JSI_IGUIObject should not contain functions that work only for some GUI
Object types, refs #5442.
Deduplicate the shuffled copy of CText::SetupText.
Avoid the 80 times slower dynamic_cast mandated by the virtual class
inheritance by adding an ugly overridable pointer to the base class
pointing at this derived classes, as bargained with Vladislav and
proposed by wraitii in D1781 id=8426.
This may be improved by refactoring the IGUIObject and JSInterface
classes to use templates and / or eliminating its virtual inheritance.
Implement and use FromJSVal / ToJSVal CSize specialization.
Remove the JS::CallArgsFromVp call.
Differential Revision: https://code.wildfiregames.com/D2136
Comments By: wraitii, Vladislav
This was SVN commit r22596.
Remove the comment from 53bcba3368 that allures the reader to believe
there is a memory leak which is not and has not been the case, refs
D1700.
Remove the useless JSAutoRequest from GetJSObject if the object was
constructed already (performance improvement), following cx assignment
in 4b1297b328, following JSAutoRequest addition in e9e05f4efc (that also
had removed other useles JSAutoRequest calls but not this one).
Don't change JS::PersistentRooted to JS::Heap until SpiderMonkey is
updated, refs D1700.
Provide access to GUI, ScriptHandlers and JSObject for inheriting
classes.
This was SVN commit r22593.
Reported by Jenkins, but not gcc, clang, VS2015.
Take the opportunity following 2c47fbd66a to make the CGUI pointer held
by IGUIObject constant (the address, not the value).
Differential Revision: https://code.wildfiregames.com/D2139
This was SVN commit r22589.
Call JS_AddExtraGCRootsTracer and JS_RemoveExtraGCRootsTracer depending
on JS::Heap use instead of on CGUI page link setup.
GUIObjects should be able to access the GUI page independent of the
scripting (for example to obtain PredefinedColors, refs D2108).
Refs: D2108, c02a7e1a7b
Comments By: wraitii
This was SVN commit r22587.
A random phenotype can be chosen by giving multiple tokens to the
template.
This allows giving different looks to the same template.
Comments By: stan, vladislav, elexis
Patch By: Freagarach
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D1955
This was SVN commit r22586.
Mentioned by @elexis
Also fix traders two_wheel carts from staying static while dead.
(temporary fix until i place an animation for death in the
two/four_wheel_cart.
This was SVN commit r22583.
Remove mask from boeotian helmets B3/B4
Remove hele_su3 from macedonians/infantry_javelinist_e.xml.
Add missing checkguard from hele_phrygian_bronze.png
(following 0257f1ca79)
This was SVN commit r22581.
This fixes units always using capture attack on a building, since
rp22569 forgot to eliminate Capture from the attack types when not
allowed.
Reported by: minohaka
Patch by: Freagarach
Reviewed by: wraitii
Fixes#5544
Differential Revision: https://code.wildfiregames.com/D2134
This was SVN commit r22575.
Make CGUISpriteInstance non-copyable to further harden Philips
protection from 8f4f8e240f against unintentional copies of its DrawCall
cache such as in c19f3608a5.
Remove its copy constructor from 849f50a500, make it movable, and until
it becomes otherwise necessary, force move assignment when sprites are
assigned.
Improves the fixes of the compiler warnings about deprecated implicit
copy constructors in 8a32b0b3d4 by avoiding the copies instead of
copying explicitly.
Add ToJSVal, FromJSVal for CGUISprinteInstance to make
JSI_IGUIObject::getProperty and setProperty more consistent.
Rename Sprite operator= to SetName to reduce ambiguity.
Pass CRect by reference in CGUISpriteInstance::Draw.
Differential Revision: https://code.wildfiregames.com/D2133
Comments By: wraitii
This was SVN commit r22570.
BeginPathing renamed to ComputePathToGoal, as that is what this function
does.
IsMoving renamed to IsMoveRequested, as the function returns true when
the unit has a move request going on, not when it is actually moving
across the map, which was misleading.
UpdateMovementState's implementation moved closer to where it is used.
PathIsShort and WAYPOINT_ADVANCE_MAX are currently unused, thus deleted.
Differential Revision: https://code.wildfiregames.com/D2067
This was SVN commit r22568.
Fixes for 5568bd4c16:
- units could occasionally ignore range checks when attacking.
