* fixed a lot of compiler warnings (mostly const char * stuff and use of uninitialized data)
* add support for translating radiant (just marked three strings, more to come) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@264 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
@@ -32,7 +32,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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extern MainFrame* g_pParentWnd;
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int modified; // for quit confirmation (0 = clean, 1 = unsaved,
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// 2 = autosaved, but not regular saved)
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// 2 = autosaved, but not regular saved)
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char currentmap[1024];
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@@ -136,7 +136,7 @@ void Map_BuildBrushData(void)
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Sys_EndWait();
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}
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entity_t *Map_FindClass (char *cname)
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entity_t *Map_FindClass (const char *cname)
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{
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entity_t *ent;
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@@ -335,7 +335,7 @@ void Map_ImportEntities(CPtrArray *ents, bool bAddSelected = false)
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num_brushes = 0;
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e = (entity_t*)ents->GetAt(i);
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brushes = (CPtrArray*)e->pData;
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num_brushes = brushes->GetSize();
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// link brushes into entity
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for(j=0; j<num_brushes; j++)
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@@ -374,22 +374,22 @@ void Map_ImportEntities(CPtrArray *ents, bool bAddSelected = false)
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#ifdef TERRAIN_HACK
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if ((strcmp(ValueForKey(e, "terrain"),"1") == 0 && strcmp(e->eclass->name,"func_group") == 0))
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{
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// two aux pointers to the shaders used in the terrain entity
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// we don't keep refcount on them since they are only temporary
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// this avoids doing expensive lookups by name for all faces
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IShader *pTerrainShader, *pCaulk;
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pTerrainShader = NULL;
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pCaulk = QERApp_Shader_ForName(SHADER_CAULK);
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for(b = e->brushes.onext; b!=&e->brushes; b=b->onext)
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{
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if (pTerrainShader == NULL)
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for(f = b->brush_faces; f != NULL; f = f->next)
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if (strcmp(f->texdef.GetName(), SHADER_CAULK)!=0)
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pTerrainShader = f->pShader;
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if (pTerrainShader)
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{
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for(f = b->brush_faces; f != NULL; f = f->next)
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@@ -473,7 +473,7 @@ void Map_ImportEntities(CPtrArray *ents, bool bAddSelected = false)
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entity_t *e_target;
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const char *target = ValueForKey(e, "target");
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qboolean bCollision=FALSE;
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// check the current map entities for an actual collision
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for (e_target = entities.next; e_target != &entities; e_target = e_target->next)
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{
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@@ -488,7 +488,7 @@ void Map_ImportEntities(CPtrArray *ents, bool bAddSelected = false)
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}
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}
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}
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// find the matching targeted entity(s)
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if(bCollision)
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{
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@@ -513,17 +513,17 @@ void Map_ImportEntities(CPtrArray *ents, bool bAddSelected = false)
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g_ptr_array_free(t_ents, FALSE);
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}
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}
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// add the entity to the end of the entity list
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Entity_AddToList(e, &entities);
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g_qeglobals.d_num_entities++;
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// keep a list of ents added to avoid testing collisions against them
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g_ptr_array_add(new_ents, (gpointer)e);
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}
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}
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g_ptr_array_free(new_ents, FALSE);
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ents->RemoveAll();
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g_qeglobals.bNeedConvert = false;
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@@ -551,7 +551,7 @@ void Map_LoadFile (const char *filename)
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Sys_BeginWait ();
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Select_Deselect();
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/*!
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\todo FIXME TTimo why is this commented out?
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\todo FIXME TTimo why is this commented out?
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stability issues maybe? or duplicate feature?
