for AI building defense buildings in the wrong place into log messages. Fix
those more properly later!
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2098 4a71c877-e1ca-e34f-864e-861f7616d084
* Add some additional info about which track is being asked about into the assert
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2095 4a71c877-e1ca-e34f-864e-861f7616d084
driving angle will be infinite. Instead, make it (0, 0), which is more sane.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2089 4a71c877-e1ca-e34f-864e-861f7616d084
Amoung a lot of changes here come:
- Handling of polygons referencing the same vertex more than once.
- Nicer GUI.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2085 4a71c877-e1ca-e34f-864e-861f7616d084
* Move a large portion of code from audio_SetTrackVals into sound_SetTrackVals (audio_SetTrackVals only checks whether sound is enabled now, the rest of the job is entirely delegated to sound_SetTrackVals)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2084 4a71c877-e1ca-e34f-864e-861f7616d084
* in sound_GetAvailableID start looking for available IDs starting from ID_SOUND_NEXT, not zero (0) as that might cause ID collisions when used in conjunction with the hardcoded IDs in audio_id.*
* Make ID_SOUND_MAX be equal to the highest ID number (of the ID set defined in audio_id.*) rather than one more (since this is what "max" suggests: the highest number, not one more than the highest number)
* ID_SOUND_NEXT is now one higher than the highest ID number and can be/is used where one higher is required
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2082 4a71c877-e1ca-e34f-864e-861f7616d084
* Remove parameter `SDWORD iMaxSameSamples` from sound_Init who's value was only used to set g_iMaxSameSamples
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2081 4a71c877-e1ca-e34f-864e-861f7616d084
* removal of bullet.h in r2060
* renaming of base.h, bulletdef.h and weapons.h to basedef.h, projectiledef.h and weapondef.h respectively in r2063
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2080 4a71c877-e1ca-e34f-864e-861f7616d084
* Fix two typos of wrong filenames (these two are not case mismatches) in audio_id.c (one used a ',' instead of '.' and used wav as extension, the other missed a '-')
* Don't use case insensitive matching of filenames in audio_GetIDFromStr anymore as our filesystems aren't guaranteed to be case insensitive (this should cause no problems together with the above fixes)
* Use calloc instead of malloc and a for-loop to allocate an array of NULL pointers in sound_Init
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2076 4a71c877-e1ca-e34f-864e-861f7616d084
object was free()d and its memory was overwritten before we had time to iterate
to the next object in the list. Now we delay free() until after updates are done.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2073 4a71c877-e1ca-e34f-864e-861f7616d084
that we take dead structures off the grid map immediately.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2072 4a71c877-e1ca-e34f-864e-861f7616d084
with corrupted player name and such when mixing 2.0 and 2.1 versions, or old
and new versions of 2.1.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2070 4a71c877-e1ca-e34f-864e-861f7616d084
with other objects. To quickly adapt your patches and avoid conflict noise, run this
on the revision prior to this one:
sed -i s/OBJ_BULLET/OBJ_PROJECTILE/g src/*.c src/*.h src/*.l src/*.y
sed -i s/PROJ_OBJECT/PROJECTILE/g src/*.c src/*.h src/*.l src/*.y
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2061 4a71c877-e1ca-e34f-864e-861f7616d084
SDL_net.h: Where the SDL headers are not in a standard include path it sometimes seems to have problems with it.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2057 4a71c877-e1ca-e34f-864e-861f7616d084
- pie_MAX_POLYS became pie_MAX_POLYGONS.
- pie_MAX_POLY_VERTS became pie_MAX_VERTICES_PER_POLYGON and was decreased to 6 from 10. This _should_ work everywhere, I didn't see glitches. Grim recommended to even reduce it to 4, but the terrain renderer didn't like that. (When you pitched down the camera too much, the left screen side of the terrain disappeared.)
- iV_IMD_MAX_POINTS, iV_IMD_MAX_POLYS now are defined to the pie_ variants.
- scrPoints was moved into the scope of the only using function, pie_Draw3DShape2.
- aByteScale was never used, so it got removed.
- Some counters were changed from signed to unsigned.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2054 4a71c877-e1ca-e34f-864e-861f7616d084
Previously those displayed images instead of the appropriate letters.
This still doesn't allow for UTF-8 strings (since multi-byte characters are not handled), but it should work with ISO8859-X encodings.
Patch by Martin Koller.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2053 4a71c877-e1ca-e34f-864e-861f7616d084
to them are not. Bug looks like it has always been there, but hidden by old memory
management code.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2050 4a71c877-e1ca-e34f-864e-861f7616d084
level of cam2 because the non-nullness of an array pointer is checked instead of
the non-nullness of the first pointer in that array.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2048 4a71c877-e1ca-e34f-864e-861f7616d084
* Make use of the fact that FUNCTIONALITY is a union and work some casts away
* Turn some bitshifting with TILE_SHIFT into map_coord and world_coord function calls
* Merge some duplicated code in function resetFactoryNumFlag
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2045 4a71c877-e1ca-e34f-864e-861f7616d084