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- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1. SVN r616 (trunk)
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2b86ebe4e5
commit
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7 changed files with 18 additions and 35 deletions
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@ -1,3 +1,7 @@
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December 21, 2007
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- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
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redefining TEAM_None from 255 to -1.
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December 21, 2007 (Changes by Graf Zahl)
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- Added Karate Chris's fix for TEAMINFO definitions with just one team.
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@ -24,7 +28,9 @@ December 20, 2007 (Changes by Graf Zahl)
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December 19, 2007
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- Added a framework for drawing the 2D screen elements with Direct3D textures.
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They are not actually drawn with it yet, nor is it complete, but it's
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something to start with.
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something to start with. While doing this, I noticed the DTA_Shadow stuff
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doesn't do anything. I'll probably remove them rather than fix them, since
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it's easier to draw the shadow with a separate DrawTexture call.
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- Split up DCanvas::DrawTexture() into more pieces to make it easier to
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virtualize.
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- Removed support for non-32-bit palette textures from D3DFB. What kind of
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@ -587,7 +587,7 @@ bool DCajunMaster::LoadBots ()
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case BOTCFG_TEAM:
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{
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char teamstr[4];
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char teamstr[16];
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unsigned int teamnum;
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SC_MustGetString ();
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@ -612,7 +612,7 @@ bool DCajunMaster::LoadBots ()
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}
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}
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appendinfo (newinfo->info, "team");
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sprintf (teamstr, "%u", teamnum);
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sprintf (teamstr, "%d", teamnum);
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appendinfo (newinfo->info, teamstr);
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gotteam = true;
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break;
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@ -646,7 +646,6 @@ void D_Display (bool screenshot)
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DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0),
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DTA_AlphaChannel, true,
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TAG_DONE);
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screen->End2D();
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#endif
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screen->Update (); // page flip or blit buffer
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}
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@ -783,10 +783,6 @@ void DFrameBuffer::Begin2D ()
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{
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}
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void DFrameBuffer::End2D ()
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{
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}
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FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
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{
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return NULL;
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@ -173,7 +173,7 @@ public:
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virtual void SetFont (FFont *font);
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// 2D Texture drawing
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virtual void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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// 2D Text drawing
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@ -305,10 +305,7 @@ public:
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// the scene, and it doesn't present the image yet.
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virtual void Begin2D();
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// DrawTexture calls between Begin2D/End2D now use native textures.
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// Finish 2D drawing operations.
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virtual void End2D();
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// DrawTexture calls after Begin2D use native textures.
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// Create a native texture from a game texture.
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virtual FNativeTexture *CreateTexture(FTexture *gametex);
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@ -803,17 +803,14 @@ void D3DFB::Unlock ()
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// When In2D == 0: Copy buffer to screen and present
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// When In2D == 1: Copy buffer to screen but do not present
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// When In2D == 2: Do nothing
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// When In2D == 3: Present and set In2D to 0
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// When In2D == 2: Present and set In2D to 0
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void D3DFB::Update ()
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{
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assert(In2D != 2);
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if (In2D == 3)
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if (In2D == 2)
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{
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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In2D = false;
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In2D = 0;
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return;
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}
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@ -1290,14 +1287,6 @@ void D3DFB::Begin2D()
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//D3DDevice->SetTexture(1, PaletteTexture);
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}
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void D3DFB::End2D()
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{
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if (In2D == 2)
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{
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In2D = 3;
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}
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}
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FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
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{
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return new D3DTex(gametex, D3DDevice);
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@ -1305,21 +1294,18 @@ FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
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//==========================================================================
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//
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// D3DFB :: DrawTexture
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// D3DFB :: DrawTextureV
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//
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// If not in 2D mode, just call the normal software version.
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// If in 2D mode, then use Direct3D calls to perform the drawing.
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//
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//==========================================================================
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void STACK_ARGS D3DFB::DrawTexture (FTexture *img, int x, int y, int tags_first, ...)
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void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_first, va_list tags)
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{
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va_list tags;
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va_start(tags, tags_first);
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if (In2D < 2)
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{
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DrawTextureV(img, x, y, tags_first, tags);
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Super::DrawTextureV(img, x, y, tags_first, tags);
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return;
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}
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@ -231,10 +231,9 @@ public:
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void SetVSync (bool vsync);
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void SetBlendingRect (int x1, int y1, int x2, int y2);
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void Begin2D ();
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void End2D ();
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FNativeTexture *CreateTexture (FTexture *gametex);
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FNativeTexture *CreatePalette (FTexture *pal);
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void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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HRESULT GetHR ();
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private:
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