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AGS: gcc compilation fixes
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@ -31,6 +31,7 @@
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#ifndef AGS_ENGINE_PLUGIN_AGSPLUGIN_H
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#define AGS_ENGINE_PLUGIN_AGSPLUGIN_H
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#include "ags/shared/core/types.h"
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#include "common/array.h"
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namespace AGS3 {
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@ -126,41 +126,41 @@ void AGSFlashlight::AGS_EngineStartup(IAGSEngine *engine) {
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if (_engine->version < 13)
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_engine->AbortGame("Engine interface is too old, need newer version of AGS.");
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SCRIPT_METHOD("SetFlashlightTint");
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SCRIPT_METHOD("GetFlashlightTintRed");
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SCRIPT_METHOD("GetFlashlightTintGreen");
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SCRIPT_METHOD("GetFlashlightTintBlue");
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SCRIPT_METHOD(SetFlashlightTint);
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SCRIPT_METHOD(GetFlashlightTintRed);
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SCRIPT_METHOD(GetFlashlightTintGreen);
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SCRIPT_METHOD(GetFlashlightTintBlue);
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SCRIPT_METHOD("GetFlashlightMinLightLevel");
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SCRIPT_METHOD("GetFlashlightMaxLightLevel");
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SCRIPT_METHOD(GetFlashlightMinLightLevel);
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SCRIPT_METHOD(GetFlashlightMaxLightLevel);
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SCRIPT_METHOD("SetFlashlightDarkness");
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SCRIPT_METHOD("GetFlashlightDarkness");
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SCRIPT_METHOD("SetFlashlightDarknessSize");
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SCRIPT_METHOD("GetFlashlightDarknessSize");
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SCRIPT_METHOD(SetFlashlightDarkness);
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SCRIPT_METHOD(GetFlashlightDarkness);
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SCRIPT_METHOD(SetFlashlightDarknessSize);
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SCRIPT_METHOD(GetFlashlightDarknessSize);
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SCRIPT_METHOD("SetFlashlightBrightness");
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SCRIPT_METHOD("GetFlashlightBrightness");
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SCRIPT_METHOD("SetFlashlightBrightnessSize");
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SCRIPT_METHOD("GetFlashlightBrightnessSize");
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SCRIPT_METHOD(SetFlashlightBrightness);
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SCRIPT_METHOD(GetFlashlightBrightness);
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SCRIPT_METHOD(SetFlashlightBrightnessSize);
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SCRIPT_METHOD(GetFlashlightBrightnessSize);
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SCRIPT_METHOD("SetFlashlightPosition");
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SCRIPT_METHOD("GetFlashlightPositionX");
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SCRIPT_METHOD("GetFlashlightPositionY");
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SCRIPT_METHOD(SetFlashlightPosition);
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SCRIPT_METHOD(GetFlashlightPositionX);
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SCRIPT_METHOD(GetFlashlightPositionY);
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SCRIPT_METHOD("SetFlashlightFollowMouse");
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SCRIPT_METHOD("GetFlashlightFollowMouse");
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SCRIPT_METHOD(SetFlashlightFollowMouse);
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SCRIPT_METHOD(GetFlashlightFollowMouse);
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SCRIPT_METHOD("SetFlashlightFollowCharacter");
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SCRIPT_METHOD("GetFlashlightFollowCharacter");
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SCRIPT_METHOD("GetFlashlightCharacterDX");
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SCRIPT_METHOD("GetFlashlightCharacterDY");
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SCRIPT_METHOD("GetFlashlightCharacterHorz");
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SCRIPT_METHOD("GetFlashlightCharacterVert");
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SCRIPT_METHOD(SetFlashlightFollowCharacter);
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SCRIPT_METHOD(GetFlashlightFollowCharacter);
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SCRIPT_METHOD(GetFlashlightCharacterDX);
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SCRIPT_METHOD(GetFlashlightCharacterDY);
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SCRIPT_METHOD(GetFlashlightCharacterHorz);
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SCRIPT_METHOD(GetFlashlightCharacterVert);
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SCRIPT_METHOD("SetFlashlightMask");
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SCRIPT_METHOD("GetFlashlightMask");
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SCRIPT_METHOD(SetFlashlightMask);
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SCRIPT_METHOD(GetFlashlightMask);
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_engine->RequestEventHook(AGSE_PREGUIDRAW);
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_engine->RequestEventHook(AGSE_PRESCREENDRAW);
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@ -1068,14 +1068,18 @@ int GetTranslucentOverlayAlpha(int id) {
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}
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int SetTranslucentOverlayAlpha(int id, int alpha) {
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if (alpha >= 0 && alpha < 256) overlay[id].trans = alpha;
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else engine->AbortGame("CreateTranslucentOverlay: Invalid alpha selected.");
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if (alpha >= 0 && alpha < 256)
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overlay[id].trans = alpha;
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else