- attacking a formation wouldn't pick new targets correctly.
While testing, I also think the walk then walk and fight behaviour
should be changed to just walk and fight or units might just run towards
enemies and not attack them, which looks rather odd.
Reported By: Angen
Fixes#5530
Differential Revision: https://code.wildfiregames.com/D2119
This was SVN commit r22567.
This helps with #3144 and units not going idle when ordered to clump
together.
By rejecting paths that would not take the unit closer to the goal than
it is, we can avoid the case where a unit at A finds a short path to B,
goes there, gets stuck, finds a new short path to A, etc. ad infinitum.
It doesn't completely fix the problem since two units moving might still
occasionally become stuck against one another, but it makes it rarer
(unit pushing would probably finish solving this).
This assumes that being as close as possible to the goal is the best
behaviour when trying to move somewhere, even when it is unreachable.
Refs #3144
Differential Revision: https://code.wildfiregames.com/D2075
This was SVN commit r22566.
This improves hunting behaviour, as targets may still be in FOW on the
second try, and the unit would go idle - instead it'll now gather near
position, which is more likely to find a proper resource.
Differential Revision: https://code.wildfiregames.com/D2071
This was SVN commit r22565.
Delete GetSetting/SetSetting variants that operate on a GUI page other
than the one that the setting is defined in; introduced in c2a71e41bf,
obsolete since f0d9806b3f.
Delete CInternalCGUIAccessorBase::GetObjectPointer as these variants
were the only caller for that.
Delete CInternalCGUIAccessorBase::HandleMessage from a08cbd2f74 as it's
an unnecessary proxy.
Delete CInternalCGUIAccessorBase::QueryResetting from 953f72a91c by
making ResetStates public, equal to UpdateCachedSize from 90bbd48a14
(public required for VS2015 but not gcc 9).
Move ResetStates to implementation file.
Tested on: gcc 9, VS2015
This was SVN commit r22563.
JS_ReportError was passed a CStr, which it doesn't support.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D2131
This was SVN commit r22561.
The type differs from the Color type, because contrary to Color, it can
be created from a color predefined in the GUI page (such as "yellow").
Move this predefined color check to the new class instead of hardcoding
it in FromJSVal / ToJSVal, GUIUtil, JSInterface_IGUIObject and to
straighten the latter.
Delete fov_wedge_color from Minimap, unused since introduction in
5275dc862b.
This was SVN commit r22558.
Move EAlign and EVAlign JS<->C++ conversions to FromJSVal and ToJSVal
for consistency.
Remove alternative / british spelling "centre".
Use i32 instead of int since at least and at most 32 bits are intended
there, refs 1e07787e76.
This was SVN commit r22556.
Following 3a839517ce, SparseGrid::Reset() replaces the value of m_Data
(a C-style dynamically sized array) with a new value-initialised array,
by using the new operator. Previous code simply did a memset.
This means that when m_Data was not null, it leaked memory as the
previous array was not deleted.
SparseGrid::Reset is called when destroying the sparse grid, and a
SparseGrid is used by the long pathfinder when computing JPS paths. As
that is called rather often, it resulted in a relatively serious memory
leak that could make very long games use several GB of memory.
This fixes the leak by using placement new, which re-uses the memory,
effectively doing the same as the previously existing memset.
Profiling by historic_bruno and elexis showed that performance from
value-initialising with placement new was at worst similar to memset,
and testing shows this was compiled in a memset call in several cases
anyways.
Reviewed By: elexis
Fixes#5522
Differential Revision: https://code.wildfiregames.com/D2121
This was SVN commit r22545.
- ca9109be75 moved SwapBuffers inside Render - this makes Atlas call it
twice in a row which might behave oddly (did not seem to though) and
anyways was wasteful.
- ca9109be75 moved IdleTask from the sound manager outside of Render.
This means atlas never called IdleTask, and this broke sounds after a
few seconds.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D2029
This was SVN commit r22544.
When units are hunting, they push an attacking order in front.
That attacking order keeps track of the target's last known position to
efficiently hunt. However, if the unit goes out of LOS,
ShouldAbandonChase triggers and the unit goes back to the gather order -
which hby then as a hopelessly out of date "LastPos".
By updating the LastPos of the gather order as well, Gather can recover
efficiently.
Differential Revision: https://code.wildfiregames.com/D2072
This was SVN commit r22543.