Added ToDo.txt files to cgame, game, and ui.

This commit is contained in:
Walter Julius Hennecke 2011-12-05 10:33:40 +01:00
parent 2116049ae7
commit 958501a9e3
5 changed files with 116 additions and 2 deletions

3
cgame/Todo.txt Normal file
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@ -0,0 +1,3 @@
- Find and remove unused things
- Run static code analysis and fix things
- Completely debug

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@ -86,7 +86,7 @@ play any keyframed sounds - only when start a new frame
This func is called once for legs and once for torso
*/
//void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, qboolean metal )
void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, int surfType)
void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int eNum, int surfType)
{
int i;
int holdSnd = -1;
@ -153,7 +153,7 @@ void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, int s
{
if (holdSnd != 0) // 0 = default sound, ie file was missing
{
trap_S_StartSound( NULL, entNum, CHAN_BODY, holdSnd ); //CHAN_AUTO
trap_S_StartSound( NULL, eNum, CHAN_BODY, holdSnd ); //CHAN_AUTO
}
}
@ -307,6 +307,7 @@ This file's presence is not required
======================
*/
#ifdef QVM
static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
{
char *text_p;
@ -396,6 +397,108 @@ static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
return i;
}
#else
/* TODO: dynamic file size? */
static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
{
char *text_p;
int len;
char *token;
char *text;
fileHandle_t f;
int i, j, upper_i, lower_i;
animsounds_t *lowerAnimSounds;
animsounds_t *upperAnimSounds;
animation_t *animations;
text = (char *)malloc(sizeof(char)*20000);
if(!text) {
Com_Error(ERR_FATAL, "CG_ParseAnimationSndFile: couldn't alloce cate %u byte\n", sizeof(char)*20000);
return 0;
}
/*if ( knownAnimFileSets[animFileIndex].soundsCached )
{//already cached this one
return;
}*/
for ( i = 0; i < cg_numSndAnims; i++ ) {
if ( !Q_stricmp( filename, cg_animsSndList[i].animSndFileRoute ) ) {
free(text);
return i;
}
}
//Mark this anim set so that we know we tried to load he sounds, don't care if the load failed
//knownAnimFileSets[animFileIndex].soundsCached = qtrue;
animations = cg_animsList[animFileIndex].animations;
lowerAnimSounds = cg_animsSndList[cg_numSndAnims].lowerAnimSounds;
upperAnimSounds = cg_animsSndList[cg_numSndAnims].upperAnimSounds;
//initialize anim sound array
for(i = 0; i < MAX_ANIM_SOUNDS; i++)
{
upperAnimSounds[i].numRandomAnimSounds = 0;
lowerAnimSounds[i].numRandomAnimSounds = 0;
for(j = 0; j < MAX_RANDOM_ANIMSOUNDS; j++)
{
upperAnimSounds[i].soundIndex[j] = -1;
lowerAnimSounds[i].soundIndex[j] = -1;
}
}
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 )
{//no file
free(text);
return -1;
}
if ( len >= sizeof( text ) - 1 )
{
CG_Printf( "File %s too long\n", filename );
free(text);
return -1;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
upper_i =0;
lower_i =0;
// read information for batches of sounds (UPPER or LOWER)
while ( 1 )
{
// Get base frame of sequence
token = COM_Parse( &text_p );
if ( !token || !token[0] )
{
break;
}
if ( !Q_stricmp(token,"UPPERSOUNDS") ) // A batch of upper sounds
{
ParseAnimationSndBlock( filename, upperAnimSounds, animations, &upper_i, &text_p );
}
else if ( !Q_stricmp(token,"LOWERSOUNDS") ) // A batch of lower sounds
{
ParseAnimationSndBlock( filename, lowerAnimSounds, animations, &lower_i, &text_p );
}
}
i = cg_numSndAnims;
cg_numSndAnims++;
free(text);
return i;
}
#endif
/*
=============================================================================

4
game/ToDo.txt Normal file
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@ -0,0 +1,4 @@
- Debug
- Static code analysis?
- throw out unused things
- Holodeck Entity ...

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4
ui/ToDo.txt Normal file
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@ -0,0 +1,4 @@
- Debug
- Static code analysis
- Holodeck UI
- remove unused things