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engine->AbortGame("CreateTranslucentOverlay: Invalid alpha selected.");
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return 0;
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}
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int SetTranslucentOverlayEnabled(int id, int toggle) {
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if (toggle > 0) overlay[id].enabled = true;
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else overlay[id].enabled = false;
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if (toggle > 0)
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overlay[id].enabled = true;
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else
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overlay[id].enabled = false;
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return 0;
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}
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@ -1085,16 +1089,18 @@ void SetCharacterReflected(int id, int refl) {
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}
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void SetObjectReflected(int id, int refl) {
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if (refl > 0) Reflection.Objects[id].reflect = 1;
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else Reflection.Objects[id].reflect = 0;
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if (refl > 0)
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Reflection.Objects[id].reflect = 1;
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else
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Reflection.Objects[id].reflect = 0;
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}
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int GetCharacterReflected(int id) {
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return Reflection.Characters[id].reflect;
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}
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void GetObjectReflected(int id) {
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Reflection.Objects[id].reflect;
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int GetObjectReflected(int id) {
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return Reflection.Objects[id].reflect;
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}
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void ReplaceCharacterReflectionView(int id, int view) {
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@ -1131,9 +1137,10 @@ int DrawReflections(int id, int charobj = 0) {
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//Get character, and their sprite.
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if (charobj == 0) {
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currchar = engine->GetCharacter(id);
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int view = 0;
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/*int view = 0;
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if (Reflection.Characters[id].replaceview == 0) view = currchar->view + 1;
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else view = Reflection.Characters[id].replaceview;
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*/
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AGSViewFrame *vf = engine->GetViewFrame(currchar->view + 1, currchar->loop, currchar->frame);
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charsprite = engine->GetSpriteGraphic(vf->pic);
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long scaling = currchar->flags & CHF_NOSCALING;
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@ -1270,8 +1277,7 @@ int DrawTransSprite(int spriteId, int bg, int translevel, int mask = 0, int blen
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if (mask > 0) maskspr = engine->GetSpriteGraphic(mask);
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if (!maskspr && mask > 0) {
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char maskerr [100];
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int cx;
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cx = snprintf(maskerr, 100, "DrawTransSprite: Can't load mask from slot %d.", mask);
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snprintf(maskerr, 100, "DrawTransSprite: Can't load mask from slot %d.", mask);
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engine->AbortGame(maskerr);
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}
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// Get a reference to the screen we'll draw onto
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@ -111,21 +111,21 @@ int Ray_GetNoClip() {
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}
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void Ray_DrawTile(int spr, int tile) {
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BITMAP *sprite = engine->GetSpriteGraphic(spr);
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unsigned char **sprarray = engine->GetRawBitmapSurface(sprite);
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BITMAP *img = engine->GetSpriteGraphic(spr);
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unsigned char **sprarray = engine->GetRawBitmapSurface(img);
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for (int y = 0; y < 64; ++y)
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for (int x = 0; x < 64; ++x)
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sprarray [y][x] = texture [tile][(texWidth * y) + x];
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engine->ReleaseBitmapSurface(sprite);
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engine->ReleaseBitmapSurface(img);
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}
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void Ray_DrawOntoTile(int spr, int tile) {
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BITMAP *sprite = engine->GetSpriteGraphic(spr);
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unsigned char **sprarray = engine->GetRawBitmapSurface(sprite);
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BITMAP *img = engine->GetSpriteGraphic(spr);
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unsigned char **sprarray = engine->GetRawBitmapSurface(img);
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for (int y = 0; y < 64; ++y)
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for (int x = 0; x < 64; ++x)
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texture [tile][(texWidth * y) + x] = sprarray [y][x];
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engine->ReleaseBitmapSurface(sprite);
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engine->ReleaseBitmapSurface(img);
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}
