- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by

redefining TEAM_None from 255 to -1.


SVN r616 (trunk)
This commit is contained in:
Randy Heit 2007-12-22 04:00:25 +00:00
parent 2b86ebe4e5
commit e84bece8eb
7 changed files with 18 additions and 35 deletions

View file

@ -1,3 +1,7 @@
December 21, 2007
- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1.
December 21, 2007 (Changes by Graf Zahl)
- Added Karate Chris's fix for TEAMINFO definitions with just one team.
@ -24,7 +28,9 @@ December 20, 2007 (Changes by Graf Zahl)
December 19, 2007
- Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's
something to start with.
something to start with. While doing this, I noticed the DTA_Shadow stuff
doesn't do anything. I'll probably remove them rather than fix them, since
it's easier to draw the shadow with a separate DrawTexture call.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of

View file

@ -587,7 +587,7 @@ bool DCajunMaster::LoadBots ()
case BOTCFG_TEAM:
{
char teamstr[4];
char teamstr[16];
unsigned int teamnum;
SC_MustGetString ();
@ -612,7 +612,7 @@ bool DCajunMaster::LoadBots ()
}
}
appendinfo (newinfo->info, "team");
sprintf (teamstr, "%u", teamnum);
sprintf (teamstr, "%d", teamnum);
appendinfo (newinfo->info, teamstr);
gotteam = true;
break;

View file

@ -646,7 +646,6 @@ void D_Display (bool screenshot)
DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0),
DTA_AlphaChannel, true,
TAG_DONE);
screen->End2D();
#endif
screen->Update (); // page flip or blit buffer
}

View file

@ -783,10 +783,6 @@ void DFrameBuffer::Begin2D ()
{
}
void DFrameBuffer::End2D ()
{
}
FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
{
return NULL;

View file

@ -173,7 +173,7 @@ public:
virtual void SetFont (FFont *font);
// 2D Texture drawing
virtual void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
// 2D Text drawing
@ -305,10 +305,7 @@ public:
// the scene, and it doesn't present the image yet.
virtual void Begin2D();
// DrawTexture calls between Begin2D/End2D now use native textures.
// Finish 2D drawing operations.
virtual void End2D();
// DrawTexture calls after Begin2D use native textures.
// Create a native texture from a game texture.
virtual FNativeTexture *CreateTexture(FTexture *gametex);

View file

@ -803,17 +803,14 @@ void D3DFB::Unlock ()
// When In2D == 0: Copy buffer to screen and present
// When In2D == 1: Copy buffer to screen but do not present
// When In2D == 2: Do nothing
// When In2D == 3: Present and set In2D to 0
// When In2D == 2: Present and set In2D to 0
void D3DFB::Update ()
{
assert(In2D != 2);
if (In2D == 3)
if (In2D == 2)
{
D3DDevice->EndScene();
D3DDevice->Present(NULL, NULL, NULL, NULL);
In2D = false;
In2D = 0;
return;
}
@ -1290,14 +1287,6 @@ void D3DFB::Begin2D()
//D3DDevice->SetTexture(1, PaletteTexture);
}
void D3DFB::End2D()
{
if (In2D == 2)
{
In2D = 3;
}
}
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
{
return new D3DTex(gametex, D3DDevice);
@ -1305,21 +1294,18 @@ FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
//==========================================================================
//
// D3DFB :: DrawTexture
// D3DFB :: DrawTextureV
//
// If not in 2D mode, just call the normal software version.
// If in 2D mode, then use Direct3D calls to perform the drawing.
//
//==========================================================================
void STACK_ARGS D3DFB::DrawTexture (FTexture *img, int x, int y, int tags_first, ...)
void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_first, va_list tags)
{
va_list tags;
va_start(tags, tags_first);
if (In2D < 2)
{
DrawTextureV(img, x, y, tags_first, tags);
Super::DrawTextureV(img, x, y, tags_first, tags);
return;
}

View file

@ -231,10 +231,9 @@ public:
void SetVSync (bool vsync);
void SetBlendingRect (int x1, int y1, int x2, int y2);
void Begin2D ();
void End2D ();
FNativeTexture *CreateTexture (FTexture *gametex);
FNativeTexture *CreatePalette (FTexture *pal);
void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
HRESULT GetHR ();
private: