From 0ab9c41c9c397cdd8a70e95dd5fbcaf068678c94 Mon Sep 17 00:00:00 2001 From: mirelle7 <115191165+mirelle7@users.noreply.github.com> Date: Sat, 3 Oct 2026 16:29:35 +0200 Subject: [PATCH 1/2] style: Put one element per line in long string and enum-value arrays Reformat the wlib time name tables (DAYS, FULLDAYS, MONTHS, FULLMONTHS), WindowStatusNames, WindowStyleNames and MAX_DISCONNECTS so that each element is on its own line. This improves readability and keeps diffs small when an entry is added, removed or commented out. No functional change. Co-Authored-By: Claude Sonnet 5.5 --- .../GUI/GameWindowManagerScript.cpp | 66 ++++++++++++++----- Core/Tools/mangler/wlib/wtime.cpp | 59 ++++++++++++++--- Core/Tools/mangler/wlib/xtime.cpp | 59 ++++++++++++++--- Core/Tools/matchbot/wlib/wtime.cpp | 59 ++++++++++++++--- Core/Tools/matchbot/wlib/xtime.cpp | 59 ++++++++++++++--- .../GUICallbacks/Menus/WOLQuickMatchMenu.cpp | 10 ++- .../GUICallbacks/Menus/WOLQuickMatchMenu.cpp | 10 ++- 7 files changed, 260 insertions(+), 62 deletions(-) diff --git a/Core/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp b/Core/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp index db071f8e966..2b37cc9c372 100644 --- a/Core/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp +++ b/Core/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp @@ -136,22 +136,56 @@ static GameFont *defFont = nullptr; // These strings must be in the same order as they are in their definitions // (see WIN_STATUS_* enums and GWS_* enums). // -const char *const WindowStatusNames[] = { "ACTIVE", "TOGGLE", "DRAGABLE", "ENABLED", "HIDDEN", - "ABOVE", "BELOW", "IMAGE", "TABSTOP", "NOINPUT", - "NOFOCUS", "DESTROYED", "BORDER", - "SMOOTH_TEXT", "ONE_LINE", "NO_FLUSH", "SEE_THRU", - "RIGHT_CLICK", "WRAP_CENTERED", "CHECK_LIKE","HOTKEY_TEXT", - "USE_OVERLAY_STATES", "NOT_READY", "FLASHING", "ALWAYS_COLOR", - "ON_MOUSE_DOWN", /*"SHORTCUT_BUTTON",*/ - nullptr }; - -const char *const WindowStyleNames[] = { "PUSHBUTTON", "RADIOBUTTON", "CHECKBOX", - "VERTSLIDER", "HORZSLIDER", "SCROLLLISTBOX", - "ENTRYFIELD", "STATICTEXT", "PROGRESSBAR", - "USER", "MOUSETRACK", "ANIMATED", - "TABSTOP", "TABCONTROL", "TABPANE", - "COMBOBOX", - nullptr }; +const char *const WindowStatusNames[] = { + "ACTIVE", + "TOGGLE", + "DRAGABLE", + "ENABLED", + "HIDDEN", + "ABOVE", + "BELOW", + "IMAGE", + "TABSTOP", + "NOINPUT", + "NOFOCUS", + "DESTROYED", + "BORDER", + "SMOOTH_TEXT", + "ONE_LINE", + "NO_FLUSH", + "SEE_THRU", + "RIGHT_CLICK", + "WRAP_CENTERED", + "CHECK_LIKE", + "HOTKEY_TEXT", + "USE_OVERLAY_STATES", + "NOT_READY", + "FLASHING", + "ALWAYS_COLOR", + "ON_MOUSE_DOWN", + /*"SHORTCUT_BUTTON",*/ + nullptr +}; + +const char *const WindowStyleNames[] = { + "PUSHBUTTON", + "RADIOBUTTON", + "CHECKBOX", + "VERTSLIDER", + "HORZSLIDER", + "SCROLLLISTBOX", + "ENTRYFIELD", + "STATICTEXT", + "PROGRESSBAR", + "USER", + "MOUSETRACK", + "ANIMATED", + "TABSTOP", + "TABCONTROL", + "TABPANE", + "COMBOBOX", + nullptr +}; // Implement a stack to keep track of parent/child nested window descriptions. static GameWindow *windowStack[ WIN_STACK_DEPTH ]; diff --git a/Core/Tools/mangler/wlib/wtime.cpp b/Core/Tools/mangler/wlib/wtime.cpp index 36b5c000a5a..65bf736bf06 100644 --- a/Core/Tools/mangler/wlib/wtime.cpp +++ b/Core/Tools/mangler/wlib/wtime.cpp @@ -23,16 +23,55 @@ wtime Neal Kettler #include #include "wtime.h" -static const char *DAYS[]={"Sun","Mon","Tue","Wed","Thu","Fri","Sat"}; - -static const char *FULLDAYS[]={"Sunday","Monday","Tuesday","Wednesday","Thursday", - "Friday","Saturday"}; - -static const char *MONTHS[]={"Jan","Feb","Mar","Apr","May","Jun","Jul", - "Aug","Sep","Oct","Nov","Dec"}; - -static const char *FULLMONTHS[]={"January","February","March","April","May","June", - "July","August","September","October","November","December"}; +static const char *DAYS[] = { + "Sun", + "Mon", + "Tue", + "Wed", + "Thu", + "Fri", + "Sat" +}; + +static const char *FULLDAYS[] = { + "Sunday", + "Monday", + "Tuesday", + "Wednesday", + "Thursday", + "Friday", + "Saturday" +}; + +static const char *MONTHS[] = { + "Jan", + "Feb", + "Mar", + "Apr", + "May", + "Jun", + "Jul", + "Aug", + "Sep", + "Oct", + "Nov", + "Dec" +}; + +static const char *FULLMONTHS[] = { + "January", + "February", + "March", + "April", + "May", + "June", + "July", + "August", + "September", + "October", + "November", + "December" +}; // MDC: Windows doesn't provide a localtime_r, so make our own... #ifdef _WIN32 diff --git a/Core/Tools/mangler/wlib/xtime.cpp b/Core/Tools/mangler/wlib/xtime.cpp index e16ffe33c82..af630d3a80c 100644 --- a/Core/Tools/mangler/wlib/xtime.cpp +++ b/Core/Tools/mangler/wlib/xtime.cpp @@ -34,16 +34,55 @@ long long after you'll be dead. #endif #include "xtime.h" -static const char *DAYS[]={"Sun","Mon","Tue","Wed","Thu","Fri","Sat"}; - -static const char *FULLDAYS[]={"Sunday","Monday","Tuesday","Wednesday","Thursday", - "Friday","Saturday"}; - -static const char *MONTHS[]={"Jan","Feb","Mar","Apr","May","Jun","Jul", - "Aug","Sep","Oct","Nov","Dec"}; - -static const char *FULLMONTHS[]={"January","February","March","April","May","June", - "July","August","September","October","November","December"}; +static const char *DAYS[] = { + "Sun", + "Mon", + "Tue", + "Wed", + "Thu", + "Fri", + "Sat" +}; + +static const char *FULLDAYS[] = { + "Sunday", + "Monday", + "Tuesday", + "Wednesday", + "Thursday", + "Friday", + "Saturday" +}; + +static const char *MONTHS[] = { + "Jan", + "Feb", + "Mar", + "Apr", + "May", + "Jun", + "Jul", + "Aug", + "Sep", + "Oct", + "Nov", + "Dec" +}; + +static const char *FULLMONTHS[] = { + "January", + "February", + "March", + "April", + "May", + "June", + "July", + "August", + "September", + "October", + "November", + "December" +}; #define IS_LEAP(y) ((y) % 4) == 0 && (! ((y) % 100) == 0 || ((y) % 400) == 0) diff --git a/Core/Tools/matchbot/wlib/wtime.cpp b/Core/Tools/matchbot/wlib/wtime.cpp index 007306b0128..7b5295df627 100644 --- a/Core/Tools/matchbot/wlib/wtime.cpp +++ b/Core/Tools/matchbot/wlib/wtime.cpp @@ -23,16 +23,55 @@ wtime Neal Kettler #include #include "wtime.h" -static const char *DAYS[]={"Sun","Mon","Tue","Wed","Thu","Fri","Sat"}; - -static const char *FULLDAYS[]={"Sunday","Monday","Tuesday","Wednesday","Thursday", - "Friday","Saturday"}; - -static const char *MONTHS[]={"Jan","Feb","Mar","Apr","May","Jun","Jul", - "Aug","Sep","Oct","Nov","Dec"}; - -static const char *FULLMONTHS[]={"January","February","March","April","May","June", - "July","August","September","October","November","December"}; +static const char *DAYS[] = { + "Sun", + "Mon", + "Tue", + "Wed", + "Thu", + "Fri", + "Sat" +}; + +static const char *FULLDAYS[] = { + "Sunday", + "Monday", + "Tuesday", + "Wednesday", + "Thursday", + "Friday", + "Saturday" +}; + +static const char *MONTHS[] = { + "Jan", + "Feb", + "Mar", + "Apr", + "May", + "Jun", + "Jul", + "Aug", + "Sep", + "Oct", + "Nov", + "Dec" +}; + +static const char *FULLMONTHS[] = { + "January", + "February", + "March", + "April", + "May", + "June", + "July", + "August", + "September", + "October", + "November", + "December" +}; // MDC: Windows doesn't provide a localtime_r, so make our own... #ifdef _WIN32 diff --git a/Core/Tools/matchbot/wlib/xtime.cpp b/Core/Tools/matchbot/wlib/xtime.cpp index e16ffe33c82..af630d3a80c 100644 --- a/Core/Tools/matchbot/wlib/xtime.cpp +++ b/Core/Tools/matchbot/wlib/xtime.cpp @@ -34,16 +34,55 @@ long long after you'll be dead. #endif #include "xtime.h" -static const char *DAYS[]={"Sun","Mon","Tue","Wed","Thu","Fri","Sat"}; - -static const char *FULLDAYS[]={"Sunday","Monday","Tuesday","Wednesday","Thursday", - "Friday","Saturday"}; - -static const char *MONTHS[]={"Jan","Feb","Mar","Apr","May","Jun","Jul", - "Aug","Sep","Oct","Nov","Dec"}; - -static const char *FULLMONTHS[]={"January","February","March","April","May","June", - "July","August","September","October","November","December"}; +static const char *DAYS[] = { + "Sun", + "Mon", + "Tue", + "Wed", + "Thu", + "Fri", + "Sat" +}; + +static const char *FULLDAYS[] = { + "Sunday", + "Monday", + "Tuesday", + "Wednesday", + "Thursday", + "Friday", + "Saturday" +}; + +static const char *MONTHS[] = { + "Jan", + "Feb", + "Mar", + "Apr", + "May", + "Jun", + "Jul", + "Aug", + "Sep", + "Oct", + "Nov", + "Dec" +}; + +static const char *FULLMONTHS[] = { + "January", + "February", + "March", + "April", + "May", + "June", + "July", + "August", + "September", + "October", + "November", + "December" +}; #define IS_LEAP(y) ((y) % 4) == 0 && (! ((y) % 100) == 0 || ((y) % 400) == 0) diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp index ea2e9cb7317..778b0637574 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp @@ -234,9 +234,13 @@ enum }; enum{ MAX_DISCONNECTS_COUNT = 5 }; -static Int MAX_DISCONNECTS[MAX_DISCONNECTS_COUNT] = {MAX_DISCONNECTS_ANY, MAX_DISCONNECTS_5, - MAX_DISCONNECTS_10, MAX_DISCONNECTS_25, - MAX_DISCONNECTS_50}; +static Int MAX_DISCONNECTS[MAX_DISCONNECTS_COUNT] = { + MAX_DISCONNECTS_ANY, + MAX_DISCONNECTS_5, + MAX_DISCONNECTS_10, + MAX_DISCONNECTS_25, + MAX_DISCONNECTS_50 +}; void UpdateStartButton() diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp index 218b6e12ef5..87d15f55c82 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLQuickMatchMenu.cpp @@ -220,9 +220,13 @@ enum }; enum{ MAX_DISCONNECTS_COUNT = 5 }; -static Int MAX_DISCONNECTS[MAX_DISCONNECTS_COUNT] = {MAX_DISCONNECTS_ANY, MAX_DISCONNECTS_5, - MAX_DISCONNECTS_10, MAX_DISCONNECTS_25, - MAX_DISCONNECTS_50}; +static Int MAX_DISCONNECTS[MAX_DISCONNECTS_COUNT] = { + MAX_DISCONNECTS_ANY, + MAX_DISCONNECTS_5, + MAX_DISCONNECTS_10, + MAX_DISCONNECTS_25, + MAX_DISCONNECTS_50 +}; void UpdateStartButton() From a6493560b6c2e375d1a80a9cc24fbd15fa6f8fcc Mon Sep 17 00:00:00 2001 From: mirelle7 <115191165+mirelle7@users.noreply.github.com> Date: Sat, 3 Oct 2026 17:19:46 +0200 Subject: [PATCH 2/2] style: Put one element per line in remaining long and wrapped arrays Apply the one-element-per-line layout to the other string, identifier and nested-row arrays that either exceed 100 columns or are wrapped, plus the short sibling arrays in the same files so each file is consistent (ParticleSys.h, chunk_d.cpp, the PartitionFilter lists, and so on). Numeric lookup tables and arrays of identical entries are left as they are. No functional change. Co-Authored-By: Claude Sonnet 5.5 --- .../Include/GameClient/ParticleSys.h | 57 +++++- .../Source/GameLogic/AI/AIPathfind.cpp | 42 ++++- .../GameNetwork/GameSpy/Thread/PeerThread.cpp | 38 +++- Core/Libraries/Source/WWVegas/WW3D2/htree.cpp | 14 +- .../Code/GameEngine/Source/Common/GameLOD.cpp | 24 ++- .../GameEngine/Source/GameClient/InGameUI.cpp | 8 +- .../Object/Update/StealthDetectorUpdate.cpp | 8 +- .../Source/GameLogic/Object/WeaponSet.cpp | 38 +++- .../ScriptEngine/ScriptConditions.cpp | 37 +++- .../Source/GameLogic/ScriptEngine/Scripts.cpp | 15 +- .../GameClient/Shadow/W3DProjectedShadow.cpp | 7 +- .../Code/GameEngine/Source/Common/GameLOD.cpp | 24 ++- .../GameEngine/Source/GameClient/InGameUI.cpp | 8 +- .../Object/Update/StealthDetectorUpdate.cpp | 8 +- .../Source/GameLogic/Object/WeaponSet.cpp | 38 +++- .../GameLogic/ScriptEngine/ScriptActions.cpp | 99 ++++++++-- .../ScriptEngine/ScriptConditions.cpp | 30 ++- .../Source/GameLogic/ScriptEngine/Scripts.cpp | 15 +- .../GameClient/Shadow/W3DProjectedShadow.cpp | 7 +- GeneralsMD/Code/Tools/wdump/chunk_d.cpp | 178 +++++++++++++++--- 20 files changed, 598 insertions(+), 97 deletions(-) diff --git a/Core/GameEngine/Include/GameClient/ParticleSys.h b/Core/GameEngine/Include/GameClient/ParticleSys.h index e551caaf08d..9272e98839c 100644 --- a/Core/GameEngine/Include/GameClient/ParticleSys.h +++ b/Core/GameEngine/Include/GameClient/ParticleSys.h @@ -479,43 +479,86 @@ class ParticleSystemInfo : public Snapshot static const char *const