DrawTextToScreen takes STR16, a mutable wchar_t*, for a string it only
measures and prints. Quest Debug System.cpp picks its text with a conditional:
DrawTextToScreen( gubFact[ usLoop1 ] ? L"True" : L"False", ... );
which has type const wchar_t*. clang-cl's MSVC compatibility lets a bare
string literal decay to wchar_t*, but not a const wchar_t* expression, so it
reports
error: no matching function for call to 'DrawTextToScreen'
note: candidate function not viable: 1st argument ('const wchar_t *')
would lose const qualifier
The parameter is const-correct in every function DrawTextToScreen hands the
string on to, so the change follows the string down the call chain rather
than stopping at the top:
DrawTextToScreen, ShadowText Utils/WordWrap.h
WFStringPixLength Utils/Font Control.h
mprintf, StringPixLength, sgp/Font.h
VarFindFontCenterCoordinates,
VarFindFontRightCoordinates
WinFontStringPixLength sgp/WinFont.h
gprintfdirty TileEngine/Render Dirty.h
The varargs members of that list copy the format string into a local buffer
before doing anything with it, and the measuring ones walk it and return a
width; none of the nine assigns through the parameter. Where StringPixLength
casts the string to UINT16* to walk it, the cast and the local now carry the
const rather than dropping it.
Callers are unaffected: every one already passes something that converts to
const CHAR16*. Both configurations build with no new diagnostics, and the
parse sweep drops from 9 error sites in 7 files to 5 in 3.
To check the claim that nothing writes through these parameters, read the
nine bodies; each is short.
* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
- Set USE_WINFONTS = 1, if you play Chinese version of 1.13, otherwise 0 (Default)
- This is the first step in a process making only ONE executable file for ALL the different languages
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6488 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added missing #includes
Added LUA scripting and console
Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain
Fixed signedness of many grid variables used in GetMouseMapPos calls
Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure
Added checks so enemies don't try to chuck RPG grenades with their hands
Now possible to shoot a someone in the head if he's in water
Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.
Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have
Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired.
Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock
Change to greatly speed up closing the sector inventory window in an unloaded sector
Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting
Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.
LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521