[Fix] Clearing out some warning that I allowed to slip in.
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45
bin/conf
45
bin/conf
@ -1,45 +0,0 @@
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--WINDOW.
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width = 1024
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height = 768
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fullscreen = 0
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-- SCREEN.
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fps = 0
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-- SOUND.
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nosound = 0
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sound = 1.
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music = 1.
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-- JOYSTICK.
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-- Can be number or substring of joystick name.
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joystick = "Precision"
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-- KEYBINDINGS.
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-- Type can be keyboard, jaxis or jbutton.
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--
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-- If left is an axis, it will automatically set right to the same axis.
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-- setting both to the same axis (key).
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-- You can use reverse = 1 option to reverse them.
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-- Movement.
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accel = { type = "jbutton", key = 0 }
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left = { type = "jaxis", key = 0 }
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right = { type = "jaxis", key = 0 }
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-- Combat.
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primary = { type = "jbutton", key = 1 }
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target = { type = "jbutton", key = 4 }
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target_nearest = { type = "jbutton", key = 3 }
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face = { type = "keyboard", key = 38 }
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board = { type = "keyboard", key = 57 }
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secondary = { type = "jbutton", key = 7 }
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secondary_next = { type = "jbutton", key = 5 }
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-- Space.
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-- Gui.
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mapzoomin = { type = "jbutton", key = 4 }
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mapzoomout = { type = "jbutton", key = 6 }
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screenshot = { type = "keyboard", key = 82 }
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@ -179,7 +179,7 @@ int gl_printMid(const glFont* ft_font, const int width, double x, const double y
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int gl_printText(const glFont* ft_font, const int width, const int height,
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int gl_printText(const glFont* ft_font, const int width, const int height,
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double bx, double by, glColour* c, const char* fmt, ...) {
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double bx, double by, glColour* c, const char* fmt, ...) {
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float h = ft_font->h / .63; // Slightly increase font size.
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//float h = ft_font->h / .63; // Slightly increase font size.
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char txt[1024];
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char txt[1024];
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char buf[128];
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char buf[128];
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va_list ap;
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va_list ap;
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@ -14,7 +14,7 @@ extern glFont gl_smallFont; // Small font.
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// glFont loading/freeing.
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// glFont loading/freeing.
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// If font is NULL it uses the internal default font, same with gl_print
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// If font is NULL it uses the internal default font, same with gl_print
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void glFontInit(glFont* font, const char* fname, const unsigned int h);
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void gl_fontInit(glFont* font, const char* fname, const unsigned int h);
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void gl_freeFont(glFont* font);
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void gl_freeFont(glFont* font);
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// Print text.
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// Print text.
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@ -1,5 +1,4 @@
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#include "toolkit.h"
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#include "toolkit.h"
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#include "pause.h"
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#include "player.h"
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#include "player.h"
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#include "rng.h"
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#include "rng.h"
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#include "music.h"
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#include "music.h"
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@ -104,6 +103,7 @@ void land(Planet* p) {
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// Change music.
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// Change music.
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music_load(MUSIC_LAND);
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music_load(MUSIC_LAND);
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music_play();
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planet = p;
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planet = p;
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land_wid = window_create(p->name, -1, -1, LAND_WIDTH, LAND_HEIGHT);
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land_wid = window_create(p->name, -1, -1, LAND_WIDTH, LAND_HEIGHT);
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@ -44,6 +44,7 @@ static char version[VERSION_LEN];
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#define DATA_NAME_LEN 25 // Max length of data name.
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#define DATA_NAME_LEN 25 // Max length of data name.
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char* data = NULL;
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char* data = NULL;
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char dataname[DATA_NAME_LEN];
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char dataname[DATA_NAME_LEN];
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int nosound = 0;
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int show_fps = 1; // Default - True.
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int show_fps = 1; // Default - True.
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int max_fps = 0;
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int max_fps = 0;
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int indjoystick = -1;
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int indjoystick = -1;
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@ -109,9 +110,13 @@ int main(int argc, char** argv) {
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window_caption();
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window_caption();
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// OpenAL sound.
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// OpenAL sound.
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if(nosound)
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LOG("Sound is disabled!");
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else {
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if(sound_init()) WARN("Problem setting up sound!");
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if(sound_init()) WARN("Problem setting up sound!");
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music_load("Machina");
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music_load("Machina");
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music_play();
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music_play();
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}
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// Input.
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// Input.
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if((indjoystick >= 0) || (namjoystick != NULL)) {
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if((indjoystick >= 0) || (namjoystick != NULL)) {
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@ -239,7 +239,7 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
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MELEMENT(tmp->name==NULL, "name");
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MELEMENT(tmp->name==NULL, "name");
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MELEMENT(tmp->max==0, "max");
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MELEMENT(tmp->max==0, "max");
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MELEMENT(tmp->tech==0, "tech");
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MELEMENT(tmp->tech==0, "tech");
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MELEMENT(tmp->mass==0, "mass");
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// MELEMENT(tmp->mass==0, "mass");
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MELEMENT(tmp->type==0, "type");
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MELEMENT(tmp->type==0, "type");
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#undef MELEMENT
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#undef MELEMENT
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@ -33,7 +33,7 @@
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Pilot* player = NULL; // extern in pilot.h
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Pilot* player = NULL; // extern in pilot.h
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// Player global properties.
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// Player global properties.
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char* player_name = NULL; // Player name.
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char* player_name = NULL; // Player name.
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unsigned int credits = NULL; // Ze monies.
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unsigned int credits = 0; // Ze monies.
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unsigned int combat_rating = 0; // Ze rating.
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unsigned int combat_rating = 0; // Ze rating.
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unsigned int player_flags = 0; // Player flags.
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unsigned int player_flags = 0; // Player flags.
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// Input.c
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// Input.c
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@ -230,7 +230,7 @@ void ships_free(void) {
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// Used to visualize the ships status.
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// Used to visualize the ships status.
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void ship_view(char* shipname) {
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void ship_view(char* shipname) {
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Ship* s;
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Ship* s = NULL;
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char buf[1024];
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char buf[1024];
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unsigned int wid;
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unsigned int wid;
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wid = window_create(shipname, -1, -1, VIEW_WIDTH, VIEW_HEIGHT);
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wid = window_create(shipname, -1, -1, VIEW_WIDTH, VIEW_HEIGHT);
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