ParticleShaderTypeNames[] = { - "NONE", "ADDITIVE", "ALPHA", "ALPHA_TEST", "MULTIPLY", nullptr + "NONE", + "ADDITIVE", + "ALPHA", + "ALPHA_TEST", + "MULTIPLY", + nullptr }; static_assert(ARRAY_SIZE(ParticleShaderTypeNames) == ParticleSystemInfo::PARTICLE_SHADER_TYPE_COUNT + 1, "Incorrect array size"); static const char *const ParticleTypeNames[] = { - "NONE", "PARTICLE", "DRAWABLE", "STREAK", "VOLUME_PARTICLE", "SMUDGE", nullptr + "NONE", + "PARTICLE", + "DRAWABLE", + "STREAK", + "VOLUME_PARTICLE", + "SMUDGE", + nullptr }; static_assert(ARRAY_SIZE(ParticleTypeNames) == ParticleSystemInfo::PARTICLE_TYPE_COUNT + 1, "Incorrect array size"); static const char *const EmissionVelocityTypeNames[] = { - "NONE", "ORTHO", "SPHERICAL", "HEMISPHERICAL", "CYLINDRICAL", "OUTWARD", nullptr + "NONE", + "ORTHO", + "SPHERICAL", + "HEMISPHERICAL", + "CYLINDRICAL", + "OUTWARD", + nullptr }; static_assert(ARRAY_SIZE(EmissionVelocityTypeNames) == ParticleSystemInfo::EMISSION_VELOCITY_TYPE_COUNT + 1, "Incorrect array size"); static const char *const EmissionVolumeTypeNames[] = { - "NONE", "POINT", "LINE", "BOX", "SPHERE", "CYLINDER", nullptr + "NONE", + "POINT", + "LINE", + "BOX", + "SPHERE", + "CYLINDER", + nullptr }; static_assert(ARRAY_SIZE(EmissionVolumeTypeNames) == ParticleSystemInfo::EMISSION_VOLUME_TYPE_COUNT + 1, "Incorrect array size"); static const char *const ParticlePriorityNames[] = { - "NONE", "WEAPON_EXPLOSION","SCORCHMARK","DUST_TRAIL","BUILDUP","DEBRIS_TRAIL","UNIT_DAMAGE_FX","DEATH_EXPLOSION","SEMI_CONSTANT","CONSTANT","WEAPON_TRAIL","AREA_EFFECT","CRITICAL", "ALWAYS_RENDER", nullptr + "NONE", + "WEAPON_EXPLOSION", + "SCORCHMARK", + "DUST_TRAIL", + "BUILDUP", + "DEBRIS_TRAIL", + "UNIT_DAMAGE_FX", + "DEATH_EXPLOSION", + "SEMI_CONSTANT", + "CONSTANT", + "WEAPON_TRAIL", + "AREA_EFFECT", + "CRITICAL", + "ALWAYS_RENDER", + nullptr }; static_assert(ARRAY_SIZE(ParticlePriorityNames) == NUM_PARTICLE_PRIORITIES + 1, "Incorrect array size"); static const char *const GroundAlignmentTypeNames[] = { - "No", "Yes", nullptr + "No", + "Yes", + nullptr }; static_assert(ARRAY_SIZE(GroundAlignmentTypeNames) == ParticleSystemInfo::PARTICLE_ALIGNMENT_TYPE_COUNT + 1, "Incorrect array size"); static const char *const WindMotionNames[] = { - "NONE", "Unused", "PingPong", "Circular", nullptr + "NONE", + "Unused", + "PingPong", + "Circular", + nullptr }; static_assert(ARRAY_SIZE(WindMotionNames) == ParticleSystemInfo::WIND_MOTION_COUNT + 1, "Incorrect array size"); diff --git a/Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index e32fe84caf3..040eb5b7c2c 100644 --- a/Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -5517,7 +5517,12 @@ Bool Pathfinder::adjustDestination(Object *obj, const LocomotorSet& locomotorSet // Int limit = MAX_ADJUSTMENT_CELL_COUNT; Int segmentLength = 1; - const ICoord2D directions[4] = { {1, 0}, {0, 1}, {-1, 0}, {0, -1} }; + const ICoord2D directions[4] = { + {1, 0}, + {0, 1}, + {-1, 0}, + {0, -1} + }; while (limit>0) { for (Int dir = 0; dir < 4; dir++) { for (Int count = segmentLength; count>0; count--) { @@ -6235,8 +6240,14 @@ Int Pathfinder::examineNeighboringCells(PathfindCell *parentCell, PathfindCell * // expand search to neighboring orthogonal cells static ICoord2D delta[] = { - { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, -1 }, - { 1, 1 }, { -1, 1 }, { -1, -1 }, { 1, -1 } + { 1, 0 }, + { 0, 1 }, + { -1, 0 }, + { 0, -1 }, + { 1, 1 }, + { -1, 1 }, + { -1, -1 }, + { 1, -1 } }; const Int numNeighbors = 8; const Int firstDiagonal = 4; @@ -7252,8 +7263,14 @@ Path *Pathfinder::findGroundPath( const Coord3D *from, // expand search to neighboring orthogonal cells static ICoord2D delta[] = { - { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, -1 }, - { 1, 1 }, { -1, 1 }, { -1, -1 }, { 1, -1 } + { 1, 0 }, + { 0, 1 }, + { -1, 0 }, + { 0, -1 }, + { 1, 1 }, + { -1, 1 }, + { -1, -1 }, + { 1, -1 } }; const Int numNeighbors = 8; const Int firstDiagonal = 4; @@ -8524,8 +8541,14 @@ Int Pathfinder::checkPathCost(Object *obj, const LocomotorSet& locomotorSet, con // expand search to neighboring orthogonal cells static ICoord2D delta[] = { - { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, -1 }, - { 1, 1 }, { -1, 1 }, { -1, -1 }, { 1, -1 } + { 1, 0 }, + { 0, 1 }, + { -1, 0 }, + { 0, -1 }, + { 1, 1 }, + { -1, 1 }, + { -1, -1 }, + { 1, -1 } }; const Int numNeighbors = 8; const Int firstDiagonal = 4; @@ -9628,7 +9651,10 @@ Bool Pathfinder::segmentIntersectsTallBuilding(const PathNode *curNode, Bool Pathfinder::circleClipsTallBuilding( const Coord3D *from, const Coord3D *to, Real circleRadius, ObjectID ignoreBuilding, Coord3D *adjustTo) { PartitionFilterAcceptByKindOf filterKindof(MAKE_KINDOF_MASK(KINDOF_AIRCRAFT_PATH_AROUND), KINDOFMASK_NONE); - PartitionFilter *filters[] = { &filterKindof, nullptr }; + PartitionFilter *filters[] = { + &filterKindof, + nullptr + }; Object* tallBuilding = ThePartitionManager->getClosestObject(to, circleRadius, FROM_BOUNDINGSPHERE_2D, filters); if (tallBuilding) { Real radius = tallBuilding->getGeometryInfo().getBoundingCircleRadius() + 2*PATHFIND_CELL_SIZE_F; diff --git a/Core/GameEngine/Source/GameNetwork/GameSpy/Thread/PeerThread.cpp b/Core/GameEngine/Source/GameNetwork/GameSpy/Thread/PeerThread.cpp index 178a1b1ad3c..0161bb55a0f 100644 --- a/Core/GameEngine/Source/GameNetwork/GameSpy/Thread/PeerThread.cpp +++ b/Core/GameEngine/Source/GameNetwork/GameSpy/Thread/PeerThread.cpp @@ -328,10 +328,23 @@ class PeerThreadClass : public ThreadClass }; #ifdef USE_BROADCAST_KEYS -const char* PeerThreadClass::s_keys[6] = { "b_locale", "b_wins", "b_losses", "b_points", "b_side", "b_pre" }; +const char* PeerThreadClass::s_keys[6] = { + "b_locale", + "b_wins", + "b_losses", + "b_points", + "b_side", + "b_pre" +}; char PeerThreadClass::s_valueBuffers[6][20] = { "", "", "", "", "", "" }; -const char* PeerThreadClass::s_values[6] = { s_valueBuffers[0], s_valueBuffers[1], s_valueBuffers[2], - s_valueBuffers[3], s_valueBuffers[4], s_valueBuffers[5]}; +const