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commit 62edd3c44494c13a12818c342401d196830f7e7d Author: bibendovsky <[email protected]> Date: Fri Jul 22 22:10:29 2016 +0300 Rename saved game affected classes --- code/cgame/cg_main.cpp | 2 +- code/cgame/cg_players.cpp | 2 +- code/game/AI_HazardTrooper.cpp | 2 +- code/game/NPC.cpp | 8 ++++---- code/game/NPC_spawn.cpp | 2 +- code/game/NPC_stats.cpp | 8 ++++---- code/game/Q3_Interface.cpp | 6 +++--- code/game/b_local.h | 2 +- code/game/b_public.h | 13 +++++++----- code/game/fields.h | 4 ++-- code/game/g_local.h | 8 +++++--- code/game/g_main.cpp | 2 +- code/game/g_public.h | 3 ++- code/game/g_savegame.cpp | 14 ++++++------- code/game/g_shared.h | 43 ++++++++++++++++++++++++--------------- code/qcommon/msg.cpp | 2 +- code/qcommon/q_shared.h | 7 +++++-- code/qcommon/qcommon.h | 6 +++--- code/ui/ui_main.cpp | 7 ++++--- codeJK2/cgame/cg_main.cpp | 2 +- codeJK2/cgame/cg_players.cpp | 2 +- codeJK2/game/NPC.cpp | 4 ++-- codeJK2/game/NPC_spawn.cpp | 4 ++-- codeJK2/game/NPC_stats.cpp | 8 ++++---- codeJK2/game/Q3_Interface.cpp | 6 +++--- codeJK2/game/b_local.h | 2 +- codeJK2/game/b_public.h | 13 +++++++----- codeJK2/game/fields.h | 4 ++-- codeJK2/game/g_local.h | 8 +++++--- codeJK2/game/g_main.cpp | 2 +- codeJK2/game/g_savegame.cpp | 14 ++++++------- codeJK2/game/g_shared.h | 46 ++++++++++++++++++++++++++---------------- 32 files changed, 147 insertions(+), 109 deletions(-) diff --git a/code/cgame/cg_main.cpp b/code/cgame/cg_main.cpp index d704b8a..f6d955a 100644 --- a/code/cgame/cg_main.cpp +++ b/code/cgame/cg_main.cpp @@ -990,7 +990,7 @@ Ghoul2 Insert End } -void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, renderInfo_t *ri) +void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri) { char *slash; char headModelName[MAX_QPATH]; diff --git a/code/cgame/cg_players.cpp b/code/cgame/cg_players.cpp index bbbe476..25d3abb 100644 --- a/code/cgame/cg_players.cpp +++ b/code/cgame/cg_players.cpp @@ -1811,7 +1811,7 @@ CG_AddHeadBob */ static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo ) { - renderInfo_t *renderInfo = ¢->gent->client->renderInfo; + ja_renderInfo_t *renderInfo = ¢->gent->client->renderInfo; const int volume = gi.VoiceVolume[cent->gent->s.clientNum]; const int volChange = volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low int i; diff --git a/code/game/AI_HazardTrooper.cpp b/code/game/AI_HazardTrooper.cpp index fd4e6be..d5f6f82 100644 --- a/code/game/AI_HazardTrooper.cpp +++ b/code/game/AI_HazardTrooper.cpp @@ -452,7 +452,7 @@ private: float targetNoiseLevel; gentity_t* scanner = mActors[scannerIndex]; - gNPCstats_t* scannerStats = &(scanner->NPC->stats); + ja_gNPCstats_t* scannerStats = &(scanner->NPC->stats); float scannerMaxViewDist = scannerStats->visrange; float scannerMinVisability = 0.1f;//1.0f - scannerStats->vigilance; float scannerMaxHearDist = scannerStats->earshot; diff --git a/code/game/NPC.cpp b/code/game/NPC.cpp index 885eeb4..f46e8d8 100644 --- a/code/game/NPC.cpp +++ b/code/game/NPC.cpp @@ -76,13 +76,13 @@ cvar_t *d_slowmodeath; extern qboolean stop_icarus; gentity_t *NPC; -gNPC_t *NPCInfo; +ja_gNPC_t *NPCInfo; ja_gclient_t *client; usercmd_t ucmd; visibility_t enemyVisibility; void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend); -static bState_t G_CurrentBState( gNPC_t *gNPC ); +static bState_t G_CurrentBState( ja_gNPC_t *gNPC ); extern int eventClearTime; @@ -914,7 +914,7 @@ void SetNPCGlobals( gentity_t *ent ) } gentity_t *_saved_NPC; -gNPC_t *_saved_NPCInfo; +ja_gNPC_t *_saved_NPCInfo; ja_gclient_t *_saved_client; usercmd_t _saved_ucmd; @@ -2137,7 +2137,7 @@ void NPC_RunBehavior( int team, int bState ) } } -static bState_t G_CurrentBState( gNPC_t *gNPC ) +static bState_t G_CurrentBState( ja_gNPC_t *gNPC ) { if ( gNPC->tempBehavior != BS_DEFAULT ) {//Overrides normal behavior until cleared diff --git a/code/game/NPC_spawn.cpp b/code/game/NPC_spawn.cpp index 02719e1..a593d4f 100644 --- a/code/game/NPC_spawn.cpp +++ b/code/game/NPC_spawn.cpp @@ -1517,7 +1517,7 @@ gentity_t *NPC_Spawn_Do( gentity_t *ent, qboolean fullSpawnNow ) newent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) ); //get my own copy so i can free it when i die } - newent->NPC = (gNPC_t*) gi.Malloc(sizeof(gNPC_t), TAG_G_ALLOC, qtrue); + newent->NPC = (ja_gNPC_t*) gi.Malloc(sizeof(ja_gNPC_t), TAG_G_ALLOC, qtrue); newent->NPC->tempGoal = G_Spawn(); diff --git a/code/game/NPC_stats.cpp b/code/game/NPC_stats.cpp index caf851f..01e29cd 100644 --- a/code/game/NPC_stats.cpp +++ b/code/game/NPC_stats.cpp @@ -356,7 +356,7 @@ static int MoveTypeNameToEnum( const char *name ) return MT_STATIC; } -extern void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, renderInfo_t *ri); +extern void CG_RegisterClientRenderInfo(ja_clientInfo_t *ci, ja_renderInfo_t *ri); extern void CG_RegisterClientModels (int entityNum); extern void CG_RegisterNPCCustomSounds( ja_clientInfo_t *ci ); @@ -1578,7 +1578,7 @@ Precaches NPC skins, tgas and md3s. void CG_NPC_Precache ( gentity_t *spawner ) { ja_clientInfo_t ci={}; - renderInfo_t ri={}; + ja_renderInfo_t ri={}; team_t playerTeam = TEAM_FREE; const char *token; const char *value; @@ -1942,8 +1942,8 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) char playerModel[MAX_QPATH]; char customSkin[MAX_QPATH]; ja_clientInfo_t *ci = &NPC->client->clientInfo; - renderInfo_t *ri = &NPC->client->renderInfo; - gNPCstats_t *stats = NULL; + ja_renderInfo_t *ri = &NPC->client->renderInfo; + ja_gNPCstats_t *stats = NULL; qboolean md3Model = qtrue; char surfOff[1024]={0}; char surfOn[1024]={0}; diff --git a/code/game/Q3_Interface.cpp b/code/game/Q3_Interface.cpp index 7f3c1a6..a527a58 100644 --- a/code/game/Q3_Interface.cpp +++ b/code/game/Q3_Interface.cpp @@ -752,7 +752,7 @@ static void Q3_SetObjective(const char *ObjEnum, int status) { int objectiveID; ja_gclient_t *client; - objectives_t *objective; + ja_objectives_t *objective; int *objectivesShown; client = &level.clients[0]; @@ -4077,8 +4077,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue) if( !ent->parms ) { - ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) ); - memset( ent->parms, 0, sizeof(parms_t) ); + ent->parms = (ja_parms_t *)G_Alloc( sizeof(ja_parms_t) ); + memset( ent->parms, 0, sizeof(ja_parms_t) ); } if ( (val = Q3_CheckStringCounterIncrement( parmValue )) ) diff --git a/code/game/b_local.h b/code/game/b_local.h index 0814fc8..a49df8d 100644 --- a/code/game/b_local.h +++ b/code/game/b_local.h @@ -80,7 +80,7 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch //MCG - Begin============================================================ //NPC_ai variables - shared by NPC.cpp andf the following modules extern gentity_t *NPC; -extern gNPC_t *NPCInfo; +extern ja_gNPC_t *NPCInfo; extern ja_gclient_t *client; extern usercmd_t ucmd; extern visibility_t enemyVisibility; diff --git a/code/game/b_public.h b/code/game/b_public.h index a547fab..f2054f0 100644 --- a/code/game/b_public.h +++ b/code/game/b_public.h @@ -132,8 +132,9 @@ typedef enum } sexType_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct gNPCstats_e +class ja_gNPCstats_t {//Stats, loaded in, and can be set by scripts +public: //AI int aggression; // " int aim; // " @@ -202,7 +203,7 @@ typedef struct gNPCstats_e saved_game->read<int32_t>(acceleration); saved_game->read<int32_t>(sex); } -} gNPCstats_t; +}; // ja_gNPCstats_t #define MAX_ENEMY_POS_LAG 2400 @@ -210,8 +211,10 @@ typedef struct gNPCstats_e #define ENEMY_POS_LAG_STEPS (MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL) // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_gNPC_t { +public: //FIXME: Put in playerInfo or something int timeOfDeath; //FIXME do we really need both of these gentity_t *touchedByPlayer; @@ -298,7 +301,7 @@ typedef struct vec3_t lastPathAngles; //So we know which way to face generally when we stop //stats - gNPCstats_t stats; + ja_gNPCstats_t stats; int aimErrorDebounceTime; float lastAimErrorYaw; float lastAimErrorPitch; @@ -622,7 +625,7 @@ typedef struct saved_game->read<int32_t>(ffireDebounce); saved_game->read<int32_t>(ffireFadeDebounce); } -} gNPC_t; +}; // ja_gNPC_t void G_SquadPathsInit(void); diff --git a/code/game/fields.h b/code/game/fields.h index 877ecec..ba7bb10 100644 --- a/code/game/fields.h +++ b/code/game/fields.h @@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define FOFS(x) offsetof(gentity_t, x) // usually already defined in qshared.h #endif #define STOFS(x) offsetof(spawn_temp_t, x) -#define LLOFS(x) offsetof(level_locals_t, x) +#define LLOFS(x) offsetof(ja_level_locals_t, x) #define CLOFS(x) offsetof(ja_gclient_t, x) -#define NPCOFS(x) offsetof(gNPC_t, x) +#define NPCOFS(x) offsetof(ja_gNPC_t, x) #define VHOFS(x) offsetof(Vehicle_t, x) // diff --git a/code/game/g_local.h b/code/game/g_local.h index 9da71d5..3502333 100644 --- a/code/game/g_local.h +++ b/code/game/g_local.h @@ -239,8 +239,10 @@ typedef struct #define WF_PUFFING 0x00000004 // puffing something // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_level_locals_t { +public: ja_gclient_t *clients; // [maxclients] // store latched cvars here that we want to get at often @@ -343,9 +345,9 @@ typedef struct saved_game->read<int32_t>(worldFlags); saved_game->read<int32_t>(dmState); } -} level_locals_t; +}; // ja_level_locals_t -extern level_locals_t level; +extern ja_level_locals_t level; extern game_export_t globals; extern cvar_t *g_gravity; diff --git a/code/game/g_main.cpp b/code/game/g_main.cpp index 4475289..0d75924 100644 --- a/code/game/g_main.cpp +++ b/code/game/g_main.cpp @@ -62,7 +62,7 @@ extern qboolean g_bCollidableRoffs; #define STEPSIZE 18 -level_locals_t level; +ja_level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; diff --git a/code/game/g_public.h b/code/game/g_public.h index 08cf22c..0465c27 100644 --- a/code/game/g_public.h +++ b/code/game/g_public.h @@ -90,10 +90,11 @@ typedef enum #ifndef GAME_INCLUDE // the server needs to know enough information to handle collision and snapshot generation +class playerState_t; struct gentity_s { entityState_t s; // communicated by server to clients - struct playerState_s *client; + playerState_t *client; qboolean inuse; qboolean linked; // qfalse if not in any good cluster diff --git a/code/game/g_savegame.cpp b/code/game/g_savegame.cpp index 31dcbae..25a362c 100644 --- a/code/game/g_savegame.cpp +++ b/code/game/g_savegame.cpp @@ -835,7 +835,7 @@ All pointer variables (except function pointers) must be handled specially. */ static void WriteLevelLocals () { - level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // copy out all data into a temp space EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP)); // sizeof(temp)); @@ -855,7 +855,7 @@ static void ReadLevelLocals () // ja_gclient_t *pClients = level.clients; // save clients - level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + ja_level_locals_t *temp = (ja_level_locals_t *)gi.Malloc(sizeof(ja_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // struct copy EvaluateFields(savefields_LevelLocals, temp, (byte *)&level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse); // sizeof(level_locals_t)); level = *temp; // struct copy @@ -909,7 +909,7 @@ static void WriteGEntities(qboolean qbAutosave) // if (tempEnt.NPC) { - gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) + ja_gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc)); } @@ -1022,7 +1022,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->NPC) // will be qtrue/qfalse { - gNPC_t tempNPC; + ja_gNPC_t tempNPC; EvaluateFields(savefields_gNPC, &tempNPC,(byte *)pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse); @@ -1039,7 +1039,7 @@ static void ReadGEntities(qboolean qbAutosave) // original didn't have one (hmmm...), so make a new one... // //assert(0); // I want to know about this, though not in release - pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); + pEnt->NPC = (ja_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); } // copy over the one we've just loaded... @@ -1091,7 +1091,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->parms) // will be qtrue/qfalse { - parms_t tempParms; + ja_parms_t tempParms; ::gi.saved_game->read_chunk( INT_ID('P','A','R','M'), @@ -1109,7 +1109,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one, so make a new one... // - pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms)); + pEnt->parms = (ja_parms_t *) G_Alloc(sizeof(*pEnt->parms)); } // copy over the one we've just loaded... diff --git a/code/game/g_shared.h b/code/game/g_shared.h index ddf8aa5..8fe7f2a 100644 --- a/code/game/g_shared.h +++ b/code/game/g_shared.h @@ -198,8 +198,10 @@ typedef enum #define RF_LOCKEDANGLE 1 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct renderInfo_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_renderInfo_t { +public: // Legs model, or full model on one piece entities union @@ -402,7 +404,7 @@ typedef struct renderInfo_s saved_game->read<int32_t>(lookingDebounceTime); saved_game->read<float>(legsYaw); } -} renderInfo_t; +}; // ja_renderInfo_t // Movement information structure @@ -430,7 +432,10 @@ typedef enum { } playerTeamStateState_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct { +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_playerTeamState_t +{ +public: playerTeamStateState_t state; int captures; @@ -477,11 +482,13 @@ typedef struct { saved_game->read<float>(flagsince); saved_game->read<float>(lastfraggedcarrier); } -} playerTeamState_t; +}; // ja_playerTeamState_t // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct objectives_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_objectives_t { +public: qboolean display; // A displayable objective? int status; // Succeed or fail or pending @@ -499,14 +506,16 @@ typedef struct objectives_s saved_game->read<int32_t>(display); saved_game->read<int32_t>(status); } -} objectives_t; +}; // ja_objectives_t // NOTE: This is an arbitrary number greater than our current number of objectives with // some fluff just in case we add more in the future. #define MAX_MISSION_OBJ 100 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct missionStats_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_missionStats_t { +public: int secretsFound; // # of secret areas found int totalSecrets; // # of secret areas that could have been found int shotsFired; // total number of shots fired @@ -560,7 +569,7 @@ typedef struct missionStats_s saved_game->read<int32_t>(forceUsed); saved_game->read<int32_t>(weaponUsed); } -} missionStats_t; +}; // ja_missionStats_t // the auto following clients don't follow a specific client // number, but instead follow the first two active players @@ -579,8 +588,8 @@ class ja_clientSession_t public: int missionObjectivesShown; // Number of times mission objectives have been updated team_t sessionTeam; - objectives_t mission_objectives[MAX_MISSION_OBJ]; - missionStats_t missionStats; // Various totals while on a mission + ja_objectives_t mission_objectives[MAX_MISSION_OBJ]; + ja_missionStats_t missionStats; // Various totals while on a mission void sg_export( @@ -616,7 +625,7 @@ public: int enterTime; // level.time the client entered the game short cmd_angles[3]; // angles sent over in the last command - playerTeamState_t teamState; // status in teamplay games + ja_playerTeamState_t teamState; // status in teamplay games void sg_export( @@ -744,7 +753,7 @@ public: float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) - renderInfo_t renderInfo; + ja_renderInfo_t renderInfo; //dismember tracker bool dismembered; @@ -919,8 +928,10 @@ public: #define MAX_PARMS 16 #define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path -typedef struct +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class ja_parms_t { +public: char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH]; @@ -935,7 +946,7 @@ typedef struct { saved_game->read<int8_t>(parm); } -} parms_t; +}; // ja_parms_t #ifdef GAME_INCLUDE //these hold the place for the enums in functions.h so i don't have to recompile everytime it changes @@ -1135,7 +1146,7 @@ Ghoul2 Insert End //Script/ICARUS-related fields int m_iIcarusID; int taskID[NUM_TIDS]; - parms_t *parms; + ja_parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; @@ -1202,7 +1213,7 @@ Ghoul2 Insert End //NPC/Player entity fields //FIXME: Make these client only? - gNPC_t *NPC;//Only allocated if the entity becomes an NPC + ja_gNPC_t *NPC;//Only allocated if the entity becomes an NPC //Other NPC/Player-related entity fields char *ownername;//Used by squadpaths to locate owning NPC diff --git a/code/qcommon/msg.cpp b/code/qcommon/msg.cpp index 1a35150..dc23211 100644 --- a/code/qcommon/msg.cpp +++ b/code/qcommon/msg.cpp @@ -1026,7 +1026,7 @@ MSG_WriteDeltaPlayerstate ============= */ -void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to ) { +void