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Fix some problems noted in http://www.viva64.com/en/b/0298/

I've left some of the less important items, like SearchView.cpp "'then' statement is equivalent to the 'else' statement", and RequestBroker::Request::~Request, because I don't feel like spending a few days entirely rewriting those files at the moment (which is what I'd end up doing if I started fixing minor problems and refactoring...)

GameSave::readOPS - not changed. At some point we may have to move to a larger type for element IDs (probably two or four bytes), but PT_NUM isn't likely to be raised to the maximum value of that type immediately, so this check will be needed then. There should be an elements[partsData[i]].Enabled check in there too, but it might be a bit difficult - I'm not sure how to access a Simulation object from GameSave::readOPS...

Notes on changes:

Graphics::textsize, Element_FRZW::Element_FRZW - typos

Button::Draw - the extra case was originally used to invert the icon (draw it in black instead of in white) when the button was clicked. However, the icon colour is now automatically set depending on the background colour. (Note similar conditions "if(Enabled) { if(isButtonDown || (isTogglable && toggle)) " near the start of the function - same logic but in a different place, setting icon colour indirectly).

Simulation::transform_save - unused redundant function, everything uses GameSave::Transform which does much the same thing.

PreviewView::NotifySaveChanged - should be height==YRES/2, it's checking whether the preview image is the correct size, and resizing it if it isn't.

