This code completely replaces the old iniparser with a new,
cleaner API. All existing uses of the old code have been ported.
The Xcode and MSVC projects will require updating.
Also, fix minor inconsistencies in structure map coverage calculations, which probably didn't change anything, since structures should always be aligned, anyway.
* 'master' of github.com:Warzone2100/warzone2100:
Try to make production interface behave less confusing.
Simplify production run code.
Italian translation update by Alpha93.
Turkish translation update by Ayhan Görgülü.
Error 27 error C2664: 'BOOL (HANDLE,DWORD,PVOID,DWORD,PDWORD)' :
cannot convert parameter 1 from 'DWORD' to 'HANDLE'
Since it cannot convert (HANDLE)hProcess to a HANDLE, the obvious solution is to add a cast: (HANDLE)(HANDLE)hProcess.
Error 26 error C2664: 'BOOL (HANDLE,DWORD,PVOID,DWORD,PDWORD)' :
cannot convert parameter 2 from 'void *' to 'DWORD'
../../../../lib/exceptionhandler/exchndl.cpp: In function ‘BOOL IntelStackWalk(DWORD, void*, void*, _tagSTACKFRAME*, CONTEXT*, BOOL (*)(void*, const void*, void*, DWORD, DWORD*), void* (*)(void*, DWORD), DWORD (*)(void*, DWORD), DWORD (*)(void*, void*,
_tagADDRESS*))’:
../../../../lib/exceptionhandler/exchndl.cpp:599: error: invalid conversion from ‘long unsigned int’ to ‘const void*’
Since it needs a void *, no, I mean a DWORD, no, I mean a void *, the obvious solution is to add a cast: ...id *)(DWORD)(void *)(DWORD)(void *)StackFrame->AddrFrame.Offset
* 'master' of github.com:Warzone2100/warzone2100:
Try to fix the cross compile.
Fix releaseBranch script to handle netplay.cpp instead of netplay.c.
Simplify targetting projectiles.
Fix WZ_DECL_CONST -> WZ_DECL_PURE on src/vector.h.
Clean up some weird invalid PROJECTILE * -> BASE_OBJECT * casts.
Make structures rectangular instead of circular for the purposes of projectile collision detection.
Remove SPACETIME C wrapper around Spacetime.
Remove redundant memset()s in loadGame.
Use default constructors instead of memset for W_INIT (widget init) derivatives.
Fix game saving/loading.
Reset constructor upgrade between games.
Remove ORDER_LIST_MAX and the corresponding 10 order limit to droid order queues.
Use --debug=memory to see sizeof(...) for the various object types.
Think not allowed to use WZ_DECL_CONST on functions that take references to parameters. The compiler should be able to optimise inline functions properly even without any WZ_DECL_BLAH, anyway.
Accidentally fixed 5 memsets of W_FORMINIT, which were incorrectly using sizeof(W_BUTINIT). (The sizeof() was smaller than the object, so it didn't overflow, at least.)
And removed an ugly memset of a DROID.
sizeof(DROID) -= 296; (On 64-bit platforms.)
Fixes a probable issue when dead droids are removed from order lists.
Changelog: Allow queueing of arbitrarily many orders instead of just 10.
* 'master' of github.com:Warzone2100/warzone2100:
Simplify normalsOnTile in src/lighting.cpp.
Make Vectors fun to use. Instead of Vector2f_Sub(Vector2f_Mul(myVector, myScalar), myOtherVector), write myVector*myScalar + MyOtherVector.
Fix GLee.cpp → GLee.c in Linux and Windows build scripts.
Normalise the warnings for the mac builds.
* 'master' of github.com:Warzone2100/warzone2100:
Change Glee back to c; eliminates warnings in the mac build.
Make OBJECT_POSITION inheritance explicit.
Remove extern "C" {} from most places, due to longer being needed.
Try to fix cross-compile errors.
Fix strict-aliasing warnings reported by dak180.
Don't fail to build when building from tarballs.