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int Ray_GetTileX_At(int x, int y) {
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@ -351,14 +351,14 @@ void LoadHeightMap(int heightmapSlot) {
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void LoadMap(int worldmapSlot, int lightmapSlot, int ceilingmapSlot, int floormapSlot) {
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int tempw = engine->GetSpriteWidth(worldmapSlot);
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int temph = engine->GetSpriteHeight(worldmapSlot);
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BITMAP *worldmapBm;
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BITMAP *lightmapBm;
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BITMAP *floormapBm;
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BITMAP *ceilingmapBm;
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unsigned char **wmArray;
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unsigned char **lmArray;
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unsigned char **fmArray;
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unsigned char **cmArray;
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BITMAP *worldmapBm = nullptr;
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BITMAP *lightmapBm = nullptr;
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BITMAP *floormapBm = nullptr;
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BITMAP *ceilingmapBm = nullptr;
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unsigned char **wmArray = nullptr;
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unsigned char **lmArray = nullptr;
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unsigned char **fmArray = nullptr;
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unsigned char **cmArray = nullptr;
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worldmapBm = engine->GetSpriteGraphic(worldmapSlot);
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if (!worldmapBm) engine->AbortGame("LoadMap: Couldn't load worldmap sprite into memory.");
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wmArray = engine->GetRawBitmapSurface(worldmapBm);
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@ -533,7 +533,7 @@ void MakeTextures(int slot) {
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unsigned char **texbuffer = engine->GetRawBitmapSurface(texspr);
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int numTilesX = sourceWidth / texWidth;
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int numTilesY = sourceHeight / texHeight;
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int totaltiles = numTilesX * numTilesY;
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//int totaltiles = numTilesX * numTilesY;
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for (int numX = 0; numX < numTilesX; ++numX) {
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for (int numY = 0; numY < numTilesY; ++numY) {
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for (int x = 0; x < texWidth; ++x)
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@ -648,8 +648,9 @@ FLOAT_RETURN_TYPE Ray_GetDistanceAt(int x, int y) {
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}
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void Init_Raycaster() {
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if (ZBuffer) return;
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if (!worldMap) return;
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if (ZBuffer)
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return;
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//if (!worldMap) return;
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transcolorbuffer = new unsigned char *[sWidth];
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transalphabuffer = new unsigned char *[sWidth];
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transslicedrawn = new bool[sWidth]();
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@ -683,7 +684,7 @@ void Raycast_Render(int slot) {
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BITMAP *sbBm = engine->GetSpriteGraphic(skybox);
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if (!sbBm) engine->AbortGame("Raycast_Render: No valid skybox sprite.");
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if (skybox > 0) {
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int bgdeg = (int)((playerrad / PI) * 180.0) + 180;
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//int bgdeg = (int)((playerrad / PI) * 180.0) + 180;
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int xoffset = (int)(playerrad * 320.0);
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BITMAP *virtsc = engine->GetVirtualScreen();
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engine->SetVirtualScreen(screen);
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@ -702,7 +703,7 @@ void Raycast_Render(int slot) {
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ZBuffer[x][y] = 0;
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}
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}
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int multiplier = mapWidth;
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//int multiplier = mapWidth;
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memset(interactionmap, 0, sizeof(short) * (sHeight * sWidth));
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//start the main loop
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for (int x = 0; x < w; x++) {
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@ -725,7 +726,7 @@ void Raycast_Render(int slot) {
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//length of ray from one x or y-side to next x or y-side
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double deltaDistX = fsqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
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double deltaDistY = fsqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
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double perpWallDist;
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double perpWallDist = 0.0;
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//what direction to step in x or y-direction (either +1 or -1)
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int stepX;
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@ -733,7 +734,7 @@ void Raycast_Render(int slot) {
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int prevmapX = 0;
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int prevmapY = 0;
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int hit = 0; //was there a wall hit?
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int side; //was a NS or a EW wall hit?
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int side = 0; //was a NS or a EW wall hit?