Element_FWRK::update - no idea why that line was there, even though it was my commit that originally added it...
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jacksonmj committed Dec 25, 2014
1 parent 3ea2d80 commit 236ff08da9521f7c6b393f83a5f97c1886295c55
@@ -321,7 +321,7 @@ int SDLOpen()
SDL_SysWMinfo SysInfo;
SDL_VERSION(&SysInfo.version);
if(SDL_GetWMInfo(&SysInfo) <= 0) {
printf("%s : %d\n", SDL_GetError(), SysInfo.window);
printf("%s : %p\n", SDL_GetError(), SysInfo.window);
exit(-1);
}
HWND WindowHandle = SysInfo.window;
@@ -968,10 +968,10 @@ int main(int argc, char * argv[])
throw std::runtime_error("Invalid Save ID");
SaveInfo * newSave = Client::Ref().GetSave(saveId, 0);
GameSave * newGameSave = new GameSave(Client::Ref().GetSaveData(saveId, 0));
newSave->SetGameSave(newGameSave);
if(!newSave)
throw std::runtime_error("Could not load save");
GameSave * newGameSave = new GameSave(Client::Ref().GetSaveData(saveId, 0));
newSave->SetGameSave(newGameSave);
gameController->LoadSave(newSave);
delete newSave;
@@ -103,7 +103,7 @@ RequestBroker::ProcessResponse APIRequest::Process(RequestBroker & rb)
std::strcpy(userName, format::NumberToString<int>(user.ID).c_str());
std::strcpy(userSession, user.SessionID.c_str());
HTTPContext = http_multipart_post_async((char*)URL.c_str(), postNames, postData, postLength, userName, NULL, userSession);
delete userSession;
delete[] userSession;
}
else
{
@@ -103,7 +103,7 @@ RequestBroker::ProcessResponse WebRequest::Process(RequestBroker & rb)
std::strcpy(userName, format::NumberToString<int>(user.ID).c_str());
std::strcpy(userSession, user.SessionID.c_str());
HTTPContext = http_multipart_post_async((char*)URL.c_str(), postNames, postData, postLength, userName, NULL, userSession);
delete userSession;
delete[] userSession;
}
else
{
@@ -826,7 +826,7 @@ void Graphics::textsize(const char * s, int & width, int & height)
}
else if (*s == '\x0F')
{
if(!s[1] || !s[2] || !s[1]) break;
if(!s[1] || !s[2] || !s[3]) break;
s+=3;
}
else if (*s == '\b')
@@ -1069,20 +1069,15 @@ void GameController::OpenLocalSaveWindow(bool asCurrent)
{
Simulation * sim = gameModel->GetSimulation();
GameSave * gameSave = sim->Save();
gameSave->paused = gameModel->GetPaused();
gameSave->gravityMode = sim->gravityMode;
gameSave->airMode = sim->air->airMode;
gameSave->edgeMode = sim->edgeMode;
gameSave->legacyEnable = sim->legacy_enable;
gameSave->waterEEnabled = sim->water_equal_test;
gameSave->gravityEnable = sim->grav->ngrav_enable;
gameSave->aheatEnable = sim->aheat_enable;
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
sim->SaveSimOptions(gameSave);
gameSave->paused = gameModel->GetPaused();
std::string filename = "";
if (gameModel->GetSaveFile())
filename = gameModel->GetSaveFile()->GetDisplayName();
@@ -1278,20 +1273,15 @@ void GameController::OpenSaveWindow()
{
Simulation * sim = gameModel->GetSimulation();
GameSave * gameSave = sim->Save();
gameSave->paused = gameModel->GetPaused();
gameSave->gravityMode = sim->gravityMode;
gameSave->airMode = sim->air->airMode;
gameSave->edgeMode = sim->edgeMode;
gameSave->legacyEnable = sim->legacy_enable;
gameSave->waterEEnabled = sim->water_equal_test;
gameSave->gravityEnable = sim->grav->ngrav_enable;
gameSave->aheatEnable = sim->aheat_enable;
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
sim->SaveSimOptions(gameSave);
gameSave->paused = gameModel->GetPaused();
if(gameModel->GetSave())
{
SaveInfo tempSave(*gameModel->GetSave());
@@ -1331,20 +1321,15 @@ void GameController::SaveAsCurrent()
{
Simulation * sim = gameModel->GetSimulation();
GameSave * gameSave = sim->Save();
gameSave->paused = gameModel->GetPaused();
gameSave->gravityMode = sim->gravityMode;
gameSave->airMode = sim->air->airMode;
gameSave->edgeMode = sim->edgeMode;
gameSave->legacyEnable = sim->legacy_enable;
gameSave->waterEEnabled = sim->water_equal_test;
gameSave->gravityEnable = sim->grav->ngrav_enable;
gameSave->aheatEnable = sim->aheat_enable;
if(!gameSave)
{
new ErrorMessage("Error", "Unable to build save.");
}
else
{
gameSave->paused = gameModel->GetPaused();
sim->SaveSimOptions(gameSave);
if(gameModel->GetSave())
{
SaveInfo tempSave(*gameModel->GetSave());
@@ -134,14 +134,7 @@ void Button::Draw(const Point& screenPos)
if(Appearance.icon)
