After a SP game has ended, needed to reset the search path back to mod_multiplay.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5839 4a71c877-e1ca-e34f-864e-861f7616d084
are apparently larger than the maximum. Reported by gronlund on IRC.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5836 4a71c877-e1ca-e34f-864e-861f7616d084
have a map editor that we can fix: If the next feature in the map overlaps another, remove the
already placed feature in favour of the new one.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5782 4a71c877-e1ca-e34f-864e-861f7616d084
tile obstructions that are also valid targets, such as oil derricks.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5776 4a71c877-e1ca-e34f-864e-861f7616d084
* Fix indentation
* Don't repeat function prototypes in their pre-leading comments
* "Upgrade" some function comments to Doxygen comments
* Remove whitespace from the end of lines
* Reintroduce empty lines removed in r5733
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5769 4a71c877-e1ca-e34f-864e-861f7616d084
position of the path. Fixes bug in new multi-threaded path finding code.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5766 4a71c877-e1ca-e34f-864e-861f7616d084
* Rename audio_Get3DPlayerRotAboutVerticalAxis to audio_GetPlayerOrientation and change it to return two Vector3f's with a forward and upward pointing vector in it (which can be directly used by OpenAL)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5763 4a71c877-e1ca-e34f-864e-861f7616d084
* Update the autotools, win32 makefiles, Code::Blocks and MSVC build systems
NOTE: Xcode will need an update for this
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5761 4a71c877-e1ca-e34f-864e-861f7616d084
of the code agree on exactly where the radar beings and ends. Please verify if this fixes the bug.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5738 4a71c877-e1ca-e34f-864e-861f7616d084
This allows players to get to the correct starting position on the map they picked, much easier.
Note, this uses a FBO. If your card doesn't support it, then you will basically notice nothing different. A fallback routine is done (but not in this patch), it is just waiting for a decent font *bitmap* that we can use.
Please see http://forums.wz2100.net/viewtopic.php?f=19&t=1953 for more discussion on the matter.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5733 4a71c877-e1ca-e34f-864e-861f7616d084
* Compile message_parser.y ''before'' message_lexer.l and message.c, so that message_parser.tab.h is already generated when the former two start compiling
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5705 4a71c877-e1ca-e34f-864e-861f7616d084
propulsion for this purpose. To test, use 'give all' cheat
before design, and the ctrl+o menu to place.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5691 4a71c877-e1ca-e34f-864e-861f7616d084
* Include all *.slo files when parsing for translatable strings with xgettext
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5686 4a71c877-e1ca-e34f-864e-861f7616d084
* At the only place where these ID numbers where used (scrValDefSave and scrValDefLoad), use the key-string instead (e.g. "ZNULLBODY" instead of 17)
* Rename function strresGetStringByID to strresGetString
* Increment event save file version to 4 (version of savegame.es files)
* Reject loading of savegames that need to load non-NULL ST_TEXTSTRING variables from version < 4
NOTE: This may break current savegames of games that use scripts with variables of type TEXTSTRING in them (AFAIK currently only ''some'' campaign and tutorial savegames have these).
This closes ticket:19
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5685 4a71c877-e1ca-e34f-864e-861f7616d084
they can drive on it. Also move a variable into more local scope.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5682 4a71c877-e1ca-e34f-864e-861f7616d084
* Don't maintain a secondary linked list of strings in strres.c
* Add the string that's tracked and it's ID number to the TREAP_NODE structure
* Let the treap code manage its own memory
* Have the treap code perform reverse lookups using either the resource string (i.e. not the "key" string) or associated ID number
NOTE: Searching a treap for anything else than the key is O(n), but that's no worse than a linked list, which is O(n) as well. Walking a treap has O(log n) as memory requirement, whereas walking a linked list has O(1) as memory requirement (stack size). So the only disadvantage is that searching the treap has a (highly remote!) possibility of stack overflows.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5666 4a71c877-e1ca-e34f-864e-861f7616d084
* Move commented out code into an #if 0 section (instead of /**/ comment)
* Use function world_coord instead of manual multiplication by TILE_UNITS
* Use the MAX macro to get the largest of two values (instead of manual comparison and selection of values)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5664 4a71c877-e1ca-e34f-864e-861f7616d084