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//calculate step and initial sideDist
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if (rayDirX < 0) {
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@ -750,13 +751,13 @@ void Raycast_Render(int slot) {
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stepY = 1;
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sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
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}
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//perform DDA
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// Perform DDA
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bool deeper = true;
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bool opposite = true;
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bool oppositedrawn = false;
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double wallX; //where exactly the wall was hit
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double wallX = 0; // Where exactly the wall was hit
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int drawStart;
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int drawEnd;
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int drawEnd = 0;
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while (hit == 0 && deeper == true) {
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if (opposite) {
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rayDirX = -rayDirX;
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@ -765,7 +766,7 @@ void Raycast_Render(int slot) {
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stepY = -stepY;
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if (sideDistX < sideDistY) side = 0;
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else side = 1;
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} else if (sideDistX < sideDistY) { //jump to next map square, OR in x-direction, OR in y-direction
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} else if (sideDistX < sideDistY) { // jump to next map square, OR in x-direction, OR in y-direction
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sideDistX += deltaDistX;
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mapX += stepX;
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mapX = abs(mapX) % mapHeight;
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@ -802,7 +803,7 @@ void Raycast_Render(int slot) {
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opposite = false;
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}
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}
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int texside;
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int texside = 0;
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if (rayDirX > 0 && side == 0) texside = 0;
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if (rayDirX < 0 && side == 0) texside = 1;
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if (rayDirY > 0 && side == 1) texside = 2;
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@ -976,6 +977,10 @@ void Raycast_Render(int slot) {
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//End of loop.
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}
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// Unused variables
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(void)prevmapX;
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(void)prevmapY;
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//FLOOR CASTING
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double floorXWall, floorYWall; //x, y position of the floor texel at the bottom of the wall
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@ -1002,7 +1007,8 @@ void Raycast_Render(int slot) {
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distWall = perpWallDist;
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distPlayer = 0.0;
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if (drawEnd < 0) drawEnd = h - 1; //becomes < 0 when the integer overflows
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if (drawEnd < 0)
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drawEnd = h - 1; //becomes < 0 when the integer overflows
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//draw the floor from drawEnd to the bottom of the screen
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int drawdist = h;
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int expandeddraw = h >> 1;
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@ -1010,7 +1016,7 @@ void Raycast_Render(int slot) {
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//currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
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currentDist = distTable[y];
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if (y > h - 1) {
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if (!heightMap) break;
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//if (!heightMap) break;
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double weight = (currentDist - distPlayer) / (distWall - distPlayer);
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double currentFloorX = weight * floorXWall + (1.0 - weight) * posX;
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@ -1045,7 +1051,7 @@ void Raycast_Render(int slot) {
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if (floorcolor) floorcolor = Mix::MixColorLightLevel(floorcolor, lighting);
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}