{
if(Enabled)
if(isButtonDown || (isTogglable && toggle))
{
g->draw_icon(Position.X+iconPosition.X, Position.Y+iconPosition.Y, Appearance.icon, 255, iconInvert);
}
else
{
g->draw_icon(Position.X+iconPosition.X, Position.Y+iconPosition.Y, Appearance.icon, 255, iconInvert);
}
g->draw_icon(Position.X+iconPosition.X, Position.Y+iconPosition.Y, Appearance.icon, 255, iconInvert);
else
g->draw_icon(Position.X+iconPosition.X, Position.Y+iconPosition.Y, Appearance.icon, 180, iconInvert);
}
@@ -217,7 +217,7 @@ void Engine::Tick()
void Engine::Draw()
{
if(lastBuffer && !(state_->Position.X == 0 && state_->Position.Y == 0 && state_->Size.X == width_ && state_->Size.Y == height_))
if(lastBuffer && !(state_ && state_->Position.X == 0 && state_->Position.Y == 0 && state_->Size.X == width_ && state_->Size.Y == height_))
{
g->Acquire();
g->Clear();
@@ -226,7 +226,7 @@ OptionsView::OptionsView():
char* workingDirectory = new char[FILENAME_MAX+strlen(openCommand)];
sprintf(workingDirectory, "%s\"%s\"", openCommand, getcwd(NULL, 0));
system(workingDirectory);
delete workingDirectory;
delete[] workingDirectory;
}
};
ui::Button * dataFolderButton = new ui::Button(ui::Point(8, Size.Y-38), ui::Point(90, 16), "Open Data Folder");
@@ -446,7 +446,7 @@ void PreviewView::NotifySaveChanged(PreviewModel * sender)
{
savePreview = SaveRenderer::Ref().Render(save->GetGameSave(), false, true);
if(savePreview && savePreview->Buffer && !(savePreview->Width == XRES/2 && savePreview->Width == YRES/2))
if(savePreview && savePreview->Buffer && !(savePreview->Width == XRES/2 && savePreview->Height == YRES/2))
{
pixel * oldData = savePreview->Buffer;
float factorX = ((float)XRES/2)/((float)savePreview->Width);
@@ -2766,18 +2766,7 @@ int LuaScriptInterface::fileSystem_exists(lua_State * l)
if(stat(filename, &s) == 0)
#endif
{
if(s.st_mode & S_IFDIR)
{
exists = true;
}
else if(s.st_mode & S_IFREG)
{
exists = true;
}
else
{
exists = true;
}
exists = true;
}
else
{
@@ -35,7 +35,7 @@ SaveRenderer::SaveRenderer(){
VideoBuffer * SaveRenderer::Render(GameSave * save, bool decorations, bool fire)
{
int width, height;
VideoBuffer * tempThumb;
VideoBuffer * tempThumb = NULL;
width = save->blockWidth;
height = save->blockHeight;
bool doCollapse = save->Collapsed();
@@ -296,6 +296,19 @@ GameSave * Simulation::Save(int fullX, int fullY, int fullX2, int fullY2)
return newSave;
}
void Simulation::SaveSimOptions(GameSave * gameSave)
{
if (!gameSave)
return;
gameSave->gravityMode = gravityMode;
gameSave->airMode = air->airMode;
gameSave->edgeMode = edgeMode;
gameSave->legacyEnable = legacy_enable;
gameSave->waterEEnabled = water_equal_test;
gameSave->gravityEnable = grav->ngrav_enable;
gameSave->aheatEnable = aheat_enable;
}
Snapshot * Simulation::CreateSnapshot()
{
Snapshot * snap = new Snapshot();
@@ -1550,151 +1563,6 @@ int Simulation::FloodParts(int x, int y, int fullc, int cm, int flags)
return created_something;
}
void *Simulation::transform_save(void *odata, int *size, matrix2d transform, vector2d translate)
{
void *ndata;
unsigned char (*bmapo)[XRES/CELL] = (unsigned char (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(unsigned char));
unsigned char (*bmapn)[XRES/CELL] = (unsigned char (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(unsigned char));
Particle *partst = (Particle*)calloc(sizeof(Particle), NPART);
sign *signst = (sign*)calloc(MAXSIGNS, sizeof(sign));
unsigned (*pmapt)[XRES] = (unsigned (*)[XRES])calloc(YRES*XRES, sizeof(unsigned));
float (*fvxo)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*fvyo)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*fvxn)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*fvyn)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*vxo)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*vyo)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*vxn)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*vyn)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*pvo)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
float (*pvn)[XRES/CELL] = (float (*)[XRES/CELL])calloc((YRES/CELL)*(XRES/CELL), sizeof(float));
int i, x, y, nx, ny, w, h, nw, nh;
vector2d pos, tmp, ctl, cbr;
vector2d vel;
vector2d cornerso[4];
unsigned char *odatac = (unsigned char *)odata;