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forcing to show the console during map load was a good thing IMO
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*/
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@@ -609,15 +609,15 @@ void Map_LoadFile (const char *filename)
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Sys_Printf ("--- LoadMapFile ---\n");
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Sys_Printf ("%s\n", filename );
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Sys_Printf ("%5i brushes\n", g_qeglobals.d_parsed_brushes );
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Sys_Printf ("%5i entities\n", g_qeglobals.d_num_entities);
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Sys_Printf ("%5.2f second(s) load time\n", elapsed_time );
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Sys_EndWait();
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Map_RestoreBetween ();
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//
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// move the view to a start position
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//
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@@ -707,11 +707,11 @@ void Map_ExportEntities(CPtrArray* ents, bool bRegionOnly = false, bool bSelecte
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/*!
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\todo the entity_t needs to be reworked and asbtracted some more
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keeping the entity_t as the struct providing access to a list of map objects, a list of epairs and various other info?
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but separating some more the data that belongs to the entity_t and the 'sons' data
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on a side note, I don't think that doing that with linked list would be a good thing
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for now, we use the blind void* in entity_t casted to a CPtrArray of brush_t* to hand out a list of the brushes for map write
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the next step is very likely to be a change of the brush_t* to a more abstract object?
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*/
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@@ -747,7 +747,7 @@ void Map_Export(IDataStream *out, const char *type, bool bRegionOnly, bool bSele
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entity_t *e;
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CPtrArray ents;
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if (bRegionOnly && region_active)
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AddRegionBrushes();
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@@ -855,7 +855,7 @@ void Map_New (void)
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Sys_SetTitle (currentmap);
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world_entity = (entity_s*)qmalloc(sizeof(*world_entity));
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world_entity->brushes.onext =
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world_entity->brushes.onext =
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world_entity->brushes.oprev = &world_entity->brushes;
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SetKeyValue (world_entity, "classname", "worldspawn");
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world_entity->eclass = Eclass_ForName ("worldspawn", true);
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@@ -935,13 +935,13 @@ void AddRegionBrushes (void)
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region_sides[i+3] = Brush_Create (mins, maxs, &td);
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}
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// http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=503
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// this is a safe check, but it should not really happen anymore
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// this is a safe check, but it should not really happen anymore
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vec3_t vOrig;
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VectorSet(vOrig,
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[0],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[1],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[1],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[2]);
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for (i=0 ; i<3 ; i++)
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@@ -951,7 +951,7 @@ void AddRegionBrushes (void)
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Sys_FPrintf(SYS_ERR, "Camera is NOT in the region, it's likely that the region won't compile correctly\n");
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}
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}
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// write the info_playerstart
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region_startpoint = Entity_Alloc();
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SetKeyValue(region_startpoint, "classname", "info_player_start");
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@@ -1010,7 +1010,7 @@ void Map_RegionOff (void)
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region_maxs[i] = g_MaxWorldCoord-64;
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region_mins[i] = g_MinWorldCoord+64;
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}
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for (b=filtered_brushes.next ; b != &filtered_brushes ; b=next)
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{
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next = b->next;
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@@ -1193,7 +1193,7 @@ GList *find_string(GList *glist, const char *buf)
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void Map_ImportBuffer(char *buf)
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{
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Select_Deselect();
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Undo_Start("import buffer");
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MemStream stream;
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@@ -1201,10 +1201,10 @@ void Map_ImportBuffer(char *buf)
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stream.Write(buf, strlen(buf));
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Map_Import(&stream, "xmap");
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stream.Close();
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Sys_UpdateWindows (W_ALL);
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Sys_MarkMapModified();
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Undo_End();
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}
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@@ -1313,9 +1313,9 @@ void Region_SpawnPoint(FILE *f)
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// write the info_player_start, we use the camera position
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fprintf (f, "{\n");
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fprintf (f, "\"classname\" \"info_player_start\"\n");
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fprintf (f, "\"origin\" \"%i %i %i\"\n",
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fprintf (f, "\"origin\" \"%i %i %i\"\n",
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[0],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[1],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[1],
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(int)g_pParentWnd->GetCamWnd()->Camera()->origin[2]);
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fprintf (f, "\"angle\" \"%i\"\n", (int)g_pParentWnd->GetCamWnd()->Camera()->angles[YAW]);
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fprintf (f, "}\n");
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