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if (heightMap && floorcolor > 0) {
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if (/*heightMap &&*/ floorcolor > 0) {
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if (heightMap[cmapX][cmapY] - 1 > 0) {
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int raisedfloorstart = y - (int)(texture[heightMap[cmapX][cmapY] - 1][texpos] / currentDist);
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if (raisedfloorstart > h - 1) continue;
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@ -1093,7 +1099,7 @@ void Raycast_Render(int slot) {
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if (ceilingcolor) ceilingcolor = Mix::MixColorLightLevel(ceilingcolor, lighting);
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}
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if (heightMap && floorcolor > 0 && (currentDist < ZBuffer[x][y] || ZBuffer[x][y] == 0)) {
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if (/*heightMap &&*/ floorcolor > 0 && (currentDist < ZBuffer[x][y] || ZBuffer[x][y] == 0)) {
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if (heightMap[cmapX][cmapY] - 1 > 0) {
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int raisedfloorstart = y - (int)(texture[heightMap[cmapX][cmapY] - 1][texWidth * floorTexY + floorTexX] / currentDist);
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if (raisedfloorstart > h - 1) continue;
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@ -1210,8 +1216,8 @@ void Raycast_Render(int slot) {
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// [ planeY dirY ] [ -planeY planeX ]
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//double invDet = 1.0 / (planeX * dirY - dirX * planeY); //required for correct matrix multiplication
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double spriteX = sprite[spriteOrder[i]].x - posX;
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double spriteY = sprite[spriteOrder[i]].y - posY;
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//double spriteX = sprite[spriteOrder[i]].x - posX;
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//double spriteY = sprite[spriteOrder[i]].y - posY;
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//double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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//double transformY = invDet * (-planeY * spriteX + planeX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D
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@ -62,8 +62,8 @@ void AGSParallax::AGS_EngineStartup(IAGSEngine *engine) {
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if (_engine->version < 13)
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_engine->AbortGame("Engine interface is too old, need newer version of AGS.");
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SCRIPT_METHOD("pxDrawSprite");
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SCRIPT_METHOD("pxDeleteSprite");
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SCRIPT_METHOD(pxDrawSprite);
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SCRIPT_METHOD(pxDeleteSprite);
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_engine->RequestEventHook(AGSE_PREGUIDRAW);
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_engine->RequestEventHook(AGSE_PRESCREENDRAW);
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@ -107,7 +107,7 @@ void AGSParallax::clear() {
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void AGSParallax::SyncGame(Serializer &s) {
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int saveVersion = SaveMagic;
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s.syncAsInt(saveVersion);
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if (saveVersion != SaveMagic) {
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if ((uint)saveVersion != SaveMagic) {
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_engine->AbortGame("ags_parallax: bad save.");
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return;
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}
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@ -57,30 +57,30 @@ void AGSSnowRain::AGS_EngineStartup(IAGSEngine *engine) {
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if (_engine->version < 13)
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_engine->AbortGame("Engine interface is too old, need newer version of AGS.");
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SCRIPT_METHOD("srSetSnowDriftRange");
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SCRIPT_METHOD("srSetSnowDriftSpeed");
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SCRIPT_METHOD("srSetSnowFallSpeed");
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SCRIPT_METHOD("srChangeSnowAmount");
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SCRIPT_METHOD("srSetSnowBaseline");
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SCRIPT_METHOD("srSetSnowTransparency");
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SCRIPT_METHOD("srSetSnowDefaultView");
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SCRIPT_METHOD("srSetSnowWindSpeed");
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SCRIPT_METHOD("srSetSnowAmount");
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SCRIPT_METHOD("srSetSnowView");
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SCRIPT_METHOD(srSetSnowDriftRange);
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SCRIPT_METHOD(srSetSnowDriftSpeed);
