_DIR}/GitSHA1.cpp" @ONLY)
set(RWGAME_SOURCES

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@ -1,3 +1,6 @@
#define _USE_MATH_DEFINES
#include <cmath>
#include "DrawUI.hpp"
#include <render/GameRenderer.hpp>
#include <ai/PlayerController.hpp>

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@ -79,6 +79,11 @@ int GameConfig::handler(void* user,
{
self->m_gamePath = value;
}
else if (MATCH("game", "language"))
{
// @todo Don't allow path seperators and relative directories
self->m_gameLanguage = value;
}
else if (MATCH("input", "invert_y"))
{
self->m_inputInvertY = atoi(value) > 0;

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@ -24,6 +24,7 @@ public:
bool isValid();
const std::string& getGameDataPath() const { return m_gamePath; }
const std::string& getGameLanguage() const { return m_gameLanguage; }
bool getInputInvertY() const { return m_inputInvertY; }
private:
@ -40,6 +41,9 @@ private:
/// Path to the game data
std::string m_gamePath;
/// Language for game
std::string m_gameLanguage = "american";
/// Invert the y axis for camera control.
bool m_inputInvertY;
};

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@ -1,5 +1,3 @@
#include <png.h>
#include <core/Logger.hpp>
#include "GameWindow.hpp"

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@ -2,7 +2,7 @@
#define GAMEWINDOW_HPP
#include <string>
#include <SDL2/SDL.h>
#include "SDL.h"
#include <glm/vec2.hpp>
#include <render/GameRenderer.hpp>

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@ -25,6 +25,8 @@
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include "GitSHA1.h"
// Use first 8 chars of git hash as the build string
@ -53,15 +55,15 @@ RWGame::RWGame(int argc, char* argv[])
for( int i = 1; i < argc; ++i )
{
if( strcasecmp( "-w", argv[i] ) == 0 && i+1 < argc )
if( boost::iequals( "-w", argv[i] ) && i+1 < argc )
{
w = std::atoi(argv[i+1]);
}
if( strcasecmp( "-h", argv[i] ) == 0 && i+1 < argc )
if( boost::iequals( "-h", argv[i] ) && i+1 < argc )
{
h = std::atoi(argv[i+1]);
}
if( strcasecmp( "-f", argv[i] ) == 0 )
if( boost::iequals( "-f", argv[i] ))
{
fullscreen = true;
}
@ -88,7 +90,6 @@ RWGame::RWGame(int argc, char* argv[])
window = new GameWindow();
window->create(kWindowTitle + " [" + kBuildStr + "]", w, h, fullscreen);
window->hideCursor();
work = new WorkContext();
@ -124,8 +125,7 @@ RWGame::RWGame(int argc, char* argv[])
data->loadDynamicObjects(config.getGameDataPath() + "/data/object.dat");
/// @TODO language choices.
data->loadGXT("english.gxt");
data->loadGXT(config.getGameLanguage() + ".gxt");
getRenderer()->water.setWaterTable(data->waterHeights, 48, data->realWater, 128*128);
@ -424,7 +424,7 @@ void RWGame::tick(float dt)
}
// Clean up old VisualFX
for( ssize_t i = 0; i < static_cast<ssize_t>(world->effects.size()); ++i )
for( int i = 0; i < static_cast<int>(world->effects.size()); ++i )
{
VisualFX* effect = world->effects[i];
if( effect->getType() == VisualFX::Particle )

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@ -12,7 +12,7 @@
#include "GameConfig.hpp"
#include "GameWindow.hpp"
#include <SDL2/SDL.h>
#include "SDL.h"
class PlayerController;

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@ -5,7 +5,8 @@
#include <render/ViewCamera.hpp>
#include "MenuSystem.hpp"
#include <glm/gtc/quaternion.hpp>
#include <SDL2/SDL.h>
#include "SDL.h"
#include "SDL_events.h"
#include "GameWindow.hpp"
class RWGame;

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@ -1,7 +1,6 @@
#ifndef _RWGAME_BENCHMARKSTATE_HPP_
#define _RWGAME_BENCHMARKSTATE_HPP_
#include <SDL2/SDL_events.h>
#include "State.hpp"
class BenchmarkState : public State

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@ -1,7 +1,6 @@
#ifndef DEBUGSTATE_HPP
#define DEBUGSTATE_HPP
#include <SDL2/SDL_events.h>
#include "State.hpp"
class DebugState : public State

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@ -1,7 +1,6 @@
#ifndef INGAMESTATE_HPP
#define INGAMESTATE_HPP
#include <SDL2/SDL_events.h>
#include "State.hpp"
class PlayerController;

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@ -16,7 +16,6 @@ void LoadingState::enter()
}
game->newGame();
getWindow().hideCursor();
}
void LoadingState::exit()

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@ -1,7 +1,6 @@
#ifndef LOADINGSTATE_HPP
#define LOADINGSTATE_HPP
#include <SDL2/SDL_events.h>
#include "State.hpp"
class LoadingState : public State

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@ -1,7 +1,6 @@
#ifndef MENUSTATE_HPP
#define MENUSTATE_HPP
#include <SDL2/SDL_events.h>
#include "State.hpp"
class MenuState : public State

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@ -1,7 +1,6 @@
#ifndef PAUSESTATE_HPP
#define PAUSESTATE_HPP
#include <SDL2/SDL_events.h>
#include "State.hpp"
class PauseState : public State

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@ -1,6 +1,6 @@
#include <loaders/LoaderIMG.hpp>
#include <cstring>
#include <boost/algorithm/string/predicate.hpp>
LoaderIMG::LoaderIMG()
: m_version(GTAIIIVC)
@ -50,7 +50,7 @@ bool LoaderIMG::findAssetInfo(const std::string& assetname, LoaderIMGFile& out)
{
for(size_t i = 0; i < m_assets.size(); ++i)
{
if(strcasecmp(m_assets[i].name, assetname.c_str()) == 0)
if(boost::iequals(m_assets[i].name, assetname))
{
out = m_assets[i];
return true;

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@ -1,6 +1,7 @@
#include <loaders/LoaderSDT.hpp>
#include <cstring>
#include <string>
LoaderSDT::LoaderSDT()
: m_version(GTAIIIVC)

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@ -353,11 +353,6 @@ namespace RW
{
return *reinterpret_cast<T*>(data+offset+sizeof(BSSectionHeader)+internalOffset);
}
template<class T*> T* readSubStructure(size_t internalOffset)
{
return reinterpret_cast<T*>(data+offset+sizeof(BSSectionHeader)+internalOffset);
}
template<class T> T readRaw(size_t internalOffset)
{