Compilation for MSVC2013, thanks @dalkon

OTclient now compiles in "Microsoft Visual Studio 2013 Express for Windows Desktop"
All the needed libraries you can download at https://www.dropbox.com/s/2yfb1c763io8efy/otclient-msvc13-libs.zip
NOTE: You have to change VC++ Directories to the properly directories
NOTE: Latested MSVC 2013 or greated is required
master
Eduardo Bart 11 years ago
parent c9597d6682
commit 1060c6f78c

@ -351,17 +351,10 @@ void Map::setShowZone(tileflags_t zone, bool show)
void Map::setShowZones(bool show)
{
#ifdef _MSC_VER
static const uint32 defaultZoneFlags
= TILESTATE_HOUSE | TILESTATE_PROTECTIONZONE;
#else
static constexpr uint32 defaultZoneFlags
= TILESTATE_HOUSE | TILESTATE_PROTECTIONZONE;
#endif
if(!show)
m_zoneFlags = 0;
else if(m_zoneFlags == 0)
m_zoneFlags = defaultZoneFlags;
m_zoneFlags = TILESTATE_HOUSE | TILESTATE_PROTECTIONZONE;
}
void Map::setZoneColor(tileflags_t zone, const Color& color)

@ -52,13 +52,8 @@
namespace Fw
{
#ifdef _MSC_VER
static const float pi = 3.14159265;
static const float MIN_ALPHA = 0.003f;
#else
constexpr float pi = 3.14159265;
constexpr float MIN_ALPHA = 0.003f;
#endif
enum Key : unsigned char {
KeyUnknown = 0,
KeyEscape = 1,

@ -83,7 +83,7 @@ bool Shader::compileSourceFile(const std::string& sourceFile)
std::string sourceCode = g_resources.readFileContents(sourceFile);
return compileSourceCode(sourceCode);
} catch(stdext::exception& e) {
g_logger.error(stdext::format("unable to load shader source form file: %s", sourceFile));
g_logger.error(stdext::format("unable to load shader source form file '%s': %s", sourceFile, e.what()));
}
return false;
}

@ -53,8 +53,8 @@ void LuaInterface::init()
m_globalEnv = ref();
pop();
// check if demangle_type is working as expected
assert(stdext::demangle_type<LuaObject>() == "LuaObject");
// check if demangle_class is working as expected
assert(stdext::demangle_class<LuaObject>() == "LuaObject");
// register LuaObject, the base of all other objects
registerClass<LuaObject>();

@ -64,24 +64,24 @@ public:
// register shortcuts using templates
template<class C, class B = LuaObject>
void registerClass() {
registerClass(stdext::demangle_type<C>(), stdext::demangle_type<B>());
registerClass(stdext::demangle_class<C>(), stdext::demangle_class<B>());
}
template<class C>
void registerClassStaticFunction(const std::string& functionName, const LuaCppFunction& function) {
registerClassStaticFunction(stdext::demangle_type<C>(), functionName, function);
registerClassStaticFunction(stdext::demangle_class<C>(), functionName, function);
}
template<class C>
void registerClassMemberFunction(const std::string& functionName, const LuaCppFunction& function) {
registerClassMemberFunction(stdext::demangle_type<C>(), functionName, function);
registerClassMemberFunction(stdext::demangle_class<C>(), functionName, function);
}
template<class C>
void registerClassMemberField(const std::string& field,
const LuaCppFunction& getFunction,
const LuaCppFunction& setFunction) {
registerClassMemberField(stdext::demangle_type<C>(), field, getFunction, setFunction);
registerClassMemberField(stdext::demangle_class<C>(), field, getFunction, setFunction);
}
// methods for binding functions

@ -117,5 +117,9 @@ int LuaObject::getUseCount()
std::string LuaObject::getClassName()
{
// TODO: this could be cached for more performance
#ifdef _MSC_VER
return stdext::demangle_name(typeid(*this).name()) + 6;
#else
return stdext::demangle_name(typeid(*this).name());
#endif
}

@ -148,10 +148,10 @@ LONG CALLBACK ExceptionHandler(LPEXCEPTION_POINTERS e)
MessageBox(NULL, msg.c_str(), "Application crashed", 0);
// this seems to silently close the application
return EXCEPTION_EXECUTE_HANDLER;
//return EXCEPTION_EXECUTE_HANDLER;
// this triggers the microsoft "application has crashed" error dialog
//return EXCEPTION_CONTINUE_SEARCH;
return EXCEPTION_CONTINUE_SEARCH;
}
void installCrashHandler()

@ -48,7 +48,7 @@ class WIN32Window : public PlatformWindow
bool isExtensionSupported(const char *ext);
LRESULT windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
friend class WindowProcProxy;
friend struct WindowProcProxy;
Fw::Key retranslateVirtualKey(WPARAM wParam, LPARAM lParam);

@ -121,7 +121,7 @@ template<>
inline bool cast(const std::string& in, float& f) {
double d;
if(cast(in, d)) {
f=d;
f=(float)d;
return true;
}
return false;

@ -38,7 +38,7 @@ const char* demangle_name(const char* name)
#ifdef _MSC_VER
static char buffer[1024];
UnDecorateSymbolName(name, buffer, sizeof(buffer), UNDNAME_COMPLETE);
return &buffer[6];
return buffer;
#else
size_t len;
int status;