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SCRIPT_METHOD(srSetSnowFallSpeed);
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SCRIPT_METHOD(srChangeSnowAmount);
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SCRIPT_METHOD(srSetSnowBaseline);
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SCRIPT_METHOD(srSetSnowTransparency);
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SCRIPT_METHOD(srSetSnowDefaultView);
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SCRIPT_METHOD(srSetSnowWindSpeed);
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SCRIPT_METHOD(srSetSnowAmount);
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SCRIPT_METHOD(srSetSnowView);
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SCRIPT_METHOD("srSetRainDriftRange");
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SCRIPT_METHOD("srSetRainDriftSpeed");
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SCRIPT_METHOD("srSetRainFallSpeed");
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SCRIPT_METHOD("srChangeRainAmount");
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SCRIPT_METHOD("srSetRainBaseline");
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SCRIPT_METHOD("srSetRainTransparency");
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SCRIPT_METHOD("srSetRainDefaultView");
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SCRIPT_METHOD("srSetRainWindSpeed");
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SCRIPT_METHOD("srSetRainAmount");
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SCRIPT_METHOD("srSetRainView");
|
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SCRIPT_METHOD(srSetRainDriftRange);
|
||||
SCRIPT_METHOD(srSetRainDriftSpeed);
|
||||
SCRIPT_METHOD(srSetRainFallSpeed);
|
||||
SCRIPT_METHOD(srChangeRainAmount);
|
||||
SCRIPT_METHOD(srSetRainBaseline);
|
||||
SCRIPT_METHOD(srSetRainTransparency);
|
||||
SCRIPT_METHOD(srSetRainDefaultView);
|
||||
SCRIPT_METHOD(srSetRainWindSpeed);
|
||||
SCRIPT_METHOD(srSetRainAmount);
|
||||
SCRIPT_METHOD(srSetRainView);
|
||||
|
||||
SCRIPT_METHOD("srSetWindSpeed");
|
||||
SCRIPT_METHOD("srSetBaseline");
|
||||
SCRIPT_METHOD(srSetWindSpeed);
|
||||
SCRIPT_METHOD(srSetBaseline);
|
||||
|
||||
_engine->RequestEventHook(AGSE_PREGUIDRAW);
|
||||
_engine->RequestEventHook(AGSE_PRESCREENDRAW);
|
||||
|
@ -137,7 +137,7 @@ void Weather::SyncGame(Serializer &s) {
|
||||
int saveVersion = SaveMagic;
|
||||
s.syncAsInt(saveVersion);
|
||||
|
||||
if (s.isLoading() && saveVersion != SaveMagic) {
|
||||
if (s.isLoading() && (uint)saveVersion != SaveMagic) {
|
||||
_engine->AbortGame("ags_snowrain: bad save.");
|
||||
return;
|
||||
}
|
||||
|
@ -49,7 +49,7 @@ void SpriteFontRenderer::SetSpriteFont(int fontNum, int sprite, int rows, int co
|
||||
|
||||
void SpriteFontRenderer::EnsureTextValidForFont(char *text, int fontNumber) {
|
||||
SpriteFont *font = getFontFor(fontNumber);
|
||||
for (int i = 0; i < strlen(text); i++) {
|
||||
for (int i = 0; i < (int)strlen(text); i++) {
|
||||
if (text[i] < font->MinChar || text[i] > font->MaxChar) {
|
||||
if (font->MinChar < 63 || font->MaxChar > 63) text[i] = 63;
|
||||
else text[i] = font->MinChar;
|
||||
@ -65,7 +65,7 @@ bool SpriteFontRenderer::SupportsExtendedCharacters(int fontNumber) {
|
||||
|
||||
int SpriteFontRenderer::GetTextWidth(const char *text, int fontNumber) {
|
||||
SpriteFont *font = getFontFor(fontNumber);
|
||||
int len = strlen(text);
|
||||
int len = (int)strlen(text);
|
||||
return font->CharWidth * len;
|
||||
|
||||
}
|
||||
@ -77,7 +77,7 @@ int SpriteFontRenderer::GetTextHeight(const char *text, int fontNumber) {
|
||||
|
||||
SpriteFont *SpriteFontRenderer::getFontFor(int fontNum) {
|
||||
SpriteFont *font;
|
||||
for (int i = 0; i < _fonts.size(); i ++) {
|
||||
for (int i = 0; i < (int)_fonts.size(); i ++) {
|
||||
font = _fonts.at(i);
|
||||
if (font->FontReplaced == fontNum) return font;
|
||||
}
|
||||
@ -91,13 +91,12 @@ SpriteFont *SpriteFontRenderer::getFontFor(int fontNum) {
|
||||
|
||||
|
||||
void SpriteFontRenderer::RenderText(const char *text, int fontNumber, BITMAP *destination, int x, int y, int colour) {
|
||||
|
||||
SpriteFont *font = getFontFor(fontNumber);
|
||||
BITMAP *vScreen = _engine->GetVirtualScreen();
|
||||
//BITMAP *vScreen = _engine->GetVirtualScreen();
|
||||
|
||||
//_engine->SetVirtualScreen(destination);
|
||||
|
||||
for (int i = 0; i < strlen(text); i++) {
|
||||
for (int i = 0; i < (int)strlen(text); i++) {
|
||||
char c = text[i];
|
||||
c -= font->MinChar;
|
||||
int row = c / font->Columns;
|
||||
|
@ -31,11 +31,10 @@ namespace AGS3 {
|
||||
namespace Plugins {
|
||||
namespace AGSSpriteFont {
|
||||
|
||||
class SpriteFontRenderer :
|
||||
public IAGSFontRenderer {
|
||||
class SpriteFontRenderer : public IAGSFontRenderer {
|
||||
public:
|
||||
SpriteFontRenderer(IAGSEngine *engine);
|
||||
~SpriteFontRenderer(void);
|
||||
virtual ~SpriteFontRenderer(void);
|
||||
bool LoadFromDisk(int fontNumber, int fontSize) override {
|
||||
return true;
|
||||
}
|
||||
|
@ -32,11 +32,10 @@ namespace AGS3 {
|
||||
namespace Plugins {
|
||||
namespace AGSSpriteFont {
|
||||
|
||||
class VariableWidthSpriteFontRenderer :
|
||||
public IAGSFontRenderer {
|
||||
class VariableWidthSpriteFontRenderer : public IAGSFontRenderer {
|
||||
public:
|
||||
VariableWidthSpriteFontRenderer(IAGSEngine *engine);
|
||||
~VariableWidthSpriteFontRenderer(void);
|
||||
virtual ~VariableWidthSpriteFontRenderer();
|
||||
bool LoadFromDisk(int fontNumber, int fontSize) override {
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user