char* PeerThreadClass::s_values[6] = { + s_valueBuffers[0], + s_valueBuffers[1], + s_valueBuffers[2], + s_valueBuffers[3], + s_valueBuffers[4], + s_valueBuffers[5] +}; void PeerThreadClass::trackStatsForPlayer(RoomType roomType, const char *nick, const char *key, const char *val) { @@ -1502,10 +1515,23 @@ void PeerThreadClass::Thread_Function() snprintf(s_valueBuffers[5], 20, "%d", incomingRequest.statsToPush.preorder); pushStatsToRoom(peer); #else - const char *keys[6] = { "locale", "wins", "losses", "points", "side", "pre" }; + const char *keys[6] = { + "locale", + "wins", + "losses", + "points", + "side", + "pre" + }; char valueStrings[6][20]; - char *values[6] = { valueStrings[0], valueStrings[1], valueStrings[2], - valueStrings[3], valueStrings[4], valueStrings[5]}; + char *values[6] = { + valueStrings[0], + valueStrings[1], + valueStrings[2], + valueStrings[3], + valueStrings[4], + valueStrings[5] + }; snprintf(values[0], 20, "%d", incomingRequest.statsToPush.locale); snprintf(values[1], 20, "%d", incomingRequest.statsToPush.wins); snprintf(values[2], 20, "%d", incomingRequest.statsToPush.losses); diff --git a/Core/Libraries/Source/WWVegas/WW3D2/htree.cpp b/Core/Libraries/Source/WWVegas/WW3D2/htree.cpp index 13b4820168d..8e3d2a095f5 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/htree.cpp +++ b/Core/Libraries/Source/WWVegas/WW3D2/htree.cpp @@ -1078,7 +1078,19 @@ HTreeClass * HTreeClass::Alter_Avatar_HTree( const HTreeClass *tree, Vector3 &sc // being stretched out on the Y-axis instead of the Z-axis like the rest of the bodies. Hence, the list of pivots // below are ones that I will special case and scale them based on the Z-axis scaling factor instead of the Y-axis // scaling factor. - const char * flip_list[] = { " RIGHTFOREARM", " RIGHTHAND", " LEFTFOREARM", " LEFTHAND", "RIGHTINDEX", "RIGHTFINGERS", "RIGHTTHUMB", "LEFTINDEX", "LEFTFINGERS", "LEFTTHUMB", nullptr }; + const char * flip_list[] = { + " RIGHTFOREARM", + " RIGHTHAND", + " LEFTFOREARM", + " LEFTHAND", + "RIGHTINDEX", + "RIGHTFINGERS", + "RIGHTTHUMB", + "LEFTINDEX", + "LEFTFINGERS", + "LEFTTHUMB", + nullptr + }; // Clone the new tree with the tree that is passed in HTreeClass * new_tree = new HTreeClass( *tree ); diff --git a/Generals/Code/GameEngine/Source/Common/GameLOD.cpp b/Generals/Code/GameEngine/Source/Common/GameLOD.cpp index bac5e65b7c1..946cf7da00e 100644 --- a/Generals/Code/GameEngine/Source/Common/GameLOD.cpp +++ b/Generals/Code/GameEngine/Source/Common/GameLOD.cpp @@ -141,14 +141,34 @@ DynamicGameLODInfo::DynamicGameLODInfo() //Keep this in sync with enum in GameLOD.h static const char *const CPUNames[] = { - "XX","P3", "P4","K7", nullptr + "XX", + "P3", + "P4", + "K7", + nullptr }; static_assert(ARRAY_SIZE(CPUNames) == CPU_MAX + 1, "Incorrect array size"); //Keep this in sync with enum in GameLOD.h static const char *const VideoNames[] = { - "XX","V2","V3","V4","V5","TNT","TNT2","GF2","R100","PS11","GF3","GF4","PS14","R200","PS20","R300", nullptr + "XX", + "V2", + "V3", + "V4", + "V5", + "TNT", + "TNT2", + "GF2", + "R100", + "PS11", + "GF3", + "GF4", + "PS14", + "R200", + "PS20", + "R300", + nullptr }; static_assert(ARRAY_SIZE(VideoNames) == DC_MAX + 1, "Incorrect array size"); diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index 0233de30d90..d3b3e92538e 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -6209,7 +6209,13 @@ void InGameUI::drawPlayerInfoList() const UnsignedInt xpValue = static_cast(player->getSkillPoints()); const UnicodeString nameValue = player->getPlayerDisplayName(); - const UnsignedInt currentValues[] = {teamValue, moneyValue, moneyPerMinuteValue, rankValue, xpValue}; + const UnsignedInt currentValues[] = { + teamValue, + moneyValue, + moneyPerMinuteValue, + rankValue, + xpValue + }; for (column = 0; column < ARRAY_SIZE(currentValues); ++column) { UnsignedInt &lastValue = m_playerInfoList.lastValues.values[column][row]; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp index 4f8fbbdef21..e603fc65747 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp @@ -186,7 +186,13 @@ UpdateSleepTime StealthDetectorUpdate::update() PartitionFilterRelationship filterTeam(self, PartitionFilterRelationship::ALLOW_ENEMIES | PartitionFilterRelationship::ALLOW_NEUTRAL ); PartitionFilterAcceptByKindOf filterKindof(data->m_extraDetectKindof, data->m_extraDetectKindofNot); PartitionFilterSameMapStatus filterMapStatus(getObject()); - PartitionFilter* filters[] = { &filterStealthOrStealthGarrisoned, &filterTeam, &filterKindof, &filterMapStatus, nullptr }; + PartitionFilter* filters[] = { + &filterStealthOrStealthGarrisoned, + &filterTeam, + &filterKindof, + &filterMapStatus, + nullptr + }; Real visionRange = self->getVisionRange(); if( data->m_detectionRange > 0.0f ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index d7f0c6f572e..3d140d352e6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -358,11 +358,33 @@ void WeaponSet::updateWeaponSet(const Object* obj) /*static*/ ModelConditionFlags WeaponSet::getModelConditionForWeaponSlot(WeaponSlotType wslot, WeaponSetConditionType a) { static const ModelConditionFlagType Nothing[WEAPONSLOT_COUNT] = { MODELCONDITION_INVALID, MODELCONDITION_INVALID, MODELCONDITION_INVALID }; - static const ModelConditionFlagType Firing[WEAPONSLOT_COUNT] = { MODELCONDITION_FIRING_A, MODELCONDITION_FIRING_B, MODELCONDITION_FIRING_C }; - static const ModelConditionFlagType Betweening[WEAPONSLOT_COUNT] = { MODELCONDITION_BETWEEN_FIRING_SHOTS_A, MODELCONDITION_BETWEEN_FIRING_SHOTS_B, MODELCONDITION_BETWEEN_FIRING_SHOTS_C }; - static const ModelConditionFlagType Reloading[WEAPONSLOT_COUNT] = { MODELCONDITION_RELOADING_A, MODELCONDITION_RELOADING_B, MODELCONDITION_RELOADING_C }; - static const ModelConditionFlagType PreAttack[WEAPONSLOT_COUNT] = { MODELCONDITION_PREATTACK_A, MODELCONDITION_PREATTACK_B, MODELCONDITION_PREATTACK_C }; - static const