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https://github.com/ddnet/ddnet.git
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Merge pull request #2010 from heinrich5991/pr_fallthrough
Remove case fallthroughs from the code base
This commit is contained in:
commit
3b1bea2b8b
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@ -723,7 +723,7 @@ void CConsole::ParseArguments(int NumArgs, const char **ppArguments)
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for(int i = 0; i < NumArgs; i++)
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{
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// check for scripts to execute
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if(ppArguments[i][0] == '-' && ppArguments[i][1] == 'f' && ppArguments[i][2] == 0)
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if(str_comp("-f", ppArguments[i]) == 0)
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{
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if(NumArgs - i > 1)
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ExecuteFile(ppArguments[i+1]);
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@ -30,150 +30,89 @@ void CSpectator::ConSpectate(IConsole::IResult *pResult, void *pUserData)
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pSelf->Spectate(pResult->GetInteger(0), pResult->GetInteger(1));
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}
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void CSpectator::ConSpectateNext(IConsole::IResult *pResult, void *pUserData)
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bool CSpectator::SpecModePossible(int SpecMode, int SpectatorID)
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{
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CSpectator *pSelf = (CSpectator *)pUserData;
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if(!pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || (pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK && pSelf->DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
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return;
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int NewSpecMode = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
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int NewSpectatorID = -1;
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bool GotNewSpectatorID = false;
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if(NewSpecMode != SPEC_PLAYER)
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NewSpecMode = (NewSpecMode + 1) % NUM_SPECMODES;
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else
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NewSpectatorID = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
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switch(NewSpecMode)
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{ // drop through
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int i = SpectatorID;
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switch(SpecMode)
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{
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case SPEC_PLAYER:
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for(int i = NewSpectatorID + 1; i < MAX_CLIENTS; i++)
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if(!m_pClient->m_aClients[i].m_Active || m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
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{
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if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
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continue;
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
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(i == pSelf->m_pClient->m_LocalClientID || pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != pSelf->m_pClient->m_aClients[i].m_Team ||
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(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
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continue;
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NewSpectatorID = i;
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GotNewSpectatorID = true;
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break;
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return false;
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}
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if(GotNewSpectatorID)
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break;
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NewSpecMode = SPEC_FLAGRED;
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NewSpectatorID = -1;
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if(m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
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(i == m_pClient->m_LocalClientID || m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team != m_pClient->m_aClients[i].m_Team ||
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(m_pClient->m_Snap.m_paPlayerInfos[i] && (m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
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{
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return false;
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}
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return true;
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case SPEC_FLAGRED:
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case SPEC_FLAGBLUE:
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if(pSelf->m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS)
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{
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GotNewSpectatorID = true;
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break;
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}
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NewSpecMode = SPEC_FREEVIEW;
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return m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS;
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case SPEC_FREEVIEW:
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS)
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GotNewSpectatorID = true;
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else
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return m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS;
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default:
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dbg_assert(false, "invalid spec mode");
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return false;
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}
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}
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static void IterateSpecMode(int Direction, int *pSpecMode, int *pSpectatorID)
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{
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dbg_assert(Direction == -1 || Direction == 1, "invalid direction");
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if(*pSpecMode == SPEC_PLAYER)
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{
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*pSpectatorID += Direction;
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if(0 <= *pSpectatorID && *pSpectatorID < MAX_CLIENTS)
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{
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// start again on the beginning in survival
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for(int i = 0; i < pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID; i++)
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{
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if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
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continue;
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
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(i == pSelf->m_pClient->m_LocalClientID || pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != pSelf->m_pClient->m_aClients[i].m_Team ||
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(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
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continue;
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NewSpecMode = SPEC_PLAYER;
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NewSpectatorID = i;
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GotNewSpectatorID = true;
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break;
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}
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return;
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}
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*pSpectatorID = -1;
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}
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*pSpecMode = (*pSpecMode + Direction + NUM_SPECMODES) % NUM_SPECMODES;
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if(*pSpecMode == SPEC_PLAYER)
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{
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*pSpectatorID = 0;
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if(Direction == -1)
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{
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*pSpectatorID = MAX_CLIENTS - 1;
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}
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}
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}
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if(GotNewSpectatorID)
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pSelf->Spectate(NewSpecMode, NewSpectatorID);
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void CSpectator::HandleSpectateNextPrev(int Direction)
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{
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if(!m_pClient->m_Snap.m_SpecInfo.m_Active || (Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
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return;
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int NewSpecMode = m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
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int NewSpectatorID = -1;
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if(NewSpecMode == SPEC_PLAYER)
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{
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NewSpectatorID = m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
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}
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// Ensure the loop terminates even if no spec modes are possible.