MSG_WriteDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to ) { int i; playerState_t dummy; int statsbits; diff --git a/code/qcommon/q_shared.h b/code/qcommon/q_shared.h index 0186889..54ef294 100644 --- a/code/qcommon/q_shared.h +++ b/code/qcommon/q_shared.h @@ -2278,7 +2278,10 @@ typedef struct // so if a playerState_t is transmitted, the entityState_t can be fully derived // from it. // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct playerState_s { +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class playerState_t +{ +public: int commandTime; // cmd->serverTime of last executed command int pm_type; int bobCycle; // for view bobbing and footstep generation @@ -2864,7 +2867,7 @@ typedef struct playerState_s { saved_game->read<int32_t>(brokenLimbs); saved_game->read<int32_t>(electrifyTime); } -} playerState_t; +}; // playerState_t //==================================================================== diff --git a/code/qcommon/qcommon.h b/code/qcommon/qcommon.h index bd79f4b..483b85b 100644 --- a/code/qcommon/qcommon.h +++ b/code/qcommon/qcommon.h @@ -68,7 +68,7 @@ void MSG_WriteData (msg_t *buf, const void *data, int length); struct usercmd_s; struct entityState_s; -struct playerState_s; +class playerState_t; void MSG_WriteBits( msg_t *msg, int value, int bits ); @@ -99,8 +99,8 @@ void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to, void MSG_ReadEntity( msg_t *msg, entityState_t *to); void MSG_WriteEntity( msg_t *msg, entityState_t *to, int removeNum); -void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to ); -void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to ); +void MSG_WriteDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to ); +void MSG_ReadDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to ); /* ============================================================== diff --git a/code/ui/ui_main.cpp b/code/ui/ui_main.cpp index 3f48716..2b790af 100644 --- a/code/ui/ui_main.cpp +++ b/code/ui/ui_main.cpp @@ -2017,12 +2017,13 @@ static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, //because the ui can be loaded while the game/cgame are not loaded. So we're going to recreate what we need here. #undef MAX_ANIM_FILES #define MAX_ANIM_FILES 4 -typedef struct +class ui_animFileSet_t { +public: char filename[MAX_QPATH]; ja_animation_t animations[MAX_ANIMATIONS]; -} animFileSet_t; -static animFileSet_t ui_knownAnimFileSets[MAX_ANIM_FILES]; +}; // ui_animFileSet_t +static ui_animFileSet_t ui_knownAnimFileSets[MAX_ANIM_FILES]; int ui_numKnownAnimFileSets; diff --git a/codeJK2/cgame/cg_main.cpp b/codeJK2/cgame/cg_main.cpp index 7b2e5c2..709f443 100644 --- a/codeJK2/cgame/cg_main.cpp +++ b/codeJK2/cgame/cg_main.cpp @@ -939,7 +939,7 @@ Ghoul2 Insert End } -void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, renderInfo_t *ri) +void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri) { char *slash; char headModelName[MAX_QPATH]; diff --git a/codeJK2/cgame/cg_players.cpp b/codeJK2/cgame/cg_players.cpp index 5f544bd..7aea958 100644 --- a/codeJK2/cgame/cg_players.cpp +++ b/codeJK2/cgame/cg_players.cpp @@ -1666,7 +1666,7 @@ CG_AddHeadBob */ static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo ) { - renderInfo_t *renderInfo = ¢->gent->client->renderInfo; + jo_renderInfo_t *renderInfo = ¢->gent->client->renderInfo; const int volume = gi.VoiceVolume[cent->gent->s.clientNum]; const int volChange = volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low int i; diff --git a/codeJK2/game/NPC.cpp b/codeJK2/game/NPC.cpp index c301664..b6a69e2 100644 --- a/codeJK2/game/NPC.cpp +++ b/codeJK2/game/NPC.cpp @@ -75,7 +75,7 @@ cvar_t *d_slowmodeath; extern qboolean stop_icarus; gentity_t *NPC; -gNPC_t *NPCInfo; +jo_gNPC_t *NPCInfo; jo_gclient_t *client; usercmd_t ucmd; visibility_t enemyVisibility; @@ -817,7 +817,7 @@ void SetNPCGlobals( gentity_t *ent ) } gentity_t *_saved_NPC; -gNPC_t *_saved_NPCInfo; +jo_gNPC_t *_saved_NPCInfo; jo_gclient_t *_saved_client; usercmd_t _saved_ucmd; diff --git a/codeJK2/game/NPC_spawn.cpp b/codeJK2/game/NPC_spawn.cpp index 3627d20..c3faba7 100644 --- a/codeJK2/game/NPC_spawn.cpp +++ b/codeJK2/game/NPC_spawn.cpp @@ -1070,9 +1070,9 @@ void NPC_Begin (gentity_t *ent) } } -gNPC_t *New_NPC_t() +jo_gNPC_t *New_NPC_t() { - gNPC_t *ptr = (gNPC_t *)G_Alloc (sizeof(gNPC_t)); + jo_gNPC_t *ptr = (jo_gNPC_t *)G_Alloc (sizeof(jo_gNPC_t)); if (ptr) { diff --git a/codeJK2/game/NPC_stats.cpp b/codeJK2/game/NPC_stats.cpp index 85e7cfd..1eec8d1 100644 --- a/codeJK2/game/NPC_stats.cpp +++ b/codeJK2/game/NPC_stats.cpp @@ -301,7 +301,7 @@ static int MoveTypeNameToEnum( const char *name ) return MT_STATIC; } -extern void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, renderInfo_t *ri); +extern void CG_RegisterClientRenderInfo(jo_clientInfo_t *ci, jo_renderInfo_t *ri); extern void CG_RegisterClientModels (int entityNum); extern void CG_RegisterNPCCustomSounds( jo_clientInfo_t *ci ); extern void CG_RegisterNPCEffects( team_t team ); @@ -706,7 +706,7 @@ Precaches NPC skins, tgas and md3s. void NPC_Precache ( gentity_t *spawner ) { jo_clientInfo_t ci={}; - renderInfo_t ri={}; + jo_renderInfo_t ri={}; team_t playerTeam = TEAM_FREE; const char *token; const char *value; @@ -1070,8 +1070,8 @@ qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) char playerModel[MAX_QPATH]; char customSkin[MAX_QPATH]; jo_clientInfo_t *ci = &NPC->client->clientInfo; - renderInfo_t *ri = &NPC->client->renderInfo; - gNPCstats_t *stats = NULL; + jo_renderInfo_t *ri = &NPC->client->renderInfo; + jo_gNPCstats_t *stats = NULL; qboolean md3Model = qtrue; char surfOff[1024]; char surfOn[1024]; diff --git a/codeJK2/game/Q3_Interface.cpp b/codeJK2/game/Q3_Interface.cpp index 71699d5..86dc9ef 100644 --- a/codeJK2/game/Q3_Interface.cpp +++ b/codeJK2/game/Q3_Interface.cpp @@ -723,7 +723,7 @@ static void Q3_SetObjective(const char *ObjEnum, int status) { int objectiveID; jo_gclient_t *client; - objectives_t *objective; + jo_objectives_t *objective; int *objectivesShown; client = &level.clients[0]; @@ -4124,8 +4124,8 @@ void Q3_SetParm (int entID, int parmNum, const char *parmValue) if( !ent->parms ) { - ent->parms = (parms_t *)G_Alloc( sizeof(parms_t) ); - memset( ent->parms, 0, sizeof(parms_t) ); + ent->parms = (jo_parms_t *)G_Alloc( sizeof(jo_parms_t) ); + memset( ent->parms, 0, sizeof(jo_parms_t) ); } if ( (val = Q3_CheckStringCounterIncrement( parmValue )) ) diff --git a/codeJK2/game/b_local.h b/codeJK2/game/b_local.h index d450b92..dd3ebd0 100644 --- a/codeJK2/game/b_local.h +++ b/codeJK2/game/b_local.h @@ -81,7 +81,7 @@ extern void Debug_NPCPrintf( gentity_t *printNPC, cvar_t *cv, int debugLevel, ch //MCG - Begin============================================================ //NPC_ai variables - shared by NPC.cpp andf the following modules extern gentity_t *NPC; -extern gNPC_t *NPCInfo; +extern jo_gNPC_t *NPCInfo; extern jo_gclient_t *client; extern usercmd_t ucmd; extern visibility_t enemyVisibility; diff --git a/codeJK2/game/b_public.h b/codeJK2/game/b_public.h index 85f6671..66263b0 100644 --- a/codeJK2/game/b_public.h +++ b/codeJK2/game/b_public.h @@ -114,8 +114,9 @@ typedef enum //# movetype_e NUM_MOVETYPES } movetype_t; -typedef struct gNPCstats_e +class jo_gNPCstats_t {//Stats, loaded in, and can be set by scripts +public: //AI int aggression; // " int aim; // " @@ -183,7 +184,7 @@ typedef struct gNPCstats_e saved_game->read<int32_t>(health); saved_game->read<int32_t>(acceleration); } -} gNPCstats_t; +}; // jo_gNPCstats_t // NOTE!!! If you add any ptr fields into this structure could you please tell me so I can update the load/save code? // so far the only things I've got to cope with are a bunch of gentity_t*'s, but tell me if any more get added -slc @@ -193,8 +194,10 @@ typedef struct gNPCstats_e #define ENEMY_POS_LAG_INTERVAL 100 #define ENEMY_POS_LAG_STEPS (MAX_ENEMY_POS_LAG/ENEMY_POS_LAG_INTERVAL) -typedef struct +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_gNPC_t { +public: //FIXME: Put in playerInfo or something int timeOfDeath; //FIXME do we really need both of these gentity_t *touchedByPlayer; @@ -275,7 +278,7 @@ typedef struct vec3_t lastPathAngles; //So we know which way to face generally when we stop //stats - gNPCstats_t stats; + jo_gNPCstats_t stats; int aimErrorDebounceTime; float lastAimErrorYaw; float lastAimErrorPitch; @@ -550,7 +553,7 @@ typedef struct saved_game->read<int32_t>(ffireDebounce); saved_game->read<int32_t>(ffireFadeDebounce); } -} gNPC_t; +}; // jo_gNPC_t