//if (parse_save(odata, *size, 0, 0, 0, bmapo, vxo, vyo, pvo, fvxo, fvyo, signst, partst, pmapt)) //TODO: Implement
{
free(bmapo);
free(bmapn);
free(partst);
free(signst);
free(pmapt);
free(fvxo);
free(fvyo);
free(fvxn);
free(fvyn);
free(vxo);
free(vyo);
free(vxn);
free(vyn);
free(pvo);
free(pvn);
return odata;
}
w = odatac[6]*CELL;
h = odatac[7]*CELL;
// undo any translation caused by rotation
cornerso[0] = v2d_new(0,0);
cornerso[1] = v2d_new(w-1,0);
cornerso[2] = v2d_new(0,h-1);
cornerso[3] = v2d_new(w-1,h-1);
for (i=0; i<4; i++)
{
tmp = m2d_multiply_v2d(transform,cornerso[i]);
if (i==0) ctl = cbr = tmp; // top left, bottom right corner
if (tmp.x<ctl.x) ctl.x = tmp.x;
if (tmp.y<ctl.y) ctl.y = tmp.y;
if (tmp.x>cbr.x) cbr.x = tmp.x;
if (tmp.y>cbr.y) cbr.y = tmp.y;
}
// casting as int doesn't quite do what we want with negative numbers, so use floor()
tmp = v2d_new(floor(ctl.x+0.5f),floor(ctl.y+0.5f));
translate = v2d_sub(translate,tmp);
nw = floor(cbr.x+0.5f)-floor(ctl.x+0.5f)+1;
nh = floor(cbr.y+0.5f)-floor(ctl.y+0.5f)+1;
if (nw>XRES) nw = XRES;
if (nh>YRES) nh = YRES;
// rotate and translate signs, parts, walls
for (i=0; i<MAXSIGNS; i++)
{
if (!signst[i].text[0]) continue;
pos = v2d_new(signst[i].x, signst[i].y);
pos = v2d_add(m2d_multiply_v2d(transform,pos),translate);
nx = floor(pos.x+0.5f);
ny = floor(pos.y+0.5f);
if (nx<0 || nx>=nw || ny<0 || ny>=nh)
{
signst[i].text[0] = 0;
continue;
}
signst[i].x = nx;
signst[i].y = ny;
}
for (i=0; i<NPART; i++)
{
if (!partst[i].type) continue;
pos = v2d_new(partst[i].x, partst[i].y);
pos = v2d_add(m2d_multiply_v2d(transform,pos),translate);
nx = floor(pos.x+0.5f);
ny = floor(pos.y+0.5f);
if (nx<0 || nx>=nw || ny<0 || ny>=nh)
{
partst[i].type = PT_NONE;
continue;
}
partst[i].x = nx;
partst[i].y = ny;
vel = v2d_new(partst[i].vx, partst[i].vy);
vel = m2d_multiply_v2d(transform, vel);
partst[i].vx = vel.x;
partst[i].vy = vel.y;
}
for (y=0; y<YRES/CELL; y++)
for (x=0; x<XRES/CELL; x++)
{
pos = v2d_new(x*CELL+CELL*0.4f, y*CELL+CELL*0.4f);
pos = v2d_add(m2d_multiply_v2d(transform,pos),translate);
nx = pos.x/CELL;
ny = pos.y/CELL;
if (nx<0 || nx>=nw/CELL || ny<0 || ny>=nh/CELL)
continue;
if (bmapo[y][x])
{
bmapn[ny][nx] = bmapo[y][x];
if (bmapo[y][x]==WL_FAN)
{
vel = v2d_new(fvxo[y][x], fvyo[y][x]);
vel = m2d_multiply_v2d(transform, vel);
fvxn[ny][nx] = vel.x;
fvyn[ny][nx] = vel.y;
}
}
vel = v2d_new(vxo[y][x], vyo[y][x]);
vel = m2d_multiply_v2d(transform, vel);
vxn[ny][nx] = vel.x;
vyn[ny][nx] = vel.y;
pvn[ny][nx] = pvo[y][x];
}
//ndata = build_save(size,0,0,nw,nh,bmapn,vxn,vyn,pvn,fvxn,fvyn,signst,partst); //TODO: IMPLEMENT
free(bmapo);
free(bmapn);
free(partst);
free(signst);
free(pmapt);
free(fvxo);
free(fvyo);
free(fvxn);
free(fvyn);
free(vxo);
free(vyo);
free(vxn);
free(vyn);
free(pvo);
free(pvn);
return ndata;
}
void Simulation::orbitalparts_get(int block1, int block2, int resblock1[], int resblock2[])
{
resblock1[0] = (block1&0x000000FF);
@@ -4905,7 +4773,7 @@ void Simulation::update_particles()//doesn't update the particles themselves, bu
emp_decor = 0;
}
sandcolour = (int)(20.0f*sin((float)sandcolour_frame*(M_PI/180.0f)));
sandcolour_frame = (sandcolour_frame++)%360;
sandcolour_frame = (sandcolour_frame+1)%360;
memset(pmap, 0, sizeof(pmap));
memset(pmap_count, 0, sizeof(pmap_count));
@@ -114,6 +114,7 @@ class Simulation
int Load(int x, int y, GameSave * save);
GameSave * Save();
GameSave * Save(int x1, int y1, int x2, int y2);
void SaveSimOptions(GameSave * gameSave);
SimulationSample GetSample(int x, int y);
Snapshot * CreateSnapshot();
@@ -189,7 +190,6 @@ class Simulation
int GetParticleType(std::string type);
void *transform_save(void *odata, int *size, matrix2d transform, vector2d translate);
void orbitalparts_get(int block1, int block2, int resblock1[], int resblock2[]);
void orbitalparts_set(int *block1, int *block2, int resblock1[], int resblock2[]);
int get_wavelength_bin(int *wm);
@@ -31,7 +31,7 @@ Element_FRZW::Element_FRZW()
Description = "Freeze water. Hybrid liquid formed when Freeze powder melts.";
State = ST_LIQUID;
Properties = TYPE_LIQUID||PROP_LIFE_DEC;
Properties = TYPE_LIQUID | PROP_LIFE_DEC;
LowPressure = IPL;
LowPressureTransition = NT;
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