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for(int i = 0; i < NUM_SPECMODES + MAX_CLIENTS; i++)
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{
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IterateSpecMode(Direction, &NewSpecMode, &NewSpectatorID);
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if(SpecModePossible(NewSpecMode, NewSpectatorID))
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{
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Spectate(NewSpecMode, NewSpectatorID);
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return;
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}
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}
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}
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void CSpectator::ConSpectateNext(IConsole::IResult *pResult, void *pUserData)
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{
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((CSpectator *)pUserData)->HandleSpectateNextPrev(1);
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}
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void CSpectator::ConSpectatePrevious(IConsole::IResult *pResult, void *pUserData)
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{
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CSpectator *pSelf = (CSpectator *)pUserData;
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if(!pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || (pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK && pSelf->DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
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return;
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int NewSpecMode = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
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int NewSpectatorID = MAX_CLIENTS;
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bool GotNewSpectatorID = false;
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if(NewSpecMode != SPEC_PLAYER)
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NewSpecMode = (NewSpecMode - 1 + NUM_SPECMODES) % NUM_SPECMODES;
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else
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NewSpectatorID = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
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switch(NewSpecMode)
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{ // drop through
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case SPEC_FLAGBLUE:
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case SPEC_FLAGRED:
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if(pSelf->m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS)
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{
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NewSpectatorID = -1;
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GotNewSpectatorID = true;
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break;
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}
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NewSpecMode = SPEC_PLAYER;
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NewSpectatorID = MAX_CLIENTS;
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case SPEC_PLAYER:
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for(int i = NewSpectatorID - 1; i >= 0; i--)
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{
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if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
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continue;
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
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(i == pSelf->m_pClient->m_LocalClientID || pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != pSelf->m_pClient->m_aClients[i].m_Team ||
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(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
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continue;
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NewSpectatorID = i;
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GotNewSpectatorID = true;
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break;
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}
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if(GotNewSpectatorID)
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break;
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NewSpecMode = SPEC_FREEVIEW;
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case SPEC_FREEVIEW:
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NewSpectatorID = -1;
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS)
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GotNewSpectatorID = true;
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else
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{
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// start again on the beginning in survival
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for(int i = MAX_CLIENTS-1; i > pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID; i--)
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{
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if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
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continue;
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if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
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(i == pSelf->m_pClient->m_LocalClientID || pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != pSelf->m_pClient->m_aClients[i].m_Team ||
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(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
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continue;
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NewSpecMode = SPEC_PLAYER;
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NewSpectatorID = i;
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GotNewSpectatorID = true;
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break;
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}
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}
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}
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if(GotNewSpectatorID)
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pSelf->Spectate(NewSpecMode, NewSpectatorID);
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((CSpectator *)pUserData)->HandleSpectateNextPrev(-1);
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}
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CSpectator::CSpectator()
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@ -20,6 +20,9 @@ class CSpectator : public CComponent
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int m_SelectedSpecMode;
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vec2 m_SelectorMouse;
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bool SpecModePossible(int SpecMode, int SpectatorID);
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void HandleSpectateNextPrev(int Direction);
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static void ConKeySpectator(IConsole::IResult *pResult, void *pUserData);
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static void ConSpectate(IConsole::IResult *pResult, void *pUserData);
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static void ConSpectateNext(IConsole::IResult *pResult, void *pUserData);
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@ -610,9 +610,9 @@ void IGameController::SetGameState(EGameState GameState, int Timer)
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}
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break;
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case IGS_END_ROUND:
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if(DoWincheckMatch())
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break;
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case IGS_END_MATCH:
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if(GameState == IGS_END_ROUND && DoWincheckMatch())
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break;
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// only possible when game is running or over
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if(m_GameState == IGS_GAME_RUNNING || m_GameState == IGS_END_MATCH || m_GameState == IGS_END_ROUND || m_GameState == IGS_GAME_PAUSED)
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{
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