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Fix some bugs introduced in my prev. commits:
- Game::reconstructEntityGrid() now really clears only entity grid, and not the tile grid as well (Added OT_INVISIBLEENT do further distinguish entity from tile obstruction) - Invalid script pointers should not pop up message boxes - Lost an include and CMakeLists changes
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parent
75e7b137d6
commit
88a62567ed
6 changed files with 23 additions and 10 deletions
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@ -3170,7 +3170,7 @@ void Entity::fillGrid()
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{
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if (fillGridFromQuad)
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{
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dsq->game->fillGridFromQuad(this, OT_INVISIBLE);
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dsq->game->fillGridFromQuad(this, OT_INVISIBLEENT);
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}
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}
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@ -2176,7 +2176,7 @@ std::string Game::getNoteName(int n, const std::string &pre)
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return os.str();
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}
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void Game::clearDynamicGrid()
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void Game::clearDynamicGrid(unsigned char maskbyte /* = OT_MASK_BLACK */)
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{
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// just to be sure in case the grid/type sizes change,
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// otherwise there is a chance to write a few bytes over the end of the buffer -- FG
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@ -2185,9 +2185,9 @@ void Game::clearDynamicGrid()
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signed char *gridstart = &grid[0][0];
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uint32 *gridend = (uint32*)(gridstart + sizeof(grid));
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uint32 *gridptr = (uint32*)gridstart;
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// mask out non-black bytes (which are those set by entites or tiles),
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// mask out specific bytes
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// use full uint32 rounds instead of single-bytes to speed things up.
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const unsigned int mask = OT_MASK_BLACK | (OT_MASK_BLACK << 8) | (OT_MASK_BLACK << 16) | (OT_MASK_BLACK << 24);
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const uint32 mask = maskbyte | (maskbyte << 8) | (maskbyte << 16) | (maskbyte << 24);
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do
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{
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*gridptr &= mask;
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@ -2198,7 +2198,7 @@ void Game::clearDynamicGrid()
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void Game::reconstructEntityGrid()
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{
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clearDynamicGrid();
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clearDynamicGrid(~OT_INVISIBLEENT);
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FOR_ENTITIES(i)
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{
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@ -6774,6 +6774,10 @@ void Game::applyState()
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addRenderObject(edgeRender, LR_DEBUG_TEXT);
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edgeRender->alpha = 0;
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gridRenderEnt = new GridRender(OT_INVISIBLEENT);
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addRenderObject(gridRenderEnt, LR_DEBUG_TEXT);
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gridRenderEnt->alpha = 0;
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waterSurfaceRender = new WaterSurfaceRender();
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//waterSurfaceRender->setRenderPass(-1);
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addRenderObject(waterSurfaceRender, LR_WATERSURFACE);
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@ -8788,6 +8792,7 @@ void Game::toggleGridRender()
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gridRender2->alpha.interpolateTo(0.5, t);
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gridRender3->alpha.interpolateTo(0.5, t);
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edgeRender->alpha.interpolateTo(0.5, t);
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gridRenderEnt->alpha.interpolateTo(0.5, t);
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}
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else if (gridRender->alpha == 0.5)
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{
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@ -8795,6 +8800,7 @@ void Game::toggleGridRender()
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gridRender2->alpha.interpolateTo(0, t);
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gridRender3->alpha.interpolateTo(0, t);
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edgeRender->alpha.interpolateTo(0, t);
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gridRenderEnt->alpha.interpolateTo(0, t);
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}
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}
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@ -606,10 +606,13 @@ enum ObsType
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OT_BLACKINVIS = 0x02, // same as OT_BLACK, but not drawn
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OT_MASK_BLACK = OT_BLACK | OT_BLACKINVIS,
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// set by entities or tiles
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// set by tiles
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OT_INVISIBLE = 0x04,
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OT_INVISIBLEIN = 0x08,
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OT_HURT = 0x10,
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// set by entities
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OT_INVISIBLEENT = 0x20,
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};
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struct EntitySaveData
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@ -660,7 +663,7 @@ public:
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bool loadScene(std::string scene);
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void clearGrid(int v = 0);
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void clearDynamicGrid();
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void clearDynamicGrid(unsigned char maskbyte = OT_MASK_BLACK);
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void toggleWorldMap();
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@ -985,7 +988,7 @@ public:
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void createGradient();
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std::string saveMusic;
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GridRender *gridRender, *gridRender2, *gridRender3, *edgeRender;
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GridRender *gridRender, *gridRender2, *gridRender3, *edgeRender, *gridRenderEnt;
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void toggleGridRender();
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ElementUpdateList elementUpdateList;
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@ -74,6 +74,9 @@ void GridRender::onRender()
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case OT_INVISIBLEIN:
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core->setColor(1, 0.5, 0, alpha.getValue());
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break;
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case OT_INVISIBLEENT:
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core->setColor(0, 1, 0.5, alpha.getValue());
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break;
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case OT_BLACK:
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core->setColor(0, 0, 0, 1);
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break;
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@ -549,7 +549,7 @@ Quad *getQuad(lua_State *L, int slot = 1)
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Quad *q = (Quad*)lua_touserdata(L, slot);
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ENSURE_TYPE(q, SCO_QUAD);
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if (!q)
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errorLog("Invalid Quad");
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scriptDebug(L, "Invalid Quad");
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return q;
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}
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@ -559,7 +559,7 @@ BaseText *getText(lua_State *L, int slot = 1)
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BaseText *q = (BaseText*)lua_touserdata(L, slot);
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ENSURE_TYPE(q, SCO_TEXT);
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if (!q)
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errorLog("Invalid Text");
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scriptDebug(L, "Invalid Text");
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return q;
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}
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@ -363,6 +363,7 @@ SET(BBGE_SRCS
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${BBGEDIR}/DarkLayer.cpp
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${BBGEDIR}/Datafile.cpp
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${BBGEDIR}/DebugFont.cpp
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${BBGEDIR}/DeflateCompressor.cpp
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${BBGEDIR}/DFSprite.cpp
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${BBGEDIR}/Effects.cpp
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${BBGEDIR}/Emitter.cpp
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