Merge pull request #2010 from heinrich5991/pr_fallthrough

Remove case fallthroughs from the code base
This commit is contained in:
oy 2019-02-03 13:28:32 +01:00 committed by GitHub
commit 3b1bea2b8b
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4 changed files with 74 additions and 132 deletions

View file

@ -723,7 +723,7 @@ void CConsole::ParseArguments(int NumArgs, const char **ppArguments)
for(int i = 0; i < NumArgs; i++)
{
// check for scripts to execute
if(ppArguments[i][0] == '-' && ppArguments[i][1] == 'f' && ppArguments[i][2] == 0)
if(str_comp("-f", ppArguments[i]) == 0)
{
if(NumArgs - i > 1)
ExecuteFile(ppArguments[i+1]);

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@ -30,150 +30,89 @@ void CSpectator::ConSpectate(IConsole::IResult *pResult, void *pUserData)
pSelf->Spectate(pResult->GetInteger(0), pResult->GetInteger(1));
}
void CSpectator::ConSpectateNext(IConsole::IResult *pResult, void *pUserData)
bool CSpectator::SpecModePossible(int SpecMode, int SpectatorID)
{
int i = SpectatorID;
switch(SpecMode)
{
CSpectator *pSelf = (CSpectator *)pUserData;
if(!pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || (pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK && pSelf->DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
return;
int NewSpecMode = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
int NewSpectatorID = -1;
bool GotNewSpectatorID = false;
if(NewSpecMode != SPEC_PLAYER)
NewSpecMode = (NewSpecMode + 1) % NUM_SPECMODES;
else
NewSpectatorID = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
switch(NewSpecMode)
{ // drop through
case SPEC_PLAYER:
for(int i = NewSpectatorID + 1; i < MAX_CLIENTS; i++)
if(!m_pClient->m_aClients[i].m_Active || m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
{
if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
continue;
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
(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 ||
(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
continue;
NewSpectatorID = i;
GotNewSpectatorID = true;
break;
return false;
}
if(GotNewSpectatorID)
break;
NewSpecMode = SPEC_FLAGRED;
NewSpectatorID = -1;
if(m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
(i == m_pClient->m_LocalClientID || m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team != m_pClient->m_aClients[i].m_Team ||
(m_pClient->m_Snap.m_paPlayerInfos[i] && (m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
{
return false;
}
return true;
case SPEC_FLAGRED:
case SPEC_FLAGBLUE:
if(pSelf->m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS)
{
GotNewSpectatorID = true;
break;
}
NewSpecMode = SPEC_FREEVIEW;
return m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS;
case SPEC_FREEVIEW:
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS)
GotNewSpectatorID = true;
else
return m_pClient->m_aClients[m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS;
default:
dbg_assert(false, "invalid spec mode");
return false;
}
}
static void IterateSpecMode(int Direction, int *pSpecMode, int *pSpectatorID)
{
// start again on the beginning in survival
for(int i = 0; i < pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID; i++)
dbg_assert(Direction == -1 || Direction == 1, "invalid direction");
if(*pSpecMode == SPEC_PLAYER)
{
if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
continue;
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
(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 ||
(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
continue;
NewSpecMode = SPEC_PLAYER;
NewSpectatorID = i;
GotNewSpectatorID = true;
break;
*pSpectatorID += Direction;
if(0 <= *pSpectatorID && *pSpectatorID < MAX_CLIENTS)
{
return;
}
*pSpectatorID = -1;
}
*pSpecMode = (*pSpecMode + Direction + NUM_SPECMODES) % NUM_SPECMODES;
if(*pSpecMode == SPEC_PLAYER)
{
*pSpectatorID = 0;
if(Direction == -1)
{
*pSpectatorID = MAX_CLIENTS - 1;
}
}
}
if(GotNewSpectatorID)
pSelf->Spectate(NewSpecMode, NewSpectatorID);