@ -31,6 +31,15 @@ namespace stdext {
/// Demangle names for GNU g++ compiler
const char* demangle_name(const char* name);
/// Returns the name of a class
template<typename T> std::string demangle_class() {
#ifdef _MSC_VER
return demangle_name(typeid(T).name()) + 6;
#else
return demangle_name(typeid(T).name());
#endif
}
/// Returns the name of a type
template<typename T> std::string demangle_type() { return demangle_name(typeid(T).name()); }

@ -55,13 +55,13 @@ template<int N> struct expand_snprintf {
template<typename Tuple, typename... Args> static int call(char *s, size_t maxlen, const char *format, const Tuple& tuple, const Args&... args) {
return expand_snprintf<N-1>::call(s, maxlen, format, tuple, sprintf_cast(std::get<N-1>(tuple)), args...); }};
template<> struct expand_snprintf<0> {
#ifdef _MSC_VER
template<typename Tuple, typename... Args> static int call(char *s, size_t maxlen, const char *format, const Tuple& tuple, const Args&... args) {
return _snprintf(s, maxlen, format, args...); }
#ifdef _MSC_VER
return _snprintf(s, maxlen, format, args...);
#else
template<typename Tuple, typename... Args> static int call(char *s, size_t maxlen, const char *format, const Tuple& tuple, const Args&... args) {
return snprintf(s, maxlen, format, args...); }
return snprintf(s, maxlen, format, args...);
#endif
}
};
// Improved snprintf that accepts std::string and other types

@ -36,7 +36,7 @@ void microsleep(size_t us);
struct timer {
public:
timer() { restart(); }
float elapsed_seconds() { return (stdext::micros() - m_start)/1000000.0; }
float elapsed_seconds() { return (float)((stdext::micros() - m_start)/1000000.0); }
ticks_t elapsed_millis() { return (stdext::micros() - m_start)/1000; }
ticks_t elapsed_micros() { return stdext::micros() - m_start; }
void restart() { m_start = stdext::micros(); }

@ -172,11 +172,7 @@ enum TiXmlEncoding
TIXML_ENCODING_UTF8,
TIXML_ENCODING_LEGACY
};
#ifdef _MSC_VER
static const TiXmlEncoding TIXML_DEFAULT_ENCODING = TIXML_ENCODING_UNKNOWN;
#else
constexpr TiXmlEncoding TIXML_DEFAULT_ENCODING = TIXML_ENCODING_UNKNOWN;
#endif
/** TiXmlBase is a base class for every class in TinyXml.
It does little except to establish that TinyXml classes
can be printed and provide some utility functions.

@ -0,0 +1,22 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "otclient", "otclient.vcxproj", "{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}.Debug|Win32.ActiveCfg = Debug|Win32
{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}.Debug|Win32.Build.0 = Debug|Win32
{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}.Release|Win32.ActiveCfg = Release|Win32
{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

@ -0,0 +1,409 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{17A8F78F-1FFB-4128-A3B3-59CC6C19D89A}</ProjectGuid>
<RootNamespace>otclient</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>E:\DevFolder\C++ Libraries\glew-1.10.0\include;E:\DevFolder\C++ Libraries\boost_1_54_0\include;C:\Users\crille\Documents\GitHub\dalkon\otclient\src;$(IncludePath)</IncludePath>
<LibraryPath>E:\DevFolder\C++ Libraries\glew-1.10.0\lib;E:\DevFolder\C++ Libraries\boost_1_54_0\lib;$(LibraryPath)</LibraryPath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_WIN32_WINNT=0x0501;BOT_PROTECTION;CLIENT;CRASH_HANDLER;FW_GRAPHICS;FW_NET;FW_SOUND;FW_XML;"BUILD_TYPE=\"RelWithDebInfo\"";"BUILD_COMMIT=\"devel\"";"BUILD_REVISION=\"0\"";"VERSION=\"0.6.3\"";%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ObjectFileName>$(IntDir)/%(RelativeDir)/</ObjectFileName>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_CRT_SECURE_NO_WARNINGS;_WIN32_WINNT=0x0501;BOT_PROTECTION;CLIENT;CRASH_HANDLER;FW_GRAPHICS;FW_NET;FW_SOUND;FW_XML;BUILD_TYPE="RelWithDebInfo";BUILD_COMMIT="devel";BUILD_REVISION="0";VERSION="0.6.3";%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ObjectFileName>$(IntDir)/%(RelativeDir)/</ObjectFileName>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
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</Link>
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<ClCompile Include="..\src\client\creature.cpp" />
<ClCompile Include="..\src\client\creatures.cpp" />
<ClCompile Include="..\src\client\effect.cpp" />
<ClCompile Include="..\src\client\game.cpp" />
<ClCompile Include="..\src\client\houses.cpp" />
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<ClCompile Include="..\src\client\lightview.cpp" />
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<ClCompile Include="..\src\client\luafunctions.cpp" />
<ClCompile Include="..\src\client\luavaluecasts.cpp" />
<ClCompile Include="..\src\client\map.cpp" />
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<ClCompile Include="..\src\client\protocolgameparse.cpp" />
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<ClCompile Include="..\src\client\spritemanager.cpp" />
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<ClCompile Include="..\src\client\uicreature.cpp" />
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<ClCompile Include="..\src\client\uimap.cpp" />
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