ModelConditionFlagType* Lookup[WSF_COUNT] = { Nothing, Firing, Betweening, Reloading, PreAttack }; + static const ModelConditionFlagType Firing[WEAPONSLOT_COUNT] = { + MODELCONDITION_FIRING_A, + MODELCONDITION_FIRING_B, + MODELCONDITION_FIRING_C + }; + static const ModelConditionFlagType Betweening[WEAPONSLOT_COUNT] = { + MODELCONDITION_BETWEEN_FIRING_SHOTS_A, + MODELCONDITION_BETWEEN_FIRING_SHOTS_B, + MODELCONDITION_BETWEEN_FIRING_SHOTS_C + }; + static const ModelConditionFlagType Reloading[WEAPONSLOT_COUNT] = { + MODELCONDITION_RELOADING_A, + MODELCONDITION_RELOADING_B, + MODELCONDITION_RELOADING_C + }; + static const ModelConditionFlagType PreAttack[WEAPONSLOT_COUNT] = { + MODELCONDITION_PREATTACK_A, + MODELCONDITION_PREATTACK_B, + MODELCONDITION_PREATTACK_C + }; + static const ModelConditionFlagType* Lookup[WSF_COUNT] = { + Nothing, + Firing, + Betweening, + Reloading, + PreAttack + }; ModelConditionFlags flags; // defaults to all clear @@ -370,7 +392,11 @@ void WeaponSet::updateWeaponSet(const Object* obj) if (f != MODELCONDITION_INVALID) flags.set(f); - static const ModelConditionFlagType Using[WEAPONSLOT_COUNT] = { MODELCONDITION_USING_WEAPON_A, MODELCONDITION_USING_WEAPON_B, MODELCONDITION_USING_WEAPON_C }; + static const ModelConditionFlagType Using[WEAPONSLOT_COUNT] = { + MODELCONDITION_USING_WEAPON_A, + MODELCONDITION_USING_WEAPON_B, + MODELCONDITION_USING_WEAPON_C + }; if (a != WSF_NONE) flags.set(Using[wslot]); diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp index 9e6b4b0e7f1..f002473af6a 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp @@ -1040,7 +1040,13 @@ Bool ScriptConditions::evaluateEnemySighted(Parameter *pItemParm, Parameter *pAl // and only on-map (or not) PartitionFilterSameMapStatus filterMapStatus(theObj); - PartitionFilter *filters[] = { &filterTeam, &filterAlive, &filterStealth, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &filterTeam, + &filterAlive, + &filterStealth, + &filterMapStatus, + nullptr + }; Real visionRange = theObj->getVisionRange(); @@ -1085,7 +1091,12 @@ Bool ScriptConditions::evaluateTypeSighted(Parameter *pItemParm, Parameter *pTyp // and only on-map (or not) PartitionFilterSameMapStatus filterMapStatus(theObj); - PartitionFilter *filters[] = { &filterAlive, &filterStealth, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &filterAlive, + &filterStealth, + &filterMapStatus, + nullptr + }; Real visionRange = theObj->getVisionRange(); @@ -2126,7 +2137,12 @@ Bool ScriptConditions::evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter PartitionFilterPlayerAffiliation f2(player, ALLOW_NEUTRAL, true); PartitionFilterOnMap filterMapStatus; - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(¢er, distance, FROM_CENTER_2D, filters, ITER_FASTEST); MemoryPoolObjectHolder hold(iter); @@ -2177,7 +2193,13 @@ Bool ScriptConditions::evaluateSkirmishPlayerTechBuildingWithinDistancePerimeter PartitionFilterOnMap filterMapStatus; - PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &filterMapStatus, + nullptr + }; Bool comparison = ThePartitionManager->getClosestObject(¢er, radius, FROM_CENTER_2D, filters) != nullptr; pCondition->setCustomData(-1); // false. @@ -2440,7 +2462,12 @@ Bool ScriptConditions::evaluateSkirmishPlayerHasUnitsInArea(Condition *pConditio PartitionFilterPolygonTrigger f2(pTrig); PartitionFilterOnMap filterMapStatus; - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(¢er, radius, FROM_CENTER_2D, filters); Bool condition = (obj!=nullptr); diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp index b60ec97ed51..95026a2cfac 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp @@ -125,8 +125,19 @@ void SignalUIInteraction(Int interaction) // Changing the order or meaning of either of these will require you to update the maps // in a meaningful way. If there are new entries, add them to the end, rather than the middle. -const char *Surfaces[] = { "Ground", "Air", "Ground or Air" }; -const char *ShakeIntensities[] = { "Subtle", "Normal", "Strong", "Severe", "Cine_Extreme", "Cine_Insane" }; +const char *Surfaces[] = { + "Ground", + "Air", + "Ground or Air" +}; +const char *ShakeIntensities[] = { + "Subtle", + "Normal", + "Strong", + "Severe", + "Cine_Extreme", + "Cine_Insane" +}; enum { K_SCRIPT_LIST_DATA_VERSION_1 = 1, K_SCRIPT_GROUP_DATA_VERSION_1 = 1, diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp index 93cbdc7af3f..582c372cc5c 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp @@ -2142,7 +2142,12 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos) { SpecialRenderInfoClass *context; //default uv coordinates before rotation starting at top/left going clockwise - static Vector2 uvData[4]={Vector2(-0.5,-0.5f),Vector2(-0.5,0.5f),Vector2(0.5f,0.5f),Vector2(-0.5f,0.5f)}; + static Vector2 uvData[4]={ + Vector2(-0.5,-0.5f), + Vector2(-0.5,0.5f), + Vector2(0.5f,0.5f), + Vector2(-0.5f,0.5f) + }; //force light always 2000 units from object - for some reason projection fails if //light is too far. diff --git a/GeneralsMD/Code/GameEngine/Source/Common/GameLOD.cpp b/GeneralsMD/Code/GameEngine/Source/Common/GameLOD.cpp index 4f09a24b27c..457811a0d5e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/GameLOD.