void CSpectator::HandleSpectateNextPrev(int Direction)
{
if(!m_pClient->m_Snap.m_SpecInfo.m_Active || (Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
return;
int NewSpecMode = m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
int NewSpectatorID = -1;
if(NewSpecMode == SPEC_PLAYER)
{
NewSpectatorID = m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
}
// Ensure the loop terminates even if no spec modes are possible.
for(int i = 0; i < NUM_SPECMODES + MAX_CLIENTS; i++)
{
IterateSpecMode(Direction, &NewSpecMode, &NewSpectatorID);
if(SpecModePossible(NewSpecMode, NewSpectatorID))
{
Spectate(NewSpecMode, NewSpectatorID);
return;
}
}
}
void CSpectator::ConSpectateNext(IConsole::IResult *pResult, void *pUserData)
{
((CSpectator *)pUserData)->HandleSpectateNextPrev(1);
}
void CSpectator::ConSpectatePrevious(IConsole::IResult *pResult, void *pUserData)
{
CSpectator *pSelf = (CSpectator *)pUserData;
if(!pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || (pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK && pSelf->DemoPlayer()->GetDemoType() != IDemoPlayer::DEMOTYPE_SERVER))
return;
int NewSpecMode = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpecMode;
int NewSpectatorID = MAX_CLIENTS;
bool GotNewSpectatorID = false;
if(NewSpecMode != SPEC_PLAYER)
NewSpecMode = (NewSpecMode - 1 + NUM_SPECMODES) % NUM_SPECMODES;
else
NewSpectatorID = pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
switch(NewSpecMode)
{ // drop through
case SPEC_FLAGBLUE:
case SPEC_FLAGRED:
if(pSelf->m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_FLAGS)
{
NewSpectatorID = -1;
GotNewSpectatorID = true;
break;
}
NewSpecMode = SPEC_PLAYER;
NewSpectatorID = MAX_CLIENTS;
case SPEC_PLAYER:
for(int i = NewSpectatorID - 1; i >= 0; i--)
{
if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
continue;
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
(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 ||
(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
continue;
NewSpectatorID = i;
GotNewSpectatorID = true;
break;
}
if(GotNewSpectatorID)
break;
NewSpecMode = SPEC_FREEVIEW;
case SPEC_FREEVIEW:
NewSpectatorID = -1;
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team == TEAM_SPECTATORS)
GotNewSpectatorID = true;
else
{
// start again on the beginning in survival
for(int i = MAX_CLIENTS-1; i > pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID; i--)
{
if(!pSelf->m_pClient->m_aClients[i].m_Active || pSelf->m_pClient->m_aClients[i].m_Team == TEAM_SPECTATORS)
continue;
if(pSelf->m_pClient->m_aClients[pSelf->m_pClient->m_LocalClientID].m_Team != TEAM_SPECTATORS &&
(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 ||
(pSelf->m_pClient->m_Snap.m_paPlayerInfos[i] && (pSelf->m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_DEAD))))
continue;
NewSpecMode = SPEC_PLAYER;
NewSpectatorID = i;
GotNewSpectatorID = true;
break;
}
}
}
if(GotNewSpectatorID)
pSelf->Spectate(NewSpecMode, NewSpectatorID);
((CSpectator *)pUserData)->HandleSpectateNextPrev(-1);
}
CSpectator::CSpectator()

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@ -20,6 +20,9 @@ class CSpectator : public CComponent
int m_SelectedSpecMode;
vec2 m_SelectorMouse;
bool SpecModePossible(int SpecMode, int SpectatorID);
void HandleSpectateNextPrev(int Direction);
static void ConKeySpectator(IConsole::IResult *pResult, void *pUserData);
static void ConSpectate(IConsole::IResult *pResult, void *pUserData);
static void ConSpectateNext(IConsole::IResult *pResult, void *pUserData);

View file

@ -610,9 +610,9 @@ void IGameController::SetGameState(EGameState GameState, int Timer)
}
break;
case IGS_END_ROUND:
if(DoWincheckMatch())
break;
case IGS_END_MATCH:
if(GameState == IGS_END_ROUND && DoWincheckMatch())
break;
// only possible when game is running or over
if(m_GameState == IGS_GAME_RUNNING || m_GameState == IGS_END_MATCH || m_GameState == IGS_END_ROUND || m_GameState == IGS_GAME_PAUSED)
{