void G_SquadPathsInit(void); void NPC_InitGame( void ); diff --git a/codeJK2/game/fields.h b/codeJK2/game/fields.h index b08b128..42e3da3 100644 --- a/codeJK2/game/fields.h +++ b/codeJK2/game/fields.h @@ -37,9 +37,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>. #define FOFS(x) offsetof(gentity_t, x) // usually already defined in qshared.h #endif #define STOFS(x) offsetof(spawn_temp_t, x) -#define LLOFS(x) offsetof(level_locals_t, x) +#define LLOFS(x) offsetof(jo_level_locals_t, x) #define CLOFS(x) offsetof(jo_gclient_t, x) -#define NPCOFS(x) offsetof(gNPC_t, x) +#define NPCOFS(x) offsetof(jo_gNPC_t, x) // #define strFOFS(x) #x,FOFS(x) #define strSTOFS(x) #x,STOFS(x) diff --git a/codeJK2/game/g_local.h b/codeJK2/game/g_local.h index 4488fd4..58f8d08 100644 --- a/codeJK2/game/g_local.h +++ b/codeJK2/game/g_local.h @@ -194,8 +194,10 @@ typedef struct #define WF_SNOWING 0x00000002 //snowing // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_level_locals_t { +public: jo_gclient_t *clients; // [maxclients] // store latched cvars here that we want to get at often @@ -291,9 +293,9 @@ typedef struct saved_game->read<int32_t>(worldFlags); saved_game->read<int32_t>(dmState); } -} level_locals_t; +}; // jo_level_locals_t -extern level_locals_t level; +extern jo_level_locals_t level; extern game_export_t globals; extern cvar_t *g_gravity; diff --git a/codeJK2/game/g_main.cpp b/codeJK2/game/g_main.cpp index 1de4cd1..4306808 100644 --- a/codeJK2/game/g_main.cpp +++ b/codeJK2/game/g_main.cpp @@ -44,7 +44,7 @@ int eventClearTime = 0; #define STEPSIZE 18 -level_locals_t level; +jo_level_locals_t level; game_import_t gi; game_export_t globals; gentity_t g_entities[MAX_GENTITIES]; diff --git a/codeJK2/game/g_savegame.cpp b/codeJK2/game/g_savegame.cpp index c7df21c..5e75a1e9 100644 --- a/codeJK2/game/g_savegame.cpp +++ b/codeJK2/game/g_savegame.cpp @@ -667,7 +667,7 @@ All pointer variables (except function pointers) must be handled specially. */ static void WriteLevelLocals () { - level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; // copy out all data into a temp space EnumerateFields(savefields_LevelLocals, temp, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP)); @@ -687,7 +687,7 @@ static void ReadLevelLocals () // jo_gclient_t *pClients = level.clients; // save clients - level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse); + jo_level_locals_t *temp = (jo_level_locals_t *)gi.Malloc(sizeof(jo_level_locals_t), TAG_TEMP_WORKSPACE, qfalse); *temp = level; EvaluateFields(savefields_LevelLocals, temp, &level, INT_ID('L','V','L','C'), LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse); // sizeof(level_locals_t)); level = *temp; // struct copy @@ -741,7 +741,7 @@ static void WriteGEntities(qboolean qbAutosave) // if (tempEnt.NPC) { - gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) + jo_gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-) EnumerateFields(savefields_gNPC, &npc, INT_ID('G','N','P','C'), sizeof(npc)); } @@ -847,7 +847,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->NPC) // will be qtrue/qfalse { - gNPC_t tempNPC; + jo_gNPC_t tempNPC; EvaluateFields(savefields_gNPC, &tempNPC,pEntOriginal->NPC, INT_ID('G','N','P','C'), sizeof (*pEnt->NPC),qfalse); @@ -864,7 +864,7 @@ static void ReadGEntities(qboolean qbAutosave) // original didn't have one (hmmm...), so make a new one... // //assert(0); // I want to know about this, though not in release - pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); + pEnt->NPC = (jo_gNPC_t *) G_Alloc(sizeof(*pEnt->NPC)); } // copy over the one we've just loaded... @@ -903,7 +903,7 @@ static void ReadGEntities(qboolean qbAutosave) // if (pEnt->parms) // will be qtrue/qfalse { - parms_t tempParms; + jo_parms_t tempParms; ::gi.saved_game->read_chunk( INT_ID('P','A','R','M'), @@ -921,7 +921,7 @@ static void ReadGEntities(qboolean qbAutosave) { // original didn't have one, so make a new one... // - pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms)); + pEnt->parms = (jo_parms_t *) G_Alloc(sizeof(*pEnt->parms)); } // copy over the one we've just loaded... diff --git a/codeJK2/game/g_shared.h b/codeJK2/game/g_shared.h index f9e108e..c25e7b1 100644 --- a/codeJK2/game/g_shared.h +++ b/codeJK2/game/g_shared.h @@ -255,8 +255,10 @@ typedef enum #define RF_LOCKEDANGLE 1 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct renderInfo_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_renderInfo_t { +public: // Legs model, or full model on one piece entities union { @@ -438,7 +440,7 @@ typedef struct renderInfo_s saved_game->read<int32_t>(lookingDebounceTime); saved_game->read<float>(legsYaw); } -} renderInfo_t; +}; // jo_renderInfo_t // Movement information structure @@ -466,7 +468,10 @@ typedef enum { } playerTeamStateState_t; // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct { +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_playerTeamState_t +{ +public: playerTeamStateState_t state; int captures; @@ -513,11 +518,13 @@ typedef struct { saved_game->read<float>(flagsince); saved_game->read<float>(lastfraggedcarrier); } -} playerTeamState_t; +}; // jo_playerTeamState_t // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct objectives_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_objectives_t { +public: qboolean display; // A displayable objective? int status; // Succeed or fail or pending @@ -535,12 +542,14 @@ typedef struct objectives_s saved_game->read<int32_t>(display); saved_game->read<int32_t>(status); } -} objectives_t; +}; // jo_objectives_t #define MAX_MISSION_OBJ 80 // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! -typedef struct missionStats_s +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_missionStats_t { +public: int secretsFound; // # of secret areas found int totalSecrets; // # of secret areas that could have been found int shotsFired; // total number of shots fired @@ -594,7 +603,7 @@ typedef struct missionStats_s saved_game->read<int32_t>(forceUsed); saved_game->read<int32_t>(weaponUsed); } -} missionStats_t; +}; // jo_missionStats_t // the auto following clients don't follow a specific client // number, but instead follow the first two active players @@ -613,8 +622,8 @@ class jo_clientSession_t public: int missionObjectivesShown; // Number of times mission objectives have been updated team_t sessionTeam; - objectives_t mission_objectives[MAX_MISSION_OBJ]; - missionStats_t missionStats; // Various totals while on a mission + jo_objectives_t mission_objectives[MAX_MISSION_OBJ]; + jo_missionStats_t missionStats; // Various totals while on a mission void sg_export( @@ -651,7 +660,7 @@ public: int enterTime; // level.time the client entered the game short cmd_angles[3]; // angles sent over in the last command - playerTeamState_t teamState; // status in teamplay games + jo_playerTeamState_t teamState; // status in teamplay games void sg_export( @@ -781,7 +790,7 @@ public: float hiddenDist;//How close ents have to be to pick you up as an enemy vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden) - renderInfo_t renderInfo; + jo_renderInfo_t renderInfo; saberTrail_t saberTrail; //dismember tracker @@ -929,8 +938,11 @@ public: #define MAX_PARMS 16 #define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path -typedef struct -{ + +// FIXME Added prefix to avoid debugging problems in Visual Studio. +class jo_parms_t +{ +public: char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH]; @@ -945,7 +957,7 @@ typedef struct { saved_game->read<int8_t>(parm); } -} parms_t; +}; // jo_parms_t #define GAME_INCLUDE #ifdef GAME_INCLUDE @@ -1135,7 +1147,7 @@ Ghoul2 Insert End CSequencer *sequencer; CTaskManager *taskManager; int taskID[NUM_TIDS]; - parms_t *parms; + jo_parms_t *parms; char *behaviorSet[NUM_BSETS]; char *script_targetname; int delayScriptTime; @@ -1198,7 +1210,7 @@ Ghoul2 Insert End //FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES //NPC/Player entity fields //FIXME: Make these client only? - gNPC_t *NPC;//Only allocated if the entity becomes an NPC + jo_gNPC_t *NPC;//Only allocated if the entity becomes an NPC //Other NPC/Player-related entity fields char *ownername;//Used by squadpaths to locate owning NPC -- Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/openjk.git _______________________________________________ Pkg-games-commits mailing list [email protected] http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits