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/GameLOD.cpp @@ -143,14 +143,34 @@ DynamicGameLODInfo::DynamicGameLODInfo() //Keep this in sync with enum in GameLOD.h static const char *const CPUNames[] = { - "XX","P3", "P4","K7", nullptr + "XX", + "P3", + "P4", + "K7", + nullptr }; static_assert(ARRAY_SIZE(CPUNames) == CPU_MAX + 1, "Incorrect array size"); //Keep this in sync with enum in GameLOD.h static const char *const VideoNames[] = { - "XX","V2","V3","V4","V5","TNT","TNT2","GF2","R100","PS11","GF3","GF4","PS14","R200","PS20","R300", nullptr + "XX", + "V2", + "V3", + "V4", + "V5", + "TNT", + "TNT2", + "GF2", + "R100", + "PS11", + "GF3", + "GF4", + "PS14", + "R200", + "PS20", + "R300", + nullptr }; static_assert(ARRAY_SIZE(VideoNames) == DC_MAX + 1, "Incorrect array size"); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp index 2e3877cc956..b37408e6a52 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -6342,7 +6342,13 @@ void InGameUI::drawPlayerInfoList() const UnsignedInt xpValue = static_cast(player->getSkillPoints()); const UnicodeString nameValue = player->getPlayerDisplayName(); - const UnsignedInt currentValues[] = {teamValue, moneyValue, moneyPerMinuteValue, rankValue, xpValue}; + const UnsignedInt currentValues[] = { + teamValue, + moneyValue, + moneyPerMinuteValue, + rankValue, + xpValue + }; for (column = 0; column < ARRAY_SIZE(currentValues); ++column) { UnsignedInt &lastValue = m_playerInfoList.lastValues.values[column][row]; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp index 746730dc27d..521807c9c5f 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/StealthDetectorUpdate.cpp @@ -187,7 +187,13 @@ UpdateSleepTime StealthDetectorUpdate::update() PartitionFilterRelationship filterTeam(self, PartitionFilterRelationship::ALLOW_ENEMIES | PartitionFilterRelationship::ALLOW_NEUTRAL ); PartitionFilterAcceptByKindOf filterKindof(data->m_extraDetectKindof, data->m_extraDetectKindofNot); PartitionFilterSameMapStatus filterMapStatus(getObject()); - PartitionFilter* filters[] = { &filterStealthOrStealthGarrisoned, &filterTeam, &filterKindof, &filterMapStatus, nullptr }; + PartitionFilter* filters[] = { + &filterStealthOrStealthGarrisoned, + &filterTeam, + &filterKindof, + &filterMapStatus, + nullptr + }; Real visionRange = self->getVisionRange(); if( data->m_detectionRange > 0.0f ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index a94ccaf4902..aeafb6dd7ae 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -366,11 +366,33 @@ void WeaponSet::updateWeaponSet(const Object* obj) /*static*/ ModelConditionFlags WeaponSet::getModelConditionForWeaponSlot(WeaponSlotType wslot, WeaponSetConditionType a) { static const ModelConditionFlagType Nothing[WEAPONSLOT_COUNT] = { MODELCONDITION_INVALID, MODELCONDITION_INVALID, MODELCONDITION_INVALID }; - static const ModelConditionFlagType Firing[WEAPONSLOT_COUNT] = { MODELCONDITION_FIRING_A, MODELCONDITION_FIRING_B, MODELCONDITION_FIRING_C }; - static const ModelConditionFlagType Betweening[WEAPONSLOT_COUNT] = { MODELCONDITION_BETWEEN_FIRING_SHOTS_A, MODELCONDITION_BETWEEN_FIRING_SHOTS_B, MODELCONDITION_BETWEEN_FIRING_SHOTS_C }; - static const ModelConditionFlagType Reloading[WEAPONSLOT_COUNT] = { MODELCONDITION_RELOADING_A, MODELCONDITION_RELOADING_B, MODELCONDITION_RELOADING_C }; - static const ModelConditionFlagType PreAttack[WEAPONSLOT_COUNT] = { MODELCONDITION_PREATTACK_A, MODELCONDITION_PREATTACK_B, MODELCONDITION_PREATTACK_C }; - static const ModelConditionFlagType* Lookup[WSF_COUNT] = { Nothing, Firing, Betweening, Reloading, PreAttack }; + static const ModelConditionFlagType Firing[WEAPONSLOT_COUNT] = { + MODELCONDITION_FIRING_A, + MODELCONDITION_FIRING_B, + MODELCONDITION_FIRING_C + }; + static const ModelConditionFlagType Betweening[WEAPONSLOT_COUNT] = { + MODELCONDITION_BETWEEN_FIRING_SHOTS_A, + MODELCONDITION_BETWEEN_FIRING_SHOTS_B, + MODELCONDITION_BETWEEN_FIRING_SHOTS_C + }; + static const ModelConditionFlagType Reloading[WEAPONSLOT_COUNT] = { + MODELCONDITION_RELOADING_A, + MODELCONDITION_RELOADING_B, + MODELCONDITION_RELOADING_C + }; + static const ModelConditionFlagType PreAttack[WEAPONSLOT_COUNT] = { + MODELCONDITION_PREATTACK_A, + MODELCONDITION_PREATTACK_B, + MODELCONDITION_PREATTACK_C + }; + static const ModelConditionFlagType* Lookup[WSF_COUNT] = { + Nothing, + Firing, + Betweening, + Reloading, + PreAttack + }; ModelConditionFlags flags; // defaults to all clear @@ -378,7 +400,11 @@ void WeaponSet::updateWeaponSet(const Object* obj) if (f != MODELCONDITION_INVALID) flags.set(f); - static const ModelConditionFlagType Using[WEAPONSLOT_COUNT] = { MODELCONDITION_USING_WEAPON_A, MODELCONDITION_USING_WEAPON_B, MODELCONDITION_USING_WEAPON_C }; + static const ModelConditionFlagType Using[WEAPONSLOT_COUNT] = { + MODELCONDITION_USING_WEAPON_A, + MODELCONDITION_USING_WEAPON_B, + MODELCONDITION_USING_WEAPON_C + }; if (a != WSF_NONE) flags.set(Using[wslot]); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp index d559223299a..04d6c71db91 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp @@ -5276,7 +5276,12 @@ void ScriptActions::doMoveUnitTowardsNearest( const AsciiString& unitName, const PartitionFilterPolygonTrigger acceptWithin(trig); PartitionFilterSameMapStatus filterMapStatus(obj); - PartitionFilter *filters[] = { &thingsToAccept, &acceptWithin, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &thingsToAccept, + &acceptWithin, + &filterMapStatus, + nullptr + }; bestObj = ThePartitionManager->getClosestObject( obj->getPosition(), REALLY_FAR, FROM_CENTER_2D, filters ); if( !bestObj ) @@ -5303,7 +5308,12 @@ void ScriptActions::doMoveUnitTowardsNearest( const AsciiString& unitName, const if( thisType ) { PartitionFilterThing f2( thisType, true ); - PartitionFilter *filters[] = { &f2, &acceptWithin, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f2, + &acceptWithin, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject( &pos, REALLY_FAR, FROM_CENTER_2D, filters, &dist ); if( obj ) @@ -5370,7 +5380,12 @@ void ScriptActions::doMoveTeamTowardsNearest( const AsciiString& teamName, const { //Find the closest specified template. PartitionFilterThing thingsToAccept( templ, true ); - PartitionFilter *filters[] = { &thingsToAccept, &acceptWithin, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &thingsToAccept, + &acceptWithin, + &filterMapStatus, + nullptr + }; bestObj = ThePartitionManager->getClosestObject( &teamPos, REALLY_FAR, FROM_CENTER_2D, filters ); if (!bestObj) { @@ -5392,7 +5407,12 @@ void ScriptActions::doMoveTeamTowardsNearest( const AsciiString& teamName, const if( thisType ) { PartitionFilterThing thingToAccept( thisType, true ); - PartitionFilter *filters[] = { &thingToAccept, &acceptWithin, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &thingToAccept, + &acceptWithin, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject( &teamPos, REALLY_FAR, FROM_CENTER_2D, filters, &dist ); if( obj ) @@ -5521,7 +5541,12 @@ void ScriptActions::doSkirmishCommandButtonOnMostValuable( const AsciiString& te PartitionFilterValidCommandButtonTarget f2(srcObj, commandButton, true, CMD_FROM_SCRIPT); PartitionFilterSameMapStatus filterMapStatus(srcObj); - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; // @todo: Should we add the group's radius to the range? Seems like a possibility. SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(&pos, range, FROM_CENTER_2D, filters, ITER_SORTED_EXPENSIVE_TO_CHEAP); MemoryPoolObjectHolder hold(iter); @@ -5627,7 +5652,12 @@ void ScriptActions::doTeamUseCommandButtonOnNearestEnemy( const AsciiString& tea Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; @@ -5679,7 +5709,14 @@ void ScriptActions::doTeamUseCommandButtonOnNearestGarrisonedBuilding( const Asc Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &f3, &f4, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &f4, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; @@ -5730,7 +5767,13 @@ void ScriptActions::doTeamUseCommandButtonOnNearestKindof( const AsciiString& te Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; @@ -5781,7 +5824,13 @@ void ScriptActions::doTeamUseCommandButtonOnNearestBuilding( const AsciiString& Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; @@ -5833,7 +5882,14 @@ void ScriptActions::doTeamUseCommandButtonOnNearestBuildingClass( const AsciiStr Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &f3, &f4, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &f4, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; @@ -5886,7 +5942,13 @@ void ScriptActions::doTeamUseCommandButtonOnNearestObjectType( const AsciiString PartitionFilterThing f2(thingTemplate, true); PartitionFilterValidCommandButtonTarget f3(srcObj, commandButton, true, CMD_FROM_SCRIPT); PartitionFilterSameMapStatus filterMapStatus(srcObj); - PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &filterMapStatus, + nullptr + }; Coord3D pos; theGroup->getCenter(&pos); @@ -5918,7 +5980,13 @@ void ScriptActions::doTeamUseCommandButtonOnNearestObjectType( const AsciiString if( thisType ) { PartitionFilterThing f2( thisType, true ); - PartitionFilter *filters[] = { &f1, &f2, &f3, &f4, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &f4, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters, &dist ); if( obj ) @@ -6006,7 +6074,12 @@ void ScriptActions::doTeamCaptureNearestUnownedFactionUnit( const AsciiString& t Coord3D pos; theGroup->getCenter(&pos); - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; Object *obj = ThePartitionManager->getClosestObject(&pos, REALLY_FAR, FROM_CENTER_2D, filters); if (!obj) { return; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp index e8af1634b5c..59585c38d7e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptConditions.cpp @@ -1081,7 +1081,13 @@ Bool ScriptConditions::evaluateEnemySighted(Parameter *pItemParm, Parameter *pAl // and only on-map (or not) PartitionFilterSameMapStatus filterMapStatus(theObj); - PartitionFilter *filters[] = { &filterTeam, &filterAlive, &filterStealth, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &filterTeam, + &filterAlive, + &filterStealth, + &filterMapStatus, + nullptr + }; Real visionRange = theObj->getVisionRange(); @@ -1126,7 +1132,12 @@ Bool ScriptConditions::evaluateTypeSighted(Parameter *pItemParm, Parameter *pTyp // and only on-map (or not) PartitionFilterSameMapStatus filterMapStatus(theObj); - PartitionFilter *filters[] = { &filterAlive, &filterStealth, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &filterAlive, + &filterStealth, + &filterMapStatus, + nullptr + }; Real visionRange = theObj->getVisionRange(); @@ -2220,7 +2231,12 @@ Bool ScriptConditions::evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter PartitionFilterPlayerAffiliation f2(player, ALLOW_NEUTRAL, true); PartitionFilterOnMap filterMapStatus; - PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &filterMapStatus, + nullptr + }; SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(¢er, distance, FROM_CENTER_2D, filters, ITER_FASTEST); MemoryPoolObjectHolder hold(iter); @@ -2271,7 +2287,13 @@ Bool ScriptConditions::evaluateSkirmishPlayerTechBuildingWithinDistancePerimeter PartitionFilterOnMap filterMapStatus; - PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, nullptr }; + PartitionFilter *filters[] = { + &f1, + &f2, + &f3, + &filterMapStatus, + nullptr + }; Bool comparison = ThePartitionManager->getClosestObject(¢er, radius, FROM_CENTER_2D, filters) != nullptr; pCondition->setCustomData(-1); // false. diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp index ad2e04c85d0..89c24af3128 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/Scripts.cpp @@ -126,8 +126,19 @@ void SignalUIInteraction(Int interaction) // Changing the order or meaning of either of these will require you to update the maps // in a meaningful way. If there are new entries, add them to the end, rather than the middle. -const char *Surfaces[] = { "Ground", "Air", "Ground or Air" }; -const char *ShakeIntensities[] = { "Subtle", "Normal", "Strong", "Severe", "Cine_Extreme", "Cine_Insane" }; +const char *Surfaces[] = { + "Ground", + "Air", + "Ground or Air" +}; +const char *ShakeIntensities[] = { + "Subtle", + "Normal", + "Strong", + "Severe", + "Cine_Extreme", + "Cine_Insane" +}; enum { K_SCRIPT_LIST_DATA_VERSION_1 = 1, K_SCRIPT_GROUP_DATA_VERSION_1 = 1, diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp index 610a4433044..e0ac3a3d310 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp @@ -2146,7 +2146,12 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos) { SpecialRenderInfoClass *context; //default uv coordinates before rotation starting at top/left going clockwise - static Vector2 uvData[4]={Vector2(-0.5,-0.5f),Vector2(-0.5,0.5f),Vector2(0.5f,0.5f),Vector2(-0.5f,0.5f)}; + static Vector2 uvData[4]={ + Vector2(-0.5,-0.5f), + Vector2(-0.5,0.5f), + Vector2(0.5f,0.5f), + Vector2(-0.5f,0.5f) + }; //force light always 2000 units from object - for some reason projection fails if //light is too far. diff --git a/GeneralsMD/Code/Tools/wdump/chunk_d.cpp b/GeneralsMD/Code/Tools/wdump/chunk_d.cpp index 7526d34c5f4..34225f77100 100644 --- a/GeneralsMD/Code/Tools/wdump/chunk_d.cpp +++ b/GeneralsMD/Code/Tools/wdump/chunk_d.cpp @@ -206,20 +206,88 @@ void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *name, W3dShaderStruct * shader) { - static const char * _depth_compare[] = { "Pass Never","Pass Less","Pass Equal","Pass Less or Equal", "Pass Greater","Pass Not Equal","Pass Greater or Equal","Pass Always" }; - static const char * _depth_mask[] = { "Write Disable", "Write Enable" }; - static const char * _color_mask[] = { "Write Disable", "Write Enable" }; - static const char * _destblend[] = { "Zero","One","Src Color","One Minus Src Color","Src Alpha","One Minus Src Alpha","Src Color Prefog" }; - static const char * _fogfunc[] = { "Disable","Enable","Scale Fragment","Replace Fragment" }; - static const char * _prigradient[] = { "Disable","Modulate","Add","Bump-Environment" }; - static const char * _secgradient[] = { "Disable","Enable" }; - static const char * _srcblend[] = { "Zero","One","Src Alpha","One Minus Src Alpha" }; - static const char * _texturing[] = { "Disable","Enable" }; - static const char * _detailcolor[] = { "Disable","Detail","Scale","InvScale","Add","Sub","SubR","Blend","DetailBlend" }; - static const char * _detailalpha[] = { "Disable","Detail","Scale","InvScale" }; - static const char * _dithermask[] = { "Disable", "Enable" }; - static const char * _shademodel[] = { "Smooth", "Flat" }; - static const char * _alphatest[] = { "Alpha Test Disable", "Alpha Test Enable" }; + static const char * _depth_compare[] = { + "Pass Never", + "Pass Less", + "Pass Equal", + "Pass Less or Equal", + "Pass Greater", + "Pass Not Equal", + "Pass Greater or Equal", + "Pass Always" + }; + static const char * _depth_mask[] = { + "Write Disable", + "Write Enable" + }; + static const char * _color_mask[] = { + "Write Disable", + "Write Enable" + }; + static const char * _destblend[] = { + "Zero", + "One", + "Src Color", + "One Minus Src Color", + "Src Alpha", + "One Minus Src Alpha", + "Src Color Prefog" + }; + static const char * _fogfunc[] = { + "Disable", + "Enable", + "Scale Fragment", + "Replace Fragment" + }; + static const char * _prigradient[] = { + "Disable", + "Modulate", + "Add", + "Bump-Environment" + }; + static const char * _secgradient[] = { + "Disable", + "Enable" + }; + static const char * _srcblend[] = { + "Zero", + "One", + "Src Alpha", + "One Minus Src Alpha" + }; + static const char * _texturing[] = { + "Disable", + "Enable" + }; + static const char * _detailcolor[] = { + "Disable", + "Detail", + "Scale", + "InvScale", + "Add", + "Sub", + "SubR", + "Blend", + "DetailBlend" + }; + static const char * _detailalpha[] = { + "Disable", + "Detail", + "Scale", + "InvScale" + }; + static const char * _dithermask[] = { + "Disable", + "Enable" + }; + static const char * _shademodel[] = { + "Smooth", + "Flat" + }; + static const char * _alphatest[] = { + "Alpha Test Disable", + "Alpha Test Enable" + }; int counter = 0; char label[256]; @@ -251,19 +319,75 @@ void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *name, W void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *name, W3dPS2ShaderStruct * shader) { - static const char * _depth_compare[] = { "Pass Never","Pass Less","Pass Always","Pass Less or Equal"}; - static const char * _depth_mask[] = { "Write Disable", "Write Enable" }; - static const char * _color_mask[] = { "Write Disable", "Write Enable" }; - static const char * _ablend[] = { "Src Color","Dest Color","Zero"}; - static const char * _cblend[] = { "Src Alpha","Dest Alpha","One"}; - static const char * _fogfunc[] = { "Disable","Enable","Scale Fragment","Replace Fragment" }; - static const char * _prigradient[] = { "Disable","Modulate","Highlight","Highlight2" }; - static const char * _secgradient[] = { "Disable","Enable" }; - static const char * _texturing[] = { "Disable","Enable" }; - static const char * _detailcolor[] = { "Disable","Detail","Scale","InvScale","Add","Sub","SubR","Blend","DetailBlend" }; - static const char * _detailalpha[] = { "Disable","Detail","Scale","InvScale" }; - static const char * _dithermask[] = { "Disable", "Enable" }; - static const char * _shademodel[] = { "Smooth", "Flat" }; + static const char * _depth_compare[] = { + "Pass Never", + "Pass Less", + "Pass Always", + "Pass Less or Equal" + }; + static const char * _depth_mask[] = { + "Write Disable", + "Write Enable" + }; + static const char * _color_mask[] = { + "Write Disable", + "Write Enable" + }; + static const char * _ablend[] = { + "Src Color", + "Dest Color", + "Zero" + }; + static const char * _cblend[] = { + "Src Alpha", + "Dest Alpha", + "One" + }; + static const char * _fogfunc[] = { + "Disable", + "Enable", + "Scale Fragment", + "Replace Fragment" + }; + static const char * _prigradient[] = { + "Disable", + "Modulate", + "Highlight", + "Highlight2" + }; + static const char * _secgradient[] = { + "Disable", + "Enable" + }; + static const char * _texturing[] = { + "Disable", + "Enable" + }; + static const char * _detailcolor[] = { + "Disable", + "Detail", + "Scale", + "InvScale", + "Add", + "Sub", + "SubR", + "Blend", + "DetailBlend" + }; + static const char * _detailalpha[] = { + "Disable", + "Detail", + "Scale", + "InvScale" + }; + static const char * _dithermask[] = { + "Disable", + "Enable" + }; + static const char * _shademodel[] = { + "Smooth", + "Flat" + }; int counter = 0; char label[256];